pokered/engine/battle/decrement_pp.asm

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DecrementPP: ; 68000 (1a:4000)
; after using a move, decrement pp in battle and (if not transformed?) in party
ld a, [de]
cp a, STRUGGLE
ret z ; if the pokemon is using "struggle", there's nothing to do
; we don't decrement PP for "struggle"
ld hl, W_PLAYERBATTSTATUS1
ld a, [hli] ; load the W_PLAYERBATTSTATUS1 pokemon status flags and increment hl to load the
; W_PLAYERBATTSTATUS2 status flags later
and a, (1 << StoringEnergy) | (1 << ThrashingAbout) | (1 << AttackingMultipleTimes)
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ret nz ; if any of these statuses are true, don't decrement PP
bit UsingRage, [hl]
ret nz ; don't decrement PP either if Pokemon is using Rage
ld hl, wBattleMonPP ; PP of first move (in battle)
; decrement PP in the battle struct
call .DecrementPP
; decrement PP in the party struct
ld a, [W_PLAYERBATTSTATUS3]
bit Transformed, a
ret nz ; Return if transformed. Pokemon Red stores the "current pokemon's" PP
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; separately from the "Pokemon in your party's" PP. This is
; duplication -- in all cases *other* than Pokemon with Transform.
; Normally, this means we have to go on and make the same
; modification to the "party's pokemon" PP that we made to the
; "current pokemon's" PP. But, if we're dealing with a Transformed
; Pokemon, it has separate PP for the move set that it copied from
; its opponent, which is *not* the same as its real PP as part of your
; party. So we return, and don't do that part.
ld hl, wPartyMon1PP ; PP of first move (in party)
ld a, [wPlayerMonNumber] ; which mon in party is active
ld bc, wPartyMon2 - wPartyMon1
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call AddNTimes ; calculate address of the mon to modify
.DecrementPP
ld a, [wPlayerMoveListIndex] ; which move (0, 1, 2, 3) did we use?
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ld c, a
ld b, 0
add hl ,bc ; calculate the address in memory of the PP we need to decrement
; based on the move chosen.
dec [hl] ; Decrement PP
ret