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Move events/ to engine/events/
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133
engine/events/bug_contest/contest_2.asm
Executable file
133
engine/events/bug_contest/contest_2.asm
Executable file
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Special_SelectRandomBugContestContestants: ; 139a8
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; Select five random people to participate in the current contest.
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; First we have to make sure that any old data is cleared away.
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ld c, 10 ; Number of people to choose from.
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ld hl, BugCatchingContestantEventFlagTable
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.loop1
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push bc
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push hl
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ld e, [hl]
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inc hl
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ld d, [hl]
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ld b, RESET_FLAG
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call EventFlagAction
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pop hl
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inc hl
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inc hl
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pop bc
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dec c
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jr nz, .loop1
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; Now that that's out of the way, we can get on to the good stuff.
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ld c, 5
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.loop2
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push bc
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.next
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; Choose a flag at uniform random to be set.
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call Random
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cp 250
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jr nc, .next
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ld c, 25
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call SimpleDivide
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ld e, b
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ld d, 0
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ld hl, BugCatchingContestantEventFlagTable
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add hl, de
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add hl, de
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ld e, [hl]
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inc hl
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ld d, [hl]
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push de
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; If we've already set it, it doesn't count.
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ld b, CHECK_FLAG
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call EventFlagAction
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pop de
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ld a, c
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and a
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jr nz, .next
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; Set the flag. This will cause that sprite to not be visible in the contest.
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ld b, SET_FLAG
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call EventFlagAction
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pop bc
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; Check if we're done. If so, return. Otherwise, choose the next victim.
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dec c
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jr nz, .loop2
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ret
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; 139ed
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Special_CheckBugContestContestantFlag: ; 139ed
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; Checks the flag of the Bug Catching Contestant whose index is loaded in a.
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; Bug: If a >= 10 when this is called, it will read beyond the table.
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ld hl, BugCatchingContestantEventFlagTable
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ld e, a
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ld d, 0
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add hl, de
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add hl, de
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ld e, [hl]
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inc hl
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ld d, [hl]
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ld b, CHECK_FLAG
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call EventFlagAction
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ret
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; 139fe
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BugCatchingContestantEventFlagTable: ; 139fe
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dw EVENT_BUG_CATCHING_CONTESTANT_1A
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dw EVENT_BUG_CATCHING_CONTESTANT_2A
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dw EVENT_BUG_CATCHING_CONTESTANT_3A
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dw EVENT_BUG_CATCHING_CONTESTANT_4A
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dw EVENT_BUG_CATCHING_CONTESTANT_5A
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dw EVENT_BUG_CATCHING_CONTESTANT_6A
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dw EVENT_BUG_CATCHING_CONTESTANT_7A
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dw EVENT_BUG_CATCHING_CONTESTANT_8A
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dw EVENT_BUG_CATCHING_CONTESTANT_9A
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dw EVENT_BUG_CATCHING_CONTESTANT_10A
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; 13a12
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ContestDropOffMons: ; 13a12
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ld hl, PartyMon1HP
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ld a, [hli]
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or [hl]
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jr z, .fainted
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; Mask the rest of your party by setting the count to 1...
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ld hl, PartyCount
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ld a, 1
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ld [hli], a
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inc hl
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; ... backing up the second mon index somewhere...
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ld a, [hl]
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ld [wBugContestSecondPartySpecies], a
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; ... and replacing it with the terminator byte
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ld [hl], $ff
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xor a
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ld [ScriptVar], a
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ret
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.fainted
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ld a, $1
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ld [ScriptVar], a
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ret
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; 13a31
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ContestReturnMons: ; 13a31
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; Restore the species of the second mon.
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ld hl, PartySpecies + 1
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ld a, [wBugContestSecondPartySpecies]
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ld [hl], a
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; Restore the party count, which must be recomputed.
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ld b, $1
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.loop
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ld a, [hli]
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cp -1
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jr z, .done
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inc b
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jr .loop
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.done
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ld a, b
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ld [PartyCount], a
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ret
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; 13a47
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