pokered/engine/overworld/pokemart.asm
2016-06-12 00:52:13 -07:00

272 lines
5.9 KiB
NASM
Executable file

DisplayPokemartDialogue_:
ld a,[wListScrollOffset]
ld [wSavedListScrollOffset],a
call UpdateSprites
xor a
ld [wBoughtOrSoldItemInMart],a
.loop
xor a
ld [wListScrollOffset],a
ld [wCurrentMenuItem],a
ld [wPlayerMonNumber],a
inc a
ld [wPrintItemPrices],a
ld a,MONEY_BOX
ld [wTextBoxID],a
call DisplayTextBoxID
ld a,BUY_SELL_QUIT_MENU
ld [wTextBoxID],a
call DisplayTextBoxID
; This code is useless. It copies the address of the pokemart's inventory to hl,
; but the address is never used.
ld hl,wItemListPointer
ld a,[hli]
ld l,[hl]
ld h,a
ld a,[wMenuExitMethod]
cp a,CANCELLED_MENU
jp z,.done
ld a,[wChosenMenuItem]
and a ; buying?
jp z,.buyMenu
dec a ; selling?
jp z,.sellMenu
dec a ; quitting?
jp z,.done
.sellMenu
; the same variables are set again below, so this code has no effect
xor a
ld [wPrintItemPrices],a
ld a,INIT_BAG_ITEM_LIST
ld [wInitListType],a
callab InitList
ld a,[wNumBagItems]
and a
jp z,.bagEmpty
ld hl,PokemonSellingGreetingText
call PrintText
call SaveScreenTilesToBuffer1 ; save screen
.sellMenuLoop
call LoadScreenTilesFromBuffer1 ; restore saved screen
ld a,MONEY_BOX
ld [wTextBoxID],a
call DisplayTextBoxID ; draw money text box
ld hl,wNumBagItems
ld a,l
ld [wListPointer],a
ld a,h
ld [wListPointer + 1],a
xor a
ld [wPrintItemPrices],a
ld [wCurrentMenuItem],a
ld a,ITEMLISTMENU
ld [wListMenuID],a
call DisplayListMenuID
jp c,.returnToMainPokemartMenu ; if the player closed the menu
.confirmItemSale ; if the player is trying to sell a specific item
call IsKeyItem
ld a,[wIsKeyItem]
and a
jr nz,.unsellableItem
ld a,[wcf91]
call IsItemHM
jr c,.unsellableItem
ld a,PRICEDITEMLISTMENU
ld [wListMenuID],a
ld [hHalveItemPrices],a ; halve prices when selling
call DisplayChooseQuantityMenu
inc a
jr z,.sellMenuLoop ; if the player closed the choose quantity menu with the B button
ld hl,PokemartTellSellPriceText
lb bc, 14, 1 ; location that PrintText always prints to, this is useless
call PrintText
coord hl, 14, 7
lb bc, 8, 15
ld a,TWO_OPTION_MENU
ld [wTextBoxID],a
call DisplayTextBoxID ; yes/no menu
ld a,[wMenuExitMethod]
cp a,CHOSE_SECOND_ITEM
jr z,.sellMenuLoop ; if the player chose No or pressed the B button
; The following code is supposed to check if the player chose No, but the above
; check already catches it.
ld a,[wChosenMenuItem]
dec a
jr z,.sellMenuLoop
.sellItem
ld a,[wBoughtOrSoldItemInMart]
and a
jr nz,.skipSettingFlag1
inc a
ld [wBoughtOrSoldItemInMart],a
.skipSettingFlag1
call AddAmountSoldToMoney
ld hl,wNumBagItems
call RemoveItemFromInventory
jp .sellMenuLoop
.unsellableItem
ld hl,PokemartUnsellableItemText
call PrintText
jp .returnToMainPokemartMenu
.bagEmpty
ld hl,PokemartItemBagEmptyText
call PrintText
call SaveScreenTilesToBuffer1
jp .returnToMainPokemartMenu
.buyMenu
; the same variables are set again below, so this code has no effect
ld a,1
ld [wPrintItemPrices],a
ld a,INIT_OTHER_ITEM_LIST
ld [wInitListType],a
callab InitList
ld hl,PokemartBuyingGreetingText
call PrintText
call SaveScreenTilesToBuffer1
.buyMenuLoop
call LoadScreenTilesFromBuffer1
ld a,MONEY_BOX
ld [wTextBoxID],a
call DisplayTextBoxID
ld hl,wItemList
ld a,l
ld [wListPointer],a
ld a,h
ld [wListPointer + 1],a
xor a
ld [wCurrentMenuItem],a
inc a
ld [wPrintItemPrices],a
inc a ; a = 2 (PRICEDITEMLISTMENU)
ld [wListMenuID],a
call DisplayListMenuID
jr c,.returnToMainPokemartMenu ; if the player closed the menu
ld a,99
ld [wMaxItemQuantity],a
xor a
ld [hHalveItemPrices],a ; don't halve item prices when buying
call DisplayChooseQuantityMenu
inc a
jr z,.buyMenuLoop ; if the player closed the choose quantity menu with the B button
ld a,[wcf91] ; item ID
ld [wd11e],a ; store item ID for GetItemName
call GetItemName
call CopyStringToCF4B ; copy name to wcf4b
ld hl,PokemartTellBuyPriceText
call PrintText
coord hl, 14, 7
lb bc, 8, 15
ld a,TWO_OPTION_MENU
ld [wTextBoxID],a
call DisplayTextBoxID ; yes/no menu
ld a,[wMenuExitMethod]
cp a,CHOSE_SECOND_ITEM
jp z,.buyMenuLoop ; if the player chose No or pressed the B button
; The following code is supposed to check if the player chose No, but the above
; check already catches it.
ld a,[wChosenMenuItem]
dec a
jr z,.buyMenuLoop
.buyItem
call .isThereEnoughMoney
jr c,.notEnoughMoney
ld hl,wNumBagItems
call AddItemToInventory
jr nc,.bagFull
call SubtractAmountPaidFromMoney
ld a,[wBoughtOrSoldItemInMart]
and a
jr nz,.skipSettingFlag2
ld a,1
ld [wBoughtOrSoldItemInMart],a
.skipSettingFlag2
ld a,SFX_PURCHASE
call PlaySoundWaitForCurrent
call WaitForSoundToFinish
ld hl,PokemartBoughtItemText
call PrintText
jp .buyMenuLoop
.returnToMainPokemartMenu
call LoadScreenTilesFromBuffer1
ld a,MONEY_BOX
ld [wTextBoxID],a
call DisplayTextBoxID
ld hl,PokemartAnythingElseText
call PrintText
jp .loop
.isThereEnoughMoney
ld de,wPlayerMoney
ld hl,hMoney
ld c,3 ; length of money in bytes
jp StringCmp
.notEnoughMoney
ld hl,PokemartNotEnoughMoneyText
call PrintText
jr .returnToMainPokemartMenu
.bagFull
ld hl,PokemartItemBagFullText
call PrintText
jr .returnToMainPokemartMenu
.done
ld hl,PokemartThankYouText
call PrintText
ld a,1
ld [wUpdateSpritesEnabled],a
call UpdateSprites
ld a,[wSavedListScrollOffset]
ld [wListScrollOffset],a
ret
PokemartBuyingGreetingText:
TX_FAR _PokemartBuyingGreetingText
db "@"
PokemartTellBuyPriceText:
TX_FAR _PokemartTellBuyPriceText
db "@"
PokemartBoughtItemText:
TX_FAR _PokemartBoughtItemText
db "@"
PokemartNotEnoughMoneyText:
TX_FAR _PokemartNotEnoughMoneyText
db "@"
PokemartItemBagFullText:
TX_FAR _PokemartItemBagFullText
db "@"
PokemonSellingGreetingText:
TX_FAR _PokemonSellingGreetingText
db "@"
PokemartTellSellPriceText:
TX_FAR _PokemartTellSellPriceText
db "@"
PokemartItemBagEmptyText:
TX_FAR _PokemartItemBagEmptyText
db "@"
PokemartUnsellableItemText:
TX_FAR _PokemartUnsellableItemText
db "@"
PokemartThankYouText:
TX_FAR _PokemartThankYouText
db "@"
PokemartAnythingElseText:
TX_FAR _PokemartAnythingElseText
db "@"