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forest.asm
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forest.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 FOREST_TILES $80
.define CHEST_TILES $b8
.define ENTRANCE_TILES $b8
.define BIGDOOR_TILE $08c
.define BIGDOOR_TILE2 $098
.define BIGDOOR_TILE3 $0a4
.define BIGDOOR_TILE4 $0b0
.define BORDER_TILES $c0
.define FOREST_PALETTE 0
.define BORDER_PALETTE 1
.define CHEST_PALETTE 2
.define ENTRANCE_PALETTE 2
.define BIGDOOR_PALETTE 2
.define TILE1 0
.define TILE2 4
.define TILE3 8
.segment "FIXED"
PROC is_map_type_forest
cmp #MAP_FOREST
beq forest
cmp #MAP_FOREST_CHEST
beq forest
cmp #MAP_DEAD_WOOD
beq forest
cmp #MAP_DEAD_WOOD_CHEST
beq forest
cmp #MAP_DEAD_WOOD_BOSS
beq forest
cmp #MAP_UNBEARABLE
beq forest
cmp #MAP_UNBEARABLE_CHEST
beq forest
cmp #MAP_UNBEARABLE_BOSS
beq forest
cmp #MAP_START_FOREST
beq forest
cmp #MAP_START_FOREST_CHEST
beq forest
cmp #MAP_START_FOREST_BOSS
beq forest
lda #0
rts
forest:
lda #1
rts
.endproc
PROC gen_start_forest
lda current_bank
pha
lda #^do_gen_start_forest
jsr bankswitch
jsr do_gen_start_forest & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_forest
lda current_bank
pha
lda #^do_gen_forest
jsr bankswitch
jsr do_gen_forest & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_forest_chest
lda current_bank
pha
lda #^do_gen_forest_chest
jsr bankswitch
jsr do_gen_forest_chest & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_start_forest_chest
lda current_bank
pha
lda #^do_gen_start_forest_chest
jsr bankswitch
jsr do_gen_start_forest_chest & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_forest_boss
lda current_bank
pha
lda #^do_gen_forest_boss
jsr bankswitch
jsr do_gen_forest_boss & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_dead_wood
lda current_bank
pha
lda #^do_gen_dead_wood
jsr bankswitch
jsr do_gen_dead_wood & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_dead_wood_chest
lda current_bank
pha
lda #^do_gen_dead_wood_chest
jsr bankswitch
jsr do_gen_dead_wood_chest & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_dead_wood_boss
lda current_bank
pha
lda #^do_gen_dead_wood_boss
jsr bankswitch
jsr do_gen_dead_wood_boss & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_sewer_down
lda current_bank
pha
lda #^do_gen_sewer_down
jsr bankswitch
jsr do_gen_sewer_down & $ffff
pla
jsr bankswitch
rts
.endproc
PROC sewer_entrance_interact
lda current_bank
pha
lda #^do_sewer_entrance_interact
jsr bankswitch
jsr do_sewer_entrance_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_unbearable
lda current_bank
pha
lda #^do_gen_unbearable
jsr bankswitch
jsr do_gen_unbearable & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_unbearable_chest
lda current_bank
pha
lda #^do_gen_unbearable_chest
jsr bankswitch
jsr do_gen_unbearable_chest & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_unbearable_boss
lda current_bank
pha
lda #^do_gen_unbearable_boss
jsr bankswitch
jsr do_gen_unbearable_boss & $ffff
pla
jsr bankswitch
rts
.endproc
PROC key_chest_1_interact
lda current_bank
pha
lda #^do_key_chest_1_interact
jsr bankswitch
jsr do_key_chest_1_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC key_chest_5_interact
lda current_bank
pha
lda #^do_key_chest_5_interact
jsr bankswitch
jsr do_key_chest_5_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC key_chest_6_interact
lda current_bank
pha
lda #^do_key_chest_6_interact
jsr bankswitch
jsr do_key_chest_6_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC is_start_forest_chest_interactable
lda minor_chests_opened
and #MINOR_CHEST_START_FOREST
rts
.endproc
PROC is_forest_chest_interactable
ldx #0
loop:
cpx opened_forest_chest_count
beq done
lda cur_screen_x
cmp opened_forest_chest_x, x
bne next
lda cur_screen_y
cmp opened_forest_chest_y, x
bne next
lda #1
jmp done
next:
inx
jmp loop
done:
rts
.endproc
PROC is_dead_wood_chest_interactable
lda minor_chests_opened
and #MINOR_CHEST_DEAD_WOOD
rts
.endproc
PROC is_unbearable_chest_interactable
lda minor_chests_opened
and #MINOR_CHEST_UNBEARABLE
rts
.endproc
PROC start_forest_chest_interact
lda current_bank
pha
lda #^do_start_forest_chest_interact
jsr bankswitch
jsr do_start_forest_chest_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC forest_chest_interact
lda current_bank
pha
lda #^do_forest_chest_interact
jsr bankswitch
jsr do_forest_chest_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC dead_wood_chest_interact
lda current_bank
pha
lda #^do_dead_wood_chest_interact
jsr bankswitch
jsr do_dead_wood_chest_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC unbearable_chest_interact
lda current_bank
pha
lda #^do_unbearable_chest_interact
jsr bankswitch
jsr do_unbearable_chest_interact & $ffff
pla
jsr bankswitch
rts
.endproc
PROC base_entrance_interact
lda current_bank
pha
lda #^do_base_entrance_interact
jsr bankswitch
jsr do_base_entrance_interact & $ffff
pla
jsr bankswitch
rts
.endproc
.segment "EXTRA"
PROC do_gen_forest
lda #MUSIC_FOREST
jsr play_music
LOAD_PTR forest_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
jsr finish_forest & $ffff
jsr spawn_forest_enemies & $ffff
rts
.endproc
PROC do_gen_start_forest
lda #MUSIC_FOREST_INTRO
jsr play_music
LOAD_PTR forest_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
jsr finish_forest & $ffff
jsr spawn_forest_enemies & $ffff
rts
.endproc
PROC do_gen_start_forest_chest
lda #MUSIC_FOREST_INTRO
jsr play_music
LOAD_PTR forest_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
LOAD_ALL_TILES CHEST_TILES, forest_small_chest_tiles
lda #INTERACT_START_FOREST_CHEST
sta interactive_tile_types
lda #CHEST_TILES
sta interactive_tile_values
lda minor_chests_opened
and #MINOR_CHEST_START_FOREST
bne opened
ldx #7
ldy #4
lda #CHEST_TILES + CHEST_PALETTE
jsr write_gen_map
jmp chestdone & $ffff
opened:
ldx #7
ldy #4
lda #CHEST_TILES + 4 + CHEST_PALETTE
jsr write_gen_map
chestdone:
jsr finish_forest & $ffff
jsr spawn_forest_enemies & $ffff
rts
.endproc
PROC do_gen_forest_chest
lda #MUSIC_FOREST
jsr play_music
LOAD_PTR forest_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
LOAD_ALL_TILES CHEST_TILES, forest_small_chest_tiles
lda #INTERACT_FOREST_CHEST
sta interactive_tile_types
lda #CHEST_TILES
sta interactive_tile_values
jsr is_forest_chest_interactable
bne opened
ldx #7
ldy #4
lda #CHEST_TILES + CHEST_PALETTE
jsr write_gen_map
jmp chestdone & $ffff
opened:
ldx #7
ldy #4
lda #CHEST_TILES + 4 + CHEST_PALETTE
jsr write_gen_map
chestdone:
jsr finish_forest & $ffff
jsr spawn_forest_enemies & $ffff
rts
.endproc
PROC do_gen_forest_boss
lda #MUSIC_FOREST
jsr play_music
LOAD_PTR forest_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
LOAD_ALL_TILES CHEST_TILES, forest_chest_tiles
lda #INTERACT_KEY_CHEST_1
sta interactive_tile_types
lda #CHEST_TILES
sta interactive_tile_values
lda #INTERACT_KEY_CHEST_1
sta interactive_tile_types + 1
lda #CHEST_TILES + 4
sta interactive_tile_values + 1
lda completed_quest_steps
and #QUEST_KEY_1
bne questcomplete
ldx #7
ldy #4
lda #CHEST_TILES + CHEST_PALETTE
jsr write_gen_map
jmp chestdone & $ffff
questcomplete:
ldx #7
ldy #4
lda #CHEST_TILES + 4 + CHEST_PALETTE
jsr write_gen_map
chestdone:
jsr finish_forest & $ffff
lda #0
sta horde_active
sta horde_complete
lda #ENEMY_NORMAL_MALE_ZOMBIE
sta horde_enemy_types
sta horde_enemy_types + 1
lda #ENEMY_NORMAL_FEMALE_ZOMBIE
sta horde_enemy_types + 2
sta horde_enemy_types + 3
jsr spawn_forest_enemies & $ffff
rts
.endproc
PROC do_gen_dead_wood
lda #MUSIC_FOREST
jsr play_music
LOAD_PTR dead_wood_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
LOAD_ALL_TILES FOREST_TILES, dead_tree_tiles
jsr finish_forest & $ffff
jsr spawn_dead_wood_enemies & $ffff
rts
.endproc
PROC do_gen_dead_wood_chest
lda #MUSIC_FOREST
jsr play_music
LOAD_PTR dead_wood_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
LOAD_ALL_TILES FOREST_TILES, dead_tree_tiles
LOAD_ALL_TILES CHEST_TILES, forest_small_chest_tiles
lda #INTERACT_DEAD_WOOD_CHEST
sta interactive_tile_types
lda #CHEST_TILES
sta interactive_tile_values
lda minor_chests_opened
and #MINOR_CHEST_DEAD_WOOD
bne opened
ldx #7
ldy #4
lda #CHEST_TILES + CHEST_PALETTE
jsr write_gen_map
jmp chestdone & $ffff
opened:
ldx #7
ldy #4
lda #CHEST_TILES + 4 + CHEST_PALETTE
jsr write_gen_map
chestdone:
jsr finish_forest & $ffff
jsr spawn_dead_wood_enemies & $ffff
rts
.endproc
PROC do_gen_dead_wood_boss
lda #MUSIC_FOREST
jsr play_music
LOAD_PTR dead_wood_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
LOAD_ALL_TILES CHEST_TILES, forest_chest_tiles
lda #INTERACT_KEY_CHEST_5
sta interactive_tile_types
lda #CHEST_TILES
sta interactive_tile_values
lda #INTERACT_KEY_CHEST_5
sta interactive_tile_types + 1
lda #CHEST_TILES + 4
sta interactive_tile_values + 1
lda completed_quest_steps
and #QUEST_KEY_5
bne questcomplete
ldx #7
ldy #4
lda #CHEST_TILES + CHEST_PALETTE
jsr write_gen_map
jmp chestdone & $ffff
questcomplete:
ldx #7
ldy #4
lda #CHEST_TILES + 4 + CHEST_PALETTE
jsr write_gen_map
chestdone:
jsr finish_forest & $ffff
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
lda #ENEMY_SHARK
sta horde_enemy_types + 2
sta horde_enemy_types + 3
jsr spawn_dead_wood_enemies & $ffff
rts
.endproc
PROC do_gen_sewer_down
lda #MUSIC_FOREST
jsr play_music
LOAD_PTR sewer_entrance_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
LOAD_ALL_TILES ENTRANCE_TILES, sewer_entrance_tiles
lda #INTERACT_SEWER_ENTRANCE
sta interactive_tile_types
lda #ENTRANCE_TILES
sta interactive_tile_values
ldx #7
ldy #4
lda #ENTRANCE_TILES + ENTRANCE_PALETTE
jsr write_gen_map
jsr finish_forest & $ffff
jsr spawn_forest_enemies & $ffff
rts
.endproc
PROC do_gen_unbearable
lda #MUSIC_FOREST
jsr play_music
LOAD_PTR forest_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
jsr init_bear_sprites
jsr init_spider_sprites
jsr finish_forest & $ffff
jsr spawn_unbearable_enemies & $ffff
rts
.endproc
PROC do_gen_unbearable_chest
lda #MUSIC_FOREST
jsr play_music
LOAD_PTR forest_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
jsr init_bear_sprites
jsr init_spider_sprites
LOAD_ALL_TILES CHEST_TILES, forest_small_chest_tiles
lda #INTERACT_UNBEARABLE_CHEST
sta interactive_tile_types
lda #CHEST_TILES
sta interactive_tile_values
lda minor_chests_opened
and #MINOR_CHEST_UNBEARABLE
bne opened
ldx #7
ldy #4
lda #CHEST_TILES + CHEST_PALETTE
jsr write_gen_map
jmp chestdone & $ffff
opened:
ldx #7
ldy #4
lda #CHEST_TILES + 4 + CHEST_PALETTE
jsr write_gen_map
chestdone:
jsr finish_forest & $ffff
jsr spawn_unbearable_enemies & $ffff
rts
.endproc
PROC do_gen_unbearable_boss
lda #MUSIC_FOREST
jsr play_music
LOAD_PTR forest_palette
jsr load_background_game_palette
jsr gen_forest_common & $ffff
jsr init_bear_sprites
jsr init_spider_sprites
LOAD_ALL_TILES CHEST_TILES, forest_chest_tiles
lda #INTERACT_KEY_CHEST_6
sta interactive_tile_types
lda #CHEST_TILES
sta interactive_tile_values
lda #INTERACT_KEY_CHEST_6
sta interactive_tile_types + 1
lda #CHEST_TILES + 4
sta interactive_tile_values + 1
lda completed_quest_steps
and #QUEST_KEY_6
bne questcomplete
ldx #7
ldy #4
lda #CHEST_TILES + CHEST_PALETTE
jsr write_gen_map
jmp chestdone & $ffff
questcomplete:
ldx #7
ldy #4
lda #CHEST_TILES + 4 + CHEST_PALETTE
jsr write_gen_map
chestdone:
jsr finish_forest & $ffff
lda #0
sta horde_active
sta horde_complete
lda #ENEMY_BEAR
sta horde_enemy_types
sta horde_enemy_types + 1
sta horde_enemy_types + 2
lda #ENEMY_SPIDER
sta horde_enemy_types + 3
jsr spawn_unbearable_enemies & $ffff
rts
.endproc
PROC spawn_forest_enemies
jsr prepare_spawn
jsr restore_enemies
beq notrestoredspawn
jmp restoredspawn & $ffff
notrestoredspawn:
lda difficulty
cmp #1
beq hard
cmp #2
beq veryhard
lda #3
jsr rand_range
clc
adc #1
tax
jmp spawnloop & $ffff
hard:
lda #4
jsr rand_range
clc
adc #2
tax
jmp spawnloop & $ffff
veryhard:
lda #4
jsr rand_range
clc
adc #4
tax
spawnloop:
txa
pha
jsr forest_has_water & $ffff ;returns 1 or 0
clc
adc #2
jsr rand_range
tax
lda forest_enemy_types, x
jsr spawn_starting_enemy
pla
tax
dex
bne spawnloop
restoredspawn:
rts
.endproc
PROC spawn_dead_wood_enemies
jsr prepare_spawn
jsr restore_enemies
bne restoredspawn
lda difficulty
cmp #1
beq hard
cmp #2
beq veryhard
lda #3
jsr rand_range
clc
adc #2
tax
jmp spawnloop & $ffff
hard:
lda #4
jsr rand_range
clc
adc #3
tax
jmp spawnloop & $ffff
veryhard:
lda #3
jsr rand_range
clc
adc #5
tax
spawnloop:
txa
pha
lda #6
jsr rand_range
tax
lda forest_enemy_types, x
jsr spawn_starting_enemy
pla
tax
dex
bne spawnloop
restoredspawn:
rts
.endproc
PROC spawn_unbearable_enemies
jsr prepare_spawn
jsr restore_enemies
beq notrestoredspawn
jmp restoredspawn & $ffff
notrestoredspawn:
lda difficulty
cmp #1
beq hard
cmp #2
beq veryhard
lda #3
jsr rand_range
clc
adc #1
tax
jmp spawnloop & $ffff
hard:
lda #4
jsr rand_range
clc
adc #2
tax
jmp spawnloop & $ffff
veryhard:
lda #4
jsr rand_range
clc
adc #4
tax
spawnloop:
txa
pha
lda #3
jsr rand_range
tax
lda unbearable_enemy_types, x
jsr spawn_starting_enemy
pla
tax
dex
bne spawnloop
restoredspawn:
rts
.endproc
PROC gen_forest_common
; Load forest tiles
LOAD_ALL_TILES FOREST_TILES, forest_tiles
jsr init_zombie_sprites
jsr init_shark_sprites
jsr init_spider_sprites
; Set up collision and spawning info
lda #FOREST_TILES + FOREST_GRASS
sta traversable_tiles
lda #BORDER_TILES + BORDER_INTERIOR
sta traversable_tiles + 1
lda #FOREST_TILES + FOREST_GRASS
sta spawnable_tiles
; Determine which kind of border (if there is one) needs to be generated
jsr read_overworld_cur
and #$3f
cmp #MAP_DEAD_WOOD
beq deadwood
cmp #MAP_DEAD_WOOD_CHEST
beq deadwood
cmp #MAP_DEAD_WOOD_BOSS
bne notdeadwood
deadwood:
lda #MAP_LAKE
sta temp
jmp bordertypedone & $ffff
notdeadwood:
jsr read_overworld_up
and #$3f
sta temp
jsr is_map_type_forest
beq bordertypedone
jsr read_overworld_down
and #$3f
sta temp
jsr is_map_type_forest
beq bordertypedone
jsr read_overworld_left
and #$3f
sta temp
jsr is_map_type_forest
beq bordertypedone
jsr read_overworld_right
and #$3f
sta temp