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path: root/scripts/rockethideout2.asm
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RocketHideout2Script: ; 44e27 (11:4e27)
	call EnableAutoTextBoxDrawing
	ld hl, RocketHideout2TrainerHeaders
	ld de, RocketHideout2ScriptPointers
	ld a, [W_ROCKETHIDEOUT2CURSCRIPT]
	call ExecuteCurMapScriptInTable
	ld [W_ROCKETHIDEOUT2CURSCRIPT], a
	ret

RocketHideout2ScriptPointers: ; 44e3a (11:4e3a)
	dw RocketHideout2Script0
	dw Func_324c
	dw EndTrainerBattle
	dw RocketHideout2Script3

RocketHideout2Script0: ; 44e42 (11:4e42)
	ld a, [W_YCOORD]
	ld b, a
	ld a, [W_XCOORD]
	ld c, a
	ld hl, RocketHideout2ArrowTilePlayerMovement
	call Func_3442
	cp $ff
	jp z, CheckFightingMapTrainers
	ld hl, $d736
	set 7, [hl]
	call Func_3486
	ld a, (SFX_02_52 - SFX_Headers_02) / 3
	call PlaySound
	ld a, $ff
	ld [wJoyIgnore], a
	ld a, $3
	ld [W_CURMAPSCRIPT], a
	ret

;format:
;db y,x
;dw pointer to movement
RocketHideout2ArrowTilePlayerMovement: ; 44e6d (11:4e6d)
	db $9,$4
	dw RocketHideout2ArrowMovement1
	db $b,$4
	dw RocketHideout2ArrowMovement2
	db $f,$4
	dw RocketHideout2ArrowMovement3
	db $10,$4
	dw RocketHideout2ArrowMovement4
	db $13,$4
	dw RocketHideout2ArrowMovement1
	db $16,$4
	dw RocketHideout2ArrowMovement5
	db $e,$5
	dw RocketHideout2ArrowMovement6
	db $16,$6
	dw RocketHideout2ArrowMovement7
	db $18,$6
	dw RocketHideout2ArrowMovement8
	db $9,$8
	dw RocketHideout2ArrowMovement9
	db $c,$8
	dw RocketHideout2ArrowMovement10
	db $f,$8
	dw RocketHideout2ArrowMovement8
	db $13,$8
	dw RocketHideout2ArrowMovement9
	db $17,$8
	dw RocketHideout2ArrowMovement11
	db $e,$9
	dw RocketHideout2ArrowMovement12
	db $16,$9
	dw RocketHideout2ArrowMovement12
	db $9,$a
	dw RocketHideout2ArrowMovement13
	db $a,$a
	dw RocketHideout2ArrowMovement14
	db $f,$a
	dw RocketHideout2ArrowMovement15
	db $11,$a
	dw RocketHideout2ArrowMovement16
	db $13,$a
	dw RocketHideout2ArrowMovement17
	db $19,$a
	dw RocketHideout2ArrowMovement2
	db $e,$b
	dw RocketHideout2ArrowMovement18
	db $10,$b
	dw RocketHideout2ArrowMovement19
	db $12,$b
	dw RocketHideout2ArrowMovement12
	db $9,$c
	dw RocketHideout2ArrowMovement20
	db $b,$c
	dw RocketHideout2ArrowMovement21
	db $d,$c
	dw RocketHideout2ArrowMovement22
	db $11,$c
	dw RocketHideout2ArrowMovement23
	db $a,$d
	dw RocketHideout2ArrowMovement24
	db $c,$d
	dw RocketHideout2ArrowMovement25
	db $10,$d
	dw RocketHideout2ArrowMovement26
	db $12,$d
	dw RocketHideout2ArrowMovement27
	db $13,$d
	dw RocketHideout2ArrowMovement28
	db $16,$d
	dw RocketHideout2ArrowMovement29
	db $17,$d
	dw RocketHideout2ArrowMovement30
	db $11,$e
	dw RocketHideout2ArrowMovement31
	db $10,$f
	dw RocketHideout2ArrowMovement12
	db $e,$10
	dw RocketHideout2ArrowMovement32
	db $10,$10
	dw RocketHideout2ArrowMovement33
	db $12,$10
	dw RocketHideout2ArrowMovement34
	db $a,$11
	dw RocketHideout2ArrowMovement35
	db $b,$11
	dw RocketHideout2ArrowMovement36
	db $FF

;format: direction, count
;right:	$10
;left:	$20
;up:	$40
;down:	$80
;each list is read starting from the $FF and working backwards
RocketHideout2ArrowMovement1: ; 44f1a (11:4f1a)
	db $20,$02
	db $FF

RocketHideout2ArrowMovement2: ; 44f1d (11:4f1d)
	db $10,$04
	db $FF

RocketHideout2ArrowMovement3: ; 44f20 (11:4f20)
	db $40,$04
	db $10,$04
	db $FF

RocketHideout2ArrowMovement4: ; 44f25 (11:4f25)
	db $40,$04
	db $10,$04
	db $40,$01
	db $FF

RocketHideout2ArrowMovement5: ; 44f2c (11:4f2c)
	db $20,$02
	db $40,$03
	db $FF

RocketHideout2ArrowMovement6: ; 44f31 (11:4f31)
	db $80,$02
	db $10,$04
	db $FF

RocketHideout2ArrowMovement7: ; 44f36 (11:4f36)
	db $40,$02
	db $FF

RocketHideout2ArrowMovement8: ; 44f39 (11:4f39)
	db $40,$04
	db $FF

RocketHideout2ArrowMovement9: ; 44f3c (11:4f3c)
	db $20,$06
	db $FF

RocketHideout2ArrowMovement10: ; 44f3f (11:4f3f)
	db $40,$01
	db $FF

RocketHideout2ArrowMovement11: ; 44f42 (11:4f42)
	db $20,$06
	db $40,$04
	db $FF

RocketHideout2ArrowMovement12: ; 44f47 (11:4f47)
	db $80,$02
	db $FF

RocketHideout2ArrowMovement13: ; 44f4a (11:4f4a)
	db $20,$08
	db $FF

RocketHideout2ArrowMovement14: ; 44f4d (11:4f4d)
	db $20,$08
	db $40,$01
	db $FF

RocketHideout2ArrowMovement15: ; 44f52 (11:4f52)
	db $20,$08
	db $40,$06
	db $FF

RocketHideout2ArrowMovement16: ; 44f57 (11:4f57)
	db $40,$02
	db $10,$04
	db $FF

RocketHideout2ArrowMovement17: ; 44f5c (11:4f5c)
	db $40,$02
	db $10,$04
	db $40,$02
	db $FF

RocketHideout2ArrowMovement18: ; 44f63 (11:4f63)
	db $80,$02
	db $10,$04
	db $80,$02
	db $FF

RocketHideout2ArrowMovement19: ; 44f6a (11:4f6a)
	db $80,$02
	db $10,$04
	db $FF

RocketHideout2ArrowMovement20: ; 44f6f (11:4f6f)
	db $20,$0A
	db $FF

RocketHideout2ArrowMovement21: ; 44f72 (11:4f72)
	db $20,$0A
	db $40,$02
	db $FF

RocketHideout2ArrowMovement22: ; 44f77 (11:4f77)
	db $20,$0A
	db $40,$04
	db $FF

RocketHideout2ArrowMovement23: ; 44f7c (11:4f7c)
	db $40,$02
	db $10,$02
	db $FF

RocketHideout2ArrowMovement24: ; 44f81 (11:4f81)
	db $10,$01
	db $80,$02
	db $FF

RocketHideout2ArrowMovement25: ; 44f86 (11:4f86)
	db $10,$01
	db $FF

RocketHideout2ArrowMovement26: ; 44f89 (11:4f89)
	db $80,$02
	db $10,$02
	db $FF

RocketHideout2ArrowMovement27: ; 44f8e (11:4f8e)
	db $80,$02
	db $20,$02
	db $FF

RocketHideout2ArrowMovement28: ; 44f93 (11:4f93)
	db $40,$02
	db $10,$04
	db $40,$02
	db $20,$03
	db $FF

RocketHideout2ArrowMovement29: ; 44f9c (11:4f9c)
	db $80,$02
	db $20,$04
	db $FF

RocketHideout2ArrowMovement30: ; 44fa1 (11:4fa1)
	db $20,$06
	db $40,$04
	db $20,$05
	db $FF

RocketHideout2ArrowMovement31: ; 44fa8 (11:4fa8)
	db $40,$02
	db $FF

RocketHideout2ArrowMovement32: ; 44fab (11:4fab)
	db $40,$01
	db $FF

RocketHideout2ArrowMovement33: ; 44fae (11:4fae)
	db $40,$03
	db $FF

RocketHideout2ArrowMovement34: ; 44fb1 (11:4fb1)
	db $40,$05
	db $FF

RocketHideout2ArrowMovement35: ; 44fb4 (11:4fb4)
	db $10,$01
	db $80,$02
	db $20,$04
	db $FF

RocketHideout2ArrowMovement36: ; 44fbb (11:4fbb)
	db $20,$0A
	db $40,$02
	db $20,$05
	db $FF

RocketHideout2Script3: ; 44fc2 (11:4fc2)
	ld a, [$cd38]
	and a
	jr nz, LoadSpinnerArrowTiles
	xor a
	ld [wJoyIgnore], a
	ld hl, $d736
	res 7, [hl]
	ld a, $0
	ld [W_CURMAPSCRIPT], a
	ret

LoadSpinnerArrowTiles: ; 44fd7 (11:4fd7)
	ld a, [$c102]
	srl a
	srl a
	ld hl, SpinnerPlayerFacingDirections ; $5083
	ld c, a
	ld b, $0
	add hl, bc
	ld a, [hl]
	ld [$c102], a
	ld a, [W_CURMAPTILESET] ; $d367
	cp FACILITY
	ld hl, SpinnerArrowTilePointers1 ; $5023
	jr z, .asm_44ff6
	ld hl, SpinnerArrowTilePointers2 ; $5053
.asm_44ff6
	ld a, [$cd38]
	bit 0, a
	jr nz, .asm_45001
	ld de, $18
	add hl, de
.asm_45001
	ld a, $4
	ld bc, $0
.asm_45006
	push af
	push hl
	push bc
	add hl, bc
	ld a, [hli]
	ld e, a
	ld a, [hli]
	ld d, a
	ld a, [hli]
	ld c, a
	ld a, [hli]
	ld b, a
	ld a, [hli]
	ld h, [hl]
	ld l, a
	call CopyVideoData
	pop bc
	ld a, $6
	add c
	ld c, a
	pop hl
	pop af
	dec a
	jr nz, .asm_45006
	ret

SpinnerArrowTilePointers1: ; 45023 (11:5023)
	dw SpinnerArrowAnimTiles       ;address from within tileset graphics
	db 1                           ;number of tiles to copy?
	db BANK(SpinnerArrowAnimTiles) ;bank of tileset graphics
	dw $9200                       ;where to load in VRAM

	dw SpinnerArrowAnimTiles + $10
	db 1
	db BANK(SpinnerArrowAnimTiles)
	dw $9210

	dw SpinnerArrowAnimTiles + $20
	db 1
	db BANK(SpinnerArrowAnimTiles)
	dw $9300

	dw SpinnerArrowAnimTiles + $30
	db 1
	db BANK(SpinnerArrowAnimTiles)
	dw $9310

	dw Facility_GFX + $200
	db 1
	db BANK(Facility_GFX)
	dw $9200

	dw Facility_GFX + $210
	db 1
	db BANK(Facility_GFX)
	dw $9210

	dw Facility_GFX + $300
	db 1
	db BANK(Facility_GFX)
	dw $9300

	dw Facility_GFX + $310
	db 1
	db BANK(Facility_GFX)
	dw $9310

SpinnerArrowTilePointers2: ; 45053 (11:5053)
	dw SpinnerArrowAnimTiles + $10
	db 1
	db BANK(SpinnerArrowAnimTiles)
	dw $93C0

	dw SpinnerArrowAnimTiles + $30
	db 1
	db BANK(SpinnerArrowAnimTiles)
	dw $93D0

	dw SpinnerArrowAnimTiles
	db 1
	db BANK(SpinnerArrowAnimTiles)
	dw $94C0

	dw SpinnerArrowAnimTiles + $20
	db 1
	db BANK(SpinnerArrowAnimTiles)
	dw $94D0

	dw Gym_GFX + $3C0
	db 1
	db BANK(Facility_GFX)
	dw $93C0

	dw Gym_GFX + $3D0
	db 1
	db BANK(Facility_GFX)
	dw $93D0

	dw Gym_GFX + $4C0
	db 1
	db BANK(Facility_GFX)
	dw $94C0

	dw Gym_GFX + $4D0
	db 1
	db BANK(Facility_GFX)
	dw $94D0

SpinnerPlayerFacingDirections: ; 45083 (11:5083)
; This isn't the order of the facing directions.  Rather, it's a list of
; the facing directions that come next. For example, when the player is
; facing down (00), the next facing direction is left (08).
	db $08 ; down -> left
	db $0C ; up -> right
	db $04 ; left -> up
	db $00 ; right -> down

; these tiles are the animation for the tiles that push the player in dungeons like Rocket HQ
SpinnerArrowAnimTiles: ; 45087 (11:5087)
	INCBIN "gfx/spinner_arrow.2bpp"

RocketHideout2TextPointers: ; 450c7 (11:50c7)
	dw RocketHideout2Text1
	dw Predef5CText
	dw Predef5CText
	dw Predef5CText
	dw Predef5CText

RocketHideout2TrainerHeaders: ; 450d1 (11:50d1)
RocketHideout2TrainerHeader0: ; 450d1 (11:50d1)
	db $1 ; flag's bit
	db ($4 << 4) ; trainer's view range
	dw $d817 ; flag's byte
	dw RocketHideout2BattleText2 ; 0x50e8 TextBeforeBattle
	dw RocketHideout2AfterBattleTxt2 ; 0x50f2 TextAfterBattle
	dw RocketHideout2EndBattleText2 ; 0x50ed TextEndBattle
	dw RocketHideout2EndBattleText2 ; 0x50ed TextEndBattle

	db $ff

RocketHideout2Text1: ; 450de (11:50de)
	db $08 ; asm
	ld hl, RocketHideout2TrainerHeader0
	call TalkToTrainer
	jp TextScriptEnd

RocketHideout2BattleText2: ; 450e8 (11:50e8)
	TX_FAR _RocketHideout2BattleText2
	db "@"

RocketHideout2EndBattleText2: ; 450ed (11:50ed)
	TX_FAR _RocketHideout2EndBattleText2
	db "@"

RocketHideout2AfterBattleTxt2: ; 450f2 (11:50f2)
	TX_FAR _RocketHideout2AfterBattleTxt2
	db "@"