-
Notifications
You must be signed in to change notification settings - Fork 0
/
_level2.asm
1709 lines (1316 loc) · 35.3 KB
/
_level2.asm
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
////////////////////////////////////////////////////////////////////////////////
//
// Project : ForestSaver - https://github.com/intoinside/ForestSaver
// Target : Commodore 64
// Author : Raffaele Intorcia - raffaele.intorcia@gmail.com
//
// Manager for level 2.
//
// Sprite pointer settings:
// * Ranger Sprite 0
// * Hatchet 1 Sprite 1
// * Woodcutter 1 Sprite 2
// * Hatchet 2 Sprite 3
// * Woodcutter 2 Sprite 4
// * Tank tail Sprite 5
// * Tank body Sprite 6
// * Tank pipe Sprite 7
//
////////////////////////////////////////////////////////////////////////////////
#importonce
.filenamespace Level2
// Manager of level 2
* = * "Level2 Manager"
Manager: {
jsr Init
JoystickMovement:
jsr WaitRoutine
jsr TimedRoutine
jsr GetJoystickMove
lda LevelCompleted
bne !+
jsr Ranger.HandleRangerMove
!:
jsr HandleEnemyMove
jsr HandleTankTruckMove
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 level 2
* = * "Level2 Init"
Init: {
CopyScreenRam(ScreenMemoryBaseAddress, MapDummyArea)
jsr SetSpriteToForeground
// Set background and border color to brown
lda #ORANGE
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 $4800-$4fff (0010xxxx)
lda #%00101110
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
lda #WHITE
sta c64lib.SPRITE_5_COLOR
sta c64lib.SPRITE_6_COLOR
lda #CYAN
sta c64lib.SPRITE_7_COLOR
// Enable the first sprite (ranger)
EnableSprite(0, true)
GetRandomUpTo(2)
sta WoodCutterFromLeft.CurrentWoodCutter
GetRandomUpTo(2)
sta WoodCutterFromRight.CurrentWoodCutter
jsr SetLeftWoodCutterTrack
jsr SetRightWoodCutterTrack
jmp AddColorToMap // jsr + rts
}
* = * "Level2 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 WoodCutterFromRight.WoodCutterFined
sta WoodCutterFromRight.ComplaintShown
sta WoodCutterFromRight.CutCompleted
sta WoodCutterFromRight.WalkInCompleted
sta WoodCutterFromRight.HatchetShown
sta WoodCutterFromRight.TreeAlreadyCut
sta WoodCutterFromRight.TreeAlreadyCut + 1
sta AddTankTruck.TruckActive
sta TankTruckFromLeft.LakeNotAvailable
sta TankTruckFromLeft.Polluted
sta TankTruckFromRight.LakeNotAvailable
sta TankTruckFromRight.Polluted
sta Hud.ReduceDismissalCounter.DismissalCompleted
sta ShowDialog.IsShown
jsr CleanTankLeft
jsr CleanTankRight
jsr CompareAndUpdateHiScore
jsr Hud.ResetDismissalCounter
rts
}
* = * "Level2 CheckLevelCompleted"
CheckLevelCompleted: {
lda Hud.CurrentScore + 1
cmp #9
bcc Done
lda ShowDialog.IsShown
bne Done
ShowDialogNextLevel(ScreenMemoryBaseAddress)
inc LevelCompleted
Done:
rts
}
* = * "Level2 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
}
* = * "Level2 HandleEnemyMove"
HandleEnemyMove: {
lda AddEnemy.EnemyActive
and #%00000100
beq IsEnemyFromRight3Alive
jsr WoodCutterFromLeft
IsEnemyFromRight3Alive:
lda AddEnemy.EnemyActive
and #%00001000
beq Done
jsr WoodCutterFromRight
Done:
rts
}
* = * "Level2 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
jmp Done
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 #$02
bne LookForTreeAvailable
jmp Done
CheckNextWoodCutter:
jsr SaveLeftTreeStrokesCount
GetRandomUpTo(2)
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
// 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
}
* = * "Level2 SaveLeftTreeStrokesCount"
SaveLeftTreeStrokesCount: {
lda WoodCutterFromLeft.CurrentWoodCutter
cmp #$01
beq SaveTree2StrokesCount
SaveTree1StrokesCount:
lda WoodCutterFromLeft.HatchetStrokes
sta SetLeftWoodCutterTrack.TreeStrokesCount1
jmp !+
SaveTree2StrokesCount:
lda WoodCutterFromLeft.HatchetStrokes
sta SetLeftWoodCutterTrack.TreeStrokesCount2
!:
rts
}
* = * "Level2 SetLeftWoodCutterTrack"
SetLeftWoodCutterTrack: {
lda WoodCutterFromLeft.CurrentWoodCutter
cmp #$01
beq FixForWoodCutter2
FixForWoodCutter1:
lda TreeStrokesCount1
sta WoodCutterFromLeft.HatchetStrokes
lda #TrackWalk1XStart
sta WoodCutterFromLeft.TrackWalkXStart
lda #TrackWalk1XEnd
sta WoodCutterFromLeft.TrackWalkXEnd
lda #TrackWalk1Y
sta WoodCutterFromLeft.TrackWalkY
lda #DirectionX1
sta WoodCutterFromLeft.DirectionX
lda #DirectionY1
sta WoodCutterFromLeft.DirectionY
lda TreeStartAddress1
sta WoodCutterFromLeft.TreeStartAddress
lda TreeStartAddress1 + 1
sta WoodCutterFromLeft.TreeStartAddress + 1
jmp Done
FixForWoodCutter2:
lda TreeStrokesCount2
sta WoodCutterFromLeft.HatchetStrokes
lda #TrackWalk2XStart
sta WoodCutterFromLeft.TrackWalkXStart
lda #TrackWalk2XEnd
sta WoodCutterFromLeft.TrackWalkXEnd
lda #TrackWalk2Y
sta WoodCutterFromLeft.TrackWalkY
lda #DirectionX2
sta WoodCutterFromLeft.DirectionX
lda #DirectionY2
sta WoodCutterFromLeft.DirectionY
lda TreeStartAddress2
sta WoodCutterFromLeft.TreeStartAddress
lda TreeStartAddress2 + 1
sta WoodCutterFromLeft.TreeStartAddress + 1
Done:
lda WoodCutterFromLeft.TrackWalkXStart
sta c64lib.SPRITE_1_X
lda WoodCutterFromLeft.TrackWalkY
sta c64lib.SPRITE_1_Y
rts
// First woodcutter track data
.label TrackWalk1XStart = 0
.label TrackWalk1XEnd = 94
.label TrackWalk1Y = 86
.label DirectionX1 = 1
.label DirectionY1 = 0
TreeStartAddress1: .word ScreenMemoryBaseAddress + c64lib_getTextOffset(10, 3)
TreeStrokesCount1: .byte HatchetStrokesMax
// Second woodcutter track data
.label TrackWalk2XStart = 0
.label TrackWalk2XEnd = 81
.label TrackWalk2Y = 189
.label DirectionX2 = 1
.label DirectionY2 = 0
TreeStartAddress2: .word ScreenMemoryBaseAddress + c64lib_getTextOffset(9, 16)
TreeStrokesCount2: .byte HatchetStrokesMax
.label HatchetStrokesMax = 20
}
* = * "Level2 WoodCutterFromRight"
WoodCutterFromRight: {
lda WoodCutterFined
beq CutCompletedCheck
lda ComplaintShown
bne GoToWalkOutFar
EnableSprite(3, false)
lda TreeStartAddress
sta HandleEnemyFined.MapComplain
lda TreeStartAddress + 1
sta HandleEnemyFined.MapComplain + 1
lda #$ff
sta HandleEnemyFined.AddOrSub
lda #$05
sta HandleEnemyFined.Offset
jsr HandleEnemyFined
inc ComplaintShown
lda #$2f
sta Ranger.IsFining
AddPoints(0, 0, 2, 0);
jmp Done
CutCompletedCheck:
lda CutCompleted
bne GoToWalkOutFar
jmp CutNotCompleted
GoToWalkOutFar:
jmp WalkOut
CutNotCompleted:
lda WalkInCompleted
bne ShowHatchetFar
jmp WalkIn
ShowHatchetFar:
jmp ShowHatchet
WalkIn:
// Woodcutter walks in
ldx c64lib.SPRITE_3_X
cpx TrackWalkXEnd
beq WalkInDone
// Woodcutter is not in end position, update x-pos
dec c64lib.SPRITE_3_X
dex
cpx #$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 #$01
!:
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
jmp Done
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 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 #$02
bne LookForTreeAvailable
jmp Done
CheckNextWoodCutter:
jsr SaveRightTreeStrokesCount
GetRandomUpTo(2)
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
// Number of strokes to cut tree
.label HatchetStrokesMax = 20
HatchetStrokes: .byte HatchetStrokesMax
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
}
* = * "Level2 SaveRightTreeStrokesCount"
SaveRightTreeStrokesCount: {
lda WoodCutterFromRight.CurrentWoodCutter
cmp #$01
beq SaveTree2StrokesCount
SaveTree1StrokesCount:
lda WoodCutterFromRight.HatchetStrokes
sta SetRightWoodCutterTrack.TreeStrokesCount1
jmp !+
SaveTree2StrokesCount:
lda WoodCutterFromRight.HatchetStrokes
sta SetRightWoodCutterTrack.TreeStrokesCount2
!:
rts
}
* = * "Level2 SetRightWoodCutterTrack"
SetRightWoodCutterTrack: {
lda WoodCutterFromRight.CurrentWoodCutter
cmp #$01
beq FixForWoodCutter2
FixForWoodCutter1:
lda TreeStrokesCount1
sta WoodCutterFromRight.HatchetStrokes
lda #TrackWalk1XStart
sta WoodCutterFromRight.TrackWalkXStart
lda #TrackWalk1XEnd
sta WoodCutterFromRight.TrackWalkXEnd
lda #X1BitStart
sta WoodCutterFromRight.XBit
lda #TrackWalk1Y
sta WoodCutterFromRight.TrackWalkY
lda #DirectionX1
sta WoodCutterFromRight.DirectionX
lda #DirectionY1
sta WoodCutterFromRight.DirectionY
lda TreeStartAddress1
sta WoodCutterFromRight.TreeStartAddress
lda TreeStartAddress1 + 1
sta WoodCutterFromRight.TreeStartAddress + 1
jmp Done
FixForWoodCutter2:
lda TreeStrokesCount2
sta WoodCutterFromRight.HatchetStrokes
lda #TrackWalk2XStart
sta WoodCutterFromRight.TrackWalkXStart
lda #TrackWalk2XEnd
sta WoodCutterFromRight.TrackWalkXEnd
lda #X2BitStart
sta WoodCutterFromRight.XBit
lda #TrackWalk2Y
sta WoodCutterFromRight.TrackWalkY
lda #DirectionX2
sta WoodCutterFromRight.DirectionX
lda #DirectionY2