pokecrystal/engine/events/bug_contest/contest_2.asm

117 lines
2.1 KiB
NASM

SelectRandomBugContestContestants:
; Select five random people to participate in the current contest.
; First we have to make sure that any old data is cleared away.
ld c, NUM_BUG_CONTESTANTS
ld hl, BugCatchingContestantEventFlagTable
.loop1
push bc
push hl
ld e, [hl]
inc hl
ld d, [hl]
ld b, RESET_FLAG
call EventFlagAction
pop hl
inc hl
inc hl
pop bc
dec c
jr nz, .loop1
; Now that that's out of the way, we can get on to the good stuff.
ld c, 5
.loop2
push bc
.next
; Choose a flag at uniform random to be set.
call Random
cp $ff / NUM_BUG_CONTESTANTS * NUM_BUG_CONTESTANTS
jr nc, .next
ld c, $ff / NUM_BUG_CONTESTANTS
call SimpleDivide
ld e, b
ld d, 0
ld hl, BugCatchingContestantEventFlagTable
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
push de
; If we've already set it, it doesn't count.
ld b, CHECK_FLAG
call EventFlagAction
pop de
ld a, c
and a
jr nz, .next
; Set the flag. This will cause that sprite to not be visible in the contest.
ld b, SET_FLAG
call EventFlagAction
pop bc
; Check if we're done. If so, return. Otherwise, choose the next victim.
dec c
jr nz, .loop2
ret
CheckBugContestContestantFlag:
; Checks the flag of the Bug Catching Contestant whose index is loaded in a.
ld hl, BugCatchingContestantEventFlagTable
ld e, a
ld d, 0
add hl, de
add hl, de
ld e, [hl]
inc hl
ld d, [hl]
ld b, CHECK_FLAG
call EventFlagAction
ret
INCLUDE "data/events/bug_contest_flags.asm"
ContestDropOffMons:
ld hl, wPartyMon1HP
ld a, [hli]
or [hl]
jr z, .fainted
; Mask the rest of your party by setting the count to 1...
ld hl, wPartyCount
ld a, 1
ld [hli], a
inc hl
; ... backing up the second mon index somewhere...
ld a, [hl]
ld [wBugContestSecondPartySpecies], a
; ... and replacing it with the terminator byte
ld [hl], -1
xor a
ld [wScriptVar], a
ret
.fainted
ld a, $1
ld [wScriptVar], a
ret
ContestReturnMons:
; Restore the species of the second mon.
ld hl, wPartySpecies + 1
ld a, [wBugContestSecondPartySpecies]
ld [hl], a
; Restore the party count, which must be recomputed.
ld b, 1
.loop
ld a, [hli]
cp -1
jr z, .done
inc b
jr .loop
.done
ld a, b
ld [wPartyCount], a
ret