dos33fsprogs/games/monkey/keyboard.s
Vince Weaver b1238af49d re-arranged the entire directory structure
this will probably upset people
2021-01-05 15:29:31 -05:00

577 lines
8.9 KiB
ArmAsm

; G = Give P=Pick up U=use M=walk
; O = Open L=Look at H=push
; C = Close T=Talk to N=pull
;==============================
; 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 #$14 ; control-T
bne check_joystick
lda SOUND_STATUS
eor #SOUND_DISABLED
sta SOUND_STATUS
jmp done_keypress
; can't be ^J as that's the same as down
check_joystick:
cmp #'J' ; J
bne check_give
lda JOYSTICK_ENABLED
eor #1
sta JOYSTICK_ENABLED
jmp done_keypress
check_give:
cmp #'G'
bne check_open
lda #VERB_GIVE
sta CURRENT_VERB
jmp done_keypress
check_open:
cmp #'O'
bne check_close
lda #VERB_OPEN
sta CURRENT_VERB
jmp done_keypress
check_close:
cmp #'C'
bne check_pick_up
lda #VERB_CLOSE
sta CURRENT_VERB
jmp done_keypress
check_pick_up:
cmp #'P'
bne check_look_at
lda #VERB_PICK_UP
sta CURRENT_VERB
jmp done_keypress
check_look_at:
cmp #'L'
bne check_talk_to
lda #VERB_LOOK_AT
sta CURRENT_VERB
jmp done_keypress
check_talk_to:
cmp #'T'
bne check_use
lda #VERB_TALK_TO
sta CURRENT_VERB
jmp done_keypress
check_use:
cmp #'U'
bne check_push
lda #VERB_USE
sta CURRENT_VERB
jmp done_keypress
check_push:
cmp #'H'
bne check_pull
lda #VERB_PUSH
sta CURRENT_VERB
jmp done_keypress
check_pull:
cmp #'N'
bne check_walk
lda #VERB_PULL
sta CURRENT_VERB
jmp done_keypress
check_walk:
cmp #'M'
bne check_left
lda #VERB_WALK
sta CURRENT_VERB
jmp done_keypress
;check_load:
; cmp #$C ; control-L
; bne check_save
; jsr load_game
; jmp done_keypress
;check_save:
; cmp #$13 ; control-S
; bne check_left
; jsr save_game
; jmp done_keypress
check_left:
cmp #'A'
beq left_pressed
cmp #8 ; left key
bne check_right
left_pressed:
lda CURSOR_X ; if 41<x<$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:
jsr handle_return
; special case, don't make cursor visible
jmp no_keypress
done_keypress:
lda #1 ; make cursor visible
sta CURSOR_VISIBLE
lda #0
sta DISPLAY_MESSAGE
no_keypress:
bit KEYRESET
rts
;============================
; handle_return
;============================
handle_return:
; if Y>38 then clicking on verb
lda CURSOR_Y
cmp #38
bcc check_walking ; blt
cmp #50
bcs check_walking
lda CURSOR_X
clc
adc #3 ; get onto screen
cmp #7
bcc menu_col1
cmp #16
bcc menu_col2
cmp #22
bcc menu_col3
bcs done_click_nochange
menu_col1:
lda CURSOR_Y
cmp #40
beq menu_col1_row2
bcs menu_col1_row3
menu_col1_row1:
lda #VERB_GIVE
jmp done_click_menu
menu_col1_row2:
lda #VERB_OPEN
jmp done_click_menu
menu_col1_row3:
lda #VERB_CLOSE
jmp done_click_menu
menu_col2:
lda CURSOR_Y
cmp #40
beq menu_col2_row2
bcs menu_col2_row3
menu_col2_row1:
lda #VERB_PICK_UP
jmp done_click_menu
menu_col2_row2:
lda #VERB_LOOK_AT
jmp done_click_menu
menu_col2_row3:
lda #VERB_TALK_TO
jmp done_click_menu
menu_col3:
lda CURSOR_Y
cmp #40
beq menu_col3_row2
bcs menu_col3_row3
menu_col3_row1:
lda #VERB_USE
jmp done_click_menu
menu_col3_row2:
lda #VERB_PUSH
jmp done_click_menu
menu_col3_row3:
lda #VERB_PULL
jmp done_click_menu
done_click_menu:
sta CURRENT_VERB
done_click_nochange:
rts
check_walking:
; check if walking verb
lda CURRENT_VERB
cmp #VERB_WALK
beq action_walk_to
; otherwise see if there's a noun
lda VALID_NOUN
bne activate_noun
; wasn't valid, switch to walk
lda #VERB_WALK
sta CURRENT_VERB
jmp done_return
activate_noun:
;============================
; handle_special
;===========================
; set up jump table fakery
lda NOUN_VECTOR_H ; h first
pha
lda NOUN_VECTOR_L
pha
rts ; jmp to it
action_walk_to:
jsr set_destination
done_return:
rts
;==============================
; set destination
;==============================
set_destination:
; tiny: y=cursor_y+6
; small: y=cursor_y+2
; med: y=cursor_y-2
; big: y=cursor_y-7
; adjust differently depending on size
lda GUYBRUSH_SIZE
beq set_destination_big
cmp #GUYBRUSH_MEDIUM
beq set_destination_medium
cmp #GUYBRUSH_SMALL
beq set_destination_small
set_destination_tiny:
lda CURSOR_X
bpl destination_tiny_x_is_positive
; we are off edge of screen, just say 0
lda #$FE
destination_tiny_x_is_positive:
clc
adc #2
sta DESTINATION_X
lda CURSOR_Y
bpl destination_tiny_y_is_positive
cmp #$Fc
bcs destination_tiny_y_is_positive
lda #$Fc
destination_tiny_y_is_positive:
clc
adc #6
and #$FE ; has to be even
sta DESTINATION_Y
jmp set_destination_smc
set_destination_small:
lda CURSOR_X
bpl destination_small_x_is_positive
; we are off edge of screen, just say 0
lda #$FE
destination_small_x_is_positive:
clc
adc #2
sta DESTINATION_X
lda CURSOR_Y
bpl destination_small_y_is_positive
lda #0
destination_small_y_is_positive:
clc
adc #2
and #$FE ; has to be even
sta DESTINATION_Y
jmp set_destination_smc
set_destination_medium:
lda CURSOR_X
bpl destination_medium_x_is_positive
; we are off edge of screen, just say 0
lda #$ff
destination_medium_x_is_positive:
clc
adc #1
sta DESTINATION_X
lda CURSOR_Y
bpl destination_medium_y_is_positive
lda #0
destination_medium_y_is_positive:
sec
sbc #2
and #$FE ; has to be even
sta DESTINATION_Y
jmp set_destination_smc
set_destination_big:
lda CURSOR_X
bpl destination_x_is_positive
; we are off edge of screen, just say 0
lda #0
destination_x_is_positive:
sta DESTINATION_X
lda CURSOR_Y
bpl destination_y_is_positive
lda #7
destination_y_is_positive:
sec
sbc #7
and #$FE ; has to be even
sta DESTINATION_Y
set_destination_smc:
jsr $0000
done_set_destination:
rts
;=============================
; change location
;=============================
change_location:
; reset graphics
bit SET_GR
; reset pointer to not visible
lda #0
sta ANIMATE_FRAME
sta CURSOR_VISIBLE
; don't center?
; lda #20
; sta CURSOR_X
; sta CURSOR_Y
lda LOCATION
asl
tay
;==========================
; update location pointer
lda (LOCATIONS_L),Y
sta LOCATION_STRUCT_L
iny
lda (LOCATIONS_L),Y
sta LOCATION_STRUCT_H
;==========================
; update level info
ldy #LOCATION_DESTINATION
lda (LOCATION_STRUCT_L),Y
sta set_destination_smc+1
iny
lda (LOCATION_STRUCT_L),Y
sta set_destination_smc+2
ldy #LOCATION_EXIT
lda (LOCATION_STRUCT_L),Y
sta check_exit_smc+1
iny
lda (LOCATION_STRUCT_L),Y
sta check_exit_smc+2
ldy #LOCATION_BOUNDS
lda (LOCATION_STRUCT_L),Y
sta keep_in_bounds_smc+1
iny
lda (LOCATION_STRUCT_L),Y
sta keep_in_bounds_smc+2
; set on exit as might have multiple entrances
; ldy #LOCATION_SIZE
; lda (LOCATION_STRUCT_L),Y
; sta GUYBRUSH_SIZE
;==========================
; load new background
ldy #LOCATION_BACKGROUND
lda (LOCATION_STRUCT_L),Y
sta LZSA_SRC_LO
iny
lda (LOCATION_STRUCT_L),Y
sta LZSA_SRC_HI
lda #$c ; load to page $c00
jsr decompress_lzsa2_fast
rts