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136 lines
2.1 KiB
ArmAsm
136 lines
2.1 KiB
ArmAsm
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; inventory
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; Code and data structures related to the weapons inventory and store
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;
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; Created by Quinn Dunki on 8/13/17
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;
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INVENTORY_ITEMS = 3
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ITEM_WIDTH = 16 ; In pixels
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ITEM_HEIGHT = 16 ; In pixels
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ICON_WIDTH = 8 ; In pixels
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ICON_ORIGIN = (ITEM_WIDTH-ICON_WIDTH)/4 ; In bytes
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderInventory
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;
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; Renders inventory for current player
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;
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; Trashes PARAML0
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;
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renderInventory:
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SAVE_AXY
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; Find inventory we need to render
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ldy currentPlayer
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PLAYERPTR_Y
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tya
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clc
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adc #playerData
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adc #PD_INVENTORY
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sta PARAML1
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; Compute initial VRAM position ($E1-relative)
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ldy #(8192 + (160*10 + (160*ICON_ORIGIN + ICON_ORIGIN)))
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ldx #0
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renderInventoryLoop:
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jsr renderInventoryItem
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tya ; Advance VRAM pointer
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clc
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adc #ITEM_WIDTH/2
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tay
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inx
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cpx #INVENTORY_ITEMS
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bne renderInventoryLoop
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RESTORE_AXY
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rts
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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
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; renderInventoryItem
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;
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; X = Item index
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; Y = VRAM pos ($E1-relative)
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; PARAML1 = Inventory state
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;
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renderInventoryItem:
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SAVE_AXY
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stx renderInventoryItemIndex
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phy
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lda #2 ; Frame
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clc
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jsr DrawSpriteBank
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; Find projectile type data
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ldy renderInventoryItemIndex
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PROJECTILETYPEPTR_Y
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; Render projectile
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lda projectileTypes+PT_FRAME1,y
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ply
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phy
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clc
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jsr DrawSpriteBank
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; Render selection
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ldy currentPlayer
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PLAYERPTR_Y
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lda playerData+PD_CURRWEAPON,y
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cmp renderInventoryItemIndex
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bne renderInventoryItem_unselected
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ply
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phy
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lda #11
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clc
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jsr DrawSpriteBank
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renderInventoryItem_unselected:
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lda renderInventoryItemIndex
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beq renderInventoryItem_abort ; First item shows no counter
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; Render counter background
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clc
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pla
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adc #ITEM_HEIGHT*160
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pha
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tay
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lda #10
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jsr DrawSpriteBank
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; Render counter
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lda renderInventoryItemIndex
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asl
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tay
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lda (PARAML1),y
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sta PARAML0
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jsr intToString
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sec
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pla
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sbc #($2000 - 160*2)-1 ; Font engine wants VRAM-relative
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tax
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lda #intToStringResult
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jsr DrawNumber
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renderInventoryItem_done:
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RESTORE_AXY
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rts
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renderInventoryItem_abort:
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ply ; Balance stack
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bra renderInventoryItem_done
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renderInventoryItemIndex:
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.word 0
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