pokecrystal-board/engine/board/spaces.asm

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NASM
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BoardSpaceScripts:: ; used only for BANK(BoardSpaceScripts)
BlueSpaceScript::
scall ArriveToRegularSpaceScript
iftrue .not_landed
scall LandedInRegularSpaceScript_BeforeSpaceEffect
scall LandedInRegularSpaceScript_AfterSpaceEffect
.not_landed
end
RedSpaceScript::
scall ArriveToRegularSpaceScript
iftrue .not_landed
scall LandedInRegularSpaceScript_BeforeSpaceEffect
scall LandedInRegularSpaceScript_AfterSpaceEffect
.not_landed
end
GreenSpaceScript::
scall ArriveToRegularSpaceScript
iftrue .not_landed
scall LandedInRegularSpaceScript_BeforeSpaceEffect
scall LandedInRegularSpaceScript_AfterSpaceEffect
.not_landed
end
ItemSpaceScript::
scall ArriveToRegularSpaceScript
iftrue .not_landed
scall LandedInRegularSpaceScript_BeforeSpaceEffect
scall LandedInRegularSpaceScript_AfterSpaceEffect
.not_landed
end
PokemonSpaceScript::
scall ArriveToRegularSpaceScript
iftrue .not_landed
scall LandedInRegularSpaceScript_BeforeSpaceEffect
wait 200
loadpikachudata
startbattle
reloadmapafterbattle
wait 100
scall LandedInRegularSpaceScript_AfterSpaceEffect
.not_landed
end
MinigameSpaceScript::
scall ArriveToRegularSpaceScript
iftrue .not_landed
scall LandedInRegularSpaceScript_BeforeSpaceEffect
wait 200
scall LandedInRegularSpaceScript_AfterSpaceEffect
.not_landed
end
EndSpaceScript::
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; fading out will kick before reaching HandleMapBackground, so update sprites after any change
scall ArriveToRegularSpaceScript
scall LandedInRegularSpaceScript_BeforeSpaceEffect
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playmusic MUSIC_TRAINER_VICTORY
wait 600
callasm .FadeOutSlow ; 800 ms
wait 400
exitoverworld CLEARED_LEVEL
endall
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.FadeOutSlow:
; clear spaces left sprites
ld hl, wDisplaySecondarySprites
res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
call UpdateActiveSprites
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; fade out slow to white
ld b, RGBFADE_TO_WHITE_8BGP_8OBP
jp DoRGBFadeEffect
GreySpaceScript::
scall ArriveToRegularSpaceScript
iftrue .not_landed
wait 300
turnobject PLAYER, DOWN
wait 100
scall LandedInRegularSpaceScript_AfterSpaceEffect
.not_landed
end
ArriveToRegularSpaceScript:
playsound SFX_PRESENT
callasm .ArriveToRegularSpace
end
.ArriveToRegularSpace:
; load new space
ld a, [wCurSpaceNextSpace]
ld [wCurSpace], a
call LoadCurSpaceData
; decrease wSpacesLeft and copy to hScriptVar
ld hl, wSpacesLeft
dec [hl]
ld a, [hl]
ld [hScriptVar], a
; if landed, clear spaces left sprites
and a
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jr nz, .not_landed
ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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.not_landed
; update sprites
jp UpdateActiveSprites
LandedInRegularSpaceScript_BeforeSpaceEffect:
wait 300
turnobject PLAYER, DOWN
wait 100
end
LandedInRegularSpaceScript_AfterSpaceEffect:
callasm .LandedInRegularSpace
end
.LandedInRegularSpace:
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; disable the space effect (turn the space into a grey space)
ld a, [wCurSpaceXCoord]
add 4
ld d, a
ld a, [wCurSpaceYCoord]
add 4
ld e, a
call GetBlockLocation
ld a, [hl]
and UNIQUE_SPACE_METATILES_MASK
add FIRST_GREY_SPACE_METATILE
ld [hl], a
; trigger end of turn
ld a, BOARDEVENT_END_TURN
ldh [hCurBoardEvent], a
ret
BranchSpaceScript::
scall ArriveToBranchSpaceScript
BranchSpaceScript_PromptPlayer::
callasm PromptPlayerToChooseBranchDirection
iffalse .print_technique_required
wait 200
end
.print_technique_required
opentext
writetext .TechniqueRequiredText
waitbutton
closetext
sjump BranchSpaceScript_PromptPlayer
.TechniqueRequiredText:
text "A new TECHNIQUE is"
line "required!"
done
ArriveToBranchSpaceScript:
playsound SFX_TWINKLE
wait 400
callasm .ArriveToBranchSpace
end
.ArriveToBranchSpace:
; load new space
ld a, [wCurSpaceNextSpace]
ld [wCurSpace], a
; unlike in other cases, wCurSpaceNextSpace will not yet
; contain the next space after calling LoadCurSpaceData.
; it will be defined after the player has chosen which direction to take.
call LoadCurSpaceData
; load the space's branch data
call LoadTempSpaceBranchData
call .DisableDirectionsRequiringLockedTechniques
; draw arrows for valid directions
farcall LoadBranchArrowsGFX
ld hl, wDisplaySecondarySprites
set SECONDARYSPRITES_BRANCH_ARROWS_F, [hl]
; update sprites
jp UpdateActiveSprites
.DisableDirectionsRequiringLockedTechniques:
; set to BRANCH_DIRECTION_UNAVAILABLE each next space byte of the branch struct
; that has an unavailable direction due to required techniques not yet unlocked.
ld hl, wTempSpaceBranchStruct + NUM_DIRECTIONS
ld de, wTempSpaceBranchStruct
ld bc, wUnlockedTechniques
rept NUM_DIRECTIONS
ld a, [bc]
and [hl]
cp [hl]
jr z, .next\@
ld a, BRANCH_DIRECTION_UNAVAILABLE
ld [de], a
.next\@
inc hl
inc de
endr
ret
PromptPlayerToChooseBranchDirection:
; sample a dpad press or SELECT button
ld hl, wTempSpaceBranchStruct
call GetJoypad
ldh a, [hJoyPressed]
and D_PAD | SELECT
jr z, PromptPlayerToChooseBranchDirection
cp SELECT ; check if SELECT pressed along with no dpad key
jr nz, .not_select
jp .EnterViewMapMode
.not_select
; determine the status (ok/invalid/unavailable) of the chosen direction
bit D_RIGHT_F, a
jr z, .not_right
ld a, [hl]
inc a ; cp BRANCH_DIRECTION_INVALID
jr z, PromptPlayerToChooseBranchDirection
inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
jr z, .technique_required
jr .direction_chosen
.not_right
inc hl
bit D_LEFT_F, a
jr z, .not_left
ld a, [hl]
inc a ; cp BRANCH_DIRECTION_INVALID
jr z, PromptPlayerToChooseBranchDirection
inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
jr z, .technique_required
jr .direction_chosen
.not_left
inc hl
bit D_UP_F, a
jr z, .not_up
ld a, [hl]
inc a ; cp BRANCH_DIRECTION_INVALID
jr z, PromptPlayerToChooseBranchDirection
inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
jr z, .technique_required
jr .direction_chosen
.not_up
inc hl
ld a, [hl]
inc a ; cp BRANCH_DIRECTION_INVALID
jr z, PromptPlayerToChooseBranchDirection
inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
jr z, .technique_required
; fallthrough
.direction_chosen
; save the next space of the chosen direction to wCurSpaceNextSpace
ld a, [hl]
ld [wCurSpaceNextSpace], a
ld hl, wDisplaySecondarySprites
res SECONDARYSPRITES_BRANCH_ARROWS_F, [hl]
ld a, TRUE
ldh [hScriptVar], a
jp PlayClickSFX
.technique_required
xor a ; FALSE
ldh [hScriptVar], a
jp PlayClickSFX
.EnterViewMapMode:
ld a, BOARDEVENT_VIEW_MAP_MODE
ldh [hCurBoardEvent], a
ld a, TRUE
ld [wViewMapModeRange], a
ld a, [wMapGroup]
ld [wBeforeViewMapMapGroup], a
ld a, [wMapNumber]
ld [wBeforeViewMapMapNumber], a
ld a, [wXCoord]
ld [wBeforeViewMapXCoord], a
ld a, [wYCoord]
ld [wBeforeViewMapYCoord], a
xor a
ld [wViewMapModeDisplacementY], a
ld [wViewMapModeDisplacementX], a
call DisableOverworldHUD
ld hl, wPlayerFlags
set INVISIBLE_F, [hl]
ld hl, wDisplaySecondarySprites
res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
res SECONDARYSPRITES_BRANCH_ARROWS_F, [hl]
farcall MockPlayerObject
call UpdateSprites
farcall LoadViewMapModeGFX
ld hl, wDisplaySecondarySprites
set SECONDARYSPRITES_VIEW_MAP_MODE_F, [hl]
ld a, TRUE
ldh [hScriptVar], a
jp PlayClickSFX
UnionSpaceScript::
callasm .ArriveToUnionSpace
end
.ArriveToUnionSpace:
; these are just transition spaces, so simply load the next space
ld a, [wCurSpaceNextSpace]
ld [wCurSpace], a
call LoadCurSpaceData
end