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573 lines (470 loc) · 8.69 KB
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Copy pathinput.asm
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573 lines (470 loc) · 8.69 KB
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InputHandler:
InputB:
lda buttons1
and #$40
cmp #$40
bne InputBDone
lda prevButtons1
and #$40
cmp #$40
beq InputBDone
lda tileBufferLength
cmp #$00
bne InputBDone
InputBGuimodeCheck:
lda guiMode
cmp #$01
beq InputBDoNothing ; does nothing
cmp #$03
beq InputBUnitScreen
cmp #$07
beq InputBDoNothing
cmp #$08
beq InputBDoNothing
cmp #$0c
beq InputBDoNothing
cmp #$0f
beq InputBDoNothing
cmp #$10
beq InputBDoNothing
cmp #$11
beq InputBDoNothing
; If unsure what to do then just go back to the main guimode, that's B button default behavior
lda #$01
sta guiMode
jsr closeCurrentTextBox
lda #$01
ldx #$00
jsr FamiToneSfxPlay
jmp InputBDone
; Unit screen leads back to build screen
InputBUnitScreen:
lda #$02
sta guiMode
jsr closeCurrentTextBox
jsr openTextBox
jmp InputBDone
; does nothing, screens you can't skip
InputBDoNothing:
jmp InputBDone
InputBDone:
InputA:
lda buttons1
and #$80
cmp #$80
beq InputACheckPrev
jmp InputADone
InputACheckPrev:
lda prevButtons1
and #$80
cmp #$80
bne InputABufferCheck
jmp InputADone
InputABufferCheck:
lda tileBufferLength
cmp #$00
beq InputAGuimodeCheck
jmp InputADone
InputAGuimodeCheck:
lda guiMode
cmp #$00
beq InputAPauseScreen
cmp #$01
beq InputAMainScreen
cmp #$02
beq InputABuildScreen
cmp #$03
beq InputAUnitScreen
cmp #$04
beq InputAFarmerScreen
cmp #$05
beq InputAChickenScreen
cmp #$06
beq InputACowScreen
cmp #$09
beq InputAMoveScreen
cmp #$0a
beq InputAAttackScreen
cmp #$0f
beq InputAGameOverScreen
cmp #$10
beq InputADebugMenuScreen
jmp InputADone
InputAMainScreen:
jsr AButtonMainScreenHandler
jmp InputADone
InputAPauseScreen:
jmp InputADone
InputAMoveScreen:
jsr moveSelectedUnitToCursorPos
jmp InputADone
InputAAttackScreen:
jsr moveSelectedUnitToCursorPos
jmp InputADone
InputABuildScreen:
jsr AButtonBuildScreenHandler
jmp InputADone
InputAChickenScreen:
jsr AButtonChickenScreenHandler
jmp InputADone
InputADebugMenuScreen:
lda menuCursorPos
cmp #$00
beq startgameDebug
startgameNormal:
;cursorPos 1 -> gameMode 0 (1 player)
;cursorPos 2 -> gameMode 1 (2 player)
lda menuCursorPos
sec
sbc #$01
sta gameMode
jsr initGameState
jmp InputADone
startgameDebug:
lda #$80
sta gameMode
jsr initGameState
jmp InputADone
InputAUnitScreen:
jsr AButtonUnitScreenHandler
jmp InputADone
InputACowScreen:
jsr AButtonCowScreenHandler
jmp InputADone
InputAGameOverScreen:
lda #$00
cmp menuCursorPos
beq playAgain
jmp quitToMenu
InputAFarmerScreen:
MoveFarmer:
lda #$00
sta attackMode
lda #$09
sta guiMode
jsr calculateUnitMoves
jsr closeCurrentTextBox
jmp InputADone
playAgain:
jsr initGlobal
jsr initGameState
jmp InputADone
quitToMenu:
jsr initGlobal
jsr initDebugMenu
jmp InputADone
InputADone:
DpadCheckGuimode:
lda guiMode
cmp #$01
beq DpadMainScreen
cmp #$09
beq DpadMainScreen
cmp #$0a
beq DpadMainScreen
jmp DpadMenuScreen
DpadMainScreen:
lda buttons1
and #$0f
cmp #$00
bne DpadHandleTimer
jmp InputHandlerDone
DpadHandleTimer:
dec dpadInputTimer
lda prevButtons1
and #$0f
cmp #$00
beq DpadResetTimer
jmp DpadHandleInputs
DpadResetTimer:
lda #$00
sta dpadInputTimer
DpadHandleInputs:
lda dpadInputTimer
and #$07
cmp #$00
beq MainScrnInputRight
jmp InputHandlerDone
MainScrnInputRight:
lda buttons1
and #$01
cmp #$01
bne MainScrnInputRightDone
inc cursorX
lda cursorX
and #$0f ; cursor position modulo 16, cannot exceed 15
sta cursorX
MainScrnInputRightDone:
MainScrnInputLeft:
lda buttons1
and #$02
cmp #$02
bne MainScrnInputLeftDone
dec cursorX
lda cursorX
and #$0f ; cursor position modulo 16, cannot exceed 15
sta cursorX
MainScrnInputLeftDone:
MainScrnInputDown:
lda buttons1
and #$04
cmp #$04
bne MainScrnInputDownDone
inc cursorY
lda cursorY
cmp #$0c
bcc MainScrnInputDownDone ; if greater than or equal to 0c (went too low) then replace with 00
lda #$00
sta cursorY
MainScrnInputDownDone:
MainScrnInputUp:
lda buttons1
and #$08
cmp #$08
bne MainScrnInputUpDone
dec cursorY
lda cursorY
cmp #$0c ; if greater than or equal to 0c (too high, underflowed to FF presumably) then replace with 0b
bcc MainScrnInputUpDone
lda #$0b
sta cursorY
MainScrnInputUpDone:
jmp InputHandlerDone
DpadMenuScreen:
MenuScrnInputUp:
lda buttons1
and #$08
cmp #$08
bne MenuScrnInputUpDone
lda prevButtons1
and #$08
cmp #$08
beq MenuScrnInputUpDone
dec menuCursorPos ; cursor pos--; if its greater than or equal to the amt of items then set it to menuSize-1
lda menuCursorPos
cmp menuSize
bcc MenuScrnInputUpDone
lda menuSize
sec
sbc #$01
sta menuCursorPos
jmp MenuScrnInputUpDone
MenuScrnInputUpDone:
MenuScrnInputDown:
lda buttons1
and #$04
cmp #$04
bne MenuScrnInputDownDone
lda prevButtons1
and #$04
cmp #$04
beq MenuScrnInputDownDone
inc menuCursorPos ; cursor pos++; if its greater than or equal to the amt of items then set it to 0
lda menuCursorPos
cmp menuSize
bcc MenuScrnInputDownDone
lda #$00
sta menuCursorPos
jmp MenuScrnInputDownDone
MenuScrnInputDownDone:
jmp InputHandlerDone
InputHandlerDone:
rts
AButtonMainScreenHandler:
lda <cursorX
sta <param1
lda <cursorY
sta <param2
; is a unit present on the space?
jsr checkUnitOnTile
lda <param3
cmp #$ff
beq AButtonMainScreenNoUnit
; is it friendly or enemy unit? Can't open up menu on enemy units.
lda <param4
cmp <turn
bne AButtonMainScreenInvalidInput
jmp AButtonMainScreenHasUnit
; if no unit occupies the space, we can treat it like a normal tile which you can place farms or spawn units on...
AButtonMainScreenNoUnit:
; first, you can only place tiles or units within your borders
; (you can interact with units of yours outside your borders but you have to spawn them in your border)
lda <cursorX
lsr a
lsr a
lsr a
cmp turn
bne AButtonMainScreenInvalidInput
lda cursorY ; ensures the build menu only opens on grass tiles
asl a
asl a
asl a
asl a
clc
adc cursorX
tax
lda MapData, x
cmp #$02
bne AButtonMainScreenInvalidInput
lda #$02
sta guiMode
jsr openTextBox
lda #$00
ldx #$00
jsr FamiToneSfxPlay
jmp AButtonMainScreenDone
AButtonMainScreenInvalidInput:
lda #$02
ldx #$00
jsr FamiToneSfxPlay
AButtonMainScreenDone:
rts
AButtonMainScreenHasUnit:
; the param variables were set earlier from the subroutine checkUnitOnTile
lda param3 ; what index is it
sta unitSelected
lda param5 ; what type is it
sta unitSelectedType
lda cursorX
sta unitSelectedX
lda cursorY
sta unitSelectedY
lda unitSelectedType ; what type unit is it?
cmp #$00
beq openFarmerWindow
cmp #$01
beq openChickenWindow
cmp #$02
beq openCowWindow
jmp AButtonMainScreenDone
openFarmerWindow:
lda #$04
sta guiMode
jsr openTextBox
lda #$00
ldx #$00
jsr FamiToneSfxPlay
jmp AButtonMainScreenDone
openChickenWindow:
lda #$05
sta guiMode
jsr openTextBox
lda #$00
ldx #$00
jsr FamiToneSfxPlay
jmp AButtonMainScreenDone
openCowWindow:
lda #$06
sta guiMode
jsr openTextBox
lda #$00
ldx #$00
jsr FamiToneSfxPlay
jmp AButtonMainScreenDone
AButtonUnitScreenHandler:
lda menuCursorPos
cmp #$00
beq PlaceChicken
cmp #$01
beq PlaceCow
jmp AButtonUnitScreenHandlerDone
PlaceChicken:
lda cursorX
sta param4
lda cursorY
sta param5
lda #$01
sta param6
lda <turn
sta param7
jsr buyUnit
jmp AButtonUnitScreenHandlerDone
PlaceCow:
lda <cursorX
sta <param4
lda <cursorY
sta <param5
lda #$02
sta <param6
lda <turn
sta <param7
jsr buyUnit
jmp AButtonUnitScreenHandlerDone
AButtonUnitScreenHandlerDone:
rts
AButtonBuildScreenHandler:
lda menuCursorPos
cmp #$01
beq PlaceFarm
cmp #$00
beq UnitMenu
UnitMenu:
lda #$03
sta guiMode
jsr openTextBox
jmp AButtonBuildScreenHandlerDone
PlaceFarm:
jsr placeFarmAtCursorPos
jmp AButtonBuildScreenHandlerDone
AButtonBuildScreenHandlerDone:
rts
AButtonCowScreenHandler:
lda menuCursorPos
cmp #$00
beq AttackCow
jmp RemoveCow
AttackCow:
lda #$01
sta attackMode
lda #$0a
sta guiMode
jsr calculateUnitMoves
jsr closeCurrentTextBox
rts
RemoveCow:
lda unitSelected
sta param3
lda turn
sta param4
jsr removeUnit
jsr removeUnitAnimationSfxInit
lda #$01
sta guiMode
jsr closeCurrentTextBox
rts
AButtonChickenScreenHandler:
lda menuCursorPos
cmp #$00
beq MoveChicken
cmp #$01
beq AttackChicken
cmp #$02
beq DeleteChicken
rts
MoveChicken:
lda #$00
sta attackMode
lda #$09
sta guiMode
jsr calculateUnitMoves
jsr closeCurrentTextBox
rts
AttackChicken:
lda #$01
sta attackMode
lda #$0a
sta guiMode
jsr calculateUnitMoves
jsr closeCurrentTextBox
rts
DeleteChicken:
lda <unitSelected
sta <param3
lda <turn
sta <param4
jsr removeUnit
jsr removeUnitAnimationSfxInit
lda #$01
sta guiMode
jsr closeCurrentTextBox
rts