pokered/scripts/LoreleisRoom.asm

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LoreleisRoom_Script:
call LoreleiShowOrHideExitBlock
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call EnableAutoTextBoxDrawing
ld hl, LoreleisRoomTrainerHeaders
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
bit BIT_CUR_MAP_LOADED_1, [hl]
res BIT_CUR_MAP_LOADED_1, [hl]
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ret z
ld hl, wElite4Flags
set BIT_STARTED_ELITE_4, [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:
xor a ; SCRIPT_LORELEISROOM_DEFAULT
ld [wLoreleisRoomCurScript], a
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ret
LoreleisRoom_ScriptPointers:
def_script_pointers
dw_const LoreleisRoomDefaultScript, SCRIPT_LORELEISROOM_DEFAULT
dw_const DisplayEnemyTrainerTextAndStartBattle, SCRIPT_LORELEISROOM_LORELEI_START_BATTLE
dw_const LoreleisRoomLoreleiEndBattleScript, SCRIPT_LORELEISROOM_LORELEI_END_BATTLE
dw_const LoreleisRoomPlayerIsMovingScript, SCRIPT_LORELEISROOM_PLAYER_IS_MOVING
dw_const LoreleisRoomNoopScript, SCRIPT_LORELEISROOM_NOOP
LoreleisRoomNoopScript:
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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
ld a, SCRIPT_LORELEISROOM_PLAYER_IS_MOVING
ld [wLoreleisRoomCurScript], a
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ld [wCurMapScript], a
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ret
LoreleisRoomDefaultScript:
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
ld a, TEXT_LORELEISROOM_DONT_RUN_AWAY
ldh [hTextID], 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
ld a, SCRIPT_LORELEISROOM_PLAYER_IS_MOVING
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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LoreleisRoomPlayerIsMovingScript:
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
LoreleisRoomLoreleiEndBattleScript:
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call EndTrainerBattle
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ld a, [wIsInBattle]
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cp $ff
jp z, ResetLoreleiScript
ld a, TEXT_LORELEISROOM_LORELEI
ldh [hTextID], a
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jp DisplayTextID
LoreleisRoom_TextPointers:
def_text_pointers
dw_const LoreleisRoomLoreleiText, TEXT_LORELEISROOM_LORELEI
dw_const LoreleisRoomLoreleiDontRunAwayText, TEXT_LORELEISROOM_DONT_RUN_AWAY
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LoreleisRoomTrainerHeaders:
def_trainers
LoreleisRoomTrainerHeader0:
trainer EVENT_BEAT_LORELEIS_ROOM_TRAINER_0, 0, LoreleisRoomLoreleiBeforeBattleText, LoreleisRoomLoreleiEndBattleText, LoreleisRoomLoreleiAfterBattleText
db -1 ; end
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LoreleisRoomLoreleiText:
text_asm
ld hl, LoreleisRoomTrainerHeader0
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call TalkToTrainer
jp TextScriptEnd
LoreleisRoomLoreleiBeforeBattleText:
text_far _LoreleisRoomLoreleiBeforeBattleText
text_end
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LoreleisRoomLoreleiEndBattleText:
text_far _LoreleisRoomLoreleiEndBattleText
text_end
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LoreleisRoomLoreleiAfterBattleText:
text_far _LoreleisRoomLoreleiAfterBattleText
text_end
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LoreleisRoomLoreleiDontRunAwayText:
text_far _LoreleisRoomLoreleiDontRunAwayText
text_end