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bullet.s
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GRENADE_DMG_RADIUS = 24
GRENADE_MAX_YSPEED = 6*8
GRENADE_ACCEL = 4
EXTINGUISH_ADD = 5
EXTINGUISH_THRESHOLD = 45
; Extinguisher powder update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MovePowder: lda #3
ldy #1
jsr OneShotAnimation
bcs MMH_Remove
ldy #ACTI_FIRSTNPC-1
MP_GetNextTarget:
iny
cpy #ACTI_LASTNPC+1
bcs MP_Done
lda actT,y ;Check collision only against fires
cmp #ACT_FIRE
bne MP_GetNextTarget
jsr CheckActorCollision
bcc MP_GetNextTarget
txa
sta actFall,y ;Store damage source actor
lda #COLOR_FLICKER
sta actFlash,y
lda actTime,y ;Reduce fire "oxygen level"
adc #EXTINGUISH_ADD-1
sta actTime,y
jmp RemoveActor
MP_Done: jmp MoveBullet_NoCollision
; Smoketrail update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveSmokeTrail: ldy #1
SKIP2
; Small water splash update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveSmallSplash:ldy #2
SKIP2
; Explosion / large water splash update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveExplosion: ldy #4
lda #1
OneShotAnimateAndRemove:
jsr OneShotAnimation
bcs MMH_Remove
MExpl_NoAnimation:
MRckt_Done:
MExpl_NoRemove: rts
; Speech bubble update routine
MoveSpeechBubble:
lda menuMode ;Remove once return to game mode
beq MMH_Remove
rts
; Melee hit update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveMeleeHit: jsr CheckBulletCollisionsApplyDamage
MMH_Remove: jmp RemoveActor
; Flame update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveFlame: lda #3
ldy #3
jsr OneShotAnimation
jmp MoveBullet
; Bullet update routine with muzzle flash as first frame
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveBulletMuzzleFlash:
lda actF1,x
cmp #$0a
bcs MoveBullet
adc #$0a
MBltMF_Common: sta actF1,x
jsr MoveBullet
jmp NoInterpolation ;Prevent muzzle flash from interpolating
; Shotgun bullet update routine. Expands collision and reduces damage as the
; bullet moves
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveShotgunBullet:
lda actF1,x
cmp #$0a
bcs MSBlt_Cloud
inc actFd,x
lda #$0a
bne MBltMF_Common
MBlt_Remove: jmp RemoveActor
MSBlt_Cloud: lda #2
jsr AnimationDelay
bcc MSBlt_NoAnim
lda actSizeH,x ;C=1, increase size by 2
adc #$01
sta actSizeH,x
sta actSizeU,x
sta actSizeD,x
lda actHp,x
sbc #$01 ;C=0, decrease damage by 2
sta actHp,x
inc actF1,x
MSBlt_NoAnim:
; Bullet update routine. Check collisions, then move
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveBullet: jsr CheckBulletCollisionsApplyDamage
MoveBullet_NoCollision:
dec actTime,x
bmi MBlt_Remove
; Move actor in a straight line. If hit water, transform into a splash
; If hit an obstacle, remove
; Note: do not JSR into this, but jump at the end of bullet move routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y,temp vars
MoveProjectile: lda actSX,x
jsr MoveActorX
lda actSY,x
jsr MoveActorY
jsr GetCharInfo
tay
and #CI_WATER|CI_OBSTACLE
bne MProj_ObstacleOrWater
rts
MProj_ObstacleOrWater:
and #CI_WATER
bne MProj_HitWater
tya ;If went outside zone, always remove
bmi MProj_Outside
MProj_Remove: lda actT,x
cmp #ACT_ROCKET
beq MRckt_Explode
MProj_Outside: jmp RemoveActor
MProj_HitWater: lda actT,x
cmp #ACT_LASER
bcs MProj_LargeSplash
lda #ACT_SMALLSPLASH
bne MProj_SplashOK
MProj_LargeSplash:
lda #SFX_SPLASH
jsr PlaySfx
lda #ACT_WATERSPLASH
MProj_SplashOK: jsr TransformBullet
FixSplashPosition:
lda lvlWaterSplashColor ;Color override
sta actFlash,x
lda actYL,x ;Align to char
and #$c0
sta actYL,x
FSP_Loop: jsr GetCharInfo1Above ;Steer higher until found the edge of water
and #CI_WATER
beq FSP_PosOK
lda #-8*8
jsr MoveActorY
jmp FSP_Loop
FSP_PosOK: jmp NoInterpolation
; Rocket update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveRocket: lda actTime,x
lsr
bcc MRckt_NoSmoke
lda #ACTI_FIRSTEFFECT
ldy #ACTI_LASTEFFECT
jsr GetFreeActor
bcc MRckt_NoSmoke
lda #ACT_SMOKETRAIL
jsr SpawnActor
lda #COLOR_FLICKER
sta actFlash,y
MRckt_NoSmoke: sec
jsr CheckBulletCollisions
bcc MoveBullet_NoCollision
MRckt_Explode: bcs ExplodeGrenade
; Grenade launcher grenade update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveLauncherGrenade:
lda #2
ldy #2
jsr LoopingAnimation
jsr FallingMotionCommon
bmi MGrn_HitWater
and #MB_HITWALL|MB_HITCEILING|MB_LANDED
bne ExplodeGrenade
MGrn_Common: lda actT,x ;Thrown grenade will not collide after becoming
cmp #ACT_GRENADE ;stationary
bne MGrn_CheckCollision
lda actSX,x
ora actSY,x
beq MGrn_NoCollision
MGrn_CheckCollision:
sec
jsr CheckBulletCollisions
bcs ExplodeGrenade
MGrn_NoCollision:
dec actTime,x
bpl MGrn_NoExplosion
; Explode grenade and do radius damage
;
; Parameters: X actor index
; Returns: -
; Modifies: A
ExplodeGrenade: lda #3 ;If there's ground (obstacle) below the grenade,
jsr GetCharInfoOffset ;reduce blast radius in down direction, otherwise
lsr ;it is equal size
lsr
lda #GRENADE_DMG_RADIUS
bcc EGrn_FullDamageBelow
lsr
lsr
EGrn_FullDamageBelow:
sta actSizeD,x
lda #GRENADE_DMG_RADIUS ;Expand grenade collision size for radius damage
sta actSizeH,x
sta actSizeU,x
lda #$00 ;Clear the X-speed so that possible death impulse
sta actSX,x ;only depends on enemy's relative location to the
jsr RadiusDamage ;grenade
; Turn an actor into an explosion
;
; Parameters: X actor index
; Returns: A=0
; Modifies: A
ExplodeActor: lda #SFX_EXPLOSION
jsr PlaySfx
ExplodeActorQuiet:
lda #ACT_EXPLOSION
TransformActor:
TransformBullet:sta actT,x
lda #$00
sta actF1,x
sta actFd,x
MGrn_NoExplosion:
rts
; Grenade update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveGrenade: jsr BounceMotion
lda actMB,x
bpl MGrn_Common
MGrn_HitWater: jmp RemoveActor ;MoveWithGravity already created splash, just remove
; Mine update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveMine: lda #7
ldy #1
jsr LoopingAnimation
lda actF1,x
ora actFd,x
bne MM_NoSound
lda #SFX_PICKUP
jsr PlaySfx
MM_NoSound: lda actMB,x
lsr
beq MM_InAir
jmp MGrn_CheckCollision
MM_InAir: jmp FallingMotionCommon
; EMP blast update routine
;
; Parameters: X actor index
; Returns: -
; Modifies: A,Y
MoveEMP: lda actTime,x ;TODO: should possibly not manipulate
cmp #$01 ;background colors directly
bcc MEMP_ColorDone
beq MEMP_Restore
lda #$01
sta Irq1_Bg3+1
sta actTime,x
bne MEMP_ColorDone
MEMP_Restore: jsr SetZoneColors
MEMP_ColorDone: jsr RadiusDamage
lda #DRAIN_EMP ;EMP also damages player battery charge
jsr DrainBattery
lda actSX,x
jsr MoveActorX
lda #1
ldy #3
jmp OneShotAnimateAndRemove
; Check bullet collisions and optionally apply damage
;
; Parameters: X bullet actor index, C=0 apply damage and remove bullet
; (will not return if collided), C=1 only report collision
; Returns: C=1 if collided, Y target actor
; Modifies: A,Y,tgtActIndex,temp variables
CheckBulletCollisionsApplyDamage:
clc
CheckBulletCollisions:
ror temp7
lda #<targetList
sta CBC_GetNextTarget+1
CBC_GetNextTarget:
ldy targetList
bmi CBC_Done
inc CBC_GetNextTarget+1
lda actFlags,x
eor actFlags,y
and #AF_GROUPBITS
beq CBC_GetNextTarget ;Must not be in the same group
jsr CheckActorCollision
bcc CBC_GetNextTarget
CBC_HasCollision:
lda temp7
bmi CBC_ReportOnly
sty tgtActIndex
jsr ApplyTargetDamage
ldx actIndex
pla
pla
jmp RemoveActor
CBC_Done: clc
CBC_ReportOnly:
MEMP_NoAnim: rts
; Give radius damage to all NPC actors. Prior to calling, expand the
; collision size of the source actor as necessary
;
; Parameters: X source actor index (must also be in actIndex)
; Returns: -
; Modifies: A,Y,tgtActIndex,possibly other temp registers
RadiusDamage: ldy #ACTI_LASTNPC
RD_Loop: lda actHp,y ;Skip if bystander or already dead
beq RD_Next
jsr CheckActorCollision
bcc RD_Next
sty tgtActIndex
jsr ApplyTargetDamage
ldx actIndex
ldy tgtActIndex
RD_Next: dey
bpl RD_Loop
rts
; Common bounce motion. Speed is halved & negated on side wall collisions,
; and halved on ground collisions
;
; Parameters: X actor index
; Returns: C=1 hit ground
; Modifies: A,Y,temp1-temp8
BounceMotion: lda actSY,x ;Store original speed for bounce
sta temp1
lda #$00 ;Never stay grounded
sta actMB,x
jsr FallingMotionCommon
pha
and #MB_HITWALL
beq BM_NoWallCollision
lda actSX,x
jsr Negate8Asr8
sta actSX,x
BM_NoWallCollision:
pla
lsr
bcc BM_NotGrounded
php
lda actSX,x
jsr Asr8
sta actSX,x
lda temp1
jsr Negate8Asr8
sta actSY,x
plp
BM_NotGrounded: rts