#include "global.h" #include "random.h" #include "constants/moves.h" #include "contest.h" #include "contest_effect.h" static void ContestEffect_HighlyAppealing(void); static void ContestEffect_UserMoreEasilyStartled(void); static void ContestEffect_GreatAppealButNoMoreMoves(void); static void ContestEffect_RepetitionNotBoring(void); static void ContestEffect_AvoidStartleOnce(void); static void ContestEffect_AvoidStartle(void); static void ContestEffect_AvoidStartleSlightly(void); static void ContestEffect_UserLessEasilyStartled(void); static void ContestEffect_StartleFrontMon(void); static void ContestEffect_StartlePrevMons(void); static void ContestEffect_StartlePrevMon2(void); static void ContestEffect_StartlePrevMons2(void); static void ContestEffect_ShiftJudgeAttention(void); static void ContestEffect_StartleMonWithJudgesAttention(void); static void ContestEffect_JamsOthersButMissOneTurn(void); static void ContestEffect_StartleMonsSameTypeAppeal(void); static void ContestEffect_StartleMonsCoolAppeal(void); static void ContestEffect_StartleMonsBeautyAppeal(void); static void ContestEffect_StartleMonsCuteAppeal(void); static void ContestEffect_StartleMonsSmartAppeal(void); static void ContestEffect_StartleMonsToughAppeal(void); static void ContestEffect_MakeFollowingMonNervous(void); static void ContestEffect_MakeFollowingMonsNervous(void); static void ContestEffect_WorsenConditionOfPrevMons(void); static void ContestEffect_BadlyStartlesMonsInGoodCondition(void); static void ContestEffect_BetterIfFirst(void); static void ContestEffect_BetterIfLast(void); static void ContestEffect_AppealAsGoodAsPrevOnes(void); static void ContestEffect_AppealAsGoodAsPrevOne(void); static void ContestEffect_BetterWhenLater(void); static void ContestEffect_QualityDependsOnTiming(void); static void ContestEffect_BetterIfSameType(void); static void ContestEffect_BetterIfDiffType(void); static void ContestEffect_AffectedByPrevAppeal(void); static void ContestEffect_ImproveConditionPreventNervousness(void); static void ContestEffect_BetterWithGoodCondition(void); static void ContestEffect_NextAppealEarlier(void); static void ContestEffect_NextAppealLater(void); static void ContestEffect_MakeScramblingTurnOrderEasier(void); static void ContestEffect_ScrambleNextTurnOrder(void); static void ContestEffect_ExciteAudienceInAnyContest(void); static void ContestEffect_BadlyStartleMonsWithGoodAppeals(void); static void ContestEffect_BetterWhenAudienceExcited(void); static void ContestEffect_DontExciteAudience(void); static void JamByMoveCategory(u8); static bool8 CanUnnerveContestant(u8); static u8 WasAtLeastOneOpponentJammed(void); static void JamContestant(u8, u8); static s16 RoundTowardsZero(s16); static s16 RoundUp(s16); #include "data/contest_moves.h" bool8 AreMovesContestCombo(u16 lastMove, u16 nextMove) { u8 nextMoveComboMoves[4]; u8 lastMoveComboStarterId = gContestMoves[lastMove].comboStarterId; nextMoveComboMoves[0] = gContestMoves[nextMove].comboMoves[0]; nextMoveComboMoves[1] = gContestMoves[nextMove].comboMoves[1]; nextMoveComboMoves[2] = gContestMoves[nextMove].comboMoves[2]; nextMoveComboMoves[3] = gContestMoves[nextMove].comboMoves[3]; if (lastMoveComboStarterId == 0) return FALSE; else if (lastMoveComboStarterId == nextMoveComboMoves[0] || lastMoveComboStarterId == nextMoveComboMoves[1] || lastMoveComboStarterId == nextMoveComboMoves[2] || lastMoveComboStarterId == nextMoveComboMoves[3]) return gComboStarterLookupTable[lastMoveComboStarterId]; else return FALSE; } // A highly appealing move. static void ContestEffect_HighlyAppealing(void) { } // After this move, the user is more easily startled. static void ContestEffect_UserMoreEasilyStartled(void) { eContestantStatus[eContestResources8.contestant].moreEasilyStartled = TRUE; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_MORE_CONSCIOUS); } // Makes a great appeal, but allows no more to the end. static void ContestEffect_GreatAppealButNoMoreMoves(void) { eContestantStatus[eContestResources8.contestant].exploded = TRUE; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_NO_APPEAL); } // Can be used repeatedly without boring the JUDGE. static void ContestEffect_RepetitionNotBoring(void) { eContestantStatus[eContestResources8.contestant].usedRepeatableMove = TRUE; eContestantStatus[eContestResources8.contestant].disappointedRepeat = FALSE; eContestantStatus[eContestResources8.contestant].moveRepeatCount = 0; } // Can avoid being startled by others once. static void ContestEffect_AvoidStartleOnce(void) { eContestantStatus[eContestResources8.contestant].jamSafetyCount = 1; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_SETTLE_DOWN); } // Can avoid being startled by others. static void ContestEffect_AvoidStartle(void) { eContestantStatus[eContestResources8.contestant].immune = TRUE; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_OBLIVIOUS_TO_OTHERS); } // Can avoid being startled by others a little. static void ContestEffect_AvoidStartleSlightly(void) { eContestantStatus[eContestResources8.contestant].jamReduction = 20; SetContestantEffectStringID(eContestResources8.contestant,CONTEST_STRING_LESS_AWARE); } // After this move, the user is less likely to be startled. static void ContestEffect_UserLessEasilyStartled(void) { eContestantStatus[eContestResources8.contestant].resistant = TRUE; SetContestantEffectStringID(eContestResources8.contestant,CONTEST_STRING_STOPPED_CARING); } // Slightly startles the POKéMON in front. static void ContestEffect_StartleFrontMon(void) { u8 idx = 0; u8 a = eContestResources8.contestant; if (eContestResources8.turnOrder[a] != 0) { int i; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[a] - 1 == eContestResources8.turnOrder[i]) break; } eContestResources8.jamQueue[0] = i; eContestResources8.jamQueue[1] = 0xFF; idx = WasAtLeastOneOpponentJammed(); } if (idx == 0) SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2); SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); } // Slightly startles those that have made appeals. static void ContestEffect_StartlePrevMons(void) { u8 idx = 0; u8 a = eContestResources8.contestant; if (eContestResources8.turnOrder[a] != 0) { int i, j; for (i = 0, j = 0; i < 4; i++) { if (eContestResources8.turnOrder[a] > eContestResources8.turnOrder[i]) eContestResources8.jamQueue[j++] = i; } eContestResources8.jamQueue[j] = 0xFF; idx = WasAtLeastOneOpponentJammed(); } if (idx == 0) SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2); SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); } // Startles the POKéMON that appealed before the user. static void ContestEffect_StartlePrevMon2(void) { u8 rval = Random() % 10; int jam; if (rval < 2) jam = 20; else if (rval < 8) jam = 40; else jam = 60; eContestResources8.jam = jam; ContestEffect_StartleFrontMon(); } // Startles all POKéMON that appealed before the user. static void ContestEffect_StartlePrevMons2(void) { u8 numStartled = 0; u8 contestant = eContestResources8.contestant; u8 turnOrder = eContestResources8.turnOrder[contestant]; if (turnOrder != 0) { int i; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[contestant] > eContestResources8.turnOrder[i]) { u8 rval, jam; eContestResources8.jamQueue[0] = i; eContestResources8.jamQueue[1] = 0xFF; rval = Random() % 10; if (rval == 0) jam = 0; else if (rval <= 2) jam = 10; else if (rval <= 4) jam = 20; else if (rval <= 6) jam = 30; else if (rval <= 8) jam = 40; else jam = 60; eContestResources8.jam = jam; if (WasAtLeastOneOpponentJammed()) numStartled++; } } } SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); if (numStartled == 0) SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2); } // Shifts the JUDGE's attention from others. static void ContestEffect_ShiftJudgeAttention(void) { bool32 hitAny = FALSE; u8 contestant = eContestResources8.contestant; if (eContestResources8.turnOrder[eContestResources8.contestant] != 0) { int i; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[contestant] > eContestResources8.turnOrder[i] && eContestantStatus[i].hasJudgesAttention && CanUnnerveContestant(i)) { eContestantStatus[i].hasJudgesAttention = FALSE; eContestantStatus[i].judgesAttentionWasRemoved = TRUE; SetContestantEffectStringID(i, CONTEST_STRING_JUDGE_LOOK_AWAY2); hitAny = TRUE; } } } SetContestantEffectStringID(eContestResources8.contestant,CONTEST_STRING_DAZZLE_ATTEMPT); if (!hitAny) { SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2); } } // Startles the POKéMON that has the JUDGE's attention. static void ContestEffect_StartleMonWithJudgesAttention(void) { u8 numStartled = 0; u8 contestant = eContestResources8.contestant; if (eContestResources8.turnOrder[eContestResources8.contestant] != 0) { int i; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[contestant] > eContestResources8.turnOrder[i]) { if (eContestantStatus[i].hasJudgesAttention) eContestResources8.jam = 50; else eContestResources8.jam = 10; eContestResources8.jamQueue[0] = i; eContestResources8.jamQueue[1] = 0xFF; if (WasAtLeastOneOpponentJammed()) numStartled++; } } } SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); if (numStartled == 0) SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2); } // Jams the others, and misses one turn of appeals. static void ContestEffect_JamsOthersButMissOneTurn(void) { eContestantStatus[eContestResources8.contestant].turnSkipped = TRUE; ContestEffect_StartlePrevMons(); SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); } // Startles POKéMON that made a same-type appeal. static void ContestEffect_StartleMonsSameTypeAppeal(void) { u16 move = eContestantStatus[eContestResources8.contestant].currMove; JamByMoveCategory(gContestMoves[move].contestCategory); SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); } // Badly startles POKéMON that made COOL appeals. static void ContestEffect_StartleMonsCoolAppeal(void) { JamByMoveCategory(CONTEST_CATEGORY_COOL); SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); } // Badly startles POKéMON that made BEAUTY appeals. static void ContestEffect_StartleMonsBeautyAppeal(void) { JamByMoveCategory(CONTEST_CATEGORY_BEAUTY); SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); } // Badly startles POKéMON that made CUTE appeals. static void ContestEffect_StartleMonsCuteAppeal(void) { JamByMoveCategory(CONTEST_CATEGORY_CUTE); SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); } // Badly startles POKéMON that made SMART appeals. static void ContestEffect_StartleMonsSmartAppeal(void) { JamByMoveCategory(CONTEST_CATEGORY_SMART); SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); } // Badly startles POKéMON that made TOUGH appeals. static void ContestEffect_StartleMonsToughAppeal(void) { JamByMoveCategory(CONTEST_CATEGORY_TOUGH); SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); } // Makes one POKéMON after the user nervous. static void ContestEffect_MakeFollowingMonNervous(void) { bool32 hitAny = FALSE; if (eContestResources8.turnOrder[eContestResources8.contestant] != 3) { int i; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[eContestResources8.contestant] + 1 == eContestResources8.turnOrder[i]) { if (CanUnnerveContestant(i)) { MakeContestantNervous(i); SetContestantEffectStringID(i, CONTEST_STRING_NERVOUS); hitAny = TRUE; } else { SetContestantEffectStringID(i, CONTEST_STRING_UNAFFECTED); hitAny = TRUE; } } } } SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_UNNERVE_ATTEMPT); if (!hitAny) SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2); } // Makes all POKéMON after the user nervous. static void ContestEffect_MakeFollowingMonsNervous(void) { u8 numUnnerved = 0; bool32 contestantUnnerved = FALSE; u8 contestantIds[5]; int i; int numAfter; s16 oddsMod[4]; s16 odds[4]; memset(contestantIds, 0xFF, ARRAY_COUNT(contestantIds)); for (i = 0, numAfter = 0; i < 4; i++) { if (eContestResources8.turnOrder[eContestResources8.contestant] < eContestResources8.turnOrder[i] && !eContestantStatus[i].nervous && !Contest_IsMonsTurnDisabled(i)) contestantIds[numAfter++] = i; } if (numAfter == 1) { odds[0] = 60; } else if (numAfter == 2) { odds[0] = 30; odds[1] = 30; } else if (numAfter == 3) { odds[0] = 20; odds[1] = 20; odds[2] = 20; } else { for (i = 0; i < 4; i++) odds[i] = 0; } for (i = 0; i < 4; i++) { if (eContestantStatus[i].hasJudgesAttention && sub_80DE1E8(i)) oddsMod[i] = gComboStarterLookupTable[gContestMoves[eContestantStatus[i].prevMove].comboStarterId] * 10; else oddsMod[i] = 0; oddsMod[i] -= (eContestantStatus[i].condition / 10) * 10; } if (odds[0] != 0) { for (i = 0; contestantIds[i] != 0xFF; i++) { if (Random() % 100 < odds[i] + oddsMod[contestantIds[i]]) { if (CanUnnerveContestant(contestantIds[i])) { MakeContestantNervous(contestantIds[i]); SetContestantEffectStringID(contestantIds[i], CONTEST_STRING_NERVOUS); numUnnerved++; } else { contestantUnnerved = TRUE; } } else { contestantUnnerved = TRUE; } if (contestantUnnerved) { contestantUnnerved = FALSE; SetContestantEffectStringID(contestantIds[i], CONTEST_STRING_UNAFFECTED); numUnnerved++; } eContestResources8.unnervedPokes[contestantIds[i]] = 1; } } SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_UNNERVE_WAITING); if (numUnnerved == 0) SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2); } // Worsens the condition of those that made appeals. static void ContestEffect_WorsenConditionOfPrevMons(void) { u8 numHit = 0; int i; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[eContestResources8.contestant] > eContestResources8.turnOrder[i] && eContestantStatus[i].condition > 0 && CanUnnerveContestant(i)) { eContestantStatus[i].condition = 0; eContestantStatus[i].conditionMod = 2; SetContestantEffectStringID(i, CONTEST_STRING_REGAINED_FORM); numHit++; } } SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_TAUNT_WELL); if (numHit == 0) SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_IGNORED); } // Badly startles POKéMON in good condition. static void ContestEffect_BadlyStartlesMonsInGoodCondition(void) { u8 numHit = 0; int i; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[eContestResources8.contestant] > eContestResources8.turnOrder[i]) { if (eContestantStatus[i].condition > 0) eContestResources8.jam = 40; else eContestResources8.jam = 10; eContestResources8.jamQueue[0] = i; eContestResources8.jamQueue[1] = 0xFF; if (WasAtLeastOneOpponentJammed()) numHit++; } } SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_JAM_WELL); if (numHit == 0) SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_IGNORED); } // The appeal works great if performed first. static void ContestEffect_BetterIfFirst(void) { if (gContestantTurnOrder[eContestResources8.contestant] == 0) { u16 move = eContestantStatus[eContestResources8.contestant].currMove; eContestantStatus[eContestResources8.contestant].appeal2 += 2 * gContestEffects[gContestMoves[move].effect].appeal; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_HUSTLE_STANDOUT); } } // The appeal works great if performed last. static void ContestEffect_BetterIfLast(void) { if (gContestantTurnOrder[eContestResources8.contestant] == 3) { u16 move = eContestantStatus[eContestResources8.contestant].currMove; eContestantStatus[eContestResources8.contestant].appeal2 += 2 * gContestEffects[gContestMoves[move].effect].appeal; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_WORK_HARD_UNNOTICED); } } // Makes the appeal as good as those before it. static void ContestEffect_AppealAsGoodAsPrevOnes(void) { int i; int appealSum; for (i = 0, appealSum = 0; i < 4; i++) { if (eContestResources8.turnOrder[eContestResources8.contestant] > eContestResources8.turnOrder[i]) appealSum += eContestantStatus[i].appeal2; } if (appealSum < 0) appealSum = 0; if (eContestResources8.turnOrder[eContestResources8.contestant] == 0 || appealSum == 0) { SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_NOT_WELL); } else { eContestantStatus[eContestResources8.contestant].appeal2 += appealSum / 2; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_WORK_BEFORE); } eContestantStatus[eContestResources8.contestant].appeal2 = RoundTowardsZero(eContestantStatus[eContestResources8.contestant].appeal2); } // Makes the appeal as good as the one before it. static void ContestEffect_AppealAsGoodAsPrevOne(void) { s16 appeal = 0; if (eContestResources8.turnOrder[eContestResources8.contestant] != 0) { int i; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[eContestResources8.contestant] - 1 == eContestResources8.turnOrder[i]) appeal = eContestantStatus[i].appeal2; } } if (eContestResources8.turnOrder[eContestResources8.contestant] == 0 || appeal <= 0) { SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_NOT_WELL2); } else { eContestantStatus[eContestResources8.contestant].appeal2 += appeal; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_WORK_PRECEDING); } } // The appeal works better the later it is performed. static void ContestEffect_BetterWhenLater(void) { u8 whichTurn = eContestResources8.turnOrder[eContestResources8.contestant]; if (whichTurn == 0) eContestantStatus[eContestResources8.contestant].appeal2 = 10; else eContestantStatus[eContestResources8.contestant].appeal2 = 20 * whichTurn; if (whichTurn == 0) SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_NOT_SHOWN_WELL); else if (whichTurn == 1) SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_SLIGHTLY_WELL); else if (whichTurn == 2) SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_PRETTY_WELL); else SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_EXCELLENTLY); } // The appeal's quality varies depending on its timing. static void ContestEffect_QualityDependsOnTiming(void) { u8 rval = Random() % 10; s16 appeal; if (rval < 3) { appeal = 10; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_NOT_VERY_WELL); } else if (rval < 6) { appeal = 20; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_SLIGHTLY_WELL2); } else if (rval < 8) { appeal = 40; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_PRETTY_WELL2); } else if (rval < 9) { appeal = 60; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_VERY_WELL); } else { appeal = 80; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_EXCELLENTLY2); } eContestantStatus[eContestResources8.contestant].appeal2 = appeal; } static void ContestEffect_BetterIfSameType(void) { s8 turnOrder = eContestResources8.turnOrder[eContestResources8.contestant]; s8 i = turnOrder - 1, j; u16 move; if (turnOrder == 0) return; while (1) { for (j = 0; j < 4; j++) { if (eContestResources8.turnOrder[j] == i) break; } if (eContestantStatus[j].noMoreTurns || eContestantStatus[j].nervous || eContestantStatus[j].numTurnsSkipped) { if (--i < 0) return; } else { break; } } move = eContestantStatus[eContestResources8.contestant].currMove; if (gContestMoves[move].contestCategory == gContestMoves[eContestantStatus[j].currMove].contestCategory) { eContestantStatus[eContestResources8.contestant].appeal2 += gContestEffects[gContestMoves[move].effect].appeal * 2; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_SAME_TYPE_GOOD); } } // Works well if different in type than the one before. static void ContestEffect_BetterIfDiffType(void) { if (eContestResources8.turnOrder[eContestResources8.contestant] != 0) { u16 move = eContestantStatus[eContestResources8.contestant].currMove; int i; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[eContestResources8.contestant] - 1 == eContestResources8.turnOrder[i] && gContestMoves[move].contestCategory != gContestMoves[eContestantStatus[i].currMove].contestCategory) { eContestantStatus[eContestResources8.contestant].appeal2 += gContestEffects[gContestMoves[move].effect].appeal * 2; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_DIFF_TYPE_GOOD); break; } } } } // Affected by how well the appeal in front goes. static void ContestEffect_AffectedByPrevAppeal(void) { if (eContestResources8.turnOrder[eContestResources8.contestant] != 0) { int i; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[eContestResources8.contestant] - 1 == eContestResources8.turnOrder[i]) { if (eContestantStatus[eContestResources8.contestant].appeal2 > eContestantStatus[i].appeal2) { eContestantStatus[eContestResources8.contestant].appeal2 *= 2; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_STOOD_OUT_AS_MUCH); } else if (eContestantStatus[eContestResources8.contestant].appeal2 < eContestantStatus[i].appeal2) { eContestantStatus[eContestResources8.contestant].appeal2 = 0; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_NOT_AS_WELL); } } } } } // Ups the user's condition. Helps prevent nervousness. static void ContestEffect_ImproveConditionPreventNervousness(void) { if (eContestantStatus[eContestResources8.contestant].condition < 30) { eContestantStatus[eContestResources8.contestant].condition += 10; eContestantStatus[eContestResources8.contestant].conditionMod = 1; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_CONDITION_ROSE); } else { SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_NO_CONDITION_IMPROVE); } } // The appeal works well if the user's condition is good. static void ContestEffect_BetterWithGoodCondition(void) { eContestantStatus[eContestResources8.contestant].appealTripleCondition = TRUE; if (eContestantStatus[eContestResources8.contestant].condition != 0) SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_HOT_STATUS); else SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_BAD_CONDITION_WEAK_APPEAL); } // The next appeal can be made earlier next turn. static void ContestEffect_NextAppealEarlier(void) { s8 i; s8 j; u8 turnOrder[4]; if (eContest.turnNumber != 4) { for (i = 0; i < 4; i++) turnOrder[i] = eContestantStatus[i].nextTurnOrder; turnOrder[eContestResources8.contestant] = 0xFF; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { if (j != eContestResources8.contestant && i == turnOrder[j] && turnOrder[j] == eContestantStatus[j].nextTurnOrder) { turnOrder[j]++; break; } } if (j == 4) break; } turnOrder[eContestResources8.contestant] = 0; eContestantStatus[eContestResources8.contestant].turnOrderMod = 1; for (i = 0; i < 4; i++) { eContestantStatus[i].nextTurnOrder = turnOrder[i]; } eContestantStatus[eContestResources8.contestant].turnOrderModAction = 1; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_MOVE_UP_LINE); } } // The next appeal can be made later next turn. static void ContestEffect_NextAppealLater(void) { s8 i; s8 j; u8 turnOrder[4]; if (eContest.turnNumber != 4) { for (i = 0; i < 4; i++) turnOrder[i] = eContestantStatus[i].nextTurnOrder; turnOrder[eContestResources8.contestant] = 0xFF; for (i = 3; i > -1; i--) { for (j = 0; j < 4; j++) { if (j != eContestResources8.contestant && i == turnOrder[j] && turnOrder[j] == eContestantStatus[j].nextTurnOrder) { turnOrder[j]--; break; } } if (j == 4) break; } turnOrder[eContestResources8.contestant] = 3; eContestantStatus[eContestResources8.contestant].turnOrderMod = 1; for (i = 0; i < 4; i++) { eContestantStatus[i].nextTurnOrder = turnOrder[i]; } eContestantStatus[eContestResources8.contestant].turnOrderModAction = 2; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_MOVE_BACK_LINE); } } // Makes the next turn's order more easily scrambled. static void ContestEffect_MakeScramblingTurnOrderEasier(void) { // dummied out? } // Scrambles the order of appeals on the next turn. static void ContestEffect_ScrambleNextTurnOrder(void) { s8 i; s8 j; u8 turnOrder[4]; u8 unselectedContestants[4]; if (eContest.turnNumber != 4) { for (i = 0; i < 4; i++) { turnOrder[i] = eContestantStatus[i].nextTurnOrder; unselectedContestants[i] = i; } for (i = 0; i < 4; i++) { u8 rval = Random() % (4 - i); for (j = 0; j < 4; j++) { if (unselectedContestants[j] != 0xFF) { if (rval == 0) { turnOrder[j] = i; unselectedContestants[j] = 0xFF; break; } else rval--; } } } for (i = 0; i < 4; i++) { eContestantStatus[i].nextTurnOrder = turnOrder[i]; eContestantStatus[i].turnOrderMod = 2; } eContestantStatus[eContestResources8.contestant].turnOrderModAction = 3; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_SCRAMBLE_ORDER); } } // An appeal that excites the audience in any CONTEST. static void ContestEffect_ExciteAudienceInAnyContest(void) { if (gContestMoves[eContestantStatus[eContestResources8.contestant].currMove].contestCategory != gSpecialVar_ContestCategory) { eContestantStatus[eContestResources8.contestant].overrideCategoryExcitementMod = TRUE; } } // Badly startles all POKéMON that made good appeals. static void ContestEffect_BadlyStartleMonsWithGoodAppeals(void) { int i; u8 numJammed = 0; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[eContestResources8.contestant] > eContestResources8.turnOrder[i]) { if (eContestantStatus[i].appeal2 > 0) { eContestResources8.jam = eContestantStatus[i].appeal2 / 2; eContestResources8.jam = RoundUp(eContestResources8.jam); } else eContestResources8.jam = 10; eContestResources8.jamQueue[0] = i; eContestResources8.jamQueue[1] = 0xFF; if (WasAtLeastOneOpponentJammed()) numJammed++; } } if (numJammed == 0) SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2); SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTEMPT_STARTLE); } // The appeal works best the more the crowd is excited. static void ContestEffect_BetterWhenAudienceExcited(void) { s16 appeal; if (eContest.applauseLevel == 0) { appeal = 10; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_NOT_VERY_WELL); } else if (eContest.applauseLevel == 1) { appeal = 20; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_SLIGHTLY_WELL2); } else if (eContest.applauseLevel == 2) { appeal = 30; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_PRETTY_WELL2); } else if (eContest.applauseLevel == 3) { appeal = 50; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_VERY_WELL); } else { appeal = 60; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_APPEAL_EXCELLENTLY2); } eContestantStatus[eContestResources8.contestant].appeal2 = appeal; } // Temporarily stops the crowd from growing excited. static void ContestEffect_DontExciteAudience(void) { if (!eContestResources10.excitementFrozen) { eContestResources10.excitementFrozen = TRUE; eContestResources10.excitementFreezer = eContestResources8.contestant; SetContestantEffectStringID(eContestResources8.contestant, CONTEST_STRING_ATTRACTED_ATTENTION); } } static void JamByMoveCategory(u8 category) { int i; int numJammed = 0; for (i = 0; i < 4; i++) { if (eContestResources8.turnOrder[eContestResources8.contestant] > eContestResources8.turnOrder[i]) { if (category == gContestMoves[eContestantStatus[i].currMove].contestCategory) eContestResources8.jam = 40; else eContestResources8.jam = 10; eContestResources8.jamQueue[0] = i; eContestResources8.jamQueue[1] = 0xFF; if (WasAtLeastOneOpponentJammed()) numJammed++; } } if (numJammed == 0) SetContestantEffectStringID2(eContestResources8.contestant, CONTEST_STRING_MESSED_UP2); } static bool8 CanUnnerveContestant(u8 i) { eContestResources8.unnervedPokes[i] = 1; if (eContestantStatus[i].immune) { SetContestantEffectStringID(i, CONTEST_STRING_AVOID_SEEING); return FALSE; } else if (eContestantStatus[i].jamSafetyCount != 0) { eContestantStatus[i].jamSafetyCount--; SetContestantEffectStringID(i, CONTEST_STRING_AVERT_GAZE); return FALSE; } else if (!eContestantStatus[i].noMoreTurns && eContestantStatus[i].numTurnsSkipped == 0) { return TRUE; } else { return FALSE; } } static bool8 WasAtLeastOneOpponentJammed(void) { s16 jamBuffer[4] = {0}; int i; for (i = 0; eContestResources8.jamQueue[i] != 0xFF; i++) { u8 contestant = eContestResources8.jamQueue[i]; if (CanUnnerveContestant(contestant)) { eContestResources8.jam2 = eContestResources8.jam; if (eContestantStatus[contestant].moreEasilyStartled) eContestResources8.jam2 *= 2; if (eContestantStatus[contestant].resistant) { eContestResources8.jam2 = 10; SetContestantEffectStringID(contestant, CONTEST_STRING_LITTLE_DISTRACTED); } else { eContestResources8.jam2 -= eContestantStatus[contestant].jamReduction; if (eContestResources8.jam2 <= 0) { eContestResources8.jam2 = 0; SetContestantEffectStringID(contestant, CONTEST_STRING_NOT_FAZED); } else { JamContestant(contestant, eContestResources8.jam2); SetStartledString(contestant, eContestResources8.jam2); jamBuffer[contestant] = eContestResources8.jam2; } } } } for (i = 0; i < 4; i++) { if (jamBuffer[i] != 0) return TRUE; } return FALSE; } static void JamContestant(u8 i, u8 jam) { eContestantStatus[i].appeal2 -= jam; eContestantStatus[i].jam += jam; } static s16 RoundTowardsZero(s16 score) { s16 absScore = abs(score) % 10; if (score < 0) { if (absScore != 0) score -= 10 - absScore; } else score -= absScore; return score; } static s16 RoundUp(s16 score) { s16 absScore = abs(score) % 10; if (absScore != 0) score += 10 - absScore; return score; }