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house.asm
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; This file is part of Pwn Adventure Z.
; Pwn Adventure Z is free software: you can redistribute it and/or modify
; it under the terms of the GNU General Public License as published by
; the Free Software Foundation, either version 3 of the License, or
; (at your option) any later version.
; Pwn Adventure Z is distributed in the hope that it will be useful,
; but WITHOUT ANY WARRANTY; without even the implied warranty of
; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
; GNU General Public License for more details.
; You should have received a copy of the GNU General Public License
; along with Pwn Adventure Z. If not, see <http://www.gnu.org/licenses/>.
.include "defines.inc"
.define FOREST_TILES $80
.define FENCE_TILES $88
.define HOUSE_EXT_TILES $a8
.define WALL_TILES $80
.define TABLE_TILES $a8
.define BED_TILES $d8
.define HOUSE_ROOF_PALETTE 1
.define HOUSE_FRONT_PALETTE 2
.define FURNITURE_PALETTE 1
.define BED_PALETTE 2
.segment "FIXED"
PROC gen_house
lda inside
beq outside
lda current_bank
pha
lda #^do_gen_house_inside
jsr bankswitch
jsr do_gen_house_inside & $ffff
pla
jsr bankswitch
rts
outside:
LOAD_ALL_TILES HOUSE_EXT_TILES, house_exterior_tiles
lda current_bank
pha
lda #^do_gen_house_outside
jsr bankswitch
jsr do_gen_house_outside & $ffff
pla
jsr bankswitch
rts
.endproc
PROC gen_boarded_house
lda inside
beq outside
lda current_bank
pha
lda #^do_gen_house_inside
jsr bankswitch
jsr do_gen_house_inside & $ffff
pla
jsr bankswitch
rts
outside:
LOAD_ALL_TILES HOUSE_EXT_TILES, boarded_house_exterior_tiles
lda current_bank
pha
lda #^do_gen_house_outside
jsr bankswitch
jsr do_gen_house_outside & $ffff
pla
jsr bankswitch
rts
.endproc
.segment "EXTRA"
PROC do_gen_house_outside
lda #MUSIC_TOWN
jsr play_music
; Load forest tiles
LOAD_ALL_TILES FOREST_TILES, forest_tiles
LOAD_ALL_TILES FENCE_TILES, fence_tiles
jsr init_zombie_sprites
; Set up collision and spawning info
jsr read_overworld_cur
and #$3f
cmp #MAP_BOARDED_HOUSE
bne notboarded
lda #FOREST_TILES + FOREST_GRASS
sta traversable_tiles
lda #HOUSE_EXT_TILES + 28
sta traversable_tiles + 1
lda #HOUSE_EXT_TILES + 40
sta traversable_tiles + 2
lda #FOREST_TILES + FOREST_GRASS
sta spawnable_tiles
lda #HOUSE_EXT_TILES + 28
sta spawnable_tiles + 1
lda #HOUSE_EXT_TILES + 40
sta spawnable_tiles + 2
jmp collisiondone & $ffff
notboarded:
lda #FOREST_TILES + FOREST_GRASS
sta traversable_tiles
lda #HOUSE_EXT_TILES + 36
sta traversable_tiles + 1
lda #HOUSE_EXT_TILES + 28
sta traversable_tiles + 2
lda #HOUSE_EXT_TILES + 40
sta traversable_tiles + 3
lda #FOREST_TILES + FOREST_GRASS
sta spawnable_tiles
lda #HOUSE_EXT_TILES + 28
sta spawnable_tiles + 1
lda #HOUSE_EXT_TILES + 40
sta spawnable_tiles + 2
collisiondone:
; Load forest palette as a base
LOAD_PTR forest_palette
jsr load_background_game_palette
; Generate parameters for map generation
jsr gen_map_opening_locations
lda #FOREST_TILES + FOREST_TREE
jsr gen_left_wall_small
lda #FOREST_TILES + FOREST_TREE
jsr gen_right_wall_small
lda #FOREST_TILES + FOREST_TREE
jsr gen_top_wall_small
lda #FOREST_TILES + FOREST_TREE
jsr gen_bot_wall_small
lda #FOREST_TILES + FOREST_GRASS
jsr gen_walkable_path
; Generate fence around house
ldx #3
ldy #3
lda #FENCE_TILES + 0
jsr write_gen_map
lda #FENCE_TILES + 24
ldx #4
topfence:
jsr write_gen_map
inx
cpx #11
bne topfence
lda #FENCE_TILES + 4
jsr write_gen_map
ldy #4
lda #FENCE_TILES + 8
centerfence:
ldx #3
jsr write_gen_map
ldx #11
jsr write_gen_map
iny
cpy #8
bne centerfence
lda #4
jsr genrange_cur
clc
adc #5
sta arg0
ldx #3
ldy #8
lda #FENCE_TILES + 12
jsr write_gen_map
lda #FENCE_TILES + 24
ldx #4
botfenceleft:
jsr write_gen_map
inx
cpx arg0
bne botfenceleft
dex
lda #FENCE_TILES + 28
jsr write_gen_map
inx
lda #FOREST_TILES + FOREST_GRASS
jsr write_gen_map
inx
jsr write_gen_map
inx
lda #FENCE_TILES + 20
jsr write_gen_map
inx
lda #FENCE_TILES + 24
botfenceright:
cpx #11
beq botfencedone
jsr write_gen_map
inx
jmp botfenceright & $ffff
botfencedone:
lda #FENCE_TILES + 16
jsr write_gen_map
; Generate house exterior
lda #3
jsr genrange_cur
cmp #2
beq bighouse
cmp #3
beq bighouse
cmp #1
beq smallhouseright
jmp smallhouseleft & $ffff
smallhouseright:
jmp gensmallhouseright & $ffff
bighouse:
jmp genbighouse & $ffff
smallhouseleft:
lda #3
jsr genrange_cur
clc
adc #4
sta arg0
tax
ldy #4
lda #HOUSE_EXT_TILES + 0 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 4 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 8 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 12 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 28
jsr write_gen_map
ldx arg0
iny
lda #HOUSE_EXT_TILES + 16 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 20 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 24 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 12 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 28
jsr write_gen_map
ldx arg0
iny
lda #HOUSE_EXT_TILES + 32 + HOUSE_FRONT_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 36 + HOUSE_FRONT_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 32 + HOUSE_FRONT_PALETTE
jsr write_gen_map
inx
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 40
jsr write_gen_map
lda arg0
clc
adc #1
sta entrance_x
lda #6
sta entrance_y
jmp housedone & $ffff
gensmallhouseright:
lda #3
jsr genrange_cur
clc
adc #4
sta arg0
tax
ldy #4
lda #HOUSE_EXT_TILES + 12 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 0 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 4 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 8 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 28
jsr write_gen_map
ldx arg0
iny
lda #HOUSE_EXT_TILES + 12 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 16 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 20 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 24 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 28
jsr write_gen_map
ldx arg0
iny
lda #HOUSE_EXT_TILES + 32 + HOUSE_FRONT_PALETTE
jsr write_gen_map
inx
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 36 + HOUSE_FRONT_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 32 + HOUSE_FRONT_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 40
jsr write_gen_map
lda arg0
clc
adc #2
sta entrance_x
lda #6
sta entrance_y
jmp housedone & $ffff
genbighouse:
lda #2
jsr genrange_cur
clc
adc #4
sta arg0
tax
ldy #4
lda #HOUSE_EXT_TILES + 12 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 0 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 4 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 8 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 12 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 28
jsr write_gen_map
ldx arg0
iny
lda #HOUSE_EXT_TILES + 12 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 16 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 20 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 24 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 12 + HOUSE_ROOF_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 28
jsr write_gen_map
ldx arg0
iny
lda #HOUSE_EXT_TILES + 32 + HOUSE_FRONT_PALETTE
jsr write_gen_map
inx
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 36 + HOUSE_FRONT_PALETTE
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 32 + HOUSE_FRONT_PALETTE
jsr write_gen_map
inx
jsr write_gen_map
inx
lda #HOUSE_EXT_TILES + 40
jsr write_gen_map
lda arg0
clc
adc #2
sta entrance_x
lda #6
sta entrance_y
housedone:
; Pick house paint color
lda #3
jsr genrange_cur
tay
lda house_paint_colors & $ffff, y
sta scratch + 3
sta scratch + 7
; Pick house roof color
lda #3
jsr genrange_cur
tay
lda roof_dark_colors & $ffff, y
sta scratch + 1
lda roof_light_colors & $ffff, y
sta scratch + 2
; Complete and load house palettes
jsr read_overworld_cur
and #$3f
cmp #MAP_BOARDED_HOUSE
bne palnotboarded
lda #$0f
sta scratch
sta scratch + 4
lda #$0f
sta scratch + 5
lda #$17
sta scratch + 6
jmp paldone & $ffff
palnotboarded:
lda #$0f
sta scratch
sta scratch + 4
lda #$01
sta scratch + 5
lda #$17
sta scratch + 6
paldone:
LOAD_PTR scratch
jsr load_game_palette_1
LOAD_PTR scratch + 4
jsr load_game_palette_2
; Convert tiles that have not been generated into grass
ldy #0
yloop:
ldx #0
xloop:
jsr read_gen_map
cmp #0
bne nextblank
lda #FOREST_TILES + FOREST_GRASS
jsr write_gen_map
nextblank:
inx
cpx #MAP_WIDTH
bne xloop
iny
cpy #MAP_HEIGHT
bne yloop
; Create enemies
jsr prepare_spawn
jsr restore_enemies
bne restoredspawn
lda difficulty
cmp #1
beq hard
cmp #2
beq veryhard
lda #2
jsr rand_range
clc
adc #1
tax
jmp spawnloop & $ffff
hard:
lda #3
jsr rand_range
clc
adc #2
tax
jmp spawnloop & $ffff
veryhard:
lda #3
jsr rand_range
clc
adc #3
tax
spawnloop:
txa
pha
lda #2
jsr rand_range
tax
lda house_exterior_enemy_types & $ffff, x
jsr spawn_starting_enemy
pla
tax
dex
bne spawnloop
restoredspawn:
rts
.endproc
PROC do_gen_house_inside
jsr gen_house_inside_common & $ffff
jsr init_zombie_sprites
; Pick random positions for furniture
lda #2
jsr genrange_cur
cmp #0
beq tableleft
lda #8
sta arg0
lda #3
sta arg2
jmp tabletype & $ffff
tableleft:
lda #3
sta arg0
lda #10
sta arg2
tabletype:
lda #4
jsr genrange_cur
cmp #0
beq bigtable
cmp #1
beq bigtable
jmp smalltable & $ffff
bigtable:
LOAD_ALL_TILES TABLE_TILES, big_table_tiles
lda #5
jsr genrange_cur
clc
adc #3
tay
ldx arg0
lda #TABLE_TILES + 0 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 4 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 8 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 12 + FURNITURE_PALETTE
jsr write_gen_map
iny
ldx arg0
lda #TABLE_TILES + 16 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 20 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 24 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 28 + FURNITURE_PALETTE
jsr write_gen_map
iny
ldx arg0
lda #TABLE_TILES + 32 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 36 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 40 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 44 + FURNITURE_PALETTE
jsr write_gen_map
jmp tabledone & $ffff
smalltable:
LOAD_ALL_TILES TABLE_TILES, small_table_tiles
lda arg0
cmp #8
bne notrighttable
lda #9
sta arg0
notrighttable:
ldx arg0
ldy #3
lda #TABLE_TILES + 0 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 4 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 8 + FURNITURE_PALETTE
jsr write_gen_map
iny
ldx arg0
lda #TABLE_TILES + 12 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 16 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 20 + FURNITURE_PALETTE
jsr write_gen_map
iny
ldx arg0
lda #TABLE_TILES + 24 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 28 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 32 + FURNITURE_PALETTE
jsr write_gen_map
iny
iny
ldx arg0
lda #TABLE_TILES + 0 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 4 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 8 + FURNITURE_PALETTE
jsr write_gen_map
iny
ldx arg0
lda #TABLE_TILES + 12 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 16 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 20 + FURNITURE_PALETTE
jsr write_gen_map
iny
ldx arg0
lda #TABLE_TILES + 24 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 28 + FURNITURE_PALETTE
jsr write_gen_map
inx
lda #TABLE_TILES + 32 + FURNITURE_PALETTE
jsr write_gen_map
tabledone:
lda #4
jsr genrange_cur
cmp #0
beq bedtop
cmp #1
beq bedtop
lda #6
sta arg3
jmp genbed & $ffff
bedtop:
lda #3
sta arg3
genbed:
LOAD_ALL_TILES BED_TILES, bed_tiles
ldx arg2
ldy arg3
lda #BED_TILES + 0 + BED_PALETTE
jsr write_gen_map
inx
lda #BED_TILES + 4 + BED_PALETTE
jsr write_gen_map
iny
ldx arg2
lda #BED_TILES + 8 + BED_PALETTE
jsr write_gen_map
inx
lda #BED_TILES + 12 + BED_PALETTE
jsr write_gen_map
iny
ldx arg2
lda #BED_TILES + 16 + BED_PALETTE
jsr write_gen_map
inx
lda #BED_TILES + 20 + BED_PALETTE
jsr write_gen_map
jsr read_overworld_cur
and #$3f
cmp #MAP_BOARDED_HOUSE
bne notboarded
; Boarded house has NPC and a note, not enemies
LOAD_ALL_TILES $fc, house_note_tiles
lda #INTERACT_BOARDED_HOUSE_NOTE
sta interactive_tile_types
lda #$fc
sta interactive_tile_values
ldx #7
ldy #3
lda #$fc + FURNITURE_PALETTE
jsr write_gen_map
jsr init_npc_sprites
; Load a special tile for underneath the NPCs. This looks exactly like a floor
; but will collide and be interactable. This is simply a way to make the NPC
; interactable without a special NPC system.
LOAD_ALL_TILES $f8, npc_floor_tiles
lda #INTERACT_BOARDED_HOUSE_NPC
sta interactive_tile_types + 1
lda #$f8
sta interactive_tile_values + 1
ldx #8
ldy #5
lda #$f8
jsr write_gen_map
jsr prepare_spawn
lda #ENEMY_MALE_NPC_1
sta arg0
lda #DIR_DOWN
sta arg1
ldx #$80
ldy #$50
lda #0
jsr spawn_npc
rts
notboarded:
; Create enemies
jsr prepare_spawn
jsr restore_enemies
bne restoredspawn
lda difficulty
cmp #1
beq hard
cmp #2
beq veryhard
lda #2
jsr rand_range
clc
adc #1
tax
jmp spawnloop & $ffff
hard:
lda #3
jsr rand_range
clc
adc #2
tax
jmp spawnloop & $ffff
veryhard:
lda #3
jsr rand_range
clc
adc #3
tax
spawnloop:
txa
pha
lda #3
jsr rand_range
tax
lda house_interior_enemy_types & $ffff, x
jsr spawn_starting_enemy
pla
tax
dex
bne spawnloop
restoredspawn:
rts
.endproc
PROC gen_house_inside_common
lda #MUSIC_TOWN
jsr play_music
LOAD_ALL_TILES WALL_TILES, wood_wall_tiles
LOAD_PTR house_interior_palette
jsr load_background_game_palette
lda #WALL_TILES + 32
sta traversable_tiles
lda #WALL_TILES + 36
sta traversable_tiles + 1
lda #WALL_TILES + 28
sta traversable_tiles + 2
lda #WALL_TILES + 32
sta spawnable_tiles
lda #WALL_TILES + 36
sta spawnable_tiles + 1
; Generate surrounding wall
ldx #1
ldy #1
lda #WALL_TILES + 0
jsr write_gen_map
ldx #2
topwallloop:
lda #WALL_TILES + 24
jsr write_gen_map
inx
cpx #13
bne topwallloop
lda #WALL_TILES + 4
jsr write_gen_map
ldx #1
ldy #2
lda #WALL_TILES + 8
jsr write_gen_map
ldx #2
firstxloop:
lda #WALL_TILES + 36
jsr write_gen_map
inx
cpx #13
bne firstxloop
lda #WALL_TILES + 20
jsr write_gen_map
ldy #3
centeryloop:
ldx #1
lda #WALL_TILES + 8
jsr write_gen_map
ldx #2
centerxloop:
lda #WALL_TILES + 32
jsr write_gen_map
inx
cpx #13
bne centerxloop
lda #WALL_TILES + 20
jsr write_gen_map
iny
cpy #10
bne centeryloop
ldx #1
lda #WALL_TILES + 12
jsr write_gen_map
ldx #2
botloop:
lda #WALL_TILES + 24
jsr write_gen_map
inx
cpx #13
bne botloop
lda #WALL_TILES + 16
jsr write_gen_map
ldx #7
lda #WALL_TILES + 28
jsr write_gen_map
stx entrance_x
sty entrance_y
lda #1
sta entrance_down
rts
.endproc
.code
PROC boarded_house_note_interact
LOAD_PTR boarded_house_flag_text
lda #^boarded_house_flag_text
jsr show_chat_text
rts
.endproc
PROC boarded_house_npc_interact
LOAD_PTR boarded_house_npc_text
lda #^boarded_house_npc_text
jsr show_chat_text
rts
.endproc
.segment "EXTRA"
VAR house_paint_colors
.byte $30, $38, $31
VAR roof_dark_colors
.byte $07, $08, $0b
VAR roof_light_colors
.byte $17, $18, $1b
VAR house_exterior_enemy_types