dos33fsprogs/games/peasant/inventory.s

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; note this is around 2k
;=====================
; show inventory
;=====================
show_inventory:
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lda #0
sta INVENTORY_X
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lda #0
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sta INVENTORY_Y
;=================
; save bg
lda #20
sta BOX_Y1
lda #135
sta BOX_Y2
jsr hgr_partial_save
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;====================
; draw text box
draw_inv_box:
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lda #0
sta BOX_X1H
lda #14
sta BOX_X1L
lda #20
sta BOX_Y1
lda #1
sta BOX_X2H
lda #5 ; ?
sta BOX_X2L
lda #135
sta BOX_Y2
jsr draw_box
;===================
; draw main text
draw_inv_text:
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lda #<inventory_message
sta OUTL
lda #>inventory_message
sta OUTH
jsr disp_put_string
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;===============
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; draw text
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lda #28
sta CURSOR_Y
ldy #0
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inv_reset_mask:
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lda #1
sta INVENTORY_MASK
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draw_inv_loop:
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cpy #9
bcs right_column ; bge
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left_column:
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lda #4
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bne done_column ; bra
right_column:
lda #23
done_column:
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sta CURSOR_X
tya
pha
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lsr
lsr
lsr ; Y/8
tax
lda INVENTORY_1,X
and INVENTORY_MASK
beq questionmarks
have_item:
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clc
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lda item_offsets,Y
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adc #<item_strings
sta OUTL
lda #0
adc #>item_strings
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jmp print_item
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questionmarks:
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lda #<unknown_string
sta OUTL
lda #>unknown_string
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print_item:
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sta OUTH
jsr disp_one_line
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lda CURSOR_Y ; incrememnt cursor location
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clc
adc #8
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cmp #100
bne inv_cursory_good
lda #28
inv_cursory_good:
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sta CURSOR_Y
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asl INVENTORY_MASK
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pla
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tay
iny
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tya
and #$7
beq inv_reset_mask
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cpy #18
bne draw_inv_loop
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;================
; right column
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; lda #28
; sta CURSOR_Y
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; ldy #0
; lda #1
; sta INVENTORY_MASK
;right_column_loop:
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; lda INVENTORY_X ; we are column 1
; beq not_right_inverted
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; lda CURSOR_Y
; cmp INVENTORY_Y
; bne not_right_inverted
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; lda #$7f
; sta invert_smc1+1
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;not_right_inverted:
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; lda #23
; sta CURSOR_X
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; tya
; pha
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; lda INVENTORY_MASK
; and INVENTORY_2
; beq right_questionmarks
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;right_have_item:
; clc
; lda right_item_offsets,Y
; adc #<item_strings
; sta OUTL
; lda #0
; adc #>item_strings
; jmp right_print_item
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;right_questionmarks:
; lda #<unknown_string
; sta OUTL
; lda #>unknown_string
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;right_print_item:
; sta OUTH
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; jsr disp_one_line
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; lda CURSOR_Y
; clc
; adc #9
; sta CURSOR_Y
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; asl INVENTORY_MASK
; reset inverse
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; lda #$00
; sta invert_smc1+1
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; pla
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; tay
; iny
; cpy #8
; bne right_column_loop
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handle_inv_keypress:
lda KEYPRESS
bpl handle_inv_keypress ; no keypress
bit KEYRESET ; clear keyboard strobe
and #$7f ; clear top bit
cmp #27
beq done_inv_keypress ; ESCAPE
cmp #$7f
beq done_inv_keypress ; DELETE
inv_check_down:
cmp #$0A
beq inv_handle_down
cmp #'S'
bne inv_check_up
inv_handle_down:
lda INVENTORY_Y
clc
adc #$8
sta INVENTORY_Y
jmp inv_done_moving
inv_check_up:
cmp #$0B
beq inv_handle_up
cmp #'W'
bne inv_check_left_right
inv_handle_up:
lda INVENTORY_Y
sec
sbc #$8
sta INVENTORY_Y
jmp inv_done_moving
inv_check_left_right:
cmp #$15
beq inv_handle_left_right
cmp #'D'
beq inv_handle_left_right
cmp #$08
beq inv_handle_left_right
cmp #'A'
bne inv_check_return
inv_handle_left_right:
lda INVENTORY_X
eor #$1
sta INVENTORY_X
jmp inv_done_moving
inv_check_return:
inv_done_moving:
;================
; check bounds
lda INVENTORY_Y
cmp #28
bcc inv_y_set_top ; blt too small
cmp #100
bcs inv_y_set_bottom ; bge
bcc inv_y_done ; bra
inv_y_set_top:
lda #100
jmp inv_y_done
inv_y_set_bottom:
lda #28
inv_y_done:
sta INVENTORY_Y
;================
; clear box
;================
; repeat
jmp draw_inv_box
done_inv_keypress:
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rts
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;======================
; text
;======================
;
; Note, greyed out could maybe print ---- for strikethrough
; printed after description
.byte "You no longer has this item.",0
.byte "Hit return to go back to list",0
; first is only printed if have in inventory, though still can
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inventory_message:
.byte 5,106," Press return for description",13
.byte " Press ESC or DELETE to exit",0
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;====================
; Inventory Strings
;====================
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unknown_string:
.byte "???",0
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item_offsets:
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.byte (item_arrow-item_strings)
.byte (item_baby-item_strings)
.byte (item_kerrek_belt-item_strings)
.byte (item_chicken_feed-item_strings)
.byte (item_funbow-item_strings)
.byte (item_monster_mask-item_strings)
.byte (item_pebbles-item_strings)
.byte (item_pills-item_strings)
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.byte (item_riches-item_strings)
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.byte (item_robe-item_strings)
.byte (item_soda-item_strings)
.byte (item_meatball_sub-item_strings)
.byte (item_super_trinket-item_strings)
.byte (item_troghelmet-item_strings)
.byte (item_trogshield-item_strings)
.byte (item_trogsword-item_strings)
.byte (item_impossible-item_strings)
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.byte (item_shirt-item_strings)
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item_strings:
item_arrow:
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.byte "arrow",0
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item_baby:
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.byte "baby",0
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item_kerrek_belt:
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.byte "kerrek belt",0
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item_chicken_feed:
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.byte "chicken feed",0
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item_funbow:
.byte "SuprTime FunBow TM",0 ; should be Super, makes column too wide
item_monster_mask:
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.byte "monster maskus",0
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item_pebbles:
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.byte "pebbles",0
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item_pills:
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.byte "pills",0
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item_riches:
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.byte "riches",0
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item_robe:
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.byte "robe",0
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item_soda:
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.byte "soda",0
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item_meatball_sub:
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.byte "meatball sub",0
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item_super_trinket:
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.byte "super trinket",0
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item_troghelmet:
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.byte "TrogHelmet",0
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item_trogshield:
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.byte "TrogShield",0
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item_trogsword:
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.byte "TrogSword",0
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item_impossible:
.byte "???",0
item_shirt:
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.byte "shirt",0
; arrow
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arrow_description:
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.byte "Boy, you sure know how to pick",13
.byte "em! This arrow's kinda pointy even!!",0
; baby
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baby_description:
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.byte "Awww! Peasant babies are",13
.byte "adorable. No wonder they fetch",13
.byte "such a pretty penny on the black",13
.byte "market.",0
; kerrek belt
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kerrek_belt_description:
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.byte "Phew! This thing stinks like all",13
.byte "getout. Why couldn't the Kerrek",13
.byte "have kidnapped a hot wench or",13
.byte "something that you coulda saved?",0
; chicken feed
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chicken_feed_description:
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.byte "Woah! Gold nuggets! Oh",13
.byte "wait...This is just chicken",13
.byte "feed. Crap.",0
; SuperTime FunBow TM
funbow_description:
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.byte "This is a pretty fancy bow.",13
.byte "You're suprised those shady",13
.byte "archers give away such decent",13
.byte "prizes. You half-expected gold",13
.byte "fish in a bag.",0
; monster maskus
monster_maskus_description:
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.byte "Man, those pagans sure can make",13
.byte "a freaky lookin mask when they",13
.byte "want to. It's like those theatre",13
.byte "masks' evil uncle or something",0
; pebbles
pebbles_description:
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.byte "Woah! Gray chicken feed! Oh",13
.byte "wait... those are just pebbles.",13
.byte "Heavier than they look, though.",0
; pills
pills_description:
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.byte "The innkeeper's medication says",13
.byte "it's supposed to tread ",34,"general",13
.byte "oldness. May cause checkers",13
.byte "playing, hiked-up pants, and",13
.byte "overall pee smell.",34,0
; riches
riches_description:
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.byte "Riches, dude. Riches. That",13
.byte "peasant lady totally has to",13
.byte "share some of this with you,",13
.byte "right? At least that shiny,",13
.byte "clawed sceptre thing.",0
; robe
robe_description:
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.byte "A propa peasant robe. It smells",13
.byte "freshly washed and has the",13
.byte "initials 'N.N' sewn onto the",13
.byte "tag.",0
; soda
soda_description:
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.byte "A full bottle of popular soda.",0
; meatball sub
meatball_sub_description:
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.byte "A piping hot meatball sub fresh",13
.byte "from the bottom of a dingy old",13
.byte "well. All you need is a bag of",13
.byte "chips and you've got a combo",13
.byte "meal!",0
; super trinket
super_trinket_description:
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.byte "This super trinket is weird. It",13
.byte "looks like it could either kill",13
.byte "you or make you the hit of your",13
.byte "Christmas party.",0
; TrogHelmet
.byte "The TrogHelmet is not screwing",13
.byte "around. It's a serious helmet.",13
.byte "It also protects against",13
.byte "harmful UV rays.",0
; TrogShield
.byte "Behold the TrogSheild! No",13
.byte "seriously, behold it. There's",13
.byte "no way Trogdor's fire breath can",13
.byte "penetrate this thing.",0
; TrogSword
.byte "The TrogSword is for real.",13
.byte "Hands-down the coolest item in",13
.byte "this whole game. You can't wait",13
.byte "to lop off that beefy arm of",13
.byte "Trogdor's with this guy.",0
; ???
; t-shirt
.byte "This has got to be your favorite",13
.byte "T-Shirt ever. Oh, the times you",13
.byte "had at Scalding Lake. Canoeing,",13
.byte "fishing, stoning heathens. What",13
.byte "a Blast!",0