shithub: pokered

ref: fcb573f4ac006b73827b6fc317fc7501e17004ae
dir: /scripts/LancesRoom.asm/

View raw version
LancesRoom_Script:
	call LanceShowOrHideEntranceBlocks
	call EnableAutoTextBoxDrawing
	ld hl, LanceTrainerHeader0
	ld de, LancesRoom_ScriptPointers
	ld a, [wLancesRoomCurScript]
	call ExecuteCurMapScriptInTable
	ld [wLancesRoomCurScript], a
	ret

LanceShowOrHideEntranceBlocks:
	ld hl, wCurrentMapScriptFlags
	bit 5, [hl]
	res 5, [hl]
	ret z
	CheckEvent EVENT_LANCES_ROOM_LOCK_DOOR
	jr nz, .closeEntrance
	; open entrance
	ld a, $31
	ld b, $32
	jp LanceSetEntranceBlocks
.closeEntrance
	ld a, $72
	ld b, $73

LanceSetEntranceBlocks:
; Replaces the tile blocks so the player can't leave.
	push bc
	ld [wNewTileBlockID], a
	lb bc, 6, 2
	call LanceSetEntranceBlock
	pop bc
	ld a, b
	ld [wNewTileBlockID], a
	lb bc, 6, 3

LanceSetEntranceBlock:
	predef_jump ReplaceTileBlock

ResetLanceScript:
	xor a
	ld [wLancesRoomCurScript], a
	ret

LancesRoom_ScriptPointers:
	dw LanceScript0
	dw DisplayEnemyTrainerTextAndStartBattle
	dw LanceScript2
	dw LanceScript3
	dw LanceScript4

LanceScript4:
	ret

LanceScript0:
	CheckEvent EVENT_BEAT_LANCE
	ret nz
	ld hl, LanceTriggerMovementCoords
	call ArePlayerCoordsInArray
	jp nc, CheckFightingMapTrainers
	xor a
	ldh [hJoyHeld], a
	ld a, [wCoordIndex]
	cp $3  ; Is player standing next to Lance's sprite?
	jr nc, .notStandingNextToLance
	ld a, $1
	ldh [hSpriteIndexOrTextID], a
	jp DisplayTextID
.notStandingNextToLance
	cp $5  ; Is player standing on the entrance staircase?
	jr z, WalkToLance
	CheckAndSetEvent EVENT_LANCES_ROOM_LOCK_DOOR
	ret nz
	ld hl, wCurrentMapScriptFlags
	set 5, [hl]
	ld a, SFX_GO_INSIDE
	call PlaySound
	jp LanceShowOrHideEntranceBlocks

LanceTriggerMovementCoords:
	db $01,$05
	db $02,$06
	db $0B,$05
	db $0B,$06
	db $10,$18
	db $FF

LanceScript2:
	call EndTrainerBattle
	ld a, [wIsInBattle]
	cp $ff
	jp z, ResetLanceScript
	ld a, $1
	ldh [hSpriteIndexOrTextID], a
	jp DisplayTextID

WalkToLance:
; Moves the player down the hallway to Lance's room.
	ld a, $ff
	ld [wJoyIgnore], a
	ld hl, wSimulatedJoypadStatesEnd
	ld de, WalkToLance_RLEList
	call DecodeRLEList
	dec a
	ld [wSimulatedJoypadStatesIndex], a
	call StartSimulatingJoypadStates
	ld a, $3
	ld [wLancesRoomCurScript], a
	ld [wCurMapScript], a
	ret

WalkToLance_RLEList:
	db D_UP, $0C
	db D_LEFT, $0C
	db D_DOWN, $07
	db D_LEFT, $06
	db $FF

LanceScript3:
	ld a, [wSimulatedJoypadStatesIndex]
	and a
	ret nz
	call Delay3
	xor a
	ld [wJoyIgnore], a
	ld [wLancesRoomCurScript], a
	ld [wCurMapScript], a
	ret

LancesRoom_TextPointers:
	dw LanceText1

LanceTrainerHeader0:
	dbEventFlagBit EVENT_BEAT_LANCES_ROOM_TRAINER_0
	db ($0 << 4) ; trainer's view range
	dwEventFlagAddress EVENT_BEAT_LANCES_ROOM_TRAINER_0
	dw LanceBeforeBattleText ; TextBeforeBattle
	dw LanceAfterBattleText ; TextAfterBattle
	dw LanceEndBattleText ; TextEndBattle
	dw LanceEndBattleText ; TextEndBattle

	db $ff

LanceText1:
	text_asm
	ld hl, LanceTrainerHeader0
	call TalkToTrainer
	jp TextScriptEnd

LanceBeforeBattleText:
	text_far _LanceBeforeBattleText
	text_end

LanceEndBattleText:
	text_far _LanceEndBattleText
	text_end

LanceAfterBattleText:
	text_far _LanceAfterBattleText
	text_asm
	SetEvent EVENT_BEAT_LANCE
	jp TextScriptEnd