peasant: hook up inn

This commit is contained in:
Vince Weaver 2021-10-28 23:31:08 -04:00
parent b7db1a2e0b
commit bef6200f28
12 changed files with 932 additions and 96 deletions

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@ -31,13 +31,15 @@ peasant.dsk: QBOOT QLOAD VID_LOGO TITLE INTRO \
$(DOS33_RAW) peasant.dsk 25 0 PEASANT3 0 0
$(DOS33_RAW) peasant.dsk 30 0 PEASANT4 0 0
peasant_side2.dsk: WBOOT2 COPY_CHECK TROGDOR ENDING CLIFF GAME_OVER INSIDE
peasant_side2.dsk: WBOOT2 COPY_CHECK TROGDOR ENDING \
CLIFF GAME_OVER INSIDE INN
cp $(EMPTY_DISK)/empty.dsk peasant_side2.dsk
$(DOS33_RAW) peasant_side2.dsk 0 0 WBOOT2 0 1
$(DOS33_RAW) peasant_side2.dsk 1 0 COPY_CHECK 0 0
$(DOS33_RAW) peasant_side2.dsk 3 0 GAME_OVER 0 0
# $(DOS33_RAW) peasant_side2.dsk 4 0 MAP 0 0
$(DOS33_RAW) peasant_side2.dsk 5 0 INSIDE 0 0
$(DOS33_RAW) peasant_side2.dsk 10 0 INN 0 0
$(DOS33_RAW) peasant_side2.dsk 19 0 TROGDOR 0 0
$(DOS33_RAW) peasant_side2.dsk 24 0 ENDING 0 0
$(DOS33_RAW) peasant_side2.dsk 29 0 CLIFF 0 0
@ -398,6 +400,25 @@ inside.o: inside.s zp.inc inventory.inc \
peasant_move.s score.s inventory.s loadsave_menu.s
ca65 -o inside.o inside.s -l inside.lst
###
INN: inn.o
ld65 -o INN inn.o -C $(LINKER_SCRIPTS)/apple2_6000.inc
inn.o: inn.s zp.inc inventory.inc \
parse_input.inc \
inn_actions.s DIALOG_INN.LZSA dialog_inn.inc \
graphics_inn/graphics_inn.inc sprites/peasant_sprites.inc \
graphics_inn/priority_inn.inc \
sprites/inventory_sprites.inc \
draw_box.s hgr_rectangle.s hgr_font.s hgr_input.s \
hgr_1x28_sprite_mask.s hgr_1x5_sprite.s hgr_save_restore.s \
wait_a_bit.s draw_peasant.s hgr_text_box.s \
keyboard.s new_map_location.s \
peasant_move.s score.s inventory.s loadsave_menu.s
ca65 -o inn.o inn.s -l inn.lst
###
@ -543,9 +564,13 @@ dialog_inn: dialog_inn.o
dialog_inn.o: dialog_inn.s text/inn.inc
ca65 -o dialog_inn.o dialog_inn.s -l dialog_inn.lst
###
dialog_inn.inc: generate_all_symbols dialog_inn
./generate_all_symbols -a 0xd000 dialog_inn.lst > dialog_inn.inc
####
DIALOG_CLIFF.LZSA: dialog_cliff
$(LZSA) -r -f2 dialog_cliff DIALOG_CLIFF.LZSA

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@ -171,8 +171,10 @@ POINTS IMPLEMENTED: (in order of implementation)
+ 1 (get pebbles)
+ 1 (get feed)
+ 5 (give riches)
+ 5 (give baby) [inn]
+ 3 (get room)
======
21 points
29 points
deaths implemented

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@ -0,0 +1,43 @@
PNG2RLE = ../../../utils/gr-utils/png2rle
PNG2GR = ../../../utils/gr-utils/png2gr
PNG2HGR = ../../../utils/hgr-utils/png2hgr
LZSA = ~/research/lzsa/lzsa/lzsa
B2D = ../../../utils/bmp2dhr/b2d
all: graphics_inn.inc \
priority_inn.inc
###
graphics_inn.inc: \
inside_inn.lzsa
echo "inside_inn_lzsa: .incbin \"inside_inn.lzsa\"" > graphics_inn.inc
###
inside_inn.lzsa: inside_inn.hgr
$(LZSA) -r -f2 inside_inn.hgr inside_inn.lzsa
inside_inn.hgr: inside_inn.png
$(PNG2HGR) inside_inn.png > inside_inn.hgr
###
priority_inn.inc: \
todo_priority.lzsa
echo "inside_inn_priority_lzsa: .incbin \"todo_priority.lzsa\"" > priority_inn.inc
####
todo_priority.lzsa: todo_priority.gr
$(LZSA) -r -f2 todo_priority.gr todo_priority.lzsa
todo_priority.gr: todo_priority.png
$(PNG2GR) todo_priority.png todo_priority.gr
####
clean:
rm -f *~ graphics_inn.inc priority_inn.inc *.lzsa *.gr *.hgr

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305
games/peasant/inn.s Normal file
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@ -0,0 +1,305 @@
; Peasant's Quest
; Inn Graphics
; a lot happens at the Inn
; 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_INSIDE_INN ; index starts here (27)
inside_inn:
lda #0
sta LEVEL_OVER
sta FRAME
jsr hgr_make_tables ; necessary?
jsr hgr2 ; necessary?
; decompress dialog to $D000
lda #<inn_text_lzsa
sta getsrc_smc+1
lda #>inn_text_lzsa
sta getsrc_smc+2
lda #$D0
jsr decompress_lzsa2_fast
; 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 INSIDE so locations 24...26 map to 0...2
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 INSIDE so locations 24...26 map to 0...2
lda MAP_LOCATION
sec
sbc #LOCATION_BASE
tax
lda map_backgrounds_low,X
sta getsrc_smc+1
; sta last_bg_l
lda map_backgrounds_hi,X
sta getsrc_smc+2
; sta last_bg_h
lda #$40
jsr decompress_lzsa2_fast
; we are INSIDE so locations 24...26 map to 0...2
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 OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
; put score
jsr print_score
;====================
; save background
lda PEASANT_X
sta CURSOR_X
lda PEASANT_Y
sta CURSOR_Y
;=======================
; draw initial peasant
jsr save_bg_1x28
jsr draw_peasant
game_loop:
jsr move_peasant
inc FRAME
jsr check_keyboard
;=====================
; level specific
;=====================
lda MAP_LOCATION
cmp #LOCATION_INSIDE_INN
bne skip_level_specific
exit_inside_inn:
; check if leaving
lda PEASANT_Y
cmp #$95
bcc skip_level_specific
; we're exiting, print proper message
; lda INVENTORY_2
; and #INV2_TRINKET
; bne after_trinket_message
; lda INVENTORY_2_GONE
; and #INV2_TRINKET
; bne after_trinket_message
;before_trinket_message:
; ldx #<inside_cottage_leaving_message
; ldy #>inside_cottage_leaving_message
; jsr finish_parse_message
; jmp done_trinket_message
;after_trinket_message:
; ldx #<inside_cottage_leaving_post_trinket_message
; ldy #>inside_cottage_leaving_post_trinket_message
; jsr finish_parse_message
done_trinket_message:
; put outside door
lda #$9
sta PEASANT_X
lda #$69
sta PEASANT_Y
; stop walking
lda #0
sta PEASANT_XADD
sta PEASANT_YADD
; move back
lda #LOCATION_OUTSIDE_INN
jsr update_map_location
skip_level_specific:
lda LEVEL_OVER
bmi oops_new_location
bne level_over
; delay
lda #200
jsr wait
jmp game_loop
oops_new_location:
jmp new_location
;========================
; exit level
;========================
level_over:
rts
.include "draw_peasant.s"
.include "gr_copy.s"
.include "new_map_location.s"
.include "peasant_move.s"
.include "score.s"
;.include "parse_input.s"
.include "keyboard.s"
.include "wait.s"
.include "wait_a_bit.s"
.include "graphics_inn/graphics_inn.inc"
.include "graphics_inn/priority_inn.inc"
.include "version.inc"
;.include "inventory.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"
map_backgrounds_low:
.byte <inside_inn_lzsa
map_backgrounds_hi:
.byte >inside_inn_lzsa
map_priority_low:
.byte <inside_inn_priority_lzsa
map_priority_hi:
.byte >inside_inn_priority_lzsa
verb_tables_low:
.byte <inside_inn_verb_table
verb_tables_hi:
.byte >inside_inn_verb_table
inn_text_lzsa:
.incbin "DIALOG_INN.LZSA"
.include "inn_actions.s"

414
games/peasant/inn_actions.s Normal file
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@ -0,0 +1,414 @@
.include "tokens.inc"
;=======================
;=======================
;=======================
; Inside Inn
;=======================
;=======================
;=======================
inside_inn_verb_table:
.byte VERB_LOOK
.word inside_inn_look-1
.byte VERB_TALK
.word inside_inn_talk-1
.byte VERB_GIVE
.word inside_inn_give-1
.byte VERB_USE
.word inside_inn_give-1
.byte VERB_GET
.word inside_inn_get-1
.byte VERB_ASK
.word inside_inn_ask-1
.byte VERB_RING
.word inside_inn_ring-1
.byte VERB_SLEEP
.word inside_inn_sleep-1
.byte VERB_OPEN
.word inside_inn_open-1
.byte 0
;=================
; look
;=================
inside_inn_look:
lda CURRENT_NOUN
cmp #NOUN_PILLOW
beq inn_look_at_pillow
cmp #NOUN_NOTE
beq inn_look_at_paper
cmp #NOUN_PAPER
beq inn_look_at_paper
cmp #NOUN_PAINTING
beq inn_look_at_painting
cmp #NOUN_DUDE
beq inn_look_at_man
cmp #NOUN_GUY
beq inn_look_at_man
cmp #NOUN_MAN
beq inn_look_at_man
cmp #NOUN_WINDOW
beq inn_look_at_window
cmp #NOUN_PILLOW
beq inn_look_at_pillow
cmp #NOUN_RUG
beq inn_look_at_rug
cmp #NOUN_CARPET
beq inn_look_at_rug
cmp #NOUN_BED
beq inn_look_at_bed
cmp #NOUN_MATTRESS
beq inn_look_at_bed
cmp #NOUN_BELL
beq inn_look_at_bell
cmp #NOUN_DESK
beq inn_look_at_desk
cmp #NOUN_NONE
beq inn_look_at
jmp parse_common_look
inn_look_at:
ldx #<inside_inn_look_message
ldy #>inside_inn_look_message
jmp finish_parse_message
inn_look_at_window:
ldx #<inside_inn_look_window_message
ldy #>inside_inn_look_window_message
jmp finish_parse_message
inn_look_at_man:
ldx #<inside_inn_look_man_message
ldy #>inside_inn_look_man_message
jmp finish_parse_message
inn_look_at_painting:
ldx #<inside_inn_look_painting_message
ldy #>inside_inn_look_painting_message
jmp finish_parse_message
inn_look_at_paper:
ldx #<inside_inn_look_paper_message
ldy #>inside_inn_look_paper_message
jmp finish_parse_message
inn_look_at_pillow:
ldx #<inside_inn_look_pillow_message
ldy #>inside_inn_look_pillow_message
jmp finish_parse_message
inn_look_at_rug:
ldx #<inside_inn_look_rug_message
ldy #>inside_inn_look_rug_message
jmp finish_parse_message
inn_look_at_bed:
ldx #<inside_inn_look_bed_message
ldy #>inside_inn_look_bed_message
jmp finish_parse_message
inn_look_at_bell:
ldx #<inside_inn_look_bell_message
ldy #>inside_inn_look_bell_message
jmp finish_parse_message
inn_look_at_desk:
ldx #<inside_inn_look_desk_message
ldy #>inside_inn_look_desk_message
jmp finish_parse_message
;=================
; talk
;=================
inside_inn_talk:
lda CURRENT_NOUN
cmp #NOUN_NONE
beq inn_talk_man
cmp #NOUN_MAN
beq inn_talk_man
cmp #NOUN_GUY
beq inn_talk_man
cmp #NOUN_DUDE
beq inn_talk_man
jmp parse_common_talk
inn_talk_man:
ldx #<inside_inn_talk_man_message
ldy #>inside_inn_talk_man_message
jmp finish_parse_message
;=================
; give
;=================
inside_inn_give:
lda CURRENT_NOUN
cmp #NOUN_BABY
beq inn_give_baby
jmp parse_common_give
inn_give_baby:
lda INVENTORY_1
and #INV1_PILLS ; check if have pills
bne inn_give_baby_have_pills
lda INVENTORY_1
and #INV1_BABY
bne inn_give_baby_have_baby
inn_give_baby_no_baby:
ldx #<inside_inn_give_baby_before_message
ldy #>inside_inn_give_baby_before_message
jmp finish_parse_message
inn_give_baby_have_baby:
ldx #<inside_inn_give_baby_message
ldy #>inside_inn_give_baby_message
jsr partial_message_step
; add 5 points to score
lda #5
jsr score_points
; get pills
lda INVENTORY_1
ora #INV1_PILLS
sta INVENTORY_1
ldx #<inside_inn_give_baby2_message
ldy #>inside_inn_give_baby2_message
jmp finish_parse_message
inn_give_baby_have_pills:
ldx #<inside_inn_give_baby_already_message
ldy #>inside_inn_give_baby_already_message
jmp finish_parse_message
;=================
; get
;=================
inside_inn_get:
lda CURRENT_NOUN
cmp #NOUN_ROOM
beq inn_get_room
cmp #NOUN_PAPER
beq inn_get_paper
cmp #NOUN_NOTE
beq inn_get_paper
cmp #NOUN_PARCHMENT
beq inn_get_paper
cmp #NOUN_PAINTING
beq inn_get_painting
cmp #NOUN_RUG
beq inn_get_rug
cmp #NOUN_CARPET
beq inn_get_rug
cmp #NOUN_DOING_SPROINGS
beq inn_get_doing
cmp #NOUN_PILLOW
beq inn_get_pillow
cmp #NOUN_BELL
beq inn_get_bell
cmp #NOUN_BED
beq inn_get_bed
jmp parse_common_get
inn_get_room:
lda INVENTORY_2
and #INV2_ROBE ; check if have robe
bne inn_get_room_have_robe
inn_get_room_no_robe:
ldx #<inside_inn_get_room_no_robe_message
ldy #>inside_inn_get_room_no_robe_message
jmp finish_parse_message
inn_get_room_have_robe:
ldx #<inside_inn_get_room_message
ldy #>inside_inn_get_room_message
jsr partial_message_step
; add 3 points to score
lda #3
jsr score_points
ldx #<inside_inn_get_room2_message
ldy #>inside_inn_get_room2_message
jsr partial_message_step
ldx #<inside_inn_get_room3_message
ldy #>inside_inn_get_room3_message
jmp finish_parse_message
inn_get_paper:
ldx #<inside_inn_get_paper_message
ldy #>inside_inn_get_paper_message
jmp finish_parse_message
inn_get_painting:
ldx #<inside_inn_get_painting_message
ldy #>inside_inn_get_painting_message
jmp finish_parse_message
inn_get_rug:
ldx #<inside_inn_get_rug_message
ldy #>inside_inn_get_rug_message
jmp finish_parse_message
inn_get_doing:
ldx #<inside_inn_get_doing_message
ldy #>inside_inn_get_doing_message
jmp finish_parse_message
inn_get_pillow:
ldx #<inside_inn_get_pillow_message
ldy #>inside_inn_get_pillow_message
jmp finish_parse_message
inn_get_bell:
ldx #<inside_inn_get_bell_message
ldy #>inside_inn_get_bell_message
jmp finish_parse_message
inn_get_bed:
ldx #<inside_inn_get_bed_message
ldy #>inside_inn_get_bed_message
jmp finish_parse_message
;=================
; ask about
;=================
inside_inn_ask:
lda CURRENT_NOUN
cmp #NOUN_FIRE
beq inn_ask_about_fire
cmp #NOUN_NED
beq inn_ask_about_ned
cmp #NOUN_ROBE
beq inn_ask_about_robe
cmp #NOUN_SMELL
beq inn_ask_about_smell
cmp #NOUN_TROGDOR
beq inn_ask_about_trogdor
inn_ask_about_unknown:
ldx #<inside_inn_ask_about_unknown_message
ldy #>inside_inn_ask_about_unknown_message
jmp finish_parse_message
inn_ask_about_fire:
ldx #<inside_inn_ask_about_fire_message
ldy #>inside_inn_ask_about_fire_message
jmp finish_parse_message
inn_ask_about_ned:
ldx #<inside_inn_ask_about_ned_message
ldy #>inside_inn_ask_about_ned_message
jmp finish_parse_message
inn_ask_about_robe:
ldx #<inside_inn_ask_about_robe_message
ldy #>inside_inn_ask_about_robe_message
jmp finish_parse_message
inn_ask_about_smell:
ldx #<inside_inn_ask_about_smell_message
ldy #>inside_inn_ask_about_smell_message
jmp finish_parse_message
inn_ask_about_trogdor:
ldx #<inside_inn_ask_about_trogdor_message
ldy #>inside_inn_ask_about_trogdor_message
jmp finish_parse_message
;=================
; ring
;=================
inside_inn_ring:
lda CURRENT_NOUN
cmp #NOUN_BELL
beq inn_ring_bell
jmp parse_common_unknown
inn_ring_bell:
ldx #<inside_inn_ring_bell_message
ldy #>inside_inn_ring_bell_message
jmp finish_parse_message
;=================
; sleep
;=================
inside_inn_sleep:
lda CURRENT_NOUN
cmp #NOUN_BED
beq inn_sleep_bed
cmp #NOUN_NONE
beq inn_sleep_bed
jmp parse_common_unknown
inn_sleep_bed:
ldx #<inside_inn_sleep_bed_message
ldy #>inside_inn_sleep_bed_message
jmp finish_parse_message
;=================
; open
;=================
inside_inn_open:
lda CURRENT_NOUN
cmp #NOUN_DOOR
beq inn_open_door
jmp parse_common_unknown
inn_open_door:
ldx #<inside_inn_open_door_message
ldy #>inside_inn_open_door_message
jmp finish_parse_message
.include "dialog_inn.inc"

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@ -924,6 +924,10 @@ noun_lookup:
.byte "WOMAN",NOUN_WOMAN|$80
.byte "GOLD",NOUN_GOLD|$80
.byte "MONEY",NOUN_MONEY|$80
.byte "CARPET",NOUN_CARPET|$80
.byte "BED",NOUN_BED|$80
.byte "MATTRESS",NOUN_MATTRESS|$80
.byte "PARCHMENT",NOUN_PARCHMENT|$80
.byte $00

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@ -216,7 +216,7 @@ track_array:
.byte 4, 6, 9,1 ; VID_LOGO, TITLE, INTRO, COPY_CHECK
.byte 15,20,25,30 ; PEASANT1, PEASANT2, PEASANT3, PEASANT4
.byte 19,24, 3,29 ; TROGDOR, ENDING, MUSIC, CLIFF
.byte 3,14,13,30 ; GAME_OVER, INVENTORY, PARSE_INPUT, INN
.byte 3,14,13,10 ; GAME_OVER, INVENTORY, PARSE_INPUT, INN
.byte 5 ; INSIDE
.byte 0, 0, 0, 0, 0 ; SAVE1, SAVE2, SAVE3
.byte 0 ; disk detect

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@ -5,13 +5,13 @@
; want to load this to address $90
;
.byte LOAD_INSIDE ; WHICH_LOAD = $90
.byte LOAD_INN ; WHICH_LOAD = $90
.byte 15 ; PEASANT_X = $91
.byte 128 ; PEASANT_Y = $92
.byte PEASANT_DIR_UP ; PEASANT_DIR = $93
.byte 0 ; MAP_X = $94
.byte 0 ; MAP_Y = $95
.byte LOCATION_INSIDE_LADY; MAP_LOCATION = $96
.byte LOCATION_INSIDE_INN; MAP_LOCATION = $96
.byte $00 ; GAME_STATE_0 = $97
.byte $00 ; GAME_STATE_1 = $98
.byte $00 ; GAME_STATE_2 = $99

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@ -6,37 +6,104 @@
.byte "You need to get out of there before that smelly octogenarian gets back.",0
; + look
inside_inn_look_message:
.byte "What a dump! Only one bed",13
.byte "and no minibar? The",13
.byte "Innkeeper stands behind a",13
.byte "desk and there's a door",13
.byte "that's closed.",0
; + look (night)
.byte "It's still dark out. The grimey old Innkeeper is gone and he left the pantry open.",0
; + look window
inside_inn_look_window_message:
.byte "Check it out! There's a",13
.byte "Peasantry out there!",0
; + look man
inside_inn_look_man_message:
.byte "He's an older peasant with",13
.byte "big cotton swabs stuffed up",13
.byte "his nose. Oh wait. Those",13
.byte "are nose hairs. Grody.",0
; + look painting
inside_inn_look_painting_message:
.byte "It's a painting of dogs",13
.byte "playing 'Magic: The",13
.byte "Nerdening.'",0
; + look paper / note / parchment
inside_inn_look_paper_message:
.byte "It says, ",34,"Note to self:",13
.byte "Wave arms wildly!",34,0
; + look pillow
inside_inn_look_pillow_message:
.byte "If you sleep in that bed,",13
.byte "you're NOT putting your",13
.byte "head on that nasty pillow.",0
; + look pot (after getting a room)
.byte "It's full of horse grease. I guess that sounds useful.",0
; + look rug
inside_inn_look_rug_message:
.byte "Maybe that used to be a",13
.byte "magic carpet. But it's sure",13
.byte "a cat pee-stained carpet",13
.byte "now.",0
; + look bed
inside_inn_look_bed_message:
.byte "Is that just a fitted sheet",13
.byte "over a slab of concrete?",0
; + look bell
inside_inn_look_bell_message:
.byte "Tis broked.",0
; + look desk (man there)
inside_inn_look_desk_message:
.byte "There's a broken bell and",13
.byte "a piece of parchment on",13
.byte "there. And some crazy old",13
.byte "guy behind it.",0
; + look (night)
.byte "It's still dark out. The grimey old Innkeeper is gone and he left the pantry open.",0
; + look desk (night?)
.byte "There's a broken bell and",13
.byte "a piece of parchment on",13
.byte "there.",0
; + look candle (after getting a room)
.byte "That candle's not at all on fire.",0
; + talk man
inside_inn_talk_man_message:
.byte 34,"If you're interested in",13
.byte "staying the night, just",13
.byte "type 'get a room.'",34,0
; + give baby (before you get the baby)
; + give/use baby (before you get the baby)
inside_inn_give_baby_before_message:
.byte "You have no baby nor any",13
.byte "immediate prospects.",0
; +5 POINTS
; + give/use baby (by desk)
inside_inn_give_baby_message:
.byte 34,"Well lookit that little guy!",34," says the Innkeeper. ",34,"You want a treat, do ya? What do babies like?",34," He fishes around in his pockets.",0
inside_inn_give_baby2_message:
.byte 34,"Um, how bout my medication!",34," You grab the bottle of pills before he can force them on the baby. ",34,"Hey, those were for him!",34,0
; + give baby (when you already have the pills)
; + give/use baby (when you already have the pills)
inside_inn_give_baby_already_message:
.byte "You already milked that fogey for all the pills he's worth.",0
; + get a room (without robe)
; + get a room (without robe) (do you need to be wearing it?)
inside_inn_get_room_no_robe_message:
.byte 34,"I only serve peasants",13
.byte "here, fancypants!",34," barks",13
.byte "the old guy. ",34,"Where's your",13
@ -44,10 +111,50 @@
; +3 POINTS
; + get room (with robe)
inside_inn_get_room_message:
.byte 34,"Okay, youngster,",34," says the decrepit old person. ",34,"Just bed on down for the night and I'm sure I'll remember to collect the fee come morning.",34,0
inside_inn_get_room2_message:
.byte "Night falls like a bad power point presentation.",0
inside_inn_get_room3_message:
.byte "What an uncomfortable bed! You sleep for maybe 20 minutes before the extreme pain in your spine forces you to get up.",0
; + get paper
inside_inn_get_paper_message:
.byte "Naw, it might be important",13
.byte "to that wrinkly old loon.",0
; + get painting ; WIKI IS WRONG
inside_inn_get_painting_message:
.byte "Weird. It's actually just",13
.byte "painted right onto the",13
.byte "wall. Like, the frame and",13
.byte "everything.",0
; + get rug
inside_inn_get_rug_message:
.byte "You're not touching that",13
.byte "thing. Too many",13
.byte "questionable stains on it.",0
; + get doing-sproings
inside_inn_get_doing_message:
.byte "That's the worst thing",13
.byte "anyone has ever tried to",13
.byte "type in this game. Ever.",0
; + get pillow
inside_inn_get_pillow_message:
.byte "Not a chance. There's even",13
.byte "more questionable stains",13
.byte "on that pillow than there",13
.byte "are on that rug.",0
; + get bell
inside_inn_get_bell_message:
.byte "You can't. It looks like",13
.byte "it's been somehow olded to",13
.byte "the desk.",0
; + get a room (when on fire)
.byte 34,"Board of Peasant Health says I can't serve any folk that's on fire. Nothing personal. Well, I mean, I don't like you much anyway.",34,0
@ -56,8 +163,8 @@
.byte "You reach way up to the top shelf.",0
.byte "Oh great! Now you can't see a thing and your head is covered in highly flammable horse grease. You better get out of here before that disgusting old man comes back.",0
; + get bell (after getting a room)
.byte "You can't. It looks like it's been somehow olded to the desk.",0
; + get pot (if you already have it)
.byte "You already have a nice greasy swab of it on the corner of your hood.",0
; + get candle (at night)
.byte "It seems like you should be able to do that, doesn't it? Sorry. No dice.",0
@ -65,57 +172,43 @@
; + get grease (at night, already have it)
.byte "You already have a nice greasy swab of it on the corner of your hood.",0
; + get old man rub (in the inn ?? when)
; + get old man rub (in the inn ?? when) (after getting pills?)
.byte "You disgust me.",0
; + get paper
.byte "Naw, it might be important",13
.byte "to that wrinkly old loon.",0
; + get painting ; WIKI IS WRONG
.byte "Weird. It's actually just",13
.byte "painted right onto the",13
.byte "wall. Like, the frame and",13
.byte "everything.",0
; + get pot (if you already have it)
.byte "You already have a nice greasy swab of it on the corner of your hood.",0
; + get rug
.byte "You're not touching that",13
.byte "thing. Too many",13
.byte "questionable stains on it.",0
; + (exiting inn with pot on head)
.byte "Phew! You discard the big black pot and wipe the horse grease from your eyes. The hood of your robe is still covered in highly flammable horse grease, though.",0
; + ask about fire
inside_inn_ask_about_fire_message:
.byte 34,"I've always preferred",13
.byte "being on fire at night.",13
.byte "Looks prettier and keeps",13
.byte "the butterflies away.",34,0
; + ask about naked ned
inside_inn_ask_about_ned_message:
.byte 34,"He used to be such a nice,",13
.byte "clothed young man. Wonder",13
.byte "what he's done with all his",13
.byte "old clothes?",34,0
; + ask about robe
inside_inn_ask_about_robe_message:
.byte 34,"I wear my robe hood-down",13
.byte "so it's easier to trim my",13
.byte "ear hairs. If you need a",13
.byte "robe, maybe try someone",13
.byte "that's not using theirs.",34,0
; + ask about smell
inside_inn_ask_about_smell_message:
.byte 34,"Well, if you don't stink,",13
.byte "maybe find something that",13
.byte "does and wear it. Like a",13
.byte "dead carcass or summat.",34,0
; + ask about trogdor
inside_inn_ask_about_trogdor_message:
.byte 34,"Are you talking about that",13
.byte "young green boy that lives",13
.byte "up the street? He's always",13
@ -123,10 +216,12 @@
.byte "eating my customers.",34,0
; + ask about (unknown)
inside_inn_ask_about_unknown_message:
.byte 34,"I don't know nothing about",13
.byte "no whatever you just said.",34,0
; + ring bell
inside_inn_ring_bell_message:
.byte "Instead of ringing or",13
.byte "dinging, it just goes",13
.byte "'DUNG.'",0
@ -135,73 +230,16 @@
.byte "It seems like you should be able to do that, doesn't it? Sorry. No dice.",0
; + open door (before getting room)
inside_inn_open_door_message:
.byte 34,"That's the pantry,",34," says",13
.byte "the Innkeeper. ",34,"Employees",13
.byte "only.",34,0
; + sleep/sleep on bed (man is there)
; + get bed, sleep/sleep on bed (man is there)
inside_inn_get_bed_message:
inside_inn_sleep_bed_message:
.byte "You probably want to talk",13
.byte "to that stinky old guy over",13
.byte "there about that.",0
; + get doing-sproings
.byte "That's the worst thing",13
.byte "anyone has ever tried to",13
.byte "type in this game. Ever.",0
; + get pillow
.byte "Not a chance. There's even",13
.byte "more questionable stains",13
.byte "on that pillow than there",13
.byte "are on that rug.",0
; + look man
.byte "He's an older peasant with",13
.byte "big cotton swabs stuffed up",13
.byte "his nose. Oh wait. Those",13
.byte "are nose hairs. Grody.",0
; + look painting
.byte "It's a painting of dogs",13
.byte "playing 'Magic: The",13
.byte "Nerdening.'",0
; + look paper
.byte "It says, ",34,"Note to self:",13
.byte "Wave arms wildly!",34,0
; + look pillow
.byte "If you sleep in that bed,",13
.byte "you're NOT putting your",13
.byte "head on that nasty pillow.",0
; + look pot (after getting a room)
.byte "It's full of horse grease. I guess that sounds useful.",0
; + look rug
.byte "Maybe that used to be a",13
.byte "magic carpet. But it's sure",13
.byte "a cat pee-stained carpet",13
.byte "now.",0
; + look bed
.byte "Is that just a fitted sheet",13
.byte "over a slab of concrete?",0
; + look bell
.byte "Tis broked.",0
; + look candle (after getting a room)
.byte "That candle's not at all on fire.",0
; + look desk (man there)
.byte "There's a broken bell and",13
.byte "a piece of parchment on",13
.byte "there. And some crazy old",13
.byte "guy behind it.",0
; + look desk (night?)
.byte "There's a broken bell and",13
.byte "a piece of parchment on",13
.byte "there.",0

View File

@ -185,5 +185,10 @@ NOUN_WISH = 104
NOUN_ARMS = 105
NOUN_GOLD = 106
NOUN_MONEY = 107
NOUN_CARPET = 108
NOUN_BED = 109
NOUN_MATTRESS = 110
NOUN_PARCHMENT = 111
;
NOUN_UNKNOWN = 108
NOUN_UNKNOWN = 112