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https://gitlab.com/xCrystal/pokecrystal-board.git
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32ed487a47
# Conflicts: # audio/engine.asm # constants/gfx_constants.asm # constants/map_data_constants.asm # constants/pokemon_data_constants.asm # constants/sprite_constants.asm # constants/wram_constants.asm # data/maps/data.asm # engine/battle/ai/scoring.asm # engine/battle/core.asm # engine/battle/effect_commands.asm # engine/battle/misc.asm # engine/battle_anims/getpokeballwobble.asm # engine/breeding.asm # engine/buy_sell_toss.asm # engine/decorations.asm # engine/events/battle_tower/battle_tower.asm # engine/events/battle_tower/rules.asm # engine/events/buena.asm # engine/events/bug_contest/contest_2.asm # engine/events/daycare.asm # engine/events/dratini.asm # engine/events/halloffame.asm # engine/events/happiness_egg.asm # engine/events/kurt.asm # engine/events/lucky_number.asm # engine/events/magnet_train.asm # engine/events/overworld.asm # engine/events/pokerus/pokerus.asm # engine/events/print_unown.asm # engine/events/print_unown_2.asm # engine/events/unown_walls.asm # engine/item_effects.asm # engine/link.asm # engine/mon_menu.asm # engine/player_object.asm # engine/routines/playslowcry.asm # engine/scripting.asm # engine/search.asm # engine/search2.asm # engine/specials.asm # engine/start_menu.asm # engine/timeset.asm # home/battle_vars.asm # home/map.asm # maps/GoldenrodUndergroundSwitchRoomEntrances.asm # maps/IlexForest.asm # maps/KrissHouse2F.asm # maps/Route39Barn.asm # mobile/mobile_12_2.asm # mobile/mobile_40.asm # mobile/mobile_5f.asm # wram.asm
124 lines
2.3 KiB
NASM
Executable File
124 lines
2.3 KiB
NASM
Executable File
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, NUM_BUG_CONTESTANTS
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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 $ff / NUM_BUG_CONTESTANTS * NUM_BUG_CONTESTANTS
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jr nc, .next
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ld c, $ff / NUM_BUG_CONTESTANTS
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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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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 >= NUM_BUG_CONTESTANTS when this is called,
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; 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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INCLUDE "data/events/bug_contest_flags.asm"
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ContestDropOffMons: ; 13a12
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ld hl, wPartyMon1HP
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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, wPartyCount
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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], -1
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xor a
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ld [wScriptVar], a
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ret
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.fainted
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ld a, $1
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ld [wScriptVar], 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, wPartySpecies + 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 [wPartyCount], a
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ret
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; 13a47
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