; 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 $D000 lda #inn_text_lzsa sta getsrc_smc+2 lda #$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 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 ; 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: rts .include "draw_peasant.s" .include "gr_copy.s" .include "new_map_location.s" .include "peasant_move.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" ;.include "score.s" map_backgrounds_low: .byte inside_inn_lzsa map_priority_low: .byte inside_inn_priority_lzsa verb_tables_low: .byte inside_inn_verb_table inn_text_lzsa: .incbin "DIALOG_INN.LZSA" .include "inn_actions.s"