; Peasant's Quest ; Peasantry Part 4 (bottom line of map) ; ned cottage, wavy tree, kerrek 2, lady cottage, burninated tree ; by Vince `deater` Weaver vince@deater.net ; with apologies to everyone .include "hardware.inc" .include "zp.inc" .include "qload.inc" .include "inventory.inc" .include "parse_input.inc" LOCATION_BASE = LOCATION_OUTSIDE_NN ; index starts here (15) peasantry4: lda #0 sta LEVEL_OVER sta FRAME jsr hgr_make_tables ; necessary? jsr hgr2 ; necessary? ; decompress dialog to $D000 lda #peasant4_text_lzsa sta getsrc_smc+2 lda #$D0 jsr decompress_lzsa2_fast ; update map location ; jsr update_map_location ; update score jsr update_score ;============================= ;============================= ; new screen location ;============================= ;============================= new_location: lda #0 sta LEVEL_OVER ;========================== ; load updated verb table ;========================== ; setup default verb table jsr setup_default_verb_table ; we are PEASANT4 so locations 15...19 map to 0...4 lda MAP_LOCATION sec sbc #LOCATION_BASE tax lda verb_tables_low,X sta INL lda verb_tables_hi,X sta INH jsr load_custom_verb_table ;===================== ; load bg ; we are PEASANT1 so locations 15...19 map to 0...4, no change lda MAP_LOCATION sec sbc #LOCATION_BASE tax lda map_backgrounds_low,X sta getsrc_smc+1 lda map_backgrounds_hi,X sta getsrc_smc+2 lda #$40 jsr decompress_lzsa2_fast ;==================== ; update ned cottage if necessary lda MAP_LOCATION cmp #LOCATION_OUTSIDE_NN bne not_necessary_cottage lda GAME_STATE_2 and #COTTAGE_ROCK_MOVED beq not_necessary_cottage ; 161,117 lda #23 sta CURSOR_X lda #117 sta CURSOR_Y lda #rock_moved_sprite sta INH jsr hgr_draw_sprite not_necessary_cottage: ; load priority lda MAP_LOCATION sec sbc #LOCATION_BASE tax lda map_priority_low,X sta getsrc_smc+1 lda map_priority_hi,X sta getsrc_smc+2 lda #$20 jsr decompress_lzsa2_fast jsr gr_copy_to_page1 ; put peasant text lda #peasant_text sta OUTH jsr hgr_put_string ;============== ; put score jsr print_score ;==================== ; handle kerrek lda MAP_LOCATION cmp #LOCATION_KERREK_2 bne not_kerrek jsr kerrek_setup not_kerrek: ;==================== ; save background lda PEASANT_X sta CURSOR_X lda PEASANT_Y sta CURSOR_Y ;======================= ; draw initial peasant jsr save_bg_1x28 jsr draw_peasant ;====================== ; check if in haystack jsr check_haystack_exit game_loop: jsr move_peasant inc FRAME jsr check_keyboard ;========================== ; check if kerrek collision ;========================== jsr kerrek_collision ;========================== ; check if lighting on fire ;========================== lda MAP_LOCATION cmp #LOCATION_BURN_TREES bne not_burn_trees ; see if already on fire lda GAME_STATE_2 and #ON_FIRE bne not_burn_trees ; see if have grease on head lda GAME_STATE_2 and #GREASE_ON_HEAD beq not_burn_trees ; check if X in range lda PEASANT_X cmp #$A ; blt bcc not_burn_trees cmp #$D bcs not_burn_trees ; bge ; check if Y in range lda PEASANT_Y cmp #$85 bcs not_burn_trees ; bge cmp #$70 bcc not_burn_trees ; blt ; finally set on fire lda GAME_STATE_2 ora #ON_FIRE sta GAME_STATE_2 ; increment score lda #$10 ; bcd jsr score_points ldx #crooked_catch_fire_message jsr partial_message_step not_burn_trees: ;=============================== ; check if can enter ned cottage ;=============================== lda MAP_LOCATION cmp #LOCATION_OUTSIDE_NN bne not_ned_cottage ; OK are are at the cottage, is the door open? lda INVENTORY_1_GONE and #INV1_BABY beq not_ned_cottage ; at cottage, door open, check our co-ords lda PEASANT_Y ; #$68 cmp #$64 bcc not_ned_cottage cmp #$70 bcs not_ned_cottage lda PEASANT_X ; 15 - 17 cmp #15 bcc not_ned_cottage cmp #18 bcs not_ned_cottage ; we did it, we're entering Ned's cottage lda #LOCATION_INSIDE_NN jsr update_map_location lda #11 sta PEASANT_X lda #$90 sta PEASANT_Y lda #PEASANT_DIR_UP sta PEASANT_DIR lda #0 sta PEASANT_XADD sta PEASANT_YADD not_ned_cottage: lda LEVEL_OVER bmi oops_new_location bne game_over ; delay lda #200 jsr wait jmp game_loop oops_new_location: jmp new_location ;************************ ; exit level ;************************ game_over: rts .include "peasant_common.s" .include "draw_peasant.s" ; moved to qload ;.include "decompress_fast_v2.s" ;.include "hgr_font.s" ;.include "draw_box.s" ;.include "hgr_rectangle.s" ;.include "hgr_1x28_sprite_mask.s" ;.include "hgr_1x5_sprite.s" ;.include "hgr_partial_save.s" ;.include "hgr_input.s" ;.include "hgr_tables.s" ;.include "hgr_text_box.s" ;.include "clear_bottom.s" ;.include "hgr_hgr2.s" ;.include "wait_keypress.s" ;.include "loadsave_menu.s" ;.include "score.s" .include "gr_copy.s" .include "peasant_move.s" .include "new_map_location.s" ;.include "parse_input.s" ;.include "inventory.s" .include "keyboard.s" .include "wait.s" .include "wait_a_bit.s" .include "graphics_peasantry/graphics_peasant4.inc" .include "graphics_peasantry/priority_peasant4.inc" .include "version.inc" map_backgrounds_low: .byte empty_hut_lzsa ; 15 -- empty hut .byte >ned_lzsa ; 16 -- ned .byte >bottom_prints_lzsa ; 17 -- bottom footprints .byte >lady_cottage_lzsa ; 18 -- cottage lady .byte >crooked_tree_lzsa ; 19 -- crooked tree map_priority_low: .byte empty_hut_priority_lzsa ; 15 -- empty hut .byte >ned_priority_lzsa ; 16 -- ned .byte >bottom_prints_priority_lzsa ; 17 -- bottom footprints .byte >lady_cottage_priority_lzsa ; 18 -- cottage lady .byte >crooked_tree_priority_lzsa ; 19 -- crooked tree verb_tables_low: .byte ned_cottage_verb_table ; 15 -- empty hut .byte >ned_verb_table ; 16 -- ned .byte >kerrek_verb_table ; 17 -- bottom footprints .byte >lady_cottage_verb_table ; 18 -- cottage lady .byte >crooked_tree_verb_table ; 19 -- crooked tree peasant4_text_lzsa: .incbin "DIALOG_PEASANT4.LZSA" .include "peasant4_actions.s" .include "sprites/ned_sprites.inc" .include "hgr_sprite.s"