pokered/engine/battle/read_trainer_party.asm
2016-06-11 17:24:04 -07:00

166 lines
3.5 KiB
NASM
Executable file

ReadTrainer:
; 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,[wCurOpponent]
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,[wTrainerNo]
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 [wLoneAttackNo] != 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 [wCurEnemyLVL],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,ENEMY_PARTY_DATA
ld [wMonDataLocation],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 [wLoneAttackNo] != 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 [wCurEnemyLVL],a
ld a,[hli]
ld [wcf91],a
ld a,ENEMY_PARTY_DATA
ld [wMonDataLocation],a
push hl
call AddPartyMon
pop hl
jr .SpecialTrainer
.AddLoneMove
; does the trainer have a single monster with a different move
ld a,[wLoneAttackNo] ; 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,[wCurOpponent]
sub 200
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,[wRivalStarter]
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
; clear wAmountMoneyWon addresses
xor a
ld de,wAmountMoneyWon
ld [de],a
inc de
ld [de],a
inc de
ld [de],a
ld a,[wCurEnemyLVL]
ld b,a
.LastLoop
; update wAmountMoneyWon addresses (money to win) based on enemy's level
ld hl,wTrainerBaseMoney + 1
ld c,2 ; wAmountMoneyWon is a 3-byte number
push bc
predef AddBCDPredef
pop bc
inc de
inc de
dec b
jr nz,.LastLoop ; repeat wCurEnemyLVL times
ret