/
cave.asm
1769 lines (1428 loc) · 30 KB
/
cave.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"
.define NOTE_PALETTE 1
.segment "FIXED"
PROC gen_cave_start
lda current_bank
pha
lda #^do_gen_cave_start
jsr bankswitch
jsr do_gen_cave_start & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_starting_cave
lda #MUSIC_CAVE
jsr play_music
jsr gen_cave_common
rts
.endproc
PROC gen_cave_interior
lda current_bank
pha
lda #^do_gen_cave_interior
jsr bankswitch
jsr do_gen_cave_interior & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_cave_chest
lda current_bank
pha
lda #^do_gen_cave_chest
jsr bankswitch
jsr do_gen_cave_chest & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_cave_boss
lda current_bank
pha
lda #^do_gen_cave_boss
jsr bankswitch
jsr do_gen_cave_boss & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_mine_down
lda current_bank
pha
lda #^do_gen_mine_down
jsr bankswitch
jsr do_gen_mine_down & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_blocky_cave_interior
lda current_bank
pha
lda #^do_gen_blocky_cave_interior
jsr bankswitch
jsr do_gen_blocky_cave_interior & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_lost_cave
lda current_bank
pha
lda #^do_gen_lost_cave
jsr bankswitch
jsr do_gen_lost_cave & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_lost_cave_wall
lda current_bank
pha
lda #^do_gen_lost_cave_wall
jsr bankswitch
jsr do_gen_lost_cave_wall & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_lost_cave_end
lda current_bank
pha
lda #^do_gen_lost_cave_end
jsr bankswitch
jsr do_gen_lost_cave_end & $ffff
pla
jsr bankswitch
rts
.endproc
PROC check_lost_cave_wall_explosion
lda current_bank
pha
lda #^do_check_lost_cave_wall_explosion
jsr bankswitch
jsr do_check_lost_cave_wall_explosion & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_lost_cave_chest
lda current_bank
pha
lda #^do_gen_lost_cave_chest
jsr bankswitch
jsr do_gen_lost_cave_chest & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_cave_common
lda current_bank
pha
lda #^do_gen_cave_common
jsr bankswitch
jsr do_gen_cave_common & $ffff
pla
jsr bankswitch
rts
.endproc
PROC is_cave_chest_interactable
lda minor_chests_opened
and #MINOR_CHEST_CAVE
rts
.endproc
PROC is_lost_cave_chest_interactable
lda minor_chests_opened
and #MINOR_CHEST_CAVE
rts
.endproc
PROC cave_chest_interact
lda current_bank
pha
lda #^do_cave_chest_interact
jsr bankswitch
jsr do_cave_chest_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC lost_cave_chest_interact
lda current_bank
pha
lda #^do_lost_cave_chest_interact
jsr bankswitch
jsr do_lost_cave_chest_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC is_lost_cave_end_interactable
lda lost_cave_large_chest_opened
rts
.endproc
PROC lost_cave_end_interact
lda current_bank
pha
lda #^do_lost_cave_end_interact
jsr bankswitch
jsr do_lost_cave_end_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC lost_cave_note_interact
lda current_bank
pha
lda #^do_lost_cave_note_interact
jsr bankswitch
jsr do_lost_cave_note_interact & $ffff
pla
jsr bankswitch
rts
.endproc
.segment "EXTRA"
PROC do_gen_cave_start
lda #MUSIC_CAVE
jsr play_music
jsr do_gen_cave_common & $ffff
; Place chest in the starting room to get the initial weapon
LOAD_ALL_TILES $0f0, chest_tiles
LOAD_ALL_TILES $0f8, note_tiles
lda #INTERACT_STARTING_CHEST
sta interactive_tile_types
lda #$f0
sta interactive_tile_values
lda #INTERACT_STARTING_NOTE
sta interactive_tile_types + 1
lda #$f8
sta interactive_tile_values + 1
ldx #9
ldy #3
lda #$f8 + NOTE_PALETTE
jsr write_gen_map
ldx #7
ldy #4
lda starting_chest_opened
bne opened
lda #$f0
jsr write_gen_map
rts
opened:
lda #$f4
jsr write_gen_map
rts
.endproc
PROC do_gen_cave_interior
lda #MUSIC_CAVE
jsr play_music
jsr do_gen_cave_common & $ffff
jsr gen_cave_enemies & $ffff
rts
.endproc
PROC do_gen_cave_chest
lda #MUSIC_CAVE
jsr play_music
jsr do_gen_cave_common & $ffff
LOAD_ALL_TILES $0f0, small_chest_tiles
lda #INTERACT_CAVE_CHEST
sta interactive_tile_types
lda #$f0
sta interactive_tile_values
lda minor_chests_opened
and #MINOR_CHEST_CAVE
bne questcomplete
ldx #7
ldy #4
lda #$f0 + 2
jsr write_gen_map
jmp chestdone & $ffff
questcomplete:
ldx #7
ldy #4
lda #$f4 + 2
jsr write_gen_map
chestdone:
jsr gen_cave_enemies & $ffff
rts
.endproc
PROC do_gen_lost_cave
lda #MUSIC_CAVE
jsr play_music
jsr do_gen_cave_common & $ffff
jsr read_overworld_left
and #$3f
cmp #MAP_LOST_CAVE_WALL
bne done
lda #$b8
ldx #0
ldy #5
jsr write_gen_map
ldx #1
jsr write_gen_map
ldx #2
jsr write_gen_map
ldx #0
ldy #7
jsr write_gen_map
ldx #1
jsr write_gen_map
ldx #2
jsr write_gen_map
lda #0
ldx #0
ldy #6
jsr write_gen_map
ldx #1
jsr write_gen_map
ldx #2
jsr write_gen_map
done:
jsr gen_cave_enemies & $ffff
rts
.endproc
PROC do_gen_lost_cave_wall
lda #MUSIC_CAVE
jsr play_music
jsr do_gen_cave_common & $ffff
LOAD_ALL_TILES $0f0, small_chest_tiles
lda lost_cave_wall_state
beq notblown
lda #$b8
ldx #12
ldy #5
jsr write_gen_map
ldx #13
jsr write_gen_map
ldx #14
jsr write_gen_map
ldx #12
ldy #7
jsr write_gen_map
ldx #13
jsr write_gen_map
ldx #14
jsr write_gen_map
lda #0
ldx #12
ldy #6
jsr write_gen_map
ldx #13
jsr write_gen_map
ldx #14
jsr write_gen_map
notblown:
chestdone:
jsr gen_cave_enemies & $ffff
rts
.endproc
PROC do_check_lost_cave_wall_explosion
jsr read_overworld_cur
and #$3f
cmp #MAP_LOST_CAVE_WALL
beq look
rts
look:
lda lost_cave_wall_state
bne done
lda arg0
cmp #$a0
bcc done
lda arg1
cmp #$30
bcc done
cmp #$90
bcs done
jmp blown & $ffff
done:
rts
blown:
lda arg0
pha
lda arg1
pha
lda #1
sta lost_cave_wall_state
jsr wait_for_vblank
lda #$b8
ldx #12
ldy #5
jsr write_large_tile
lda #$b8
ldx #13
ldy #5
jsr write_large_tile
jsr prepare_for_rendering
jsr wait_for_vblank
lda #$b8
ldx #14
ldy #5
jsr write_large_tile
lda #$b8
ldx #12
ldy #7
jsr write_large_tile
jsr prepare_for_rendering
jsr wait_for_vblank
lda #$b8
ldx #13
ldy #7
jsr write_large_tile
lda #$b8
ldx #14
ldy #7
jsr write_large_tile
jsr prepare_for_rendering
jsr wait_for_vblank
lda #0
ldx #12
ldy #6
jsr write_large_tile
lda #0
ldx #13
ldy #6
jsr write_large_tile
jsr prepare_for_rendering
jsr wait_for_vblank
lda #0
ldx #14
ldy #6
jsr write_large_tile
jsr prepare_for_rendering
lda collision + 11
and #$f0
sta collision + 11
lda collision + 13
ora #$f
sta collision + 13
lda collision + 15
and #$f0
sta collision + 15
pla
sta arg1
pla
sta arg0
rts
.endproc
PROC do_gen_lost_cave_end
lda #MUSIC_CAVE
jsr play_music
jsr do_gen_cave_common & $ffff
LOAD_ALL_TILES $0f0, chest_tiles
LOAD_ALL_TILES $0f8, note_tiles
lda #INTERACT_LOST_CAVE_END
sta interactive_tile_types
lda #$f0
sta interactive_tile_values
lda #INTERACT_LOST_CAVE_NOTE
sta interactive_tile_types + 1
lda #$f8
sta interactive_tile_values + 1
lda lost_cave_large_chest_opened
bne questcomplete
ldx #7
ldy #4
lda #$f0 + 2
jsr write_gen_map
jmp chestdone & $ffff
questcomplete:
ldx #7
ldy #4
lda #$f4 + 2
jsr write_gen_map
chestdone:
ldx #9
ldy #5
lda #$f8 + NOTE_PALETTE
jsr write_gen_map
jsr gen_cave_enemies & $ffff
rts
.endproc
PROC do_gen_lost_cave_chest
lda #MUSIC_CAVE
jsr play_music
jsr do_gen_cave_common & $ffff
LOAD_ALL_TILES $0f0, small_chest_tiles
lda #INTERACT_LOST_CAVE_CHEST
sta interactive_tile_types
lda #$f0
sta interactive_tile_values
lda minor_chests_opened
and #MINOR_CHEST_LOST_CAVE
bne questcomplete
ldx #7
ldy #4
lda #$f0 + 2
jsr write_gen_map
jmp chestdone & $ffff
questcomplete:
ldx #7
ldy #4
lda #$f4 + 2
jsr write_gen_map
chestdone:
jsr gen_cave_enemies & $ffff
rts
.endproc
PROC gen_cave_enemies
; Create enemies
jsr prepare_spawn
jsr restore_enemies
bne restoredspawn
lda difficulty
cmp #1
beq hard
cmp #2
beq veryhard
lda #4
jsr rand_range
clc
adc #1
tax
jmp spawnloop & $ffff
hard:
lda #5
jsr rand_range
clc
adc #2
tax
jmp spawnloop & $ffff
veryhard:
lda #3
jsr rand_range
clc
adc #5
tax
spawnloop:
txa
pha
lda #5
jsr rand_range
tax
lda cave_enemy_types, x
jsr spawn_starting_enemy
pla
tax
dex
bne spawnloop
restoredspawn:
rts
.endproc
PROC do_gen_blocky_cave_interior
lda #MUSIC_CAVE
jsr play_music
jsr do_gen_cave_common & $ffff
; Create enemies
jsr prepare_spawn
jsr restore_enemies
bne restoredspawn
lda #2
jsr rand_range
clc
adc #1
tax
spawnloop:
txa
pha
lda #3
jsr rand_range
tax
lda cave_enemy_types, x
jsr spawn_starting_enemy
pla
tax
dex
bne spawnloop
restoredspawn:
rts
.endproc
PROC do_gen_cave_boss
lda #MUSIC_CAVE
jsr play_music
jsr do_gen_cave_common & $ffff
LOAD_ALL_TILES $0f0, chest_tiles
lda #INTERACT_KEY_CHEST_4
sta interactive_tile_types
lda #$f0
sta interactive_tile_values
lda #INTERACT_KEY_CHEST_4
sta interactive_tile_types + 1
lda #$f4
sta interactive_tile_values + 1
lda completed_quest_steps
and #QUEST_KEY_4
bne questcomplete
ldx #7
ldy #4
lda #$f0 + 2
jsr write_gen_map
jmp chestdone & $ffff
questcomplete:
ldx #7
ldy #4
lda #$f4 + 2
jsr write_gen_map
chestdone:
lda #0
sta horde_active
sta horde_complete
lda #ENEMY_NORMAL_MALE_ZOMBIE
sta horde_enemy_types
lda #ENEMY_SPIDER
sta horde_enemy_types + 1
sta horde_enemy_types + 2
lda #ENEMY_FAT_ZOMBIE
sta horde_enemy_types + 3
jsr gen_cave_enemies & $ffff
rts
.endproc
PROC gen_mine_ladder
ldx #5
ldy #4
lda #$80 + 52
jsr write_gen_map
ldx #6
lda #$80 + 28
jsr write_gen_map
ldx #7
jsr write_gen_map
ldx #8
jsr write_gen_map
ldx #9
lda #$80 + 48
jsr write_gen_map
ldx #5
ldy #5
lda #$80 + 20
jsr write_gen_map
ldx #6
lda #$80 + 12
jsr write_gen_map
ldx #7
lda #$f0 + 2
jsr write_gen_map
ldx #8
lda #$80 + 20
jsr write_gen_map
ldx #9
lda #$80 + 12
jsr write_gen_map
ldx #5
ldy #6
lda #$80 + 40
jsr write_gen_map
ldx #6
lda #$80 + 36
jsr write_gen_map
ldx #7
lda #0
jsr write_gen_map
ldx #8
lda #$80 + 40
jsr write_gen_map
ldx #9
lda #$80 + 36
jsr write_gen_map
rts
.endproc
PROC do_gen_mine_down
lda #MUSIC_CAVE
jsr play_music
jsr do_gen_cave_common & $ffff
LOAD_PTR mine_down_palette
jsr load_background_game_palette
; Place chest in the starting room to get the initial weapon
LOAD_ALL_TILES $0f0, cave_ladder_tiles
lda #INTERACT_MINE_ENTRANCE
sta interactive_tile_types
lda #$f0
sta interactive_tile_values
jsr gen_mine_ladder & $ffff
rts
.endproc
PROC do_gen_cave_common
; Load cave tiles
LOAD_ALL_TILES $080, cave_border_tiles
jsr init_zombie_sprites
jsr init_spider_sprites
; Set up collision and spawning info
lda #$80 + BORDER_INTERIOR
sta traversable_tiles
lda #$80 + BORDER_INTERIOR
sta spawnable_tiles
; Load cave palette
LOAD_PTR cave_palette
jsr load_background_game_palette
; Generate parameters for map generation
jsr gen_map_opening_locations
; Generate the sides of the cave wall
lda #$80 + BORDER_CENTER
jsr gen_left_wall_large
lda #$80 + BORDER_CENTER
jsr gen_right_wall_large
lda #$80 + BORDER_CENTER
jsr gen_top_wall_large
lda #$80 + BORDER_CENTER
jsr gen_bot_wall_large
lda #$80 + BORDER_INTERIOR
jsr gen_walkable_path
; In the starting cave, make sure the player spawn point is not covered
jsr read_overworld_cur
and #$3f
cmp #MAP_CAVE_START
beq startcave
cmp #MAP_MINE_UP
beq noclutter
cmp #MAP_MINE_DOWN
beq noclutter
jmp notstartcave & $ffff
noclutter:
jmp clutterend & $ffff
startcave:
lda #6
sta arg0
lda #3
sta arg1
lda #8
sta arg2
lda #7
sta arg3
lda #$80 + BORDER_INTERIOR
jsr fill_map_box
notstartcave:
; Create clutter in the middle of the cave
lda #5
jsr genrange_cur
sta clutter_count
clutterloop:
lda clutter_count
bne placeclutter
jmp clutterend & $ffff
placeclutter:
lda #4
jsr genrange_cur
sta clutter_size
lda #8
sta arg5
cluttertry:
; Generate clutter position
lda #11
jsr genrange_cur
clc
adc #2
sta arg0
lda #8
jsr genrange_cur
clc
adc #2
sta arg1
lda clutter_size
cmp #0
beq smallclutter
ldx arg0
inx
stx arg2
ldy arg1
iny
sty arg3
jmp checkclutter & $ffff
smallclutter:
lda arg0
sta arg2
lda arg1
sta arg3
checkclutter:
; Check to ensure clutter isn't blocking anything. It must be surrounded with the
; same type of blank space (not critical path, or all critical path) to ensure that
; it will not block all paths to exits
ldx arg0
dex
ldy arg1
dey
jsr read_gen_map
cmp #0
beq clutterblank
cmp #$80 + BORDER_INTERIOR
bne clutterblock
clutterblank:
sta arg4
inx
jsr read_gen_map
cmp arg4
bne clutterblock
inx
jsr read_gen_map
cmp arg4
bne clutterblock
ldx arg2
inx
jsr read_gen_map
cmp arg4
bne clutterblock
ldx arg0
dex
ldy arg1
jsr read_gen_map
cmp arg4
bne clutterblock
ldx arg2
inx
jsr read_gen_map
cmp arg4
bne clutterblock
ldx arg0
dex
ldy arg1
iny
jsr read_gen_map
cmp arg4
bne clutterblock
ldx arg2
inx
ldy arg1
iny
jsr read_gen_map
cmp arg4
bne clutterblock
ldx arg0
dex
ldy arg3
iny
jsr read_gen_map
cmp arg4
bne clutterblock
inx
jsr read_gen_map
cmp arg4
bne clutterblock