; 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 $D000 lda #inn_text_zx02 sta zx_src_h+1 lda #$D0 jsr zx02_full_decomp ; 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 priority lda MAP_LOCATION sec sbc #LOCATION_BASE tax lda map_priority_low,X sta zx_src_l+1 lda map_priority_hi,X sta zx_src_h+1 lda #$20 jsr zx02_full_decomp jsr gr_copy_to_page1 ;===================== ; 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 zx_src_l+1 lda map_backgrounds_hi,X sta zx_src_h+1 lda #$20 jsr zx02_full_decomp jsr hgr_copy ; put peasant text 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 ;=========================== ;=========================== ;=========================== ; main loop ;=========================== ;=========================== ;=========================== game_loop: ;======================== ; move the peasant jsr move_peasant ;======================== ; draw the peasant jsr draw_peasant ;======================== ; increment the frame inc FRAME ;======================== ; check the keyboard 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 ; jsr finish_parse_message ; jmp done_trinket_message ;after_trinket_message: ; ldx #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: ; NOTE: check for load from savegame if modify game state rts .include "move_peasant.s" .include "draw_peasant.s" .include "gr_copy.s" .include "hgr_copy.s" .include "new_map_location.s" .include "keyboard.s" .include "wait.s" .include "wait_a_bit.s" .include "graphics_inn/graphics_inn.inc" .include "graphics_inn/priority_inn.inc" map_backgrounds_low: .byte inside_inn_zx02 map_priority_low: .byte inside_inn_priority_zx02 verb_tables_low: .byte inside_inn_verb_table inn_text_zx02: .incbin "DIALOG_INN.ZX02" .include "inn_actions.s"