jmechner April 17, 2012
Attempted line ending fix

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    * collorg = $4500 tr on lst off*-------------------------------**  PRINCE OF PERSIA*  Copyright 1989 Jordan Mechner**------------------------------- org org
     jmp CHECKBARR jmp COLLISIONS jmp GETFWDDIST jmp CHECKCOLL jmp ANIMCHAR
     jmp CHECKSLICE jmp CHECKSLICE2 jmp markmeters ;temp jmp CHECKGATE jmp firstguard ;temp
     jmp ENEMYCOLL
    *------------------------------- lst put eq lst put gameeq lst put seqdata lst put soundnames lst put movedata lst off
     dum $f0ztemp ds 1CollFace ds 1tempobjid ds 1tempstate ds 1 dend
    *-------------------------------*  Distance in pixels from either edge of block to barrier*  BarL + BarR + BarWidth == 14**  Indexed by barrier code:*  0 = clear, 1 = panel/gate, 2 = flask, 3 = mirror/slicer*  4 = block
    BarL db 0,12,2,0,0BarR db 0,0,9,11,0
    *-------------------------------DeathVelocity = 33OofVelocity = 22
    gatemargin = 6 ;higher = more generous
    ]rts rts*-------------------------------**  C H E C K  B A R R I E R**  Check for collisions with vertical barriers**-------------------------------CHECKBARR lda #-1 ;"no-collision" flag sta collideL sta collideR
    * Check for situations where character is temporarily* "collision-proof"
     lda CharAction cmp #7 ;turning? beq ]rts
    * Initialize CD/SN buffers* (Copy "lastframe" data from "thisframe", "above", or "below";* init "thisframe" with FF)
     lda CharBlockY sta BlockYthis
     jsr initCDbufs
     lda BlockYthis sta BlockYlast
    * Get beginning & end of range
     lda CDRightEj jsr getblockxp clc adc #2 cmp #11 bcc :ok lda #11  ;Last (rightmost) block in range +1:ok sta endrange
     lda CDLeftEj jsr getblockxp tax dex ;First (leftmost) block in range stx begrange
    * Get CD & SN data for every block in range [begrange..endrange]* on this level (BlockYthis) and on levels below & above
    * This level...
     lda BlockYthis sta blocky
     lda #SNthisframe ldx #CDthisframe jsr getCData
    * Level below...
     lda BlockYthis clc adc #1 sta blocky
     lda #SNbelow ldx #CDbelow jsr getCData
    * ...and level above
     lda BlockYthis sec sbc #1 sta blocky
     lda #SNabove ldx #CDabove jsr getCData
    * Got new data... now compare thisframe with lastframe* If a nybble has changed from 0 to 1, we have a collision.
     ldx #9:loop2 lda SNthisframe,x bmi :no ;ff = no data for this frame cmp SNlastframe,x bne :no ;no corresponding data for last frame
     lda CDlastframe,x and #$0f ;low nybble first (L edge of barr) bne :noL
     lda CDthisframe,x and #$0f beq :noL
     stx collideL ;We have collision w/ L edge;x = block # (0-9)
    :noL lda CDlastframe,x and #$f0 ;hi nybble (R edge of barr) bne :noR
     lda CDthisframe,x and #$f0 beq :noR
     stx collideR ;collision w/ R edge:noR:no dex bpl :loop2
     ldx collideL ldy collideR
    ]rts rts
    *-------------------------------**  G E T  C D A T A**  Get "thisframe" data for specified blocky**-------------------------------getCData sta :smodSN+1 stx :smodCD+1
     lda begrange jsr getblockej ;left edge of block clc adc #angle ;perspective sta blockedge
     ldx begrange:loop stx bufindex
    * First compare L edge of barr with R edge of char
     lda CharScrn ldx bufindex ldy blocky jsr getleftbar ;Get left edge of barrier
     cmp CDRightEj bcc :RofL ;= means L of L:LofL lda #0 beq :cont1
    :RofL lda #$f:cont1 sta ztemp
    * Now compare R edge of barr with L edge of char
     lda CharScrn ldx bufindex ldy blocky jsr getrightbar ;Get right edge of barrier
     cmp CDLeftEj bcc :RofR beq :RofR ;= means R of R
    :LofR lda #$f0 bne :cont2
    :RofR lda #0:cont2 ora ztemp
     ldx tempblockx ;guaranteed 0-9 by rdblock:smodCD sta CDthisframe,x
     lda tempscrn:smodSN sta SNthisframe,x ;screen #
     lda blockedge clc adc #14 sta blockedge
     ldx bufindex inx cpx endrange bne :loop
    ]rts rts
    *-------------------------------**  I N I T   C D B U F S**  Initialize SN and CD buffers*  (Take "lastframe" data from "thisframe", "above", or "below";*  init "thisframe" with FF)**-------------------------------initCDbufs lda BlockYthis cmp BlockYlast ;same BlockY as last frame? beq :usethis ;yes--copy data from "thisframe"
     clc adc #3 cmp BlockYlast beq :usethis
     sec sbc #6 cmp BlockYlast beq :usethis
    * BlockY has changed--copy data from "above" or "below"
     lda BlockYthis clc adc #1 cmp BlockYlast beq :useabove sec sbc #3 cmp BlockYlast beq :useabove
    :usebelow lda #SNbelow ldx #CDbelow jmp :cont
    :useabove lda #SNabove ldx #CDabove jmp :cont
    :usethis lda #SNthisframe ldx #CDthisframe
    :cont sta :smodSN+1 stx :smodCD+1
    * Copy contents of appropriate SN & CD buffers (thisframe,* below, or above) into lastframe buffers...* and initialize SN buffers with $ff
     ldx #9:zloop:smodSN lda SNbelow,x sta SNlastframe,x
    :smodCD lda CDbelow,x sta CDlastframe,x
     lda #$ff sta SNthisframe,x sta SNabove,x sta SNbelow,x
     dex bpl :zloop
    ]rts rts
    *-------------------------------**  G E T   L E F T   B A R**  Get X-coord of left edge of barrier**  In:  X/Y/A = blockx/blocky/scrn*       blockedge**  Out: A = screen X-coord (140)*       Return A = 255 if this block is no barrier**-------------------------------getleftbar jsr rdblock ;get block ID
     jsr cmpbarr ;return A = barrier code # beq :clear ;or -1 if clear tay
     lda blockedge clc adc BarL,y ;barr dist from L edge of block sec rts
    :clear lda #255 clc rts
    *-------------------------------**  G E T   R I G H T   B A R**  Get right edge of barrier, 0 if clear**-------------------------------getrightbar jsr rdblock
     jsr cmpbarr beq :clear tay
     lda blockedge clc adc #13 sec sbc BarR,y ;barr dist from R edge of block sec rts
    :clear lda #0 clc]rts rts
    *-------------------------------**  C O L L I S I O N S**  If a collision was detected, act on it**  In: collideL/R: - if no coll, 0-9 refers to block in*      which collision occurred**  (CollideL is collision with LEFT EDGE of barrier*  CollideR is collision with RIGHT EDGE of barrier)**-------------------------------COLLISIONS lda AMtimer ;antimatter timer beq :cont lda $c030 dec AMtimer rts:cont
    * Check for situations where we let character* pass thru barrier (e.g., climbing up onto ledge)
     lda CharAction cmp #2 ;hanging? beq ]rts cmp #6 ;hanging? beq ]rts lda CharPosn cmp #135 bcc :cont2 cmp #149 bcc ]rts ;climbing?
    :cont2 ldx collideL bmi :noL stx collX jmp leftcoll
    :noL ldx collideR bmi :noR stx collX jmp rightcoll:noR]rts rts
    *-------------------------------**  R I G H T   C O L L I S I O N**-------------------------------rightcoll lda CharSword cmp #2 ;if in fighting mode, beq :1 ;waive front-facing requirement
     lda CharFace bpl ]rts:1 jsr checkcoll1 bcc ]rts
     lda tempscrn ldx tempblockx ldy tempblocky
     jsr getrightbar ;edge of barr sec sbc CDLeftEj ;dist to char
     ldx #0 ;right jmp collide
    *-------------------------------**  L E F T   C O L L I S I O N**-------------------------------leftcoll lda CharSword cmp #2 beq :1
     lda CharFace bne ]rts:1 jsr checkcoll1 bcc ]rts
     lda tempscrn ldx tempblockx ldy tempblocky jsr getleftbar sec sbc CDRightEj ;- dist to char
     ldx #-1 ;left jmp collide
    *-------------------------------** Call CHECKCOLL for block #X** In: CD data; X = blockx**-------------------------------checkcoll1 stx tempblockx
     lda CharBlockY bpl :2 clc adc #3 bne :1
    :2 cmp #3 bcc :1 sec sbc #3:1 sta tempblocky
     lda SNthisframe,x sta tempscrn
     jsr rdblock1
     jmp CHECKCOLL
    *-------------------------------**  C H E C K   C O L L**  In: RDBLOCK results (A = objid)**  Out: tempblockx,tempblocky,tempscrn*       cs if collision, cc if not**-------------------------------CHECKCOLL cmp #flask beq :no ;flask is not really a barrier
     cmp #gate beq :gate
     cmp #slicer beq :slicer
     cmp #mirror beq :mirror bne :c1
    * You can pass thru mirror from R only if you take a* running jump
    :mirror lda CharID bne :c1 ;must be kid lda CharPosn cmp #39 bcc :c1 cmp #44 bcs :c1 lda CharFace bpl :c1
     jsr smashmirror lda #$ff sta createshad ;set flag
     clc rts
    * Is slicer closed?
    :slicer lda (BlueSpec),y cmp #slicerExt bne :no ;no--pass thru beq :c1
    * Is gate low enough to bar you?
    :gate jsr gatebarr? ;return cc if gate bars you bcc :c1
    * no collision--pass thru barrier
    :no clc rts
    * Yes, collision--get blockedge & return cs
    :c1 lda tempblockx jsr getblockej jsr AdjustScrn clc adc #angle sta blockedge:yes sec]rts rts
    *-------------------------------** AdjustScrn** In:  tempscrn, VisScrn*      scrnLeft/Right/BelowL/BelowR*      A = X-coord on tempscrn** Out: A = X=coord on VisScrn**-------------------------------AdjustScrn ldx tempscrn cpx VisScrn beq ]rts cpx scrnLeft beq :osL cpx scrnBelowL beq :osL cpx scrnRight beq :osR cpx scrnBelowR beq :osR rts:osR clc adc #ScrnWidth rts:osL sec sbc #ScrnWidth]rts rts
    *-------------------------------**  C O L L I D E**  In: A = distance from barrier to character*      X = coll direction (-1 = left, 0 = right)*      tempblockx,y,scrn set for collision block**-------------------------------collide stx CollFace ;temp var
     ldx CharLife ;dead? bpl ]rts ;yes--let him finish falling (or whatever)
     ldx CharPosn cpx #177 ;impaled? beq ]rts ;yes--ignore collision
     clc adc CharX sta CharX
    * In midair or on the ground?
     jsr rdblock1
     ldx CollFace bpl :faceL
     cmp #block ;If this block has no floor, beq :2 ;use the one in front of it bne :1
    :2 dec tempblockx jmp :3
    :faceL cmp #panelwof ;Panelwof is only a problem beq :4 ;when facing L cmp #panelwif beq :4 cmp #block bne :1
    :4 inc tempblockx lda tempscrn bne :3 lda tempblockx cmp #10 bne :3 lda CharScrn sta tempscrn lda #0 sta tempblockx ;screen 0 block 10 = CharScrn block 0
    :3 jsr rdblock1
    :1 jsr cmpspace bne GroundBump
    *-------------------------------* Bump into barrier w/o floor
    AirBump lda #-4 jsr addcharx sta CharX
     lda CharAction cmp #4 ;already falling? bne :3;yes--just rebound off wall lda #0 sta CharXVel beq :smackwall
    :3 lda #bumpfall jsr jumpseq jsr animchar
    :smackwall
    BumpSound lda #1 sta alertguard lda #SmackWall jmp addsound
    *-------------------------------* Bump into barrier w/floor
    GroundBump ldx CharBlockY
     lda CharSword cmp #2 beq :skipair ;no airbump if en garde
     lda FloorY+1,x sec sbc CharY cmp #15 ;constant bcs AirBump:skipair lda FloorY+1,x sta CharY
     lda CharYVel cmp #OofVelocity bcc :okvel lda #-5 jsr addcharx sta CharX rts ;let checkfloor take care of it
    :okvel lda #0 sta CharYVel
     lda CharLife beq :deadbump
    * Is he en garde?
     lda CharSword cmp #2 beq :CollideEng ;yes--collide en garde
    * Should it be a hard or a soft bump?
    :normal ldx CharPosn ;last frame
     cpx #24 beq :hard cpx #25 beq :hard ;standjump-->hard
     cpx #40 bcc :1 cpx #43 bcc :hard ;runjump-->hard
    :1 cpx #102 bcc :2 cpx #107 bcc :hard ;freefall-->hard
    :2
    :soft lda #bump jsr jumpseq jsr BumpSound ;soft bump sound? jmp animchar
    :hard lda #hardbump:doit jsr jumpseq jsr animchar
     jmp BumpSound
    * dead when he hits the wall
    :deadbump]rts rts
    *-------------------------------* Collide en garde
    :CollideEng lda CollFace cmp CharFace beq :collback
     lda #bumpengfwd bne :doit
    * Char is en garde & trying to back into barrier
    :collback lda #bumpengback jsr jumpseq jsr animchar ;get new frame
     lda #1 jsr addcharx sta CharX rts
    *-------------------------------**  G E T   F W D   D I S T**  In: Char data**  Out: A = size of "careful step" forward (0-14 pixels)*       X = what you're stepping up to*           (0 = edge, 1 = barrier, 2 = clear)*       RDBLOCK results for that block**-------------------------------GETFWDDIST
    * Get edges
     jsr GetBaseBlock jsr setupchar jsr getedges
    * If this block contains barrier, get distance
     jsr getunderft ;read block underfoot sta tempobjid
     jsr cmpbarr beq :nextb ;This block is clear
     lda CharBlockX sta tempblockx jsr DBarr ;returns A = dist to barrier tax bpl :tobarr
    * If next block contains barrier, get distance
    :nextb jsr getinfront sta tempobjid cmp #panelwof bne :99 ;Panelwof is special case ldx CharFace ;if you're facing R bpl :toEOB
    :99 jsr cmpbarr beq :nobarr
     lda infrontx sta tempblockx jsr DBarr tax bpl :tobarr
    * If next block is dangerous (e.g., empty space)* or sword or potion, step to end of this block
    :nobarr jsr getinfront ;read block in front sta tempobjid
      cmp #loose beq :toEOB ;step to end of block
     cmp #pressplate beq :toEOB1
     cmp #sword beq :toEOB1 cmp #flask beq :toEOB1
     jsr cmpspace beq :toEOB
    * All clear--take a full step forward
    :fullstep lda #11 ;natural step size
     ldx #2 ;clear bne :done
    * Step to end of block (no "testfoot")
    :toEOB1 jsr getdist beq :fullstep ldx #0 beq :done
    * Step to end of block
    :toEOB jsr getdist ;returns # pixels to end of block (0-13)
     ldx #0 ;edge
    :done ldy tempobjid]rts rts
    * Step up to barrier
    :tobarr cmp #14 bcs :fullstep
     ldx #1 ;barrier bne :done
    *-------------------------------** Get distance to barrier** In: rdblock results; tempobjid*     Must have called setupchar/getedges* Out: A = distance to barrier (- if barr is behind char)**-------------------------------DBarr lda tempobjid cmp #gate bne :ok;treat gate as barrier only if down jsr gatebarr? ;returns cs if open bcs :clr
    :ok lda tempblockx jsr getblockej clc adc #angle sta blockedge ;L edge of this block
     lda CharFace bmi :checkL
    * Char facing R -- get distance to barrier
    :checkR lda tempobjid ;block ID
     jsr cmpbarr ;return A = barrier code # beq :clr tay
     lda blockedge clc adc BarL,y sta ztemp ;left edge of barr
     sec sbc CDRightEj rts ;If -, barr is behind char
    :clr lda #-1 rts
    * Char facing L -- get distance to barr
    :checkL lda tempobjid
     jsr cmpbarr beq :clr tay
     lda blockedge clc adc #13 sec sbc BarR,y sta ztemp ;R edge of barr
     lda CDLeftEj sec sbc ztemp
    ]rts rts
    *-------------------------------**  A N I M   C H A R**  Get next frame from sequence table;*  update char data accordingly.*  We're now ready to draw this frame.**-------------------------------ANIMCHAR
    :next jsr getseq ;get next byte from seqtab ;& increment CharSeq
     cmp #chx ;"change x" instruction? bne :no1
     jsr getseq ;next byte is delta-x
     jsr addcharx sta CharX
     jmp :next
    *-------------------------------:no1 cmp #chy bne :no2
     jsr getseq
     clc adc CharY sta CharY
     jmp :next
    *-------------------------------:no2 cmp #aboutface bne :no3
     lda CharFace eor #$ff sta CharFace
     jmp :next
    *-------------------------------:no3 cmp #goto bne :no4
    :goto jsr getseq ;low byte of address pha
     jsr getseq ;high byte
     sta CharSeq+1 pla sta CharSeq
     jmp :next
    *-------------------------------:no4 cmp #up bne :no5
     dec CharBlockY
     jsr addslicers
     jmp :next
    *-------------------------------:no5 cmp #down bne :no6
     inc CharBlockY
     jsr addslicers
     jmp :next
    *-------------------------------:no6 cmp #act bne :no7
     jsr getseq sta CharAction
     jmp :next
    :no7 cmp #setfall bne :no8
     jsr getseq sta CharXVel
     jsr getseq sta CharYVel
     jmp :next
    :no8 cmp #ifwtless bne :no9
     lda weightless ;weightless? bne :goto ;yes--branch
     jsr getseq jsr getseq ;skip 2 bytes jmp :next ;& continue
    :no9 cmp #die bne :no10 jmp :next
    :no10 cmp #jaru bne :no11
     lda #1 sta jarabove ;jar floorboards above jmp :next
    :no11 cmp #jard bne :no12
     lda #-1 sta jarabove ;jar floorboards below jmp :next
    *-------------------------------:no12 cmp #tap bne :no13
     jsr getseq ;sound # cmp #0 ;0: alert guard beq :0
     cmp #1 ;1: footstep bne :1 lda #Footstep:tap jsr addsound:0 lda #1 sta alertguard jmp :next
    :1 cmp #2 ;2: smack wall bne :2 lda #SmackWall bne :tap:2 jmp :next
    :no13 cmp #nextlevel bne :no14
     jsr GoneUpstairs jmp :next
    :no14 cmp #effect bne :no15
     jsr getseq ;effect # cmp #1 bne :fx0
     jsr potioneffect:fx0 jmp :next
    :no15*------------------------------- sta CharPosn ;frame #
    ]rts rts
    *-------------------------------* Char has gone upstairs* What do we do?*-------------------------------GoneUpstairs lda level cmp #13 beq :ok ;no music for level 13 cmp #4 bne :1 ;mirror level is special:3 lda #s_Shadow bne :2
    :1 lda #s_Upstairs:2 ldx #25 jsr cuesong
    :ok inc NextLevel rts
    *-------------------------------**  Sliced by slicer? (Does CD buf show char overlapping*  with a closed slicer?)**  In: Char data, CD data**-------------------------------CHECKSLICE lda CharBlockY sta tempblocky
     ldx #9
    :loop stx tempblockx
     lda CDthisframe,x cmp #$ff ;char overlapping barr? bne :ok ;no
    * Yes--is it a slicer?
     lda SNthisframe,x sta tempscrn
     jsr rdblock1 cmp #slicer bne :ok
     lda (BlueSpec),y and #$7f cmp #slicerExt ;slicer closed? beq :slice ;yes--slice!
    * No--keep checking
    :ok ldx tempblockx dex bpl :loop]rts rts
    * Slice!* In: rdblock results for slicer block
    :slice]slice lda (BlueSpec),y ora #$80 sta (BlueSpec),y ;set hibit (smear)
    :cont lda CharPosn cmp #178 ;if already cut in half (e.g. by another slicer), beq ]rts ;leave him alone
     lda tempblockx jsr getblockej ;edge of slicer block clc adc #7 sta CharX
     lda #8 jsr addcharx sta CharX ;align char w/slicer
     ldx CharBlockY inx lda FloorY,x sta CharY ;align char w/floor
     lda #100 jsr decstr
     lda #Splat jsr addsound
     lda #halve jsr jumpseq jmp animchar
    *-------------------------------**  Sliced by slicer?**  (Use this routine for enemy, who has no CD data)**  In: Char data; GETEDGES results**-------------------------------CHECKSLICE2 jsr getunderft jsr :slice? ;return cs if sliced bcs ]rts
     inc tempblockx jsr rdblock1
    :slice? cmp #slicer bne :safe lda (BlueSpec),y and #$7f cmp #slicerExt bne :safe ;slicer open
     lda tempblockx jsr getblockej clc adc #angle sta blockedge
     lda tempscrn ldx tempblockx ldy tempblocky jsr getleftbar cmp CDRightEj bcs :safe
     lda tempscrn ldx tempblockx ldy tempblocky jsr getrightbar cmp CDLeftEj bcc :safe beq :safe
     jsr rdblock1 jsr ]slice sec rts
    :safe clc]rts rts
    *-------------------------------** Special situation: If char is standing directly under closing* gate, it knocks him aside when it shuts.** In: Char data, CD data**-------------------------------CHECKGATE lda CharAction cmp #7 ;turning beq :1 lda CharPosn cmp #15 ;standing? beq :1 cmp #108 bcc ]rts cmp #111 ;crouching? bcs ]rts:1 jsr getunderft cmp #gate beq :check
     dec tempblockx jsr rdblock1 cmp #gate bne ]rts:check ldx tempblockx lda CDthisframe,x and CDlastframe,x cmp #$ff bne ]rts
     jsr gatebarr? bcs ]rts
     jsr BumpSound
    * bump him left or right?
     lda tempblockx sta collX jsr getunderft lda tempblockx cmp collX beq :left bcs :right
    :left lda #-5 bne :10:right lda #5:10 clc adc CharX sta CharX]rts rts
    *-------------------------------** Return cc if gate bars you, cs if clear**-------------------------------gatebarr? lda (BlueSpec),y lsr lsr clc adc #gatemargin cmp imheight]rts rts
    *-------------------------------** Limited collision detection for enemies* (backing into wall or gate while fighting)**-------------------------------ENEMYCOLL lda AMtimer ;antimatter timer bne ]rts
     lda CharAction cmp #1 bne ]rts ;must be on ground lda CharLife bpl ]rts ;& alive lda CharSword cmp #2 bcc ]rts ;& en garde
     jsr getunderft cmp #block beq :collide cmp #panelwif beq :collide cmp #gate bne :1 jsr gatebarr? bcc :collide
    * If facing R, check block behind too
    :1 lda CharFace bmi ]rts dec tempblockx jsr rdblock1 cmp #panelwif beq :collide cmp #gate bne ]rts jsr gatebarr? bcc :collide]rts rts
    * Char is en garde & trying to back into barrier* Put him right at edge
    :collide jsr setupchar jsr getedges ;get edges
     lda tempscrn ldx tempblockx ldy tempblocky jsr rdblock sta tempobjid jsr checkcoll bcc ]rts
     jsr DBarr2 ;get A = dist to barrier tax bpl ]rts eor #$ff clc adc #1 jsr addcharx sta CharX
     lda #bumpengback jsr jumpseq jsr animchar ;get new frame jmp rereadblocks
    *-------------------------------** Special version of DBarr for enemy collisions** In: checkcoll results; tempobjid*     Must have called setupchar/getedges* Out: A = distance to barrier (- if barr is behind char)**-------------------------------DBarr2 lda CharFace bpl :checkL ;Note: reversed from DBarr
    * Char's back facing R -- get distance to barrier
    :checkR lda tempobjid ;block ID
     jsr cmpbarr ;return A = barrier code # beq :clr tay
     lda blockedge clc adc BarL,y sta ztemp ;left edge of barr
     sec sbc CDRightEj rts ;If -, barr is behind char
    :clr lda #-1 rts
    * Char facing L -- get distance to barr
    :checkL lda tempobjid
     jsr cmpbarr beq :clr tay
     lda blockedge clc adc #13 sec sbc BarR,y sta ztemp ;R edge of barr
     lda CDLeftEj sec sbc ztemp
    ]rts rts
    *------------------------------- lst ds 1 usr $a9,16,$b00,*-org lst off

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