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CLOSES #415, CLOSES #484, CLOSES #488, CLOSES #492, CLOSES #497, CLOSES #541, CLOSES #559, CLOSES #562, CLOSES #563, CLOSES #564, CLOSES #565, CLOSES #566, CLOSES #567, CLOSES #568, CLOSES #569, CLOSES #570, CLOSES #571, CLOSES #572
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+130
-11
@@ -413,22 +413,141 @@ M.POKEMON_FAN_CLUB = {
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},
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}
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-- BikeShopClerkText (scripts/BikeShop.asm) runs three ways: the BICYCLE is
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-- already yours, you are carrying the BIKE VOUCHER, or you get the sales
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-- pitch. The pitch draws its own window (TextBoxBorder hlcoord 0,0, b=4
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-- c=15) holding BikeShopMenuText and BikeShopMenuPrice, and leaves it up
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-- while the clerk keeps talking in the bottom box: the original never
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-- erases it before TextScriptEnd (#568).
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local BikeShopWindow = {}
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BikeShopWindow.__index = BikeShopWindow
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function BikeShopWindow.new(game, footer, onChoose)
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local self = setmetatable({}, BikeShopWindow)
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self.game = game
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self.onChoose = onChoose
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self.index = 1
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self.active = true
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-- BikeShopClerkDoYouLikeItText stays on screen under the window for as
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-- long as the menu is up. The text box pushed on top types it out and
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-- pops itself; this copy of its last page takes over from there, so the
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-- bottom box never blanks between the pitch and the answer. Paginated
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-- with the themed column budget so the copy breaks where the box did.
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local TextBox = require("src.render.TextBox")
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local box = require("src.ui.Theme").textBox or {}
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local pages = TextBox.paginate(TextBox.substitute(game, footer), box.maxCols)
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self.footer = pages[#pages]
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return self
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end
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function BikeShopWindow:update()
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-- one answer only: the boxes pushed by onChoose sit on top of this
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-- state, but a second A on the same frame must not fire it twice
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if not self.active then return end
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local input = self.game.input
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-- HandleMenuInput with wMenuWrappingEnabled clear: the two rows clamp
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if input:wasPressed("up") then
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self.index = 1
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elseif input:wasPressed("down") then
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self.index = 2
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elseif input:wasPressed("a") or input:wasPressed("b") then
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local cancelled = input:wasPressed("b") -- bit B_PAD_B -> .cancel
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require("src.core.Sound").play(self.game.data, "Press_AB")
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self.active = false
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self.onChoose(not cancelled and self.index == 1)
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end
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end
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function BikeShopWindow:draw()
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local Font = require("src.render.Font")
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local Strings = require("src.core.Strings")
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local Theme = require("src.ui.Theme")
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Font.drawBox(0, 0, 17, 6)
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love.graphics.setColor(0, 0, 0, 1)
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local bike = self.game.data.items.BICYCLE
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Font.draw(bike and bike.name or "BICYCLE", 16, 16) -- hlcoord 2, 2
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Font.draw("¥1000000", 64, 24) -- hlcoord 8, 3
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Font.draw(Strings("CANCEL"), 16, 32) -- `next` skips a row
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-- wTopMenuItemX 1, wTopMenuItemY 2, rows two apart
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Font.drawCode(Theme.cursor, 8, self.index == 1 and 16 or 32)
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if self.footer then
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-- same geometry TextBox resolves against, so a themed box matches
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local box = Theme.textBox or {}
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local tx, ty = box.tx or 0, box.ty or 12
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love.graphics.setColor(1, 1, 1, 1)
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Font.drawBox(tx, ty, box.tw or 20, box.th or 6)
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love.graphics.setColor(0, 0, 0, 1)
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for i, line in ipairs(self.footer) do
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Font.draw(line, (tx + 1) * 8, (ty + 2 * i) * 8)
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end
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end
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love.graphics.setColor(1, 1, 1, 1)
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end
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M.BIKE_SHOP = {
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talk = {
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TEXT_BIKESHOP_CLERK = function(game, ow, npc, done)
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local Bag = require("src.inventory.Bag")
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local Flags = require("src.script.Flags")
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local TextBox = require("src.render.TextBox")
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if (game.save.inventory.BICYCLE or 0) > 0 then
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game.stack:push(TextBox.new(game, "How's the\nBICYCLE treating\nyou?", done))
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elseif (game.save.inventory.BIKE_VOUCHER or 0) > 0 then
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game.save.inventory.BIKE_VOUCHER = nil
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game.save.inventory.BICYCLE = 1
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game.stack:push(TextBox.new(game,
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("Oh, that's a\nBIKE VOUCHER!\f%s exchanged\nit for a BICYCLE!")
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:format(game.save.player.name), done))
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else
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game.stack:push(TextBox.new(game,
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"A BICYCLE costs\n¥1000000. Sorry,\nno instalments!", done))
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local t = game.data.text
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local function say(text, after, opts)
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game.stack:push(TextBox.new(game, text, after, opts))
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end
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-- CheckEvent EVENT_GOT_BICYCLE. Saves made before the clerk started
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-- setting the event still have the bike in the bag, so either counts.
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if (game.save.inventory.BICYCLE or 0) > 0
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or Flags.get(game.save, "EVENT_GOT_BICYCLE") then
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say(t._BikeShopClerkHowDoYouLikeYourBicycleText, done)
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return
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end
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-- .dontHaveBike: IsItemInBag BIKE_VOUCHER
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if (game.save.inventory.BIKE_VOUCHER or 0) > 0 then
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say(t._BikeShopClerkOhThatsAVoucherText, function()
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-- GiveItem's `jr nc, .BagFull`: the voucher is only spent once
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-- the BICYCLE is actually in the bag
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if not Bag.add(game.save, "BICYCLE", 1) then
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say(t._BikeShopBagFullText, done)
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return
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end
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Bag.remove(game.save, "BIKE_VOUCHER", 1)
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Flags.set(game.save, "EVENT_GOT_BICYCLE")
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-- BikeShopExchangedVoucherText carries sound_get_key_item; the
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-- map runs EnableAutoTextBoxDrawing, so the box still waits for
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-- a button once the jingle has played (auto.wait, #247)
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say(t._BikeShopExchangedVoucherText, done, {
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auto = { wait = true, sound = function()
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return require("src.core.Sound").play(game.data, "Get_Key_Item")
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end },
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})
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end)
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return
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end
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-- .dontHaveVoucher: welcome, then the BICYCLE/CANCEL window
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say(t._BikeShopClerkWelcomeText, function()
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local pitch = t._BikeShopClerkDoYouLikeItText
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game.stack:push(BikeShopWindow.new(game, pitch, function(bought)
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local function comeAgain()
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say(t._BikeShopComeAgainText, function()
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game.stack:pop() -- the window, still up under the text
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done()
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end)
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end
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if bought then
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-- a million is out of anyone's reach: BikeShopCantAffordText
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say(t._BikeShopCantAffordText, comeAgain)
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else
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comeAgain()
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end
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end))
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-- PrintText BikeShopClerkDoYouLikeItText, then straight into
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-- HandleMenuInput: the box types out and hands over without
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-- waiting, leaving the window's copy of the line on screen
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say(pitch, nil, { auto = { delay = 0 } })
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end)
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end,
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},
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}
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