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player.asm
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init_player
ld hl, (selected_player)
ld (anim_frames_table), hl
ld a, (selected_player_height)
ld (actual_player_height), a
ld a, 3
ld (num_lives), a
make_player_appear
ld a, default_frame
ld (player_frame), a
ld a, 0x2c
ld (player_x), a
ld a, 0x53
ld (player_y), a
ld a, player_is_going_right
ld (player_orientation), a
ld a, player_appearing
ld (player_growing), a
ld a, 1
ld (current_player_height), a
ld a, (actual_player_height)
dec a
ld l, a
ld h, 0
add hl, hl
add hl, hl
ld c, a
ld b, 0
add hl, bc
ld (current_height_gfx_offset), hl
ld a, max_health
ld (health), a
ret
make_player_disappear
ld a, player_disappearing
ld (player_growing), a
ld a, (actual_player_height)
ld (current_player_height), a
ld hl, 0
ld (current_height_gfx_offset), hl
ld ix, sprite1
ld a, (ix + spr_state)
cp state_dead
jr z, kill_2
call kill_sprite
kill_2
ld ix, sprite2
ld a, (ix + spr_state)
cp state_dead
jr z, kill_3
call kill_sprite
kill_3
ld ix, sprite3
ld a, (ix + spr_state)
cp state_dead
ret z
jp kill_sprite
draw_player
ld a, (player_y)
ld l, a
ld h, 0
add hl, hl
ld de, (scr_addr_table)
add hl, de
ld a, (hl)
inc hl
ld h, (hl)
ld l, a
ld a, (player_x)
ld e, a
srl a
ld c, a
ld b, 0
add hl, bc
push hl ; save screen address
ld a, (hidden_screen_base_address)
cp 0xc0
jr z, save_address_c0
ld (save_player_address_80), hl ; save this for erase later
jr saved_address
save_address_c0
ld (save_player_address_c0), hl
saved_address
ld b, 0
ld a, e
and 0x01
jr z, dplay1
ld b, num_player_frames
dplay1
ld a, (player_frame)
srl a
srl a
add b
ld b, a
ld a, (player_orientation)
add b
ld l, a
ld h, 0
add hl, hl
ld de, (anim_frames_table)
add hl, de
ld e, (hl)
inc hl
ld d, (hl)
pop hl ; hl is screen, de is gfx
ld a, (hidden_screen_base_address)
cp 0xc0
jr z, save_frame_c0
ld (save_player_frame_80), de ; save this for erase later
jr draw_player_entry2
save_frame_c0
ld (save_player_frame_c0), de
draw_player_entry2
ld a, (actual_player_height)
ld b, a
dplay2
push hl
ld a, (de) ; de is screen
xor (hl) ; hl is gfx
ld (hl), a
inc l
inc de
ld a, (de)
xor (hl)
ld (hl), a
inc l
inc de
ld a, (de)
xor (hl)
ld (hl), a
inc l
inc de
ld a, (de)
xor (hl)
ld (hl), a
inc l
inc de
ld a, (de)
xor (hl)
ld (hl), a
inc de
pop hl
GET_NEXT_SCR_LINE
djnz dplay2
ret
erase_small_player
ld a, (hidden_screen_base_address)
cp 0xc0
jr nz, erase_small_with_80
ld de, (save_player_frame_c0)
ld hl, (save_player_address_c0)
jr erasex_small
erase_small_with_80
ld de, (save_player_frame_80)
ld hl, (save_player_address_80)
erasex_small
ld a, h
or l
ret z ; stop here if not yet set
jr draw_player_entry2_small
draw_small_player
ld a, (player_y)
ld c, a
ld a, (current_player_height)
ld b, a
ld a, (actual_player_height)
sub b
add c
ld l, a
ld h, 0
add hl, hl
ld de, (scr_addr_table)
add hl, de
ld a, (hl)
inc hl
ld h, (hl)
ld l, a
ld a, (player_x)
ld e, a
srl a
ld c, a
ld b, 0
add hl, bc
push hl ; save screen address
ld a, (hidden_screen_base_address)
cp 0xc0
jr z, save_small_address_c0
ld (save_player_address_80), hl ; save this for erase later
jr saved_small_address
save_small_address_c0
ld (save_player_address_c0), hl
saved_small_address
ld b, 0
ld a, e
and 0x01
jr z, dplay1_small
ld b, num_player_frames
dplay1_small
ld a, (player_frame)
srl a
srl a
add b
ld b, a
ld a, (player_orientation)
add b
ld l, a
ld h, 0
add hl, hl
ld de, (anim_frames_table)
add hl, de
ld e, (hl)
inc hl
ld d, (hl)
ld hl, (current_height_gfx_offset)
add hl, de
ex de, hl
pop hl ; hl is screen, de is gfx
ld a, (hidden_screen_base_address)
cp 0xc0
jr z, save_frame_c0_small
ld (save_player_frame_80), de ; save this for erase later
jr draw_player_entry2_small
save_frame_c0_small
ld (save_player_frame_c0), de
draw_player_entry2_small
ld a, (current_player_height)
ld b, a
dplay2_small
push hl
ld a, (de) ; de is screen
xor (hl) ; hl is gfx
ld (hl), a
inc l
inc de
ld a, (de)
xor (hl)
ld (hl), a
inc l
inc de
ld a, (de)
xor (hl)
ld (hl), a
inc l
inc de
ld a, (de)
xor (hl)
ld (hl), a
inc l
inc de
ld a, (de)
xor (hl)
ld (hl), a
inc de
pop hl
GET_NEXT_SCR_LINE
djnz dplay2_small
ret
erase_player
ld a, (hidden_screen_base_address)
cp 0xc0
jr nz, erase_with_80
ld de, (save_player_frame_c0)
ld hl, (save_player_address_c0)
jr erasex
erase_with_80
ld de, (save_player_frame_80)
ld hl, (save_player_address_80)
erasex
ld a, h
or l
ret z ; stop here if not yet set
jp draw_player_entry2
decrease_lives
ld a, (num_lives)
and a
jr nz, still_alive
ld a, game_finished
ld (game_over), a
ret
still_alive
dec a
ld (num_lives), a
jp remove_life
erase_player_select
ld l, character_select_y
ld h, 0
add hl, hl
ld de, (scr_addr_table)
add hl, de
ld a, (hl)
inc hl
ld h, (hl)
ld l, a
ld a, (player_select_x)
dec a ; subtract 1 so we don't leave a trail when moving
dec a
srl a
ld c, a
ld b, 0
add hl, bc
ld b, max_player_height ; hl has screen address
ld e, 0
dplay_erase_fast_2
ld (hl), e
inc l
ld (hl), e
inc l
ld (hl), e
inc l
ld (hl), e
inc l
ld (hl), e
inc l
ld (hl), e
inc l
ld (hl), e ; clear an extra column, again to stop moving trails
dec l
dec l
dec l
dec l
dec l
dec l
GET_NEXT_SCR_LINE
djnz dplay_erase_fast_2
ret
draw_player_select ; don't save background or mask here
ld hl, character_select_y
add hl, hl
ld de, (scr_addr_table)
add hl, de
ld a, (hl)
inc hl
ld h, (hl)
ld l, a
ld a, (player_select_x)
ld e, a
srl a
ld c, a
ld b, 0
add hl, bc
push hl
ld b, 0
ld a, e
and 1
jr z, dplay_fast1
ld b, num_player_frames
dplay_fast1
ld a, (player_frame)
srl a
srl a
add b
ld b, a
ld a, (player_orientation)
add b
ld l, a
ld h, 0
add hl, hl
ld de, (anim_frames_table)
add hl, de
ld e, (hl)
inc hl
ld d, (hl)
pop hl
ld a, (actual_player_height)
ld b, a ; hl as screen address, de as gfx
dplay_fast_2
push hl
ex de, hl
ldi
ldi
ldi
ldi
ldi
ex de, hl
pop hl
GET_NEXT_SCR_LINE
djnz dplay_fast_2
ret
reset_player
ld hl, 0
ld (save_player_address_c0), hl
ld (save_player_address_80), hl
ret
; if (rect1.x < rect2.x + rect2.width &&
; rect1.x + rect1.width > rect2.x &&
; rect1.y < rect2.y + rect2.height &&
; rect1.y + rect1.height > rect2.y) {
; // collision detected!
; }
check_player_hit_baddie
ld ix, boss
call player_vs_baddie
ld iyh, 0
ld ix, sprite1
call player_vs_baddie
ld a, iyh
and a
ret nz
ld ix, sprite2
call player_vs_baddie
ld a, iyh
and a
ret nz
ld ix, sprite3
player_vs_baddie
ld a, (ix + spr_state)
cp state_active
ret nz
ld a, (ix + 0)
add (ix + 5)
ld b, a
ld a, (player_x)
cp b
ret nc
add player_width
cp (ix + 0)
ret c
ld a, (ix + 1)
add (ix + 6)
ld b, a
ld a, (player_y)
cp b
ret nc
ld b, a
ld a, (actual_player_height)
add b
cp (ix + 1)
ret c
ld a, (ix + 26) ; is this a boss?
and a
jr nz, touching_boss
call kill_sprite
call health_down
ld iyh, 1
ret
touching_boss
ld a, (room_number)
cp 0x55
jr nz, not_frank
ld a, wrench
ld hl, pocket1
cp (hl)
jr z, kill_frank
inc hl
cp (hl)
jr z, kill_frank
inc hl
cp (hl)
jr z, kill_frank
not_frank
ld a, (dracula_room)
ld b, a
ld a, (room_number)
cp b
jr nz, not_drac
ld a, crucifix
ld hl, pocket1
cp (hl)
ret z
inc hl
cp (hl)
ret z
inc hl
cp (hl)
ret z
not_drac
ld e, sound_clock
call play_sfx
jp health_decay
kill_frank
call kill_sprite
ld a, 1
ld (frank_dead), a
ld bc, 0x845
jp add_to_score
player_character
defb 0
player_growing
defb 0
player_x
defb 0
player_y
defb 0
updated_x
defb 0x00
updated_y
defb 0x00
transition_keypress
defb 0x00
actual_player_height
defb serf_height
current_player_height
defb 0
score
defs 3
current_height_gfx_offset
defw 0
player_select_x
defb 0
player_orientation
defb 0
player_frame
defb 0
num_lives
defb 0
health
defb 0
drawn_health
defb 0
game_over
defb 0
magic_door
defb item_clock
this_rooms_door_count
defb 0
this_rooms_door_list
defs max_doors * 8
this_rooms_food_list
defs max_food * 2
this_rooms_food_count
defb 0
this_item_width
defb 0
this_item_height
defb 0
screen_transition_in_progress
defb 0
save_player_address_c0
defw 0
save_player_address_80
defw 0
save_player_frame_c0
defw 0
save_player_frame_80
defw 0
anim_frames_table
defw serf_frames_table