mirror of
https://github.com/deater/dos33fsprogs.git
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b59d3d0233
needed so we can score points from parse_input (mostly for wear robe)
312 lines
5.4 KiB
ArmAsm
312 lines
5.4 KiB
ArmAsm
; Peasant's Quest
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; Peasantry Part 1 (top line of map)
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; Gary, Kerrek 1, Well, Yellow Tree, Waterfall
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; by Vince `deater` Weaver vince@deater.net
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; with apologies to everyone
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.include "hardware.inc"
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.include "zp.inc"
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.include "qload.inc"
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.include "inventory.inc"
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.include "parse_input.inc"
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LOCATION_BASE = LOCATION_POOR_GARY ; index starts here (0)
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peasantry1:
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lda #0
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sta LEVEL_OVER
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sta FRAME
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jsr hgr_make_tables ; necessary?
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jsr hgr2 ; necessary?
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; decompress dialog to $d000
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lda #<peasant1_text_lzsa
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sta getsrc_smc+1
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lda #>peasant1_text_lzsa
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sta getsrc_smc+2
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lda #$D0
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jsr decompress_lzsa2_fast
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; update score
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jsr update_score
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;=============================
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;=============================
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; new screen location
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;=============================
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;=============================
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new_location:
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lda #0
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sta LEVEL_OVER
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;==========================
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; load updated verb table
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;==========================
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; setup default verb table
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jsr setup_default_verb_table
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; we are PEASANT1 so locations 0...4 map to 0...4
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ldx MAP_LOCATION
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lda verb_tables_low,X
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sta INL
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lda verb_tables_hi,X
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sta INH
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jsr load_custom_verb_table
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;=====================
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; load bg
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; we are PEASANT1 so locations 0...4 map to 0...4, no change
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ldx MAP_LOCATION
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lda map_backgrounds_low,X
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sta getsrc_smc+1
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lda map_backgrounds_hi,X
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sta getsrc_smc+2
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lda #$40
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jsr decompress_lzsa2_fast
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; load priority to $400
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; indirectly as we can't trash screen holes
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ldx MAP_LOCATION
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lda map_priority_low,X
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sta getsrc_smc+1
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lda map_priority_hi,X
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sta getsrc_smc+2
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lda #$20 ; temporarily load to $2000
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jsr decompress_lzsa2_fast
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; copy to $400
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jsr gr_copy_to_page1
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; put peasant text
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lda #<peasant_text
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sta OUTL
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lda #>peasant_text
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sta OUTH
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jsr hgr_put_string
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; put score
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jsr print_score
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;====================
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; handle kerrek
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lda MAP_LOCATION
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cmp #LOCATION_KERREK_1
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bne not_kerrek
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jsr kerrek_setup
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not_kerrek:
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;====================
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; save background
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lda PEASANT_X
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sta CURSOR_X
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lda PEASANT_Y
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sta CURSOR_Y
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;=======================
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; draw initial peasant
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jsr save_bg_1x28
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jsr draw_peasant
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game_loop:
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jsr move_peasant
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inc FRAME
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jsr check_keyboard
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jsr kerrek_collision
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lda LEVEL_OVER
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bmi oops_new_location
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bne game_over
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; delay
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lda #200
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jsr wait
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jmp game_loop
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;====================
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; end of level
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oops_new_location:
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; special case if leaving with baby in well
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; trouble though, by this point MAP_LOCATION is the new one?
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lda PREVIOUS_LOCATION
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cmp #LOCATION_OLD_WELL
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bne skip_level_specific
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at_old_well:
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lda GAME_STATE_0
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and #BABY_IN_WELL
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beq skip_level_specific
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ldx #<well_leave_baby_in_well_message
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ldy #>well_leave_baby_in_well_message
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jsr finish_parse_message
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lda #LOAD_GAME_OVER
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sta WHICH_LOAD
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lda #NEW_FROM_DISK ; needed?
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sta LEVEL_OVER
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jmp game_over
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skip_level_specific:
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jmp new_location
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;************************
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; exit level
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;************************
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game_over:
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rts
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;.include "inventory.s"
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.include "draw_peasant.s"
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.include "gr_copy.s"
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.include "new_map_location.s"
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.include "peasant_move.s"
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;.include "parse_input.s"
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;.include "score.s"
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.include "keyboard.s"
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.include "wait.s"
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.include "wait_a_bit.s"
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.include "version.inc"
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; Moved to qload
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;.include "decompress_fast_v2.s"
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;.include "hgr_font.s"
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;.include "draw_box.s"
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;.include "hgr_rectangle.s"
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;.include "hgr_1x28_sprite_mask.s"
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;.include "hgr_1x5_sprite.s"
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;.include "hgr_partial_save.s"
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;.include "hgr_input.s"
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;.include "hgr_tables.s"
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;.include "hgr_text_box.s"
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;.include "clear_bottom.s"
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;.include "hgr_hgr2.s"
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;.include "wait_keypress.s"
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;.include "loadsave_menu.s"
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;.include "text/peasant1.inc"
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.include "graphics_peasantry/graphics_peasant1.inc"
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map_backgrounds_low:
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.byte <gary_lzsa ; 0 -- gary the horse
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.byte <top_prints_lzsa ; 1 -- top footprints
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.byte <wishing_well_lzsa ; 2 -- wishing well
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.byte <leaning_tree_lzsa ; 3 -- leaning tree
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.byte <waterfall_lzsa ; 4 -- waterfall
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map_backgrounds_hi:
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.byte >gary_lzsa ; 0 -- gary the horse
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.byte >top_prints_lzsa ; 1 -- top footprints
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.byte >wishing_well_lzsa ; 2 -- wishing well
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.byte >leaning_tree_lzsa ; 3 -- leaning tree
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.byte >waterfall_lzsa ; 4 -- waterfall
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.include "graphics_peasantry/priority_peasant1.inc"
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map_priority_low:
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.byte <gary_priority_lzsa ; 0 -- gary the horse
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.byte <top_prints_priority_lzsa ; 1 -- top footprints
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.byte <wishing_well_priority_lzsa ; 2 -- wishing well
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.byte <leaning_tree_priority_lzsa ; 3 -- leaning tree
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.byte <waterfall_priority_lzsa ; 4 -- waterfall
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map_priority_hi:
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.byte >gary_priority_lzsa ; 0 -- gary the horse
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.byte >top_prints_priority_lzsa ; 1 -- top footprints
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.byte >wishing_well_priority_lzsa ; 2 -- wishing well
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.byte >leaning_tree_priority_lzsa ; 3 -- leaning tree
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.byte >waterfall_priority_lzsa ; 4 -- waterfall
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verb_tables_low:
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.byte <gary_verb_table ; 0 -- gary the horse
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.byte <kerrek_verb_table ; 1 -- top footprints
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.byte <wishing_well_verb_table ; 2 -- wishing well
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.byte <yellow_tree_verb_table ; 3 -- leaning tree
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.byte <waterfall_verb_table ; 4 -- waterfall
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verb_tables_hi:
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.byte >gary_verb_table ; 0 -- gary the horse
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.byte >kerrek_verb_table ; 1 -- top footprints
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.byte >wishing_well_verb_table ; 2 -- wishing well
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.byte >yellow_tree_verb_table ; 3 -- leaning tree
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.byte >waterfall_verb_table ; 4 -- waterfall
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peasant1_text_lzsa:
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.incbin "DIALOG_PEASANT1.LZSA"
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.include "peasant1_actions.s"
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