dos33fsprogs/games/peasant/peasant4.s

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; Peasant's Quest
; Peasantry Part 4 (bottom line of map)
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; ned cottage, wavy tree, kerrek 2, lady cottage, burninated tree
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2021-08-15 04:23:41 +00:00
; 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"
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LOCATION_BASE = LOCATION_OUTSIDE_NN ; index starts here (15)
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peasantry4:
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lda #0
sta LEVEL_OVER
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sta FRAME
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jsr hgr_make_tables ; necessary?
jsr hgr2 ; necessary?
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; decompress dialog to $D000
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lda #<peasant4_text_lzsa
sta getsrc_smc+1
lda #>peasant4_text_lzsa
sta getsrc_smc+2
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lda #$D0
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jsr decompress_lzsa2_fast
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; update map location
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; jsr update_map_location
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; update score
jsr update_score
;=============================
;=============================
; new screen location
;=============================
;=============================
new_location:
lda #0
sta LEVEL_OVER
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;==========================
; load updated verb table
;==========================
; setup default verb table
jsr setup_default_verb_table
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; we are PEASANT4 so locations 15...19 map to 0...4
lda MAP_LOCATION
sec
sbc #LOCATION_BASE
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tax
lda verb_tables_low,X
sta INL
lda verb_tables_hi,X
sta INH
jsr load_custom_verb_table
;=========================
; load priority to $400
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
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;=====================
; 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
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sta getsrc_smc+1
lda map_backgrounds_hi,X
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sta getsrc_smc+2
lda #$20
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jsr decompress_lzsa2_fast
jsr hgr_copy
;====================
; 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 INL
lda #>rock_moved_sprite
sta INH
jsr hgr_draw_sprite
not_necessary_cottage:
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; put peasant text
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lda #<peasant_text
sta OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
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;==============
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; put score
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jsr print_score
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;====================
; handle kerrek
;====================
; clear out state
lda #0
sta KERREK_STATE
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lda MAP_LOCATION
cmp #LOCATION_KERREK_2
bne not_kerrek
jsr kerrek_setup
not_kerrek:
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;====================
; save background
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
;=======================
; draw initial peasant
jsr save_bg_1x28
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jsr draw_peasant
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;======================
; check if in haystack
jsr check_haystack_exit
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game_loop:
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jsr move_peasant
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inc FRAME
jsr check_keyboard
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;==========================
; check if kerrek collision
;==========================
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jsr kerrek_draw
jsr kerrek_move_and_check_collision
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;==========================
; check if lighting on fire
;==========================
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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
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; 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
ldy #>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
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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
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bne game_over
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; delay
lda #200
jsr wait
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jmp game_loop
oops_new_location:
jmp new_location
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;************************
; exit level
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;************************
game_over:
rts
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.include "peasant_common.s"
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.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"
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.include "gr_copy.s"
.include "hgr_copy.s"
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.include "peasant_move.s"
.include "new_map_location.s"
;.include "parse_input.s"
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;.include "inventory.s"
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.include "keyboard.s"
.include "wait.s"
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.include "wait_a_bit.s"
.include "graphics_peasantry/graphics_peasant4.inc"
.include "graphics_peasantry/priority_peasant4.inc"
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.include "version.inc"
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map_backgrounds_low:
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.byte <empty_hut_lzsa ; 15 -- empty hut
.byte <ned_lzsa ; 16 -- ned
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.byte <bottom_prints_lzsa ; 17 -- bottom footprints
.byte <lady_cottage_lzsa ; 18 -- cottage lady
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.byte <crooked_tree_lzsa ; 19 -- crooked tree
map_backgrounds_hi:
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.byte >empty_hut_lzsa ; 15 -- empty hut
.byte >ned_lzsa ; 16 -- ned
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.byte >bottom_prints_lzsa ; 17 -- bottom footprints
.byte >lady_cottage_lzsa ; 18 -- cottage lady
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.byte >crooked_tree_lzsa ; 19 -- crooked tree
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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
map_priority_hi:
.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
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verb_tables_low:
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.byte <ned_cottage_verb_table ; 15 -- empty hut
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.byte <ned_verb_table ; 16 -- ned
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.byte <kerrek_verb_table ; 17 -- bottom footprints
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.byte <lady_cottage_verb_table ; 18 -- cottage lady
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.byte <crooked_tree_verb_table ; 19 -- crooked tree
verb_tables_hi:
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.byte >ned_cottage_verb_table ; 15 -- empty hut
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.byte >ned_verb_table ; 16 -- ned
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.byte >kerrek_verb_table ; 17 -- bottom footprints
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.byte >lady_cottage_verb_table ; 18 -- cottage lady
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.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"