Files
gen1recomp/data/scripts/story3.lua
T
2026-07-21 05:50:40 -04:00

445 lines
19 KiB
Lua

-- Third batch of hand-ported events: fishing rod givers, the Marowak
-- ghost, elevators, the Game Corner coins/prizes, the SS Anne departure
-- and the Hall of Fame record. Each cites its pokered source.
local M = {}
-- -------------------------------------------------------------------
-- Fishing rod givers (scripts/VermilionOldRodHouse.asm,
-- FuchsiaGoodRodHouse.asm, Route12SuperRodHouse.asm)
-- -------------------------------------------------------------------
local function rodGiver(askText, receivedText, afterText, rodItem, flag)
return {
{ "face_player" }, -- 1
{ "check_flag", flag }, -- 2
{ "jump_if_true", 9 }, -- 3
{ "ask", askText }, -- 4
{ "jump_if_false", 10 }, -- 5
-- give-then-print like the three rod-house scripts (GiveItem fills
-- wStringBuffer; the received texts read OLD/GOOD/SUPER ROD from it)
{ "give_item", rodItem, 1, false }, -- 6
{ "show_text", receivedText }, -- 7
{ "set_flag", flag }, -- 8
{ "jump", 10 }, -- 9 is below
}
end
M.VERMILION_OLD_ROD_HOUSE = {
talk = {
TEXT_VERMILIONOLDRODHOUSE_FISHING_GURU = rodGiver(
"_VermilionOldRodHouseFishingGuruDoYouLikeToFishText",
"_VermilionOldRodHouseFishingGuruTakeThisText",
"_VermilionOldRodHouseFishingGuruHowAreTheFishBitingText",
"OLD_ROD", "EVENT_GOT_OLD_ROD"),
},
}
M.VERMILION_OLD_ROD_HOUSE.talk.TEXT_VERMILIONOLDRODHOUSE_FISHING_GURU[9] =
{ "show_text", "_VermilionOldRodHouseFishingGuruHowAreTheFishBitingText" }
M.FUCHSIA_GOOD_ROD_HOUSE = {
talk = {
TEXT_FUCHSIAGOODRODHOUSE_FISHING_GURU = rodGiver(
"_FuchsiaGoodRodHouseFishingGuruText",
"_FuchsiaGoodRodHouseFishingGuruReceivedGoodRodText",
"_FuchsiaGoodRodHouseFishingGuruHowAreTheFishText",
"GOOD_ROD", "EVENT_GOT_GOOD_ROD"),
},
}
M.FUCHSIA_GOOD_ROD_HOUSE.talk.TEXT_FUCHSIAGOODRODHOUSE_FISHING_GURU[9] =
{ "show_text", "_FuchsiaGoodRodHouseFishingGuruHowAreTheFishText" }
M.ROUTE_12_SUPER_ROD_HOUSE = {
talk = {
TEXT_ROUTE12SUPERRODHOUSE_FISHING_GURU = rodGiver(
"_Route12SuperRodHouseFishingGuruDoYouLikeToFishText",
"_Route12SuperRodHouseFishingGuruReceivedSuperRodText",
"_Route12SuperRodHouseFishingGuruTryFishingText",
"SUPER_ROD", "EVENT_GOT_SUPER_ROD"),
},
}
M.ROUTE_12_SUPER_ROD_HOUSE.talk.TEXT_ROUTE12SUPERRODHOUSE_FISHING_GURU[9] =
{ "show_text", "_Route12SuperRodHouseFishingGuruTryFishingText" }
-- -------------------------------------------------------------------
-- The ghost Marowak (scripts/PokemonTower6F.asm): blocks the stairs at
-- (10,16) until defeated.
--
-- PokemonTower6FDefaultScript starts the RESTLESS SOUL battle with NO
-- Silph Scope check at the trigger -- the scope only decides whether the
-- battle is disguised (IsGhostBattle -> makeGhost: "too scared to move",
-- balls dodged). An earlier version of this port turned the player back
-- without the scope and never opened the battle, which made 6F
-- impassable on any route that skips Rocket Hideout; vanilla lets the
-- battle open and a POKE_DOLL end it (see wBattleResult below).
-- -------------------------------------------------------------------
M.POKEMON_TOWER_6F = {
onStep = function(game, ow, x, y)
if game.save.flags.EVENT_BEAT_GHOST_MAROWAK then return false end
if x ~= 10 or y ~= 16 then return false end
local TextBox = require("src.render.TextBox")
local t = game.data.text
game.stack:push(TextBox.new(game,
t._PokemonTower6FBeGoneText or "Be gone...\nIntruders...", function()
local BattleState = require("src.battle.BattleState")
local battle = BattleState.newWild(game, "MAROWAK", 30)
if not game.save.inventory.SILPH_SCOPE then
battle:makeGhost()
end
battle.onFinish = function(result)
-- wBattleResult parity (PokemonTower6FMarowakBattleScript's
-- "and a / jr nz"): losing writes $1 and running writes $2, but
-- ItemUsePokeDoll ends the battle WITHOUT touching it, so the
-- script reads 0 -- defeated. That is the famous Poke Doll
-- trick, and the speedrun route this bot follows depends on it.
if result == "win" or battle.pokeDollEscape then
game.save.flags.EVENT_BEAT_GHOST_MAROWAK = true
game.stack:push(TextBox.new(game,
t._PokemonTower6FSoulWasCalmedText
or "The mother's soul\nwas calmed.\012It departed to\nthe afterlife!"))
elseif result ~= "lose" then
-- .did_not_defeat: one simulated step right, off the trigger,
-- so fleeing does not leave you standing on a cell that
-- immediately re-fires.
ow:scriptMove(ow.player, "right", 1)
end
ow:afterBattle(result)
end
game.stack:push(battle)
end))
return true
end,
}
-- -------------------------------------------------------------------
-- Elevators (scripts/SilphCoElevator.asm etc.): a floor menu built from
-- the maps whose warps lead to the elevator (fully data-driven).
--
-- engine/events/elevator.asm DisplayElevatorFloorMenu: prints the floor
-- list (SPECIALLISTMENU -- a plain text list, constants/list_constants
-- .asm:7, not a graphical panel) built from each elevator's fixed
-- FLOOR_* table (e.g. scripts/SilphCoElevator.asm SilphCoElevatorFloors,
-- ascending FLOOR_1F..FLOOR_11F); wCurrentMenuItem is explicitly zeroed
-- so the cursor always rests on the topmost floor -- there is no
-- current-floor marker/wWhichFloor symbol anywhere in Gen1. Floor
-- labels are the short FLOOR_* item-name strings (data/items/names.asm:
-- 87-100 -- '1F'..'11F', 'B1F', 'B2F', 'B4F'), never the room/map name.
-- On B (`ret c`) nothing happens -- no warp, the player just stays put.
-- On A, the map script sees BIT_CUR_MAP_USED_ELEVATOR and runs
-- engine/overworld/elevator.asm ShakeElevator (src/world/ElevatorShake
-- .lua): the music stops, the BG scroll bounces -1/+1px for 100
-- two-frame cycles with SFX_COLLISION each cycle, then
-- SFX_SAFARI_ZONE_PA plays out and the map theme returns, before the
-- player is delivered to the chosen floor.
-- keyGate: the Rocket Hideout panel refuses without the LIFT KEY
-- (scripts/RocketHideoutElevator.asm RocketHideoutElevatorText:
-- "It appears to need a key." and no floor menu)
-- preFrames: the shake's lead-in delays -- ShakeElevator's own Delay3s
-- come to 9 frames; Silph/Rocket's ...ShakeScript prefixes another
-- Delay3 (12) while CeladonMartElevatorShakeScript farjps straight in
-- After the ride the original does NOT jump-cut to the floor: choosing a
-- floor in engine/events/elevator.asm DisplayElevatorFloorMenu rewrites
-- the elevator car's own warp entries (wWarpEntries, via .UpdateWarp) to
-- the chosen floor's exit warp, then the player walks out of the car onto
-- that warp themselves (scripts/SilphCoElevator.asm etc.). Reproduce
-- that here: rewrite the car's exit warps, then drive a short scripted
-- walk-out onto an exit tile and take the (now rewritten) warp, reusing
-- ow:scriptMove / ow:takeWarp (the Oak-escort primitives).
local WALK_DIRVEC = { up = { 0, -1 }, down = { 0, 1 }, left = { -1, 0 }, right = { 1, 0 } }
local WALK_OPP = { up = "down", down = "up", left = "right", right = "left" }
local WALK_ORDER = { "up", "down", "left", "right" }
local function elevatorWalkOut(ow, floor)
local m, p = ow.map, ow.player
-- .UpdateWarp is run twice, so BOTH car warp entries get the same
-- (warp id, map id): point every exit warp at the picked floor's
-- elevator-door warp (the reciprocal warp found while building the
-- menu). The car map's def is shared generated data, but its own
-- warps are only ever read from inside the car, and this rewrite runs
-- on every ride before the walk-out fires, so it is self-correcting.
for _, w in ipairs(m.def.warps) do
w.destMap = floor.map
w.destWarp = floor.warpIdx
end
-- leave by the exit tile under the player (they warped in onto one),
-- else the nearest
local door
for _, w in ipairs(m.def.warps) do
if w.x == p.cellX and w.y == p.cellY then door = w break end
end
if not door then
local best
for _, w in ipairs(m.def.warps) do
local d = math.abs(w.x - p.cellX) + math.abs(w.y - p.cellY)
if not best or d < best then best, door = d, w end
end
end
-- the car interior sits on the door's walkable side; "out" is the
-- doorway direction (the map edge for Silph/Celadon, the top doorway
-- for the Rocket car). Fixed direction order keeps the step
-- deterministic when a door tile has several walkable neighbours
-- (Silph/Celadon step up into the car, the Rocket car steps down).
local into
for _, dir in ipairs(WALK_ORDER) do
local v = WALK_DIRVEC[dir]
local nx, ny = door.x + v[1], door.y + v[2]
if m:inBounds(nx, ny) and m:isWalkableCell(nx, ny) then into = dir break end
end
into = into or "up"
local out = WALK_OPP[into]
local function leave()
ow:takeWarp(door) -- door SFX + warp to the rewritten floor target
end
-- step one tile into the car, then walk back through the doorway onto
-- the exit tile and take the warp: a visible walk-out on valid tiles
-- for either door orientation, instead of a jump cut
ow:scriptMove(p, into, 1, function()
ow:scriptMove(p, out, 1, leave)
end)
end
local function elevator(elevatorMapId, keyGate, preFrames)
return {
onEnter = function(game, ow)
if keyGate and not game.save.inventory[keyGate.item] then
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text[keyGate.text] or "It appears to\nneed a key."))
return
end
local floors = {}
for mapId, def in pairs(game.data.maps) do
for i, w in ipairs(def.warps) do
if w.destMap == elevatorMapId then
-- short floor token pokered actually prints, e.g.
-- SILPH_CO_10F -> "10F", ROCKET_HIDEOUT_B2F -> "B2F"
local token = mapId:match("_([^_]+)$") or mapId
-- warpIdx: this floor's warp back into the elevator IS the
-- warp the car's rewritten exit lands on (the reciprocal
-- pair), matching wElevatorWarpMaps' (warp id, map id)
table.insert(floors,
{ map = mapId, x = w.x, y = w.y, token = token, warpIdx = i })
break
end
end
end
-- numeric floor order (SilphCoElevatorFloors' FLOOR_1F..FLOOR_11F),
-- not lexicographic -- otherwise 10F/11F sort before 2F..9F
table.sort(floors, function(a, b)
return (tonumber(a.token:match("%d+")) or 0) <
(tonumber(b.token:match("%d+")) or 0)
end)
local items = {}
for _, f in ipairs(floors) do
table.insert(items, { label = f.token, value = f })
end
local ListMenu = require("src.ui.ListMenu")
game.stack:push(ListMenu.new(game, "WHICH FLOOR?", items, {
onChoose = function(item, list)
list:close()
-- the map-entry Transition (startWarpTo) calls onEnter from
-- its OWN midpoint callback, so this menu was pushed on top
-- of that still-active Transition; only the top state
-- updates, so it froze mid-fade instead of finishing. Left
-- alone it would resurface after the ride and play a stray
-- fade at the wrong time -- pop it now, before it can happen.
local Transition = require("src.render.Transition")
if getmetatable(game.stack:top()) == Transition then
game.stack:pop()
end
-- the whole ShakeElevator ride runs in place -- music stop,
-- 100 collision-thud scroll bounces, the PA chime -- and only
-- then does the player walk out of the car onto the chosen
-- floor (elevatorWalkOut rewrites the car's exit warps first)
local ElevatorShake = require("src.world.ElevatorShake")
game.stack:push(ElevatorShake.new(game, ow, {
preFrames = preFrames,
onDone = function()
elevatorWalkOut(ow, item.value)
end,
}))
end,
onCancel = function()
-- DisplayElevatorFloorMenu: `ret c` on B -- no warp, nothing
-- happens, the player just stays in the car
end,
}))
end,
}
end
M.SILPH_CO_ELEVATOR = elevator("SILPH_CO_ELEVATOR")
M.CELADON_MART_ELEVATOR = elevator("CELADON_MART_ELEVATOR", nil, 9)
M.ROCKET_HIDEOUT_ELEVATOR = elevator("ROCKET_HIDEOUT_ELEVATOR",
{ item = "LIFT_KEY", text = "_RocketHideoutElevatorAppearsToNeedKeyText" })
-- -------------------------------------------------------------------
-- Game Corner coins, prizes, and the rocket-poster switch that reveals
-- the hideout stairs (scripts/GameCorner.asm, data/events/prizes.asm +
-- prize_mon_levels.asm)
-- -------------------------------------------------------------------
M.GAME_CORNER = {
-- the hideout stairs hide behind a wall block until the poster
-- switch is found (the block at (8,2) is $2a while
-- EVENT_FOUND_ROCKET_HIDEOUT is unset, $43 after)
onEnter = function(game, ow)
local poster = game.data.field.gameCornerPoster
if not poster then return end
local block = game.save.flags[poster.event] and poster.openBlock
or poster.closedBlock
ow:replaceBlock(poster.x, poster.y, block)
-- pick this visit's lucky slot machine
-- (wLuckySlotHiddenEventIndex, engine/slots/game_corner_slots2.asm)
local seats = game.data.field.slotMachines.GAME_CORNER
ow.luckySlot = love.math.random(1, #seats)
end,
talk = {
-- the poster bg event: pressing A reveals the hidden switch
TEXT_GAMECORNER_POSTER = function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
local poster = game.data.field.gameCornerPoster
local t = game.data.text
local text = t._GameCornerPosterSwitchBehindPosterText
or "Hey!\fA switch behind\nthe poster!?\nLet's push it!"
if game.save.flags[poster.event] then
game.stack:push(TextBox.new(game, text, done))
return
end
-- GameCornerPosterText: the SwitchBehindPosterText plays
-- SFX_SWITCH as it shows, then SFX_GO_INSIDE opens the stairs
require("src.core.Sound").play(game.data, "Switch")
game.stack:push(TextBox.new(game, text, function()
game.save.flags[poster.event] = true
require("src.core.Sound").play(game.data, "Go_Inside")
ow:replaceBlock(poster.x, poster.y, poster.openBlock)
done()
end))
end,
TEXT_GAMECORNER_CLERK1 = function(game, ow, npc, done)
local TextBox = require("src.render.TextBox")
local ChoiceBox = require("src.ui.ChoiceBox")
local t = game.data.text
game.stack:push(TextBox.new(game,
(t._GameCornerClerk1DoYouNeedSomeGameCoinsText
or "Do you need some\ngame coins?\f¥1000 for 50."), function()
game.stack:push(ChoiceBox.new(game, function(yes)
if not yes then
game.stack:push(TextBox.new(game,
t._GameCornerClerk1PleaseComePlaySometimeText
or "No? Please come\nplay sometime!", done))
return
end
-- scripts/GameCorner.asm GameCornerClerk1Text: coins need
-- the COIN CASE and room for at least 9 coins (Has9990Coins)
if not game.save.inventory.COIN_CASE then
game.stack:push(TextBox.new(game,
t._GameCornerClerk1DontHaveCoinCaseText
or "You don't have a\nCOIN CASE!", done))
return
end
if (game.save.coins or 0) >= 9990 then
game.stack:push(TextBox.new(game,
t._GameCornerClerk1CoinCaseIsFullText
or "Oops! Your COIN\nCASE is full.", done))
return
end
if game.save.money < 1000 then
game.stack:push(TextBox.new(game,
t._GameCornerClerk1CantAffordTheCoinsText
or "You can't afford\nthe coins!", done))
return
end
game.save.money = game.save.money - 1000
game.save.coins = math.min(9999, (game.save.coins or 0) + 50)
game.stack:push(TextBox.new(game,
(t._GameCornerClerk1ThanksHereAre50CoinsText
or "Thanks! Here are\nyour 50 coins!")
.. ("\fCOINS: %d"):format(game.save.coins), done))
end))
end))
end,
},
}
-- Red-version prize lists (data/events/prizes.asm, prize_mon_levels.asm)
local PRIZES = {
{ kind = "mon", species = "ABRA", level = 9, cost = 180 },
{ kind = "mon", species = "CLEFAIRY", level = 8, cost = 500 },
{ kind = "mon", species = "NIDORINA", level = 17, cost = 1200 },
{ kind = "mon", species = "DRATINI", level = 18, cost = 2800 },
{ kind = "mon", species = "SCYTHER", level = 25, cost = 5500 },
{ kind = "mon", species = "PORYGON", level = 26, cost = 9999 },
{ kind = "item", item = "TM_DRAGON_RAGE", cost = 3300 },
{ kind = "item", item = "TM_HYPER_BEAM", cost = 5500 },
{ kind = "item", item = "TM_SUBSTITUTE", cost = 7700 },
}
local function prizeCounter(game, ow, npc, done)
local ListMenu = require("src.ui.ListMenu")
local Commands = require("src.script.Commands")
local items = {}
for _, p in ipairs(PRIZES) do
local label
if p.kind == "mon" then
label = ("%s L%d"):format(game.data.pokemon[p.species].name, p.level)
else
label = game.data.items[p.item].name
end
table.insert(items, { label = label, right = tostring(p.cost), value = p })
end
local list
list = ListMenu.new(game, "PRIZES (COINS)", items, {
footer = ("COINS %d"):format(game.save.coins or 0),
onChoose = function(item)
local p = item.value
if (game.save.coins or 0) < p.cost then
list.footer = "Not enough coins!"
return
end
game.save.coins = game.save.coins - p.cost
if p.kind == "mon" then
Commands.give_pokemon({ save = game.save, game = game },
p.species, p.level)
else
game.save.inventory[p.item] = (game.save.inventory[p.item] or 0) + 1
end
list.footer = ("Got it! COINS %d"):format(game.save.coins)
end,
onCancel = done,
})
game.stack:push(list)
end
M.GAME_CORNER_PRIZE_ROOM = {
talk = { -- the three prize counters are bg events
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_1 = prizeCounter,
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_2 = prizeCounter,
TEXT_GAMECORNERPRIZEROOM_PRIZE_VENDOR_3 = prizeCounter,
},
}
-- -------------------------------------------------------------------
-- SS Anne departure (scripts/VermilionDock.asm): once HM01 is in hand
-- and the player steps off the dock, the ship sets sail.
-- -------------------------------------------------------------------
M.VERMILION_DOCK = {
onEnter = function(game, ow)
if game.save.flags.EVENT_SS_ANNE_LEFT then
local TextBox = require("src.render.TextBox")
game.stack:push(TextBox.new(game,
game.data.text._VermilionCitySailor1ShipSetSailText
or "The ship set sail.", function()
ow:startWarpTo("VERMILION_CITY", 19, 30, "up")
end))
elseif game.save.flags.EVENT_GOT_HM01 then
game.save.flags.EVENT_SS_ANNE_LEFT = true
require("src.core.Sound").play(game.data, "SS_Anne_Horn")
end
end,
}
return M