ref: e2c99f19103856426966e30cf1910d07995bb936
dir: /home/trainers.asm/
; stores hl in [wTrainerHeaderPtr] StoreTrainerHeaderPointer:: ld a, h ld [wTrainerHeaderPtr], a ld a, l ld [wTrainerHeaderPtr+1], a ret ; executes the current map script from the function pointer array provided in hl. ; a: map script index to execute (unless overridden by [wd733] bit 4) ExecuteCurMapScriptInTable:: push af push de call StoreTrainerHeaderPointer pop hl pop af push hl ld hl, wFlags_D733 bit 4, [hl] res 4, [hl] jr z, .useProvidedIndex ; test if map script index was overridden manually ld a, [wCurMapScript] .useProvidedIndex pop hl ld [wCurMapScript], a call CallFunctionInTable ld a, [wCurMapScript] ret LoadGymLeaderAndCityName:: push de ld de, wGymCityName ld bc, $11 call CopyData ; load city name pop hl ld de, wGymLeaderName ld bc, NAME_LENGTH jp CopyData ; load gym leader name ; reads specific information from trainer header (pointed to at wTrainerHeaderPtr) ; a: offset in header data ; 0 -> flag's bit (into wTrainerHeaderFlagBit) ; 2 -> flag's byte ptr (into hl) ; 4 -> before battle text (into hl) ; 6 -> after battle text (into hl) ; 8 -> end battle text (into hl) ReadTrainerHeaderInfo:: push de push af ld d, $0 ld e, a ld hl, wTrainerHeaderPtr ld a, [hli] ld l, [hl] ld h, a add hl, de pop af and a jr nz, .nonZeroOffset ld a, [hl] ld [wTrainerHeaderFlagBit], a ; store flag's bit jr .done .nonZeroOffset cp $2 jr z, .readPointer ; read flag's byte ptr cp $4 jr z, .readPointer ; read before battle text cp $6 jr z, .readPointer ; read after battle text cp $8 jr z, .readPointer ; read end battle text cp $a jr nz, .done ld a, [hli] ; read end battle text (2) but override the result afterwards (XXX why, bug?) ld d, [hl] ld e, a jr .done .readPointer ld a, [hli] ld h, [hl] ld l, a .done pop de ret TrainerFlagAction:: predef_jump FlagActionPredef TalkToTrainer:: call StoreTrainerHeaderPointer xor a call ReadTrainerHeaderInfo ; read flag's bit ld a, $2 call ReadTrainerHeaderInfo ; read flag's byte ptr ld a, [wTrainerHeaderFlagBit] ld c, a ld b, FLAG_TEST call TrainerFlagAction ; read trainer's flag ld a, c and a jr z, .trainerNotYetFought ; test trainer's flag ld a, $6 call ReadTrainerHeaderInfo ; print after battle text jp PrintText .trainerNotYetFought ld a, $4 call ReadTrainerHeaderInfo ; print before battle text call PrintText ld a, $a call ReadTrainerHeaderInfo ; (?) does nothing apparently (maybe bug in ReadTrainerHeaderInfo) push de ld a, $8 call ReadTrainerHeaderInfo ; read end battle text pop de call SaveEndBattleTextPointers ld hl, wFlags_D733 set 4, [hl] ; activate map script index override (index is set below) ld hl, wFlags_0xcd60 bit 0, [hl] ; test if player is already engaging the trainer (because the trainer saw the player) ret nz ; if the player talked to the trainer of his own volition call EngageMapTrainer ld hl, wCurMapScript inc [hl] ; increment map script index before StartTrainerBattle increments it again (next script function is usually EndTrainerBattle) jp StartTrainerBattle ; checks if any trainers are seeing the player and wanting to fight CheckFightingMapTrainers:: IF DEF(_DEBUG) call DebugPressedOrHeldB jr nz, .trainerNotEngaging ENDC call CheckForEngagingTrainers ld a, [wSpriteIndex] cp $ff jr nz, .trainerEngaging .trainerNotEngaging xor a ld [wSpriteIndex], a ld [wTrainerHeaderFlagBit], a ret .trainerEngaging ld hl, wFlags_D733 set 3, [hl] ld [wEmotionBubbleSpriteIndex], a xor a ; EXCLAMATION_BUBBLE ld [wWhichEmotionBubble], a predef EmotionBubble ld a, D_RIGHT | D_LEFT | D_UP | D_DOWN ld [wJoyIgnore], a xor a ldh [hJoyHeld], a call TrainerWalkUpToPlayer_Bank0 ld hl, wCurMapScript inc [hl] ; increment map script index (next script function is usually DisplayEnemyTrainerTextAndStartBattle) ret ; display the before battle text after the enemy trainer has walked up to the player's sprite DisplayEnemyTrainerTextAndStartBattle:: ld a, [wd730] and $1 ret nz ; return if the enemy trainer hasn't finished walking to the player's sprite ld [wJoyIgnore], a ld a, [wSpriteIndex] ldh [hSpriteIndexOrTextID], a call DisplayTextID ; fall through StartTrainerBattle:: xor a ld [wJoyIgnore], a call InitBattleEnemyParameters ld hl, wd72d set 6, [hl] set 7, [hl] ld hl, wd72e set 1, [hl] ld hl, wCurMapScript inc [hl] ; increment map script index (next script function is usually EndTrainerBattle) ret EndTrainerBattle:: ld hl, wCurrentMapScriptFlags set 5, [hl] set 6, [hl] ld hl, wd72d res 7, [hl] ld hl, wFlags_0xcd60 res 0, [hl] ; player is no longer engaged by any trainer ld a, [wIsInBattle] cp $ff jp z, ResetButtonPressedAndMapScript ld a, $2 call ReadTrainerHeaderInfo ld a, [wTrainerHeaderFlagBit] ld c, a ld b, FLAG_SET call TrainerFlagAction ; flag trainer as fought ld a, [wEnemyMonOrTrainerClass] cp OPP_ID_OFFSET jr nc, .skipRemoveSprite ; test if trainer was fought (in that case skip removing the corresponding sprite) ld hl, wMissableObjectList ld de, $2 ld a, [wSpriteIndex] call IsInArray ; search for sprite ID inc hl ld a, [hl] ld [wMissableObjectIndex], a ; load corresponding missable object index and remove it predef HideObject .skipRemoveSprite ld hl, wd730 bit 4, [hl] res 4, [hl] ret nz ResetButtonPressedAndMapScript:: xor a ld [wJoyIgnore], a ldh [hJoyHeld], a ldh [hJoyPressed], a ldh [hJoyReleased], a ld [wCurMapScript], a ; reset battle status ret ; calls TrainerWalkUpToPlayer TrainerWalkUpToPlayer_Bank0:: farjp TrainerWalkUpToPlayer ; sets opponent type and mon set/lvl based on the engaging trainer data InitBattleEnemyParameters:: ld a, [wEngagedTrainerClass] ld [wCurOpponent], a ld [wEnemyMonOrTrainerClass], a cp OPP_ID_OFFSET ld a, [wEngagedTrainerSet] jr c, .noTrainer ld [wTrainerNo], a ret .noTrainer ld [wCurEnemyLVL], a ret GetSpritePosition1:: ld hl, _GetSpritePosition1 jr SpritePositionBankswitch GetSpritePosition2:: ld hl, _GetSpritePosition2 jr SpritePositionBankswitch SetSpritePosition1:: ld hl, _SetSpritePosition1 jr SpritePositionBankswitch SetSpritePosition2:: ld hl, _SetSpritePosition2 SpritePositionBankswitch:: ld b, BANK(_GetSpritePosition1) ; BANK(_GetSpritePosition2), BANK(_SetSpritePosition1), BANK(_SetSpritePosition2) jp Bankswitch ; indirect jump to one of the four functions CheckForEngagingTrainers:: xor a call ReadTrainerHeaderInfo ; read trainer flag's bit (unused) ld d, h ; store trainer header address in de ld e, l .trainerLoop call StoreTrainerHeaderPointer ; set trainer header pointer to current trainer ld a, [de] ld [wSpriteIndex], a ; store trainer flag's bit ld [wTrainerHeaderFlagBit], a cp -1 ret z ld a, $2 call ReadTrainerHeaderInfo ; read trainer flag's byte ptr ld b, FLAG_TEST ld a, [wTrainerHeaderFlagBit] ld c, a call TrainerFlagAction ; read trainer flag ld a, c and a ; has the trainer already been defeated? jr nz, .continue push hl push de push hl xor a call ReadTrainerHeaderInfo ; get trainer header pointer inc hl ld a, [hl] ; read trainer engage distance pop hl ld [wTrainerEngageDistance], a ld a, [wSpriteIndex] swap a ld [wTrainerSpriteOffset], a predef TrainerEngage pop de pop hl ld a, [wTrainerSpriteOffset] and a ret nz ; break if the trainer is engaging .continue ld hl, $c add hl, de ld d, h ld e, l jr .trainerLoop ; hl = text if the player wins ; de = text if the player loses SaveEndBattleTextPointers:: ldh a, [hLoadedROMBank] ld [wEndBattleTextRomBank], a ld a, h ld [wEndBattleWinTextPointer], a ld a, l ld [wEndBattleWinTextPointer + 1], a ld a, d ld [wEndBattleLoseTextPointer], a ld a, e ld [wEndBattleLoseTextPointer + 1], a ret ; loads data of some trainer on the current map and plays pre-battle music ; [wSpriteIndex]: sprite ID of trainer who is engaged EngageMapTrainer:: ld hl, wMapSpriteExtraData ld d, $0 ld a, [wSpriteIndex] dec a add a ld e, a add hl, de ; seek to engaged trainer data ld a, [hli] ; load trainer class ld [wEngagedTrainerClass], a ld a, [hl] ; load trainer mon set ld [wEngagedTrainerSet], a jp PlayTrainerMusic PrintEndBattleText:: push hl ld hl, wd72d bit 7, [hl] res 7, [hl] pop hl ret z ldh a, [hLoadedROMBank] push af ld a, [wEndBattleTextRomBank] ldh [hLoadedROMBank], a ld [MBC1RomBank], a push hl farcall SaveTrainerName ld hl, TrainerEndBattleText call PrintText pop hl pop af ldh [hLoadedROMBank], a ld [MBC1RomBank], a farcall FreezeEnemyTrainerSprite jp WaitForSoundToFinish GetSavedEndBattleTextPointer:: ld a, [wBattleResult] and a ; won battle jr nz, .lostBattle ld a, [wEndBattleWinTextPointer] ld h, a ld a, [wEndBattleWinTextPointer + 1] ld l, a ret .lostBattle ld a, [wEndBattleLoseTextPointer] ld h, a ld a, [wEndBattleLoseTextPointer + 1] ld l, a ret TrainerEndBattleText:: text_far _TrainerNameText text_asm call GetSavedEndBattleTextPointer call TextCommandProcessor jp TextScriptEnd ; only engage with the trainer if the player is not already ; engaged with another trainer ; XXX unused? CheckIfAlreadyEngaged:: ld a, [wFlags_0xcd60] bit 0, a ret nz call EngageMapTrainer xor a ret PlayTrainerMusic:: ld a, [wEngagedTrainerClass] cp OPP_RIVAL1 ret z cp OPP_RIVAL2 ret z cp OPP_RIVAL3 ret z ld a, [wGymLeaderNo] and a ret nz xor a ld [wAudioFadeOutControl], a ld a, SFX_STOP_ALL_MUSIC call PlaySound ld a, BANK(Music_MeetEvilTrainer) ld [wAudioROMBank], a ld [wAudioSavedROMBank], a ld a, [wEngagedTrainerClass] ld b, a ld hl, EvilTrainerList .evilTrainerListLoop ld a, [hli] cp $ff jr z, .noEvilTrainer cp b jr nz, .evilTrainerListLoop ld a, MUSIC_MEET_EVIL_TRAINER jr .PlaySound .noEvilTrainer ld hl, FemaleTrainerList .femaleTrainerListLoop ld a, [hli] cp $ff jr z, .maleTrainer cp b jr nz, .femaleTrainerListLoop ld a, MUSIC_MEET_FEMALE_TRAINER jr .PlaySound .maleTrainer ld a, MUSIC_MEET_MALE_TRAINER .PlaySound ld [wNewSoundID], a jp PlaySound INCLUDE "data/trainers/encounter_types.asm"