ref: bfaabd08be0a790dff961276d76af3e1af4e6e24
dir: /engine/menu/prize_menu.asm/
CeladonPrizeMenu: ld b,COIN_CASE call IsItemInBag jr nz,.havingCoinCase ld hl,RequireCoinCaseTextPtr jp PrintText .havingCoinCase ld hl,wd730 set 6,[hl] ; disable letter-printing delay ld hl,ExchangeCoinsForPrizesTextPtr call PrintText ; the following are the menu settings xor a ld [wCurrentMenuItem],a ld [wLastMenuItem],a ld a,A_BUTTON | B_BUTTON ld [wMenuWatchedKeys],a ld a,$03 ld [wMaxMenuItem],a ld a,$04 ld [wTopMenuItemY],a ld a,$01 ld [wTopMenuItemX],a call PrintPrizePrice coord hl, 0, 2 ld b, 8 ld c, 16 call TextBoxBorder call GetPrizeMenuId call UpdateSprites ld hl,WhichPrizeTextPtr call PrintText call HandleMenuInput ; menu choice handler bit 1,a ; keypress = B (Cancel) jr nz, .noChoice ld a,[wCurrentMenuItem] cp 3 ; "NO,THANKS" choice jr z, .noChoice call HandlePrizeChoice .noChoice ld hl,wd730 res 6,[hl] ret RequireCoinCaseTextPtr: TX_FAR _RequireCoinCaseText db $0D db "@" ExchangeCoinsForPrizesTextPtr: TX_FAR _ExchangeCoinsForPrizesText db "@" WhichPrizeTextPtr: TX_FAR _WhichPrizeText db "@" GetPrizeMenuId: ; determine which one among the three ; prize-texts has been selected ; using the text ID (stored in [hSpriteIndexOrTextID]) ; load the three prizes at wd13d-wd13f ; load the three prices at wd141-wd146 ; display the three prizes' names ; (distinguishing between Pokemon names ; and Items (specifically TMs) names) ld a,[hSpriteIndexOrTextID] sub 3 ; prize-texts' id are 3, 4 and 5 ld [wWhichPrizeWindow],a ; prize-texts' id (relative, i.e. 0, 1 or 2) add a add a ld d,0 ld e,a ld hl,PrizeDifferentMenuPtrs add hl,de ld a,[hli] ld d,[hl] ld e,a inc hl push hl ld hl,wPrize1 call CopyString pop hl ld a,[hli] ld h,[hl] ld l,a ld de,wPrize1Price ld bc,6 call CopyData ld a,[wWhichPrizeWindow] cp 2 ;is TM_menu? jr nz,.putMonName ld a,[wPrize1] ld [wd11e],a call GetItemName coord hl, 2, 4 call PlaceString ld a,[wPrize2] ld [wd11e],a call GetItemName coord hl, 2, 6 call PlaceString ld a,[wPrize3] ld [wd11e],a call GetItemName coord hl, 2, 8 call PlaceString jr .putNoThanksText .putMonName ld a,[wPrize1] ld [wd11e],a call GetMonName coord hl, 2, 4 call PlaceString ld a,[wPrize2] ld [wd11e],a call GetMonName coord hl, 2, 6 call PlaceString ld a,[wPrize3] ld [wd11e],a call GetMonName coord hl, 2, 8 call PlaceString .putNoThanksText coord hl, 2, 10 ld de,NoThanksText call PlaceString ; put prices on the right side of the textbox ld de,wPrize1Price coord hl, 13, 5 ; reg. c: ; [low nybble] number of bytes ; [bit 765 = %100] space-padding (not zero-padding) ld c,(1 << 7 | 2) ; Function $15CD displays BCD value (same routine ; used by text-command $02) call PrintBCDNumber ld de,wPrize2Price coord hl, 13, 7 ld c,(1 << 7 | 2) call PrintBCDNumber ld de,wPrize3Price coord hl, 13, 9 ld c,(1 << 7 | 2) jp PrintBCDNumber INCLUDE "data/prizes.asm" PrintPrizePrice: coord hl, 11, 0 ld b, 1 ld c, 7 call TextBoxBorder call UpdateSprites coord hl, 12, 0 ld de, .CoinString call PlaceString coord hl, 13, 1 ld de, .SixSpacesString call PlaceString coord hl, 13, 1 ld de,wPlayerCoins ld c,%10000010 call PrintBCDNumber ret .CoinString: db "COIN@" .SixSpacesString: db " @" LoadCoinsToSubtract: ld a,[wWhichPrize] add a ld d,0 ld e,a ld hl,wPrize1Price add hl,de ; get selected prize's price xor a ld [hUnusedCoinsByte],a ld a,[hli] ld [hCoins],a ld a,[hl] ld [hCoins + 1],a ret HandlePrizeChoice: ld a,[wCurrentMenuItem] ld [wWhichPrize],a ld d,0 ld e,a ld hl,wPrize1 add hl,de ld a,[hl] ld [wd11e],a ld a,[wWhichPrizeWindow] cp 2 ; is prize a TM? jr nz, .getMonName call GetItemName jr .givePrize .getMonName call GetMonName .givePrize ld hl,SoYouWantPrizeTextPtr call PrintText call YesNoChoice ld a,[wCurrentMenuItem] ; yes/no answer (Y=0, N=1) and a jr nz, .printOhFineThen call LoadCoinsToSubtract call HasEnoughCoins jr c, .notEnoughCoins ld a,[wWhichPrizeWindow] cp $02 jr nz, .giveMon ld a,[wd11e] ld b,a ld a,1 ld c,a call GiveItem jr nc, .bagFull jr .subtractCoins .giveMon ld a,[wd11e] ld [wcf91],a push af call GetPrizeMonLevel ld c,a pop af ld b,a call GivePokemon ; If either the party or box was full, wait after displaying message. push af ld a,[wAddedToParty] and a call z,WaitForTextScrollButtonPress pop af ; If the mon couldn't be given to the player (because both the party and box ; were full), return without subtracting coins. ret nc .subtractCoins call LoadCoinsToSubtract ld hl,hCoins + 1 ld de,wPlayerCoins + 1 ld c,$02 ; how many bytes predef SubBCDPredef jp PrintPrizePrice .bagFull ld hl,PrizeRoomBagIsFullTextPtr jp PrintText .notEnoughCoins ld hl,SorryNeedMoreCoinsText jp PrintText .printOhFineThen ld hl,OhFineThenTextPtr jp PrintText UnknownPrizeData: ; XXX what's this? db $00,$01,$00,$01,$00,$01,$00,$00,$01 HereYouGoTextPtr: TX_FAR _HereYouGoText db $0D db "@" SoYouWantPrizeTextPtr: TX_FAR _SoYouWantPrizeText db "@" SorryNeedMoreCoinsText: TX_FAR _SorryNeedMoreCoinsText db $0D db "@" PrizeRoomBagIsFullTextPtr: TX_FAR _OopsYouDontHaveEnoughRoomText db $0D db "@" OhFineThenTextPtr: TX_FAR _OhFineThenText db $0D ; wait keypress (A/B) without blink db "@" GetPrizeMonLevel: ld a,[wcf91] ld b,a ld hl,PrizeMonLevelDictionary .loop ld a,[hli] cp b jr z,.matchFound inc hl jr .loop .matchFound ld a,[hl] ld [wCurEnemyLVL],a ret INCLUDE "data/prize_mon_levels.asm"