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levels.asm
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levels.asm
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; This is called when starting a new level.
; Draws the map and status from scratch
; Assumes other procedures are taking care of
; clearing screen, initialising the level, etc
display_level
ld hl, fixed_charset
ld (v_charset), hl
xor a
ld (v_column), a
ld a, 3
ld (v_row), a
ld ix, level_buffer
ld bc, LEVEL_BUFFER_LEN
display_level_loop
ld a, (ix)
cp GRASS
call z, display_grass
cp WALL
call z, display_wall
cp FLOWERS
call z, display_flowers
cp GNOME
call z, display_gnome
cp FUEL
call z, display_fuel
ld a, (v_column)
inc a
cp 32
jr nz, display_level_next
ld a, (v_row)
inc a
ld (v_row), a
xor a
display_level_next
ld (v_column), a
inc ix
dec bc
ld a, b
or c
jr nz, display_level_loop
; Display dogs
ld ix, v_dogbuffer
display_dog_loop
ld hl, (ix)
ld a, h
or l
jr z, display_mower
ld a, 'f'
call display_a_at_hl
inc ix
inc ix
jr display_dog_loop
display_mower
ld a, (v_mowerx)
ld l, a
ld a, (v_mowery)
ld h, a
ld a, 'a'
call display_a_at_hl
ld hl, str_status
call print
call display_score
ret
; Displays the character held in A at coordinates
; H, L (H adjusted for game area).
; Assumes attributes are blue ink, green paper
display_a_at_hl
push af
push hl
ld a, l
ld (v_column), a
ld a, 3
add A, h
ld (v_row), a
pop hl
ld a, %00100001
bit 0, h
jr z, display_a_at_hl_2
ld a, %01100001
display_a_at_hl_2
ld (v_attr),a
pop af
call putchar_8
ret
display_grass
ld a, ixl
bit 5, a
ld a, %00100000 ; green
jr z, display_grass_2
ld a, %01100000 ; bright green
display_grass_2
ld (v_attr), a
ld a, 'e'
call putchar_8
ret
display_wall
ld a, %00010110
ld (v_attr), a
ld a, 'g'
call putchar_8
ret
display_flowers
ld a, %00000010
ld (v_attr), a
ld a, ixl
bit 0, a
ld a, 'h'
jr z, display_flowers_1
ld a, 'i'
display_flowers_1
call putchar_8
ret
display_gnome
ld a, ixl
bit 5, a
ld a, %00100001 ; green
jr z, display_gnome_2
ld a, %01100001 ; bright green
display_gnome_2
ld (v_attr), a
ld a, 'j'
call putchar_8
ret
display_fuel
ld a, ixl
bit 5, a
ld a, %00100001 ; green
jr z, display_fuel_2
ld a, %01100001 ; bright green
display_fuel_2
ld (v_attr), a
ld a, 'l'
call putchar_8
ret
; Prepares the level buffer with current level data.
; Level number is taken from sysvar v_level.
prepare_level
ld bc, 0
ld a, (v_level)
sla a
ld c, a
ld ix, level_data
add ix, bc
ld de, (ix)
ld ix, de
; Cover entire playfield in grass at first
ld hl, level_buffer
ld de, level_buffer + 1
ld bc, 575
ld a, GRASS
ld (hl), a
ldir
; Do boundary walls
ld hl, level_buffer
ld de, level_buffer + 1
ld bc, 31
ld a, WALL
ld (hl), a
ldir
ld hl, level_buffer + (32 * 17)
ld de, level_buffer + (32 * 17) + 1
ld bc, 31
ld a, WALL
ld (hl), a
ldir
ld hl, level_buffer + 31
ld b, 17
prepare_level_side_wall
ld a, WALL
ld (hl), a
inc hl
ld (hl), a
ld de, 31
add hl, de
djnz prepare_level_side_wall
; Now start doing the flowerbeds
ld a, FLOWERS
ld hl, level_buffer + (32 * 1) + 1
ld de, level_buffer + (32 * 1) + 2
ld bc, 29
ld (hl), a
ldir
ld hl, level_buffer + (32 * 16) + 1
ld de, level_buffer + (32 * 16) + 2
ld bc, 29
ld (hl), a
ldir
; Start reading level data (pointed to by IX)
ld b, 14
ld hl, level_buffer + (32 * 2) + 1
prepare_flower_loop
push hl
ld de, 29
add hl, de
ld de, hl
pop hl
push hl
push bc
ld a, (ix)
cp 0
jr z, prepare_flower_next
ld b, a
ld a, FLOWERS
prepare_flower_inner_loop
ld (hl), a
ex de, hl
ld (hl), a
ex de, hl
dec de
inc hl
djnz prepare_flower_inner_loop
prepare_flower_next
pop bc
pop hl
ld de, 32
add hl, de
inc ix
djnz prepare_flower_loop
; IX now points at wall X,Y positions
prepare_interior_walls
ld hl, (ix)
inc ix
inc ix
ld a, l
or h
jr z, prepare_gnomes
call calc_xy_to_hl
ex de, hl
ld hl, level_buffer
add hl, de
ld b, 5
ld a, WALL
prepare_interior_walls_loop
ld (hl), a
inc hl
djnz prepare_interior_walls_loop
jr prepare_interior_walls
prepare_gnomes
ld hl, (ix)
inc ix
inc ix
ld a, l
or h
jr z, prepare_fuel
call calc_xy_to_hl
ex de, hl
ld hl, level_buffer
add hl, de
ld a, GNOME
ld (hl), a
jr prepare_gnomes
prepare_fuel
ld hl, (ix)
inc ix
inc ix
ld a, l
or h
jr z, prepare_dogs
call calc_xy_to_hl
ex de, hl
ld hl, level_buffer
add hl, de
ld a, FUEL
ld (hl), a
jr prepare_fuel
; Dog coordinates don't go in the level buffer - we've got
; a separate area for that.
prepare_dogs
ld hl, v_dogbuffer
prepare_dog_loop
ld de, (ix)
ld (hl), de
inc ix
inc ix
inc hl
ld a, (hl)
inc hl
or (hl)
jr nz, prepare_dog_loop
; Set mower coordinates to start
ld a, 15
ld (v_mowerx), a
ld a, 8
ld (v_mowery), a
; Prepare other game vars
xor a
ld (v_mower_x_moving), a
ld (v_mower_y_moving), a
ld (v_mower_x_dir), a
ld (v_mower_y_dir), a
ld (v_hit_solid), a
ld (v_slow_movement), a
ld (v_game_end_reason), a
ld (v_mower_x_dir), a
ld (v_mower_y_dir), a
ld (v_dogs_hit), a
ld (v_gnomes_hit), a
ld (v_flowers_hit), a
; Set dog movement variables
ld a, 0xff
ld (v_dog_moving), a
xor a
ld (v_dog_x_moving), a
ld (v_dog_y_moving), a
ld de, level_buffer
; No grass at initial mower or dog location(s)
ld a, (v_mowerx)
ld l, a
ld a, (v_mowery)
ld h, a
call calc_xy_to_hl
or a
add hl, de
ld (hl), MOWN_GRASS
ld ix, v_dogbuffer
prepare_dog_patch
ld hl, (ix)
ld a, h
or l
jr z, prepare_misc
call calc_xy_to_hl
ld de, level_buffer
or a
add hl, de
ld (hl), MOWN_GRASS
inc ix
inc ix
jr prepare_dog_patch
prepare_misc
; Set damage / fuel levels
ld (v_damage), a
ld (v_dogs_hit), a
ld (v_gnomes_hit), a
ld (v_flowers_hit), a
ld a, 80
ld (v_fuel), a
ld a, 'a'
ld (v_mower_graphic), a
ld a, '9'
ld (v_time), a
ld (v_time + 1), a
ld a, FUELFRAMES
ld (v_fuel_frame), a
ld a, TIME_FRAMES
ld (v_time_frame), a
xor a
ld (v_status_msg), a
ld (v_status_delay), a
ld (v_time_expired), a
; Set level start message index
ld hl, str_level_index
ld a, (v_level)
add '1'
ld (hl), a
call survey_grass
call display_score
ret
; Converts x,y coordinates in HL to a byte
; offset for a screen buffer, returned in HL.
calc_xy_to_hl
push af
push de
push hl
pop de
ld a, d
srl a
srl a
srl a
and 3
ld h, a
ld a, d
sla a
sla a
sla a
sla a
sla a
ld l, a
ld a, e
add a, l
ld l, a
pop de
pop af
ret