pokecrystal-board/home/trainers.asm

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CheckTrainerBattle::
ldh a, [hROMBank]
push af
call SwitchToMapScriptsBank
call _CheckTrainerBattle
pop bc
ld a, b
rst Bankswitch
ret
_CheckTrainerBattle::
; Check if any trainer on the map sees the player and wants to battle.
; Skip the player object.
ld a, 1
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ld de, wMap1Object
.loop
; Start a battle if the object:
push af
push de
; Has a sprite
ld hl, MAPOBJECT_SPRITE
add hl, de
ld a, [hl]
and a
jr z, .next
; Is a trainer
ld hl, MAPOBJECT_TYPE
add hl, de
ld a, [hl]
and MAPOBJECT_TYPE_MASK
cp OBJECTTYPE_TRAINER
jr nz, .next
; Is visible on the map
ld hl, MAPOBJECT_OBJECT_STRUCT_ID
add hl, de
ld a, [hl]
cp -1
jr z, .next
; Is facing the player...
call GetObjectStruct
call FacingPlayerDistance_bc
jr nc, .next
; ...within their sight range
ld hl, MAPOBJECT_SIGHT_RANGE
add hl, de
ld a, [hl]
cp b
jr c, .next
; And hasn't already been beaten
push bc
push de
ld hl, MAPOBJECT_SCRIPT_POINTER
add hl, de
ld a, [hli]
ld h, [hl]
ld l, a
ld e, [hl]
inc hl
ld d, [hl]
ld b, CHECK_FLAG
call EventFlagAction
ld a, c
pop de
pop bc
and a
jr z, .startbattle
.next
pop de
ld hl, MAPOBJECT_LENGTH
add hl, de
ld d, h
ld e, l
pop af
inc a
cp NUM_OBJECTS
jr nz, .loop
xor a
ret
.startbattle
pop de
pop af
ldh [hLastTalked], a
ld a, b
ld [wSeenTrainerDistance], a
ld a, c
ld [wSeenTrainerDirection], a
jr LoadTrainer_continue
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TalkToTrainer::
ld a, 1
ld [wSeenTrainerDistance], a
ld a, -1
ld [wSeenTrainerDirection], a
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LoadTrainer_continue::
call GetMapScriptsBank
ld [wSeenTrainerBank], a
ldh a, [hLastTalked]
call GetMapObject
ld hl, MAPOBJECT_SCRIPT_POINTER
add hl, bc
ld a, [wSeenTrainerBank]
call GetFarWord
ld de, wTempTrainer
ld bc, wTempTrainerEnd - wTempTrainer
ld a, [wSeenTrainerBank]
call FarCopyBytes
xor a
ld [wRunningTrainerBattleScript], a
scf
ret
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FacingPlayerDistance_bc::
push de
call FacingPlayerDistance
ld b, d
ld c, e
pop de
ret
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FacingPlayerDistance::
; Return carry if the sprite at bc is facing the player,
; its distance in d, and its direction in e.
ld hl, OBJECT_MAP_X ; x
add hl, bc
ld d, [hl]
ld hl, OBJECT_MAP_Y ; y
add hl, bc
ld e, [hl]
ld a, [wPlayerMapX]
cp d
jr z, .CheckY
ld a, [wPlayerMapY]
cp e
jr z, .CheckX
and a
ret
.CheckY:
ld a, [wPlayerMapY]
sub e
jr z, .NotFacing
jr nc, .Above
; Below
cpl
inc a
ld d, a
ld e, OW_UP
jr .CheckFacing
.Above:
ld d, a
ld e, OW_DOWN
jr .CheckFacing
.CheckX:
ld a, [wPlayerMapX]
sub d
jr z, .NotFacing
jr nc, .Left
; Right
cpl
inc a
ld d, a
ld e, OW_LEFT
jr .CheckFacing
.Left:
ld d, a
ld e, OW_RIGHT
.CheckFacing:
call GetSpriteDirection
cp e
jr nz, .NotFacing
scf
ret
.NotFacing:
and a
ret
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PrintWinLossText::
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ld a, [wBattleType]
cp BATTLETYPE_CANLOSE
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; code was probably dummied out here
jr .canlose
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; unused
ld hl, wWinTextPointer
jr .ok
.canlose
ld a, [wBattleResult]
ld hl, wWinTextPointer
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and $f ; WIN?
jr z, .ok
ld hl, wLossTextPointer
.ok
ld a, [hli]
ld h, [hl]
ld l, a
call GetMapScriptsBank
call FarPrintText1bpp
call WaitBGMap
call WaitPressAorB_BlinkCursor
ret