dos33fsprogs/games/peasant/inside.s

424 lines
6.6 KiB
ArmAsm

; Peasant's Quest
; Inside Graphics
; inside lady cottage, inside ned cottage, hidden glen
; 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_HIDDEN_GLEN ; index starts here (24)
inside:
lda #0
sta LEVEL_OVER
sta FRAME
jsr hgr_make_tables ; necessary?
; jsr hgr2 ; necessary?
; decompress dialog to $D000
lda #<inside_text_zx02
sta zx_src_l+1
lda #>inside_text_zx02
sta zx_src_h+1
lda #$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 to $400
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 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
;============================
;============================
;============================
; main loop
;============================
;============================
;============================
game_loop:
;=====================
; move peasant
jsr move_peasant
;=====================
; always draw peasant
jsr draw_peasant
;=====================
; increment frame
inc FRAME
;=====================
; check keyboard
jsr check_keyboard
;=====================
; level specific
;=====================
lda MAP_LOCATION
cmp #LOCATION_INSIDE_LADY
beq inside_lady_cottage
cmp #LOCATION_HIDDEN_GLEN
beq inside_hidden_glen
cmp #LOCATION_INSIDE_NN
beq inside_nn_cottage
jmp skip_level_specific
inside_nn_cottage:
; check if leaving
lda PEASANT_Y
cmp #$95
bcc skip_level_specific
; put outside door
lda #13
sta PEASANT_X
lda #$71
sta PEASANT_Y
; stop walking
lda #0
sta PEASANT_XADD
sta PEASANT_YADD
; move back
lda #LOCATION_OUTSIDE_NN
jsr update_map_location
jmp skip_level_specific
inside_lady_cottage:
; 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 #$17
sta PEASANT_X
lda #$7D
sta PEASANT_Y
; stop walking
lda #0
sta PEASANT_XADD
sta PEASANT_YADD
; move back
lda #LOCATION_OUTSIDE_LADY
jsr update_map_location
jmp skip_level_specific
inside_hidden_glen:
;=====================================
; check if in line of Dongolev's arrow
; first check if he's there
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
bne skip_level_specific
; check if in range
lda PEASANT_Y
cmp #$54
bne skip_level_specific
; oops we're getting shot
ldx #<hidden_glen_walk_in_way_message
ldy #>hidden_glen_walk_in_way_message
jsr partial_message_step
ldx #<hidden_glen_walk_in_way_message2
ldy #>hidden_glen_walk_in_way_message2
jsr partial_message_step
ldx #<hidden_glen_walk_in_way_message3
ldy #>hidden_glen_walk_in_way_message3
jsr partial_message_step
; this kills you
lda #LOAD_GAME_OVER
sta WHICH_LOAD
lda #NEW_FROM_DISK
sta LEVEL_OVER
jmp skip_level_specific
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:
cmp #NEW_FROM_LOAD ; skip ahead if load from disk
beq really_level_over
lda MAP_LOCATION
cmp #LOCATION_OUTSIDE_INN
bne really_level_over
; be sure we're in range
lda PEASANT_X
cmp #6
bcc really_level_over ; fine
cmp #18
bcc to_left
cmp #30
bcc to_right
really_level_over:
rts
to_right:
lda #31
sta PEASANT_X
rts
to_left:
lda #5
sta PEASANT_X
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_inside/graphics_inside.inc"
.include "graphics_inside/priority_inside.inc"
map_backgrounds_low:
.byte <hidden_glen_zx02 ; 24 -- hidden glen
.byte <inside_cottage_zx02 ; 25 -- inside lady cottage
.byte <inside_nn_zx02 ; 26 -- inside ned cottage
map_backgrounds_hi:
.byte >hidden_glen_zx02 ; 24 -- hidden glen
.byte >inside_cottage_zx02 ; 25 -- inside lady cottage
.byte >inside_nn_zx02 ; 26 -- inside ned cottage
map_priority_low:
.byte <hidden_glen_priority_zx02 ; 24 -- hidden glen
.byte <inside_cottage_priority_zx02 ; 25 -- inside lady cottage
.byte <inside_nn_priority_zx02 ; 26 -- inside ned cottage
map_priority_hi:
.byte >hidden_glen_priority_zx02 ; 24 -- hidden glen
.byte >inside_cottage_priority_zx02 ; 25 -- inside lady cottage
.byte >inside_nn_priority_zx02 ; 26 -- inside ned cottage
verb_tables_low:
.byte <hidden_glen_verb_table ; 24 -- hidden glen
.byte <inside_cottage_verb_table ; 25 -- inside lady cottage
.byte <inside_nn_verb_table ; 26 -- inside ned cottage
verb_tables_hi:
.byte >hidden_glen_verb_table ; 24 -- hidden glen
.byte >inside_cottage_verb_table ; 25 -- inside lady cottage
.byte >inside_nn_verb_table ; 26 -- inside ned cottage
inside_text_zx02:
.incbin "DIALOG_INSIDE.ZX02"
.include "inside_actions.s"