dos33fsprogs/games/peasant/peasant3.s

328 lines
5.4 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 $D000
lda #<peasant3_text_lzsa
sta getsrc_smc+1
lda #>peasant3_text_lzsa
sta getsrc_smc+2
lda #$D0
jsr decompress_lzsa2_fast
; 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 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 getsrc_smc+1
lda map_backgrounds_hi,X
sta getsrc_smc+2
lda #$40
jsr decompress_lzsa2_fast
; Load priority
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
;=======================
; 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:
game_loop:
jsr move_peasant
inc FRAME
jsr check_keyboard
lda LEVEL_OVER
bmi oops_new_location
bne game_over
; delay
lda #200
jsr wait
jmp game_loop
oops_new_location:
jmp new_location
;************************
; exit level
;************************
game_over:
rts
.include "peasant_common.s"
.include "draw_peasant.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 "loadsave_menu.s"
;.include "wait_keypress.s"
;.include "score.s"
.include "gr_copy.s"
.include "new_map_location.s"
.include "peasant_move.s"
;.include "parse_input.s"
;.include "inventory.s"
.include "keyboard.s"
.include "wait.s"
.include "wait_a_bit.s"
.include "version.inc"
.include "graphics_peasantry/graphics_peasant3.inc"
;.include "sprites/boat_sprites.inc"
map_backgrounds_low:
.byte <jhonka_lzsa ; 10 -- jhonka
.byte <cottage_lzsa ; 11 -- cottage
.byte <lake_w_lzsa ; 12 -- lake west
.byte <lake_e_lzsa ; 13 -- lake east
.byte <inn_lzsa ; 14 -- inn
map_backgrounds_hi:
.byte >jhonka_lzsa ; 10 -- jhonka
.byte >cottage_lzsa ; 11 -- cottage
.byte >lake_w_lzsa ; 12 -- lake west
.byte >lake_e_lzsa ; 13 -- lake east
.byte >inn_lzsa ; 14 -- inn
.include "graphics_peasantry/priority_peasant3.inc"
map_priority_low:
.byte <jhonka_priority_lzsa ; 10 -- jhonka
.byte <cottage_priority_lzsa ; 11 -- cottage
.byte <lake_w_priority_lzsa ; 12 -- lake west
.byte <lake_e_priority_lzsa ; 13 -- lake east
.byte <inn_priority_lzsa ; 14 -- inn
map_priority_hi:
.byte >jhonka_priority_lzsa ; 10 -- jhonka
.byte >cottage_priority_lzsa ; 11 -- cottage
.byte >lake_w_priority_lzsa ; 12 -- lake west
.byte >lake_e_priority_lzsa ; 13 -- lake east
.byte >inn_priority_lzsa ; 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_lzsa:
.incbin "DIALOG_PEASANT3.LZSA"
.include "peasant3_actions.s"