dos33fsprogs/games/peasant/inn.s
2024-09-19 14:23:45 -04:00

308 lines
4.3 KiB
ArmAsm

; Peasant's Quest
; Inn Graphics
; a lot happens at the Inn
; by Vince `deater` Weaver vince@deater.net
; with apologies to everyone
.include "hardware.inc"
.include "zp.inc"
.include "qload.inc"
.include "./inventory/inventory.inc"
.include "parse_input.inc"
LOCATION_BASE = LOCATION_INSIDE_INN ; index starts here (27)
inside_inn:
lda #0
sta LEVEL_OVER
sta FRAME
jsr hgr_make_tables ; necessary?
; jsr hgr2 ; necessary?
; decompress dialog to $D000
lda #<inn_text_zx02
sta zx_src_l+1
lda #>inn_text_zx02
sta zx_src_h+1
lda #$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
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 the peasant
jsr move_peasant
;========================
; draw the peasant
jsr draw_peasant
;========================
; increment the frame
inc FRAME
;========================
; check the keyboard
jsr check_keyboard
;=====================
; level specific
;=====================
lda MAP_LOCATION
cmp #LOCATION_INSIDE_INN
bne skip_level_specific
exit_inside_inn:
; 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 #$9
sta PEASANT_X
lda #$69
sta PEASANT_Y
; stop walking
lda #0
sta PEASANT_XADD
sta PEASANT_YADD
; move back
lda #LOCATION_OUTSIDE_INN
jsr update_map_location
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:
; NOTE: check for load from savegame if modify game state
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_inn/graphics_inn.inc"
.include "graphics_inn/priority_inn.inc"
map_backgrounds_low:
.byte <inside_inn_zx02
map_backgrounds_hi:
.byte >inside_inn_zx02
map_priority_low:
.byte <inside_inn_priority_zx02
map_priority_hi:
.byte >inside_inn_priority_zx02
verb_tables_low:
.byte <inside_inn_verb_table
verb_tables_hi:
.byte >inside_inn_verb_table
inn_text_zx02:
.incbin "DIALOG_INN.ZX02"
.include "inn_actions.s"