pokered/scripts/LoreleisRoom.asm

148 lines
2.9 KiB
NASM

LoreleisRoom_Script:
call LoreleiShowOrHideExitBlock
call EnableAutoTextBoxDrawing
ld hl, LoreleisRoomTrainerHeaders
ld de, LoreleisRoom_ScriptPointers
ld a, [wLoreleisRoomCurScript]
call ExecuteCurMapScriptInTable
ld [wLoreleisRoomCurScript], a
ret
LoreleiShowOrHideExitBlock:
; Blocks or clears the exit to the next room.
ld hl, wCurrentMapScriptFlags
bit 5, [hl]
res 5, [hl]
ret z
ld hl, wBeatLorelei
set 1, [hl]
CheckEvent EVENT_BEAT_LORELEIS_ROOM_TRAINER_0
jr z, .blockExitToNextRoom
ld a, $5
jr .setExitBlock
.blockExitToNextRoom
ld a, $24
.setExitBlock
ld [wNewTileBlockID], a
lb bc, 0, 2
predef_jump ReplaceTileBlock
ResetLoreleiScript:
xor a
ld [wLoreleisRoomCurScript], a
ret
LoreleisRoom_ScriptPointers:
dw LoreleiScript0
dw DisplayEnemyTrainerTextAndStartBattle
dw LoreleiScript2
dw LoreleiScript3
dw LoreleiScript4
LoreleiScript4:
ret
LoreleiScriptWalkIntoRoom:
; Walk six steps upward.
ld hl, wSimulatedJoypadStatesEnd
ld a, D_UP
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, $3
ld [wLoreleisRoomCurScript], a
ld [wCurMapScript], a
ret
LoreleiScript0:
ld hl, LoreleiEntranceCoords
call ArePlayerCoordsInArray
jp nc, CheckFightingMapTrainers
xor a
ldh [hJoyPressed], a
ldh [hJoyHeld], a
ld [wSimulatedJoypadStatesEnd], a
ld [wSimulatedJoypadStatesIndex], a
ld a, [wCoordIndex]
cp $3 ; Is player standing one tile above the exit?
jr c, .stopPlayerFromLeaving
CheckAndSetEvent EVENT_AUTOWALKED_INTO_LORELEIS_ROOM
jr z, LoreleiScriptWalkIntoRoom
.stopPlayerFromLeaving
ld a, $2
ldh [hSpriteIndexOrTextID], a
call DisplayTextID ; "Don't run away!"
ld a, D_UP
ld [wSimulatedJoypadStatesEnd], a
ld a, $1
ld [wSimulatedJoypadStatesIndex], a
call StartSimulatingJoypadStates
ld a, $3
ld [wLoreleisRoomCurScript], a
ld [wCurMapScript], a
ret
LoreleiEntranceCoords:
dbmapcoord 4, 10
dbmapcoord 5, 10
dbmapcoord 4, 11
dbmapcoord 5, 11
db -1 ; end
LoreleiScript3:
ld a, [wSimulatedJoypadStatesIndex]
and a
ret nz
call Delay3
xor a
ld [wJoyIgnore], a
ld [wLoreleisRoomCurScript], a
ld [wCurMapScript], a
ret
LoreleiScript2:
call EndTrainerBattle
ld a, [wIsInBattle]
cp $ff
jp z, ResetLoreleiScript
ld a, $1
ldh [hSpriteIndexOrTextID], a
jp DisplayTextID
LoreleisRoom_TextPointers:
dw LoreleiText1
dw LoreleiDontRunAwayText
LoreleisRoomTrainerHeaders:
def_trainers
LoreleisRoomTrainerHeader0:
trainer EVENT_BEAT_LORELEIS_ROOM_TRAINER_0, 0, LoreleiBeforeBattleText, LoreleiEndBattleText, LoreleiAfterBattleText
db -1 ; end
LoreleiText1:
text_asm
ld hl, LoreleisRoomTrainerHeader0
call TalkToTrainer
jp TextScriptEnd
LoreleiBeforeBattleText:
text_far _LoreleiBeforeBattleText
text_end
LoreleiEndBattleText:
text_far _LoreleiEndBattleText
text_end
LoreleiAfterBattleText:
text_far _LoreleiAfterBattleText
text_end
LoreleiDontRunAwayText:
text_far _LoreleiDontRunAwayText
text_end