pokecrystal-board/engine/events/battle_tower/load_trainer.asm
mid-kid e8bc86d1fe Pkmn -> Mon
Since we're aiming for consistency across the codebase, I believe it
includes a uniform way to refer to the creatures this game consists of
in the labels of the code.
The only exceptions to this rule are labels referring to things named
through the use of the <PK><MN> or <PKMN> characters, in which case PKMN
is used.

Most of this was already consistent enoughâ„¢, I just picked the
convention with the most occurences and fixed the outliers.
2018-02-22 17:39:06 +01:00

215 lines
4.2 KiB
NASM

Function_LoadOpponentTrainerAndPokemons: ; 1f8000
ld a, [rSVBK]
push af
ld a, BANK(wBT_OTTrainer)
ld [rSVBK], a
; Fill wBT_OTTrainer with zeros
xor a
ld hl, wBT_OTTrainer
ld bc, wBT_OTTrainerEnd - wBT_OTTrainer
call ByteFill
; Write $ff into the Item-Slots
ld a, $ff
ld [wBT_OTMon1Item], a
ld [wBT_OTMon2Item], a
ld [wBT_OTMon3Item], a
; Set wBT_OTTrainer as start address to write the following data to
ld de, wBT_OTTrainer
ld a, [hRandomAdd]
ld b, a
.resample ; loop to find a random trainer
call Random
ld a, [hRandomAdd]
add b
ld b, a ; b contains the nr of the trainer
if DEF(_CRYSTAL11)
maskbits BATTLETOWER_NUM_UNIQUE_TRAINERS
cp BATTLETOWER_NUM_UNIQUE_TRAINERS
else
; Crystal 1.0 used the wrong constant here, so only the first 21
; trainers in BattleTowerTrainers can be sampled.
maskbits BATTLETOWER_NUM_UNIQUE_MON
cp BATTLETOWER_NUM_UNIQUE_MON
endc
jr nc, .resample
ld b, a
ld a, BANK(sBTTrainers)
call GetSRAMBank
ld c, BATTLETOWER_STREAK_LENGTH
ld hl, sBTTrainers
.next_trainer
ld a, [hli]
cp b
jr z, .resample
dec c
jr nz, .next_trainer ; c <= 7 initialise all 7 trainers?
ld hl, sBTTrainers
ld a, [sNrOfBeatenBattleTowerTrainers]
ld c, a
ld a, b
ld b, 0
add hl, bc
ld [hl], a
call CloseSRAM
push af
; Copy name (10 bytes) and class (1 byte) of trainer
ld hl, BattleTowerTrainers
ld bc, NAME_LENGTH
call AddNTimes
ld bc, NAME_LENGTH
call CopyBytes
call Function_LoadRandomBattleTowerMon
pop af
ld hl, BattleTowerTrainerData
ld bc, BATTLETOWER_TRAINERDATALENGTH
call AddNTimes
ld bc, BATTLETOWER_TRAINERDATALENGTH
.copy_bt_trainer_data_loop
ld a, BANK(BattleTowerTrainerData)
call GetFarByte
ld [de], a
inc hl
inc de
dec bc
ld a, b
or c
jr nz, .copy_bt_trainer_data_loop
pop af
ld [rSVBK], a
ret
Function_LoadRandomBattleTowerMon: ; 1f8081
ld c, BATTLETOWER_PARTY_LENGTH
.loop
push bc
ld a, BANK(sBTMonPrevTrainer1)
call GetSRAMBank
.FindARandomBattleTowerMon:
; From Which LevelGroup are the mon loaded
; a = 1..10
ld a, [wBTChoiceOfLvlGroup]
dec a
ld hl, BattleTowerMons
ld bc, BattleTowerMons2 - BattleTowerMons1
call AddNTimes
ld a, [hRandomAdd]
ld b, a
.resample
call Random
ld a, [hRandomAdd]
add b
ld b, a
maskbits BATTLETOWER_NUM_UNIQUE_MON
cp BATTLETOWER_NUM_UNIQUE_MON
jr nc, .resample
; in register 'a' is the chosen mon of the LevelGroup
; Check if mon was already loaded before
; Check current and the 2 previous teams
; includes check if item is double at the current team
ld bc, PARTYMON_STRUCT_LENGTH + MON_NAME_LENGTH
call AddNTimes
ld a, [hli]
ld b, a
ld a, [hld]
ld c, a
ld a, [wBT_OTMon1]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [wBT_OTMon1Item]
cp c
jr z, .FindARandomBattleTowerMon
ld a, [wBT_OTMon2]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [wBT_OTMon2Item]
cp c
jr z, .FindARandomBattleTowerMon
ld a, [wBT_OTMon3]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [wBT_OTMon3Item]
cp c
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevTrainer1]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevTrainer2]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevTrainer3]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevPrevTrainer1]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevPrevTrainer2]
cp b
jr z, .FindARandomBattleTowerMon
ld a, [sBTMonPrevPrevTrainer3]
cp b
jr z, .FindARandomBattleTowerMon
ld bc, PARTYMON_STRUCT_LENGTH + MON_NAME_LENGTH
call CopyBytes
ld a, [wNamedObjectIndexBuffer]
push af
push de
ld hl, - (PARTYMON_STRUCT_LENGTH + MON_NAME_LENGTH)
add hl, de
ld a, [hl]
ld [wNamedObjectIndexBuffer], a
ld bc, PARTYMON_STRUCT_LENGTH
add hl, bc
push hl
call GetPokemonName
ld h, d
ld l, e
pop de
ld bc, MON_NAME_LENGTH
call CopyBytes
pop de
pop af
ld [wNamedObjectIndexBuffer], a
pop bc
dec c
jp nz, .loop
ld a, [sBTMonPrevTrainer1]
ld [sBTMonPrevPrevTrainer1], a
ld a, [sBTMonPrevTrainer2]
ld [sBTMonPrevPrevTrainer2], a
ld a, [sBTMonPrevTrainer3]
ld [sBTMonPrevPrevTrainer3], a
ld a, [wBT_OTMon1]
ld [sBTMonPrevTrainer1], a
ld a, [wBT_OTMon2]
ld [sBTMonPrevTrainer2], a
ld a, [wBT_OTMon3]
ld [sBTMonPrevTrainer3], a
call CloseSRAM
ret
; 1f814e
INCLUDE "data/battle_tower/classes.asm"
INCLUDE "data/battle_tower/parties.asm"