dos33fsprogs/games/monkey/monkey_mansion_path.s

181 lines
2.6 KiB
ArmAsm

; stuff regarding path to mansion
; if x<4 goto MONKEY_MANSION
; if x>29 goto MONKEY_CHURCH
mansion_path_check_exit:
lda GUYBRUSH_X
cmp #10
bcc mansion_path_to_mansion
cmp #29
bcs mansion_path_to_church
bcc mansion_path_no_exit
mansion_path_to_mansion:
lda #MONKEY_MANSION
sta LOCATION
lda #34
sta GUYBRUSH_X
sta DESTINATION_X
lda #20
sta GUYBRUSH_Y
sta DESTINATION_Y
lda #GUYBRUSH_BIG
sta GUYBRUSH_SIZE
jsr change_location
jmp mansion_path_no_exit
mansion_path_to_church:
lda #MONKEY_CHURCH
sta LOCATION
lda #5
sta GUYBRUSH_X
sta DESTINATION_X
lda #32
sta GUYBRUSH_Y
sta DESTINATION_Y
lda #GUYBRUSH_SMALL
sta GUYBRUSH_SIZE
jsr change_location
jmp mansion_path_no_exit
mansion_path_no_exit:
rts
;==========================
;==========================
; mansion_path adjust destination
;==========================
;==========================
mansion_path_adjust_destination:
; just make Y always 20
mh_check_y:
; if x < 28, Y must be between 16 and 18
; if x < 35, Y must be between 8 and 28
mh_y_too_small:
lda GUYBRUSH_Y
sta DESTINATION_Y
done_mh_adjust:
rts
;draw_house:
; lda #<wall_sprite
; sta INL
; lda #>wall_sprite
; sta INH
; lda #18
; sta XPOS
; lda #22
; sta YPOS
; jsr put_sprite_crop
; rts
;house_sprite:
;=========================
mansion_path_check_bounds:
;=========================
; 11 < x < 12, Y=10
; 12 < x < 13, Y=12
; 13 < x < 17, Y=14
; x==17 Y=18
; x==18 Y=20
; x==19 Y=22
; else Y=24
lda GUYBRUSH_X
cmp #13
bcc mp_set_12
cmp #17
bcc mp_set_14
beq mp_set_18
cmp #18
beq mp_set_20
cmp #19
beq mp_set_22
lda #24
bcs done_mansion_path_check_bounds
mp_set_12:
lda #12
bne done_mansion_path_check_bounds
mp_set_14:
lda #14
bne done_mansion_path_check_bounds
mp_set_18:
lda #18
bne done_mansion_path_check_bounds
mp_set_20:
lda #20
bne done_mansion_path_check_bounds
mp_set_22:
lda #22
bne done_mansion_path_check_bounds
done_mansion_path_check_bounds:
sta GUYBRUSH_Y
sta DESTINATION_Y
rts
;=============================
town_action:
town_nothing:
lda #VERB_WALK
sta CURRENT_VERB
rts
;=============================
mansion_action:
lda CURRENT_VERB
asl
tay
lda mansion_actions,Y
cmp #$ff
beq mansion_nothing
sta MESSAGE_L
lda mansion_actions+1,Y
sta MESSAGE_H
jmp do_display_message
mansion_nothing:
lda #VERB_WALK
sta CURRENT_VERB
rts
mansion_actions:
.word $FFFF ; give
.word doesnt_open ; open
.word doesnt_work ; close
.word cant_pick_up ; pick_up
.word not_special ; look_at
.word $FFFF ; talk_to
.word for_what ; use
.word icant_move ; push
.word icant_move ; pull