dos33fsprogs/games/peasant/loadsave_menu.s
2021-10-04 21:51:20 -04:00

790 lines
12 KiB
ArmAsm

; load/save menu
; o/~ It's the Loading Screen o/~
; FIXME: we can share some of the code here a bit more
;=====================
; load_menu
;=====================
load_menu:
lda #0
sta loadsave_smc1+1
sta loadsave_smc2+1
jmp common_menu
;=====================
; save_menu
;=====================
save_menu:
lda #1
sta loadsave_smc1+1
sta loadsave_smc2+1
jmp common_menu
;=====================
; common_menu
;=====================
common_menu:
;============================
; first read all three saves
; updating the save info
jsr update_save_info
;============================
; Next update the save message
ldx #0
lda #<(save_pts1+7)
sta OUTL
lda #>(save_pts1+7)
sta OUTH
update_save_loop:
;======================
; print points
ldy #0
sty usl_leading_zero_smc+1
usl_hundreds:
lda load_slot_pts_high,X ; get the points high
beq usl_no_hundreds
inc usl_leading_zero_smc+1
clc
adc #'0'+$80
bne usl_print_hundreds ; bra
usl_no_hundreds:
lda #' '+$80
usl_print_hundreds:
sta (OUTL),Y
iny
usl_tens:
lda load_slot_pts_low,X ; get the points low
lsr
lsr
lsr
lsr
bne usl_go_tens
usl_leading_zero_smc:
cmp #0
beq usl_no_tens
usl_go_tens:
adc #'0'+$80
bne usl_print_tens ; bra
usl_no_tens:
lda #' '+$80
usl_print_tens:
sta (OUTL),Y
iny
usl_ones:
lda load_slot_pts_low,X ; get the points low
and #$f
clc
adc #'0'+$80
sta (OUTL),Y
; move to text line
clc
lda OUTL
adc #8
sta OUTL
lda OUTH
adc #0
sta OUTH
;========================
; clear out the old name
ldy #25
lda #' '+$80
save_memset:
sta (OUTL),Y
dey
bpl save_memset
;=========================
; load the name
ldy load_slot_levels,X ; get the level
lda location_names_l,Y
sta INL
lda location_names_h,Y
sta INH
jsr strcat
;==========================
; move out pointer to next
clc
lda OUTL
adc #35
sta OUTL
lda OUTH
adc #0
sta OUTH
inx
cpx #3
bne update_save_loop
lda #0
sta INVENTORY_Y
;=================
; save bg
lda #20
sta BOX_Y1
lda #135
sta BOX_Y2
jsr hgr_partial_save
;====================
; draw text box
draw_loadsave_box:
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_loadsave_text:
loadsave_smc1:
lda #0
bne do_save_message
do_load_message:
; load message
lda #<load_message
sta OUTL
lda #>load_message
jmp loadsave_ready
do_save_message:
; save message
lda #<save_message
sta OUTL
lda #>save_message
loadsave_ready:
sta OUTH
jsr disp_put_string
lda #<save_details
sta OUTL
lda #>save_details
sta OUTH
jsr disp_put_string
;======================
; draw highlighted text
;======================
lda #<save_titles
sta OUTL
lda #>save_titles
sta OUTH
jsr disp_put_string
jsr disp_put_string
jsr disp_put_string
jsr disp_put_string
ldy #0
jsr overwrite_entry_ls
;===========================
; handle inventory keypress
;===========================
handle_loadsave_keypress:
lda KEYPRESS
bpl handle_loadsave_keypress ; no keypress
bit KEYRESET ; clear keyboard strobe
pha
;=================
; erase old
ldy INVENTORY_Y
jsr overwrite_entry_ls
pla
and #$7f ; clear top bit
cmp #27
beq urgh_done_ls ; ESCAPE
cmp #$7f
bne ls_check_down ; DELETE
urgh_done_ls:
jmp done_ls_keypress
ls_check_down:
and #$5F ; make uppercase
cmp #$0A
beq ls_handle_down
cmp #'S'
bne ls_check_up
ls_handle_down:
ldx INVENTORY_Y
cpx #3
beq ls_down_wrap
inx
jmp ls_down_done
ls_down_wrap:
ldx #0
ls_down_done:
stx INVENTORY_Y
jmp ls_done_moving
ls_check_up:
cmp #$0B
beq ls_handle_up
cmp #'W'
bne ls_check_return
ls_handle_up:
ldx INVENTORY_Y
beq ls_up_wrap
dex
jmp ls_up_done
ls_up_wrap:
ldx #3
ls_up_done:
stx INVENTORY_Y
jmp ls_done_moving
ls_check_return:
cmp #13
beq ls_return
cmp #' '
bne ls_done_moving
ls_return:
ldy INVENTORY_Y
cpy #3
bne do_actual_load
; back was hit
rts
do_actual_load:
loadsave_smc2:
lda #0
bne go_for_save
go_for_load:
jmp load_game
go_for_save:
jmp save_game
ls_done_moving:
;================
; draw new
ldy INVENTORY_Y
jsr overwrite_entry_ls
;================
; repeat
jmp handle_loadsave_keypress
done_ls_keypress:
rts
;======================
; text
;======================
; it's a save game menu
; SAVE 1 ?? 115 PTS
; ?? Cliff base
;
; SAVE 2 ?? 133 PTS
; ?? Trogdor's outer sanctum
;
; SAVE 3 ?? 34 PTS
; ?? That hay bale
;
; BACK
load_message:
.byte 10,28
.byte "it's a load game menu",0
save_message:
.byte 10,28
.byte "it's a save game menu",0
save_details:
.byte 10,44
save_pts1:
.byte " 115 PTS",13
save_name1:
.byte "Cliff base ",13
.byte 13
.byte " 133 PTS",13
save_name2:
.byte "Trogdor's outer sanctum ",13
.byte 13
.byte " 34 PTS",13
save_name3:
.byte "That hay bale ",13
.byte 0
save_titles:
.byte 6,44, "SLOT 1",0
.byte 6,68, "SLOT 2",0
.byte 6,92, "SLOT 3",0
.byte 6,116,"BACK",0
;========================
; overwrite entry_ls
;========================
; Y = which
overwrite_entry_ls:
lda invert_smc1+1
eor #$7f
sta invert_smc1+1
lda #6
sta CURSOR_X
; y=44+(3*Y)*8
sty CURSOR_Y
tya
asl
clc
adc CURSOR_Y
asl
asl
asl
adc #44
sta CURSOR_Y
ldx #6 ; assume 6 chars wide
overwrite_loop_ls:
txa
pha
lda #$20
jsr hgr_put_char_cursor
inc CURSOR_X
pla
tax
dex
bne overwrite_loop_ls
lda invert_smc1+1
eor #$7f
sta invert_smc1+1
rts
;===================================
;===================================
; load the game
;===================================
;===================================
load_game:
; print are you sure message
jsr confirm_action
bcs done_load
; actually load it
lda INVENTORY_Y
clc
adc #LOAD_SAVE1
sta WHICH_LOAD
jsr load_file
; copy to zero page
ldx #0
load_loop:
lda $BC00,X
sta WHICH_LOAD,X
inx
cpx #(END_OF_SAVE-WHICH_LOAD+1)
bne load_loop
lda #$1 ; 1 means exit to loader?
sta GAME_OVER
done_load:
rts
;===================================
;===================================
; save the game
;===================================
;===================================
save_game:
; print are you sure message
jsr confirm_action
bcs done_save
; put which save into A
lda INVENTORY_Y
pha ; save slot for later on stack
; clc
; adc #LOAD_SAVE1
; sta WHICH_LOAD ; get proper WHICH_LOAD value
;========================
; actually save
actually_save:
;===============================
; first load something from
; disk1/track0 to seek the head there
lda WHICH_LOAD ; save this value as we
; destroy it for load
pha
lda #LOAD_SAVE1 ; use SAVE1 as it's on track 0
sta WHICH_LOAD
jsr load_file
pla
sta WHICH_LOAD
; copy save data to $BC00
ldx #0
copy_loop:
lda WHICH_LOAD,X
sta $BC00,X
inx
cpx #(END_OF_SAVE-WHICH_LOAD+1)
bne copy_loop
; spin up disk
jsr driveon
; actually save it
pla
clc
adc #11
sta requested_sector+1
jsr sector_write
jsr driveoff
done_save:
lda #$FF ; reload level as we scrawled on $2000
sta GAME_OVER
rts
;=======================================
; confirm action
;=======================================
; call with first message in OUTL/OUTH
; return: carry set if skipping
confirm_action:
bit KEYRESET ; clear keyboard buffer
;===============================
; print "are you sure" message
lda #<are_you_sure
sta OUTL
lda #>are_you_sure
sta OUTH
jsr hgr_text_box_nosave
wait_confirmation:
lda KEYPRESS
bpl wait_confirmation
bit KEYRESET ; clear keypress
and #$5F ; clear high-bit, make uppercase
cmp #'Y'
bne dont_do_it
clc
rts
dont_do_it:
sec
rts
are_you_sure:
.byte 0,43,40, 0,240,90
.byte 10,61
.byte "ARE YOU SURE? (Y/N)",0
;=========================
; update save info
;=========================
update_save_info:
lda WHICH_LOAD
pha
ldx #0
update_save_info_loop:
clc
txa
pha
adc #LOAD_SAVE1
sta WHICH_LOAD
jsr load_file
pla
tax
lda $BC06 ; MAP_LOCATION
sta load_slot_levels,X
lda $BC0E ; SCORE_HUNDREDS
sta load_slot_pts_high,X
lda $BC0F ; SCORE_HUNDREDS
sta load_slot_pts_low,X
inx
cpx #3
bne update_save_info_loop
pla
sta WHICH_LOAD
rts
load_slot_levels:
.byte LOCATION_EMPTY ; location
.byte LOCATION_WAVY_TREE ; location
.byte LOCATION_TROGDOR_LAIR ; location
load_slot_pts_high:
.byte $0 ; points_high
.byte $0 ; points_high
.byte $1 ; points_high
load_slot_pts_low:
.byte $00 ; points_low
.byte $45 ; points_low
.byte $10 ; points_low
location_names_l:
.byte <lname_poor_gary
.byte <lname_kerrek_1
.byte <lname_old_well
.byte <lname_yellow_tree
.byte <lname_waterfall
.byte <lname_hay_bale
.byte <lname_mud_puddle
.byte <lname_archery
.byte <lname_river_stone
.byte <lname_mountain_pass
.byte <lname_jhonka_cave
.byte <lname_your_cottage
.byte <lname_lake_west
.byte <lname_lake_east
.byte <lname_outside_inn
.byte <lname_outside_nn
.byte <lname_wavy_tree
.byte <lname_kerrek_2
.byte <lname_outside_lady
.byte <lname_burn_tree
.byte <lname_hidden_glen
.byte <lname_cliff_base
.byte <lname_cliffland_heights
.byte <lname_trogdor_outer
.byte <lname_trogdor_posh
.byte <lname_inside_lady
.byte <lname_inside_inn
.byte <lname_inside_nn
.byte <lname_empty
location_names_h:
.byte >lname_poor_gary
.byte >lname_kerrek_1
.byte >lname_old_well
.byte >lname_yellow_tree
.byte >lname_waterfall
.byte >lname_hay_bale
.byte >lname_mud_puddle
.byte >lname_archery
.byte >lname_river_stone
.byte >lname_mountain_pass
.byte >lname_jhonka_cave
.byte >lname_your_cottage
.byte >lname_lake_west
.byte >lname_lake_east
.byte >lname_outside_inn
.byte >lname_outside_nn
.byte >lname_wavy_tree
.byte >lname_kerrek_2
.byte >lname_outside_lady
.byte >lname_burn_tree
.byte >lname_hidden_glen
.byte >lname_cliff_base
.byte >lname_cliffland_heights
.byte >lname_trogdor_outer
.byte >lname_trogdor_posh
.byte >lname_inside_lady
.byte >lname_inside_inn
.byte >lname_inside_nn
.byte >lname_empty
location_names:
lname_poor_gary: .byte "Poor Gary's Glen",0 ; A1 LOCATION_POOR_GARY
lname_kerrek_1: .byte "Kerrek Tracks 1",0 ; B1 LOCATION_KERREK_1
lname_old_well: .byte "Old Well",0 ; C1 LOCATION_OLD_WELL
lname_yellow_tree: .byte "Yellow Tree",0 ; D1 LOCATION_YELLOW_TREE
lname_waterfall: .byte "Waterfall",0 ; E1 LOCATION_WATERFALL
lname_hay_bale: .byte "That Hay Bale",0 ; A2 LOCATION_HAY_BALE
lname_mud_puddle: .byte "That Mud Puddle",0 ; B2 LOCATION_MUD_PUDDLE
lname_archery: .byte "Archery Range",0 ; C2 LOCATION_ARCHERY
lname_river_stone: .byte "River and Stone",0 ; D2 LOCATION_RIVER_STONE
lname_mountain_pass: .byte "Mountain Pass",0 ; E2 LOCATION_MOUNTAIN_PASS
lname_jhonka_cave: .byte "Jhonka's Cave",0 ; A3 LOCATION_JHONKA_CAVE
lname_your_cottage: .byte "Your Burninated Cottage",0 ; B3 LOCATION_YOUR_COTTAGE
lname_lake_west: .byte "Pebble Lake West",0 ; C3 LOCATION_LAKE_WEST
lname_lake_east: .byte "Pebble Lake East",0 ; D3 LOCATION_LAKE_EAST
lname_outside_inn: .byte "Outside Giant Inn",0 ; E3 LOCATION_OUTSIDE_INN
lname_outside_nn: .byte "Outside Mysterious Cottage",0 ; A4 LOCATION_OUTSIDE_NN
lname_wavy_tree: .byte "Wavy Tree",0 ; B4 LOCATION_WAVY_TREE
lname_kerrek_2: .byte "Kerrek Tracks 2",0 ; C4 LOCATION_KERREK_2
lname_outside_lady: .byte "Outside Baby Lady Cottage",0 ; D4 LOCATION_OUTSIDE_LADY
lname_burn_tree: .byte "Burninated Trees",0 ; E4 LOCATION_BURN_TREES
lname_hidden_glen: .byte "Hidden Glen",0 ; LOCATION_HIDDEN_GLEN
lname_cliff_base: .byte "Cliff Base",0 ; LOCATION_CLIFF_BASE
lname_cliffland_heights:.byte "Cliffland Heights",0 ; LOCATION_CLIFF_HEIGHTS
lname_trogdor_outer: .byte "Trogdor's Outer Sanctum",0 ; LOCATION_TROGDOR_OUTER
lname_trogdor_posh: .byte "Trogdor's Posh Lair",0 ; LOCATION_TROGDOR_LAIR
lname_inside_lady: .byte "Inside Baby Lady Cottage",0 ; LOCATION_INSIDE_LADY
lname_inside_inn: .byte "Inside Giant Inn",0 ; LOCATION_INSIDE_INN
lname_inside_nn: .byte "Inside Mysterious Cottage",0 ; LOCATION_INSIDE_NN
lname_empty: .byte "Empty",0
location_names_end:
;===================
; strcat
;===================
; input in INL
; output in OUTL
strcat:
ldy #0
strcat_loop:
lda (INL),Y
beq strcat_done
sta (OUTL),Y
iny
jmp strcat_loop
strcat_done:
rts