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_level1.asm
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_level1.asm
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////////////////////////////////////////////////////////////////////////////////
//
// Project : ForestSaver - https://github.com/intoinside/ForestSaver
// Target : Commodore 64
// Author : Raffaele Intorcia - raffaele.intorcia@gmail.com
//
// Manager for level 1.
//
// Sprite pointer settings:
// * Ranger Sprite 0
// * Hatchet 1 Sprite 1
// * Woodcutter 1 Sprite 2
// * Hatchet 2 Sprite 3
// * Woodcutter 2 Sprite 4
//
////////////////////////////////////////////////////////////////////////////////
#importonce
.filenamespace Level1
// Manager of level 1
* = * "Level1 Manager"
Manager: {
jsr Init
JoystickMovement:
jsr WaitRoutine
jsr TimedRoutine
jsr GetJoystickMove
lda LevelCompleted
bne !+
jsr Ranger.HandleRangerMove
!:
jsr HandleEnemyMove
jsr CheckLevelCompleted
lda LevelCompleted
bne CloseLevelAndGotoNext
lda GameEnded
bne CloseLevelAndGame
jmp JoystickMovement
CloseLevelAndGotoNext:
jsr SetSpriteToBackground
jsr Hud.ConvertDismissalToPoint
IsReturnPressed()
bne LevelDone
jmp JoystickMovement
CloseLevelAndGame:
jsr SetSpriteToBackground
IsReturnPressed()
bne LevelDone
EndLoop:
jmp JoystickMovement
LevelDone:
jsr Finalize
!:
IsReturnPressed()
bne !-
rts
}
// Initialization of intro screen
* = * "Level1 Init"
Init: {
CopyScreenRam(ScreenMemoryBaseAddress, MapDummyArea)
jsr SetSpriteToForeground
// Set background and border color to brown
lda #BROWN
sta c64lib.BORDER_COL
sta c64lib.BG_COL_0
lda #BLACK
sta c64lib.BG_COL_1
lda #WHITE
sta c64lib.BG_COL_2
// Set pointer to char memory to $7800-$7fff (xxxx111x)
// and pointer to screen memory to $4400-$47ff (0001xxxx)
lda #%00011110
sta c64lib.MEMORY_CONTROL
// Init common sprite color
lda #LIGHT_RED
sta c64lib.SPRITE_COL_0
lda #BLACK
sta c64lib.SPRITE_COL_1
// Woodcutter sprite init
lda #SPRITES.ENEMY_STANDING
sta SPRITE_2
sta SPRITE_4
// Ranger coordinates
jsr Ranger.StartNewLevel
// Optimization may be done
// Ranger module init
lda #>ScreenMemoryBaseAddress
sta Ranger.ScreenMemoryAddress
jsr Ranger.Init
lda #>ScreenMemoryBaseAddress
sta WoodCutter.ScreenMemoryAddress
jsr WoodCutter.Init
lda #<ScreenMemoryBaseAddress
sta Hud.ScreenMemoryAddress + 1
lda #>ScreenMemoryBaseAddress
sta Hud.ScreenMemoryAddress
jsr Hud.Init
// Sprite color setting
lda #YELLOW
sta c64lib.SPRITE_0_COLOR
lda #ORANGE
sta c64lib.SPRITE_1_COLOR
sta c64lib.SPRITE_3_COLOR
lda #RED
sta c64lib.SPRITE_2_COLOR
sta c64lib.SPRITE_4_COLOR
// Enable the first sprite (ranger)
EnableSprite(0, true)
GetRandomUpTo(3)
sta WoodCutterFromLeft.CurrentWoodCutter
GetRandomUpTo(3)
sta WoodCutterFromRight.CurrentWoodCutter
jsr SetLeftWoodCutterTrack
jsr SetRightWoodCutterTrack
jmp AddColorToMap // jsr + rts
}
* = * "Level1 Finalize"
Finalize: {
CopyScreenRam(MapDummyArea, ScreenMemoryBaseAddress)
jsr DisableAllSprites
lda #$00
sta LevelCompleted
sta AddEnemy.EnemyActive
sta WoodCutterFromLeft.WoodCutterFined
sta WoodCutterFromLeft.ComplaintShown
sta WoodCutterFromLeft.CutCompleted
sta WoodCutterFromLeft.WalkInCompleted
sta WoodCutterFromLeft.HatchetShown
sta WoodCutterFromLeft.TreeAlreadyCut
sta WoodCutterFromLeft.TreeAlreadyCut + 1
sta WoodCutterFromLeft.TreeAlreadyCut + 2
sta WoodCutterFromRight.WoodCutterFined
sta WoodCutterFromRight.ComplaintShown
sta WoodCutterFromRight.CutCompleted
sta WoodCutterFromRight.WalkInCompleted
sta WoodCutterFromRight.HatchetShown
sta WoodCutterFromRight.TreeAlreadyCut
sta WoodCutterFromRight.TreeAlreadyCut + 1
sta WoodCutterFromRight.TreeAlreadyCut + 2
sta Hud.ReduceDismissalCounter.DismissalCompleted
sta ShowDialog.IsShown
jsr CompareAndUpdateHiScore
jsr Hud.ResetDismissalCounter
rts
}
* = * "Level1 CheckLevelCompleted"
CheckLevelCompleted: {
lda Hud.CurrentScore + 1
cmp #2
bcc Done
lda ShowDialog.IsShown
bne Done
ShowDialogNextLevel(ScreenMemoryBaseAddress)
inc LevelCompleted
Done:
rts
}
* = * "Level1 AddEnemy"
AddEnemy: {
lda GameEnded
bne Done
lda LevelCompleted
bne Done
GetRandomUpTo(6)
cmp #$02
beq StartWoodCutterFromLeft
cmp #$03
beq StartWoodCutterFromRight
jmp Done
StartWoodCutterFromLeft:
lda EnemyActive
and #%00000100
bne Done
lda EnemyActive
ora #%00000100
sta EnemyActive
lda #$0
sta c64lib.SPRITE_2_X
lda #$45
sta c64lib.SPRITE_2_Y
EnableSprite(2, true)
jmp Done
StartWoodCutterFromRight:
lda EnemyActive
and #%00001000
bne Done
lda EnemyActive
ora #%00001000
sta EnemyActive
lda #$10
sta c64lib.SPRITE_4_X
lda #$cf
sta c64lib.SPRITE_4_Y
lda c64lib.SPRITE_MSB_X
ora #%00010000
sta c64lib.SPRITE_MSB_X
EnableSprite(4, true)
Done:
rts
EnemyActive: .byte $00
}
* = * "Level1 HandleEnemyMove"
HandleEnemyMove: {
lda AddEnemy.EnemyActive
and #%00000100
beq IsEnemyNo3Alive
jsr WoodCutterFromLeft
IsEnemyNo3Alive:
lda AddEnemy.EnemyActive
and #%00001000
beq Done
jsr WoodCutterFromRight
Done:
rts
}
* = * "Level1 WoodCutterFromLeft"
WoodCutterFromLeft: {
lda WoodCutterFined
beq CutCompletedCheck
lda ComplaintShown
bne GoToWalkOutFar
EnableSprite(1, false)
lda TreeStartAddress
sta HandleEnemyFined.MapComplain
lda TreeStartAddress + 1
sta HandleEnemyFined.MapComplain + 1
lda #$01
sta HandleEnemyFined.AddOrSub
lda #$03
sta HandleEnemyFined.Offset
jsr HandleEnemyFined
inc ComplaintShown
lda LevelCompleted
bne !+
AddPoints(0, 0, 2, 0);
lda #$2f
sta Ranger.IsFining
!:
jmp Done
CutCompletedCheck:
lda CutCompleted
bne GoToWalkOutFar
jmp CutNotCompleted
GoToWalkOutFar:
jmp WalkOut
CutNotCompleted:
lda WalkInCompleted
bne ShowHatchetFar
jmp WalkIn
ShowHatchetFar:
jmp ShowHatchet
WalkIn:
// Woodcutter walks in, check if walk-in is done
ldx c64lib.SPRITE_1_X
cpx TrackWalkXEnd
beq WalkInDone
inc c64lib.SPRITE_1_X
CallSetPosition(c64lib.SPRITE_1_X, TrackWalkY, $0, $04, $05);
lda #<SPRITE_2
sta WoodCutter.ScreenMemoryAddress + 1
lda #>SPRITE_2
sta WoodCutter.ScreenMemoryAddress
CallUpdateWoodCutterFrame(DirectionX, DirectionY, WoodCutterFrame);
jmp Done
// Woodcutter is in position, stop walk
WalkInDone:
inc WalkInCompleted
jmp Done
ShowHatchet:
// Woodcutter is in position, start to cut the tree
lda HatchetShown
bne HatchetStrike
// Walk is done, hatchet must be set
SetSpriteToSamePosition(c64lib.SPRITE_2_X, c64lib.SPRITE_1_X)
SetXBitToSameValue(2, 1)
lda #SPRITES.HATCHET_REV
sta SPRITE_1
EnableSprite(1, true)
inc HatchetShown
jmp Done
HatchetStrike:
lda c64lib.SPRITE_MSB_X
and #%00000010
beq !+
lda #$1
!:
sta SpriteCollision.OtherX + 1
lda c64lib.SPRITE_1_X
sta SpriteCollision.OtherX
lda c64lib.SPRITE_1_Y
sta SpriteCollision.OtherY
jsr SpriteCollision
bne RangerWoodCutterMet
lda #<SPRITE_1
sta Hatchet.ScreenMemoryAddress + 1
lda #>SPRITE_1
sta Hatchet.ScreenMemoryAddress
CallUseTheHatchet(HatchetFrame, SPRITES.HATCHET_REV);
lda Hatchet.UseTheHatchet.StrokeHappened
bne StrokeHappened
jmp Done
StrokeHappened:
dec HatchetStrokes
bne DoneFar
inc CutCompleted
jmp HideHatchet
RangerWoodCutterMet:
inc WoodCutterFined
DoneFar:
jmp Done
HideHatchet:
lda #$00
sta HatchetShown
EnableSprite(1, false)
// Tree has been cut, remove tree
lda TreeStartAddress
sta RemoveTree.StartAddress
lda TreeStartAddress + 1
sta RemoveTree.StartAddress + 1
jsr RemoveTree
ldx CurrentWoodCutter
lda #$01
sta TreeAlreadyCut, x
lda LevelCompleted
bne !+
lda GameEnded
bne !+
jsr Hud.ReduceDismissalCounter
lda Hud.ReduceDismissalCounter.DismissalCompleted
sta GameEnded
beq !+
ShowDialogGameOver(ScreenMemoryBaseAddress)
!:
jmp Done
WalkOut:
// Hide hatchet and move woodcutter out of screen
ldx c64lib.SPRITE_1_X
beq WalkOutDone
dec c64lib.SPRITE_1_X
CallSetPosition(c64lib.SPRITE_1_X, TrackWalkY, 0, $04, $05);
lda #<SPRITE_2
sta WoodCutter.ScreenMemoryAddress + 1
lda #>SPRITE_2
sta WoodCutter.ScreenMemoryAddress
CallUpdateWoodCutterFrameReverse(DirectionX, DirectionY, WoodCutterFrame);
jmp Done
WalkOutDone:
lda TreeStartAddress
sta HandleEnemyFinedOut.MapComplain
lda TreeStartAddress + 1
sta HandleEnemyFinedOut.MapComplain + 1
lda #$01
sta HandleEnemyFinedOut.AddOrSub
lda #$03
sta HandleEnemyFinedOut.Offset
jsr HandleEnemyFinedOut
EnableSprite(2, false)
// Prepare next sprite track
ldx #$00
LookForTreeAvailable:
lda TreeAlreadyCut, x
beq CheckNextWoodCutter
iny
!Next:
inx
cpx #$03
bne LookForTreeAvailable
jmp Done
CheckNextWoodCutter:
jsr SaveLeftTreeStrokesCount
GetRandomUpTo(3)
tax
lda TreeAlreadyCut, x
bne CheckNextWoodCutter
stx CurrentWoodCutter
jsr SetLeftWoodCutterTrack
// Clear sprite
lda AddEnemy.EnemyActive
and #%11111011
sta AddEnemy.EnemyActive
lda #0
sta HatchetShown
sta CutCompleted
sta WalkInCompleted
sta ComplaintShown
sta WoodCutterFined
Done:
rts
TreeAlreadyCut: .byte $00, $00, $00
// Number of strokes to cut tree
HatchetStrokes: .byte 0
HatchetFrame: .byte $ff
WoodCutterFrame: .byte $00
WoodCutterFined: .byte $00
ComplaintShown: .byte 0
HatchetShown: .byte 0
CutCompleted: .byte 0
WalkInCompleted: .byte 0
CurrentWoodCutter: .byte $00
// Woodcutter dummy data
TrackWalkXStart: .byte $00
TrackWalkXEnd: .byte $00
TrackWalkY: .byte $00
DirectionX: .byte $00
DirectionY: .byte $00
TreeStartAddress: .word $beef
}
* = * "Level1 SaveLeftTreeStrokesCount"
SaveLeftTreeStrokesCount: {
lda WoodCutterFromLeft.CurrentWoodCutter
cmp #$01
beq SaveTree2StrokesCount
cmp #$02
beq SaveTree3StrokesCount
SaveTree1StrokesCount:
lda WoodCutterFromLeft.HatchetStrokes
sta SetLeftWoodCutterTrack.TreeStrokesCount1
jmp !+
SaveTree2StrokesCount:
lda WoodCutterFromLeft.HatchetStrokes
sta SetLeftWoodCutterTrack.TreeStrokesCount2
jmp !+
SaveTree3StrokesCount:
lda WoodCutterFromLeft.HatchetStrokes
sta SetLeftWoodCutterTrack.TreeStrokesCount3
!:
rts
}
* = * "Level1 SetLeftWoodCutterTrack"
SetLeftWoodCutterTrack: {
lda WoodCutterFromLeft.CurrentWoodCutter
cmp #$02
beq FixForWoodCutter3
cmp #$01
beq FixForWoodCutter2
FixForWoodCutter1:
lda TreeStrokesCount1
sta WoodCutterFromLeft.HatchetStrokes
lda #TrackWalk1XStart
sta WoodCutterFromLeft.TrackWalkXStart
lda #TrackWalk1XEnd
sta WoodCutterFromLeft.TrackWalkXEnd
lda #TrackWalk1Y
sta WoodCutterFromLeft.TrackWalkY
lda #DirectionX1
sta WoodCutterFromLeft.DirectionX
lda #DirectionY1
sta WoodCutterFromLeft.DirectionY
lda TreeStartAddress1
sta WoodCutterFromLeft.TreeStartAddress
lda TreeStartAddress1 + 1
sta WoodCutterFromLeft.TreeStartAddress + 1
jmp Done
FixForWoodCutter2:
lda TreeStrokesCount2
sta WoodCutterFromLeft.HatchetStrokes
lda #TrackWalk2XStart
sta WoodCutterFromLeft.TrackWalkXStart
lda #TrackWalk2XEnd
sta WoodCutterFromLeft.TrackWalkXEnd
lda #TrackWalk2Y
sta WoodCutterFromLeft.TrackWalkY
lda #DirectionX2
sta WoodCutterFromLeft.DirectionX
lda #DirectionY2
sta WoodCutterFromLeft.DirectionY
lda TreeStartAddress2
sta WoodCutterFromLeft.TreeStartAddress
lda TreeStartAddress2 + 1
sta WoodCutterFromLeft.TreeStartAddress + 1
jmp Done
FixForWoodCutter3:
lda TreeStrokesCount3
sta WoodCutterFromLeft.HatchetStrokes
lda #TrackWalk3XStart
sta WoodCutterFromLeft.TrackWalkXStart
lda #TrackWalk3XEnd
sta WoodCutterFromLeft.TrackWalkXEnd
lda #TrackWalk3Y
sta WoodCutterFromLeft.TrackWalkY
lda #DirectionX3
sta WoodCutterFromLeft.DirectionX
lda #DirectionY3
sta WoodCutterFromLeft.DirectionY
lda TreeStartAddress3
sta WoodCutterFromLeft.TreeStartAddress
lda TreeStartAddress3 + 1
sta WoodCutterFromLeft.TreeStartAddress + 1
Done:
lda WoodCutterFromLeft.TrackWalkXStart
sta c64lib.SPRITE_1_X
lda WoodCutterFromLeft.TrackWalkY
sta c64lib.SPRITE_1_Y
rts
// First woodcutter track data
.label TrackWalk1XStart = 0
.label TrackWalk1XEnd = 108
.label TrackWalk1Y = 79
.label DirectionX1 = 1
.label DirectionY1 = 0
TreeStartAddress1: .word $445c
TreeStrokesCount1: .byte HatchetStrokesMax
// Second woodcutter track data
.label TrackWalk2XStart = 0
.label TrackWalk2XEnd = 39
.label TrackWalk2Y = 136
.label DirectionX2 = 1
.label DirectionY2 = 0
TreeStartAddress2: .word $456c
TreeStrokesCount2: .byte HatchetStrokesMax
// Third woodcutter track data
.label TrackWalk3XStart = 0
.label TrackWalk3XEnd = 174
.label TrackWalk3Y = 167
.label DirectionX3 = 1
.label DirectionY3 = 0
TreeStartAddress3: .word $461c
TreeStrokesCount3: .byte HatchetStrokesMax
.label HatchetStrokesMax = 20
}
* = * "Level1 WoodCutterFromRight"
WoodCutterFromRight: {
lda WoodCutterFined
beq CutCompletedCheck
lda ComplaintShown
bne GoToWalkOutFar
EnableSprite(3, false)
lda TreeStartAddress
sta HandleEnemyFined.MapComplain
lda TreeStartAddress + 1
sta HandleEnemyFined.MapComplain + 1
lda #$ff
sta HandleEnemyFined.AddOrSub
lda #$05
sta HandleEnemyFined.Offset
jsr HandleEnemyFined
inc ComplaintShown
lda LevelCompleted
bne !+
AddPoints(0, 0, 2, 0);
lda #$2f
sta Ranger.IsFining
!:
jmp Done
CutCompletedCheck:
lda CutCompleted
bne GoToWalkOutFar
jmp CutNotCompleted
GoToWalkOutFar:
jmp WalkOut
CutNotCompleted:
lda WalkInCompleted
bne ShowHatchetFar
jmp WalkIn
ShowHatchetFar:
jmp ShowHatchet
WalkIn:
// Woodcutter walks in
ldx c64lib.SPRITE_3_X
cpx TrackWalkXEnd
beq WalkInDone
// Woodcutter is not in end position, update x-pos
dec c64lib.SPRITE_3_X
dex
cpx #$ff
bne !+
// X-pos had an underflow, set XBit to 0
dec XBit
!:
lda XBit
beq XBitNotSet2
CallSetPosition(c64lib.SPRITE_3_X, TrackWalkY, $ff, $08, $09);
jmp !+
XBitNotSet2:
CallSetPosition(c64lib.SPRITE_3_X, TrackWalkY, $0, $08, $09);
!:
lda #<SPRITE_4
sta WoodCutter.ScreenMemoryAddress + 1
lda #>SPRITE_4
sta WoodCutter.ScreenMemoryAddress
CallUpdateWoodCutterFrame(DirectionX, DirectionY, WoodCutterFrame);
jmp Done
// Woodcutter is in position, stop walk
WalkInDone:
inc WalkInCompleted
jmp Done
ShowHatchet:
// Woodcutter is in position, start to cut the tree
lda HatchetShown
bne HatchetStrike
// Walk is done, hatchet must be set
SetSpriteToSamePosition(c64lib.SPRITE_4_X, c64lib.SPRITE_3_X)
SetXBitToSameValue(4, 3)
lda #SPRITES.HATCHET
sta SPRITE_3
EnableSprite(3, true)
inc HatchetShown
jmp Done
HatchetStrike:
lda c64lib.SPRITE_MSB_X
and #%00001000
beq !+
lda #$1
!:
sta SpriteCollision.OtherX + 1
lda c64lib.SPRITE_3_X
sta SpriteCollision.OtherX
lda c64lib.SPRITE_3_Y
sta SpriteCollision.OtherY
jsr SpriteCollision
bne RangerWoodCutterMet
lda #<SPRITE_3
sta Hatchet.ScreenMemoryAddress + 1
lda #>SPRITE_3
sta Hatchet.ScreenMemoryAddress
CallUseTheHatchet(HatchetFrame, SPRITES.HATCHET);
lda Hatchet.UseTheHatchet.StrokeHappened
bne StrokeHappened
jmp Done
StrokeHappened:
dec HatchetStrokes
bne DoneFar
inc CutCompleted
jmp HideHatchet
RangerWoodCutterMet:
inc WoodCutterFined
DoneFar:
jmp Done
HideHatchet:
lda #$00
sta HatchetShown
EnableSprite(3, false)
// Tree has been cut, remove tree
lda TreeStartAddress
sta RemoveTree.StartAddress
lda TreeStartAddress + 1
sta RemoveTree.StartAddress + 1
jsr RemoveTree
ldx CurrentWoodCutter
lda #$01
sta TreeAlreadyCut, x
lda LevelCompleted
bne !+
lda GameEnded
bne !+
jsr Hud.ReduceDismissalCounter
lda Hud.ReduceDismissalCounter.DismissalCompleted
sta GameEnded
beq !+
ShowDialogGameOver(ScreenMemoryBaseAddress)
!:
jmp Done
WalkOut:
// Hide hatchet and move woodcutter out of screen
ldx c64lib.SPRITE_3_X
cpx TrackWalkXStart
beq CheckXBitBeforeWalkOutDone
jmp NoNeedToGoOut
CheckXBitBeforeWalkOutDone:
lda XBit
bne WalkOutDone // If XBit!=0, woodcutter is out of screen
NoNeedToGoOut:
inc c64lib.SPRITE_3_X // Woodcutter is not out of screen
bne DontSetXBit // If x-pos not overflow, don't increment XBit
inc XBit
DontSetXBit:
lda XBit
beq XBitNotSet
CallSetPosition(c64lib.SPRITE_3_X, TrackWalkY, $ff, $08, $09);
jmp !+
XBitNotSet:
CallSetPosition(c64lib.SPRITE_3_X, TrackWalkY, $0, $08, $09);
!:
lda #<SPRITE_4
sta WoodCutter.ScreenMemoryAddress + 1
lda #>SPRITE_4
sta WoodCutter.ScreenMemoryAddress
CallUpdateWoodCutterFrameReverse(DirectionX, DirectionY, WoodCutterFrame);
jmp Done
WalkOutDone:
lda TreeStartAddress
sta HandleEnemyFinedOut.MapComplain
lda TreeStartAddress + 1
sta HandleEnemyFinedOut.MapComplain + 1
lda #$ff
sta HandleEnemyFinedOut.AddOrSub
lda #$05
sta HandleEnemyFinedOut.Offset
jsr HandleEnemyFinedOut
EnableSprite(4, false)
// Prepare next sprite track
ldx #$00
LookForTreeAvailable:
lda TreeAlreadyCut, x
beq CheckNextWoodCutter
iny
!Next:
inx
cpx #$03
bne LookForTreeAvailable
jmp Done
CheckNextWoodCutter:
jsr SaveRightTreeStrokesCount
GetRandomUpTo(3)
tax
lda TreeAlreadyCut, x
bne CheckNextWoodCutter
stx CurrentWoodCutter
jsr SetRightWoodCutterTrack
// Clear sprite
lda AddEnemy.EnemyActive
and #%11110111
sta AddEnemy.EnemyActive
lda #0
sta HatchetShown
sta CutCompleted
sta WalkInCompleted
sta ComplaintShown
sta WoodCutterFined
Done:
rts
TreeAlreadyCut: .byte $00, $00, $00
// Number of strokes to cut tree
HatchetStrokes: .byte 0
HatchetFrame: .byte $ff
WoodCutterFrame: .byte $00
WoodCutterFined: .byte $00
ComplaintShown: .byte 0
HatchetShown: .byte 0
CutCompleted: .byte 0
WalkInCompleted: .byte 0
CurrentWoodCutter: .byte $00
// Woodcutter dummy data
TrackWalkXStart: .byte $00
TrackWalkXEnd: .byte $00
TrackWalkY: .byte $00
XBit: .byte $00
DirectionX: .byte $00
DirectionY: .byte $00
TreeStartAddress: .word $beef
}
* = * "Level1 SaveRightTreeStrokesCount"
SaveRightTreeStrokesCount: {
lda WoodCutterFromRight.CurrentWoodCutter
cmp #$01
beq SaveTree2StrokesCount
cmp #$02
beq SaveTree3StrokesCount
SaveTree1StrokesCount:
lda WoodCutterFromRight.HatchetStrokes
sta SetRightWoodCutterTrack.TreeStrokesCount1
jmp !+
SaveTree2StrokesCount:
lda WoodCutterFromRight.HatchetStrokes
sta SetRightWoodCutterTrack.TreeStrokesCount2
jmp !+
SaveTree3StrokesCount:
lda WoodCutterFromRight.HatchetStrokes
sta SetRightWoodCutterTrack.TreeStrokesCount3
!:
rts
}
* = * "Level1 SetRightWoodCutterTrack"
SetRightWoodCutterTrack: {
// Save current tree stroke count
lda WoodCutterFromRight.CurrentWoodCutter
cmp #$01
beq FixForWoodCutter2
cmp #$02
beq FixForWoodCutter3
FixForWoodCutter1:
lda TreeStrokesCount1
sta WoodCutterFromRight.HatchetStrokes
lda #TrackWalk1XStart
sta WoodCutterFromRight.TrackWalkXStart
lda #TrackWalk1XEnd