pokecrystal-board/engine/menus/game_menu.asm

173 lines
3.5 KiB
NASM
Executable File

; GameMenu.String and GameMenu.Jumptable indexes
const_def
const GAMEMENU_WORLD
const GAMEMENU_SHOP
GameMenu:
ld de, MUSIC_NONE
call PlayMusic
call DelayFrame
ld de, MUSIC_MAIN_MENU
call PlayMusic
; fallthrough
GameMenu_KeepMusic:
xor a
ldh [hMapAnims], a
ldh [hLCDStatIntRequired], a
call ClearTilemap
call LoadFrame
call LoadStandardFont
xor a
ldh [hSCX], a
ldh [hSCY], a
call ClearMenuAndWindowData
ld b, CGB_DIPLOMA
call GetCGBLayout
call SetDefaultBGPAndOBP
xor a
ld [wWhichIndexSet], a
ld hl, .MenuHeader
call LoadMenuHeader
call GameMenuJoypadLoop
call CloseWindow
jr c, .quit
call ClearTilemap
ld a, [wMenuSelection]
ld hl, .Jumptable
rst JumpTable
jr GameMenu
.quit
ret
.MenuHeader:
db MENU_BACKUP_TILES ; flags
menu_coords 0, 0, 16, 7
dw .MenuData
db 1 ; default option
.MenuData:
db STATICMENU_CURSOR ; flags
db 0 ; items
dw GameMenuItems
dw PlaceMenuStrings
dw .Strings
.Strings:
; entries correspond to GAMEMENUITEM_* constants
db "WORLD@"
db "SHOP@"
.Jumptable:
; entries correspond to GAMEMENUITEM_* constants
dw GameMenu_World
dw GameMenu_Shop
GameMenuItems:
db 2
db GAMEMENU_WORLD
db GAMEMENU_SHOP
db -1
GameMenuJoypadLoop:
call SetUpMenu
.loop
ld a, [w2DMenuFlags1]
set 5, a
ld [w2DMenuFlags1], a
call GetScrollingMenuJoypad
ld a, [wMenuJoypad]
cp B_BUTTON
jr z, .b_button
cp A_BUTTON
jr z, .a_button
jr .loop
.a_button
call PlayClickSFX
and a
ret
.b_button
scf
ret
GameMenu_World:
; the following 500ms fading delay applies:
; - from post-level screen to level selection menu
; - from overworld to level selection menu
; - from selecting "WORLD" in game menu to level selection menu (save outside ow)
; - from selecting "WORLD" in game menu to overworld (save in ow)
ld a, 8
ld [wMusicFade], a
ld a, LOW(MUSIC_NONE)
ld [wMusicFadeID], a
ld a, HIGH(MUSIC_NONE)
ld [wMusicFadeID + 1], a
call ClearBGPalettes
call ClearTilemap
ld c, 30 - 8
call DelayFrames
ld a, [wSaveFileInOverworld]
and a
jr z, .not_in_overworld
ld a, MAPSETUP_CONTINUE
jr .SpawnToMap
.not_in_overworld
farcall LevelSelectionMenu
; dequeue all level selection menu events (which triggered during call above if set).
; game is not saved until player enters a level, so if game is turned off in the middle of
; an event or in the menu, the player will be able to replay the events when they come back.
ld a, 0
ld [wLevelSelectionMenuEntryEventQueue], a
ret nc ; if pressed B, go back to Game Menu
farcall ClearSpriteAnims
call ClearSprites
ld a, MAPSETUP_ENTERLEVEL
; jr .SpawnToMap
.SpawnToMap:
ldh [hMapEntryMethod], a
farcall JumpRoamMons
xor a
ld [wDontPlayMapMusicOnReload], a ; play map music
ld [wLinkMode], a
ld [wBoardMenuLastCursorPosition], a
ld hl, wGameTimer
set GAME_TIMER_COUNTING_F, [hl] ; start game timer counter
farcall OverworldLoop
; return from overworld loop
call ClearObjectStructs
call ClearBGPalettes
call ClearSprites
; clear unlocked levels
xor a
ld [wLastUnlockedLevelsCount], a
ld a, $ff
ld [wLastUnlockedLevels], a
; handle overworld exit
ld a, [wExitOverworldReason]
cp CLEARED_LEVEL
jr nz, .save_and_return
; if CLEARED_LEVEL:
; show post-level screen, clear level, unlock levels, request appropriate LSM events
farcall ClearedLevelScreen
ld hl, wLevelSelectionMenuEntryEventQueue
set LSMEVENT_ANIMATE_TIME_OF_DAY, [hl]
ld a, [wLastUnlockedLevelsCount]
and a
jr z, .save_and_return
set LSMEVENT_SHOW_UNLOCKED_LEVELS, [hl]
.save_and_return
farcall AutoSaveGameOutsideOverworld
jp GameMenu_World
GameMenu_Shop:
ret