#include "global.h" #include "dungeon.h" #include "exclusive_pokemon.h" #include "event_flag.h" #include "code_80A26CC.h" #include "code_80972F4.h" #include "data/story_missions.h" ALIGNED(4) const u8 gDummyScenarioText[] = _("{COLOR_1 YELLOW_3}Scenario try dummy{END_COLOR_TEXT_1}"); ALIGNED(4) const u8 gBlankMission[] = _("{COLOR_1 RED_2}???{END_COLOR_TEXT_1}"); extern void sub_800199C(u8, u8, u16, s32); extern u32 sub_8001784(u32, u32, u16); extern void GeneratePelipperJobs(void); extern void sub_80018D8(u8, u8, u32); void sub_80972F4(void) { sub_80015C0(0, 0x2B); sub_80015C0(0, 0x2C); sub_80015C0(0, 0x2D); } void nullsub_128(void) {} s32 sub_8097318(s16 param_1) { s32 iVar1; s32 param_1_s32; param_1_s32 = param_1; if (param_1_s32 == 0xd) { iVar1 = 0; } else { iVar1 = sub_8001784(0,0x2b,param_1_s32); if (iVar1 != 0) { iVar1 = 1; } } return iVar1; } void sub_809733C(short param_1,u32 param_2) { s32 uVar2; u8 param_2_u8; u16 uVar2_u16; uVar2 = param_1; param_2_u8 = param_2; if (uVar2 != 0xd) { uVar2_u16 = uVar2; if ((((sub_8001784(0,0x2c,uVar2_u16) == 0) && (sub_800199C(0,0x2b,uVar2_u16,param_2_u8), param_2_u8 != '\0')))){ switch(uVar2) { case 0xE: case 0xF: case 0x1C: GeneratePelipperJobs(); break; } } } } bool32 sub_8097384(s16 param_1) { bool32 val; if (param_1 == 13) val = FALSE; else { // May not need the & 0xFFFF if the 3rd param is s16 val = sub_8001784(0, 44, param_1 & 0xFFFF); if (val != 0) val = TRUE; } return val; } void sub_80973A8(s16 param_1,u32 param_2) { s32 sVar1; s32 param_1_s32 = param_1; u8 param_2_u32 = param_2; if (param_1_s32 != 0xd) { if (param_2_u32 != 0) { sVar1 = sub_80A26B8(param_1); sub_800199C(0,0x2b,param_1_s32,0); if (sVar1 != -1) { sub_80018D8(0,0x12,sVar1); } } sub_800199C(0,0x2c,param_1_s32,param_2_u32); } } bool32 sub_80973F4(s16 param_1) { bool32 val; if (param_1 == 13) val = FALSE; else { // May not need the & 0xFFFF if the 3rd param is s16 val = sub_8001784(0, 45, param_1 & 0xFFFF); if (val != 0) val = TRUE; } return val; } void sub_8097418(s16 index,bool32 param_2) { int index_s32 = index; bool8 param_2_u8 = param_2; if (index_s32 != 0xd) { if ((param_2_u8) && (sub_800199C(0,0x2c,index_s32,0), index_s32 < 0x1f)) { const MissionText *mt = &gStoryMissionText[index_s32]; if (mt->unk4 != 0xFF) { sub_8097FA8(mt->unk4); } if (mt->unk5 != 0xFF) { sub_8097FA8(mt->unk5); } if (index_s32 == 9) { sub_8097FA8(0x1f); } sub_8097FF8(); } sub_800199C(0,0x2d,index_s32,param_2_u8); } } const u8 *sub_809747C(s16 index) { if(index == 0xD) { return gDummyScenarioText; } else { return GetDungeonName1(sub_80A270C(index)); } } const u8 *sub_80974A0(s16 index) { if(index == 0xD) { return gDummyScenarioText; } else { return GetDungeonName1(sub_80A270C(index)); } } const u8 *GetCurrentMissionText(s16 index) { if(index < 0x1F) { const MissionText *mt = &gStoryMissionText[index]; return mt->text; } else { return gBlankMission; } } void sub_80974E8(void) { sub_80015C0(0, 0x2E); sub_80015C0(0, 0x2F); } void nullsub_208(void) { }