pokered/engine/battle/e.asm
2015-02-08 01:44:41 -08:00

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; does nothing since no stats are ever selected (barring glitches)
DoubleSelectedStats: ; 39680 (e:5680)
ld a, [H_WHOSETURN]
and a
ld a, [wPlayerStatsToDouble]
ld hl, wBattleMonAttack + 1
jr z, .notEnemyTurn
ld a, [wEnemyStatsToDouble]
ld hl, wEnemyMonAttack + 1
.notEnemyTurn
ld c, 4
ld b, a
.loop
srl b
call c, .doubleStat
inc hl
inc hl
dec c
ret z
jr .loop
.doubleStat
ld a, [hl]
add a
ld [hld], a
ld a, [hl]
rl a
ld [hli], a
ret
; does nothing since no stats are ever selected (barring glitches)
HalveSelectedStats: ; 396a7 (e:56a7)
ld a, [H_WHOSETURN]
and a
ld a, [wPlayerStatsToHalve]
ld hl, wBattleMonAttack
jr z, .notEnemyTurn
ld a, [wEnemyStatsToHalve]
ld hl, wEnemyMonAttack
.notEnemyTurn
ld c, 4
ld b, a
.loop
srl b
call c, .halveStat
inc hl
inc hl
dec c
ret z
jr .loop
.halveStat
ld a, [hl]
srl a
ld [hli], a
rr [hl]
or [hl]
jr nz, .nonzeroStat
ld [hl], 1
.nonzeroStat
dec hl
ret
_ScrollTrainerPicAfterBattle: ; 396d3 (e:56d3)
; Load the enemy trainer's pic and scrolls it into
; the screen from the right.
xor a
ld [wEnemyMonSpecies2], a
ld b, $1
call GoPAL_SET
callab _LoadTrainerPic
hlCoord 19, 0
ld c, $0
.scrollLoop
inc c
ld a, c
cp 7
ret z
ld d, $0
push bc
push hl
.drawTrainerPicLoop
call DrawTrainerPicColumn
inc hl
ld a, 7
add d
ld d, a
dec c
jr nz, .drawTrainerPicLoop
ld c, 4
call DelayFrames
pop hl
pop bc
dec hl
jr .scrollLoop
; write one 7-tile column of the trainer pic to the tilemap
DrawTrainerPicColumn: ; 39707 (e:5707)
push hl
push de
push bc
ld e, 7
.loop
ld [hl], d
ld bc, SCREEN_WIDTH
add hl, bc
inc d
dec e
jr nz, .loop
pop bc
pop de
pop hl
ret
; creates a set of moves that may be used and returns its address in hl
; unused slots are filled with 0, all used slots may be chosen with equal probability
AIEnemyTrainerChooseMoves: ; 39719 (e:5719)
ld a, $a
ld hl, wHPBarMaxHP ; init temporary move selection array. Only the moves with the lowest numbers are chosen in the end
ld [hli], a ; move 1
ld [hli], a ; move 2
ld [hli], a ; move 3
ld [hl], a ; move 4
ld a, [W_ENEMYDISABLEDMOVE] ; forbid disabled move (if any)
swap a
and $f
jr z, .noMoveDisabled
ld hl, wHPBarMaxHP
dec a
ld c, a
ld b, $0
add hl, bc ; advance pointer to forbidden move
ld [hl], $50 ; forbid (highly discourage) disabled move
.noMoveDisabled
ld hl, TrainerClassMoveChoiceModifications ; 589B
ld a, [W_TRAINERCLASS]
ld b, a
.loopTrainerClasses
dec b
jr z, .readTrainerClassData
.loopTrainerClassData
ld a, [hli]
and a
jr nz, .loopTrainerClassData
jr .loopTrainerClasses
.readTrainerClassData
ld a, [hl]
and a
jp z, .useOriginalMoveSet
push hl
.nextMoveChoiceModification
pop hl
ld a, [hli]
and a
jr z, .loopFindMinimumEntries
push hl
ld hl, AIMoveChoiceModificationFunctionPointers ; $57a3
dec a
add a
ld c, a
ld b, $0
add hl, bc ; skip to pointer
ld a, [hli] ; read pointer into hl
ld h, [hl]
ld l, a
ld de, .nextMoveChoiceModification ; set return address
push de
jp [hl] ; execute modification function
.loopFindMinimumEntries ; all entries will be decremented sequentially until one of them is zero
ld hl, wHPBarMaxHP ; temp move selection array
ld de, wEnemyMonMoves ; enemy moves
ld c, $4
.loopDecrementEntries
ld a, [de]
inc de
and a
jr z, .loopFindMinimumEntries
dec [hl]
jr z, .minimumEntriesFound
inc hl
dec c
jr z, .loopFindMinimumEntries
jr .loopDecrementEntries
.minimumEntriesFound
ld a, c
.loopUndoPartialIteration ; undo last (partial) loop iteration
inc [hl]
dec hl
inc a
cp $5
jr nz, .loopUndoPartialIteration
ld hl, wHPBarMaxHP ; temp move selection array
ld de, wEnemyMonMoves ; enemy moves
ld c, $4
.filterMinimalEntries ; all minimal entries now have value 1. All other slots will be disabled (move set to 0)
ld a, [de]
and a
jr nz, .moveExisting ; 0x3978a $1
ld [hl], a
.moveExisting
ld a, [hl]
dec a
jr z, .slotWithMinimalValue
xor a
ld [hli], a ; disable move slot
jr .next
.slotWithMinimalValue
ld a, [de]
ld [hli], a ; enable move slot
.next
inc de
dec c
jr nz, .filterMinimalEntries
ld hl, wHPBarMaxHP ; use created temporary array as move set
ret
.useOriginalMoveSet
ld hl, wEnemyMonMoves ; use original move set
ret
AIMoveChoiceModificationFunctionPointers: ; 397a3 (e:57a3)
dw AIMoveChoiceModification1
dw AIMoveChoiceModification2
dw AIMoveChoiceModification3
dw AIMoveChoiceModification4 ; unused, does nothing
; discourages moves that cause no damage but only a status ailment if player's mon already has one
AIMoveChoiceModification1: ; 397ab (e:57ab)
ld a, [wBattleMonStatus]
and a
ret z ; return if no status ailment on player's mon
ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
ld de, wEnemyMonMoves ; enemy moves
ld b, $5
.nextMove
dec b
ret z ; processed all 4 moves
inc hl
ld a, [de]
and a
ret z ; no more moves in move set
inc de
call ReadMove
ld a, [W_ENEMYMOVEPOWER]
and a
jr nz, .nextMove
ld a, [W_ENEMYMOVEEFFECT]
push hl
push de
push bc
ld hl, StatusAilmentMoveEffects
ld de, $0001
call IsInArray
pop bc
pop de
pop hl
jr nc, .nextMove
ld a, [hl]
add $5 ; discourage move
ld [hl], a
jr .nextMove
StatusAilmentMoveEffects ; 57e2
db $01 ; some sleep effect?
db SLEEP_EFFECT
db POISON_EFFECT
db PARALYZE_EFFECT
db $FF
; slightly encourage moves with specific effects
AIMoveChoiceModification2: ; 397e7 (e:57e7)
ld a, [wccd5]
cp $1
ret nz
ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
ld de, wEnemyMonMoves ; enemy moves
ld b, $5
.nextMove
dec b
ret z ; processed all 4 moves
inc hl
ld a, [de]
and a
ret z ; no more moves in move set
inc de
call ReadMove
ld a, [W_ENEMYMOVEEFFECT]
cp ATTACK_UP1_EFFECT
jr c, .nextMove
cp BIDE_EFFECT
jr c, .preferMove
cp ATTACK_UP2_EFFECT
jr c, .nextMove
cp POISON_EFFECT
jr c, .preferMove
jr .nextMove
.preferMove
dec [hl] ; slighly encourage this move
jr .nextMove
; encourages moves that are effective against the player's mon
AIMoveChoiceModification3: ; 39817 (e:5817)
ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
ld de, wEnemyMonMoves ; enemy moves
ld b, $5
.nextMove
dec b
ret z ; processed all 4 moves
inc hl
ld a, [de]
and a
ret z ; no more moves in move set
inc de
call ReadMove
push hl
push bc
push de
callab AIGetTypeEffectiveness
pop de
pop bc
pop hl
ld a, [wd11e]
cp $10
jr z, .nextMove
jr c, .notEffectiveMove
dec [hl] ; slighly encourage this move
jr .nextMove
.notEffectiveMove ; discourages non-effective moves if better moves are available
push hl
push de
push bc
ld a, [W_ENEMYMOVETYPE]
ld d, a
ld hl, wEnemyMonMoves ; enemy moves
ld b, $5
ld c, $0
.loopMoves
dec b
jr z, .done
ld a, [hli]
and a
jr z, .done
call ReadMove
ld a, [W_ENEMYMOVEEFFECT]
cp SUPER_FANG_EFFECT
jr z, .betterMoveFound ; Super Fang is considered to be a better move
cp SPECIAL_DAMAGE_EFFECT
jr z, .betterMoveFound ; any special damage moves are considered to be better moves
cp FLY_EFFECT
jr z, .betterMoveFound ; Fly is considered to be a better move
ld a, [W_ENEMYMOVETYPE]
cp d
jr z, .loopMoves
ld a, [W_ENEMYMOVEPOWER]
and a
jr nz, .betterMoveFound ; damaging moves of a different type are considered to be better moves
jr .loopMoves
.betterMoveFound
ld c, a
.done
ld a, c
pop bc
pop de
pop hl
and a
jr z, .nextMove
inc [hl] ; slighly discourage this move
jr .nextMove
AIMoveChoiceModification4: ; 39883 (e:5883)
ret
ReadMove: ; 39884 (e:5884)
push hl
push de
push bc
dec a
ld hl,Moves
ld bc,6
call AddNTimes
ld de,W_ENEMYMOVENUM
call CopyData
pop bc
pop de
pop hl
ret
; move choice modification methods that are applied for each trainer class
; 0 is sentinel value
TrainerClassMoveChoiceModifications: ; 3989b (e:589b)
db 0 ; YOUNGSTER
db 1,0 ; BUG CATCHER
db 1,0 ; LASS
db 1,3,0 ; SAILOR
db 1,0 ; JR__TRAINER_M
db 1,0 ; JR__TRAINER_F
db 1,2,3,0; POKEMANIAC
db 1,2,0 ; SUPER_NERD
db 1,0 ; HIKER
db 1,0 ; BIKER
db 1,3,0 ; BURGLAR
db 1,0 ; ENGINEER
db 1,2,0 ; JUGGLER_X
db 1,3,0 ; FISHER
db 1,3,0 ; SWIMMER
db 0 ; CUE_BALL
db 1,0 ; GAMBLER
db 1,3,0 ; BEAUTY
db 1,2,0 ; PSYCHIC_TR
db 1,3,0 ; ROCKER
db 1,0 ; JUGGLER
db 1,0 ; TAMER
db 1,0 ; BIRD_KEEPER
db 1,0 ; BLACKBELT
db 1,0 ; SONY1
db 1,3,0 ; PROF_OAK
db 1,2,0 ; CHIEF
db 1,2,0 ; SCIENTIST
db 1,3,0 ; GIOVANNI
db 1,0 ; ROCKET
db 1,3,0 ; COOLTRAINER_M
db 1,3,0 ; COOLTRAINER_F
db 1,0 ; BRUNO
db 1,0 ; BROCK
db 1,3,0 ; MISTY
db 1,3,0 ; LT__SURGE
db 1,3,0 ; ERIKA
db 1,3,0 ; KOGA
db 1,3,0 ; BLAINE
db 1,3,0 ; SABRINA
db 1,2,0 ; GENTLEMAN
db 1,3,0 ; SONY2
db 1,3,0 ; SONY3
db 1,2,3,0; LORELEI
db 1,0 ; CHANNELER
db 1,0 ; AGATHA
db 1,3,0 ; LANCE
TrainerPicAndMoneyPointers: ; 39914 (e:5914)
; trainer pic pointers and base money.
; money received after battle = base money × level of highest-level enemy mon
dw YoungsterPic
money 1500
dw BugCatcherPic
money 1000
dw LassPic
money 1500
dw SailorPic
money 3000
dw JrTrainerMPic
money 2000
dw JrTrainerFPic
money 2000
dw PokemaniacPic
money 5000
dw SuperNerdPic
money 2500
dw HikerPic
money 3500
dw BikerPic
money 2000
dw BurglarPic
money 9000
dw EngineerPic
money 5000
dw JugglerPic
money 3500
dw FisherPic
money 3500
dw SwimmerPic
money 500
dw CueBallPic
money 2500
dw GamblerPic
money 7000
dw BeautyPic
money 7000
dw PsychicPic
money 1000
dw RockerPic
money 2500
dw JugglerPic
money 3500
dw TamerPic
money 4000
dw BirdKeeperPic
money 2500
dw BlackbeltPic
money 2500
dw Rival1Pic
money 3500
dw ProfOakPic
money 9900
dw ChiefPic
money 3000
dw ScientistPic
money 5000
dw GiovanniPic
money 9900
dw RocketPic
money 3000
dw CooltrainerMPic
money 3500
dw CooltrainerFPic
money 3500
dw BrunoPic
money 9900
dw BrockPic
money 9900
dw MistyPic
money 9900
dw LtSurgePic
money 9900
dw ErikaPic
money 9900
dw KogaPic
money 9900
dw BlainePic
money 9900
dw SabrinaPic
money 9900
dw GentlemanPic
money 7000
dw Rival2Pic
money 6500
dw Rival3Pic
money 9900
dw LoreleiPic
money 9900
dw ChannelerPic
money 3000
dw AgathaPic
money 9900
dw LancePic
money 9900
INCLUDE "text/trainer_names.asm"
; formats a string at wMovesString that lists the moves at wMoves
FormatMovesString: ; 39b87 (e:5b87)
ld hl, wMoves
ld de, wMovesString
ld b, $0
.printMoveNameLoop
ld a, [hli]
and a ; end of move list?
jr z, .printDashLoop ; print dashes when no moves are left
push hl
ld [wd0b5], a
ld a, BANK(MoveNames)
ld [wPredefBank], a
ld a, MOVE_NAME
ld [wNameListType], a
call GetName
ld hl, wcd6d
.copyNameLoop
ld a, [hli]
cp $50
jr z, .doneCopyingName
ld [de], a
inc de
jr .copyNameLoop
.doneCopyingName
ld a, b
ld [wcd6c], a
inc b
ld a, $4e ; line break
ld [de], a
inc de
pop hl
ld a, b
cp NUM_MOVES
jr z, .done
jr .printMoveNameLoop
.printDashLoop
ld a, "-"
ld [de], a
inc de
inc b
ld a, b
cp NUM_MOVES
jr z, .done
ld a, $4e ; line break
ld [de], a
inc de
jr .printDashLoop
.done
ld a, "@"
ld [de], a
ret
; XXX this is called in a few places, but it doesn't appear to do anything useful
Func_39bd5: ; 39bd5 (e:5bd5)
ld a, [wd11b]
cp $1
jr nz, .asm_39be6
ld hl, wEnemyPartyCount
ld de, wEnemyMonOT
ld a, ENEMYOT_NAME
jr .asm_39c18
.asm_39be6
cp $4
jr nz, .calcAttackStat4
ld hl, wPartyCount
ld de, wPartyMonOT
ld a, PLAYEROT_NAME
jr .asm_39c18
.calcAttackStat4
cp $5
jr nz, .asm_39c02
ld hl, wStringBuffer2 + 11
ld de, MonsterNames
ld a, MONSTER_NAME
jr .asm_39c18
.asm_39c02
cp $2
jr nz, .asm_39c10
ld hl, wNumBagItems
ld de, ItemNames
ld a, ITEM_NAME
jr .asm_39c18
.asm_39c10
ld hl, wStringBuffer2 + 11
ld de, ItemNames
ld a, ITEM_NAME
.asm_39c18
ld [wNameListType], a
ld a, l
ld [wList], a
ld a, h
ld [wList + 1], a
ld a, e
ld [wcf8d], a
ld a, d
ld [wcf8e], a
ld bc, ItemPrices
ld a, c
ld [wItemPrices], a
ld a, b
ld [wItemPrices + 1], a
ret
; get species of mon e in list [wcc49] for LoadMonData
GetMonSpecies: ; 39c37 (e:5c37)
ld hl, wPartySpecies
ld a, [wcc49]
and a
jr z, .getSpecies
dec a
jr z, .enemyParty
ld hl, wBoxSpecies
jr .getSpecies
.enemyParty
ld hl, wEnemyPartyMons
.getSpecies
ld d, 0
add hl, de
ld a, [hl]
ld [wcf91], a
ret
ReadTrainer: ; 39c53 (e:5c53)
; don't change any moves in a link battle
ld a,[wLinkState]
and a
ret nz
; set [wEnemyPartyCount] to 0, [wEnemyPartyMons] to FF
; XXX first is total enemy pokemon?
; XXX second is species of first pokemon?
ld hl,wEnemyPartyCount
xor a
ld [hli],a
dec a
ld [hl],a
; get the pointer to trainer data for this class
ld a,[W_CUROPPONENT]
sub $C9 ; convert value from pokemon to trainer
add a,a
ld hl,TrainerDataPointers
ld c,a
ld b,0
add hl,bc ; hl points to trainer class
ld a,[hli]
ld h,[hl]
ld l,a
ld a,[W_TRAINERNO]
ld b,a
; At this point b contains the trainer number,
; and hl points to the trainer class.
; Our next task is to iterate through the trainers,
; decrementing b each time, until we get to the right one.
.outer
dec b
jr z,.IterateTrainer
.inner
ld a,[hli]
and a
jr nz,.inner
jr .outer
; if the first byte of trainer data is FF,
; - each pokemon has a specific level
; (as opposed to the whole team being of the same level)
; - if [W_LONEATTACKNO] != 0, one pokemon on the team has a special move
; else the first byte is the level of every pokemon on the team
.IterateTrainer
ld a,[hli]
cp $FF ; is the trainer special?
jr z,.SpecialTrainer ; if so, check for special moves
ld [W_CURENEMYLVL],a
.LoopTrainerData
ld a,[hli]
and a ; have we reached the end of the trainer data?
jr z,.FinishUp
ld [wcf91],a ; write species somewhere (XXX why?)
ld a,1
ld [wcc49],a
push hl
call AddPartyMon
pop hl
jr .LoopTrainerData
.SpecialTrainer
; if this code is being run:
; - each pokemon has a specific level
; (as opposed to the whole team being of the same level)
; - if [W_LONEATTACKNO] != 0, one pokemon on the team has a special move
ld a,[hli]
and a ; have we reached the end of the trainer data?
jr z,.AddLoneMove
ld [W_CURENEMYLVL],a
ld a,[hli]
ld [wcf91],a
ld a,1
ld [wcc49],a
push hl
call AddPartyMon
pop hl
jr .SpecialTrainer
.AddLoneMove
; does the trainer have a single monster with a different move
ld a,[W_LONEATTACKNO] ; Brock is 01, Misty is 02, Erika is 04, etc
and a
jr z,.AddTeamMove
dec a
add a,a
ld c,a
ld b,0
ld hl,LoneMoves
add hl,bc
ld a,[hli]
ld d,[hl]
ld hl,wEnemyMon1Moves + 2
ld bc,wEnemyMon2 - wEnemyMon1
call AddNTimes
ld [hl],d
jr .FinishUp
.AddTeamMove
; check if our trainer's team has special moves
; get trainer class number
ld a,[W_CUROPPONENT]
sub $C8
ld b,a
ld hl,TeamMoves
; iterate through entries in TeamMoves, checking each for our trainer class
.IterateTeamMoves
ld a,[hli]
cp b
jr z,.GiveTeamMoves ; is there a match?
inc hl ; if not, go to the next entry
inc a
jr nz,.IterateTeamMoves
; no matches found. is this trainer champion rival?
ld a,b
cp SONY3
jr z,.ChampionRival
jr .FinishUp ; nope
.GiveTeamMoves
ld a,[hl]
ld [wEnemyMon5Moves + 2],a
jr .FinishUp
.ChampionRival ; give moves to his team
; pidgeot
ld a,SKY_ATTACK
ld [wEnemyMon1Moves + 2],a
; starter
ld a,[W_RIVALSTARTER]
cp STARTER3
ld b,MEGA_DRAIN
jr z,.GiveStarterMove
cp STARTER1
ld b,FIRE_BLAST
jr z,.GiveStarterMove
ld b,BLIZZARD ; must be squirtle
.GiveStarterMove
ld a,b
ld [wEnemyMon6Moves + 2],a
.FinishUp ; XXX this needs documenting
xor a ; clear D079-D07B
ld de,wd079
ld [de],a
inc de
ld [de],a
inc de
ld [de],a
ld a,[W_CURENEMYLVL]
ld b,a
.LastLoop
ld hl,wd047
ld c,2
push bc
predef AddBCDPredef
pop bc
inc de
inc de
dec b
jr nz,.LastLoop
ret
INCLUDE "data/trainer_moves.asm"
INCLUDE "data/trainer_parties.asm"
TrainerAI: ; 3a52e (e:652e)
;XXX called at 34964, 3c342, 3c398
and a
ld a,[W_ISINBATTLE]
dec a
ret z ; if not a trainer, we're done here
ld a,[wLinkState]
cp LINK_STATE_BATTLING
ret z
ld a,[W_TRAINERCLASS] ; what trainer class is this?
dec a
ld c,a
ld b,0
ld hl,TrainerAIPointers
add hl,bc
add hl,bc
add hl,bc
ld a,[wAICount]
and a
ret z ; if no AI uses left, we're done here
inc hl
inc a
jr nz,.getpointer
dec hl
ld a,[hli]
ld [wAICount],a
.getpointer
ld a,[hli]
ld h,[hl]
ld l,a
call Random
jp [hl]
TrainerAIPointers: ; 3a55c (e:655c)
; one entry per trainer class
; first byte, number of times (per Pokémon) it can occur
; next two bytes, pointer to AI subroutine for trainer class
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,JugglerAI ; juggler_x
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,GenericAI
dbw 3,JugglerAI ; juggler
dbw 3,GenericAI
dbw 3,GenericAI
dbw 2,BlackbeltAI ; blackbelt
dbw 3,GenericAI
dbw 3,GenericAI
dbw 1,GenericAI ; chief
dbw 3,GenericAI
dbw 1,GiovanniAI ; giovanni
dbw 3,GenericAI
dbw 2,CooltrainerMAI ; cooltrainerm
dbw 1,CooltrainerFAI ; cooltrainerf
dbw 2,BrunoAI ; bruno
dbw 5,BrockAI ; brock
dbw 1,MistyAI ; misty
dbw 1,LtSurgeAI ; surge
dbw 1,ErikaAI ; erika
dbw 2,KogaAI ; koga
dbw 2,BlaineAI ; blaine
dbw 1,SabrinaAI ; sabrina
dbw 3,GenericAI
dbw 1,Sony2AI ; sony2
dbw 1,Sony3AI ; sony3
dbw 2,LoreleiAI ; lorelei
dbw 3,GenericAI
dbw 2,AgathaAI ; agatha
dbw 1,LanceAI ; lance
JugglerAI: ; 3a5e9 (e:65e9)
cp $40
ret nc
jp AISwitchIfEnoughMons
BlackbeltAI: ; 3a5ef (e:65ef)
cp $20
ret nc
jp AIUseXAttack
GiovanniAI: ; 3a5f5 (e:65f5)
cp $40
ret nc
jp AIUseGuardSpec
CooltrainerMAI: ; 3a5fb (e:65fb)
cp $40
ret nc
jp AIUseXAttack
CooltrainerFAI: ; 3a601 (e:6601)
cp $40
ld a,$A
call AICheckIfHPBelowFraction
jp c,AIUseHyperPotion
ld a,5
call AICheckIfHPBelowFraction
ret nc
jp AISwitchIfEnoughMons
BrockAI: ; 3a614 (e:6614)
; if his active monster has a status condition, use a full heal
ld a,[wEnemyMonStatus]
and a
ret z
jp AIUseFullHeal
MistyAI: ; 3a61c (e:661c)
cp $40
ret nc
jp AIUseXDefend
LtSurgeAI: ; 3a622 (e:6622)
cp $40
ret nc
jp AIUseXSpeed
ErikaAI: ; 3a628 (e:6628)
cp $80
ret nc
ld a,$A
call AICheckIfHPBelowFraction
ret nc
jp AIUseSuperPotion
KogaAI: ; 3a634 (e:6634)
cp $40
ret nc
jp AIUseXAttack
BlaineAI: ; 3a63a (e:663a)
cp $40
ret nc
jp AIUseSuperPotion
SabrinaAI: ; 3a640 (e:6640)
cp $40
ret nc
ld a,$A
call AICheckIfHPBelowFraction
ret nc
jp AIUseHyperPotion
Sony2AI: ; 3a64c (e:664c)
cp $20
ret nc
ld a,5
call AICheckIfHPBelowFraction
ret nc
jp AIUsePotion
Sony3AI: ; 3a658 (e:6658)
cp $20
ret nc
ld a,5
call AICheckIfHPBelowFraction
ret nc
jp AIUseFullRestore
LoreleiAI: ; 3a664 (e:6664)
cp $80
ret nc
ld a,5
call AICheckIfHPBelowFraction
ret nc
jp AIUseSuperPotion
BrunoAI: ; 3a670 (e:6670)
cp $40
ret nc
jp AIUseXDefend
AgathaAI: ; 3a676 (e:6676)
cp $14
jp c,AISwitchIfEnoughMons
cp $80
ret nc
ld a,4
call AICheckIfHPBelowFraction
ret nc
jp AIUseSuperPotion
LanceAI: ; 3a687 (e:6687)
cp $80
ret nc
ld a,5
call AICheckIfHPBelowFraction
ret nc
jp AIUseHyperPotion
GenericAI: ; 3a693 (e:6693)
and a ; clear carry
ret
; end of individual trainer AI routines
DecrementAICount: ; 3a695 (e:6695)
ld hl,wAICount
dec [hl]
scf
ret
Func_3a69b: ; 3a69b (e:669b)
ld a,(SFX_08_3e - SFX_Headers_08) / 3
jp PlaySoundWaitForCurrent
AIUseFullRestore: ; 3a6a0 (e:66a0)
call AICureStatus
ld a,FULL_RESTORE
ld [wcf05],a
ld de,wHPBarOldHP
ld hl,wEnemyMonHP + 1
ld a,[hld]
ld [de],a
inc de
ld a,[hl]
ld [de],a
inc de
ld hl,wEnemyMonMaxHP + 1
ld a,[hld]
ld [de],a
inc de
ld [wHPBarMaxHP],a
ld [wEnemyMonHP + 1],a
ld a,[hl]
ld [de],a
ld [wHPBarMaxHP+1],a
ld [wEnemyMonHP],a
jr AIPrintItemUseAndUpdateHPBar
AIUsePotion: ; 3a6ca (e:66ca)
; enemy trainer heals his monster with a potion
ld a,POTION
ld b,20
jr AIRecoverHP
AIUseSuperPotion: ; 3a6d0 (e:66d0)
; enemy trainer heals his monster with a super potion
ld a,SUPER_POTION
ld b,50
jr AIRecoverHP
AIUseHyperPotion: ; 3a6d6 (e:66d6)
; enemy trainer heals his monster with a hyper potion
ld a,HYPER_POTION
ld b,200
; fallthrough
AIRecoverHP: ; 3a6da (e:66da)
; heal b HP and print "trainer used $(a) on pokemon!"
ld [wcf05],a
ld hl,wEnemyMonHP + 1
ld a,[hl]
ld [wHPBarOldHP],a
add b
ld [hld],a
ld [wHPBarNewHP],a
ld a,[hl]
ld [wHPBarOldHP+1],a
ld [wHPBarNewHP+1],a
jr nc,.next
inc a
ld [hl],a
ld [wHPBarNewHP+1],a
.next
inc hl
ld a,[hld]
ld b,a
ld de,wEnemyMonMaxHP + 1
ld a,[de]
dec de
ld [wHPBarMaxHP],a
sub b
ld a,[hli]
ld b,a
ld a,[de]
ld [wHPBarMaxHP+1],a
sbc b
jr nc,AIPrintItemUseAndUpdateHPBar
inc de
ld a,[de]
dec de
ld [hld],a
ld [wHPBarNewHP],a
ld a,[de]
ld [hl],a
ld [wHPBarNewHP+1],a
; fallthrough
AIPrintItemUseAndUpdateHPBar: ; 3a718 (e:6718)
call AIPrintItemUse_
hlCoord 2, 2
xor a
ld [wHPBarType],a
predef UpdateHPBar2
jp DecrementAICount
AISwitchIfEnoughMons: ; 3a72a (e:672a)
; enemy trainer switches if there are 3 or more unfainted mons in party
ld a,[wEnemyPartyCount]
ld c,a
ld hl,wEnemyMon1HP
ld d,0 ; keep count of unfainted monsters
; count how many monsters haven't fainted yet
.loop
ld a,[hli]
ld b,a
ld a,[hld]
or b
jr z,.Fainted ; has monster fainted?
inc d
.Fainted
push bc
ld bc,$2C
add hl,bc
pop bc
dec c
jr nz,.loop
ld a,d ; how many available monsters are there?
cp 2 ; don't bother if only 1 or 2
jp nc,SwitchEnemyMon
and a
ret
SwitchEnemyMon: ; 3a74b (e:674b)
; prepare to withdraw the active monster: copy hp, number, and status to roster
ld a,[wEnemyMonPartyPos]
ld hl,wEnemyMon1HP
ld bc,wEnemyMon2 - wEnemyMon1
call AddNTimes
ld d,h
ld e,l
ld hl,wEnemyMonHP
ld bc,4
call CopyData
ld hl, AIBattleWithdrawText
call PrintText
ld a,1
ld [wd11d],a
callab EnemySendOut
xor a
ld [wd11d],a
ld a,[wLinkState]
cp LINK_STATE_BATTLING
ret z
scf
ret
AIBattleWithdrawText: ; 3a781 (e:6781)
TX_FAR _AIBattleWithdrawText
db "@"
AIUseFullHeal: ; 3a786 (e:6786)
call Func_3a69b
call AICureStatus
ld a,FULL_HEAL
jp AIPrintItemUse
AICureStatus: ; 3a791 (e:6791)
; cures the status of enemy's active pokemon
ld a,[wEnemyMonPartyPos]
ld hl,wEnemyMon1Status
ld bc,wEnemyMon2 - wEnemyMon1
call AddNTimes
xor a
ld [hl],a ; clear status in enemy team roster
ld [wEnemyMonStatus],a ; clear status of active enemy
ld hl,W_ENEMYBATTSTATUS3
res 0,[hl]
ret
AIUseXAccuracy: ; 0x3a7a8 unused
call Func_3a69b
ld hl,W_ENEMYBATTSTATUS2
set 0,[hl]
ld a,X_ACCURACY
jp AIPrintItemUse
AIUseGuardSpec: ; 3a7b5 (e:67b5)
call Func_3a69b
ld hl,W_ENEMYBATTSTATUS2
set 1,[hl]
ld a,GUARD_SPEC_
jp AIPrintItemUse
AIUseDireHit: ; 0x3a7c2 unused
call Func_3a69b
ld hl,W_ENEMYBATTSTATUS2
set 2,[hl]
ld a,DIRE_HIT
jp AIPrintItemUse
AICheckIfHPBelowFraction: ; 3a7cf (e:67cf)
; return carry if enemy trainer's current HP is below 1 / a of the maximum
ld [H_DIVISOR],a
ld hl,wEnemyMonMaxHP
ld a,[hli]
ld [H_DIVIDEND],a
ld a,[hl]
ld [H_DIVIDEND + 1],a
ld b,2
call Divide
ld a,[H_QUOTIENT + 3]
ld c,a
ld a,[H_QUOTIENT + 2]
ld b,a
ld hl,wEnemyMonHP + 1
ld a,[hld]
ld e,a
ld a,[hl]
ld d,a
ld a,d
sub b
ret nz
ld a,e
sub c
ret
AIUseXAttack: ; 3a7f2 (e:67f2)
ld b,$A
ld a,X_ATTACK
jr AIIncreaseStat
AIUseXDefend: ; 3a7f8 (e:67f8)
ld b,$B
ld a,X_DEFEND
jr AIIncreaseStat
AIUseXSpeed: ; 3a7fe (e:67fe)
ld b,$C
ld a,X_SPEED
jr AIIncreaseStat
AIUseXSpecial: ; 3a804 (e:6804)
ld b,$D
ld a,X_SPECIAL
; fallthrough
AIIncreaseStat: ; 3a808 (e:6808)
ld [wcf05],a
push bc
call AIPrintItemUse_
pop bc
ld hl,W_ENEMYMOVEEFFECT
ld a,[hld]
push af
ld a,[hl]
push af
push hl
ld a,$AF
ld [hli],a
ld [hl],b
callab StatModifierUpEffect
pop hl
pop af
ld [hli],a
pop af
ld [hl],a
jp DecrementAICount
AIPrintItemUse: ; 3a82c (e:682c)
ld [wcf05],a
call AIPrintItemUse_
jp DecrementAICount
AIPrintItemUse_: ; 3a835 (e:6835)
; print "x used [wcf05] on z!"
ld a,[wcf05]
ld [wd11e],a
call GetItemName
ld hl, AIBattleUseItemText
jp PrintText
AIBattleUseItemText: ; 3a844 (e:6844)
TX_FAR _AIBattleUseItemText
db "@"
DrawAllPokeballs: ; 3a849 (e:6849)
call LoadPartyPokeballGfx
call SetupOwnPartyPokeballs
ld a, [W_ISINBATTLE] ; W_ISINBATTLE
dec a
ret z ; return if wild pokémon
jp SetupEnemyPartyPokeballs
DrawEnemyPokeballs: ; 0x3a857
call LoadPartyPokeballGfx
jp SetupEnemyPartyPokeballs
LoadPartyPokeballGfx: ; 3a85d (e:685d)
ld de, PokeballTileGraphics ; $697e
ld hl, vSprites + $310
ld bc, (BANK(PokeballTileGraphics) << 8) + $04
jp CopyVideoData
SetupOwnPartyPokeballs: ; 3a869 (e:6869)
call PlacePlayerHUDTiles
ld hl, wPartyMon1
ld de, wPartyCount ; wPartyCount
call SetupPokeballs
ld a, $60
ld hl, W_BASECOORDX ; wd081
ld [hli], a
ld [hl], a
ld a, $8
ld [wTrainerEngageDistance], a
ld hl, wOAMBuffer
jp WritePokeballOAMData
SetupEnemyPartyPokeballs: ; 3a887 (e:6887)
call PlaceEnemyHUDTiles
ld hl, wEnemyMons
ld de, wEnemyPartyCount ; wEnemyPartyCount
call SetupPokeballs
ld hl, W_BASECOORDX ; wd081
ld a, $48
ld [hli], a
ld [hl], $20
ld a, $f8
ld [wTrainerEngageDistance], a
ld hl, wOAMBuffer + PARTY_LENGTH * 4
jp WritePokeballOAMData
SetupPokeballs: ; 0x3a8a6
ld a, [de]
push af
ld de, wBuffer
ld c, PARTY_LENGTH
ld a, $34 ; empty pokeball
.emptyloop
ld [de], a
inc de
dec c
jr nz, .emptyloop
pop af
ld de, wBuffer
.monloop
push af
call PickPokeball
inc de
pop af
dec a
jr nz, .monloop
ret
PickPokeball: ; 3a8c2 (e:68c2)
inc hl
ld a, [hli]
and a
jr nz, .alive
ld a, [hl]
and a
ld b, $33 ; crossed ball (fainted)
jr z, .done_fainted
.alive
inc hl
inc hl
ld a, [hl] ; status
and a
ld b, $32 ; black ball (status)
jr nz, .done
dec b ; regular ball
jr .done
.done_fainted
inc hl
inc hl
.done
ld a, b
ld [de], a
ld bc, $0028 ; rest of mon struct
add hl, bc
ret
WritePokeballOAMData: ; 3a8e1 (e:68e1)
ld de, wBuffer
ld c, PARTY_LENGTH
.loop
ld a, [W_BASECOORDY] ; wd082
ld [hli], a
ld a, [W_BASECOORDX] ; wd081
ld [hli], a
ld a, [de]
ld [hli], a
xor a
ld [hli], a
ld a, [W_BASECOORDX] ; wd081
ld b, a
ld a, [wTrainerEngageDistance]
add b
ld [W_BASECOORDX], a ; wd081
inc de
dec c
jr nz, .loop
ret
PlacePlayerHUDTiles: ; 3a902 (e:6902)
ld hl, PlayerBattleHUDGraphicsTiles ; $6916
ld de, wTrainerFacingDirection
ld bc, $3
call CopyData
hlCoord 18, 10
ld de, rIE ; $ffff
jr PlaceHUDTiles
PlayerBattleHUDGraphicsTiles: ; 3a916 (e:6916)
; The tile numbers for specific parts of the battle display for the player's pokemon
db $73 ; unused ($73 is hardcoded into the routine that uses these bytes)
db $77 ; lower-right corner tile of the HUD
db $6F ; lower-left triangle tile of the HUD
PlaceEnemyHUDTiles: ; 3a919 (e:6919)
ld hl, EnemyBattleHUDGraphicsTiles ; $692d
ld de, wTrainerFacingDirection
ld bc, $3
call CopyData
hlCoord 1, 2
ld de, $1
jr PlaceHUDTiles
EnemyBattleHUDGraphicsTiles: ; 3a92d (e:692d)
; The tile numbers for specific parts of the battle display for the enemy
db $73 ; unused ($73 is hardcoded in the routine that uses these bytes)
db $74 ; lower-left corner tile of the HUD
db $78 ; lower-right triangle tile of the HUD
PlaceHUDTiles: ; 3a930 (e:6930)
ld [hl], $73
ld bc, $14
add hl, bc
ld a, [wTrainerScreenY]
ld [hl], a
ld a, $8
.asm_3a93c
add hl, de
ld [hl], $76
dec a
jr nz, .asm_3a93c
add hl, de
ld a, [wTrainerScreenX]
ld [hl], a
ret
SetupPlayerAndEnemyPokeballs: ; 3a948 (e:6948)
call LoadPartyPokeballGfx
ld hl, wPartyMon1Species ; wPartyMon1Species (aliases: wPartyMon1)
ld de, wPartyCount ; wPartyCount
call SetupPokeballs
ld hl, W_BASECOORDX ; wd081
ld a, $50
ld [hli], a
ld [hl], $40
ld a, $8
ld [wTrainerEngageDistance], a
ld hl, wOAMBuffer
call WritePokeballOAMData
ld hl, wEnemyMons ; wEnemyMon1Species
ld de, wEnemyPartyCount ; wEnemyPartyCount
call SetupPokeballs
ld hl, W_BASECOORDX ; wd081
ld a, $50
ld [hli], a
ld [hl], $68
ld hl, wOAMBuffer + $18
jp WritePokeballOAMData
; four tiles: pokeball, black pokeball (status ailment), crossed out pokeball (faited) and pokeball slot (no mon)
PokeballTileGraphics:: ; 3a97e (e:697e)
INCBIN "gfx/pokeball.2bpp"