dos33fsprogs/games/peasant/peasant3.s

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6.3 KiB
ArmAsm

; Peasant's Quest
; Peasantry Part 3 (third line of map)
; Jhonka, your cottage, w lake, e lake, inn
; 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_JHONKA_CAVE ; index starts here (10)
peasantry3:
lda #0
sta LEVEL_OVER
sta FRAME
jsr hgr_make_tables ; necessary?
; jsr hgr2 ; necessary?
; decompress dialog to $D000
lda #<peasant3_text_zx02
sta zx_src_l+1
lda #>peasant3_text_zx02
sta zx_src_h+1
lda #$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 PEASANT3 so locations 10...14 map to 0...4
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 touch 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
jsr zx02_full_decomp
jsr gr_copy_to_page1
;=====================
; load bg
; we are PEASANT3 so locations 10...14 map to 0...4, no change
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
;=======================
; check if in hay
jsr check_haystack_exit
;=======================
; before game text
;=======================
lda MAP_LOCATION
cmp #LOCATION_JHONKA_CAVE
beq before_jhonka_cave
cmp #LOCATION_OUTSIDE_INN
beq before_inn
bne no_before_game_text
;=====================
; at inn
before_inn:
; see if pot on head
lda GAME_STATE_1
and #POT_ON_HEAD
beq no_before_game_text
; take pott off head
lda GAME_STATE_1
and #<(~POT_ON_HEAD)
sta GAME_STATE_1
ldx #<outside_inn_pot_message
ldy #>outside_inn_pot_message
jsr finish_parse_message
;=====================
; at jhonka cave
before_jhonka_cave:
; check to see if in hay
lda GAME_STATE_1
and #IN_HAY_BALE
beq no_before_game_text
ldx #<jhonka_in_hay_message
ldy #>jhonka_in_hay_message
jsr finish_parse_message
no_before_game_text:
;=================================
;=================================
;=================================
; main loop
;=================================
;=================================
;=================================
game_loop:
;==============
; move peasant
jsr move_peasant
;=====================
; check if level over
lda LEVEL_OVER
bmi oops_new_location
bne level_over
;=====================
; always draw peasant
jsr draw_peasant
;==================
; increment frame
inc FRAME
;====================
; check keyboard
jsr check_keyboard
;===================
; level specific
;=====================
lda MAP_LOCATION
cmp #LOCATION_LAKE_EAST
beq at_lake_east
cmp #LOCATION_LAKE_WEST
beq at_lake_west
bne skip_level_specific
at_lake_east:
jsr animate_bubbles_e
; draw dude
lda GAME_STATE_1
and #FISH_FED
bne done_dude
lda FRAME
and #$8
beq draw_boat1
draw_boat0:
lda #<boat0
sta INL
lda #>boat0
jmp done_choose_boat
draw_boat1:
lda #<boat1
sta INL
lda #>boat1
done_choose_boat:
sta INH
lda #1
sta CURSOR_X
lda #70
sta CURSOR_Y
jsr hgr_draw_sprite
done_dude:
jmp skip_level_specific
at_lake_west:
jsr animate_bubbles_w
skip_level_specific:
;=========
; delay
lda #200
jsr wait
jmp game_loop
oops_new_location:
jmp new_location
;************************
; exit level
;************************
level_over:
; FIXME: check for load from savegame if modifying game state
rts
.include "peasant_common.s"
.include "move_peasant.s"
.include "draw_peasant.s"
.include "gr_copy.s"
.include "hgr_copy.s"
.include "hgr_sprite.s"
.include "new_map_location.s"
.include "keyboard.s"
.include "wait.s"
.include "wait_a_bit.s"
.include "graphics_peasantry/graphics_peasant3.inc"
.include "sprites/boat_sprites.inc"
map_backgrounds_low:
.byte <jhonka_zx02 ; 10 -- jhonka
.byte <cottage_zx02 ; 11 -- cottage
.byte <lake_w_zx02 ; 12 -- lake west
.byte <lake_e_zx02 ; 13 -- lake east
.byte <inn_zx02 ; 14 -- inn
map_backgrounds_hi:
.byte >jhonka_zx02 ; 10 -- jhonka
.byte >cottage_zx02 ; 11 -- cottage
.byte >lake_w_zx02 ; 12 -- lake west
.byte >lake_e_zx02 ; 13 -- lake east
.byte >inn_zx02 ; 14 -- inn
.include "graphics_peasantry/priority_peasant3.inc"
map_priority_low:
.byte <jhonka_priority_zx02 ; 10 -- jhonka
.byte <cottage_priority_zx02 ; 11 -- cottage
.byte <lake_w_priority_zx02 ; 12 -- lake west
.byte <lake_e_priority_zx02 ; 13 -- lake east
.byte <inn_priority_zx02 ; 14 -- inn
map_priority_hi:
.byte >jhonka_priority_zx02 ; 10 -- jhonka
.byte >cottage_priority_zx02 ; 11 -- cottage
.byte >lake_w_priority_zx02 ; 12 -- lake west
.byte >lake_e_priority_zx02 ; 13 -- lake east
.byte >inn_priority_zx02 ; 14 -- inn
verb_tables_low:
.byte <jhonka_cave_verb_table ; 10 -- jhonka
.byte <cottage_verb_table ; 11 -- cottage
.byte <lake_west_verb_table ; 12 -- lake west
.byte <lake_east_verb_table ; 13 -- lake east
.byte <inn_verb_table ; 14 -- inn
verb_tables_hi:
.byte >jhonka_cave_verb_table ; 10 -- jhonka
.byte >cottage_verb_table ; 11 -- cottage
.byte >lake_west_verb_table ; 12 -- lake west
.byte >lake_east_verb_table ; 13 -- lake east
.byte >inn_verb_table ; 14 -- inn
peasant3_text_zx02:
.incbin "DIALOG_PEASANT3.ZX02"
.include "peasant3_actions.s"
.include "animate_bubbles.s"