dos33fsprogs/games/peasant/peasant2.s

465 lines
7.4 KiB
ArmAsm

; Peasant's Quest
; Peasantry Part 2 (second line of map)
; haystack, puddle, archery, river, knight (pass)
; 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_HAY_BALE ; index starts here (5)
peasantry2:
lda #0
sta LEVEL_OVER
sta FRAME
jsr hgr_make_tables ; necessary?
jsr hgr2 ; necessary?
; decompress dialog to $D000
lda #<peasant2_text_lzsa
sta getsrc_smc+1
lda #>peasant2_text_lzsa
sta getsrc_smc+2
lda #$D0
jsr decompress_lzsa2_fast
; update map location
; jsr update_map_location
; 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 PEASANT2 so locations 5...9 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 bg
; we are PEASANT2 so locations 5...9 map to 0...4
lda MAP_LOCATION
sec
sbc #LOCATION_BASE
tax
lda map_backgrounds_low,X
sta getsrc_smc+1
; sta last_bg_l
lda map_backgrounds_hi,X
sta getsrc_smc+2
; sta last_bg_h
lda #$40
jsr decompress_lzsa2_fast
; we are PEASANT2 so locations 5...9 map to 0...4
lda MAP_LOCATION
sec
sbc #LOCATION_BASE
tax
lda map_priority_low,X
sta getsrc_smc+1
lda map_priority_hi,X
sta getsrc_smc+2
lda #$20
jsr decompress_lzsa2_fast
jsr gr_copy_to_page1
; 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
;=====================
; special archery
;=====================
lda ARROW_SCORE
bpl game_loop
; coming back from archery game
and #$7f ; unset
sta ARROW_SCORE
and #$f ; see if score (bottom) is 0
beq arrow_game_zero
sta TEMP0
lda ARROW_SCORE
lsr
lsr
lsr
lsr
cmp TEMP0
bne arrow_game_lost
arrow_game_won:
; get 3 points
lda #3
jsr score_points
; get bow
lda INVENTORY_1
ora #INV1_BOW
sta INVENTORY_1
; set won
lda GAME_STATE_0
ora #ARROW_BEATEN
sta GAME_STATE_0
lda TEMP0
clc
adc #'0'
sta archery_won_message+14
ldx #<archery_won_message
ldy #>archery_won_message
jsr partial_message_step
jmp game_loop
arrow_game_zero:
ldx #<archery_zero_message
ldy #>archery_zero_message
jsr partial_message_step
jmp arrow_game_lose_common
arrow_game_lost:
lda TEMP0
clc
adc #'0'
sta archery_some_message+24 ; urgh affected by compression
ldx #<archery_some_message
ldy #>archery_some_message
jsr partial_message_step
arrow_game_lose_common:
ldx #<archery_lose_message
ldy #>archery_lose_message
jsr partial_message_step
game_loop:
jsr move_peasant
inc FRAME
jsr check_keyboard
;=====================
; level specific
;=====================
lda MAP_LOCATION
cmp #LOCATION_MUD_PUDDLE
beq at_mud_puddle
bne skip_level_specific
at_mud_puddle:
; see if falling in
; see if puddle wet
lda GAME_STATE_1
and #PUDDLE_WET
beq skip_level_specific
; see if clean
lda GAME_STATE_2
and #COVERED_IN_MUD
bne skip_level_specific
; see if X in range
lda PEASANT_X
cmp #$B
bcc skip_level_specific
cmp #$1B
bcs skip_level_specific
; see if Y in range
lda PEASANT_Y
cmp #$64
bcc skip_level_specific
cmp #$80
bcs skip_level_specific
; in range!
ldx #<puddle_walk_in_message
ldy #>puddle_walk_in_message
jsr partial_message_step
; make muddy
lda GAME_STATE_2
ora #COVERED_IN_MUD
sta GAME_STATE_2
; do animation?
; points if we haven't already
lda GAME_STATE_2
and #GOT_MUDDY_ALREADY
bne skip_level_specific
; add 2 points to score
lda #2
jsr score_points
lda GAME_STATE_2
ora #GOT_MUDDY_ALREADY
sta GAME_STATE_2
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:
; specical case if going outside inn
; we don't want to end up behind inn
lda MAP_LOCATION
cmp #LOCATION_OUTSIDE_INN
bne not_behind_inn
; be sure we're in range
lda PEASANT_X
cmp #6
bcc really_level_over ; fine if at far right
cmp #18
bcc to_left_of_inn
cmp #30
bcc to_right_of_inn
; fine if at far left
not_behind_inn:
lda MAP_LOCATION
cmp #LOCATION_CLIFF_BASE
bne not_going_to_cliff
lda #18
sta PEASANT_X
lda #140
sta PEASANT_Y
lda #0
sta PEASANT_XADD
sta PEASANT_YADD
sta PEASANT_DIR
not_going_to_cliff:
really_level_over:
rts
to_right_of_inn:
lda #31
sta PEASANT_X
rts
to_left_of_inn:
lda #5
sta PEASANT_X
rts
.include "peasant_common.s"
.include "draw_peasant.s"
.include "gr_copy.s"
.include "new_map_location.s"
.include "peasant_move.s"
;.include "parse_input.s"
.include "keyboard.s"
.include "wait.s"
.include "wait_a_bit.s"
.include "graphics_peasantry/graphics_peasant2.inc"
.include "graphics_peasantry/priority_peasant2.inc"
.include "version.inc"
;.include "inventory.s"
; moved to QLOAD
;.include "decompress_fast_v2.s"
;.include "hgr_font.s"
;.include "draw_box.s"
;.include "hgr_rectangle.s"
;.include "hgr_1x28_sprite_mask.s"
;.include "hgr_1x5_sprite.s"
;.include "hgr_partial_save.s"
;.include "hgr_input.s"
;.include "hgr_tables.s"
;.include "hgr_text_box.s"
;.include "clear_bottom.s"
;.include "hgr_hgr2.s"
;.include "wait_keypress.s"
;.include "loadsave_menu.s"
;.include "score.s"
map_backgrounds_low:
.byte <haystack_lzsa ; 5 -- haystack
.byte <puddle_lzsa ; 6 -- puddle
.byte <archery_lzsa ; 7 -- archery
.byte <river_lzsa ; 8 -- river
.byte <knight_lzsa ; 9 -- knight
map_backgrounds_hi:
.byte >haystack_lzsa ; 5 -- haystack
.byte >puddle_lzsa ; 6 -- puddle
.byte >archery_lzsa ; 7 -- archery
.byte >river_lzsa ; 8 -- river
.byte >knight_lzsa ; 9 -- knight
map_priority_low:
.byte <haystack_priority_lzsa ; 5 -- haystack
.byte <puddle_priority_lzsa ; 6 -- puddle
.byte <archery_priority_lzsa ; 7 -- archery
.byte <river_priority_lzsa ; 8 -- river
.byte <knight_priority_lzsa ; 9 -- knight
map_priority_hi:
.byte >haystack_priority_lzsa ; 5 -- haystack
.byte >puddle_priority_lzsa ; 6 -- puddle
.byte >archery_priority_lzsa ; 7 -- archery
.byte >river_priority_lzsa ; 8 -- river
.byte >knight_priority_lzsa ; 9 -- knight
verb_tables_low:
.byte <hay_bale_verb_table ; 5 -- haystack
.byte <puddle_verb_table ; 6 -- puddle
.byte <archery_verb_table ; 7 -- archery
.byte <river_stone_verb_table ; 8 -- river
.byte <mountain_pass_verb_table ; 9 -- knight
verb_tables_hi:
.byte >hay_bale_verb_table ; 5 -- haystack
.byte >puddle_verb_table ; 6 -- puddle
.byte >archery_verb_table ; 7 -- archery
.byte >river_stone_verb_table ; 8 -- river
.byte >mountain_pass_verb_table ; 9 -- knight
peasant2_text_lzsa:
.incbin "DIALOG_PEASANT2.LZSA"
.include "peasant2_actions.s"