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https://github.com/Ninjdai1/pokeemerald.git
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Add temp flag aliases
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@ -51,10 +51,10 @@ IslandCave_EventScript_OpenRegiEntrance::
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IslandCave_EventScript_CaveEntranceMiddle::
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lockall
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call_if_set FLAG_TEMP_3, IslandCave_EventScript_ClearSteps
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call_if_set FLAG_TEMP_REGICE_PUZZLE_FAILED, IslandCave_EventScript_ClearSteps
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goto_if_set FLAG_SYS_BRAILLE_REGICE_COMPLETED, IslandCave_EventScript_BigHoleInWall
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braillemessage IslandCave_Braille_RunLapAroundWall
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setflag FLAG_TEMP_2
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setflag FLAG_TEMP_REGICE_PUZZLE_STARTED
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special ShouldDoBrailleRegicePuzzle
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goto IslandCave_EventScript_CloseBrailleMsg
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end
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@ -66,10 +66,10 @@ IslandCave_EventScript_BigHoleInWall::
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IslandCave_EventScript_CaveEntranceSide::
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lockall
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call_if_set FLAG_TEMP_3, IslandCave_EventScript_ClearSteps
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call_if_set FLAG_TEMP_REGICE_PUZZLE_FAILED, IslandCave_EventScript_ClearSteps
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braillemessage IslandCave_Braille_RunLapAroundWall
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goto_if_set FLAG_SYS_BRAILLE_REGICE_COMPLETED, IslandCave_EventScript_CloseBrailleMsg
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setflag FLAG_TEMP_2
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setflag FLAG_TEMP_REGICE_PUZZLE_STARTED
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special ShouldDoBrailleRegicePuzzle
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goto IslandCave_EventScript_CloseBrailleMsg
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end
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@ -84,7 +84,7 @@ IslandCave_EventScript_ClearSteps::
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setvar VAR_REGICE_STEPS_1, 0
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setvar VAR_REGICE_STEPS_2, 0
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setvar VAR_REGICE_STEPS_3, 0
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clearflag FLAG_TEMP_3
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clearflag FLAG_TEMP_REGICE_PUZZLE_FAILED
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return
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IslandCave_EventScript_Regice::
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@ -62,7 +62,7 @@
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"trainer_type": "TRAINER_TYPE_NONE",
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"trainer_sight_or_berry_tree_id": "BERRY_TREE_ROUTE_130_LIECHI",
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"script": "BerryTreeScript",
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"flag": "FLAG_TEMP_11"
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"flag": "FLAG_TEMP_HIDE_MIRAGE_ISLAND_BERRY_TREE"
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},
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{
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"graphics_id": "OBJ_EVENT_GFX_SWIMMER_M",
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@ -6,7 +6,8 @@ Route130_OnTransition:
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call_if_ge VAR_SOOTOPOLIS_CITY_STATE, 4, Route130_EventScript_CheckSetAbnormalWeather
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specialvar VAR_RESULT, IsMirageIslandPresent
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goto_if_eq VAR_RESULT, TRUE, Route130_EventScript_SetMirageIslandLayout
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setflag FLAG_TEMP_11
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@ Mirage Island isn't currently visible, hide any objects on the island. Only the first flag is actually associated with anything.
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setflag FLAG_TEMP_HIDE_MIRAGE_ISLAND_BERRY_TREE
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setflag FLAG_TEMP_12
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setflag FLAG_TEMP_13
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setflag FLAG_TEMP_14
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@ -33,9 +33,9 @@ ShoalCave_LowTideEntranceRoom_EventScript_ShellBellExpert::
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removeitem ITEM_SHOAL_SALT, 4
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removeitem ITEM_SHOAL_SHELL, 4
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giveitem ITEM_SHELL_BELL
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goto_if_eq VAR_RESULT, FALSE, Common_EventScript_ShowBagIsFull
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goto_if_eq VAR_RESULT, FALSE, Common_EventScript_ShowBagIsFull @ Never FALSE, we already made sure there will be room in the bag.
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msgbox ShoalCave_LowTideEntranceRoom_Text_ExplainShellBell, MSGBOX_DEFAULT
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setflag FLAG_TEMP_2
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setflag FLAG_TEMP_2 @ Not read. Perhaps meant to stop him from re-explaining the Shell Bell if multiple are received in one sitting.
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release
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end
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@ -202,7 +202,7 @@ GabbyAndTy_EventScript_FirstInterview::
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call_if_eq VAR_FACING, DIR_NORTH, GabbyAndTy_EventScript_FacePlayerNorth
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call_if_eq VAR_FACING, DIR_SOUTH, GabbyAndTy_EventScript_FacePlayerSouth
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call_if_eq VAR_FACING, DIR_EAST, GabbyAndTy_EventScript_FacePlayerEast
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goto_if_set FLAG_TEMP_1, GabbyAndTy_EventScript_KeepingAnEyeOutForYou
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goto_if_set FLAG_TEMP_SKIP_GABBY_INTERVIEW, GabbyAndTy_EventScript_KeepingAnEyeOutForYou
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msgbox GabbyAndTy_Text_WhoAreYouInterview, MSGBOX_YESNO
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goto GabbyAndTy_EventScript_Interview
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end
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@ -230,7 +230,7 @@ GabbyAndTy_EventScript_RequestInterview::
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call_if_eq VAR_FACING, DIR_NORTH, GabbyAndTy_EventScript_FacePlayerNorth
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call_if_eq VAR_FACING, DIR_SOUTH, GabbyAndTy_EventScript_FacePlayerSouth
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call_if_eq VAR_FACING, DIR_EAST, GabbyAndTy_EventScript_FacePlayerEast
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goto_if_set FLAG_TEMP_1, GabbyAndTy_EventScript_KeepingAnEyeOutForYou
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goto_if_set FLAG_TEMP_SKIP_GABBY_INTERVIEW, GabbyAndTy_EventScript_KeepingAnEyeOutForYou
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specialvar VAR_RESULT, GabbyAndTyGetLastQuote
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goto_if_eq VAR_RESULT, 0, GabbyAndTy_EventScript_DidntInterviewLastTime
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msgbox GabbyAndTy_Text_QuoteFromLastInterview, MSGBOX_DEFAULT
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@ -295,13 +295,13 @@ GabbyAndTy_EventScript_Interview::
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goto_if_eq VAR_RESULT, 0, GabbyAndTy_EventScript_DontGiveUpKeepingEyeOut
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msgbox GabbyAndTy_Text_PerfectWellBeSeeingYou, MSGBOX_DEFAULT
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special GabbyAndTyAfterInterview
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setflag FLAG_TEMP_1
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setflag FLAG_TEMP_SKIP_GABBY_INTERVIEW
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release
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end
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GabbyAndTy_EventScript_DontGiveUpKeepingEyeOut::
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msgbox GabbyAndTy_Text_DontGiveUpKeepingEyeOut, MSGBOX_DEFAULT
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setflag FLAG_TEMP_1
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setflag FLAG_TEMP_SKIP_GABBY_INTERVIEW
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release
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end
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@ -1644,4 +1644,10 @@
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// FLAG_SPECIAL_FLAG_0x4005 - 0x407F also exist and are unused
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#define SPECIAL_FLAGS_END (SPECIAL_FLAGS_START + 0x7F)
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// Temp flag aliases
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#define FLAG_TEMP_SKIP_GABBY_INTERVIEW FLAG_TEMP_1
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#define FLAG_TEMP_REGICE_PUZZLE_STARTED FLAG_TEMP_2
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#define FLAG_TEMP_REGICE_PUZZLE_FAILED FLAG_TEMP_3
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#define FLAG_TEMP_HIDE_MIRAGE_ISLAND_BERRY_TREE FLAG_TEMP_11
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#endif // GUARD_CONSTANTS_FLAGS_H
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@ -278,6 +278,8 @@ bool8 FldEff_UsePuzzleEffect(void)
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return FALSE;
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}
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// The puzzle to unlock Regice's cave requires the player to interact with the braille message on the back wall,
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// step on every space on the perimeter of the cave (and only those spaces) then return to the back wall.
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bool8 ShouldDoBrailleRegicePuzzle(void)
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{
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u8 i;
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@ -287,9 +289,11 @@ bool8 ShouldDoBrailleRegicePuzzle(void)
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{
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if (FlagGet(FLAG_SYS_BRAILLE_REGICE_COMPLETED))
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return FALSE;
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if (FlagGet(FLAG_TEMP_2) == FALSE)
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// Set when the player interacts with the braille message
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if (FlagGet(FLAG_TEMP_REGICE_PUZZLE_STARTED) == FALSE)
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return FALSE;
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if (FlagGet(FLAG_TEMP_3) == TRUE)
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// Cleared when the player interacts with the braille message
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if (FlagGet(FLAG_TEMP_REGICE_PUZZLE_FAILED) == TRUE)
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return FALSE;
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for (i = 0; i < ARRAY_COUNT(sRegicePathCoords); i++)
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@ -298,8 +302,7 @@ bool8 ShouldDoBrailleRegicePuzzle(void)
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u8 yPos = sRegicePathCoords[i][1];
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if (gSaveBlock1Ptr->pos.x == xPos && gSaveBlock1Ptr->pos.y == yPos)
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{
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u16 varValue;
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// Player is standing on a correct space, set the corresponding bit
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if (i < 16)
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{
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u16 val = VarGet(VAR_REGICE_STEPS_1);
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@ -319,11 +322,11 @@ bool8 ShouldDoBrailleRegicePuzzle(void)
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VarSet(VAR_REGICE_STEPS_3, val);
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}
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varValue = VarGet(VAR_REGICE_STEPS_1);
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if (varValue != 0xFFFF || VarGet(VAR_REGICE_STEPS_2) != 0xFFFF || VarGet(VAR_REGICE_STEPS_3) != 0xF)
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// Make sure a full lap has been completed. There are 36 steps in a lap, so 16+16+4 bits to check across the 3 vars.
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if (VarGet(VAR_REGICE_STEPS_1) != 0xFFFF || VarGet(VAR_REGICE_STEPS_2) != 0xFFFF || VarGet(VAR_REGICE_STEPS_3) != 0xF)
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return FALSE;
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// This final check is redundant.
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// A lap has been completed, the puzzle is complete when the player returns to the braille message.
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if (gSaveBlock1Ptr->pos.x == 8 && gSaveBlock1Ptr->pos.y == 21)
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return TRUE;
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else
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@ -331,8 +334,9 @@ bool8 ShouldDoBrailleRegicePuzzle(void)
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}
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}
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FlagSet(FLAG_TEMP_3);
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FlagClear(FLAG_TEMP_2);
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// Player stepped on an incorrect space, puzzle failed.
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FlagSet(FLAG_TEMP_REGICE_PUZZLE_FAILED);
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FlagClear(FLAG_TEMP_REGICE_PUZZLE_STARTED);
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}
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return FALSE;
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7
src/tv.c
7
src/tv.c
@ -941,9 +941,8 @@ void GabbyAndTyBeforeInterview(void)
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gSaveBlock1Ptr->gabbyAndTyData.mon2 = gBattleResults.playerMon2Species;
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gSaveBlock1Ptr->gabbyAndTyData.lastMove = gBattleResults.lastUsedMovePlayer;
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if (gSaveBlock1Ptr->gabbyAndTyData.battleNum != 0xFF)
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{
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gSaveBlock1Ptr->gabbyAndTyData.battleNum++;
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}
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gSaveBlock1Ptr->gabbyAndTyData.battleTookMoreThanOneTurn = gBattleResults.playerMonWasDamaged;
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if (gBattleResults.playerFaintCounter != 0)
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@ -975,9 +974,7 @@ void GabbyAndTyBeforeInterview(void)
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TakeGabbyAndTyOffTheAir();
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if (gSaveBlock1Ptr->gabbyAndTyData.lastMove == MOVE_NONE)
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{
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FlagSet(FLAG_TEMP_1);
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}
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FlagSet(FLAG_TEMP_SKIP_GABBY_INTERVIEW);
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}
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void GabbyAndTyAfterInterview(void)
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