pokered/scripts/LoreleisRoom.asm

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LoreleisRoom_Script:
call LoreleiShowOrHideExitBlock
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call EnableAutoTextBoxDrawing
ld hl, LoreleiTrainerHeader0
ld de, LoreleisRoom_ScriptPointers
ld a, [wLoreleisRoomCurScript]
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call ExecuteCurMapScriptInTable
ld [wLoreleisRoomCurScript], a
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ret
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LoreleiShowOrHideExitBlock:
; Blocks or clears the exit to the next room.
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ld hl, wCurrentMapScriptFlags
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bit 5, [hl]
res 5, [hl]
ret z
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ld hl, wBeatLorelei
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set 1, [hl]
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CheckEvent EVENT_BEAT_LORELEIS_ROOM_TRAINER_0
jr z, .blockExitToNextRoom
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ld a, $5
jr .setExitBlock
.blockExitToNextRoom
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ld a, $24
.setExitBlock
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ld [wNewTileBlockID], a
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lb bc, 0, 2
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predef_jump ReplaceTileBlock
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ResetLoreleiScript:
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xor a
ld [wLoreleisRoomCurScript], a
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ret
LoreleisRoom_ScriptPointers:
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dw LoreleiScript0
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dw DisplayEnemyTrainerTextAndStartBattle
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dw LoreleiScript2
dw LoreleiScript3
dw LoreleiScript4
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LoreleiScript4:
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ret
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LoreleiScriptWalkIntoRoom:
; Walk six steps upward.
ld hl, wSimulatedJoypadStatesEnd
ld a, D_UP
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ld [hli], a
ld [hli], a
ld [hli], a
ld [hli], a
ld [hli], a
ld [hl], a
ld a, $6
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
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ld a, $3
ld [wLoreleisRoomCurScript], a
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ld [wCurMapScript], a
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ret
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LoreleiScript0:
ld hl, LoreleiEntranceCoords
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call ArePlayerCoordsInArray
jp nc, CheckFightingMapTrainers
xor a
ldh [hJoyPressed], a
ldh [hJoyHeld], a
ld [wSimulatedJoypadStatesEnd], a
ld [wSimulatedJoypadStatesIndex], a
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ld a, [wCoordIndex]
cp $3 ; Is player standing one tile above the exit?
jr c, .stopPlayerFromLeaving
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CheckAndSetEvent EVENT_AUTOWALKED_INTO_LORELEIS_ROOM
jr z, LoreleiScriptWalkIntoRoom
.stopPlayerFromLeaving
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ld a, $2
ldh [hSpriteIndexOrTextID], a
call DisplayTextID ; "Don't run away!"
ld a, D_UP
ld [wSimulatedJoypadStatesEnd], a
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ld a, $1
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
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ld a, $3
ld [wLoreleisRoomCurScript], a
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ld [wCurMapScript], a
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ret
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LoreleiEntranceCoords:
dbmapcoord 4, 10
dbmapcoord 5, 10
dbmapcoord 4, 11
dbmapcoord 5, 11
db -1 ; end
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LoreleiScript3:
ld a, [wSimulatedJoypadStatesIndex]
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and a
ret nz
call Delay3
xor a
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ld [wJoyIgnore], a
ld [wLoreleisRoomCurScript], a
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ld [wCurMapScript], a
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ret
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LoreleiScript2:
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call EndTrainerBattle
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ld a, [wIsInBattle]
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cp $ff
jp z, ResetLoreleiScript
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ld a, $1
ldh [hSpriteIndexOrTextID], a
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jp DisplayTextID
LoreleisRoom_TextPointers:
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dw LoreleiText1
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dw LoreleiDontRunAwayText
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LoreleiTrainerHeader0:
trainer EVENT_BEAT_LORELEIS_ROOM_TRAINER_0, 0, LoreleiBeforeBattleText, LoreleiEndBattleText, LoreleiAfterBattleText
db -1 ; end
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LoreleiText1:
text_asm
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ld hl, LoreleiTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
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LoreleiBeforeBattleText:
text_far _LoreleiBeforeBattleText
text_end
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LoreleiEndBattleText:
text_far _LoreleiEndBattleText
text_end
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LoreleiAfterBattleText:
text_far _LoreleiAfterBattleText
text_end
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LoreleiDontRunAwayText:
text_far _LoreleiDontRunAwayText
text_end