pokecrystal/home/battle_vars.asm

112 lines
3.1 KiB
NASM

GetBattleVar:: ; 39e1
; Preserves hl.
push hl
call GetBattleVarAddr
pop hl
ret
; 39e7
GetBattleVarAddr:: ; 39e7
; Get variable from pair a, depending on whose turn it is.
; There are 21 variable pairs.
push bc
ld hl, .BattleVarPairs
ld c, a
ld b, 0
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
; Enemy turn uses the second byte instead.
; This lets battle variable calls be side-neutral.
ld a, [hBattleTurn]
and a
jr z, .get_var
inc hl
.get_var
; var id
ld a, [hl]
ld c, a
ld b, 0
ld hl, .BattleVarPointers
add hl, bc
add hl, bc
ld a, [hli]
ld h, [hl]
ld l, a
ld a, [hl]
pop bc
ret
.BattleVarPairs:
dw .Substatus1
dw .Substatus2
dw .Substatus3
dw .Substatus4
dw .Substatus5
dw .Substatus1Opp
dw .Substatus2Opp
dw .Substatus3Opp
dw .Substatus4Opp
dw .Substatus5Opp
dw .Status
dw .StatusOpp
dw .MoveAnim
dw .MoveEffect
dw .MovePower
dw .MoveType
dw .CurMove
dw .LastCounter
dw .LastCounterOpp
dw .LastMove
dw .LastMoveOpp
; player enemy
.Substatus1: db PLAYER_SUBSTATUS_1, ENEMY_SUBSTATUS_1
.Substatus1Opp: db ENEMY_SUBSTATUS_1, PLAYER_SUBSTATUS_1
.Substatus2: db PLAYER_SUBSTATUS_2, ENEMY_SUBSTATUS_2
.Substatus2Opp: db ENEMY_SUBSTATUS_2, PLAYER_SUBSTATUS_2
.Substatus3: db PLAYER_SUBSTATUS_3, ENEMY_SUBSTATUS_3
.Substatus3Opp: db ENEMY_SUBSTATUS_3, PLAYER_SUBSTATUS_3
.Substatus4: db PLAYER_SUBSTATUS_4, ENEMY_SUBSTATUS_4
.Substatus4Opp: db ENEMY_SUBSTATUS_4, PLAYER_SUBSTATUS_4
.Substatus5: db PLAYER_SUBSTATUS_5, ENEMY_SUBSTATUS_5
.Substatus5Opp: db ENEMY_SUBSTATUS_5, PLAYER_SUBSTATUS_5
.Status: db PLAYER_STATUS, ENEMY_STATUS
.StatusOpp: db ENEMY_STATUS, PLAYER_STATUS
.MoveAnim: db PLAYER_MOVE_ANIMATION, ENEMY_MOVE_ANIMATION
.MoveEffect: db PLAYER_MOVE_EFFECT, ENEMY_MOVE_EFFECT
.MovePower: db PLAYER_MOVE_POWER, ENEMY_MOVE_POWER
.MoveType: db PLAYER_MOVE_TYPE, ENEMY_MOVE_TYPE
.CurMove: db PLAYER_CUR_MOVE, ENEMY_CUR_MOVE
.LastCounter: db PLAYER_COUNTER_MOVE, ENEMY_COUNTER_MOVE
.LastCounterOpp: db ENEMY_COUNTER_MOVE, PLAYER_COUNTER_MOVE
.LastMove: db PLAYER_LAST_MOVE, ENEMY_LAST_MOVE
.LastMoveOpp: db ENEMY_LAST_MOVE, PLAYER_LAST_MOVE
.BattleVarPointers:
dw wPlayerSubStatus1, wEnemySubStatus1
dw wPlayerSubStatus2, wEnemySubStatus2
dw wPlayerSubStatus3, wEnemySubStatus3
dw wPlayerSubStatus4, wEnemySubStatus4
dw wPlayerSubStatus5, wEnemySubStatus5
dw wBattleMonStatus, wEnemyMonStatus
dw wPlayerMoveStructAnimation, wEnemyMoveStructAnimation
dw wPlayerMoveStructEffect, wEnemyMoveStructEffect
dw wPlayerMoveStructPower, wEnemyMoveStructPower
dw wPlayerMoveStructType, wEnemyMoveStructType
dw wCurPlayerMove, wCurEnemyMove
dw wLastPlayerCounterMove, wLastEnemyCounterMove
dw wLastPlayerMove, wLastEnemyMove
; 3a90