GSCats/inventory.s

108 lines
1.6 KiB
ArmAsm

;
; inventory
; Code and data structures related to the weapons inventory and store
;
; Created by Quinn Dunki on 8/13/17
;
INVENTORY_ITEMS = 2
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
lda playerData+PD_INVENTORY,y
sta PARAML1
; Compute initial VRAM position ($E1-relative)
ldy #(8192 + (160*10 + (160*ICON_ORIGIN + ICON_ORIGIN)))
ldx #0
renderInventoryLoop:
jsr renderInventoryItem
tya ; Advance VRAM pointer
clc
adc #ITEM_WIDTH/2
tay
inx
cpx #INVENTORY_ITEMS
bne renderInventoryLoop
RESTORE_AXY
rts
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; renderInventoryItem
;
; X = Item index
; Y = VRAM pos ($E1-relative)
; PARAML1 = Inventory state
;
renderInventoryItem:
SAVE_AXY
phy
phx
lda #2 ; Frame
clc
jsr DrawSpriteBank
; Find projectile type data
ply ; Pushed as X
PROJECTILETYPEPTR_Y
; Render projectile
lda projectileTypes+PT_FRAME1,y
ply
phy
clc
jsr DrawSpriteBank
; Render counter background
clc
pla
adc #ITEM_HEIGHT*160
pha
tay
lda #7
jsr DrawSpriteBank
; Render counter
lda #789
sta PARAML0
jsr intToString
sec
pla
sbc #($2000 - 160*2)-1 ; Font engine wants VRAM-relative
tax
lda #intToStringResult
jsr DrawNumber
RESTORE_AXY
rts
renderInventoryItemParam:
.word 0,20