Napalm and Hot Napalm are working!

And they have new prices.
This commit is contained in:
Pecusx
2022-07-05 09:36:50 +02:00
parent 0984aee64f
commit b164a79fd4
4 changed files with 14 additions and 14 deletions
+1 -1
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@@ -435,7 +435,7 @@ WeaponUnits
.by 3 ;Funky_Bomb_____
.by 2 ;MIRV___________
.by 1 ;Death_s_Head___
.by 10 ;Napalm_________
.by 4 ;Napalm_________
.by 2 ;Hot_Napalm_____
.by 20 ;Tracer_________
.by 10 ;Smoke_Tracer___
+3 -3
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@@ -8,7 +8,7 @@ display = $1010 ;screen takes $2K due to clearing routine
MaxPlayers = 6
maxOptions = 7 ;number of all options
PMOffset = $23 ; P/M to graphics offset
napalmRadius = 10
;Weapon prices (*10 on screen)
price_Baby_Missile___ = 0 ;_0
@@ -19,8 +19,8 @@ price_LeapFrog_______ = 192 ;_4
price_Funky_Bomb_____ = 293 ;_5
price_MIRV___________ = 456 ;_6
price_Death_s_Head___ = 337 ;_7
price_Napalm_________ = 20 ;496 ;_8
price_Hot_Napalm_____ = 40 ;511 ;_9
price_Napalm_________ = 125 ;_8
price_Hot_Napalm_____ = 162 ;_9
price_Tracer_________ = 102 ;_10
price_Smoke_Tracer___ = 291 ;_11
price_Baby_Roller____ = 211 ;_12
BIN
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+10 -10
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@@ -284,7 +284,7 @@ NoLowerCircle
; ------------------------
.proc napalm
inc FallDown2
mva #(10+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
mva #0 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
jmp xnapalm
@@ -292,7 +292,7 @@ NoLowerCircle
; ------------------------
.proc hotnapalm
inc FallDown2
mva #(10+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
mva #(napalmRadius+4) ExplosionRadius ; real radius + 4 pixels (half characrer width)
jsr CalculateExplosionRange
mva #1 ExplosionRadius ; in this weapon - flag: 0 - napalm, 1 - hotnapalm
jmp xnapalm
@@ -304,7 +304,7 @@ NoLowerCircle
sty magic
RepeatNapalm ; external loop (for fire animation)
mwa xcircle xdraw
sbw xdraw #(1*10) ; 10 characters on left side hit point
sbw xdraw #(napalmRadius) ; 10 characters on left side hit point
ldy #0
sty magic+1
RepeatFlame ; internal loop (draw flames)
@@ -351,21 +351,21 @@ CharOffTheScreen
adw xdraw #1 ; next char 1 pixels to right
inc magic+1
lda magic+1
cmp #21 ; 10 chars on left, 10 chars on right and 1 in center
cmp #(2*napalmRadius+1) ; 10 chars on left, 10 chars on right and 1 in center
jne RepeatFlame
dec magic
jpl RepeatNapalm
; after napalm
inc FallDown2
;now we must check tanks in range
ldx NumberOfPlayers
dex
BurnedCheckLoop
dex
lda eXistenZ,x
beq EndNurnedCheckLoop
;here the tank exist
mwa xcircle xdraw
; calculate right edge of the fire
adw xdraw #(1*10-8) ; 10 characters on left side hit point (right edge of the fire - character width)
adw xcircle #(napalmRadius-8) xdraw ; 10 characters on right side hit point (right edge of the fire - character width)
; now we compare tank position with right edge of the fire (napalm)
lda XtankstableH,x
cmp xdraw+1
@@ -375,7 +375,7 @@ BurnedCheckLoop
@
bcs TankOutOfFire
; let's calculate left edge of the fire
sbw xdraw #(21-8) ; 10 chars on left, 10 chars on right and 1 in center (- character width)
sbw xcircle #(napalmRadius+1) xdraw ; 10 chars on left and 1 in center
bpl @+
mwa #0 xdraw ; left screen edge
@
@@ -397,8 +397,8 @@ NotHot
jsr DecreaseEnergyX
TankOutOfFire
EndNurnedCheckLoop
txa
bne BurnedCheckLoop
dex
bpl BurnedCheckLoop
mva #sfx_silencer sfx_effect
rts
.endp