pokecrystal-board/home/trainers.asm
Rangi eb1e3636bb Use labels instead of constants for HRAM
Use explicit ldh instruction to access HRAM locations, don't rely on optimizing ld
2018-08-25 14:28:22 -04:00

255 lines
3.3 KiB
NASM

CheckTrainerBattle2::
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
ld de, wMapObjects + OBJECT_LENGTH
.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_COLOR
add hl, de
ld a, [hl]
and $f
cp $2
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_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, OBJECT_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 [wEngineBuffer2], a
ld a, c
ld [wEngineBuffer3], a
jr LoadTrainer_continue
TalkToTrainer::
ld a, 1
ld [wEngineBuffer2], a
ld a, -1
ld [wEngineBuffer3], a
LoadTrainer_continue::
call GetMapScriptsBank
ld [wEngineBuffer1], a
ldh a, [hLastTalked]
call GetMapObject
ld hl, MAPOBJECT_SCRIPT_POINTER
add hl, bc
ld a, [wEngineBuffer1]
call GetFarHalfword
ld de, wTempTrainer
ld bc, wTempTrainerEnd - wTempTrainer
ld a, [wEngineBuffer1]
call FarCopyBytes
xor a
ld [wRunningTrainerBattleScript], a
scf
ret
FacingPlayerDistance_bc::
push de
call FacingPlayerDistance
ld b, d
ld c, e
pop de
ret
FacingPlayerDistance::
; Return carry if the sprite at bc is facing the player,
; and its distance in d.
ld hl, OBJECT_NEXT_MAP_X ; x
add hl, bc
ld d, [hl]
ld hl, OBJECT_NEXT_MAP_Y ; y
add hl, bc
ld e, [hl]
ld a, [wPlayerStandingMapX]
cp d
jr z, .CheckY
ld a, [wPlayerStandingMapY]
cp e
jr z, .CheckX
and a
ret
.CheckY:
ld a, [wPlayerStandingMapY]
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, [wPlayerStandingMapX]
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
CheckTrainerFlag::
push bc
ld hl, OBJECT_MAP_OBJECT_INDEX
add hl, bc
ld a, [hl]
call GetMapObject
ld hl, MAPOBJECT_SCRIPT_POINTER
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
call GetMapScriptsBank
call GetFarHalfword
ld d, h
ld e, l
push de
ld b, CHECK_FLAG
call EventFlagAction
pop de
ld a, c
and a
pop bc
ret
PrintWinLossText::
ld a, [wBattleType]
cp BATTLETYPE_CANLOSE
jr .canlose ; ??????????
; unused
ld hl, wWinTextPointer
jr .ok
.canlose
ld a, [wBattleResult]
ld hl, wWinTextPointer
and $f ; WIN?
jr z, .ok
ld hl, wLossTextPointer
.ok
ld a, [hli]
ld h, [hl]
ld l, a
call GetMapScriptsBank
call FarPrintText
call WaitBGMap
call WaitPressAorB_BlinkCursor
ret