dos33fsprogs/games/peasant/peasant1.s

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8.8 KiB
ArmAsm

; Peasant's Quest
; Peasantry Part 1 (top line of map)
; Gary, Kerrek 1, Well, Yellow Tree, Waterfall
; 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_POOR_GARY ; index starts here (0)
peasantry1:
lda #0
sta LEVEL_OVER
sta FRAME
jsr hgr_make_tables ; necessary?
; jsr hgr2 ; necessary?
; decompress dialog to $d000
lda #<peasant1_text_zx02
sta zx_src_l+1
lda #>peasant1_text_zx02
sta zx_src_h+1
lda #$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 PEASANT1 so locations 0...4 map to 0...4
ldx MAP_LOCATION
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
ldx MAP_LOCATION
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
; we are PEASANT1 so locations 0...4 map to 0...4, no change
ldx MAP_LOCATION
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
;=========================
; update bg based on gary
lda MAP_LOCATION
cmp #LOCATION_POOR_GARY
bne no_update_gary
; FIXME: draw broken fence if necessary
; update fence in collision layer if necessary
; see if gary out
lda GAME_STATE_0
and #GARY_SCARED
bne no_draw_gary
; draw gary in background before copying
lda #9
sta CURSOR_X
lda #120
sta CURSOR_Y
lda #<gary_base_sprite
sta INL
lda #>gary_base_sprite
sta INH
; switch to page1
lda #$60
sta hgr_sprite_page_smc+1
jsr hgr_draw_sprite
; switch back to page2
lda #$00
sta hgr_sprite_page_smc+1
no_draw_gary:
no_update_gary:
;==================
; copy to $4000
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
;====================
; handle kerrek
;====================
; clear out old state otherwise kerrek can follow us around
lda #0
sta KERREK_STATE
lda MAP_LOCATION
cmp #LOCATION_KERREK_1
bne not_kerrek
jsr kerrek_setup
not_kerrek:
;====================
; save background
; lda PEASANT_X
; sta CURSOR_X
; lda PEASANT_Y
; sta CURSOR_Y
;=======================
; draw initial peasant
; jsr save_bg_1x28
; jsr draw_peasant
;===================
; check hay
jsr check_haystack_exit
;========================================
;========================================
;========================================
; main loop
;========================================
;========================================
;========================================
game_loop:
;===================================
; animate waterfall (if applicable)
lda MAP_LOCATION
cmp #LOCATION_WATERFALL
bne leave_waterfall_alone
lda FRAME
and #$7
beq erase_waterfall
cmp #4
beq draw_waterfall
bne leave_waterfall_alone
draw_waterfall:
lda #36
sta CURSOR_X
lda #94
sta CURSOR_Y
lda #<waterfall_sprite
sta INL
lda #>waterfall_sprite
sta INH
jsr hgr_draw_sprite
jmp leave_waterfall_alone
erase_waterfall:
lda #94
sta SAVED_Y1
lda #141
sta SAVED_Y2
lda #36
ldx #38
jsr hgr_partial_restore
leave_waterfall_alone:
;=======================
; animate gary of applicable
; check if on gary screen
lda MAP_LOCATION
cmp #LOCATION_POOR_GARY
beq flies_check_gary_out
jmp no_draw_gary_flies
flies_check_gary_out:
; see if gary out
lda GAME_STATE_0
and #GARY_SCARED
beq do_draw_gary_flies
jmp no_draw_gary_flies
;=====================
; draw the flies
do_draw_gary_flies:
; flies on 32 frame loop
; odd = fly1
; even= fly2
; 12/14 = tail1
; 13/15 = tail2
lda FRAME
and #$3f ; 63 = $3f
lsr
cmp #12
beq draw_tail1
cmp #13
beq draw_tail2
cmp #14
beq draw_tail1
cmp #15
beq draw_tail2
; else normal
and #1
beq draw_fly1
bne draw_fly2
draw_tail1:
lda #<gary_tail1_sprite
sta INL
lda #>gary_tail1_sprite
jmp draw_flies
draw_tail2:
lda #<gary_tail2_sprite
sta INL
lda #>gary_tail2_sprite
jmp draw_flies
draw_fly2:
lda #<gary_fly2_sprite
sta INL
lda #>gary_fly2_sprite
jmp draw_flies
draw_fly1:
lda #<gary_fly1_sprite
sta INL
lda #>gary_fly1_sprite
draw_flies:
sta INH
lda #7
sta CURSOR_X
lda #120
sta CURSOR_Y
jsr hgr_draw_sprite
;=====================
; draw the foot
do_draw_gary_foot:
; foot on 32 frame loop
; 28/29 = foot1
; 30/31 = foot2
lda FRAME
and #$3f ; 63 = $3f
lsr
cmp #28
beq draw_foot1
cmp #29
beq draw_foot2
cmp #30
beq draw_foot1
cmp #31
beq draw_foot2
draw_foot0:
lda #<gary_foot0_sprite
sta INL
lda #>gary_foot0_sprite
jmp draw_foot
draw_foot1:
lda #<gary_foot1_sprite
sta INL
lda #>gary_foot1_sprite
jmp draw_foot
draw_foot2:
lda #<gary_foot2_sprite
sta INL
lda #>gary_foot2_sprite
jmp draw_foot
draw_foot:
sta INH
lda #11
sta CURSOR_X
lda #136
sta CURSOR_Y
jsr hgr_draw_sprite
done_draw_foot:
no_draw_gary_flies:
;======================
; move peasant
jsr move_peasant
;======================
; always draw peasant
jsr draw_peasant
;=======================
; next frame
inc FRAME
;=======================
; check keyboard
jsr check_keyboard
; FIXME: draw kerrek before peasant if behind him?
jsr kerrek_draw
jsr kerrek_move_and_check_collision
lda LEVEL_OVER
bmi oops_new_location
bne level_over
; oh kerrek where is thine sting
; play music sting if needed
lda kerrek_play_sting
beq no_sting
jsr kerrek_warning_music
dec kerrek_play_sting
no_sting:
; delay
lda #200
jsr wait
jmp game_loop
;====================
; end of level
oops_new_location:
; special case if leaving with baby in well
; trouble though, by this point MAP_LOCATION is the new one?
lda PREVIOUS_LOCATION
cmp #LOCATION_OLD_WELL
bne skip_level_specific
at_old_well:
lda GAME_STATE_0
and #BABY_IN_WELL
beq skip_level_specific
ldx #<well_leave_baby_in_well_message
ldy #>well_leave_baby_in_well_message
jsr finish_parse_message
lda #LOAD_GAME_OVER
sta WHICH_LOAD
lda #NEW_FROM_DISK ; needed?
sta LEVEL_OVER
jmp level_over
skip_level_specific:
jmp new_location
;************************
; exit level
;************************
level_over:
; note: check reason for load if changing gamestate
rts
.include "peasant_common.s"
.include "move_peasant.s"
.include "draw_peasant.s"
.include "gr_copy.s"
.include "new_map_location.s"
.include "keyboard.s"
.include "wait.s"
.include "wait_a_bit.s"
.include "hgr_sprite.s"
.include "hgr_copy.s"
;.include "text/peasant1.inc"
.include "graphics_peasantry/graphics_peasant1.inc"
.include "sprites/waterfall_sprites.inc"
.include "sprites/gary_sprites.inc"
map_backgrounds_low:
.byte <gary_zx02 ; 0 -- gary the horse
.byte <top_prints_zx02 ; 1 -- top footprints
.byte <wishing_well_zx02 ; 2 -- wishing well
.byte <leaning_tree_zx02 ; 3 -- leaning tree
.byte <waterfall_zx02 ; 4 -- waterfall
map_backgrounds_hi:
.byte >gary_zx02 ; 0 -- gary the horse
.byte >top_prints_zx02 ; 1 -- top footprints
.byte >wishing_well_zx02 ; 2 -- wishing well
.byte >leaning_tree_zx02 ; 3 -- leaning tree
.byte >waterfall_zx02 ; 4 -- waterfall
.include "graphics_peasantry/priority_peasant1.inc"
map_priority_low:
.byte <gary_priority_zx02 ; 0 -- gary the horse
.byte <top_prints_priority_zx02 ; 1 -- top footprints
.byte <wishing_well_priority_zx02 ; 2 -- wishing well
.byte <leaning_tree_priority_zx02 ; 3 -- leaning tree
.byte <waterfall_priority_zx02 ; 4 -- waterfall
map_priority_hi:
.byte >gary_priority_zx02 ; 0 -- gary the horse
.byte >top_prints_priority_zx02 ; 1 -- top footprints
.byte >wishing_well_priority_zx02 ; 2 -- wishing well
.byte >leaning_tree_priority_zx02 ; 3 -- leaning tree
.byte >waterfall_priority_zx02 ; 4 -- waterfall
verb_tables_low:
.byte <gary_verb_table ; 0 -- gary the horse
.byte <kerrek_verb_table ; 1 -- top footprints
.byte <wishing_well_verb_table ; 2 -- wishing well
.byte <yellow_tree_verb_table ; 3 -- leaning tree
.byte <waterfall_verb_table ; 4 -- waterfall
verb_tables_hi:
.byte >gary_verb_table ; 0 -- gary the horse
.byte >kerrek_verb_table ; 1 -- top footprints
.byte >wishing_well_verb_table ; 2 -- wishing well
.byte >yellow_tree_verb_table ; 3 -- leaning tree
.byte >waterfall_verb_table ; 4 -- waterfall
peasant1_text_zx02:
.incbin "DIALOG_PEASANT1.ZX02"
.include "peasant1_actions.s"