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enemy.asm
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; This file is part of Pwn Adventure Z.
; Pwn Adventure Z is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
; Pwn Adventure Z is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
; You should have received a copy of the GNU General Public License
; along with Pwn Adventure Z. If not, see <http://www.gnu.org/licenses/>.
.include "defines.inc"
.segment "FIXED"
PROC get_enemy_tile
ldy cur_enemy
lda enemy_x, y
lsr
lsr
lsr
lsr
adc #0 ; Round to nearest
tax
lda enemy_y, y
lsr
lsr
lsr
lsr
adc #0 ; Round to nearest
tay
rts
.endproc
PROC spawn_starting_enemy
sta arg5
lda current_bank
pha
lda #^do_spawn_starting_enemy
jsr bankswitch
jsr do_spawn_starting_enemy & $ffff
pla
jsr bankswitch
rts
.endproc
PROC invalidate_enemy_cache
ldx #0
lda #$ff
loop:
sta saved_enemy_screen_x, x
sta saved_enemy_screen_y, x
inx
cpx #8
bne loop
rts
.endproc
.segment "EXTRA"
PROC do_spawn_starting_enemy
lda #0
sta arg4
; Try to find a valid spawn location
spawnloop:
lda arg5
cmp #ENEMY_SHARK
bne not_shark
jsr find_water_spawn_point & $ffff
cmp #0
beq notspawnable
jmp dospawn & $ffff
not_shark:
lda #9
jsr rand_range
clc
adc #3
sta arg0
lda #6
jsr rand_range
clc
adc #3
sta arg1
tay
ldx arg0
jsr read_spawnable_at
beq notspawnable
dospawn:
; Don't spawn too near the player
lda player_x
lsr
lsr
lsr
lsr
sec
sbc arg0
cmp #2
bcc checkplayery
cmp #$fe
bcc playerspawnok
checkplayery:
lda player_y
lsr
lsr
lsr
lsr
sec
sbc arg1
cmp #2
bcc notspawnable
cmp #$fe
bcs notspawnable
playerspawnok:
; Check to make sure there isn't already an enemy here
ldx #0
collideloop:
lda enemy_type, x
cmp #ENEMY_NONE
beq collidenext
lda enemy_x, x
lsr
lsr
lsr
lsr
cmp arg0
bne collidenext
lda enemy_y, x
lsr
lsr
lsr
lsr
cmp arg1
beq notspawnable
collidenext:
inx
cpx #ENEMY_MAX_COUNT
bne collideloop
jmp spawnhere & $ffff
notspawnable:
; Not a valid location, try up to 8 times to find one
ldx arg4
inx
stx arg4
cpx #8
bne spawnloop
rts
spawnhere:
; Find an empty slot for the enemy to spawn into
ldx #0
findslot:
lda enemy_type, x
cmp #ENEMY_NONE
beq slotfound
inx
cpx #ENEMY_MAX_COUNT
bne findslot
rts
slotfound:
; Valid slot found, spawn the enemy now
stx arg4
lda arg5
sta enemy_type, x
lda arg0
asl
asl
asl
asl
sta enemy_x, x
lda arg1
asl
asl
asl
asl
sta enemy_y, x
lda #4
jsr rand_range
ldx arg4
sta enemy_direction, x
lda #60
jsr rand_range
clc
adc #30
ldx arg4
sta enemy_idle_time, x
lda #0
sta enemy_knockback_time, x
lda arg5
asl
tay
lda enemy_descriptors, y
sta ptr
lda enemy_descriptors + 1, y
sta ptr + 1
ldy #ENEMY_DESC_SPEED_MASK
lda (ptr), y
sta enemy_speed_mask, x
ldy #ENEMY_DESC_SPEED_VALUE
lda (ptr), y
sta enemy_speed_value, x
ldy #ENEMY_DESC_SPRITE_STATES
lda (ptr), y
sta enemy_sprite_state_low, x
ldy #ENEMY_DESC_SPRITE_STATES + 1
lda (ptr), y
sta enemy_sprite_state_high, x
lda #0
sta enemy_walk_target, x
lda difficulty
cmp #1
beq hard
cmp #2
beq veryhard
ldy #ENEMY_DESC_HEALTH
lda (ptr), y
sta enemy_health, x
jmp done & $ffff
hard:
ldy #ENEMY_DESC_HEALTH
lda (ptr), y
asl
sta enemy_health, x
jmp done & $ffff
veryhard:
ldy #ENEMY_DESC_HEALTH
lda (ptr), y
sta temp
asl
clc
adc temp
sta enemy_health, x
done:
lda horde_active
beq nohorde
lda enemy_x, x
sta arg0
lda enemy_y, x
sta arg1
lda #EFFECT_WARP
sta arg2
lda #0
sta arg3
jsr create_effect
PLAY_SOUND_EFFECT effect_warp
nohorde:
rts
.endproc
PROC find_water_spawn_point
;pick a random edge
lda #4
sta arg0
try_again:
lda arg0
cmp #0
beq done_failed
dec arg0
lda #4
jsr rand_range
cmp #0
bne not_up
;try to spawn at top of screen
;use random X inculsive range 0->MAP_WIDTH-2
lda #MAP_WIDTH-1
jsr rand_range
tax
;use 0 for y
ldy #0
stx arg0
sty arg1
jsr read_water_collision_at
jmp check_spawnable & $ffff
not_up:
cmp #1
bne not_down
;try to spawn at bottom of screen
;use random x inclusive range 1->MAP_WIDTH
lda #MAP_WIDTH-1
jsr rand_range
adc #1
clc
tax
; use bottom of screen for y
ldy #MAP_HEIGHT-1
stx arg0
sty arg1
jsr read_water_collision_at
jmp check_spawnable & $ffff
not_down:
cmp #2
bne not_right
;try to spawn on right side of screen
;use random y inclusive range 0->MAP_HEIGHT-2
lda #MAP_HEIGHT-1
jsr rand_range
tay
; use left side of screen
ldx #MAP_WIDTH-1
stx arg0
sty arg1
jsr read_water_collision_at
jmp check_spawnable & $ffff
not_right:
;try to spawn on left side of screen
;use random y range 1->MAP_HEIGHT
lda #MAP_HEIGHT-1
jsr rand_range
adc #1
clc
tay
; use left side of screen
ldx #0
stx arg0
sty arg1
jsr read_water_collision_at
check_spawnable:
beq try_again
lda #1
jmp done & $ffff
done_failed:
lda #0
done:
rts
.endproc
.segment "FIXED"
PROC restore_enemies
ldx #0
findloop:
lda saved_enemy_screen_x, x
cmp cur_screen_x
bne findnext
lda saved_enemy_screen_y, x
cmp cur_screen_y
bne findnext
lda saved_enemy_inside, x
cmp inside
beq found
findnext:
inx
cpx #8
bne findloop
lda #0
rts
found:
txa
asl
asl
asl
tax
ldy #0
spawnloop:
txa
pha
tya
pha
lda saved_enemy_types, x
jsr spawn_starting_enemy
pla
tay
pla
tax
inx
iny
cpy #8
bne spawnloop
lda #1
rts
.endproc
.segment "EXTRA"
PROC update_horde
lda horde_active
bne hashorde
jmp nohorde & $ffff
hashorde:
jsr read_overworld_cur
and #$3f
cmp #MAP_BOSS
bne notboss
rts
notboss:
ldx horde_timer + 1
beq framezero
dex
stx horde_timer + 1
jmp checkspawn & $ffff
framezero:
lda #59
sta horde_timer + 1
ldx horde_timer
beq done
dex
stx horde_timer
jmp checkspawn & $ffff
done:
lda #0
sta horde_active
lda #1
sta horde_complete
jsr read_overworld_cur
and #$3f
cmp #MAP_START_FOREST_BOSS
beq key1done
cmp #MAP_SEWER_BOSS
beq key2done
cmp #MAP_MINE_BOSS
beq key3done
cmp #MAP_CAVE_BOSS
beq key4done
cmp #MAP_DEAD_WOOD_BOSS
beq key5done
cmp #MAP_UNBEARABLE_BOSS
beq key6done
cmp #MAP_BASE_HORDE
beq basehordedone
rts
key6done:
jmp dokey6done & $ffff
basehordedone:
jmp dobasehordedone & $ffff
key1done:
jsr wait_for_vblank
LOAD_PTR normal_forest_chest_palette
lda #2
jsr load_single_palette
jsr prepare_for_rendering
lda #MUSIC_FOREST
jsr play_music
rts
key2done:
jsr wait_for_vblank
LOAD_PTR normal_sewer_chest_palette
lda #2
jsr load_single_palette
jsr prepare_for_rendering
lda #MUSIC_SEWER
jsr play_music
rts
key3done:
jsr wait_for_vblank
LOAD_PTR normal_cave_chest_palette
lda #2
jsr load_single_palette
jsr prepare_for_rendering
lda #MUSIC_MINE
jsr play_music
rts
key4done:
jsr wait_for_vblank
LOAD_PTR normal_cave_chest_palette
lda #2
jsr load_single_palette
jsr prepare_for_rendering
lda #MUSIC_CAVE
jsr play_music
rts
key5done:
jsr wait_for_vblank
LOAD_PTR normal_forest_chest_palette
lda #2
jsr load_single_palette
jsr prepare_for_rendering
lda #MUSIC_FOREST
jsr play_music
rts
dokey6done:
jsr wait_for_vblank
LOAD_PTR normal_forest_chest_palette
lda #2
jsr load_single_palette
jsr prepare_for_rendering
lda #MUSIC_FOREST
jsr play_music
rts
dobasehordedone:
lda #MUSIC_MINE
jsr play_music
rts
checkspawn:
ldx horde_spawn_timer
dex
stx horde_spawn_timer
bne nohorde
lda horde_spawn_delay
sta horde_spawn_timer
lda #4
jsr rand_range
tay
lda horde_enemy_types, y
jsr spawn_starting_enemy
nohorde:
rts
.endproc
.segment "FIXED"
PROC update_enemies
lda current_bank
pha
lda #^update_horde
jsr bankswitch
jsr update_horde & $ffff
pla
jsr bankswitch
lda #0
sta cur_enemy
loop:
ldx cur_enemy
lda enemy_type, x
cmp #ENEMY_NONE
beq next
lda enemy_speed_mask, x
beq tickenemy
lda vblank_count
and enemy_speed_mask, x
cmp enemy_speed_value, x
bcc next
beq next
tickenemy:
; Call the enemy's tick function
lda enemy_type, x
asl
tay
lda enemy_descriptors, y
sta ptr
lda enemy_descriptors + 1, y
sta ptr + 1
ldy #ENEMY_DESC_TICK
lda (ptr), y
sta temp
ldy #ENEMY_DESC_TICK + 1
lda (ptr), y
sta temp + 1
jsr call_temp
next:
ldx cur_enemy
inx
stx cur_enemy
cpx #ENEMY_MAX_COUNT
bne loop
rts
.endproc
.code
PROC check_for_enemy_collide
lda player_damage_flash_time
beq notinvuln
rts
notinvuln:
lda #0
sta cur_enemy
loop:
ldx cur_enemy
lda enemy_type, x
cmp #ENEMY_NONE
beq next
lda enemy_x, x
sec
sbc player_x
cmp #$0b
bcc xoverlap
cmp #$f4
bcs xoverlap
jmp next
xoverlap:
lda enemy_y, x
sec
sbc player_y
cmp #$0e
bcc yoverlap
cmp #$f1
bcs yoverlap
jmp next
yoverlap:
; Call the enemy's collide function
lda enemy_type, x
asl
tay
lda enemy_descriptors, y
sta ptr
lda enemy_descriptors + 1, y
sta ptr + 1
ldy #ENEMY_DESC_COLLIDE
lda (ptr), y
sta temp
ldy #ENEMY_DESC_COLLIDE + 1
lda (ptr), y
sta temp + 1
jsr call_temp
next:
ldx cur_enemy
inx
stx cur_enemy
cpx #ENEMY_MAX_COUNT
bne loop
rts
.endproc
.segment "FIXED"
PROC knockback_player
lda current_bank
pha
lda #^do_knockback_player
jsr bankswitch
jsr do_knockback_player & $ffff
pla
jsr bankswitch
rts
.endproc
.segment "EXTRA"
PROC do_knockback_player
; Get the absolute value of the X distance from the player
lda arg2
cmp player_x
bcc leftofplayer
lda arg2
sec
sbc player_x
sta arg0
jmp checkvert & $ffff
leftofplayer:
lda player_x
sec
sbc arg2
sta arg0
checkvert:
; Get the absolute value of the Y distance from the player
lda arg3
cmp player_y
bcc upfromplayer
lda arg3
sec
sbc player_y
sta arg1
jmp finddir & $ffff
upfromplayer:
lda player_y
sec
sbc arg3
sta arg1
finddir:
; Determine far distance from player, this is the direction we want
; to send the player
lda arg0
cmp arg1
bcc usevert
lda arg2
cmp player_x
bcc right
lda #JOY_LEFT
sta knockback_control
lda #10
sta knockback_time
lda #DIR_RUN_RIGHT
sta player_direction
rts
right:
lda #JOY_RIGHT
sta knockback_control
lda #10
sta knockback_time
lda #DIR_RUN_LEFT
sta player_direction
rts
usevert:
lda arg3
cmp player_y
bcc down
lda #JOY_UP
sta knockback_control
lda #10
sta knockback_time
lda #DIR_RUN_DOWN
sta player_direction
rts
down:
lda #JOY_DOWN
sta knockback_control
lda #10
sta knockback_time
lda #DIR_RUN_UP
sta player_direction
rts
.endproc
.code
PROC enemy_knockback
ldx cur_enemy
lda enemy_x, x
sta arg2
lda enemy_y, x
sta arg3
jsr knockback_player
rts
.endproc
PROC explosion_knockback
lda arg0
sta arg2
lda arg1
sta arg3
jsr knockback_player
rts
.endproc
PROC walking_ai_tick
ldx cur_enemy
lda enemy_knockback_time, x
beq noknockback
jsr enemy_move
jsr enemy_move
jsr enemy_move
jsr enemy_move
ldx cur_enemy
dec enemy_knockback_time, x
bne notknockbackend
lda enemy_direction, x
sta enemy_walk_direction, x
notknockbackend:
rts
noknockback:
lda player_direction
and #4
bne nothidden
lda equipped_armor
cmp #ITEM_GHILLIE_SUIT
bne nothidden
jmp checkforidle
nothidden:
; Check to see if the enemy can see the player in a direct line of sight
jsr get_enemy_tile
stx arg0
sty arg1
jsr get_player_tile
stx arg2
sty arg3
ldx cur_enemy
lda enemy_direction
and #3
cmp #DIR_RIGHT
beq nolookleft
lda arg1
cmp arg3
bne nolookleft
lda arg0
cmp arg2
bcc nolookleft
lda arg0
sta arg4
leftloop:
ldx arg4
cpx arg2
beq foundleft
ldy arg1
jsr read_collision_at
beq nolookleft
dec arg4
jmp leftloop
foundleft:
ldx cur_enemy
lda player_x
sta enemy_walk_target, x
lda #DIR_LEFT
sta enemy_walk_direction, x
lda #0
sta enemy_idle_time, x
jmp moving
nolookleft:
ldx cur_enemy
lda enemy_direction
and #3
cmp #DIR_LEFT
beq nolookright
lda arg1
cmp arg3
bne nolookright
lda arg0
cmp arg2
bcs nolookright
lda arg0
sta arg4
rightloop:
ldx arg4
cpx arg2
beq foundright
ldy arg1
jsr read_collision_at
beq nolookright
inc arg4
jmp rightloop
foundright:
ldx cur_enemy
lda player_x
sta enemy_walk_target, x
lda #DIR_RIGHT
sta enemy_walk_direction, x
lda #0
sta enemy_idle_time, x
jmp moving
nolookright:
ldx cur_enemy
lda enemy_direction
and #3
cmp #DIR_DOWN
beq nolookup
lda arg0
cmp arg2
bne nolookup
lda arg1
cmp arg3
bcc nolookup
lda arg1
sta arg4
uploop:
ldx arg0
ldy arg4
cpy arg3
beq foundup
jsr read_collision_at
beq nolookup
dec arg4
jmp uploop
foundup:
ldx cur_enemy
lda player_y
sta enemy_walk_target, x
lda #DIR_UP
sta enemy_walk_direction, x
lda #0
sta enemy_idle_time, x
jmp moving
nolookup:
ldx cur_enemy
lda enemy_direction
and #3
cmp #DIR_UP
beq checkforidle
lda arg0
cmp arg2
bne checkforidle
lda arg1
cmp arg3
bcs checkforidle
lda arg1
sta arg4
downloop:
ldx arg0
ldy arg4
cpy arg3
beq founddown
jsr read_collision_at
beq checkforidle
inc arg4
jmp downloop
founddown:
ldx cur_enemy
lda player_y
sta enemy_walk_target, x
lda #DIR_DOWN
sta enemy_walk_direction, x
lda #0
sta enemy_idle_time, x
jmp moving
checkforidle:
ldx cur_enemy