dos33fsprogs/games/peasant/cliff.s

297 lines
4.1 KiB
ArmAsm

; Peasant's Quest
; Cliff
; Cliff base, cliff heights, trogdor outer
; by Vince `deater` Weaver vince@deater.net
.include "hardware.inc"
.include "zp.inc"
.include "qload.inc"
.include "inventory.inc"
.include "parse_input.inc"
LOCATION_BASE = LOCATION_CLIFF_BASE ; (20)
cliff_base:
lda #0
sta LEVEL_OVER
sta FRAME
jsr hgr_make_tables
; jsr hgr2
; decompress dialog to $D000
lda #<cliff_text_zx02
sta zx_src_l+1
lda #>cliff_text_zx02
sta zx_src_h+1
lda #$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
; local verb table
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 to $400
; indirectly as we can't trash screen holes
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 ; temporarily load to $2000
jsr zx02_full_decomp
; copy to $400
jsr gr_copy_to_page1
;=====================
; load bg
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 OUTL
lda #>peasant_text
sta OUTH
jsr hgr_put_string
; put score
jsr print_score
;===========================
;===========================
;===========================
; main loop
;===========================
;===========================
;===========================
game_loop:
;===================
; move peasant
jsr move_peasant
;=====================
; always draw peasant
jsr draw_peasant
;=====================
; increment frame
inc FRAME
;======================
; check keyboard
jsr check_keyboard
lda LEVEL_OVER
bmi oops_new_location
bne level_over
; delay
lda #200
jsr wait
jmp game_loop
oops_new_location:
; new location but same file
lda MAP_LOCATION
cmp #LOCATION_CLIFF_HEIGHTS
bne not_the_cliff
lda PREVIOUS_LOCATION
cmp #LOCATION_TROGDOR_OUTER
beq to_cliff_from_outer
to_cliff_from_cliff:
lda #18
sta PEASANT_X
lda #140
sta PEASANT_Y
bne not_the_cliff ; bra
to_cliff_from_outer:
lda #32
sta PEASANT_X
lda #120
sta PEASANT_Y
bne not_the_cliff ; bra
not_the_cliff:
lda MAP_LOCATION
cmp #LOCATION_TROGDOR_OUTER
bne not_outer
lda #2
sta PEASANT_X
lda #100
sta PEASANT_Y
not_outer:
just_go_there:
jmp new_location
;************************
; exit level
;************************
level_over:
cmp #NEW_FROM_LOAD ; see if loading save game
beq exiting_cliff
; new location
; in theory this can only be TROGDOR
lda #4
sta PEASANT_X
lda #170
sta PEASANT_Y
lda #0
sta PEASANT_XADD
sta PEASANT_YADD
exiting_cliff:
rts
.include "draw_peasant.s"
.include "move_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 "version.inc"
.include "graphics_cliff/cliff_graphics.inc"
.include "graphics_cliff/priority_cliff.inc"
map_backgrounds_low:
.byte <cliff_base_zx02
.byte <cliff_heights_zx02
.byte <outer_zx02
map_backgrounds_hi:
.byte >cliff_base_zx02
.byte >cliff_heights_zx02
.byte >outer_zx02
map_priority_low:
.byte <cliff_base_priority_zx02
.byte <cliff_heights_priority_zx02
.byte <outer_priority_zx02
map_priority_hi:
.byte >cliff_base_priority_zx02
.byte >cliff_heights_priority_zx02
.byte >outer_priority_zx02
verb_tables_low:
.byte <cliff_base_verb_table
.byte <cliff_heights_verb_table
.byte <cave_outer_verb_table
verb_tables_hi:
.byte >cliff_base_verb_table
.byte >cliff_heights_verb_table
.byte >cave_outer_verb_table
cliff_text_zx02:
.incbin "DIALOG_CLIFF.ZX02"
.include "cliff_actions.s"