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438 lines
7.7 KiB
ArmAsm
438 lines
7.7 KiB
ArmAsm
;
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; projectile
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; Code and data structures related to the projectiles
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;
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; Created by Quinn Dunki on 8/13/17
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;
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projectileData:
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; gameobject data (we're a subclass, effectively)
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.word -1 ; Pos X in pixels (from left terrain edge)
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.word 0 ; Pos Y in pixels (from bottom terrain edge)
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.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ; Saved background
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.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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.word 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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.word 0 ; Pos X (12.4 fixed point)
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.word 0 ; Pos Y (12.4 fixed point)
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.word 0 ; Velocity X (8.8 fixed point)
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.word 0 ; Velocity Y (8.8 fixed point)
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.word 0 ; Type
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.word 1 ; New?
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.repeat 112
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.byte 0 ; Padding to 256-byte boundary
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.endrepeat
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JD_PRECISEX = 132 ; Byte offsets into projectile data structure
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JD_PRECISEY = 134
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JD_VX = 136
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JD_VY = 138
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JD_TYPE = 140
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JD_NEW = 142
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GRAVITY = $ffff ; 8.8 fixed point
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projectileTypes: ; Byte offsets into projectile type data structure
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.word 50 ; Damage
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.word 40 ; Crater radius
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.word 0,0 ; Padding
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PT_DAMAGE = 0
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PT_RADIUS = 2
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.macro PROJECTILEPTR_Y
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tya ; Pointer to projectile structure from index
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asl
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asl
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asl
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asl
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asl
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asl
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asl
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asl
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tay
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.endmacro
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.macro PROJECTILETYPEPTR_Y
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tya ; Pointer to projectile type structure from index
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asl
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asl
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tay
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.endmacro
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projectileParams:
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.word 0 ; Starting pos X
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.word 0 ; Starting pos Y
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.word 0 ; Initial angle
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.word 0 ; Initial power
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; fireProjectile
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;
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; Trashes SCRATCHL
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;
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fireProjectile:
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SAVE_AXY
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; Set up projectile structure
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ldy #0 ; Only one active at a time for now
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PROJECTILEPTR_Y
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lda projectileParams ; X pos
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sta projectileData+GO_POSX,y
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lda projectileParams+2 ; Y pos
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sta projectileData+GO_POSY,y
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lda projectileParams ; Fixed point version of X pos
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asl
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asl
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asl
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asl
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sta projectileData+JD_PRECISEX,y
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lda projectileParams+2 ; Fixed point version of Y pos
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asl
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asl
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asl
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asl
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sta projectileData+JD_PRECISEY,y
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lda projectileParams+6 ; Convert power to 8.8
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asl
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asl
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asl
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asl
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asl
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asl
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asl
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asl
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sta projectileParams+6
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lda projectileParams+4 ; Convert angle to vector
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asl
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tax
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lda angleToVectorX,x ; Velocity X (unit vector)
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sta PARAML1
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lda projectileParams+6 ; Scale by power
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sta PARAML0
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jsr mult88
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sta projectileData+JD_VX,y
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lda projectileParams+4 ; Convert angle to vector
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asl
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tax
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lda angleToVectorY,x ; Velocity Y (unit vector)
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sta PARAML1
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lda projectileParams+6 ; Scale by power
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sta PARAML0
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jsr mult88
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sta projectileData+JD_VY,y
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lda #1
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sta projectileData+JD_NEW,y
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stz projectileActive
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RESTORE_AXY
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; updateProjectilePhysics
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;
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; Trashes SCRATCHL
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;
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updateProjectilePhysics:
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SAVE_AY
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lda projectileData+GO_POSX
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bpl updateProjectilePhysicsActive
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jmp updateProjectilePhysicsDone
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updateProjectilePhysicsActive:
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; Integrate gravity over velocity
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lda projectileData+JD_VY
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clc
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adc #GRAVITY
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sta projectileData+JD_VY
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; Integrate X velocity over position
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lda projectileData+JD_VX
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; Convert 8.8 to 12.4
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cmp #$8000
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ror
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cmp #$8000
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ror
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cmp #$8000
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ror
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cmp #$8000
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ror
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clc
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adc projectileData+JD_PRECISEX
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sta projectileData+JD_PRECISEX
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; Convert to integral for rendering
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lsr
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lsr
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lsr
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lsr
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sta projectileData+GO_POSX
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bmi updateProjectilePhysicsDelete
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cmp #TERRAINWIDTH-GAMEOBJECTWIDTH-1
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bpl updateProjectilePhysicsDelete
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updateProjectilePhysicsContinue:
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; Integrate Y velocity over position
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lda projectileData+JD_VY
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; Convert 8.8 to 12.4
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cmp #$8000
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ror
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cmp #$8000
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ror
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cmp #$8000
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ror
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cmp #$8000
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ror
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clc
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adc projectileData+JD_PRECISEY
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sta projectileData+JD_PRECISEY
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; Convert to integral for rendering
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lsr
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lsr
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lsr
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lsr
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sta projectileData+GO_POSY
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cmp #GAMEOBJECTHEIGHT
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bmi updateProjectilePhysicsDelete
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updateProjectilePhysicsDone:
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RESTORE_AY
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rts
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updateProjectilePhysicsDelete:
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jsr endProjectile
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bra updateProjectilePhysicsDone
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; updateProjectileCollisions
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;
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; Trashes SCRATCHL
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;
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updateProjectileCollisions:
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SAVE_AY
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; Check for player collisions
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ldy #0
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lda projectileData+GO_POSX
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bmi updateProjectileCollisionsDone ; Projectile not active
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sta rectParams
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lda projectileData+GO_POSY
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sta rectParams+2
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lda #GAMEOBJECTWIDTH
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sta rectParams+4
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lda #GAMEOBJECTHEIGHT
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sta rectParams+6
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updateProjectileCollisionsPlayerLoop:
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cpy currentPlayer
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beq updateProjectileCollisionsPlayerNext
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jsr playerIntersectRect
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cmp #0
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bne updateProjectileCollisionsPlayerHit
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updateProjectileCollisionsPlayerNext:
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iny
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cpy #NUMPLAYERS
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bne updateProjectileCollisionsPlayerLoop
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; Check for terrain collisions
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lda projectileData+GO_POSX
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sta rectParams
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lda projectileData+GO_POSY
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sta rectParams+2
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lda #GAMEOBJECTWIDTH
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sta rectParams+4
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lda #GAMEOBJECTHEIGHT
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sta rectParams+6
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jsr intersectRectTerrain
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cmp #0
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bne updateProjectileCollisionsTerrainHit
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updateProjectileCollisionsDone:
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RESTORE_AY
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rts
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updateProjectileCollisionsPlayerHit:
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jsr processPlayerImpact
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jsr endProjectile
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bra updateProjectileCollisionsDone
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updateProjectileCollisionsTerrainHit:
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jsr processTerrainImpact
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jsr endProjectile
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bra updateProjectileCollisionsDone
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; endProjectile
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;
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; Trashes A and Y
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;
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endProjectile:
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UNRENDER_GAMEOBJECT projectileData
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ldy #0
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jsr deleteProjectile
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lda #1
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sta turnRequested
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lda #-1
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sta projectileActive
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; deleteProjectile
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;
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; Y = Projectile index
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; Trashes A
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;
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deleteProjectile:
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PROJECTILEPTR_Y
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lda #-1
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sta projectileData+GO_POSX,y
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; protectProjectiles
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;
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;
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protectProjectiles:
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SAVE_AXY
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lda projectileData
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bmi protectProjectilesDone
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VRAM_PTR projectileData
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lda #projectileData+GO_BACKGROUND
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jsr protectGameObject
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protectProjectilesDone:
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RESTORE_AXY
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderProjectiles
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;
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;
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renderProjectiles:
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pha
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lda projectileData
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bpl renderProjectilesDoIt
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jmp renderProjectilesDone
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renderProjectilesDoIt:
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RENDER_GAMEOBJECT projectileData,1
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renderProjectilesDone:
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pla
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; unrenderProjectiles
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;
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;
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unrenderProjectiles:
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pha
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lda projectileData
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bpl unrenderProjectilesActive
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jmp unrenderProjectilesDone
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unrenderProjectilesActive:
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lda projectileData+JD_NEW
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beq unrenderProjectilesDoIt
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stz projectileData+JD_NEW
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jmp unrenderProjectilesDone
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unrenderProjectilesDoIt:
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UNRENDER_GAMEOBJECT projectileData
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unrenderProjectilesDone:
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pla
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; processPlayerImpact
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;
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; Y = Index of player that was hit
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;
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processPlayerImpact:
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PLAYERPTR_Y
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tyx
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ldy #0 ; Assume projectile 0
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PROJECTILEPTR_Y
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lda projectileData+JD_TYPE,y
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tay
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PROJECTILETYPEPTR_Y
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; Apply damage
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lda playerData+PD_ANGER,x
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sec
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sbc projectileTypes+PT_DAMAGE,y
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; Check for death
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beq processPlayerImpactDeath
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bmi processPlayerImpactDeath
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sta playerData+PD_ANGER,x
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rts
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processPlayerImpactDeath:
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lda currentPlayer
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sta gameOver
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; processTerrainImpact
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;
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; Trashes A,Y
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;
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processTerrainImpact:
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ldy #0 ; Assume projectile 0
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PROJECTILEPTR_Y
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lda projectileData+GO_POSX,y
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clc
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adc #GAMEOBJECTWIDTH/2
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sta PARAML0
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lda projectileData+GO_POSY,y
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sec
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sbc #GAMEOBJECTHEIGHT
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sta PARAML1
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lda projectileData+JD_TYPE,y
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tay
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PROJECTILETYPEPTR_Y
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lda projectileTypes+PT_RADIUS,y
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tay
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jsr craterTerrain
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jsr compileTerrain
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jsr clipTerrain
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rts
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