ref: 35f6b6e68c8c8a7d164f67e1ae452270a28ac3b7
dir: /engine/events/bug_contest/contest_2.asm/
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