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-rw-r--r--engine/battle/core_.asm1064
1 files changed, 1047 insertions, 17 deletions
diff --git a/engine/battle/core_.asm b/engine/battle/core_.asm
index 45f231df..580d4c2e 100644
--- a/engine/battle/core_.asm
+++ b/engine/battle/core_.asm
@@ -567,25 +567,1039 @@ MainInBattleLoop: ; 3c249 (f:4249)
jp MainInBattleLoop
HandlePoisonBurnLeechSeed: ; 3c3d3 (f:43d3)
- dr $3c3d3,$3c525
+ ld hl, wBattleMonHP
+ ld de, wBattleMonStatus
+ ld a, [H_WHOSETURN]
+ and a
+ jr z, .playersTurn
+ ld hl, wEnemyMonHP
+ ld de, wEnemyMonStatus
+.playersTurn
+ ld a, [de]
+ and (1 << BRN) | (1 << PSN)
+ jr z, .notBurnedOrPoisoned
+ push hl
+ ld hl, HurtByPoisonText
+ ld a, [de]
+ and 1 << BRN
+ jr z, .poisoned
+ ld hl, HurtByBurnText
+.poisoned
+ call PrintText
+ xor a
+ ld [wAnimationType], a
+ ld a,BURN_PSN_ANIM
+ call PlayMoveAnimation ; play burn/poison animation
+ pop hl
+ call HandlePoisonBurnLeechSeed_DecreaseOwnHP
+.notBurnedOrPoisoned
+ ld de, wPlayerBattleStatus2
+ ld a, [H_WHOSETURN]
+ and a
+ jr z, .playersTurn2
+ ld de, wEnemyBattleStatus2
+.playersTurn2
+ ld a, [de]
+ add a
+ jr nc, .notLeechSeeded
+ push hl
+ ld a, [H_WHOSETURN]
+ push af
+ xor $1
+ ld [H_WHOSETURN], a
+ xor a
+ ld [wAnimationType], a
+ ld a,ABSORB
+ call PlayMoveAnimation ; play leech seed animation (from opposing mon)
+ pop af
+ ld [H_WHOSETURN], a
+ pop hl
+ call HandlePoisonBurnLeechSeed_DecreaseOwnHP
+ call HandlePoisonBurnLeechSeed_IncreaseEnemyHP
+ push hl
+ ld hl, HurtByLeechSeedText
+ call PrintText
+ pop hl
+.notLeechSeeded
+ ld a, [hli]
+ or [hl]
+ ret nz ; test if fainted
+ call DrawHUDsAndHPBars
+ ld c, 20
+ call DelayFrames
+ xor a
+ ret
+
+HurtByPoisonText: ; 3c444 (f:4444)
+ TX_FAR _HurtByPoisonText
+ db "@"
+
+HurtByBurnText: ; 3c449 (f:4449)
+ TX_FAR _HurtByBurnText
+ db "@"
+
+HurtByLeechSeedText: ; 3c44e (f:444e)
+ TX_FAR _HurtByLeechSeedText
+ db "@"
+
+; decreases the mon's current HP by 1/16 of the Max HP (multiplied by number of toxic ticks if active)
+; note that the toxic ticks are considered even if the damage is not poison (hence the Leech Seed glitch)
+; hl: HP pointer
+; bc (out): total damage
+HandlePoisonBurnLeechSeed_DecreaseOwnHP: ; 3c43d (f:443d)
+ push hl
+ push hl
+ ld bc, $e ; skip to max HP
+ add hl, bc
+ ld a, [hli] ; load max HP
+ ld [wHPBarMaxHP+1], a
+ ld b, a
+ ld a, [hl]
+ ld [wHPBarMaxHP], a
+ ld c, a
+ srl b
+ rr c
+ srl b
+ rr c
+ srl c
+ srl c ; c = max HP/16 (assumption: HP < 1024)
+ ld a, c
+ and a
+ jr nz, .nonZeroDamage
+ inc c ; damage is at least 1
+.nonZeroDamage
+ ld hl, wPlayerBattleStatus3
+ ld de, wPlayerToxicCounter
+ ld a, [H_WHOSETURN]
+ and a
+ jr z, .playersTurn
+ ld hl, wEnemyBattleStatus3
+ ld de, wEnemyToxicCounter
+.playersTurn
+ bit BadlyPoisoned, [hl]
+ jr z, .noToxic
+ ld a, [de] ; increment toxic counter
+ inc a
+ ld [de], a
+ ld hl, $0000
+.toxicTicksLoop
+ add hl, bc
+ dec a
+ jr nz, .toxicTicksLoop
+ ld b, h ; bc = damage * toxic counter
+ ld c, l
+.noToxic
+ pop hl
+ inc hl
+ ld a, [hl] ; subtract total damage from current HP
+ ld [wHPBarOldHP], a
+ sub c
+ ld [hld], a
+ ld [wHPBarNewHP], a
+ ld a, [hl]
+ ld [wHPBarOldHP+1], a
+ sbc b
+ ld [hl], a
+ ld [wHPBarNewHP+1], a
+ jr nc, .noOverkill
+ xor a ; overkill: zero HP
+ ld [hli], a
+ ld [hl], a
+ ld [wHPBarNewHP], a
+ ld [wHPBarNewHP+1], a
+.noOverkill
+ call UpdateCurMonHPBar
+ pop hl
+ ret
+
+; adds bc to enemy HP
+; bc isn't updated if HP substracted was capped to prevent overkill
+HandlePoisonBurnLeechSeed_IncreaseEnemyHP: ; 3c4b9 (f:44b9)
+ push hl
+ ld hl, wEnemyMonMaxHP
+ ld a, [H_WHOSETURN]
+ and a
+ jr z, .playersTurn
+ ld hl, wBattleMonMaxHP
+.playersTurn
+ ld a, [hli]
+ ld [wHPBarMaxHP+1], a
+ ld a, [hl]
+ ld [wHPBarMaxHP], a
+ ld de, wBattleMonHP - wBattleMonMaxHP
+ add hl, de ; skip back from max hp to current hp
+ ld a, [hl]
+ ld [wHPBarOldHP], a ; add bc to current HP
+ add c
+ ld [hld], a
+ ld [wHPBarNewHP], a
+ ld a, [hl]
+ ld [wHPBarOldHP+1], a
+ adc b
+ ld [hli], a
+ ld [wHPBarNewHP+1], a
+ ld a, [wHPBarMaxHP]
+ ld c, a
+ ld a, [hld]
+ sub c
+ ld a, [wHPBarMaxHP+1]
+ ld b, a
+ ld a, [hl]
+ sbc b
+ jr c, .noOverfullHeal
+ ld a, b ; overfull heal, set HP to max HP
+ ld [hli], a
+ ld [wHPBarNewHP+1], a
+ ld a, c
+ ld [hl], a
+ ld [wHPBarNewHP], a
+.noOverfullHeal
+ ld a, [H_WHOSETURN]
+ xor $1
+ ld [H_WHOSETURN], a
+ call UpdateCurMonHPBar
+ ld a, [H_WHOSETURN]
+ xor $1
+ ld [H_WHOSETURN], a
+ pop hl
+ ret
+
+UpdateCurMonHPBar: ; 3c50c (f:450c)
+ coord hl, 10, 9 ; tile pointer to player HP bar
+ ld a, [H_WHOSETURN]
+ and a
+ ld a, $1
+ jr z, .playersTurn
+ coord hl, 2, 2 ; tile pointer to enemy HP bar
+ xor a
+.playersTurn
+ push bc
+ ld [wHPBarType], a
+ predef UpdateHPBar2
+ pop bc
+ ret
+
CheckNumAttacksLeft: ; 3c525 (f:4525)
- dr $3c525,$3c53b
+ ld a, [wPlayerNumAttacksLeft]
+ and a
+ jr nz, .checkEnemy
+; player has 0 attacks left
+ ld hl, wPlayerBattleStatus1
+ res UsingTrappingMove, [hl] ; player not using multi-turn attack like wrap any more
+.checkEnemy
+ ld a, [wEnemyNumAttacksLeft]
+ and a
+ ret nz
+; enemy has 0 attacks left
+ ld hl, wEnemyBattleStatus1
+ res UsingTrappingMove, [hl] ; enemy not using multi-turn attack like wrap any more
+ ret
+
HandleEnemyMonFainted: ; 3c53b (f:453b)
- dr $3c53b,$3c71d
+ xor a
+ ld [wInHandlePlayerMonFainted], a
+ call FaintEnemyPokemon
+ call AnyPartyAlive
+ ld a, d
+ and a
+ jp z, HandlePlayerBlackOut ; if no party mons are alive, the player blacks out
+ ld hl, wBattleMonHP
+ ld a, [hli]
+ or [hl] ; is battle mon HP zero?
+ call nz, DrawPlayerHUDAndHPBar ; if battle mon HP is not zero, draw player HD and HP bar
+ ld a, [wIsInBattle]
+ dec a
+ ret z ; return if it's a wild battle
+ call AnyEnemyPokemonAliveCheck
+ jp z, TrainerBattleVictory
+ ld hl, wBattleMonHP
+ ld a, [hli]
+ or [hl] ; does battle mon have 0 HP?
+ jr nz, .skipReplacingBattleMon ; if not, skip replacing battle mon
+ call DoUseNextMonDialogue ; this call is useless in a trainer battle. it shouldn't be here
+ ret c
+ call ChooseNextMon
+.skipReplacingBattleMon
+ ld a, $1
+ ld [wActionResultOrTookBattleTurn], a
+ call ReplaceFaintedEnemyMon
+ jp z, EnemyRan
+ xor a
+ ld [wActionResultOrTookBattleTurn], a
+ jp MainInBattleLoop
+
+FaintEnemyPokemon: ; 3c57d (f:457d)
+ call ReadPlayerMonCurHPAndStatus
+ ld a, [wIsInBattle]
+ dec a
+ jr z, .wild
+ ld a, [wEnemyMonPartyPos]
+ ld hl, wEnemyMon1HP
+ ld bc, wEnemyMon2 - wEnemyMon1
+ call AddNTimes
+ xor a
+ ld [hli], a
+ ld [hl], a
+.wild
+ ld hl, wPlayerBattleStatus1
+ res AttackingMultipleTimes, [hl]
+; Bug. This only zeroes the high byte of the player's accumulated damage,
+; setting the accumulated damage to itself mod 256 instead of 0 as was probably
+; intended. That alone is problematic, but this mistake has another more severe
+; effect. This function's counterpart for when the player mon faints,
+; RemoveFaintedPlayerMon, zeroes both the high byte and the low byte. In a link
+; battle, the other player's Game Boy will call that function in response to
+; the enemy mon (the player mon from the other side's perspective) fainting,
+; and the states of the two Game Boys will go out of sync unless the damage
+; was congruent to 0 modulo 256.
+ xor a
+ ld [wPlayerBideAccumulatedDamage], a
+ ld hl, wEnemyStatsToDouble ; clear enemy statuses
+ ld [hli], a
+ ld [hli], a
+ ld [hli], a
+ ld [hli], a
+ ld [hl], a
+ ld [wEnemyDisabledMove], a
+ ld [wEnemyDisabledMoveNumber], a
+ ld [wEnemyMonMinimized], a
+ ld hl, wPlayerUsedMove
+ ld [hli], a
+ ld [hl], a
+ coord hl, 12, 5
+ coord de, 12, 6
+ call SlideDownFaintedMonPic
+ coord hl, 0, 0
+ lb bc, 4, 11
+ call ClearScreenArea
+ ld a, [wIsInBattle]
+ dec a
+ jr z, .wild_win
+ xor a
+ ld [wFrequencyModifier], a
+ ld [wTempoModifier], a
+ ld a, SFX_FAINT_FALL
+ call PlaySoundWaitForCurrent
+.sfxwait
+ ld a, [wChannelSoundIDs + CH4]
+ cp SFX_FAINT_FALL
+ jr z, .sfxwait
+ ld a, SFX_FAINT_THUD
+ call PlaySound
+ call WaitForSoundToFinish
+ jr .sfxplayed
+.wild_win
+ call EndLowHealthAlarm
+ ld a, MUSIC_DEFEATED_WILD_MON
+ call PlayBattleVictoryMusic
+.sfxplayed
+; bug: win sfx is played for wild battles before checking for player mon HP
+; this can lead to odd scenarios where both player and enemy faint, as the win sfx plays yet the player never won the battle
+ ld hl, wBattleMonHP
+ ld a, [hli]
+ or [hl]
+ jr nz, .playermonnotfaint
+ ld a, [wInHandlePlayerMonFainted]
+ and a ; was this called by HandlePlayerMonFainted?
+ jr nz, .playermonnotfaint ; if so, don't call RemoveFaintedPlayerMon twice
+ call RemoveFaintedPlayerMon
+.playermonnotfaint
+ call AnyPartyAlive
+ ld a, d
+ and a
+ ret z
+ ld hl, EnemyMonFaintedText
+ call PrintText
+ call PrintEmptyString
+ call SaveScreenTilesToBuffer1
+ xor a
+ ld [wBattleResult], a
+ ld b, EXP_ALL
+ call IsItemInBag
+ push af
+ jr z, .giveExpToMonsThatFought ; if no exp all, then jump
+
+; the player has exp all
+; first, we halve the values that determine exp gain
+; the enemy mon base stats are added to stat exp, so they are halved
+; the base exp (which determines normal exp) is also halved
+ ld hl, wEnemyMonBaseStats
+ ld b, $7
+.halveExpDataLoop
+ srl [hl]
+ inc hl
+ dec b
+ jr nz, .halveExpDataLoop
+
+; give exp (divided evenly) to the mons that actually fought in battle against the enemy mon that has fainted
+; if exp all is in the bag, this will be only be half of the stat exp and normal exp, due to the above loop
+.giveExpToMonsThatFought
+ xor a
+ ld [wBoostExpByExpAll], a
+ callab GainExperience
+ pop af
+ ret z ; return if no exp all
+
+; the player has exp all
+; now, set the gain exp flag for every party member
+; half of the total stat exp and normal exp will divided evenly amongst every party member
+ ld a, $1
+ ld [wBoostExpByExpAll], a
+ ld a, [wPartyCount]
+ ld b, 0
+.gainExpFlagsLoop
+ scf
+ rl b
+ dec a
+ jr nz, .gainExpFlagsLoop
+ ld a, b
+ ld [wPartyGainExpFlags], a
+ jpab GainExperience
+
+EnemyMonFaintedText: ; 3c654 (f:4654)
+ TX_FAR _EnemyMonFaintedText
+ db "@"
+
+EndLowHealthAlarm: ; 3c659 (f:4659)
+; This function is called when the player has the won the battle. It turns off
+; the low health alarm and prevents it from reactivating until the next battle.
+ xor a
+ ld [wLowHealthAlarm], a ; turn off low health alarm
+ ld [wChannelSoundIDs + CH4], a
+ inc a
+ ld [wLowHealthAlarmDisabled], a ; prevent it from reactivating
+ ret
+
+AnyEnemyPokemonAliveCheck: ; 3c665 (f:4665)
+ ld a, [wEnemyPartyCount]
+ ld b, a
+ xor a
+ ld hl, wEnemyMon1HP
+ ld de, wEnemyMon2 - wEnemyMon1
+.nextPokemon
+ or [hl]
+ inc hl
+ or [hl]
+ dec hl
+ add hl, de
+ dec b
+ jr nz, .nextPokemon
+ and a
+ ret
+
+; stores whether enemy ran in Z flag
+ReplaceFaintedEnemyMon: ; 3c67a (f:467a)
+ ld hl, wEnemyHPBarColor
+ ld e, $30
+ call GetBattleHealthBarColor
+ setpal SHADE_BLACK, SHADE_DARK, SHADE_LIGHT, SHADE_WHITE
+ ld [rOBP0], a
+ ld [rOBP1], a
+ call UpdateGBCPal_OBP0
+ call UpdateGBCPal_OBP1
+ callab DrawEnemyPokeballs
+ ld a, [wLinkState]
+ cp LINK_STATE_BATTLING
+ jr nz, .notLinkBattle
+; link battle
+ call LinkBattleExchangeData
+ ld a, [wSerialExchangeNybbleReceiveData]
+ cp $f
+ ret z
+ call LoadScreenTilesFromBuffer1
+.notLinkBattle
+ call EnemySendOut
+ xor a
+ ld [wEnemyMoveNum], a
+ ld [wActionResultOrTookBattleTurn], a
+ ld [wAILayer2Encouragement], a
+ inc a ; reset Z flag
+ ret
+
+TrainerBattleVictory: ; 3c6b8 (f:46b8)
+ call EndLowHealthAlarm
+ ld b, MUSIC_DEFEATED_GYM_LEADER
+ ld a, [wGymLeaderNo]
+ and a
+ jr nz, .gymleader
+ ld b, MUSIC_DEFEATED_TRAINER
+.gymleader
+ ld a, [wTrainerClass]
+ cp SONY3 ; final battle against rival
+ jr nz, .notrival
+ ld b, MUSIC_DEFEATED_GYM_LEADER
+ ld hl, wFlags_D733
+ set 1, [hl]
+.notrival
+ ld a, [wLinkState]
+ cp LINK_STATE_BATTLING
+ ld a, b
+ call nz, PlayBattleVictoryMusic
+ ld hl, TrainerDefeatedText
+ call PrintText
+ ld a, [wLinkState]
+ cp LINK_STATE_BATTLING
+ ret z
+ call ScrollTrainerPicAfterBattle
+ ld c, 40
+ call DelayFrames
+ call PrintEndBattleText
+; win money
+ ld hl, MoneyForWinningText
+ call PrintText
+ ld de, wPlayerMoney + 2
+ ld hl, wAmountMoneyWon + 2
+ ld c, $3
+ predef_jump AddBCDPredef
+
+MoneyForWinningText: ; 3c706 (f:4706)
+ TX_FAR _MoneyForWinningText
+ db "@"
+
+TrainerDefeatedText: ; 3c70b (f:470b)
+ TX_FAR _TrainerDefeatedText
+ db "@"
+
+PlayBattleVictoryMusic: ; 3c710 (f:4710)
+ push af
+ call StopAllMusic
+ ld c, BANK(Music_DefeatedTrainer)
+ pop af
+ call PlayMusic
+ jp Delay3
+
HandlePlayerMonFainted: ; 3c71d (f:471d)
- dr $3c71d,$3c89c
+ ld a, 1
+ ld [wInHandlePlayerMonFainted], a
+ call RemoveFaintedPlayerMon
+ call AnyPartyAlive ; test if any more mons are alive
+ ld a, d
+ and a
+ jp z, HandlePlayerBlackOut
+ ld hl, wEnemyMonHP
+ ld a, [hli]
+ or [hl] ; is enemy mon's HP 0?
+ jr nz, .doUseNextMonDialogue ; if not, jump
+; the enemy mon has 0 HP
+ call FaintEnemyPokemon
+ ld a, [wIsInBattle]
+ dec a
+ ret z ; if wild encounter, battle is over
+ call AnyEnemyPokemonAliveCheck
+ jp z, TrainerBattleVictory
+.doUseNextMonDialogue
+ call DoUseNextMonDialogue
+ ret c ; return if the player ran from battle
+ call ChooseNextMon
+ jp nz, MainInBattleLoop ; if the enemy mon has more than 0 HP, go back to battle loop
+; the enemy mon has 0 HP
+ ld a, $1
+ ld [wActionResultOrTookBattleTurn], a
+ call ReplaceFaintedEnemyMon
+ jp z, EnemyRan ; if enemy ran from battle rather than sending out another mon, jump
+ xor a
+ ld [wActionResultOrTookBattleTurn], a
+ jp MainInBattleLoop
+
+; resets flags, slides mon's pic down, plays cry, and prints fainted message
+RemoveFaintedPlayerMon: ; 3c75e (f:475e)
+ ld a, [wPlayerMonNumber]
+ ld c, a
+ ld hl, wPartyGainExpFlags
+ ld b, FLAG_RESET
+ predef FlagActionPredef ; clear gain exp flag for fainted mon
+ ld hl, wEnemyBattleStatus1
+ res 2, [hl] ; reset "attacking multiple times" flag
+ ld a, [wLowHealthAlarm]
+ bit 7, a ; skip sound flag (red bar (?))
+ jr z, .skipWaitForSound
+ ld a, $ff
+ ld [wLowHealthAlarm], a ;disable low health alarm
+ call WaitForSoundToFinish
+ xor a
+.skipWaitForSound
+; a is 0, so this zeroes the enemy's accumulated damage.
+ ld hl, wEnemyBideAccumulatedDamage
+ ld [hli], a
+ ld [hl], a
+ ld [wBattleMonStatus], a
+ call ReadPlayerMonCurHPAndStatus
+ coord hl, 9, 7
+ lb bc, 5, 11
+ call ClearScreenArea
+ coord hl, 1, 10
+ coord de, 1, 11
+ call SlideDownFaintedMonPic
+ ld a, $1
+ ld [wBattleResult], a
+
+; When the player mon and enemy mon faint at the same time and the fact that the
+; enemy mon has fainted is detected first (e.g. when the player mon knocks out
+; the enemy mon using a move with recoil and faints due to the recoil), don't
+; play the player mon's cry or show the "[player mon] fainted!" message.
+ ld a, [wInHandlePlayerMonFainted]
+ and a ; was this called by HandleEnemyMonFainted?
+ ret z ; if so, return
+
+ ld a, [wPlayerMonNumber]
+ ld [wWhichPokemon], a
+ callab IsThisPartymonStarterPikachu_Party
+ jr nc, .notPlayerPikachu
+ ld e, $3
+ callab PlayPikachuSoundClip
+ jr .printText
+.notPlayerPikachu
+ ld a, [wBattleMonSpecies]
+ call PlayCry
+.printText
+ ld hl, PlayerMonFaintedText
+ call PrintText
+ ld a, [wPlayerMonNumber]
+ ld [wWhichPokemon], a
+ ld a, [wBattleMonLevel]
+ ld b, a
+ ld a, [wEnemyMonLevel]
+ sub b ; enemylevel - playerlevel
+ ; are we stronger than the opposing pokemon?
+ jr c, .regularFaint ; if so, deduct happiness regularly
+
+ cp 30 ; is the enemy 30 levels greater than us?
+ jr nc, .carelessTrainer ; if so, punish the player for being careless, as they shouldn't be fighting a very high leveled trainer with such a level difference
+.regularFaint
+ callabd_ModifyPikachuHappiness PIKAHAPPY_FAINTED
+ ret
+.carelessTrainer
+ callabd_ModifyPikachuHappiness PIKAHAPPY_CARELESSTRAINER
+ ret
+
+PlayerMonFaintedText: ; 3c7fa (f:47fa)
+ TX_FAR _PlayerMonFaintedText
+ db "@"
+
+; asks if you want to use next mon
+; stores whether you ran in C flag
+DoUseNextMonDialogue: ; 3c7ff (f:47ff)
+ call PrintEmptyString
+ call SaveScreenTilesToBuffer1
+ ld a, [wIsInBattle]
+ and a
+ dec a
+ ret nz ; return if it's a trainer battle
+ ld hl, UseNextMonText
+ call PrintText
+.displayYesNoBox
+ coord hl, 13, 9
+ lb bc, 10, 14
+ ld a, TWO_OPTION_MENU
+ ld [wTextBoxID], a
+ call DisplayTextBoxID
+ ld a, [wMenuExitMethod]
+ cp CHOSE_SECOND_ITEM ; did the player choose NO?
+ jr z, .tryRunning ; if the player chose NO, try running
+ and a ; reset carry
+ ret
+.tryRunning
+ ld a, [wCurrentMenuItem]
+ and a
+ jr z, .displayYesNoBox ; xxx when does this happen?
+ ld hl, wPartyMon1Speed
+ ld de, wEnemyMonSpeed
+ jp TryRunningFromBattle
+
+UseNextMonText: ; 3c837 (f:4837)
+ TX_FAR _UseNextMonText
+ db "@"
+
+; choose next player mon to send out
+; stores whether enemy mon has no HP left in Z flag
+ChooseNextMon: ; 3c83c (f:483c)
+ ld a, BATTLE_PARTY_MENU
+ ld [wPartyMenuTypeOrMessageID], a
+ call DisplayPartyMenu
+.checkIfMonChosen
+ jr nc, .monChosen
+.goBackToPartyMenu
+ call GoBackToPartyMenu
+ jr .checkIfMonChosen
+.monChosen
+ call HasMonFainted
+ jr z, .goBackToPartyMenu ; if mon fainted, you have to choose another
+ ld a, [wLinkState]
+ cp LINK_STATE_BATTLING
+ jr nz, .notLinkBattle
+ ld a, $1
+ ld [wActionResultOrTookBattleTurn], a
+ call LinkBattleExchangeData
+.notLinkBattle
+ xor a
+ ld [wActionResultOrTookBattleTurn], a
+ call ClearSprites
+ ld a, [wWhichPokemon]
+ ld [wPlayerMonNumber], a
+ ld c, a
+ ld hl, wPartyGainExpFlags
+ ld b, FLAG_SET
+ push bc
+ predef FlagActionPredef
+ pop bc
+ ld hl, wPartyFoughtCurrentEnemyFlags
+ predef FlagActionPredef
+ call LoadBattleMonFromParty
+ call GBPalWhiteOut
+ call LoadHudTilePatterns
+ call LoadScreenTilesFromBuffer1
+ call RunDefaultPaletteCommand
+ call GBPalNormal
+ call SendOutMon
+ ld hl, wEnemyMonHP
+ ld a, [hli]
+ or [hl]
+ ret
+
+; called when player is out of usable mons.
+; prints approriate lose message, sets carry flag if player blacked out (special case for initial rival fight)
HandlePlayerBlackOut: ; 3c89c (f:489c)
- dr $3c89c,$3c944
+ ld a, [wLinkState]
+ cp LINK_STATE_BATTLING
+ jr z, .notSony1Battle
+ ld a, [wCurOpponent]
+ cp OPP_SONY1
+ jr nz, .notSony1Battle
+ coord hl, 0, 0 ; sony 1 battle
+ lb bc, 8, 21
+ call ClearScreenArea
+ call ScrollTrainerPicAfterBattle
+ ld c, 40
+ call DelayFrames
+ ld hl, Sony1WinText
+ call PrintText
+ ld a, [wCurMap]
+ cp OAKS_LAB
+ ret z ; starter battle in oak's lab: don't black out
+.notSony1Battle
+ ld b, SET_PAL_BATTLE_BLACK
+ call RunPaletteCommand
+ ld hl, PlayerBlackedOutText2
+ ld a, [wLinkState]
+ cp LINK_STATE_BATTLING
+ jr nz, .noLinkBattle
+ ld hl, LinkBattleLostText
+.noLinkBattle
+ call PrintText
+ ld a, [wd732]
+ res 5, a
+ ld [wd732], a
+ call ClearScreen
+ scf
+ ret
+
+Sony1WinText: ; 3c8e9 (f:48e9)
+ TX_FAR _Sony1WinText
+ db "@"
+
+PlayerBlackedOutText2: ; 3c8ee (f:48ee)
+ TX_FAR _PlayerBlackedOutText2
+ db "@"
+
+LinkBattleLostText: ; 3c8f3 (f:48f3)
+ TX_FAR _LinkBattleLostText
+ db "@"
+
+; slides pic of fainted mon downwards until it disappears
+; bug: when this is called, [H_AUTOBGTRANSFERENABLED] is non-zero, so there is screen tearing
+SlideDownFaintedMonPic: ; 3c8f8 (f:48f8)
+ ld a, [wd730]
+ push af
+ set 6, a
+ ld [wd730], a
+ ld b, 7 ; number of times to slide
+.slideStepLoop ; each iteration, the mon is slid down one row
+ push bc
+ push de
+ push hl
+ ld b, 6 ; number of rows
+.rowLoop
+ push bc
+ push hl
+ push de
+ ld bc, $7
+ call CopyData
+ pop de
+ pop hl
+ ld bc, -SCREEN_WIDTH
+ add hl, bc
+ push hl
+ ld h, d
+ ld l, e
+ add hl, bc
+ ld d, h
+ ld e, l
+ pop hl
+ pop bc
+ dec b
+ jr nz, .rowLoop
+ ld bc, SCREEN_WIDTH
+ add hl, bc
+ ld de, SevenSpacesText
+ call PlaceString
+ ld c, 2
+ call DelayFrames
+ pop hl
+ pop de
+ pop bc
+ dec b
+ jr nz, .slideStepLoop
+ pop af
+ ld [wd730], a
+ ret
+
+SevenSpacesText: ; 3c93c (f:493c)
+ db " @"
+
+; slides the player or enemy trainer off screen
+; a is the number of tiles to slide it horizontally (always 9 for the player trainer or 8 for the enemy trainer)
+; if a is 8, the slide is to the right, else it is to the left
+; bug: when this is called, [H_AUTOBGTRANSFERENABLED] is non-zero, so there is screen tearing
SlideTrainerPicOffScreen: ; 3c944 (f:4944)
- dr $3c944,$3c973
+ ld [hSlideAmount], a
+ ld c, a
+.slideStepLoop ; each iteration, the trainer pic is slid one tile left/right
+ push bc
+ push hl
+ ld b, 7 ; number of rows
+.rowLoop
+ push hl
+ ld a, [hSlideAmount]
+ ld c, a
+.columnLoop
+ ld a, [hSlideAmount]
+ cp 8
+ jr z, .slideRight
+.slideLeft ; slide player sprite off screen
+ ld a, [hld]
+ ld [hli], a
+ inc hl
+ jr .nextColumn
+.slideRight ; slide enemy trainer sprite off screen
+ ld a, [hli]
+ ld [hld], a
+ dec hl
+.nextColumn
+ dec c
+ jr nz, .columnLoop
+ pop hl
+ ld de, 20
+ add hl, de
+ dec b
+ jr nz, .rowLoop
+ ld c, 2
+ call DelayFrames
+ pop hl
+ pop bc
+ dec c
+ jr nz, .slideStepLoop
+ ret
+
+; send out a trainer's mon
EnemySendOut: ; 3c973 (f:4973)
- dr $3c973,$3c98f
+ ld hl,wPartyGainExpFlags
+ xor a
+ ld [hl],a
+ ld a,[wPlayerMonNumber]
+ ld c,a
+ ld b,FLAG_SET
+ push bc
+ predef FlagActionPredef
+ ld hl,wPartyFoughtCurrentEnemyFlags
+ xor a
+ ld [hl],a
+ pop bc
+ predef FlagActionPredef
+
+; don't change wPartyGainExpFlags or wPartyFoughtCurrentEnemyFlags
EnemySendOutFirstMon: ; 3c98f (f:498f)
- dr $3c98f,$3cae8
+ xor a
+ ld hl,wEnemyStatsToDouble ; clear enemy statuses
+ ld [hli],a
+ ld [hli],a
+ ld [hli],a
+ ld [hli],a
+ ld [hl],a
+ ld [wEnemyDisabledMove],a
+ ld [wEnemyDisabledMoveNumber],a
+ ld [wEnemyMonMinimized],a
+ ld hl,wPlayerUsedMove
+ ld [hli],a
+ ld [hl],a
+ dec a
+ ld [wAICount],a
+ ld hl,wPlayerBattleStatus1
+ res 5,[hl]
+ coord hl, 18, 0
+ ld a,8
+ call SlideTrainerPicOffScreen
+ call PrintEmptyString
+ call SaveScreenTilesToBuffer1
+ ld a,[wLinkState]
+ cp LINK_STATE_BATTLING
+ jr nz,.next
+ ld a,[wSerialExchangeNybbleReceiveData]
+ sub 4
+ ld [wWhichPokemon],a
+ jr .next3
+.next
+ ld b,$FF
+.next2
+ inc b
+ ld a,[wEnemyMonPartyPos]
+ cp b
+ jr z,.next2
+ ld hl,wEnemyMon1
+ ld a,b
+ ld [wWhichPokemon],a
+ push bc
+ ld bc,wEnemyMon2 - wEnemyMon1
+ call AddNTimes
+ pop bc
+ inc hl
+ ld a,[hli]
+ ld c,a
+ ld a,[hl]
+ or c
+ jr z,.next2
+.next3
+ ld a,[wWhichPokemon]
+ ld hl,wEnemyMon1Level
+ ld bc,wEnemyMon2 - wEnemyMon1
+ call AddNTimes
+ ld a,[hl]
+ ld [wCurEnemyLVL],a
+ ld a,[wWhichPokemon]
+ inc a
+ ld hl,wEnemyPartyCount
+ ld c,a
+ ld b,0
+ add hl,bc
+ ld a,[hl]
+ ld [wEnemyMonSpecies2],a
+ ld [wcf91],a
+ call LoadEnemyMonData
+ ld hl,wEnemyMonHP
+ ld a,[hli]
+ ld [wLastSwitchInEnemyMonHP],a
+ ld a,[hl]
+ ld [wLastSwitchInEnemyMonHP + 1],a
+ ld a,1
+ ld [wCurrentMenuItem],a
+ ld a,[wFirstMonsNotOutYet]
+ dec a
+ jr z,.next4
+ ld a,[wPartyCount]
+ dec a
+ jr z,.next4
+ ld a,[wLinkState]
+ cp LINK_STATE_BATTLING
+ jr z,.next4
+ ld a,[wOptions]
+ bit 6,a
+ jr nz,.next4
+ ld hl, TrainerAboutToUseText
+ call PrintText
+ coord hl, 0, 7
+ lb bc, 8, 1
+ ld a,TWO_OPTION_MENU
+ ld [wTextBoxID],a
+ call DisplayTextBoxID
+ ld a,[wCurrentMenuItem]
+ and a
+ jr nz,.next4
+ ld a,BATTLE_PARTY_MENU
+ ld [wPartyMenuTypeOrMessageID],a
+ call DisplayPartyMenu
+.next9
+ ld a,1
+ ld [wCurrentMenuItem],a
+ jr c,.next7
+ ld hl,wPlayerMonNumber
+ ld a,[wWhichPokemon]
+ cp [hl]
+ jr nz,.next6
+ ld hl,AlreadyOutText
+ call PrintText
+.next8
+ call GoBackToPartyMenu
+ jr .next9
+.next6
+ call HasMonFainted
+ jr z,.next8
+ xor a
+ ld [wCurrentMenuItem],a
+.next7
+ call GBPalWhiteOut
+ call LoadHudTilePatterns
+ call LoadScreenTilesFromBuffer1
+.next4
+ call ClearSprites
+ coord hl, 0, 0
+ lb bc, 4, 11
+ call ClearScreenArea
+ ld b, SET_PAL_BATTLE
+ call RunPaletteCommand
+ call GBPalNormal
+ ld hl,TrainerSentOutText
+ call PrintText
+ ld a,[wEnemyMonSpecies2]
+ ld [wcf91],a
+ ld [wd0b5],a
+ call GetMonHeader
+ ld de,vFrontPic
+ call LoadMonFrontSprite
+ ld a,-$31
+ ld [hStartTileID],a
+ coord hl, 15, 6
+ predef AnimateSendingOutMon
+ ld a,[wEnemyMonSpecies2]
+ call PlayCry
+ call DrawEnemyHUDAndHPBar
+ ld a,[wCurrentMenuItem]
+ and a
+ ret nz
+ xor a
+ ld [wPartyGainExpFlags],a
+ ld [wPartyFoughtCurrentEnemyFlags],a
+ call SaveScreenTilesToBuffer1
+ jp SwitchPlayerMon
+
+TrainerAboutToUseText: ; 3cade (f:4ade)
+ TX_FAR _TrainerAboutToUseText
+ db "@"
+
+TrainerSentOutText: ; 3cae3 (f:4ae3)
+ TX_FAR _TrainerSentOutText
+ db "@"
+
+; tests if the player has any pokemon that are not fainted
+; sets d = 0 if all fainted, d != 0 if some mons are still alive
AnyPartyAlive: ; 3cae8 (f:4ae8)
- dr $3cae8,$3cafc
+ ld a, [wPartyCount]
+ ld e, a
+ xor a
+ ld hl, wPartyMon1HP
+ ld bc, wPartyMon2 - wPartyMon1 - 1
+.partyMonsLoop
+ or [hl]
+ inc hl
+ or [hl]
+ add hl, bc
+ dec e
+ jr nz, .partyMonsLoop
+ ld d, a
+ ret
+
HasMonFainted: ; 3cafc (f:4afc)
- dr $3cafc,$3cc10
+ dr $3cafc,$3cb1e
+TryRunningFromBattle: ; 3cb1e (f:4b1e)
+ dr $3cb1e,$3cc10
LoadBattleMonFromParty: ; 3cc10 (f:4c10)
dr $3cc10,$3ccfb
SendOutMon: ; 3ccfb (f:4cfb)
@@ -593,15 +1607,25 @@ SendOutMon: ; 3ccfb (f:4cfb)
ReadPlayerMonCurHPAndStatus: ; 3ce08 (f:4e08)
dr $3ce08,$3ce1f
DrawHUDsAndHPBars: ; 3ce1f (f:4e1f)
- dr $3ce1f,$3ceb1
+ dr $3ce1f,$3ce25
+DrawPlayerHUDAndHPBar: ; 3ce25 (f:4e25)
+ dr $3ce25,$3ceb1
DrawEnemyHUDAndHPBar: ; 3ceb1 (f:4eb1)
- dr $3ceb1,$3cf78
+ dr $3ceb1,$3cf55
+GetBattleHealthBarColor: ; 3cf55 (f:4f55)
+ dr $3cf55,$3cf78
DisplayBattleMenu: ; 3cf78 (f:4f78)
- dr $3cf78,$3d320
+ dr $3cf78,$3d2c1
+SwitchPlayerMon: ; 3d2c1 (f:52c1)
+ dr $3d2c1,$3d2fc
+AlreadyOutText: ; 3d2fc (f:52fc)
+ dr $3d2fc,$3d320
MoveSelectionMenu: ; 3d320 (f:5320)
dr $3d320,$3d6d6
SelectEnemyMove: ; 3d6d6 (f:56d6)
- dr $3d6d6,$3d7d0
+ dr $3d6d6,$3d777
+LinkBattleExchangeData: ; 3d777 (f:5777)
+ dr $3d777,$3d7d0
ExecutePlayerMove: ; 3d7d0 (f:57d0)
dr $3d7d0,$3d9ac
IsGhostBattle: ; 3d9ac (f:59ac)
@@ -664,15 +1688,21 @@ LoadEnemyMonData: ; 3ec87 (f:6c87)
DoBattleTransitionAndInitBattleVariables: ; 3edb8 (f:6db8)
dr $3edb8,$3ee18
LoadPlayerBackPic: ; 3ee18 (f:6e18)
- dr $3ee18,$3eeb3
+ dr $3ee18,$3ee9e
+ScrollTrainerPicAfterBattle: ; 3ee9e (f:6e9e)
+ dr $3ee9e,$3eeb3
QuarterSpeedDueToParalysis: ; 3eeb3 (f:6eb3)
dr $3eeb3,$3efe4
LoadHudAndHpBarAndStatusTilePatterns: ; 3efe4 (f:6fe4)
dr $3efe4,$3efe7
LoadHudTilePatterns: ; 3efe7 (f:6fe7)
- dr $3efe7,$3f027
+ dr $3efe7,$3f020
+PrintEmptyString: ; 3f020 (f:7020)
+ dr $3f020,$3f027
BattleRandom: ; 3f027 (f:7027)
- dr $3f027,$3f3de
+ dr $3f027,$3f093
+PlayMoveAnimation: ; 3f093 (f:7093)
+ dr $3f093,$3f3de
StatModifierUpEffect: ; 3f3de (f:73de)
dr $3f3de,$3fb2e
PrintButItFailedText_: ; 3fb2e (f:7b2e)