pokecrystal/engine/battle/move_effects/baton_pass.asm

218 lines
3.6 KiB
NASM

BattleCommand_BatonPass:
; batonpass
ld a, [hBattleTurn]
and a
jp nz, .Enemy
; Need something to switch to
call CheckAnyOtherAlivePartyMons
jp z, FailedBatonPass
call UpdateBattleMonInParty
call AnimateCurrentMove
ld c, 50
call DelayFrames
; Transition into switchmon menu
call LoadStandardMenuHeader
farcall SetUpBattlePartyMenu_NoLoop
farcall ForcePickSwitchMonInBattle
; Return to battle scene
call ClearPalettes
farcall _LoadBattleFontsHPBar
call CloseWindow
call ClearSprites
hlcoord 1, 0
lb bc, 4, 10
call ClearBox
ld b, SCGB_BATTLE_COLORS
call GetSGBLayout
call SetPalettes
call BatonPass_LinkPlayerSwitch
; Mobile link battles handle entrances differently
farcall CheckMobileBattleError
jp c, EndMoveEffect
ld hl, PassedBattleMonEntrance
call CallBattleCore
call ResetBatonPassStatus
ret
.Enemy:
; Wildmons don't have anything to switch to
ld a, [wBattleMode]
dec a ; WILDMON
jp z, FailedBatonPass
call CheckAnyOtherAliveEnemyMons
jp z, FailedBatonPass
call UpdateEnemyMonInParty
call AnimateCurrentMove
call BatonPass_LinkEnemySwitch
; Mobile link battles handle entrances differently
farcall CheckMobileBattleError
jp c, EndMoveEffect
; Passed enemy PartyMon entrance
xor a
ld [wEnemySwitchMonIndex], a
ld hl, EnemySwitch_SetMode
call CallBattleCore
ld hl, ResetBattleParticipants
call CallBattleCore
ld a, 1
ld [wTypeMatchup], a
ld hl, ApplyStatLevelMultiplierOnAllStats
call CallBattleCore
ld hl, SpikesDamage
call CallBattleCore
jr ResetBatonPassStatus
BatonPass_LinkPlayerSwitch:
ld a, [wLinkMode]
and a
ret z
ld a, 1
ld [wBattlePlayerAction], a
call LoadStandardMenuHeader
ld hl, LinkBattleSendReceiveAction
call CallBattleCore
call CloseWindow
xor a
ld [wBattlePlayerAction], a
ret
BatonPass_LinkEnemySwitch:
ld a, [wLinkMode]
and a
ret z
call LoadStandardMenuHeader
ld hl, LinkBattleSendReceiveAction
call CallBattleCore
ld a, [wOTPartyCount]
add BATTLEACTION_SWITCH1
ld b, a
ld a, [wBattleAction]
cp BATTLEACTION_SWITCH1
jr c, .baton_pass
cp b
jr c, .switch
.baton_pass
ld a, [wCurOTMon]
add BATTLEACTION_SWITCH1
ld [wBattleAction], a
.switch
jp CloseWindow
FailedBatonPass:
call AnimateFailedMove
jp PrintButItFailed
ResetBatonPassStatus:
; Reset status changes that aren't passed by Baton Pass.
; Nightmare isn't passed.
ld a, BATTLE_VARS_STATUS
call GetBattleVar
and SLP
jr nz, .ok
ld a, BATTLE_VARS_SUBSTATUS1
call GetBattleVarAddr
res SUBSTATUS_NIGHTMARE, [hl]
.ok
; Disable isn't passed.
call ResetActorDisable
; Attraction isn't passed.
ld hl, wPlayerSubStatus1
res SUBSTATUS_IN_LOVE, [hl]
ld hl, wEnemySubStatus1
res SUBSTATUS_IN_LOVE, [hl]
ld hl, wPlayerSubStatus5
ld a, BATTLE_VARS_SUBSTATUS5
call GetBattleVarAddr
res SUBSTATUS_TRANSFORMED, [hl]
res SUBSTATUS_ENCORED, [hl]
; New mon hasn't used a move yet.
ld a, BATTLE_VARS_LAST_MOVE
call GetBattleVarAddr
ld [hl], 0
xor a
ld [wPlayerWrapCount], a
ld [wEnemyWrapCount], a
ret
CheckAnyOtherAlivePartyMons:
ld hl, wPartyMon1HP
ld a, [wPartyCount]
ld d, a
ld a, [wCurBattleMon]
ld e, a
jr CheckAnyOtherAliveMons
CheckAnyOtherAliveEnemyMons:
ld hl, wOTPartyMon1HP
ld a, [wOTPartyCount]
ld d, a
ld a, [wCurOTMon]
ld e, a
; fallthrough
CheckAnyOtherAliveMons:
; Check for nonzero HP starting from partymon
; HP at hl for d partymons, besides current mon e.
; Return nz if any are alive.
xor a
ld b, a
ld c, a
.loop
ld a, c
cp d
jr z, .done
cp e
jr z, .next
ld a, [hli]
or b
ld b, a
ld a, [hld]
or b
ld b, a
.next
push bc
ld bc, PARTYMON_STRUCT_LENGTH
add hl, bc
pop bc
inc c
jr .loop
.done
ld a, b
and a
ret