mirror of
https://gitlab.com/xCrystal/pokecrystal-board.git
synced 2024-09-09 09:51:34 -07:00
a91b59ab5d
I mean, technically, being able to read beyond a data table's size is bad practice, but there's so many cases of this that it's not worth mentioning. For most of these cases, at least, it's safe to assume the index won't ever get high enough to surpass such a table's length, because it's either hardcoded or decided by the game without the use of uncontrollable data. As such, they don't expose any actual bugs.
117 lines
2.1 KiB
NASM
117 lines
2.1 KiB
NASM
SelectRandomBugContestContestants:
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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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CheckBugContestContestantFlag:
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; Checks the flag of the Bug Catching Contestant whose index is loaded in a.
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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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INCLUDE "data/events/bug_contest_flags.asm"
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ContestDropOffMons:
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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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ContestReturnMons:
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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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