dos33fsprogs/games/peasant/inside_actions.s

1073 lines
22 KiB
ArmAsm

.include "tokens.inc"
;=======================
;=======================
;=======================
; Hidden Glen
;=======================
;=======================
;=======================
hidden_glen_verb_table:
.byte VERB_SAY
.word hidden_glen_say-1
.byte VERB_TALK
.word hidden_glen_talk-1
.byte VERB_HALDO
.word hidden_glen_haldo-1
.byte VERB_GET
.word hidden_glen_get-1
.byte VERB_TAKE
.word hidden_glen_get-1
.byte VERB_CLIMB
.word hidden_glen_climb-1
.byte VERB_JUMP
.word hidden_glen_climb-1
.byte VERB_LOOK
.word hidden_glen_look-1
.byte 0
;=================
; say
;=================
hidden_glen_say:
; only say HALDO. Wastes noun slot
lda CURRENT_NOUN
cmp #NOUN_HALDO
beq hidden_glen_say_haldo
jmp parse_common_unknown
;=================
; haldo
;=================
hidden_glen_haldo:
lda CURRENT_NOUN
cmp #NOUN_NONE
beq hidden_glen_say_haldo
jmp parse_common_unknown
;=================
; haldo
hidden_glen_say_haldo:
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
beq hidden_glen_say_haldo_dongolev_there
hidden_glen_say_haldo_no_dongolev:
ldx #<hidden_glen_say_haldo_no_dongolev_message
ldy #>hidden_glen_say_haldo_no_dongolev_message
jmp finish_parse_message
hidden_glen_say_haldo_dongolev_there:
; check if talked to mendelev first
lda GAME_STATE_0
and #TALKED_TO_MENDELEV
beq hidden_glen_say_haldo_skip_mendelev
hidden_glen_say_haldo_hooray:
; add 3 points to score
lda #3
jsr score_points
; set that we talked to him
lda GAME_STATE_0
ora #HALDO_TO_DONGOLEV
sta GAME_STATE_0
ldx #<hidden_glen_say_haldo_message
ldy #>hidden_glen_say_haldo_message
jmp finish_parse_message
hidden_glen_say_haldo_skip_mendelev:
ldx #<hidden_glen_say_haldo_skip_mendelev_message
ldy #>hidden_glen_say_haldo_skip_mendelev_message
jmp finish_parse_message
;=================
; look
;=================
hidden_glen_look:
lda CURRENT_NOUN
cmp #NOUN_BUSH
beq hidden_glen_look_at_bushes
cmp #NOUN_ARROW
beq hidden_glen_look_at_arrow
cmp #NOUN_FENCE
beq hidden_glen_look_at_fence
cmp #NOUN_TREE
beq hidden_glen_look_at_tree
cmp #NOUN_ARCHER
beq hidden_glen_look_at_archer
cmp #NOUN_DONGOLEV
beq hidden_glen_look_at_archer
cmp #NOUN_NONE
beq hidden_glen_look_at
jmp parse_common_look
;=================
; look
hidden_glen_look_at:
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
beq hidden_glen_look_at_dongolev_yes
hidden_glen_look_at_dongolev_no:
ldx #<hidden_glen_look_no_dongolev_message
ldy #>hidden_glen_look_no_dongolev_message
jmp finish_parse_message
hidden_glen_look_at_dongolev_yes:
ldx #<hidden_glen_look_message
ldy #>hidden_glen_look_message
jmp finish_parse_message
;=============
; look at archer
hidden_glen_look_at_archer:
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
beq hidden_glen_look_at_archer_dongolev_yes
hidden_glen_look_at_archer_dongolev_no:
jmp parse_common_look
hidden_glen_look_at_archer_dongolev_yes:
ldx #<hidden_glen_look_at_archer_message
ldy #>hidden_glen_look_at_archer_message
jmp finish_parse_message
;=============
; look at arrow
hidden_glen_look_at_arrow:
lda INVENTORY_1
and #INV1_ARROW
beq hidden_glen_look_at_arrow_arrow_no
hidden_glen_look_at_arrow_arrow_yes:
jmp parse_common_look
hidden_glen_look_at_arrow_arrow_no:
ldx #<hidden_glen_look_at_arrow_message
ldy #>hidden_glen_look_at_arrow_message
jmp finish_parse_message
;===============
; look at bushes
hidden_glen_look_at_bushes:
ldx #<hidden_glen_look_at_bushes_message
ldy #>hidden_glen_look_at_bushes_message
jmp finish_parse_message
;==============
; look at fence
hidden_glen_look_at_fence:
ldx #<hidden_glen_look_at_fence_message
ldy #>hidden_glen_look_at_fence_message
jmp finish_parse_message
;==============
; look at tree
hidden_glen_look_at_tree:
ldx #<hidden_glen_look_at_tree_message
ldy #>hidden_glen_look_at_tree_message
jmp finish_parse_message
;=================
; climb
;=================
hidden_glen_climb:
lda CURRENT_NOUN
cmp #NOUN_TREE
beq hidden_glen_climb_tree
cmp #NOUN_FENCE
beq hidden_glen_climb_fence
jmp parse_common_unknown
hidden_glen_climb_tree:
ldx #<hidden_glen_climb_tree_message
ldy #>hidden_glen_climb_tree_message
jmp finish_parse_message
hidden_glen_climb_fence:
ldx #<hidden_glen_climb_fence_message
ldy #>hidden_glen_climb_fence_message
jmp finish_parse_message
;=================
; get
;=================
hidden_glen_get:
lda CURRENT_NOUN
cmp #NOUN_ARROW
beq hidden_glen_get_arrow
jmp parse_common_get
hidden_glen_get_arrow:
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
bne hidden_glen_get_arrow_dongolev_gone
hidden_glen_get_arrow_dongolev_shooting:
; walk on over
ldx #<hidden_glen_active_range_message
ldy #>hidden_glen_active_range_message
jsr partial_message_step
; this kills you
lda #LOAD_GAME_OVER
sta WHICH_LOAD
lda #NEW_FROM_DISK
sta LEVEL_OVER
ldx #<hidden_glen_active_range_message2
ldy #>hidden_glen_active_range_message2
jsr partial_message_step
ldx #<hidden_glen_active_range_message3
ldy #>hidden_glen_active_range_message3
jmp finish_parse_message
hidden_glen_get_arrow_dongolev_gone:
; see if already have arrow
lda INVENTORY_1
and #INV1_ARROW
beq hidden_glen_yes_get_arrow
; see if have arrow but it is gone
lda INVENTORY_1_GONE
and #INV1_ARROW
bne hidden_glen_get_another
hidden_glen_all_full_up:
ldx #<hidden_glen_get_arrow_full_message
ldy #>hidden_glen_get_arrow_full_message
jmp finish_parse_message
hidden_glen_get_another:
ldx #<hidden_glen_get_arrow_another_message
ldy #>hidden_glen_get_arrow_another_message
jmp finish_parse_message
hidden_glen_yes_get_arrow:
; add 2 points to score
lda #2
jsr score_points
; get arrow
lda INVENTORY_1
ora #INV1_ARROW
sta INVENTORY_1
ldx #<hidden_glen_get_arrow_message
ldy #>hidden_glen_get_arrow_message
jmp finish_parse_message
;=================
; talk
;=================
hidden_glen_talk:
; only say HALDO. Wastes noun slot
lda CURRENT_NOUN
cmp #NOUN_ARCHER
beq hidden_glen_talk_archer
cmp #NOUN_DONGOLEV
beq hidden_glen_talk_archer
cmp #NOUN_NONE
beq hidden_glen_talk_archer
jmp parse_common_talk
hidden_glen_talk_archer:
lda GAME_STATE_0
and #HALDO_TO_DONGOLEV
beq hidden_glen_talk_archer_there
jmp parse_common_talk
hidden_glen_talk_archer_there:
ldx #<hidden_glen_talk_archer_message
ldy #>hidden_glen_talk_archer_message
jmp finish_parse_message
;=======================
;=======================
;=======================
; Inside Lady Cottage
;=======================
;=======================
;=======================
inside_cottage_verb_table:
.byte VERB_LOOK
.word inside_cottage_look-1
.byte VERB_TALK
.word inside_cottage_talk-1
.byte VERB_GET
.word inside_cottage_get-1
.byte VERB_TAKE
.word inside_cottage_get-1
.byte VERB_STEAL
.word inside_cottage_get-1
.byte VERB_GIVE
.word inside_cottage_give-1
.byte VERB_ASK
.word inside_cottage_ask-1
.byte VERB_SLEEP
.word inside_cottage_sleep-1
.byte 0
;=================
; give
;=================
inside_cottage_give:
lda CURRENT_NOUN
cmp #NOUN_RICHES
beq inside_cottage_give_riches
cmp #NOUN_TRINKET
beq inside_cottage_give_trinket
lda GAME_STATE_0
and #LADY_GONE
bne default_nolady
ldx #<inside_cottage_give_default_message
ldy #>inside_cottage_give_default_message
jmp finish_parse_message
default_nolady:
jmp parse_common_give
inside_cottage_give_riches:
lda INVENTORY_2_GONE
and #INV2_RICHES
bne inside_cottage_give_riches_already
lda INVENTORY_2
and #INV2_RICHES
beq inside_cottage_give_riches_notyet
; Give the riches
ldx #<inside_cottage_give_riches_message
ldy #>inside_cottage_give_riches_message
jsr partial_message_step
; add 5 points to score
lda #5
jsr score_points
; get baby
lda INVENTORY_1
ora #INV1_BABY
sta INVENTORY_1
ldx #<inside_cottage_give_riches2_message
ldy #>inside_cottage_give_riches2_message
jmp finish_parse_message
inside_cottage_give_riches_notyet:
ldx #<inside_cottage_give_riches_notyet_message
ldy #>inside_cottage_give_riches_notyet_message
jmp finish_parse_message
inside_cottage_give_riches_already:
ldx #<inside_cottage_give_riches_already_message
ldy #>inside_cottage_give_riches_already_message
jmp finish_parse_message
inside_cottage_give_trinket:
lda INVENTORY_2
and #INV2_TRINKET
beq inside_cottage_give_trinket_nothave
; Give the trinket
inside_cottage_give_the_trinket:
ldx #<inside_cottage_give_trinket_message
ldy #>inside_cottage_give_trinket_message
jmp finish_parse_message
inside_cottage_give_trinket_nothave:
lda GAME_STATE_0
and #LADY_GONE
bne inside_cottage_give_trinket_nolady
ldx #<inside_cottage_give_trinket_nohave_message
ldy #>inside_cottage_give_trinket_nohave_message
jsr partial_message_step
ldx #<inside_cottage_give_trinket_nohave2_message
ldy #>inside_cottage_give_trinket_nohave2_message
jmp finish_parse_message
inside_cottage_give_trinket_nolady:
ldx #<inside_cottage_give_trinket_nolady_message
ldy #>inside_cottage_give_trinket_nolady_message
jmp finish_parse_message
;=================
; get/take/steal
;=================
inside_cottage_get:
lda CURRENT_NOUN
cmp #NOUN_FEED
beq inside_cottage_get_feed
cmp #NOUN_BABY
beq inside_cottage_get_baby
cmp #NOUN_CHAIR
beq inside_cottage_get_chair
cmp #NOUN_GOLD
beq inside_cottage_get_gold
cmp #NOUN_MONEY
beq inside_cottage_get_gold
cmp #NOUN_HAY
beq inside_cottage_get_hay
cmp #NOUN_FOOD
beq inside_cottage_get_food
cmp #NOUN_STUFF
beq inside_cottage_get_food
cmp #NOUN_PILLOW
beq inside_cottage_get_pillow
jmp parse_common_get
inside_cottage_get_feed:
lda INVENTORY_1
and #INV1_CHICKEN_FEED
bne inside_cottage_get_feed_already
lda INVENTORY_1_GONE
and #INV1_CHICKEN_FEED
bne inside_cottage_get_feed_already
; get the feed
lda INVENTORY_1
ora #INV1_CHICKEN_FEED
sta INVENTORY_1
; add 1 point to score
lda #1
jsr score_points
ldx #<inside_cottage_get_feed_message
ldy #>inside_cottage_get_feed_message
jmp finish_parse_message
inside_cottage_get_feed_already:
ldx #<inside_cottage_get_feed_already_message
ldy #>inside_cottage_get_feed_already_message
jmp finish_parse_message
inside_cottage_get_baby:
lda GAME_STATE_0
and #LADY_GONE
beq inside_cottage_get_baby_notgone
jmp parse_common_get
inside_cottage_get_baby_notgone:
ldx #<inside_cottage_get_baby_message
ldy #>inside_cottage_get_baby_message
jmp finish_parse_message
inside_cottage_get_chair:
lda GAME_STATE_0
and #LADY_GONE
beq inside_cottage_get_chair_notgone
ldx #<inside_cottage_get_chair_gone_message
ldy #>inside_cottage_get_chair_gone_message
jmp finish_parse_message
inside_cottage_get_chair_notgone:
ldx #<inside_cottage_get_chair_message
ldy #>inside_cottage_get_chair_message
jmp finish_parse_message
inside_cottage_get_gold:
ldx #<inside_cottage_get_gold_message
ldy #>inside_cottage_get_gold_message
jmp finish_parse_message
inside_cottage_get_hay:
ldx #<inside_cottage_get_hay_message
ldy #>inside_cottage_get_hay_message
jmp finish_parse_message
inside_cottage_get_food:
ldx #<inside_cottage_get_food_message
ldy #>inside_cottage_get_food_message
jmp finish_parse_message
inside_cottage_get_pillow:
ldx #<inside_cottage_get_pillow_message
ldy #>inside_cottage_get_pillow_message
jmp finish_parse_message
;=================
; talk
;=================
inside_cottage_talk:
lda CURRENT_NOUN
cmp #NOUN_BABY
beq inside_cottage_talk_baby
cmp #NOUN_PEASANT
beq inside_cottage_talk_lady
cmp #NOUN_LADY
beq inside_cottage_talk_lady
cmp #NOUN_WOMAN
beq inside_cottage_talk_lady
cmp #NOUN_NONE
beq inside_cottage_talk_lady
jmp parse_common_talk
inside_cottage_talk_lady:
lda GAME_STATE_0
and #LADY_GONE
bne inside_cottage_look_at_lady_gone
ldx #<inside_cottage_talk_lady_message
ldy #>inside_cottage_talk_lady_message
jsr partial_message_step
ldx #<inside_cottage_talk_lady2_message
ldy #>inside_cottage_talk_lady2_message
jmp finish_parse_message
inside_cottage_talk_lady_gone:
ldx #<inside_cottage_talk_lady_gone_message
ldy #>inside_cottage_talk_lady_gone_message
jmp finish_parse_message
inside_cottage_talk_baby:
ldx #<inside_cottage_talk_baby_message
ldy #>inside_cottage_talk_baby_message
jmp finish_parse_message
;=================
; look
;=================
inside_cottage_look:
lda CURRENT_NOUN
cmp #NOUN_BABY
beq inside_cottage_look_at_baby
cmp #NOUN_CHAIR
beq inside_cottage_look_at_chair
cmp #NOUN_FEED
beq inside_cottage_look_at_feed
cmp #NOUN_HAY
beq inside_cottage_look_at_hay
cmp #NOUN_PEASANT
beq inside_cottage_look_at_lady
cmp #NOUN_LADY
beq inside_cottage_look_at_lady
cmp #NOUN_WOMAN
beq inside_cottage_look_at_lady
cmp #NOUN_PILLOW
beq inside_cottage_look_at_pillow
cmp #NOUN_SHELF
beq inside_cottage_look_at_shelf
cmp #NOUN_NONE
beq inside_cottage_look_at
jmp parse_common_look
inside_cottage_look_at_shelf:
ldx #<inside_cottage_look_at_shelf_message
ldy #>inside_cottage_look_at_shelf_message
jmp finish_parse_message
inside_cottage_look_at_pillow:
ldx #<inside_cottage_look_at_pillow_message
ldy #>inside_cottage_look_at_pillow_message
jmp finish_parse_message
inside_cottage_look_at_lady:
lda GAME_STATE_0
and #LADY_GONE
bne inside_cottage_look_at_lady_gone
ldx #<inside_cottage_look_at_lady_message
ldy #>inside_cottage_look_at_lady_message
jmp finish_parse_message
inside_cottage_look_at_lady_gone:
ldx #<inside_cottage_look_at_lady_gone_message
ldy #>inside_cottage_look_at_lady_gone_message
jsr partial_message_step
ldx #<inside_cottage_look_at_lady_gone2_message
ldy #>inside_cottage_look_at_lady_gone2_message
jmp finish_parse_message
inside_cottage_look_at_hay:
ldx #<inside_cottage_look_at_hay_message
ldy #>inside_cottage_look_at_hay_message
jmp finish_parse_message
inside_cottage_look_at_feed:
ldx #<inside_cottage_look_at_feed_message
ldy #>inside_cottage_look_at_feed_message
jmp finish_parse_message
inside_cottage_look_at_chair:
ldx #<inside_cottage_look_at_chair_message
ldy #>inside_cottage_look_at_chair_message
jmp finish_parse_message
inside_cottage_look_at_baby:
lda GAME_STATE_0
and #LADY_GONE
beq inside_cottage_look_at_baby_there
; if baby/lady gone, call common code
jmp parse_common_look
inside_cottage_look_at_baby_there:
ldx #<inside_cottage_look_at_baby_message
ldy #>inside_cottage_look_at_baby_message
jmp finish_parse_message
inside_cottage_look_at:
lda GAME_STATE_0
and #LADY_GONE
bne inside_cottage_look_at_gone
ldx #<inside_cottage_look_at_message
ldy #>inside_cottage_look_at_message
jmp finish_parse_message
inside_cottage_look_at_gone:
ldx #<inside_cottage_look_at_gone_message
ldy #>inside_cottage_look_at_gone_message
jmp finish_parse_message
;=================
; ask about
;=================
inside_cottage_ask:
lda GAME_STATE_0
and #LADY_GONE
beq inside_cottage_ask_lady
jmp parse_common_ask
inside_cottage_ask_lady:
lda CURRENT_NOUN
cmp #NOUN_BABY
beq inside_cottage_ask_baby
cmp #NOUN_FIRE
beq inside_cottage_ask_fire
cmp #NOUN_JHONKA
beq inside_cottage_ask_jhonka
cmp #NOUN_NED
beq inside_cottage_ask_ned
cmp #NOUN_ROBE
beq inside_cottage_ask_robe
cmp #NOUN_SMELL
beq inside_cottage_ask_smell
cmp #NOUN_TROGDOR
beq inside_cottage_ask_trogdor
ldx #<inside_cottage_ask_unknown_message
ldy #>inside_cottage_ask_unknown_message
jmp finish_parse_message
inside_cottage_ask_baby:
ldx #<inside_cottage_ask_baby_message
ldy #>inside_cottage_ask_baby_message
jmp finish_parse_message
inside_cottage_ask_fire:
ldx #<inside_cottage_ask_fire_message
ldy #>inside_cottage_ask_fire_message
jsr partial_message_step
ldx #<inside_cottage_ask_fire2_message
ldy #>inside_cottage_ask_fire2_message
jsr partial_message_step
ldx #<inside_cottage_ask_fire3_message
ldy #>inside_cottage_ask_fire3_message
jmp finish_parse_message
inside_cottage_ask_jhonka:
ldx #<inside_cottage_ask_jhonka_message
ldy #>inside_cottage_ask_jhonka_message
jsr partial_message_step
ldx #<inside_cottage_ask_jhonka2_message
ldy #>inside_cottage_ask_jhonka2_message
jsr partial_message_step
ldx #<inside_cottage_ask_jhonka3_message
ldy #>inside_cottage_ask_jhonka3_message
jmp finish_parse_message
inside_cottage_ask_ned:
ldx #<inside_cottage_ask_ned_message
ldy #>inside_cottage_ask_ned_message
jmp finish_parse_message
inside_cottage_ask_robe:
ldx #<inside_cottage_ask_robe_message
ldy #>inside_cottage_ask_robe_message
jmp finish_parse_message
inside_cottage_ask_smell:
ldx #<inside_cottage_ask_smell_message
ldy #>inside_cottage_ask_smell_message
jsr partial_message_step
ldx #<inside_cottage_ask_smell2_message
ldy #>inside_cottage_ask_smell2_message
jmp finish_parse_message
inside_cottage_ask_trogdor:
ldx #<inside_cottage_ask_trogdor_message
ldy #>inside_cottage_ask_trogdor_message
jmp finish_parse_message
;=================
; sleep
;=================
inside_cottage_sleep:
ldx #<inside_cottage_sleep_message
ldy #>inside_cottage_sleep_message
jmp finish_parse_message
;=======================
;=======================
;=======================
; Inside Ned Cottage
;=======================
;=======================
;=======================
inside_nn_verb_table:
.byte VERB_LOOK
.word inside_nn_look-1
.byte VERB_OPEN
.word inside_nn_open-1
.byte VERB_CLOSE
.word inside_nn_close-1
.byte VERB_GET
.word inside_nn_get-1
.byte VERB_TAKE
.word inside_nn_take-1
.byte VERB_STEAL
.word inside_nn_steal-1
.byte 0
;================
; get
;================
inside_nn_get:
inside_nn_steal:
inside_nn_take:
lda CURRENT_NOUN
cmp #NOUN_ROBE
beq inside_nn_get_robe
cmp #NOUN_DRESSER
beq inside_nn_get_dresser
cmp #NOUN_DRAWER
beq inside_nn_get_drawer
cmp #NOUN_BROOM
beq inside_nn_get_broom
; else "probably wish" message
jmp parse_common_get
inside_nn_get_robe:
; first see if drawer closed
lda GAME_STATE_2
and #DRESSER_OPEN
beq inside_nn_get_robe_drawer_closed
; next see if already have it
lda INVENTORY_2
and #INV2_ROBE
beq inside_nn_actually_get_robe
inside_nn_get_robe_already_have:
ldx #<inside_nn_get_robe_already_message
ldy #>inside_nn_get_robe_already_message
jmp finish_parse_message
inside_nn_get_robe_drawer_closed:
ldx #<inside_nn_get_robe_drawer_closed_message
ldy #>inside_nn_get_robe_drawer_closed_message
jmp finish_parse_message
inside_nn_actually_get_robe:
; get 10 pts
lda #$10
jsr score_points
; get robe
lda INVENTORY_2
ora #INV2_ROBE
sta INVENTORY_2
ldx #<inside_nn_get_robe_message
ldy #>inside_nn_get_robe_message
jmp finish_parse_message
inside_nn_get_dresser:
inside_nn_get_drawer:
ldx #<inside_nn_get_dresser_message
ldy #>inside_nn_get_dresser_message
jmp finish_parse_message
inside_nn_get_broom:
ldx #<inside_nn_get_broom_message
ldy #>inside_nn_get_broom_message
jmp finish_parse_message
;=================
; look
;=================
inside_nn_look:
lda CURRENT_NOUN
cmp #NOUN_BROOM
beq inside_nn_look_broom
cmp #NOUN_DRAWER
beq inside_nn_look_drawer
cmp #NOUN_DRESSER
beq inside_nn_look_dresser
cmp #NOUN_NONE
beq inside_nn_look_at
jmp parse_common_look
inside_nn_look_at:
ldx #<inside_nn_look_at_message
ldy #>inside_nn_look_at_message
jmp finish_parse_message
inside_nn_look_broom:
ldx #<inside_nn_look_brook_message
ldy #>inside_nn_look_brook_message
jmp finish_parse_message
inside_nn_look_dresser:
inside_nn_look_drawer:
lda GAME_STATE_2
and #DRESSER_OPEN
bne inside_nn_look_drawer_open
inside_nn_look_drawer_closed:
ldx #<inside_nn_look_closed_drawer_message
ldy #>inside_nn_look_closed_drawer_message
jmp finish_parse_message
inside_nn_look_drawer_open:
lda INVENTORY_2
and #INV2_ROBE
bne inside_nn_look_drawer_open_norobe
inside_nn_look_drawer_open_robe:
ldx #<inside_nn_look_open_drawer_message
ldy #>inside_nn_look_open_drawer_message
jmp finish_parse_message
inside_nn_look_drawer_open_norobe:
ldx #<inside_nn_look_norobe_drawer_message
ldy #>inside_nn_look_norobe_drawer_message
jmp finish_parse_message
;================
; open
;================
inside_nn_open:
lda CURRENT_NOUN
cmp #NOUN_DRAWER
beq inside_nn_open_drawer
cmp #NOUN_DRESSER
beq inside_nn_open_drawer
jmp parse_common_unknown
inside_nn_open_drawer:
; first check to see if it's already open
lda GAME_STATE_2
and #DRESSER_OPEN
bne inside_nn_open_drawer_already_open
; see if robe has been taken
lda INVENTORY_2
and #INV2_ROBE
beq inside_nn_open_drawer_closed_full
inside_nn_open_drawer_closed_empty:
ldx #<inside_nn_open_empty_drawer_message
ldy #>inside_nn_open_empty_drawer_message
jmp finish_parse_message
inside_nn_open_drawer_closed_full:
; open the drawer
lda GAME_STATE_2
ora #DRESSER_OPEN
sta GAME_STATE_2
ldx #<inside_nn_open_closed_drawer_message
ldy #>inside_nn_open_closed_drawer_message
jmp finish_parse_message
inside_nn_open_drawer_already_open:
ldx #<inside_nn_open_open_drawer_message
ldy #>inside_nn_open_open_drawer_message
jmp finish_parse_message
;================
; close
;================
inside_nn_close:
lda CURRENT_NOUN
cmp #NOUN_DRAWER
beq inside_nn_close_drawer
cmp #NOUN_DRESSER
beq inside_nn_close_drawer
jmp parse_common_unknown
inside_nn_close_drawer:
; first check to see if it's open
lda GAME_STATE_2
and #DRESSER_OPEN
bne inside_nn_close_drawer_open
inside_nn_close_drawer_closed:
ldx #<inside_nn_close_closed_drawer_message
ldy #>inside_nn_close_closed_drawer_message
jmp finish_parse_message
inside_nn_close_drawer_open:
; regardless, we close the drawer
lda GAME_STATE_2
and #<(~DRESSER_OPEN)
sta GAME_STATE_2
; see if robe has been taken
lda INVENTORY_2
and #INV2_ROBE
beq inside_nn_close_drawer_full
inside_nn_close_drawer_empty:
; get 1 pt
lda #1
jsr score_points
ldx #<inside_nn_close_empty_drawer_message
ldy #>inside_nn_close_empty_drawer_message
jmp finish_parse_message
inside_nn_close_drawer_full:
ldx #<inside_nn_close_full_drawer_message
ldy #>inside_nn_close_full_drawer_message
jmp finish_parse_message
.include "dialog_inside.inc"