dos33fsprogs/monkey/keyboard.s

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2020-09-17 02:57:51 +00:00
; G = Give P=Pick up U=use M=walk
; O = Open L=Look at H=push
; C = Close T=Talk to N=pull
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;==============================
; Handle Keypress
;==============================
handle_keypress:
; first handle joystick
lda JOYSTICK_ENABLED
beq actually_handle_keypress
; only check joystick every-other frame
lda FRAMEL
and #$1
beq actually_handle_keypress
check_button:
lda PADDLE_BUTTON0
bpl button_clear
lda JS_BUTTON_STATE
bne js_check
lda #1
sta JS_BUTTON_STATE
lda #' '
jmp check_sound
button_clear:
lda #0
sta JS_BUTTON_STATE
js_check:
jsr handle_joystick
js_check_left:
lda value0
cmp #$20
bcs js_check_right ; if less than 32, left
lda #'A'
bne check_sound
js_check_right:
cmp #$40
bcc js_check_up
lda #'D'
bne check_sound
js_check_up:
lda value1
cmp #$20
bcs js_check_down
lda #'W'
bne check_sound
js_check_down:
cmp #$40
bcc done_joystick
lda #'S'
bne check_sound
done_joystick:
actually_handle_keypress:
lda KEYPRESS
bmi keypress
jmp no_keypress
keypress:
and #$7f ; clear high bit
cmp #' '
beq check_sound ; make sure not to lose space
and #$df ; convert uppercase to lower case
check_sound:
cmp #$14 ; control-T
bne check_joystick
lda SOUND_STATUS
eor #SOUND_DISABLED
sta SOUND_STATUS
jmp done_keypress
; can't be ^J as that's the same as down
check_joystick:
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cmp #'J' ; J
bne check_give
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lda JOYSTICK_ENABLED
eor #1
sta JOYSTICK_ENABLED
jmp done_keypress
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check_give:
cmp #'G'
bne check_open
lda #VERB_GIVE
sta CURRENT_VERB
jmp done_keypress
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check_open:
cmp #'O'
bne check_close
lda #VERB_OPEN
sta CURRENT_VERB
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jmp done_keypress
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check_close:
cmp #'C'
bne check_pick_up
lda #VERB_CLOSE
sta CURRENT_VERB
jmp done_keypress
check_pick_up:
cmp #'P'
bne check_look_at
lda #VERB_PICK_UP
sta CURRENT_VERB
jmp done_keypress
check_look_at:
cmp #'L'
bne check_talk_to
lda #VERB_LOOK_AT
sta CURRENT_VERB
jmp done_keypress
check_talk_to:
cmp #'T'
bne check_use
lda #VERB_TALK_TO
sta CURRENT_VERB
jmp done_keypress
check_use:
cmp #'U'
bne check_push
lda #VERB_USE
sta CURRENT_VERB
jmp done_keypress
check_push:
cmp #'H'
bne check_pull
lda #VERB_PUSH
sta CURRENT_VERB
jmp done_keypress
check_pull:
cmp #'N'
bne check_walk
lda #VERB_PULL
sta CURRENT_VERB
jmp done_keypress
check_walk:
cmp #'M'
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bne check_left
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lda #VERB_WALK
sta CURRENT_VERB
jmp done_keypress
;check_load:
; cmp #$C ; control-L
; bne check_save
; jsr load_game
; jmp done_keypress
;check_save:
; cmp #$13 ; control-S
; bne check_left
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; jsr save_game
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; jmp done_keypress
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check_left:
cmp #'A'
beq left_pressed
cmp #8 ; left key
bne check_right
left_pressed:
lda CURSOR_X ; if 41<x<$FB don't decrement
cmp #41
bcc do_dec_cursor_x
cmp #$FB
bcc done_left_pressed
do_dec_cursor_x:
dec CURSOR_X
done_left_pressed:
jmp done_keypress
check_right:
cmp #'D'
beq right_pressed
cmp #$15 ; right key
bne check_up
right_pressed:
lda CURSOR_X ; if 40<x<$FA don't increment
cmp #40
bcc do_inc_cursor_x
cmp #$FA
bcc done_right_pressed
do_inc_cursor_x:
inc CURSOR_X
done_right_pressed:
jmp done_keypress
check_up:
cmp #'W'
beq up_pressed
cmp #$0B ; up key
bne check_down
up_pressed:
lda CURSOR_Y ; if 49<y<$F0 don't decrement
cmp #49
bcc do_dec_cursor_y
cmp #$F0
bcc done_up_pressed
do_dec_cursor_y:
dec CURSOR_Y
dec CURSOR_Y
done_up_pressed:
jmp done_keypress
check_down:
cmp #'S'
beq down_pressed
cmp #$0A
bne check_return
down_pressed:
lda CURSOR_Y ; if 48<y<$EE don't decrement
cmp #48
bcc do_inc_cursor_y
cmp #$EE
bcc done_down_pressed
do_inc_cursor_y:
inc CURSOR_Y
inc CURSOR_Y
done_down_pressed:
jmp done_keypress
check_return:
cmp #' '
beq return_pressed
cmp #13
bne done_keypress
return_pressed:
special_return:
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jsr handle_return
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; special case, don't make cursor visible
jmp no_keypress
done_keypress:
lda #1 ; make cursor visible
sta CURSOR_VISIBLE
no_keypress:
bit KEYRESET
rts
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;============================
; handle_return
;============================
handle_return:
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; check if walking verb
jsr set_destination
rts
;==============================
; set destination
;==============================
set_destination:
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lda CURSOR_X
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bpl destination_x_is_positive
; we are off edge of screen, just say 0
lda #0
destination_x_is_positive:
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sta DESTINATION_X
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lda CURSOR_Y
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bpl destination_y_is_positive
lda #0
destination_y_is_positive:
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sec
sbc #7
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and #$FE ; has to be even
sta DESTINATION_Y
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; FIXME: this should be a jump table
lda LOCATION
cmp #MONKEY_LOOKOUT
beq set_destination_lookout
cmp #MONKEY_POSTER
beq set_destination_poster
cmp #MONKEY_DOCK
beq set_destination_dock
cmp #MONKEY_BAR
beq set_destination_bar
set_destination_lookout:
jsr lookout_adjust_destination
jmp done_set_destination
set_destination_poster:
jsr poster_adjust_destination
jmp done_set_destination
set_destination_dock:
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jsr dock_adjust_destination
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jmp done_set_destination
set_destination_bar:
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jsr bar_adjust_destination
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jmp done_set_destination
done_set_destination:
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rts
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;============================
; handle_special
;===========================
; set up jump table fakery
handle_special:
; ldy #LOCATION_SPECIAL_FUNC+1
; lda (LOCATION_STRUCT_L),Y
; pha
; dey
; lda (LOCATION_STRUCT_L),Y
; pha
rts
;=============================
; change location
;=============================
change_location:
; reset graphics
bit SET_GR
; reset pointer to not visible, centered
lda #0
sta ANIMATE_FRAME
sta CURSOR_VISIBLE
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; lda #20
; sta CURSOR_X
; sta CURSOR_Y
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lda LOCATION
asl
tay
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;==========================
; update location pointer
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lda (LOCATIONS_L),Y
sta LOCATION_STRUCT_L
iny
lda (LOCATIONS_L),Y
sta LOCATION_STRUCT_H
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;==========================
; load new background
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ldy #0
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lda (LOCATION_STRUCT_L),Y
sta LZSA_SRC_LO
iny
lda (LOCATION_STRUCT_L),Y
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
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rts