ref: 25a3e67b940fc91c11ed9b408fa20762995e6948
dir: /home/list_menu.asm/
; INPUT: ; [wListMenuID] = list menu ID ; [wListPointer] = address of the list (2 bytes) DisplayListMenuID:: xor a ld [hAutoBGTransferEnabled], a ; disable auto-transfer ld a, 1 ld [hJoy7], a ; joypad state update flag ld a, [wBattleType] and a ; is it the Old Man battle? jr nz, .specialBattleType ld a, $01 ; hardcoded bank jr .bankswitch .specialBattleType ; Old Man battle ld a, BANK(DisplayBattleMenu) .bankswitch call BankswitchHome ld hl, wd730 set 6, [hl] ; turn off letter printing delay xor a ld [wMenuItemToSwap], a ; 0 means no item is currently being swapped ld [wListCount], a ld a, [wListPointer] ld l, a ld a, [wListPointer + 1] ld h, a ; hl = address of the list ld a, [hl] ; the first byte is the number of entries in the list ld [wListCount], a ld a, LIST_MENU_BOX ld [wTextBoxID], a call DisplayTextBoxID ; draw the menu text box call UpdateSprites ; disable sprites behind the text box ; the code up to .skipMovingSprites appears to be useless coord hl, 4, 2 ; coordinates of upper left corner of menu text box lb de, 9, 14 ; height and width of menu text box ld a, [wListMenuID] and a ; is it a PC pokemon list? jr nz, .skipMovingSprites call UpdateSprites .skipMovingSprites ld a, 1 ; max menu item ID is 1 if the list has less than 2 entries ld [wMenuWatchMovingOutOfBounds], a ld a, [wListCount] cp 2 ; does the list have less than 2 entries? jr c, .setMenuVariables ld a, 2 ; max menu item ID is 2 if the list has at least 2 entries .setMenuVariables ld [wMaxMenuItem], a ld a, 4 ld [wTopMenuItemY], a ld a, 5 ld [wTopMenuItemX], a ld a, A_BUTTON | B_BUTTON | SELECT ld [wMenuWatchedKeys], a ld c, 10 call DelayFrames DisplayListMenuIDLoop:: xor a ld [hAutoBGTransferEnabled], a ; disable transfer call PrintListMenuEntries ld a, 1 ld [hAutoBGTransferEnabled], a ; enable transfer call Delay3 ld a, [wBattleType] and a ; is it the Old Man battle? jr z, .notOldManBattle .oldManBattle ld a, "▶" Coorda 5, 4 ; place menu cursor in front of first menu entry ld c, 80 call DelayFrames xor a ld [wCurrentMenuItem], a coord hl, 5, 4 ld a, l ld [wMenuCursorLocation], a ld a, h ld [wMenuCursorLocation + 1], a jr .buttonAPressed .notOldManBattle call LoadGBPal call HandleMenuInput push af call PlaceMenuCursor pop af bit 0, a ; was the A button pressed? jp z, .checkOtherKeys .buttonAPressed ld a, [wCurrentMenuItem] call PlaceUnfilledArrowMenuCursor ; pointless because both values are overwritten before they are read ld a, $01 ld [wMenuExitMethod], a ld [wChosenMenuItem], a xor a ld [wMenuWatchMovingOutOfBounds], a ld a, [wCurrentMenuItem] ld c, a ld a, [wListScrollOffset] add c ld c, a ld a, [wListCount] and a ; is the list empty? jp z, ExitListMenu ; if so, exit the menu dec a cp c ; did the player select Cancel? jp c, ExitListMenu ; if so, exit the menu ld a, c ld [wWhichPokemon], a ld a, [wListMenuID] cp ITEMLISTMENU jr nz, .skipMultiplying ; if it's an item menu sla c ; item entries are 2 bytes long, so multiply by 2 .skipMultiplying ld a, [wListPointer] ld l, a ld a, [wListPointer + 1] ld h, a inc hl ; hl = beginning of list entries ld b, 0 add hl, bc ld a, [hl] ld [wcf91], a ld a, [wListMenuID] and a ; is it a PC pokemon list? jr z, .pokemonList push hl call GetItemPrice pop hl ld a, [wListMenuID] cp ITEMLISTMENU jr nz, .skipGettingQuantity ; if it's an item menu inc hl ld a, [hl] ; a = item quantity ld [wMaxItemQuantity], a .skipGettingQuantity ld a, [wcf91] ld [wd0b5], a ld a, BANK(ItemNames) ld [wPredefBank], a call GetName jr .storeChosenEntry .pokemonList ld hl, wPartyCount ld a, [wListPointer] cp l ; is it a list of party pokemon or box pokemon? ld hl, wPartyMonNicks jr z, .getPokemonName ld hl, wBoxMonNicks ; box pokemon names .getPokemonName ld a, [wWhichPokemon] call GetPartyMonName .storeChosenEntry ; store the menu entry that the player chose and return ld de, wcd6d call CopyStringToCF4B ; copy name to wcf4b ld a, CHOSE_MENU_ITEM ld [wMenuExitMethod], a ld a, [wCurrentMenuItem] ld [wChosenMenuItem], a xor a ld [hJoy7], a ; joypad state update flag ld hl, wd730 res 6, [hl] ; turn on letter printing delay jp BankswitchBack .checkOtherKeys ; check B, SELECT, Up, and Down keys bit 1, a ; was the B button pressed? jp nz, ExitListMenu ; if so, exit the menu bit 2, a ; was the select button pressed? jp nz, HandleItemListSwapping ; if so, allow the player to swap menu entries ld b, a bit 7, b ; was Down pressed? ld hl, wListScrollOffset jr z, .upPressed .downPressed ld a, [hl] add 3 ld b, a ld a, [wListCount] cp b ; will going down scroll past the Cancel button? jp c, DisplayListMenuIDLoop inc [hl] ; if not, go down jp DisplayListMenuIDLoop .upPressed ld a, [hl] and a jp z, DisplayListMenuIDLoop dec [hl] jp DisplayListMenuIDLoop DisplayChooseQuantityMenu:: ; text box dimensions/coordinates for just quantity coord hl, 15, 9 ld b, 1 ; height ld c, 3 ; width ld a, [wListMenuID] cp PRICEDITEMLISTMENU jr nz, .drawTextBox ; text box dimensions/coordinates for quantity and price coord hl, 7, 9 ld b, 1 ; height ld c, 11 ; width .drawTextBox call TextBoxBorder coord hl, 16, 10 ld a, [wListMenuID] cp PRICEDITEMLISTMENU jr nz, .printInitialQuantity coord hl, 8, 10 .printInitialQuantity ld de, InitialQuantityText call PlaceString xor a ld [wItemQuantity], a ; initialize current quantity to 0 jp .incrementQuantity .waitForKeyPressLoop call JoypadLowSensitivity ld a, [hJoyPressed] ; newly pressed buttons bit 0, a ; was the A button pressed? jp nz, .buttonAPressed bit 1, a ; was the B button pressed? jp nz, .buttonBPressed bit 6, a ; was Up pressed? jr nz, .incrementQuantity bit 7, a ; was Down pressed? jr nz, .decrementQuantity jr .waitForKeyPressLoop .incrementQuantity ld a, [wMaxItemQuantity] inc a ld b, a ld hl, wItemQuantity ; current quantity inc [hl] ld a, [hl] cp b jr nz, .handleNewQuantity ; wrap to 1 if the player goes above the max quantity ld a, 1 ld [hl], a jr .handleNewQuantity .decrementQuantity ld hl, wItemQuantity ; current quantity dec [hl] jr nz, .handleNewQuantity ; wrap to the max quantity if the player goes below 1 ld a, [wMaxItemQuantity] ld [hl], a .handleNewQuantity coord hl, 17, 10 ld a, [wListMenuID] cp PRICEDITEMLISTMENU jr nz, .printQuantity .printPrice ld c, $03 ld a, [wItemQuantity] ld b, a ld hl, hMoney ; total price ; initialize total price to 0 xor a ld [hli], a ld [hli], a ld [hl], a .addLoop ; loop to multiply the individual price by the quantity to get the total price ld de, hMoney + 2 ld hl, hItemPrice + 2 push bc predef AddBCDPredef ; add the individual price to the current sum pop bc dec b jr nz, .addLoop ld a, [hHalveItemPrices] and a ; should the price be halved (for selling items)? jr z, .skipHalvingPrice xor a ld [hDivideBCDDivisor], a ld [hDivideBCDDivisor + 1], a ld a, $02 ld [hDivideBCDDivisor + 2], a predef DivideBCDPredef3 ; halves the price ; store the halved price ld a, [hDivideBCDQuotient] ld [hMoney], a ld a, [hDivideBCDQuotient + 1] ld [hMoney + 1], a ld a, [hDivideBCDQuotient + 2] ld [hMoney + 2], a .skipHalvingPrice coord hl, 12, 10 ld de, SpacesBetweenQuantityAndPriceText call PlaceString ld de, hMoney ; total price ld c, $a3 call PrintBCDNumber coord hl, 9, 10 .printQuantity ld de, wItemQuantity ; current quantity lb bc, LEADING_ZEROES | 1, 2 ; 1 byte, 2 digits call PrintNumber jp .waitForKeyPressLoop .buttonAPressed ; the player chose to make the transaction xor a ld [wMenuItemToSwap], a ; 0 means no item is currently being swapped ret .buttonBPressed ; the player chose to cancel the transaction xor a ld [wMenuItemToSwap], a ; 0 means no item is currently being swapped ld a, $ff ret InitialQuantityText:: db "×01@" SpacesBetweenQuantityAndPriceText:: db " @" ExitListMenu:: ld a, [wCurrentMenuItem] ld [wChosenMenuItem], a ld a, CANCELLED_MENU ld [wMenuExitMethod], a ld [wMenuWatchMovingOutOfBounds], a xor a ld [hJoy7], a ld hl, wd730 res 6, [hl] call BankswitchBack xor a ld [wMenuItemToSwap], a ; 0 means no item is currently being swapped scf ret PrintListMenuEntries:: coord hl, 5, 3 ld b, 9 ld c, 14 call ClearScreenArea ld a, [wListPointer] ld e, a ld a, [wListPointer + 1] ld d, a inc de ; de = beginning of list entries ld a, [wListScrollOffset] ld c, a ld a, [wListMenuID] cp ITEMLISTMENU ld a, c jr nz, .skipMultiplying ; if it's an item menu ; item entries are 2 bytes long, so multiply by 2 sla a sla c .skipMultiplying add e ld e, a jr nc, .noCarry inc d .noCarry coord hl, 6, 4 ; coordinates of first list entry name ld b, 4 ; print 4 names .loop ld a, b ld [wWhichPokemon], a ld a, [de] ld [wd11e], a cp $ff jp z, .printCancelMenuItem push bc push de push hl push hl push de ld a, [wListMenuID] and a jr z, .pokemonPCMenu cp MOVESLISTMENU jr z, .movesMenu .itemMenu call GetItemName jr .placeNameString .pokemonPCMenu push hl ld hl, wPartyCount ld a, [wListPointer] cp l ; is it a list of party pokemon or box pokemon? ld hl, wPartyMonNicks jr z, .getPokemonName ld hl, wBoxMonNicks ; box pokemon names .getPokemonName ld a, [wWhichPokemon] ld b, a ld a, 4 sub b ld b, a ld a, [wListScrollOffset] add b call GetPartyMonName pop hl jr .placeNameString .movesMenu call GetMoveName .placeNameString call PlaceString pop de pop hl ld a, [wPrintItemPrices] and a ; should prices be printed? jr z, .skipPrintingItemPrice .printItemPrice push hl ld a, [de] ld de, ItemPrices ld [wcf91], a call GetItemPrice ; get price pop hl ld bc, SCREEN_WIDTH + 5 ; 1 row down and 5 columns right add hl, bc ld c, $a3 ; no leading zeroes, right-aligned, print currency symbol, 3 bytes call PrintBCDNumber .skipPrintingItemPrice ld a, [wListMenuID] and a jr nz, .skipPrintingPokemonLevel .printPokemonLevel ld a, [wd11e] push af push hl ld hl, wPartyCount ld a, [wListPointer] cp l ; is it a list of party pokemon or box pokemon? ld a, PLAYER_PARTY_DATA jr z, .next ld a, BOX_DATA .next ld [wMonDataLocation], a ld hl, wWhichPokemon ld a, [hl] ld b, a ld a, $04 sub b ld b, a ld a, [wListScrollOffset] add b ld [hl], a call LoadMonData ld a, [wMonDataLocation] and a ; is it a list of party pokemon or box pokemon? jr z, .skipCopyingLevel .copyLevel ld a, [wLoadedMonBoxLevel] ld [wLoadedMonLevel], a .skipCopyingLevel pop hl ld bc, $1c add hl, bc call PrintLevel pop af ld [wd11e], a .skipPrintingPokemonLevel pop hl pop de inc de ld a, [wListMenuID] cp ITEMLISTMENU jr nz, .nextListEntry .printItemQuantity ld a, [wd11e] ld [wcf91], a call IsKeyItem ; check if item is unsellable ld a, [wIsKeyItem] and a ; is the item unsellable? jr nz, .skipPrintingItemQuantity ; if so, don't print the quantity push hl ld bc, SCREEN_WIDTH + 8 ; 1 row down and 8 columns right add hl, bc ld a, "×" ld [hli], a ld a, [wd11e] push af ld a, [de] ld [wMaxItemQuantity], a push de ld de, wd11e ld [de], a lb bc, 1, 2 call PrintNumber pop de pop af ld [wd11e], a pop hl .skipPrintingItemQuantity inc de pop bc inc c push bc inc c ld a, [wMenuItemToSwap] ; ID of item chosen for swapping (counts from 1) and a ; is an item being swapped? jr z, .nextListEntry sla a cp c ; is it this item? jr nz, .nextListEntry dec hl ld a, $ec ; unfilled right arrow menu cursor to indicate an item being swapped ld [hli], a .nextListEntry ld bc, 2 * SCREEN_WIDTH ; 2 rows add hl, bc pop bc inc c dec b jp nz, .loop ld bc, -8 add hl, bc ld a, "▼" ld [hl], a ret .printCancelMenuItem ld de, ListMenuCancelText jp PlaceString ListMenuCancelText:: db "CANCEL@"