pokecrystal/engine/events_2.asm

662 lines
9.0 KiB
NASM

; More overworld event handling.
WarpToSpawnPoint:: ; 97c28
ld hl, StatusFlags2
res 1, [hl] ; safari zone?
res 2, [hl] ; bug contest
ret
; 97c30
RunMemScript:: ; 97c30
; If there is no script here, we don't need to be here.
ld a, [wMapReentryScriptQueueFlag]
and a
ret z
; Execute the script at (wMapReentryScriptBank):(wMapReentryScriptAddress).
ld hl, wMapReentryScriptAddress
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [wMapReentryScriptBank]
call CallScript
scf
; Clear the buffer for the next script.
push af
xor a
ld hl, wMapReentryScriptQueueFlag
ld bc, 8
call ByteFill
pop af
ret
; 97c4f
LoadScriptBDE:: ; 97c4f
; If there's already a script here, don't overwrite.
ld hl, wMapReentryScriptQueueFlag
ld a, [hl]
and a
ret nz
; Set the flag
ld [hl], 1
inc hl
; Load the script pointer b:de into (wMapReentryScriptBank):(wMapReentryScriptAddress)
ld [hl], b
inc hl
ld [hl], e
inc hl
ld [hl], d
scf
ret
; 97c5f
CheckFacingTileEvent:: ; 97c5f
call GetFacingTileCoord
ld [EngineBuffer1], a
ld c, a
callba CheckFacingTileForStd
jr c, .done
call CheckCutTreeTile
jr nz, .whirlpool
callba TryCutOW
jr .done
.whirlpool
ld a, [EngineBuffer1]
call CheckWhirlpoolTile
jr nz, .waterfall
callba TryWhirlpoolOW
jr .done
.waterfall
ld a, [EngineBuffer1]
call CheckWaterfallTile
jr nz, .headbutt
callba TryWaterfallOW
jr .done
.headbutt
ld a, [EngineBuffer1]
call CheckHeadbuttTreeTile
jr nz, .surf
callba TryHeadbuttOW
jr c, .done
jr .noevent
.surf
callba TrySurfOW
jr nc, .noevent
jr .done
.noevent
xor a
ret
.done
call PlayClickSFX
ld a, $ff
scf
ret
; 97cc0
RandomEncounter:: ; 97cc0
; Random encounter
call CheckWildEncounterCooldown
jr c, .nope
call CanUseSweetScent
jr nc, .nope
ld hl, StatusFlags2
bit 2, [hl] ; bug contest
jr nz, .bug_contest
callba TryWildEncounter
jr nz, .nope
jr .ok
.bug_contest
call _TryWildEncounter_BugContest
jr nc, .nope
jr .ok_bug_contest
.nope
ld a, 1
and a
ret
.ok
ld a, BANK(WildBattleScript)
ld hl, WildBattleScript
jr .done
.ok_bug_contest
ld a, BANK(BugCatchingContestBattleScript)
ld hl, BugCatchingContestBattleScript
jr .done
.done
call CallScript
scf
ret
; 97cf9
WildBattleScript: ; 97cf9
randomwildmon
startbattle
reloadmapafterbattle
end
; 97cfd
CanUseSweetScent:: ; 97cfd
ld hl, StatusFlags
bit 5, [hl]
jr nz, .no
ld a, [wPermission]
cp CAVE
jr z, .ice_check
cp DUNGEON
jr z, .ice_check
callba CheckGrassCollision
jr nc, .no
.ice_check
ld a, [PlayerNextTile]
call CheckIceTile
jr z, .no
scf
ret
.no
and a
ret
; 97d23
_TryWildEncounter_BugContest: ; 97d23
call TryWildEncounter_BugContest
ret nc
call ChooseWildEncounter_BugContest
callba CheckRepelEffect
ret
; 97d31
ChooseWildEncounter_BugContest:: ; 97d31
; Pick a random mon out of ContestMons.
.loop
call Random
cp 100 << 1
jr nc, .loop
srl a
ld hl, ContestMons
ld de, 4
.CheckMon
sub [hl]
jr c, .GotMon
add hl, de
jr .CheckMon
.GotMon
inc hl
; Species
ld a, [hli]
ld [TempWildMonSpecies], a
; Min level
ld a, [hli]
ld d, a
; Max level
ld a, [hl]
sub d
jr nz, .RandomLevel
; If min and max are the same.
ld a, d
jr .GotLevel
.RandomLevel
; Get a random level between the min and max.
ld c, a
inc c
call Random
ld a, [hRandomAdd]
call SimpleDivide
add d
.GotLevel
ld [CurPartyLevel], a
xor a
ret
; 97d64
TryWildEncounter_BugContest: ; 97d64
ld a, [PlayerNextTile]
call CheckSuperTallGrassTile
ld b, 40 percent
jr z, .ok
ld b, 20 percent
.ok
callba ApplyMusicEffectOnEncounterRate
callba ApplyCleanseTagEffectOnEncounterRate
call Random
ld a, [hRandomAdd]
cp b
ret c
ld a, 1
and a
ret
; 97d87
ContestMons: ; 97d87
; %, species, min, max
db 20, CATERPIE, 7, 18
db 20, WEEDLE, 7, 18
db 10, METAPOD, 9, 18
db 10, KAKUNA, 9, 18
db 5, BUTTERFREE, 12, 15
db 5, BEEDRILL, 12, 15
db 10, VENONAT, 10, 16
db 10, PARAS, 10, 17
db 5, SCYTHER, 13, 14
db 5, PINSIR, 13, 14
db -1, VENOMOTH, 30, 40
; 97db3
DoBikeStep:: ; 97db3
nop
nop
; If the bike shop owner doesn't have our number, or
; if we've already gotten the call, we don't have to
; be here.
ld hl, StatusFlags2
bit 4, [hl] ; bike shop call
jr z, .NoCall
; If we're not on the bike, we don't have to be here.
ld a, [PlayerState]
cp PLAYER_BIKE
jr nz, .NoCall
; If we're not in an area of phone service, we don't
; have to be here.
call GetMapHeaderPhoneServiceNybble
and a
jr nz, .NoCall
; Check the bike step count and check whether we've
; taken 65536 of them yet.
ld hl, wBikeStep
ld a, [hli]
ld d, a
ld e, [hl]
cp 255
jr nz, .increment
ld a, e
cp 255
jr z, .dont_increment
.increment
inc de
ld [hl], e
dec hl
ld [hl], d
.dont_increment
; If we've taken at least 1024 steps, have the bike
; shop owner try to call us.
ld a, d
cp 1024 >> 8
jr c, .NoCall
; If a call has already been queued, don't overwrite
; that call.
ld a, [wSpecialPhoneCallID]
and a
jr nz, .NoCall
; Queue the call.
ld a, SPECIALCALL_BIKESHOP
ld [wSpecialPhoneCallID], a
xor a
ld [wSpecialPhoneCallID + 1], a
ld hl, StatusFlags2
res 4, [hl] ; bike shop call
scf
ret
.NoCall
xor a
ret
; 97df9
ClearCmdQueue:: ; 97df9
ld hl, wCmdQueue
ld de, 6
ld c, 4
xor a
.loop
ld [hl], a
add hl, de
dec c
jr nz, .loop
ret
; 97e08
HandleCmdQueue:: ; 97e08
ld hl, wCmdQueue
xor a
.loop
ld [hMapObjectIndexBuffer], a
ld a, [hl]
and a
jr z, .skip
push hl
ld b, h
ld c, l
call HandleQueuedCommand
pop hl
.skip
ld de, CMDQUEUE_ENTRY_SIZE
add hl, de
ld a, [hMapObjectIndexBuffer]
inc a
cp CMDQUEUE_CAPACITY
jr nz, .loop
ret
; 97e25
GetNthCmdQueueEntry: ; 97e25 unreferenced
ld hl, wCmdQueue
ld bc, CMDQUEUE_ENTRY_SIZE
call AddNTimes
ld b, h
ld c, l
ret
; 97e31
WriteCmdQueue:: ; 97e31
push bc
push de
call .GetNextEmptyEntry
ld d, h
ld e, l
pop hl
pop bc
ret c
ld a, b
ld bc, CMDQUEUE_ENTRY_SIZE - 1
call FarCopyBytes
xor a
ld [hl], a
ret
; 97e45
.GetNextEmptyEntry: ; 97e45
ld hl, wCmdQueue
ld de, CMDQUEUE_ENTRY_SIZE
ld c, CMDQUEUE_CAPACITY
.loop
ld a, [hl]
and a
jr z, .done
add hl, de
dec c
jr nz, .loop
scf
ret
.done
ld a, CMDQUEUE_CAPACITY
sub c
and a
ret
; 97e5c
DelCmdQueue:: ; 97e5c
ld hl, wCmdQueue
ld de, CMDQUEUE_ENTRY_SIZE
ld c, CMDQUEUE_CAPACITY
.loop
ld a, [hl]
cp b
jr z, .done
add hl, de
dec c
jr nz, .loop
and a
ret
.done
xor a
ld [hl], a
scf
ret
; 97e72
_DelCmdQueue: ; 97e72
ld hl, CMDQUEUE_TYPE
add hl, bc
ld [hl], 0
ret
; 97e79
HandleQueuedCommand: ; 97e79
ld hl, CMDQUEUE_TYPE
add hl, bc
ld a, [hl]
cp 5
jr c, .okay
xor a
.okay
ld e, a
ld d, 0
ld hl, .Jumptable_ba
rept 3
add hl, de
endr
ld a, [hli]
push af
ld a, [hli]
ld h, [hl]
ld l, a
pop af
rst FarCall
ret
; 97e94
.Jumptable_ba: ; 97e94
dba CmdQueue_Null
dba CmdQueue_Null2
dba CmdQueue_StoneTable
dba CmdQueue_Type3
dba CmdQueue_Type4
; 97ea3
CmdQueueAnonymousJumptable: ; 97ea3
ld hl, CMDQUEUE_05
add hl, bc
ld a, [hl]
pop hl
rst JumpTable
ret
; 97eab
CmdQueueAnonJT_Increment: ; 97eab
ld hl, CMDQUEUE_05
add hl, bc
inc [hl]
ret
; 97eb1
CmdQueueAnonJT_Decrement: ; 97eb1
ld hl, CMDQUEUE_05
add hl, bc
dec [hl]
ret
; 97eb7
CmdQueue_Null: ; 97eb7
ret
; 97eb8
CmdQueue_Null2: ; 97eb8
call ret_2f3e
ret
; 97ebc
CmdQueue_Type4: ; 97ebc
call CmdQueueAnonymousJumptable
; anonymous dw
dw .zero
dw .one
; 97ec3
.zero: ; 97ec3
ld a, [hSCY]
ld hl, 4
add hl, bc
ld [hl], a
call CmdQueueAnonJT_Increment
.one: ; 97ecd
ld hl, 1
add hl, bc
ld a, [hl]
dec a
ld [hl], a
jr z, .asm_97eee
and $1
jr z, .asm_97ee4
ld hl, 2
add hl, bc
ld a, [hSCY]
sub [hl]
ld [hSCY], a
ret
.asm_97ee4
ld hl, 2
add hl, bc
ld a, [hSCY]
add [hl]
ld [hSCY], a
ret
.asm_97eee
ld hl, 4
add hl, bc
ld a, [hl]
ld [hSCY], a
call _DelCmdQueue
ret
; 97ef9
CmdQueue_Type3: ; 97ef9
call CmdQueueAnonymousJumptable
; anonymous dw
dw .zero
dw .one
dw .two
; 97f02
.zero: ; 97f02
call .IsPlayerFacingDown
jr z, .PlayerNotFacingDown
call CmdQueueAnonJT_Increment
.one: ; 97f0a
call .IsPlayerFacingDown
jr z, .PlayerNotFacingDown
call CmdQueueAnonJT_Increment
ld hl, 2
add hl, bc
ld a, [hl]
ld [wd173], a
ret
; 97f1b
.two: ; 97f1b
call .IsPlayerFacingDown
jr z, .PlayerNotFacingDown
call CmdQueueAnonJT_Decrement
ld hl, 3
add hl, bc
ld a, [hl]
ld [wd173], a
ret
; 97f2c
.PlayerNotFacingDown: ; 97f2c
ld a, $7f
ld [wd173], a
ld hl, 5
add hl, bc
ld [hl], 0
ret
; 97f38
.IsPlayerFacingDown: ; 97f38
push bc
ld bc, PlayerStruct
call GetSpriteDirection
and a
pop bc
ret
; 97f42
CmdQueue_StoneTable: ; 97f42
ld de, PlayerStruct
ld a, NUM_OBJECT_STRUCTS
.loop
push af
ld hl, OBJECT_SPRITE
add hl, de
ld a, [hl]
and a
jr z, .next
ld hl, OBJECT_MOVEMENTTYPE
add hl, de
ld a, [hl]
cp STEP_TYPE_SKYFALL_TOP
jr nz, .next
ld hl, OBJECT_NEXT_TILE
add hl, de
ld a, [hl]
call CheckPitTile
jr nz, .next
ld hl, OBJECT_DIRECTION_WALKING
add hl, de
ld a, [hl]
cp STANDING
jr nz, .next
call HandleStoneQueue
jr c, .fall_down_hole
.next
ld hl, OBJECT_STRUCT_LENGTH
add hl, de
ld d, h
ld e, l
pop af
dec a
jr nz, .loop
ret
.fall_down_hole
pop af
ret
; 97f7e