#include "script_array.h" #include "main_menu.h" #include "text_engine.h" #include "mystery_gift_injector.h" #include "sprite_data.h" #include "flash_mem.h" #include "pokemon_data.h" #include "mystery_gift_builder.h" #include int last_error; Pokemon_Party party_data = Pokemon_Party(); script_obj script[SCRIPT_SIZE]; std::string_view dialogue[DIA_SIZE]; void populate_dialogue() { dialogue[DIA_OPEN] = "Hey there! I'm Professor\nFennel. As you can see, I'm\na scientist.|In fact, the subject I'm \nresearching is Trainers!|My dream is to collect save files of various trainers, \nbut I haven't had any \nbreakthroughs yet...|So in the meantime, I have a\ndifferent project!|In my home region, there's a\nlocation that can make a\nPok@mon's dreams into\nreality.|This means that any other\nPok@mon they meet in their\ndreams become real!|That's fantastic, but my\ngoal is to do the same-\njust with a trainer's dream\ninstead!|I've successfully been able\nto send a Pok@mon into\nand out of a trainer's\ndream...|but I've been unsuccessful\nin pulling out a new Pok@mon\nwithout...\ncatastrophic results.|That's when I had a\nbreakthrough- I realized if \nI sent in a DITTO,|it could transform into the\nPok@mon found within that\ntrainer's dream!|That's why I need your help!\nI want to bring as many\nPok@mon out of your dreams\nas possible!|There's just over 250\nPok@mon I want to catalogue\nin my Dream Pok@Dex-\nor Dream Dex for short.|But I'll let you keep any\nPok@mon- they're from your\ndreams after all!|I think that's everything...\nwhenever you're ready to\nstart, just let me know!"; dialogue[DIA_E4] = "Hi trainer! I'm thrilled\nyou've decided to help with our research, but we need\nthe best of the best!|Come back after you've\nbeaten the Elite Four and\nbecome the Champion!"; dialogue[DIA_MG_FRLGE] = "Sorry trainer, one more\nthing to take care of before\nwe can begin- you need to\nenable MYSTERY GIFT!|Head to the nearest Pok@\nMart and fill out the\nquestionnaire as follows:\nLINK TOGETHER WITH ALL|After that, you should be\nall set to go!|See you soon!"; dialogue[DIA_MG_RS] = "Sorry trainer, one more\nthing to take care of before\nwe can begin- you need to\nenable MYSTERY EVENT!|Head to the PETALBURG\nPok@mon Center and tell the\nman next to the PC:\nMYSTERY EVENT IS EXCITING|After that, you should be\nall set to go!|See you soon!"; dialogue[DIA_LETS_START] = "Let's get started!"; dialogue[DIA_START] = "On a second Game Boy family\nsystem, please load the Game\nBoy Pok@mon game you wish to\ntransfer from.|In your Game Boy Pok@mon\ngame, put any Pok@mon you\nwant to bring out of\nyour dreams into your party.|Then connect this Game Boy\nAdvance to the other Game\nBoy family system using a\nGame Boy Color link cable.|Once you're ready, press A\non this device, talk to the Cable Club attendant, and\nthen initiate a trade."; dialogue[DIA_TRANS_GOOD] = "Amazing! Fantastic!\nEverything went perfectly!|You may now turn off your\nother Game Boy family\nsystem."; dialogue[DIA_NEW_DEX] = "It looks like there's at\nleast one new Pok@mon here\nthat isn't in the Dream Dex!|I'll give them something\nextra sweet as a reward for you both."; dialogue[DIA_NO_NEW_DEX] = "It doesn't look like there's\nanything new for your Dream\nDex, but that's okay!|It's important to confirm\nresearch results with\nmultiple tests!"; dialogue[DIA_SEND_FRIEND_KANTO] = "I'm going to send these\nPok@mon to my friend BILL so\nthat you can pick them up.\nThey live on Route 25!|Did you know they developed the Storage System for the\nKanto region?|My younger sister developed a version of the Storage\nSystem too, so BILL is a\ngood friend of ours!"; dialogue[DIA_SEND_FRIEND_HOENN] = "I'm going to send these\nPok@mon to my friend LANNETE\nso that you can pick them\nup. They live on route 114!|Did you know they developed the Storage System for the\nHoenn region?|My younger sister developed a version of the Storage\nSystem too, so LANNETE is a\ngood friend of ours!"; dialogue[DIA_THANK] = "Thank you so much for your\nhelp! Whenever you want to\ntransfer more Pok@mon, just\nlet me know!|See you around!"; dialogue[DIA_GET_MON] = "Let's get started! Please connect Load the Game Boy Pok@mon game you want to transfer from, and put the Pok@mon you want to transfer into your party. "; dialogue[DIA_MG_OTHER_EVENT] = "Hi Trainer! It looks like\nyou have a different event\ncurrently loaded.|That's no problem, but it\nwill be overwritten if you\ncontinue.|Turn off the system now if\nyou want to experience your\ncurrent event,\nbut otherwise-"; dialogue[DIA_PKMN_TO_COLLECT] = "Hi Trainer! It looks like\nyou still have Pok@mon to\npick up...|I can send in new ones, but do know that the Pok@mon you\nhaven't picked up yet will\nbe replaced.|Turn off the system now if\nyou want to recieve those\nPok@mon, but otherwise-"; dialogue[DIA_NO_VALID_PKMN] = "Sorry Trainer, it doesn't\nlook like you have any valid\nPok@mon in your party right\nnow.|Double check your party and we'll give it another shot!"; dialogue[DIA_ERROR_COLOSSEUM] = "It looks like you went to\nthe colosseum instead of the\ntrading room!|Let's try that again!"; dialogue[DIA_ERROR_COM_ENDED] = "Communication with the other\ndevice was terminated.|Let's try that again!"; dialogue[DIA_ERROR_DISCONNECT] = "It doesn't look like the\nGame Boy Color link cable is\nconnected correctly.|Let's try that again!"; dialogue[DIA_ERROR_TIME_ONE] = "It looks like the connection\ntimed out...|Let's try that again!"; dialogue[DIA_ERROR_TIME_TWO] = "It seems like the connection\ntimed out...|Let's try that again!"; } void populate_script() { // Check that the conditions are set for the transfer script[SCRIPT_START] = script_obj(CMD_SHOW_PROF, COND_BEAT_E4); script[COND_BEAT_E4] = script_obj(COND_BEAT_E4, COND_MG_ENABLED, DIA_E4); script[DIA_E4] = script_obj(dialogue[DIA_E4], CMD_END_SCRIPT); script[COND_MG_ENABLED] = script_obj(COND_MG_ENABLED, COND_TUTORIAL_COMPLETE, COND_IS_FRLGE); script[COND_IS_FRLGE] = script_obj(COND_IS_FRLGE, DIA_MG_FRLGE, DIA_MG_RS); script[DIA_MG_FRLGE] = script_obj(dialogue[DIA_MG_FRLGE], CMD_END_SCRIPT); script[DIA_MG_RS] = script_obj(dialogue[DIA_MG_RS], CMD_END_SCRIPT); script[COND_TUTORIAL_COMPLETE] = script_obj(COND_TUTORIAL_COMPLETE, COND_MG_OTHER_EVENT, DIA_OPEN); script[DIA_OPEN] = script_obj(dialogue[DIA_OPEN], CMD_SET_TUTOR_TRUE); script[CMD_SET_TUTOR_TRUE] = script_obj(CMD_SET_TUTOR_TRUE, CMD_END_SCRIPT); script[COND_MG_OTHER_EVENT] = script_obj(COND_MG_OTHER_EVENT, DIA_MG_OTHER_EVENT, COND_PKMN_TO_COLLECT); script[COND_PKMN_TO_COLLECT] = script_obj(COND_PKMN_TO_COLLECT, DIA_PKMN_TO_COLLECT, DIA_LETS_START); script[DIA_MG_OTHER_EVENT] = script_obj(dialogue[DIA_MG_OTHER_EVENT], DIA_LETS_START); script[DIA_PKMN_TO_COLLECT] = script_obj(dialogue[DIA_PKMN_TO_COLLECT], DIA_LETS_START); script[DIA_LETS_START] = script_obj(dialogue[DIA_LETS_START], DIA_START); script[DIA_START] = script_obj(dialogue[DIA_START], CMD_START_LINK); script[CMD_START_LINK] = script_obj(CMD_START_LINK, COND_ERROR_TIMEOUT_ONE); // Initiate the transfer and check for errors script[COND_ERROR_TIMEOUT_ONE] = script_obj(COND_ERROR_TIMEOUT_ONE, COND_ERROR_TIMEOUT_TWO, DIA_ERROR_TIME_ONE); script[DIA_ERROR_TIME_ONE] = script_obj(dialogue[DIA_ERROR_TIME_ONE], DIA_START); script[COND_ERROR_TIMEOUT_TWO] = script_obj(COND_ERROR_TIMEOUT_TWO, COND_ERROR_COM_ENDED, DIA_ERROR_TIME_TWO); script[DIA_ERROR_TIME_TWO] = script_obj(dialogue[DIA_ERROR_TIME_TWO], DIA_START); script[COND_ERROR_COM_ENDED] = script_obj(COND_ERROR_COM_ENDED, COND_ERROR_COLOSSEUM, DIA_ERROR_COM_ENDED); script[DIA_ERROR_COM_ENDED] = script_obj(dialogue[DIA_ERROR_COM_ENDED], DIA_START); script[COND_ERROR_COLOSSEUM] = script_obj(COND_ERROR_COLOSSEUM, COND_ERROR_DISCONNECT, DIA_ERROR_COLOSSEUM); script[DIA_ERROR_COLOSSEUM] = script_obj(dialogue[DIA_ERROR_COLOSSEUM], DIA_START); script[COND_ERROR_DISCONNECT] = script_obj(COND_ERROR_DISCONNECT, CMD_IMPORT_POKEMON, DIA_ERROR_DISCONNECT); script[DIA_ERROR_DISCONNECT] = script_obj(dialogue[DIA_ERROR_DISCONNECT], DIA_START); // Complete the transfer and give messages based on the transfered Pokemon script[CMD_IMPORT_POKEMON] = script_obj(CMD_IMPORT_POKEMON, DIA_TRANS_GOOD, DIA_NO_VALID_PKMN); script[DIA_NO_VALID_PKMN] = script_obj(dialogue[DIA_NO_VALID_PKMN], CMD_END_SCRIPT); script[DIA_TRANS_GOOD] = script_obj(dialogue[DIA_TRANS_GOOD], COND_NEW_POKEMON); script[COND_NEW_POKEMON] = script_obj(COND_NEW_POKEMON, DIA_NEW_DEX, DIA_NO_NEW_DEX); script[DIA_NEW_DEX] = script_obj(dialogue[DIA_NEW_DEX], COND_IS_HOENN); script[DIA_NO_NEW_DEX] = script_obj(dialogue[DIA_NO_NEW_DEX], COND_IS_HOENN); script[COND_IS_HOENN] = script_obj(COND_IS_HOENN, DIA_SEND_FRIEND_HOENN, DIA_SEND_FRIEND_KANTO); script[DIA_SEND_FRIEND_HOENN] = script_obj(dialogue[DIA_SEND_FRIEND_HOENN], DIA_THANK); script[DIA_SEND_FRIEND_KANTO] = script_obj(dialogue[DIA_SEND_FRIEND_KANTO], DIA_THANK); script[DIA_THANK] = script_obj(dialogue[DIA_THANK], CMD_END_SCRIPT); // Hide the dialouge and professor script[CMD_END_SCRIPT] = script_obj(CMD_END_SCRIPT, CMD_HIDE_PROF); script[CMD_HIDE_PROF] = script_obj(CMD_HIDE_PROF, CMD_BACK_TO_MENU); script[CMD_BACK_TO_MENU] = script_obj(CMD_BACK_TO_MENU, SCRIPT_START); }; bool run_conditional(int index) { // Here is most of the logic that drives what lines show up where. It's probably not the best way to code it, but it works switch (index) { case COND_ERROR_COM_ENDED: return party_data.get_last_error() != COND_ERROR_COM_ENDED; case COND_ERROR_DISCONNECT: return party_data.get_last_error() != COND_ERROR_DISCONNECT; case COND_ERROR_TIMEOUT_ONE: return party_data.get_last_error() != COND_ERROR_TIMEOUT_ONE; case COND_ERROR_TIMEOUT_TWO: return party_data.get_last_error() != COND_ERROR_TIMEOUT_TWO; case COND_ERROR_COLOSSEUM: return party_data.get_last_error() != COND_ERROR_COLOSSEUM; case COND_BEAT_E4: return read_flag(curr_rom.e4_flag) || IGNORE_MG_E4_FLAGS; case COND_MG_ENABLED: return read_flag(curr_rom.mg_flag) || IGNORE_MG_E4_FLAGS; case COND_TUTORIAL_COMPLETE: return get_tutorial_flag() || IGNORE_MG_E4_FLAGS; case COND_NEW_POKEMON: return party_data.get_has_new_pkmn(); case COND_IS_HOENN: return curr_rom.is_hoenn(); case COND_IS_FRLGE: return !curr_rom.is_ruby_sapphire(); case COND_MG_OTHER_EVENT: return compare_map_and_npc_data(curr_rom.def_map_bank, curr_rom.def_map_id, curr_rom.def_npc_id) && !IGNORE_MG_E4_FLAGS; case COND_PKMN_TO_COLLECT: return compare_map_and_npc_data(curr_rom.map_bank, curr_rom.map_id, curr_rom.npc_id) && !read_flag(curr_rom.all_collected_flag) && !IGNORE_MG_E4_FLAGS; case CMD_START_LINK: party_data.start_link(); return true; case CMD_IMPORT_POKEMON: party_data.set_lang(ENG_ID); party_data.set_game(RED_ID); // REMOVE ME ^ return inject_mystery(party_data); case CMD_BACK_TO_MENU: text_disable(); main_menu_exit(); return true; case CMD_SHOW_PROF: obj_unhide(prof, 0); return true; case CMD_HIDE_PROF: obj_hide(prof); return true; case CMD_SET_TUTOR_TRUE: set_tutorial_flag(true); return true; case CMD_END_SCRIPT: return true; case CMD_ASK_LANG: //party_data.set_lang(); return true; case CMD_ASK_GAME: //party_data.set_game(); return true; default: tte_set_pos(0, 0); tte_write("ERROR! No conditional found."); return false; } }