/
pmissiles.asm
393 lines (326 loc) · 6.56 KB
/
pmissiles.asm
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;**********************************************************
; ROTB - Return of the Beast
; Copyright 2014-2018 S. Orchard
;**********************************************************
section "_STRUCT"
org 0
rmb 8 ; sprite coords & velocity
SPM_VALID rmb 1 ; sprite valid if non-zero
SPM_ROUTINE rmb 2 ; pointer to update routine
SPM_DIR rmb 1 ; direction
SPM_TARGET rmb 2 ; pointer to target sprite
SPM_MARKER_OFF rmb 2 ; target markers offset
SPM_SIZE equ * ; size of data structure
section "SPRITE_DATA"
; mask + image requires 48 bytes (3x8 sprite)
sp_pmissile_img rmb 48*4*9
; two missiles
sp_data_pm1 rmb SPM_SIZE
sp_data_pm2 rmb SPM_SIZE
section "DPVARS"
missile_offset_x rmb 2 ; offsets missile target coords
missile_offset_y rmb 2 ; (e.g. to place target in centre of boss)
section "CODE"
pmiss_vel_table
mac_velocity_table 2.5
pmiss_init
jsr sp_unpack_3x8
clr sp_data_pm1 + SPM_VALID
clr sp_data_pm2 + SPM_VALID
ldd #pmr_init_target
std sp_data_pm1 + SPM_ROUTINE
std sp_data_pm2 + SPM_ROUTINE
rts
sp_test_3x8_launch
ldy #sp_data_pm1
lda SPM_VALID,y
beq 1f
ldy #sp_data_pm2
lda SPM_VALID,y
bne 9f
1 inca
sta SPM_VALID,y
ldd #(PLYR_CTR_X-4)*64
std SP_XORD,y
ldd #(PLYR_CTR_Y-3)*32
std SP_YORD,y
ldb player_dir
stb SPM_DIR,y
ldd #pmr_launch
std SPM_ROUTINE,y
9 rts
; ---------------------------------------------------------
; call once per frame to update missiles
pmiss_update
ldy #sp_data_pm1
jsr [SPM_ROUTINE,y]
ldy #sp_data_pm2
jmp [SPM_ROUTINE,y]
; ---------------------------------------------------------
; player missile behaviour routines
; initialise targetting
pmr_init_target
ldd #sp_data
std SPM_TARGET,y
ldd #pmr_find_target
std SPM_ROUTINE,y
rts
; search for target
pmr_find_target
ldu SPM_TARGET,y
lda SP_MISFLG,u
bpl 2f ; target can't be tracked (or already tracked)
ldd SP_XORD,u
addd missile_offset_x
cmpa #28
bhi 2f ; off left or right of screen
ldd SP_YORD,u
addd missile_offset_y
subd #(SCRN_HGT-12)*32
bhi 2f ; off top or bottom of screen
neg SP_MISFLG,u ; set positive to indicate target being tracked
ldd #pmr_targeting
std SPM_ROUTINE,y
ldd #-12*32 ; initialise target markers
std SPM_MARKER_OFF,y
rts
2 leax SP_SIZE,u ; get address of next sprite
cmpx #sp_data_end ;
blo 1f ;
ldx #sp_data ;
1 stx SPM_TARGET,y ;
rts
; draw target box closing in
pmr_targeting
ldu SPM_TARGET,y
lda SP_MISFLG,u
beq 1f
jsr pmiss_draw_target_locking
ldd SPM_MARKER_OFF,y
addd #32
bpl 2f
std SPM_MARKER_OFF,y
rts
1 ldd #pmr_find_target
std SPM_ROUTINE,y
rts
2 ldd #pmr_locked
std SPM_ROUTINE,y
rts
; draw target box locked on
pmr_locked
ldu SPM_TARGET,y
lda SP_MISFLG,u
beq 1b
jmp pmiss_draw_target_locked
; launch missile
pmr_launch
ldd #pmr_flight
std SPM_ROUTINE,y
rts
; random flight
pmr_flight_rnd
lda SPM_VALID,y
beq 5f
ldb [rnd_ptr]
eorb SP_XORD,y
andb #32
subb #16
addb SPM_DIR,y
stb SPM_DIR,y
bra _pmiss_update_sprite
; home in on target
pmr_flight
lda SPM_VALID,y
bne 1f ; missile still active
5 ldd #pmr_find_target ; no missile: find target
std SPM_ROUTINE,y
rts
1 ldu SPM_TARGET,y
lda SP_MISFLG,u
bne 1f
2 ldd #pmr_flight_rnd
std SPM_ROUTINE,y
bra pmr_flight_rnd
1 jsr pmiss_check_hit
bne 1f
ldd #pmr_find_target
std SPM_ROUTINE,y
ldx SP_DESC,u
ldd SP_MHIT,x
beq 9f
std SP_UPDATEP,u
9 bra _pmiss_update_sprite
;9 rts
1 jsr pmiss_track
jsr pmiss_draw_target_locked
; bra _pmiss_update_sprite
_pmiss_update_sprite
ldb SPM_DIR,y
andb #$f0
lsrb
lsrb
ldx #pmiss_vel_table
abx
ldu ,x
stu SP_XVEL,y
ldu 2,x
stu SP_YVEL,y
ldx #sp_update_3x8
cmpb #32
bls 1f
ldx #sp_update_3x8_flip
negb
addb #64
1 lda #48
mul
addd #sp_pmissile_img
tfr d,u
jmp ,x
;**********************************************************
; check for hit with target pointed to by u
pmiss_check_hit
ldd SP_XORD,y
subd SP_XORD,u
subd missile_offset_x
cmpa #-1 ;cmpd #-4*64
blt 1f
cmpa #2 ;cmpd #8*64
bgt 1f
ldd SP_YORD,y
subd SP_YORD,u
subd missile_offset_y
cmpa #-1 ;cmpd #-4*64
blt 1f
cmpa #2 ;cmpd #8*64
bgt 1f
clr SPM_VALID,y
1 rts
; steer missile toward target pointed to by u
pmiss_track
ldd SP_XORD,u
addd missile_offset_x
addd #2*64 ; adjust for difference in sprite size
subd SP_XORD,y
lslb
rola
sta dx
ldd SP_YORD,y
subd SP_YORD,u
subd missile_offset_y
subd #2*32 ; adjust for difference in sprite size
lslb
rola
lslb
rola
sta dy
ldb #16 ; determine octant
lda dy ;
bpl 1f ; y >= 0
neg dx ; rotate 180 cw
neg dy ;
addb #4*32 ;
1 lda dx ;
bpl 1f ; x >= 0
nega ; rotate 90 cw
ldx dy ; don't care about low byte
stx dx ; just need to swap dx & dy
sta dy ;
lda dx ;
addb #2*32 ;
1 cmpa dy ;
bhs 1f ; x >= y
addb #1*32 ;
1
; determine which direction to rotate
lda #12 ; turn rate
subb SPM_DIR,y
beq 5f
bpl 3f
nega
3 adda SPM_DIR,y
sta SPM_DIR,y
5 rts
; draw target markers closing in
; y - missile
; u - target sprite
pmiss_draw_target_locking
ldd SP_XORD,u ; lose lock if target sprite partially off screen
addd missile_offset_x ;
cmpa #28 ;
bhi pmiss_lose_lock ;
ldd SP_YORD,u ;
addd missile_offset_y ;
subd #(SCRN_HGT-12)*32 ;
bhi pmiss_lose_lock ;
ldd SPM_MARKER_OFF,y
bsr pmiss_draw_target
ldu SPM_TARGET,y ; restore u
ldd #11*32
subd SPM_MARKER_OFF,y
bra pmiss_draw_target
pmiss_lose_lock
lda #-1 ; set sprite to be tracked again
sta SP_MISFLG,u ; in case it comes back into view
lda SPM_VALID,y
beq 1f ; missile was not in flight
ldd #pmr_flight_rnd ; set missile to random flight
std SPM_ROUTINE,y
rts
1 ldd #pmr_find_target ; look for another target
std SPM_ROUTINE,y
rts
; draw target markers locked
; y - missile
; u - target sprite
pmiss_draw_target_locked
ldd SP_XORD,u ; lose lock if target sprite partially off screen
addd missile_offset_x ;
cmpa #28 ;
bhi pmiss_lose_lock ;
ldd SP_YORD,u ;
addd missile_offset_y ;
subd #(SCRN_HGT-12)*32 ;
bhi pmiss_lose_lock ;
ldd #0
bsr pmiss_draw_target
ldu SPM_TARGET,y ; restore u
ldd #11*32
pmiss_draw_target
addd SP_YORD,u
addd missile_offset_y
cmpd #SCRN_HGT*32
bhs 9f ; off top or bottom of screen: don't draw
andb #$e0 ; remove sub-pixel bits
adda td_fbuf ; screen base
tfr d,x
ldd SP_XORD,u
addd missile_offset_x
leax a,x
lsrb
lsrb
lsrb
andb #24
ldu #pmiss_target_table
leau b,u
ldd ,u
anda ,x
andb 1,x
addd 4,u
std ,x
ldd 2,u
anda 2,x
andb 3,x
addd 6,u
std 2,x
9 rts
pmiss_target_table
fdb $0000,$00ff
fdb $5555,$5500
fdb $c000,$003f
fdb $1555,$5540
fdb $f000,$000f
fdb $0555,$5550
fdb $fc00,$0003
fdb $0155,$5554
;**********************************************************