pokecrystal/engine/events/move_deleter.asm

167 lines
2.5 KiB
NASM

MoveDeletion:
ld hl, .IntroText
call PrintText
call YesNoBox
jr c, .declined
ld hl, .AskWhichMonText
call PrintText
farcall SelectMonFromParty
jr c, .declined
ld a, [CurPartySpecies]
cp EGG
jr z, .egg
ld a, [CurPartyMon]
ld hl, PartyMon1Moves + 1
ld bc, PARTYMON_STRUCT_LENGTH
call AddNTimes
ld a, [hl]
and a
jr z, .onlyonemove
ld hl, .AskWhichMoveText
call PrintText
call LoadStandardMenuHeader
farcall ChooseMoveToDelete
push af
call ReturnToMapWithSpeechTextbox
pop af
jr c, .declined
ld a, [wMenuCursorY]
push af
ld a, [CurSpecies]
ld [wd265], a
call GetMoveName
ld hl, .ConfirmDeleteText
call PrintText
call YesNoBox
pop bc
jr c, .declined
call .DeleteMove
call WaitSFX
ld de, SFX_MOVE_DELETED
call PlaySFX
call WaitSFX
ld hl, .MoveDeletedText
call PrintText
ret
.egg
ld hl, .EggText
call PrintText
ret
.declined
ld hl, .DeclinedDeletionText
call PrintText
ret
.onlyonemove
ld hl, .OnlyOneMoveText
call PrintText
ret
.OnlyOneMoveText: ; 0x2c5d1
; That #MON knows only one move.
text_jump UnknownText_0x1c5eba
db "@"
; 0x2c5d6
.ConfirmDeleteText: ; 0x2c5d6
; Oh, make it forget @ ?
text_jump UnknownText_0x1c5eda
db "@"
; 0x2c5db
.MoveDeletedText: ; 0x2c5db
; Done! Your #MON forgot the move.
text_jump UnknownText_0x1c5ef5
db "@"
; 0x2c5e0
.EggText: ; 0x2c5e0
; An EGG doesn't know any moves!
text_jump UnknownText_0x1c5f17
db "@"
; 0x2c5e5
.DeclinedDeletionText: ; 0x2c5e5
; No? Come visit me again.
text_jump UnknownText_0x1c5f36
db "@"
; 0x2c5ea
.AskWhichMoveText: ; 0x2c5ea
; Which move should it forget, then?
text_jump UnknownText_0x1c5f50
db "@"
; 0x2c5ef
.IntroText: ; 0x2c5ef
; Um… Oh, yes, I'm the MOVE DELETER. I can make #MON forget moves. Shall I make a #MON forget?
text_jump UnknownText_0x1c5f74
db "@"
; 0x2c5f4
.AskWhichMonText: ; 0x2c5f4
; Which #MON?
text_jump UnknownText_0x1c5fd1
db "@"
; 0x2c5f9
.DeleteMove: ; 2c5f9
ld a, b
push bc
dec a
ld c, a
ld b, 0
ld hl, PartyMon1Moves
add hl, bc
ld a, [CurPartyMon]
ld bc, PARTYMON_STRUCT_LENGTH
call AddNTimes
pop bc
push bc
inc b
.loop
ld a, b
cp NUM_MOVES + 1
jr z, .okay
inc hl
ld a, [hld]
ld [hl], a
inc hl
inc b
jr .loop
.okay
xor a
ld [hl], a
pop bc
ld a, b
push bc
dec a
ld c, a
ld b, 0
ld hl, PartyMon1PP
add hl, bc
ld a, [CurPartyMon]
ld bc, PARTYMON_STRUCT_LENGTH
call AddNTimes
pop bc
inc b
.loop2
ld a, b
cp NUM_MOVES + 1
jr z, .done
inc hl
ld a, [hld]
ld [hl], a
inc hl
inc b
jr .loop2
.done
xor a
ld [hl], a
ret