peasant: be sure not to mess with state if loading from savegame
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467d1f5bef
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@ -216,6 +216,9 @@ just_go_there:
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;************************
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level_over:
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cmp #NEW_FROM_LOAD ; see if loading save game
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beq exiting_cliff
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; new location
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; in theory this can only be TROGDOR
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@ -227,7 +230,7 @@ level_over:
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lda #0
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sta PEASANT_XADD
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sta PEASANT_YADD
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exiting_cliff:
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rts
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@ -256,6 +256,8 @@ oops_new_location:
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;========================
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level_over:
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; NOTE: check for load from savegame if modify game state
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rts
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@ -329,6 +329,11 @@ oops_new_location:
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; exit level
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;========================
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level_over:
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cmp #NEW_FROM_LOAD ; skip ahead if load from disk
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beq really_level_over
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lda MAP_LOCATION
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cmp #LOCATION_OUTSIDE_INN
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bne really_level_over
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@ -491,7 +491,7 @@ load_loop:
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cpx #(END_OF_SAVE-WHICH_LOAD+1)
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bne load_loop
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lda #NEW_FROM_DISK ; load whole level from disk
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lda #NEW_FROM_LOAD ; load whole level from disk
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sta LEVEL_OVER
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done_load:
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@ -423,7 +423,7 @@ no_draw_gary_flies:
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lda LEVEL_OVER
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bmi oops_new_location
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bne game_over
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bne level_over
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; delay
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@ -459,7 +459,7 @@ at_old_well:
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lda #NEW_FROM_DISK ; needed?
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sta LEVEL_OVER
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jmp game_over
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jmp level_over
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skip_level_specific:
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@ -470,7 +470,8 @@ skip_level_specific:
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;************************
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; exit level
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;************************
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game_over:
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level_over:
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; note: check reason for load if changing gamestate
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rts
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@ -353,6 +353,8 @@ oops_new_location:
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; exit level
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;========================
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level_over:
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cmp #NEW_FROM_LOAD ; skip to end if loading save game
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bne really_level_over
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; specical case if going outside inn
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; we don't want to end up behind inn
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@ -226,7 +226,7 @@ game_loop:
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lda LEVEL_OVER
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bmi oops_new_location
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bne game_over
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bne level_over
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;=====================
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; always draw peasant
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@ -279,7 +279,10 @@ oops_new_location:
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;************************
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; exit level
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;************************
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game_over:
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level_over:
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; FIXME: check for load from savegame if modifying game state
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rts
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@ -333,7 +333,7 @@ not_ned_cottage:
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lda LEVEL_OVER
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bmi oops_new_location
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bne game_over
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bne level_over
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; delay
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@ -351,7 +351,9 @@ oops_new_location:
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;************************
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; exit level
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;************************
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game_over:
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level_over:
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; note: check for load from savegame if change state
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rts
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