GSCats/projectile.s

538 lines
9.3 KiB
ArmAsm

;
; projectile
; Code and data structures related to the projectiles
;
; Created by Quinn Dunki on 8/13/17
;
projectileData:
; Gameobject data (we're a subclass, effectively)
.word -1 ; Pos X in pixels (from left terrain edge)
.word 0 ; Pos Y in pixels (from bottom terrain edge)
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
.word 0 ; Pos X (12.4 fixed point)
.word 0 ; Pos Y (12.4 fixed point)
.word 0 ; Velocity X (8.8 fixed point)
.word 0 ; Velocity Y (8.8 fixed point)
.word 0 ; Type
.word 1 ; New?
.repeat 112
.byte 0 ; Padding to 256-byte boundary
.endrepeat
JD_PRECISEX = 132 ; Byte offsets into projectile data structure
JD_PRECISEY = 134
JD_VX = 136
JD_VY = 138
JD_TYPE = 140
JD_NEW = 142
GRAVITY = $ffff ; 8.8 fixed point
projectileTypes:
; Spit
.word 3 ; Damage
.word 3 ; Crater radius
.word 4 ; Frame 0
.word 6 ; Frame 1
.word 8 ; Frame 2
.word 0,0,0 ; Padding to 16-byte boundary
; Bomb
.word 50 ; Damage
.word 10 ; Crater radius
.word 3 ; Frame 0
.word 3 ; Frame 1
.word 3 ; Frame 2
.word 0,0,0 ; Padding to 16-byte boundary
; Fan
.word 3 ; Damage
.word 3 ; Crater radius
.word 12 ; Frame 0
.word 12 ; Frame 1
.word 12 ; Frame 2
.word 0,0,0 ; Padding to 16-byte boundary
PT_DAMAGE = 0 ; Byte offsets into projectile type data structure
PT_RADIUS = 2
PT_FRAME0 = 4
PT_FRAME1 = 6
PT_FRAME2 = 8
.macro PROJECTILEPTR_Y
tya ; Pointer to projectile structure from index
asl
asl
asl
asl
asl
asl
asl
asl
tay
.endmacro
.macro PROJECTILETYPEPTR_Y
tya ; Pointer to projectile type structure from index
asl
asl
asl
asl
tay
.endmacro
projectileParams:
.word 0 ; Starting pos X
.word 0 ; Starting pos Y
.word 0 ; Initial angle
.word 0 ; Initial power
.word 0 ; Type
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; fireProjectile
;
; Trashes SCRATCHL
;
fireProjectile:
SAVE_AXY
; Set up projectile structure
ldy #0 ; Only one active at a time for now
PROJECTILEPTR_Y
lda projectileParams ; X pos
sta projectileData+GO_POSX,y
lda projectileParams+2 ; Y pos
sta projectileData+GO_POSY,y
lda projectileParams ; Fixed point version of X pos
asl
asl
asl
asl
sta projectileData+JD_PRECISEX,y
lda projectileParams+2 ; Fixed point version of Y pos
asl
asl
asl
asl
sta projectileData+JD_PRECISEY,y
lda projectileParams+6 ; Convert power to 8.8
asl
asl
asl
asl
asl
asl
asl
asl
sta projectileParams+6
lda projectileParams+4 ; Convert angle to vector
asl
tax
lda angleToVectorX,x ; Velocity X (unit vector)
sta PARAML1
lda projectileParams+6 ; Scale by power
sta PARAML0
jsr mult88
sta projectileData+JD_VX,y
lda projectileParams+4 ; Convert angle to vector
asl
tax
lda angleToVectorY,x ; Velocity Y (unit vector)
sta PARAML1
lda projectileParams+6 ; Scale by power
sta PARAML0
jsr mult88
sta projectileData+JD_VY,y
lda projectileParams+8 ; Type
sta projectileData+JD_TYPE,y
lda #1
sta projectileData+JD_NEW,y
stz projectileActive
RESTORE_AXY
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; updateProjectilePhysics
;
; Trashes SCRATCHL
;
updateProjectilePhysics:
SAVE_AY
lda projectileData+GO_POSX
bpl updateProjectilePhysicsActive
jmp updateProjectilePhysicsDone
updateProjectilePhysicsActive:
; Integrate gravity over velocity
lda projectileData+JD_VY
clc
adc #GRAVITY
sta projectileData+JD_VY
; Integrate X velocity over position
lda projectileData+JD_VX
; Convert 8.8 to 12.4
cmp #$8000
ror
cmp #$8000
ror
cmp #$8000
ror
cmp #$8000
ror
clc
adc projectileData+JD_PRECISEX
sta projectileData+JD_PRECISEX
; Convert to integral for rendering
lsr
lsr
lsr
lsr
sta projectileData+GO_POSX
bmi updateProjectilePhysicsDelete
cmp #TERRAINWIDTH-GAMEOBJECTWIDTH-1
bpl updateProjectilePhysicsDelete
updateProjectilePhysicsContinue:
; Integrate Y velocity over position
lda projectileData+JD_VY
; Convert 8.8 to 12.4
cmp #$8000
ror
cmp #$8000
ror
cmp #$8000
ror
cmp #$8000
ror
clc
adc projectileData+JD_PRECISEY
sta projectileData+JD_PRECISEY
; Convert to integral for rendering
lsr
lsr
lsr
lsr
sta projectileData+GO_POSY
cmp #GAMEOBJECTHEIGHT
bmi updateProjectilePhysicsDelete
updateProjectilePhysicsDone:
RESTORE_AY
rts
updateProjectilePhysicsDelete:
jsr endProjectile
bra updateProjectilePhysicsDone
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; updateProjectileCollisions
;
; Trashes SCRATCHL
;
updateProjectileCollisions:
SAVE_AY
; Check for player collisions
ldy #0
lda projectileData+GO_POSX
bmi updateProjectileCollisionsDone ; Projectile not active
sta rectParams
lda projectileData+GO_POSY
sta rectParams+2
lda #GAMEOBJECTWIDTH
sta rectParams+4
lda #GAMEOBJECTHEIGHT
sta rectParams+6
updateProjectileCollisionsPlayerLoop:
cpy currentPlayer
beq updateProjectileCollisionsPlayerNext
jsr playerIntersectRect
cmp #0
bne updateProjectileCollisionsPlayerHit
updateProjectileCollisionsPlayerNext:
iny
cpy #NUMPLAYERS
bne updateProjectileCollisionsPlayerLoop
; Check for terrain collisions
lda projectileData+GO_POSX
inc
inc
sta rectParams
lda projectileData+GO_POSY
clc
inc
inc
sta rectParams+2
lda #GAMEOBJECTWIDTH-4
sta rectParams+4
lda #GAMEOBJECTHEIGHT-4
sta rectParams+6
jsr intersectRectTerrain
cmp #0
bne updateProjectileCollisionsTerrainHit
updateProjectileCollisionsDone:
RESTORE_AY
rts
updateProjectileCollisionsPlayerHit:
jsr processPlayerImpact
jsr endProjectile
bra updateProjectileCollisionsDone
updateProjectileCollisionsTerrainHit:
jsr processTerrainImpact
jsr endProjectile
bra updateProjectileCollisionsDone
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; endProjectile
;
; Trashes A and Y
;
endProjectile:
lda #projectileData
sta PARAML0
jsr unrenderGameObject
ldy #0
jsr deleteProjectile
lda #1
sta turnRequested
lda #-1
sta projectileActive
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; deleteProjectile
;
; Y = Projectile index
; Trashes A
;
deleteProjectile:
PROJECTILEPTR_Y
lda #-1
sta projectileData+GO_POSX,y
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; protectProjectiles
;
;
protectProjectiles:
SAVE_AXY
lda projectileData
bmi protectProjectilesDone
lda #projectileData
sta PARAML0
jsr vramPtr
cpx #0
bmi protectProjectilesDone
lda #projectileData+GO_BACKGROUND
jsr protectGameObject
protectProjectilesDone:
RESTORE_AXY
rts
UPANGLE = $00af
DNANGLE = $ffaf
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderProjectiles
;
;
renderProjectiles:
SAVE_AY
lda projectileData
bpl renderProjectilesDoIt
jmp renderProjectilesDone
renderProjectilesDoIt:
lda projectileData+JD_TYPE
tay
PROJECTILETYPEPTR_Y
lda #projectileData
sta PARAML0
; Determine which sprite to use
lda projectileData+JD_VX
bmi renderProjectilesNegX
lda projectileData+JD_VY
bmi renderProjectilesNegYPosX
cmp #UPANGLE
bmi renderProjectilesFlat
renderProjectilesUpAngle:
lda projectileTypes+PT_FRAME0,y ; Up angle
bra renderProjectilesGoSprite
renderProjectilesNegYPosX:
cmp #DNANGLE
bpl renderProjectilesFlat
renderProjectilesDownAngle:
lda projectileTypes+PT_FRAME2,y ; Down angle
bra renderProjectilesGoSprite
renderProjectilesNegX:
lda projectileData+JD_VY
bmi renderProjectilesNegYNegX
cmp #UPANGLE
bmi renderProjectilesFlat
bra renderProjectilesDownAngle
renderProjectilesNegYNegX:
cmp #DNANGLE
bpl renderProjectilesFlat
bra renderProjectilesUpAngle
renderProjectilesFlat:
lda projectileTypes+PT_FRAME1,y ; Flat
renderProjectilesGoSprite:
jsr renderGameObject
renderProjectilesDone:
RESTORE_AY
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; unrenderProjectiles
;
;
unrenderProjectiles:
pha
lda projectileData
bpl unrenderProjectilesActive
jmp unrenderProjectilesDone
unrenderProjectilesActive:
lda projectileData+JD_NEW
beq unrenderProjectilesDoIt
stz projectileData+JD_NEW
jmp unrenderProjectilesDone
unrenderProjectilesDoIt:
lda #projectileData
sta PARAML0
jsr unrenderGameObject
unrenderProjectilesDone:
pla
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; processPlayerImpact
;
; Y = Index of player that was hit
;
processPlayerImpact:
PLAYERPTR_Y
tyx
ldy #0 ; Assume projectile 0
PROJECTILEPTR_Y
lda projectileData+JD_TYPE,y
tay
PROJECTILETYPEPTR_Y
; Apply damage
lda playerData+PD_ANGER,x
sec
sbc projectileTypes+PT_DAMAGE,y
; Check for death
beq processPlayerImpactDeath
bmi processPlayerImpactDeath
sta playerData+PD_ANGER,x
rts
processPlayerImpactDeath:
lda currentPlayer
sta gameOver
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; processTerrainImpact
;
; Trashes A,Y
;
processTerrainImpact:
ldy #0 ; Assume projectile 0
PROJECTILEPTR_Y
lda projectileData+GO_POSX,y
clc
adc #GAMEOBJECTWIDTH/2
sta PARAML0
lda projectileData+GO_POSY,y
sec
sbc #GAMEOBJECTHEIGHT
sta PARAML1
lda projectileData+JD_TYPE,y
tay
PROJECTILETYPEPTR_Y
lda projectileTypes+PT_RADIUS,y
tay
jsr craterTerrain
jsr compileTerrain
jsr clipTerrain
rts