Files
scorch_src/C64/textproc.asm
T
2025-12-18 14:56:11 -05:00

460 lines
11 KiB
NASM

; @com.wudsn.ide.asm.mainsourcefile=scorch.asm
.IF *>0
WeaponsListDL = 0
NamesOfLevels
dta d" HUMAN Moron Shooter "
dta d" Poolshark Tosser Chooser "
dta d" Spoiler Cyborg Unknown "
;----------------------------------------
; this module contains routines used in text mode
; like shop and start-up options
;----------------------------------------
;--------------------------------------------------
.proc Options
;--------------------------------------------------
; start-up screen - options, etc.
; this function returns:
; - 9 values in 'OptionTable' denoting options selected in menu.
; According to contents of this table, corresponding variables are then set.
; Setting of these variables is handled by procedure 'SetVariablesFromOptions'.
; This function also returns additional options by setting variables:
; - 'RandomMountains' - mountains type change after each (0 - round only, >0 - each turn)
; - 'WindChangeInRound' - wind change after each turn (0 - round only, >0 - each turn)
; - 'GradientNr'
; - 'BlackHole' - 0 - standard, >0 - fast
; - 'FastSoilDown' - 0 - no, >0 - yes
; -----------------------------------------------------
ldx #$08
@ lda Autoplay_OptionsTable,x
sta OptionsTable,x
dex
bpl @-
lda #$1f ; '?' character
sta RandomMountains
rts
Autoplay_OptionsTable .by 4,4,2,2,4,1,3,2,4
.endp
.proc SelectNextGradient
lda OptionsY ; if "Wind" option selected
cmp #$03
bne NotWind
lda WindChangeInRound ; wind change after each turn (not round only) flag
eor #$1f ; '?' character
sta WindChangeInRound
rts
NotWind
ldy GradientNr
iny
cpy #$03
bne NoGradientLoop
ldy #$00
NoGradientLoop
sty GradientNr
lda GradientAddrL,y
sta GradientColors
lda GradientAddrH,y
sta GradientColors+1
rts
.endp
;-------------------------------------------
; call of the purchase (and activate) screens for each tank
.proc CallPurchaseForEveryTank
mva #0 TankNr
sta isInventory
@
ldx TankNr
lda SkillTable,x
beq ManualPurchase
jsr PurchaseAI ; remember to make ActivateAI :) !!!
jmp AfterManualPurchase
ManualPurchase
lda JoyNumber,x
sta JoystickNumber ; set joystick port for player
mva #0 isInventory
jsr Purchase ; purchase weapons
bit escFlag
spl:rts
jsr DefensivesActivate ; activate weapons
bit escFlag
spl:rts
AfterManualPurchase
inc:lda TankNr
cmp NumberOfPlayers
bne @-
rts
.endp
;--------------------------------------------------
.proc DefensivesActivate
;--------------------------------------------------
; This proc call Inventory and set Defensives activation first
mwa #ListOfDefensiveWeapons WeaponsListDL ;switch to the list of offensive weapons
mva #$ff IsInventory
mva #%10000000 WhichList
; offensive weapon - 0, defensive - %10000000
jmp Purchase.GoToActivation
.endp
;--------------------------------------------------
.proc Purchase ;
;--------------------------------------------------
; In tanknr there is a number of the tank (player)
; that is buying weapons now (from 0).
; Rest of the data is taken from appropriate tables
; and during the purchase these tables are modified.
; we are clearing list of the weapons
mva #$00 WhichList
; offensive weapon - 0, deffensive - %10000000
GoToActivation
rts
.endp
; -----------------------------------------------------
.proc EnterPlayerNames
;entering names of players
mva #0 TankNr
sta COLBAKS ; set color of background
@ tax
lda TankStatusColoursTable,x
sta COLOR2 ; set color of player name line
jsr EnterPlayerName
bit escFlag
spl:rts
jsr CheckTankCheat
inc TankNr
lda TankNr
cmp NumberOfPlayers
bne @-
rts
.endp
; -----------------------------------------------------
.proc EnterPlayerName
; this little thing is for choosing Player's skill (if computer)
; and entering his name
; If no name entered, there should be default.
; Default tank names are taken from difficulty level names on the screen.
;
; in: TankNr
; this function returns:
; - 'skilltable' (in array) for this tank
; - 'TankShape' (in array) for this tank
; - 'TanksNames' (in array) for this tank
; -----------------------------------------------------
EndOfNick
; storing name of the player and its level
; level of the computer opponent goes to
; the table of levels (difficulties)
ldx tanknr
txa
clc
adc #2
; lda #6 ; Spoiler
sta DifficultyLevel
sta skilltable,x
beq NotRobot
lda #$03 ; shape for robotanks
sta TankShape,x
NotRobot
; storing name of the tank in the right space
; (without cursor!)
ldy #$00
txa ; ldx TankNr
asl
asl
asl ; 8 chars per name
tax ; in X where to put new name
mva #sfx_next_player sfx_effect
ldy #0
stx temp+1 ; remember start position in tanksnames
sty temp ; 0 if name is empty
@
lda #0 ; NameAdr,y
and #$7f ; remove inverse (Cursor)
sta tanksnames,x
ora temp
sta temp
inx
iny
cpy #$08
bne @-
lda temp ; check if all chars are empty (" ")
beq MakeDefaultName
rts
MakeDefaultName
ldy difficultyLevel
lda LevelNameBeginL,y ; address on the screen
sta temp2
lda LevelNameBeginH,y
sta temp2+1
ldx temp+1
ldy #1 ; after first char (space)
@ lda (temp2),y
and #$7f ; remove inverse
sta tanksnames,x
beq MakeNumber ; first space found :)
inx
iny
cpy #8
bne @-
MakeNumber
ldy tanknr
lda digits+1,y
sta tanksnames,x
rts
.endp
;--------------------------------------------------
.proc displaydec5 ;decimal (word), displayposition (word)
;--------------------------------------------------
; displays decimal number as in parameters (in text mode)
; leading zeroes are removed
; the range is (00000..65565 - two bytes)
ldy #4 ; there will be 5 digits
NextDigit
ldx #16 ; 16-bit dividee so Rotate 16 times
lda #$00
Rotate000
aslw decimal
rol ; scroll dividee
; (as highest byte - additional - byte is A)
cmp #10 ; divider
bcc TooLittle000 ; if A is smaller than divider
; there is nothing to substract
sbc #10 ; divider
inc decimal ; lowest bit set to 1
; because it is 0 and this is the fastest way
TooLittle000 dex
bne Rotate000 ; and Rotate 16 times, Result will be in decimal
tax ; and the rest in A
; (and it goes to X because
; it is our decimal digit)
lda digits,x
sta decimalresult,y
dey
bpl NextDigit ; Result again /10 and we have next digit
;rightnumber
; displaying without leading zeroes (if zeroes exist then display space at this position)
ldy #0
ldx #0 ; digit flag (cut leading zeroes)
displayloop
lda decimalresult,y
cpx #0
bne noleading0
cpy #4
beq noleading0 ; if 00000 - last 0 must stay
cmp zero
bne noleading0
lda #space
beq displaychar ; space = 0 !
noleading0
inx ; set flag (no leading zeroes to cut)
displaychar
sta (displayposition),y
nexdigit
iny
cpy #5
bne displayloop
rts
.endp
;--------------------------------------------------
.proc displaybyte ;decimal (byte), displayposition (word)
;--------------------------------------------------
; displays decimal number as in parameters (in text mode)
; leading zeores are removed
; the range is (00..99 - one byte)
sta decimal
ldy #1 ; there will be 2 digits
NextDigit2
ldx #8 ; 8-bit dividee so Rotate 8 times
lda #$00
Rotate001
asl decimal
rol ; scroll dividee
; (as highest byte - additional - byte is A)
cmp #10 ; divider
bcc TooLittle001 ; if A is smaller than divider
; there is nothing to substract
sbc #10 ; divider
inc decimal ; because it is 0 and this is the fastest way
TooLittle001 dex
bne Rotate001 ; and Rotate 8 times, Result will be in decimal
tax ; and the rest in A
; (and it goes to X because
; it is our decimal digit)
lda digits,x
sta decimalresult,y
dey
bpl NextDigit2 ; Result again /10 and we have next digit
; now cut leading zeroes (02 goes 2)
lda decimalresult
cmp zero
bne decimalend1
lda #space
sta decimalresult
decimalend1
; displaying
ldy #1
displayloop1
lda decimalresult,y
sta (displayposition),y
dey
bpl displayloop1
rts
.endp
;-------------------------------------------------
.proc RoundOverSprites
; fill sprites with bytes
rts
.endp
;--------------------------------------------------
.proc GameOverScreen
;--------------------------------------------------
rts
.endp
;-------------------------------------------------
.proc PutTankNameOnScreen
;-------------------------------------------------
.endp
;-------------------------------------------------
.proc DisplayStatus
;-------------------------------------------------
DisplayEnergy
DisplayAngle
ldx TankNr
rts
.endp
;-------------------------------------------------
.proc _calc_inverse_display
; optymalization station. not a real function
; or is it?
@weapon_index = TextNumberOff
@inverse_counter = temp+1
mwa #0 @inverse_counter
tay ; ldy #0
@
inw LineAddress4x4
lda (LineAddress4x4),y
spl:inc @inverse_counter
lda @weapon_index
beq zeroth_talk ; special treatment of talk #0
cmp @inverse_counter
bne @-
inw LineAddress4x4 ; we were pointing at the char with inverse, must go 1 further
zeroth_talk
rts
.endp
;-------------------------------------------------
.proc _calc_packed_display
; Find Nth packed string inside a [len][packed-bytes] stream.
;
; in:
; TextNumberOff = index (0..)
; LineAddress4x4 = base address of the packed stream (points to first len byte)
; out:
; LineAddress4x4 = address of selected record (points to its len byte)
; trashes: A, X, Y, temp, temp2
;
; Record size in bytes = 1 + ceil(len*5/8)
; where `len` is the 1-byte character count (max 63).
;-------------------------------------------------
@idx = temp+1
lda TextNumberOff
sta @idx
beq done
next_record
ldy #0
lda (LineAddress4x4),y
sta temp ; len (low byte)
; advance past len byte
inw LineAddress4x4
; temp2 = len*5 + 7
lda temp
sta temp2
lda #0
sta temp2+1
; temp2 = len*4
asl temp2
rol temp2+1
asl temp2
rol temp2+1
; temp2 = len*5
clc
lda temp2
adc temp
sta temp2
lda temp2+1
adc #0
sta temp2+1
; +7 for ceil
clc
lda temp2
adc #7
sta temp2
bcc @+
inc temp2+1
@
; >>3 (divide by 8)
lsr temp2+1
ror temp2
lsr temp2+1
ror temp2
lsr temp2+1
ror temp2
; LineAddress4x4 += temp2
clc
lda LineAddress4x4
adc temp2
sta LineAddress4x4
lda LineAddress4x4+1
adc temp2+1
sta LineAddress4x4+1
dec @idx
bne next_record
done
rts
.endp
;-------------------------------------------------
.endif