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https://gitlab.com/xCrystal/pokecrystal-board.git
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5c28d05bb4
# Conflicts: # data/items/descriptions.asm # data/sprite_anims/framesets.asm # engine/crystal_colors.asm # engine/events/kurt.asm # engine/events/special.asm # engine/events/std_scripts.asm # engine/events_3.asm # engine/item_effects.asm # engine/namingscreen.asm # engine/scripting.asm # engine/stats_screen.asm # engine/trade_animation.asm # home/audio.asm # main.asm # maps/BattleTower1F.asm # maps/BattleTowerBattleRoom.asm # maps/BurnedTowerB1F.asm # maps/ElmsLab.asm # maps/GoldenrodDeptStore5F.asm # maps/GoldenrodUnderground.asm # maps/HallOfFame.asm # maps/MahoganyTown.asm # maps/ManiasHouse.asm # maps/MobileBattleRoom.asm # maps/MobileTradeRoomMobile.asm # maps/RadioTower2F.asm # maps/Route35NationalParkGate.asm # maps/Route36NationalParkGate.asm # maps/Route39Farmhouse.asm # tilesets/palette_maps.asm
123 lines
2.3 KiB
NASM
Executable File
123 lines
2.3 KiB
NASM
Executable File
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, 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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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 >= NUM_BUG_CONTESTANTS 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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INCLUDE "data/bug_contest_flags.asm"
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Special_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], -1
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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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Special_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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