jmechner April 17, 2012
Attempted line ending fix

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    * frameadvEditorDisk = 0 ;1 = dunj, 2 = palaceorg = $1290 lst off tr on*------------------------------- org org
     jmp SURE jmp FAST jmp GETINITOBJ
    *------------------------------- lst put eq lst put gameeq lst off put bgdata lst off
    initsettings db gmaxval,gminval
     dum localsindex ds 1rowno ds 1colno ds 1yindex ds 1objid ds 1state ds 1Ay ds 1Dy ds 1gateposn ds 1gatebot ds 1xsave ds 1blockxco ds 1switches ds 1obj1 ds 1obj2 ds 1blockthr ds 1 dend
    *-------------------------------**  Draw entire 10 x 3 screen from scratch**-------------------------------SURE lda #1 sta genCLS ;clear screen
     jsr setback ;draw on bg plane
     jsr getprev ;get 3 rightmost blocks of screen to left
     lda SCRNUM jsr calcblue ;get blueprint base addr
    *  Draw 3 rows of 10 blocks (L-R, T-B)
     ldy #2:row sty rowno ;0 = top row, 2 = bottom row
     lda BlockBot+1,y sta Dy ;get Y-coord for bottom of D-section sec sbc #3 sta Ay ;& A-section
     lda Mult10,y sta yindex ;block # (0-29)
     lda PREV,y sta PRECED lda sprev,y sta spreced ;get objid & state of preceding block
     jsr getbelow ;get 10 topmost blocks of screen below
     lda #0 sta colno ;0 = leftmost column, 9 = rightmost:loop asl asl sta XCO sta blockxco ;get X-coord for A-section
     ldy yindex jsr getobjid sta objid ;get object id# of current block
     jsr RedBlockSure ;Redraw entire block
     lda objid sta PRECED lda state sta spreced ;Move on to next block
     inc yindex inc colno
     lda colno cmp #10 bcc :loop ;...until we've done 10 blocks
    :nextln ldy rowno beq :done dey jmp :row ;...and 3 rows
    * Now draw bottom row of screen above (D-sections only)
    :done ldy #2 ;bottom row of scrn above sty rowno
     lda #2 sta Dy lda #-1 sta Ay ;get screen Y-coords
     lda Mult10,y sta yindex
     lda #0 sta PRECED
     lda scrnBelow pha lda scrnBelowL pha ;save current values on stack
     lda SCRNUM sta scrnBelow lda scrnLeft sta scrnBelowL ;& pretend we're on screen above
    * Draw 10 blocks, L-R
     jsr getbelow
     lda scrnAbove jsr calcblue
     lda #0 sta colno:dloop asl asl sta XCO sta blockxco
     lda scrnAbove bne :1 lda #floor ;If screen above is null screen, bne :2 ;draw a row of solid floorpieces
    :1 ldy yindex jsr getobjid1:2 sta objid
     jsr RedDSure ;Draw D-section
     lda objid sta PRECED lda state sta spreced
     inc yindex inc colno
     lda colno cmp #10 bcc :dloop
     pla ;Restore original screen values sta scrnBelowL pla sta scrnBelow]rts rts
    *-------------------------------**  Fast screen redraw**  Same general structure as SURE, but redraws only those*  blocks specified by redraw buffers.**-------------------------------FAST jsr getprev
     lda SCRNUM jsr calcblue
     lda #0 ldy #20 jsr metbufs3 ;If strength meter is in danger of sta redkidmeter ;being overwritten, mark it for redraw
     lda #0 ldy #28 jsr metbufs2 sta redoppmeter ;opponent meter too
     lda #30 sta yindex jsr drawobjs ;Draw o.s. characters first
    *  Draw 3 rows of 10 blocks (L-R, T-B)
     ldy #2:row sty rowno
     lda BlockBot+1,y sta Dy sec sbc #3 sta Ay
     lda Mult10,y sta yindex
     lda PREV,y sta PRECED lda sprev,y sta spreced
     jsr getbelow
     lda #0 sta colno
    :loop asl asl sta XCO sta blockxco
     ldy yindex jsr getobjid sta objid
     jsr RedBlockFast
     lda objid sta PRECED lda state sta spreced
     inc yindex inc colno
     lda colno cmp #10 bcs :nextln jmp :loop
    :nextln ldy rowno beq :cont dey jmp :row
    * Now draw bottom row of screen above (D-sections only)
    :cont jsr setback
     ldy #2 sty rowno
     lda #2 sta Dy lda #-1 sta Ay
     lda Mult10,y sta yindex
     lda #0 sta PRECED
     lda scrnBelow pha lda scrnBelowL pha
     lda SCRNUM sta scrnBelow lda scrnLeft sta scrnBelowL
     jsr getbelow
     lda scrnAbove beq :done jsr calcblue
     lda #0 sta colno:dloop asl asl sta blockxco sta XCO
     ldy yindex jsr getobjid1 sta objid
     jsr RedDFast
     lda objid sta PRECED lda state sta spreced
     inc yindex inc colno
     lda colno cmp #10 bcc :dloop
    :done pla sta scrnBelowL pla sta scrnBelow
    * Now draw comix (impact stars) & strength meters
     lda #$ff sta yindex jsr drawobjs ;draw comix (index = -1)
     do EditorDisk lda inbuilder bne ]rts fin
     jmp updatemeters
    *-------------------------------**  Redraw entire block**-------------------------------RedBlockSure jsr drawc ;C-section of piece below & to left jsr drawmc
     jsr drawb ;B-section of piece to left jsr drawmb
     jsr drawd ;D-section jsr drawmd
     jsr drawa ;A-section jsr drawma
     jmp drawfrnt ;A-section frontpiece;(Note: This is necessary in case we do a;layersave before we get to f.g. plane)
    *-------------------------------** Redraw entire D-section**-------------------------------RedDSure jsr drawc jsr drawmc jsr drawb jsr drawd jsr drawmd jmp drawfrnt
    *-------------------------------**  Partial block redraw (as specified by redraw buffers)**-------------------------------RedBlockFast lda wipebuf,y ;is wipebuf marked? beq :skipwipe ;no--skip it sec sbc #1 sta wipebuf,y ;decrement wipebuf
     jsr wipesq ;& wipe this block!
     ldy yindex
    :skipwipe lda redbuf,y beq :skipred sec sbc #1 sta redbuf,y
     jsr setback jsr RedBlockSure
     ldy yindex bpl :skipmove
    :skipred lda movebuf,y beq :skipmove sec sbc #1 sta movebuf,y
     jsr setback jsr drawmc jsr drawmb jsr drawma
     ldy yindex
    :skipmove lda floorbuf,y beq :skipfloor sec sbc #1 sta floorbuf,y
     jsr setmid jsr drawfloor
     ldy yindex bpl :skiphalf
    :skipfloor lda halfbuf,y beq :skiphalf sec sbc #1 sta halfbuf,y
     jsr setmid jsr drawhalf
     ldy yindex
    :skiphalf lda objbuf,y beq :skipobj
     lda #0 sta objbuf,y
     jsr drawobjs ;draw all objects in this block
     lda blockxco sta XCO
     ldy yindex
    :skipobj lda fredbuf,y beq :skipfred sec sbc #1 sta fredbuf,y
     jsr drawfrnt
     ldy yindex
    :skipfred]rts rts
    *-------------------------------**  Partial D-section redraw**-------------------------------RedDFast ldy colno lda topbuf,y ;is topbuf marked? beq :skip ;no--skip it sec sbc #1 sta topbuf,y
     jsr wiped jsr drawc jsr drawmc jsr drawb jsr redrawd ;(both bg and fg) jsr drawmd jsr drawfrnt:skip]rts rts
    *-------------------------------**  Draw objects**  Draw object/s with index # = yindex*  (Add appropriate images to mid list)**-------------------------------drawobjs
    * Go through obj list looking for objINDX = yindex
     lda objX beq :rts
     ldy #0 ;y = sort list index ldx #1 ;x = object list index
    :loop lda objINDX,x cmp yindex bne :next;Found a match--add object to sort list txa iny sta sortX,y
    :next inx cpx objX bcc :loop beq :loop
     cpy #0 beq :rts sty sortX ;# of objects in sort list
    * Sort them into back-to-front order
     jsr sortlist
    * Transfer sorted objects from obj list to mid list
     ldx #1:loop2 stx xsave
     lda sortX,x tax ;obj list index
     jsr drawobjx ;draw object #x
     ldx xsave inx cpx sortX bcc :loop2 beq :loop2;Done:rts rts
    *-------------------------------**  Get objids & states of 3 rightmost blocks*  of left-neighboring screen**  Out: PREV/sprev [0-2]**-------------------------------getprev lda SCRNUM beq :null
     lda scrnLeft beq :blackscrn
    :cont jsr calcblue ;screen to left
     ldy #9 jsr getobjid1 sta PREV lda state sta sprev
     ldy #19 jsr getobjid1 sta PREV+1 lda state sta sprev+1
     ldy #29 jsr getobjid1 sta PREV+2 lda state sta sprev+2
     rts
    :null ;this scrn is null screen lda scrnLeft bne :cont
    :blackscrn ;screen to left is null scrn lda #block sta PREV sta PREV+1 sta PREV+2 lda #0 sta sprev sta sprev+1 sta sprev+2 rts
    *-------------------------------**  Get objids & states of 10 blocks in row below,*  1 block to left**  In:  rowno*  Out: BELOW/SBELOW [0-9]**  Use getbelow1 to look at screens other than scrnBelow*  (In: A = scrn #)**-------------------------------getbelow ldx rowno cpx #2 bcc :onscr
    * Looking below bottom row
     lda scrnBelow beq :belowblack ;screen below is black jsr calcblue
     ldy #8 ;skip rmost:loop jsr getobjid
     sta BELOW+1,y lda state sta SBELOW+1,y dey bpl :loop:cont1 lda scrnBelowL beq :llblack ;screen to l.l. is black jsr calcblue
     ldy #9 ;u.r. block jsr getobjid sta BELOW lda state sta SBELOW:done lda SCRNUM jsr calcblue ;restore SCRNUM rts
    * "ONSCREEN": Looking below top or middle row
    :onscr lda PREV+1,x sta BELOW lda sprev+1,x sta SBELOW
     lda yindex clc adc #10 tay
     ldx #1
    :loop1 stx xsave jsr getobjid ldx xsave
     sta BELOW,x
     lda state sta SBELOW,x
     iny inx cpx #10 bcc :loop1
     rts
    * Look below null screen
    :belowblack lda #1 tax:loop2 sta BELOW,x inx cpx #10 bcc :loop2 bcs :cont1
    :llblack lda level cmp #12 beq :2 ;sorry Lance! lda #block:1 sta BELOW bpl :done:2 lda #space bpl :1
    *-------------------------------**  L O A D   O B J E C T**  Load vars with object data**  In:  x = object table index*       X, OFF, Y, IMG, FACE, TYP, CU, CD, CL, CR, TAB**  Out: XCO, OFFSET, YCO, IMAGE, TABLE*       FCharFace, FCharCU-CD-CL-CR*       A = objTYP**-------------------------------loadobj lda objX,x sta FCharX sta XCO
     lda objOFF,x sta OFFSET
     lda objY,x sta FCharY sta YCO
     lda objIMG,x sta IMAGE
     lda objTAB,x sta TABLE
     lda objFACE,x sta FCharFace
     lda objCU,x sta FCharCU lda objCD,x sta FCharCD lda objCL,x sta FCharCL lda objCR,x sta FCharCR
     lda objTYP,x]rts rts
    *-------------------------------**  D R A W   F R O N T**-------------------------------drawfrnt ldx PRECED cpx #gate bne :a jsr DrawGateBF? ;special case
    :a ldx objid cpx #slicer bne :11 jmp drawslicerf:11 cpx #flask bne :1 lda state and #%11100000 cmp #%10100000 ;5 beq :1 cmp #%01000000 ;2 bcc :1 lda #specialflask bne :12
    :1 ldx objid lda fronti,x beq ]rts:12 sta IMAGE
     lda Ay clc adc fronty,x sta YCO
     lda blockxco clc adc frontx,x sta XCO
     cpx #archtop2 bcs :sta
     do EditorDisk lda #EditorDisk cmp #2 beq :ndunj fin
     lda BGset1 cmp #1 ;pal beq :ndunj
     cpx #posts beq :sta ;for dungeon bg set:ndunj cpx #block beq :block
     jmp maddfore
    * Special handling for block
    :block ldy state cpy #numblox bcc :2 ldy #0:2 lda blockfr,y sta IMAGE
    * Pieces that go to byte boundaries can be STA'd w/o masking
    :sta ldx #sta stx OPACITY jmp addfore
    *-------------------------------* Draw Gate B Front?* (only if kid is to the left of bars)*-------------------------------DrawGateBF? lda rowno cmp KidBlockY bne ]rts
     ldx colno dex cpx KidBlockX ;is kid in gate block? bne ]rts lda scrnRight cmp KidScrn beq ]rts
     jmp drawgatebf ;draw gate bars over char
    *-------------------------------**  D R A W   M O V A B L E   ' B '**-------------------------------drawmb lda PRECED
     cmp #gate ;check for special cases bne :1 jmp drawgateb ;draw B-section of moving gate
    :1 cmp #spikes bne :2 jmp drawspikeb
    :2 cmp #loose bne :3 jmp drawlooseb
    :3 cmp #torch bne :4 jmp drawtorchb:4:5 cmp #exit bne :6 jmp drawexitb
    :6]rts rts
    *-------------------------------**  D R A W  M O V A B L E  ' C '**-------------------------------drawmc lda objid ;is there a piece here? cmp #space beq :ok cmp #panelwof beq :ok cmp #pillartop beq :ok
     bne ]rts ;if yes, its A-section will cover up;the C-section of the piece below:ok ldx colno lda BELOW,x ;objid of piece below & to left
     cmp #gate bne ]rts
     ;That piece is a gate-- jmp drawgatec ;special case (movable c)
    *-------------------------------**  Draw C-section (if visible)**-------------------------------drawc jsr checkc bcc ]rts jsr dodrawc ;OR C-section of piece below & to left jmp domaskb ;Mask B-section of piece to left
    *-------------------------------**  Return cs if C-section is visible, cc if hidden**-------------------------------checkc lda objid ;Does this space contain solid floorpiece? beq :vis cmp #pillartop beq :vis cmp #panelwof beq :vis cmp #archtop1 bcs :vis bcc ]rts ;C-section is hidden:vis sec ;C-section is visible]rts rts
    *-------------------------------**  Draw C-section of piece below & to left**-------------------------------dodrawc ldx colno lda BELOW,x ;objid of piece below & to left tax cpx #block beq :block lda piecec,x beq ]rts ;piece has no c-section cmp #panelc0 beq :panel ;special panel handling:cont sta IMAGE lda blockxco sta XCO lda Dy sta YCO lda #ora sta OPACITY jmp add
    * Special panel handling
    :panel ldx colno lda SBELOW,x tay cpy #numpans ;# of different panels bcs ]rts lda panelc,y bne :cont rts
    :block ldx colno lda SBELOW,x tay cpy #numblox bcc :1 ldy #0:1 lda blockc,y bne :cont]rts rts
    *-------------------------------**  Mask B-section of piece to left**-------------------------------domaskb ldx PRECED lda maskb,x beq ]rts sta IMAGE
     lda Dy sta YCO lda #and sta OPACITY jmp add
    *-------------------------------**  Draw B-section of piece to left**-------------------------------drawb lda objid cmp #block beq ]rts ;B-section hidden by solid block
     ldx PRECED cpx #space beq :space cpx #floor beq :floor cpx #block beq :block lda pieceb,x beq :stripe cmp #panelb0 beq :panel ;special panel handling
    * draw regular B-section
     jsr :cont1
    * Add stripe (palace bg set only)
    :stripe do EditorDisk lda #EditorDisk cmp #2 beq :stripe fin
     lda BGset1 cmp #1 ;pal bne ]rts
    :str1 ldx PRECED lda bstripe,x beq ]rts sta IMAGE lda Ay sec sbc #32 jmp :cont2
    * Special panel handling
    :panel ldy spreced cpy #numpans bcs ]rts lda panelb,y bne :cont1]rts rts
    :block ldy spreced cpy #numblox bcc :1 ldy #0:1 lda blockb,y bne :cont1
    :floor ldy spreced cpy #numbpans+1 bcc :3 ldy #0:3 lda floorb,y beq ]rts sta IMAGE lda floorby,y jmp :cont
    :space ldy spreced cpy #numbpans+1 bcs ]rts lda spaceb,y beq ]rts sta IMAGE lda spaceby,y jmp :cont
    * Draw regular B-section
    :cont1 sta IMAGE lda pieceby,x:cont clc adc Ay:cont2 sta YCO lda blockxco sta XCO lda #ora sta OPACITY jmp add
    *-------------------------------**  Draw D-section**-------------------------------redrawd jsr drawd beq ]rts jmp addfore
    drawd lda #sta sta OPACITY ldx objid cpx #block beq :block cpx #panelwof ;Do we need to mask this D-section? bne :cont ;no:mask lda #ora sta OPACITY:cont lda pieced,x beq ]rts:cont1 sta IMAGE lda blockxco sta XCO lda Dy sta YCO jsr add lda #$ff]rts rts
    * Block handling
    :block ldy state cpy #numblox bcc :1 ldy #0:1 lda blockd,y bne :cont1
    *-------------------------------**  D R A W   ' A '**  (1) If piece to left has intrusive B-section (e.g., panel):*      MASK A-section*  (2) OR A-section**-------------------------------drawa lda PRECED cmp #archtop1 beq :special cmp #panelwif beq :needmask cmp #panelwof beq :needmask cmp #pillartop beq :needmask cmp #block bne :nomask
    :needmask jsr addamask
    :nomask jmp adda
    :special ldx objid cpx #panelwof bne :nomask lda #archpanel ;arch ends to L of panel jmp adda1
    *-------------------------------addmidezfast lda #UseFastlay jmp addmidezadd]add jmp addback ;self-mod
    setback lda #addback sta ]add+1 lda #>addback sta ]add+2 rts
    setmid lda #addmidezfast sta ]add+1 lda #>addmidezfast sta ]add+2]rts rts
    maddfore ldx #mask stx OPACITY jsr addfore ldx #ora stx OPACITY jmp addfore
    addamask ldx objid lda maska,x beq ]rts sta IMAGE lda blockxco sta XCO lda Ay sta YCO lda #and sta OPACITY jmp add
    adda ldx objid jsr getpiecea beq ]rts ;nothing hereadda1 sta IMAGE lda blockxco sta XCO lda Ay clc adc pieceay,x sta YCO lda #ora sta OPACITY jmp add
    *-------------------------------**  D R A W   M O V A B L E   ' A '**-------------------------------drawma lda objid cmp #spikes bne :2 jmp drawspikea
    :2 cmp #slicer bne :3 jmp drawslicera
    :3 cmp #flask bne :4 jmp drawflaska
    :4 cmp #sword bne :5 jmp drawsworda:5]rts rts
    *-------------------------------** D R A W   M O V A B L E  ' D '**-------------------------------drawmd lda objid cmp #loose bne :1 jmp drawloosed
    :1]rts rts*-------------------------------**  D R A W   F L O O R**-------------------------------drawfloor lda PRECED ;empty space to left? bne ]rts]drawflr jsr addamask jsr adda jsr drawma jmp drawd
    *-------------------------------**  D R A W   H A L F**  Special version of "drawfloor" for climbup**-------------------------------drawhalf lda PRECED bne ]rts
    * empty space to left -- mask & draw "A" section
     ldx objid cpx #floor beq :flr cpx #torch beq :flr cpx #dpressplate beq :flr cpx #exit beq :flr
     lda BGset1 cmp #1 ;pal? bne ]drawflr ;if there's no halfpiece for this objid,;redraw full floorpiece cpx #posts beq :post cpx #archbot bne ]drawflr
    :post jsr :sub lda #CUpost bne :cont
    :flr jsr :sub lda #CUpiece:cont sta IMAGE lda #ora sta OPACITY jsr add jmp drawd
    :sub lda #CUmask sta IMAGE lda blockxco sta XCO lda Ay sta YCO ldx objid cpx #dpressplate bne :1 inc YCO ;quick trick for dpressplate:1 lda #and sta OPACITY jmp add
    *-------------------------------**  S H O R T   W I P E**  In: Y = buffer index**-------------------------------wipesq lda whitebuf,y]wipe sta height
     lda #4 sta width
     lda blockxco sta XCO
     lda Dy sta YCO
     lda #$80 jmp addwipe]rts rts
    *-------------------------------** Wipe D-section**-------------------------------wiped lda objid cmp #pillartop beq ]rts cmp #panelwif beq ]rts cmp #panelwof beq ]rts cmp #block beq ]rts
     lda #3 jmp ]wipe
    *-------------------------------*  D R A W  L O O S E  F L O O R  " D "*-------------------------------drawloosed lda state jsr getloosey
     lda loosed,y beq :rts sta IMAGE
     lda blockxco sta XCO lda Dy sta YCO
     lda #sta sta OPACITY
     jmp add]rts:rts rts
    *-------------------------------*  D R A W  L O O S E  F L O O R  " B "*-------------------------------drawlooseb lda spreced jsr getloosey
     lda #looseb sta IMAGE
     lda Ay clc adc looseby,y sta YCO
     lda #ora sta OPACITY
     jmp add
    *-------------------------------** Get piece "A"** In: state; X = objid* Out: A = A-section image #**-------------------------------getpiecea cpx #loose beq :loose
     lda piecea,x]rts rts
    :loose lda state jsr getloosey lda loosea,y rts
    *-------------------------------** Get loose floor index** In: A = state* Out: Y = index**-------------------------------getloosey do EditorDisk ldy inbuilder beq :1 ldy #1 rts fin
    :1 tay ;state bpl ]rts and #$7f cmp #Ffalling+1 bcc :ok lda #1:ok tay]rts rts
    *-------------------------------*  Draw spikes A*-------------------------------drawspikea ldx state bpl :1 ;hibit clear --> frame # ldx #spikeExt ;hibit set --> spikes extended:1 lda spikea,x beq ]rts sta IMAGE lda blockxco sta XCO lda Ay sec sbc #1 sta YCO lda #ora sta OPACITY jmp add
    *-------------------------------*  Draw spikes B*-------------------------------drawspikeb ldx spreced bpl :1 ;hibit clear --> frame # ldx #spikeExt ;hibit set --> spikes extended:1 lda spikeb,x beq ]rts sta IMAGE lda blockxco sta XCO lda Ay sec sbc #1 sta YCO lda #ora sta OPACITY jmp add
    *-------------------------------*  Draw torch B (flame)*-------------------------------drawtorchb do EditorDisk lda inbuilder bne ]rts fin
     lda blockxco beq ]rts ;no flame on leftmost torch sta XCO lda Ay sta YCO ldx spreced jsr setupflame ;in gamebg jmp addback]rts rts
    *-------------------------------*  Draw flask A (bubbles)*-------------------------------drawflaska do EditorDisk lda inbuilder bne ]rts fin
     lda blockxco sta XCO lda Ay sta YCO ldx state jsr setupflask lda #UseLay jmp addmidezo
    *-------------------------------*  Draw sword A*-------------------------------drawsworda lda #swordgleam0 ldx state cpx #1 bne :0 lda #swordgleam1:0 sta IMAGE lda blockxco sta XCO lda Ay sta YCO lda #sta sta OPACITY jmp add
    *-------------------------------*  Draw slicer A*-------------------------------drawslicera lda state and #$7f tax cpx #slicerRet bcc :1 ldx #slicerRet ;fully retracted:1 lda slicerseq,x tax dex stx xsave
     lda blockxco sta XCO lda Ay sta YCO lda state ;hibit set = smeared bpl :clean lda slicerbot2,x bne :3:clean lda slicerbot,x beq :2:3 sta IMAGE lda #ora sta OPACITY jsr add ldx xsave
    :2 lda slicertop,x beq ]rts sta IMAGE lda Ay sec sbc slicergap,x sta YCO lda #ora sta OPACITY jmp add
    *-------------------------------* Draw slicer front*-------------------------------drawslicerf lda state and #$7f tax cpx #slicerRet bcc :1 ldx #slicerRet ;fully retracted:1 lda slicerseq,x tax dex stx xsave
     lda blockxco sta XCO lda Ay sta YCO lda slicerfrnt,x beq :2 sta IMAGE jmp maddfore:2]rts rts
    *-------------------------------* Draw exit "b" (stairs)*-------------------------------drawexitb lda #stairs sta IMAGE
     lda Ay sec sbc #12 sta YCO
     lda blockxco cmp #36 bcs ]rts ;can't protrude off R clc adc #1 sta XCO
     lda #sta sta OPACITY
     lda SCRNUM cmp KidStartScrn beq :nostairs ;assume it's an entrance jsr add:nostairs
    * draw door, bottom to top
     lda Dy sec sbc #67 cmp #192 bcs ]rts sta blockthr ;topmost usable line
     lda spreced lsr lsr sta gateposn ;gateposn := spreced/4
     lda Ay sec sbc #14 sbc gateposn sta doortop ;for CROPCHAR:loop sta YCO
     lda #doormask sta IMAGE lda #and sta OPACITY jsr add
     lda #door sta IMAGE lda #ora sta OPACITY jsr add
     lda YCO sec sbc #4 cmp blockthr bcs :loop
    * repair top
     lda Ay sec sbc #64 ;Technically part of C-section cmp #192 ;but who cares bcs ]rts
     sta YCO
     lda #toprepair sta IMAGE lda #sta sta OPACITY jmp add
    ]rts rts
    *-------------------------------*  D R A W   G A T E   " C "*-------------------------------drawgatec lda Dy sta YCO lda #gatecmask sta IMAGE lda #and sta OPACITY jsr add ;mask out triangular area
     ldx colno lda SBELOW,x ;gate state cmp #gmaxval bcc :1 lda #gmaxval:1 lsr lsr sta gateposn and #$f8 eor #$ff clc adc #1 clc adc gateposn tay ;Y:= (state/4) mod 8 lda gate8c,y sta IMAGE
     lda #ora sta OPACITY jmp add
    *-------------------------------**  D R A W   G A T E   " B "**  Lay down (STA) the gate in sections, bottom*  to top.  The bottom piece has two blank lines that*  erase its trail as the gate rises.*  Topmost section has 8 separate shapes, 1-8 pixels high.**-------------------------------setupdgb lda Dy sec sbc #62 sta blockthr ;topmost line of B-section
     lda spreced cmp #gmaxval bcc :1 lda #gmaxval:1 lsr lsr clc adc #1 sta gateposn ;gateposn:= state/4 + 1;(gatebottom height off floor) lda Ay sec sbc gateposn sta gatebot ;gatebottom YCO]rts rts
    *-------------------------------drawgatebf jsr setupdgb
    * Gate bottom
     lda #ora sta OPACITY
     lda gatebot sec sbc #2 sta YCO ;no 2 blank lines at bottom
     lda #gatebotORA sta IMAGE
     jsr addfore
    * Middle pieces
    :cont lda #gateB1 sta IMAGE
     lda gatebot sec sbc #12
    :loop sta YCO cmp #192 bcs ]rts
     sec sbc #7 ;grill mid piece is 8 lines high-- bcc :done ;will it stick up out of block area? cmp blockthr bcc :done;no, we're still safe--keep going jsr addfore
     lda YCO sec sbc #8 bne :loop:done ;Skip top piece to save a little time]rts rts
    *-------------------------------drawgateb jsr setupdgb
    *  First, draw bottom piece
     clc adc #12 cmp Ay ;over floor/wall boundary? bcc :storit
    * Bottom piece is partly below floor line -- STA won't work.* We need to redraw b.g., then OR gate bottom on top.
    :orit jsr restorebot
     lda gatebot sec sbc #2 sta YCO ;no 2 blank lines at bottom
     lda #gatebotORA sta IMAGE
     lda #ora sta OPACITY
     jsr addback
     jmp :cont
    *  Gate is above floor line -- STA it
    :storit lda gatebot sta YCO
     lda #gatebotSTA sta IMAGE
     lda #sta sta OPACITY
     jsr addback
    *  Next, draw as many middle pieces as we need to make*  up rest of grill
    :cont lda #sta sta OPACITY
     lda #gateB1 sta IMAGE
     lda gatebot sec sbc #12
    :loop sta YCO cmp #192 bcs :rts
     sec sbc #7 ;grill mid piece is 8 lines high-- bcc :done ;will it stick up out of block area? cmp blockthr bcc :done;no, we're still safe--keep going jsr addback
     lda YCO sec sbc #8 bne :loop
    * now add final piece at top
    :done lda YCO sec sbc blockthr clc adc #1 ;desired height (0-8 pixels)
     beq :rts cmp #9 bcs :rts
     tay lda gate8b-1,y sta IMAGE
     jsr addback
    :rts rts
    *-------------------------------restorebot ldx #gate lda pieceb,x sta IMAGE lda pieceby,x clc adc Ay sta YCO lda blockxco sta XCO lda #sta sta OPACITY jsr add
     jsr checkc bcc :1 jsr dodrawc:1 jmp drawa
    *-------------------------------**  Draw object #x*  (Add appropriate images to mid table)**  In: x = object table index**-------------------------------drawobjx jsr loadobj ;Load vars with object data;A = object type cmp #TypeKid beq :kid cmp #TypeReflect bne :1:kid jmp DrawKid
    :1 cmp #TypeShad bne :2 jmp DrawShad
    :2 cmp #TypeFF bne :3 jmp DrawFF
    :3 cmp #TypeSword beq :5 cmp #TypeComix bne :4:5 jmp DrawSword
    :4 cmp #TypeGd bne :6 jmp DrawGuard:6]rts rts
    *-------------------------------* Draw Falling Floor*-------------------------------DrawFF lda #-1 ;normal sta FCharFace
     lda IMAGE ;mobframe # sta FCharImage ;use as temp store
    * A-section
     lda FCharY sec sbc #3 sta YCO ldx #floor lda maska,x sta IMAGE lda #and sta OPACITY lda #UseLayrsave jsr addmid
     ldx FCharImage lda loosea,x sta IMAGE lda #ora sta OPACITY lda #UseLay jsr addmid
    * D-section
     ldx FCharImage lda loosed,x sta IMAGE lda FCharY sta YCO lda #sta sta OPACITY lda #UseLayrsave jsr addmid
    * B-section
     lda FCharX clc adc #4 sta XCO
     lda FCharY sec sbc #4 sta YCO
     lda #looseb sta IMAGE lda #ora sta OPACITY lda #UseLayrsave jmp addmid
    *-------------------------------**  Get objid & state**  In: BlueType/Spec,Y**  Out: A = objid*       state = state**  Preserves X & Y**-------------------------------getobjid lda SCRNUM beq GOnull ;null scrn has no blueprint
    * Use getobjid1 for screen #s other than SCRNUM
    getobjid1 do EditorDisk lda inbuilder bne getobjbldr fin
     lda (BlueSpec),y sta state
     lda (BlueType),y and #idmask
     cmp #pressplate beq :plate
     cmp #upressplate beq :upp
     rts
    * Handle depressed pressplate
    :plate lda state ;LINKLOC index tax lda LINKMAP,x
     and #%00011111 ;bits 0-4 cmp #2 bcc :up
     lda #dpressplate ;plate depressed rts
    :up lda #pressplate ;plate up rts
    * Handle depressed upressplate
    :upp lda state tax lda LINKMAP,x and #%00011111 cmp #2 bcc :up1
     lda #0 sta state lda #floor ;depressed upp looks just like floor rts
    :up1 lda #upressplate rts
    * Null screen is black
    GOnull do EditorDisk lda inmenu bne getobjbldr fin
     lda #space rts
    *-------------------------------** In builder: BlueSpec contains initial gadget settings**------------------------------- do EditorDiskgetobjbldr lda (BlueType),y and #idmask pha jsr getinitobj1 bcs :ok lda (BlueSpec),y:ok sta state pla rts fin
    *-------------------------------**  Sort objects in sort list into back-to-front order*  (Foremost object should be at bottom of list)**-------------------------------sortlist
    :newpass lda #0 sta switches ;no switches yet this pass
     ldx sortX ;start at bottom of list
    :loop cpx #1 ;at top of list? beq :attop ;yes--pass complated
     stx xsave
     jsr compare ;Is obj[X] in front of obj[X-1]?
     ldx xsave
     bcc :ok ;Yes--continue;No--switch objects lda sortX,x pha lda sortX-1,x sta sortX,x pla sta sortX-1,x ;switch [X] with [X-1]
    :ok dex bne :loop ;move up in list
    * At top of list--pass completed
    :attop lda switches ;Any switches this pass? bne :newpass ;Yes--do it again
    * No switches made--objects are in order
    :rts rts
    *-------------------------------**  Compare object [xsave] with object [xsave-1]**  If X is IN FRONT OF X-1, or if it doesn't matter, return cc;*  If X is BEHIND X-1, return cs (switch 'em).**-------------------------------compare lda sortX,x sta obj1 ;obj index [X] lda sortX-1,x sta obj2 ;obj index [X-1]
     ldx obj1 ldy obj2
     lda objTYP,x cmp #TypeShad beq :xinfront ;enemy is always in front
     lda objY,x cmp objY,y beq :same bcc :xinfront bcs :yinfront
    :same:xinfront clc rts
    :yinfront sec rts
    *-------------------------------**  Get initial state of object**  In: BlueType, BlueSpec, Y**  Return cs if it matters, else cc**-------------------------------GETINITOBJ lda (BlueType),y and #idmask ;get objid
    getinitobj1 cmp #gate beq :okgate cmp #loose beq :okloose cmp #flask beq :okflask bne :skip ;if it isn't a gadget, leave it alone
    :okgate lda (BlueSpec),y ;1=gate up, 2=gate down, etc. tax lda initsettings-1,x sec rts
    :okloose lda #0 ;loose floor rts
    :okflask lda (BlueSpec),y asl asl asl asl asl ;5x sec rts
    :skip clc]rts rts
    *-------------------------------metbufs3 jsr mbsub inymetbufs2 jsr mbsub inymbsub ora redbuf,y ora floorbuf,y ora halfbuf,y ora fredbuf,y ora wipebuf,y rts
    *------------------------------- lst ds 1 usr $a9,3,$490,*-org lst off

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