mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-11-16 11:27:33 -08:00
385 lines
8.9 KiB
NASM
Executable File
385 lines
8.9 KiB
NASM
Executable File
BoardSpaceScripts:: ; used only for BANK(BoardSpaceScripts)
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BlueSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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givecoins CUR_LEVEL_COINS, BLUE_RED_SPACE_COINS
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playsound SFX_TRANSACTION
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special PrintGainCoins
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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RedSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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takecoins CUR_LEVEL_COINS, BLUE_RED_SPACE_COINS
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playsound SFX_TRANSACTION
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special PrintLoseCoins
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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GreenSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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ItemSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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opentext
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verbosegiveitem POTION
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closetext
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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PokemonSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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wait 200
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loadpikachudata
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startbattle
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reloadmapafterbattle
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wait 100
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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MinigameSpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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wait 200
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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EndSpaceScript::
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; fading out will kick before reaching HandleMapBackground, so update sprites after any change
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scall ArriveToRegularSpaceScript
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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playmusic MUSIC_TRAINER_VICTORY
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wait 600
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callasm .FadeOutSlow ; 800 ms
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wait 400
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exitoverworld CLEARED_LEVEL
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endall
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.FadeOutSlow:
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; clear spaces left sprites
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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call UpdateActiveSprites
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; stop map anims
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xor a
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ld [hMapAnims], a
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; fade out slow to white
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ld b, RGBFADE_TO_WHITE_8BGP_8OBP
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jp DoRGBFadeEffect
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GreySpaceScript::
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scall ArriveToRegularSpaceScript
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iftrue .not_landed
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scall LandedInRegularSpaceScript_BeforeSpaceEffect
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scall LandedInRegularSpaceScript_AfterSpaceEffect
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.not_landed
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end
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ArriveToRegularSpaceScript:
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playsound SFX_PRESENT
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callasm .ArriveToRegularSpace
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end
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.ArriveToRegularSpace:
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; load new space
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ld a, [wCurSpaceNextSpace]
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ld [wCurSpace], a
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call LoadCurSpaceData
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; decrease wSpacesLeft and copy to hScriptVar
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ld hl, wSpacesLeft
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dec [hl]
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ld a, [hl]
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ld [hScriptVar], a
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; if landed, clear spaces left sprites
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and a
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jr nz, .not_landed
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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.not_landed
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; update sprites
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jp UpdateActiveSprites
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LandedInRegularSpaceScript_BeforeSpaceEffect:
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wait 300
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turnobject PLAYER, DOWN
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wait 100
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end
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LandedInRegularSpaceScript_AfterSpaceEffect:
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callasm .LandedInRegularSpace
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end
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.LandedInRegularSpace:
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; disable the space effect (turn the space into a grey space)
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ld a, [wCurSpaceXCoord]
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add 4
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ld d, a
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ld a, [wCurSpaceYCoord]
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add 4
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ld e, a
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call GetBlockLocation
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ld a, [hl]
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and UNIQUE_SPACE_METATILES_MASK
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add FIRST_GREY_SPACE_METATILE
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ld [hl], a
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; backup the disabled space to preserve it on map reload
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call BackupDisabledSpace
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; trigger end of turn
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ld a, BOARDEVENT_END_TURN
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ldh [hCurBoardEvent], a
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ret
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BranchSpaceScript::
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scall ArriveToBranchSpaceScript
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BranchSpaceScript_PromptPlayer::
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callasm PromptPlayerToChooseBranchDirection
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iffalse .print_technique_required
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wait 200
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end
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.print_technique_required
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opentext
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writetext .TechniqueRequiredText
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waitbutton
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closetext
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sjump BranchSpaceScript_PromptPlayer
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.TechniqueRequiredText:
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text "A new TECHNIQUE is"
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line "required!"
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done
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ArriveToBranchSpaceScript:
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playsound SFX_TWINKLE
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wait 400
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callasm .ArriveToBranchSpace
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end
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.ArriveToBranchSpace:
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; load new space
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ld a, [wCurSpaceNextSpace]
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ld [wCurSpace], a
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; unlike in other cases, wCurSpaceNextSpace will not yet
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; contain the next space after calling LoadCurSpaceData.
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; it will be defined after the player has chosen which direction to take.
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call LoadCurSpaceData
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; load the space's branch data
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call LoadTempSpaceBranchData
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call .DisableDirectionsRequiringLockedTechniques
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; draw arrows for valid directions
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farcall LoadBranchSpaceGFX
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ld hl, wDisplaySecondarySprites
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set SECONDARYSPRITES_BRANCH_SPACE_F, [hl]
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; update sprites
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jp UpdateActiveSprites
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.DisableDirectionsRequiringLockedTechniques:
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; set to BRANCH_DIRECTION_UNAVAILABLE each next space byte of the branch struct
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; that has an unavailable direction due to required techniques not yet unlocked.
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for curdir, 0, NUM_DIRECTIONS
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ld e, (NUM_TECHNIQUES + 7) / 8
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ld hl, wTempSpaceBranchStruct + NUM_DIRECTIONS + curdir * (NUM_TECHNIQUES + 7) / 8
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ld bc, wUnlockedTechniques
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.loop\@
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ld a, [bc]
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and [hl]
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cp [hl]
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jr nz, .unavailable_next\@
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dec e
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jr z, .available_next\@
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inc bc
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inc hl
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jr .loop\@
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.unavailable_next\@
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ld a, BRANCH_DIRECTION_UNAVAILABLE
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ld [wTempSpaceBranchStruct + curdir], a
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.available_next\@
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endr
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ret
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PromptPlayerToChooseBranchDirection:
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; sample a dpad press or SELECT button
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call DelayFrame
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ld hl, wTempSpaceBranchStruct
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call GetJoypad
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ldh a, [hJoyPressed]
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and D_PAD | SELECT
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jr z, PromptPlayerToChooseBranchDirection
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cp SELECT ; check if SELECT pressed along with no dpad key
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jr nz, .not_select
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jp .EnterViewMapMode
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.not_select
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; determine the status (ok/invalid/unavailable) of the chosen direction
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bit D_RIGHT_F, a
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jr z, .not_right
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, PromptPlayerToChooseBranchDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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jr .direction_chosen
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.not_right
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inc hl
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bit D_LEFT_F, a
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jr z, .not_left
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, PromptPlayerToChooseBranchDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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jr .direction_chosen
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.not_left
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inc hl
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bit D_UP_F, a
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jr z, .not_up
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, PromptPlayerToChooseBranchDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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jr .direction_chosen
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.not_up
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inc hl
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ld a, [hl]
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inc a ; cp BRANCH_DIRECTION_INVALID
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jr z, PromptPlayerToChooseBranchDirection
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inc a ; cp BRANCH_DIRECTION_UNAVAILABLE
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jr z, .technique_required
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; fallthrough
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.direction_chosen
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; save the next space of the chosen direction to wCurSpaceNextSpace
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ld a, [hl]
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ld [wCurSpaceNextSpace], a
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_BRANCH_SPACE_F, [hl]
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ld a, TRUE
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ldh [hScriptVar], a
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jp PlayClickSFX
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.technique_required
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xor a ; FALSE
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ldh [hScriptVar], a
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jp PlayClickSFX
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.EnterViewMapMode:
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call BackupMapObjectsOnEnterViewMapMode
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ld a, BOARDEVENT_VIEW_MAP_MODE
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ldh [hCurBoardEvent], a
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ld a, 100
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ld [wViewMapModeRange], a
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ld a, [wMapGroup]
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ld [wBeforeViewMapMapGroup], a
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ld a, [wMapNumber]
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ld [wBeforeViewMapMapNumber], a
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ld a, [wXCoord]
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ld [wBeforeViewMapXCoord], a
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ld a, [wYCoord]
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ld [wBeforeViewMapYCoord], a
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ld a, [wPlayerDirection]
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ld [wBeforeViewMapDirection], a
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xor a
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ld [wViewMapModeDisplacementY], a
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ld [wViewMapModeDisplacementX], a
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call DisableOverworldHUD
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ld hl, wPlayerFlags
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set INVISIBLE_F, [hl]
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_SPACES_LEFT_F, [hl]
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res SECONDARYSPRITES_BRANCH_SPACE_F, [hl]
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farcall MockPlayerObject
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call UpdateSprites
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farcall LoadViewMapModeGFX
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ld hl, wDisplaySecondarySprites
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set SECONDARYSPRITES_VIEW_MAP_MODE_F, [hl]
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ld a, TRUE
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ldh [hScriptVar], a
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jp PlayClickSFX
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UnionSpaceScript::
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callasm .ArriveToUnionSpace
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end
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.ArriveToUnionSpace:
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; these are just transition spaces, so simply load the next space
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ld a, [wCurSpaceNextSpace]
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ld [wCurSpace], a
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call LoadCurSpaceData
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ret
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PrintGainCoins:
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ld a, PAL_OW_MISC_BOARD_COINS | 0
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ld [wCurOverworldMiscPal], a
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ld hl, wStringBuffer1
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ld a, "<COIN>"
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ld [hli], a
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ld a, "<PLUS>"
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ld [hli], a
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jr PrintGainOrLoseCoins
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PrintLoseCoins:
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ld a, PAL_OW_MISC_BOARD_COINS | 1
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ld [wCurOverworldMiscPal], a
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ld hl, wStringBuffer1
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ld a, "<COIN>"
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ld [hli], a
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ld a, "<MINUS>"
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ld [hli], a
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; fallthrough
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PrintGainOrLoseCoins:
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push hl
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farcall LoadOverworldMiscObjPal_ToObPals2
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ld a, TRUE
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ldh [hCGBPalUpdate], a
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pop hl
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; fill string space with "@" to ensure that it is terminated with at least one "@"
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push hl
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ld a, "@"
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ld c, MAX_DELTA_COINS_DIGITS + 1
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.loop
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ld [hli], a
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dec c
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jr nz, .loop
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pop hl
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; copy coins amount string to wStringBuffer1 + $2
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ld de, hCoinsTemp
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lb bc, 3 | 1 << 6, MAX_DELTA_COINS_DIGITS ; 3 bytes, left aligned, no leading zeros, 5 digits
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call PrintNum
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ld hl, wDisplaySecondarySprites
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set SECONDARYSPRITES_GAIN_OR_LOSE_COINS_F, [hl]
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; refresh overworld HUD, and show coins string 750 ms
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call UpdateActiveSprites
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call RefreshOverworldHUD
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ld c, 45 ; 750 ms
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call DelayFrames
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ld hl, wDisplaySecondarySprites
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res SECONDARYSPRITES_GAIN_OR_LOSE_COINS_F, [hl]
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ret
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INCLUDE "engine/board/disabled_spaces.asm"
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