; ; inventory ; Code and data structures related to the weapons inventory and store ; ; Created by Quinn Dunki on 8/13/17 ; INVENTORY_ITEMS = 3 ITEM_WIDTH = 16 ; In pixels ITEM_HEIGHT = 16 ; In pixels ICON_WIDTH = 8 ; In pixels ICON_ORIGIN = (ITEM_WIDTH-ICON_WIDTH)/4 ; In bytes ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; renderInventory ; ; Renders inventory for current player ; ; Trashes PARAML0 ; renderInventory: SAVE_AXY ; Find inventory we need to render ldy currentPlayer PLAYERPTR_Y tya clc adc #playerData adc #PD_PRICES sta PARAML1 ; Compute initial VRAM position ($E1-relative) ldy #(8192 + (160*10 + (160*ICON_ORIGIN + ICON_ORIGIN))) ldx #0 renderInventoryLoop: lda PARAML1 ; renderInventory item trashes this so we need to preserve it pha jsr renderInventoryItem pla sta PARAML1 tya ; Advance VRAM pointer clc adc #ITEM_WIDTH/2 tay inx cpx #INVENTORY_ITEMS bne renderInventoryLoop RESTORE_AXY rts ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; renderInventoryItem ; ; X = Item index ; Y = VRAM pos ($E1-relative) ; PARAML1 = Inventory state ; renderInventoryItem: SAVE_AXY stx renderInventoryItemIndex phy lda #2 ; Frame clc jsr DrawSpriteBank ; Find projectile type data ldy renderInventoryItemIndex PROJECTILETYPEPTR_Y ; Render projectile lda projectileTypes+PT_FRAME1,y ply phy clc jsr DrawSpriteBank ; Render selection ldy currentPlayer PLAYERPTR_Y lda playerData+PD_CURRWEAPON,y cmp renderInventoryItemIndex bne renderInventoryItem_unselected ply phy lda #11 clc jsr DrawSpriteBank renderInventoryItem_unselected: lda renderInventoryItemIndex beq renderInventoryItem_abort ; First item shows no counter ; Render counter background clc pla adc #ITEM_HEIGHT*160 pha tay lda #10 jsr DrawSpriteBank ; Render counter lda renderInventoryItemIndex asl tay lda (PARAML1),y sta PARAML0 jsr intToString ; Prepend currency prefix to counter string BITS8A lda intToStringResult inc sta intToStringPrefix lda #':' ; Colon maps to dollar sign in tiny number font sta intToStringResult BITS16 ; Render tiny numbers pla clc adc #6*160+2 tay lda #intToStringPrefix sta PARAML0 lda #0 jsl renderStringFar renderInventoryItem_done: RESTORE_AXY rts renderInventoryItem_abort: ply ; Balance stack bra renderInventoryItem_done renderInventoryItemIndex: .word 0 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; awardTreats ; ; PARAML0 = Amount to award ; awardTreats: SAVE_AY ldy currentPlayer PLAYERPTR_Y clc lda playerData+PD_TREATS,y adc PARAML0 cmp #999 bmi awardTreatsStore lda #999 ; Clamp treats at 3 digits awardTreatsStore: sta playerData+PD_TREATS,y ldy currentPlayer jsr renderPlayerHeader RESTORE_AY rts