ref: 00d491a646174a0b00475969675c1e6e60da81df
dir: /engine/events_2.asm/
; 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, [PlayerStandingTile] 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, [PlayerStandingTile] 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