pokecrystal/engine/battle/ai/items.asm

851 lines
13 KiB
NASM

AI_SwitchOrTryItem:
and a
ld a, [wBattleMode]
dec a
ret z
ld a, [wLinkMode]
and a
ret nz
farcall CheckEnemyLockedIn
ret nz
ld a, [wPlayerSubStatus5]
bit SUBSTATUS_CANT_RUN, a
jr nz, DontSwitch
ld a, [wEnemyWrapCount]
and a
jr nz, DontSwitch
; always load the first trainer class in wTrainerClass for Battle Tower trainers
ld hl, TrainerClassAttributes + TRNATTR_AI_ITEM_SWITCH
ld a, [wInBattleTowerBattle]
and a
jr nz, .ok
ld a, [wTrainerClass]
dec a
ld bc, NUM_TRAINER_ATTRIBUTES
call AddNTimes
.ok
bit SWITCH_OFTEN_F, [hl]
jp nz, SwitchOften
bit SWITCH_RARELY_F, [hl]
jp nz, SwitchRarely
bit SWITCH_SOMETIMES_F, [hl]
jp nz, SwitchSometimes
; fallthrough
DontSwitch:
call AI_TryItem
ret
SwitchOften:
callfar CheckAbleToSwitch
ld a, [wEnemySwitchMonParam]
and $f0
jp z, DontSwitch
cp $10
jr nz, .not_10
call Random
cp 50 percent + 1
jr c, .switch
jp DontSwitch
.not_10
cp $20
jr nz, .not_20
call Random
cp 79 percent - 1
jr c, .switch
jp DontSwitch
.not_20
; $30
call Random
cp 4 percent
jp c, DontSwitch
.switch
ld a, [wEnemySwitchMonParam]
and $f
inc a
; In register 'a' is the number (1-6) of the mon to switch to
ld [wEnemySwitchMonIndex], a
jp AI_TrySwitch
SwitchRarely:
callfar CheckAbleToSwitch
ld a, [wEnemySwitchMonParam]
and $f0
jp z, DontSwitch
cp $10
jr nz, .not_10
call Random
cp 8 percent
jr c, .switch
jp DontSwitch
.not_10
cp $20
jr nz, .not_20
call Random
cp 12 percent
jr c, .switch
jp DontSwitch
.not_20
; $30
call Random
cp 79 percent - 1
jp c, DontSwitch
.switch
ld a, [wEnemySwitchMonParam]
and $f
inc a
ld [wEnemySwitchMonIndex], a
jp AI_TrySwitch
SwitchSometimes:
callfar CheckAbleToSwitch
ld a, [wEnemySwitchMonParam]
and $f0
jp z, DontSwitch
cp $10
jr nz, .not_10
call Random
cp 20 percent - 1
jr c, .switch
jp DontSwitch
.not_10
cp $20
jr nz, .not_20
call Random
cp 50 percent + 1
jr c, .switch
jp DontSwitch
.not_20
; $30
call Random
cp 20 percent - 1
jp c, DontSwitch
.switch
ld a, [wEnemySwitchMonParam]
and $f
inc a
ld [wEnemySwitchMonIndex], a
jp AI_TrySwitch
CheckSubstatusCantRun: ; unreferenced
ld a, [wEnemySubStatus5]
bit SUBSTATUS_CANT_RUN, a
ret
AI_TryItem:
; items are not allowed in the Battle Tower
ld a, [wInBattleTowerBattle]
and a
ret nz
ld a, [wEnemyTrainerItem1]
ld b, a
ld a, [wEnemyTrainerItem2]
or b
ret z
call .IsHighestLevel
ret nc
ld a, [wTrainerClass]
dec a
ld hl, TrainerClassAttributes + TRNATTR_AI_ITEM_SWITCH
ld bc, NUM_TRAINER_ATTRIBUTES
call AddNTimes
ld b, h
ld c, l
ld hl, AI_Items
ld de, wEnemyTrainerItem1
.loop
ld a, [hl]
and a
inc a
ret z
ld a, [de]
cp [hl]
jr z, .has_item
inc de
ld a, [de]
cp [hl]
jr z, .has_item
dec de
inc hl
inc hl
inc hl
jr .loop
.has_item
inc hl
push hl
push de
ld de, .callback
push de
ld a, [hli]
ld h, [hl]
ld l, a
jp hl
.callback
pop de
pop hl
inc hl
inc hl
jr c, .loop
; used item
xor a
ld [de], a
inc a
ld [wEnemyGoesFirst], a
ld hl, wEnemySubStatus3
res SUBSTATUS_BIDE, [hl]
xor a
ld [wEnemyFuryCutterCount], a
ld [wEnemyProtectCount], a
ld [wEnemyRageCounter], a
ld hl, wEnemySubStatus4
res SUBSTATUS_RAGE, [hl]
xor a
ld [wLastEnemyCounterMove], a
scf
ret
.IsHighestLevel:
ld a, [wOTPartyCount]
ld d, a
ld e, 0
ld hl, wOTPartyMon1Level
ld bc, PARTYMON_STRUCT_LENGTH
.next
ld a, [hl]
cp e
jr c, .ok
ld e, a
.ok
add hl, bc
dec d
jr nz, .next
ld a, [wCurOTMon]
ld hl, wOTPartyMon1Level
call AddNTimes
ld a, [hl]
cp e
jr nc, .yes
.no ; unreferenced
and a
ret
.yes
scf
ret
AI_Items:
dbw FULL_RESTORE, .FullRestore
dbw MAX_POTION, .MaxPotion
dbw HYPER_POTION, .HyperPotion
dbw SUPER_POTION, .SuperPotion
dbw POTION, .Potion
dbw X_ACCURACY, .XAccuracy
dbw FULL_HEAL, .FullHeal
dbw GUARD_SPEC, .GuardSpec
dbw DIRE_HIT, .DireHit
dbw X_ATTACK, .XAttack
dbw X_DEFEND, .XDefend
dbw X_SPEED, .XSpeed
dbw X_SPECIAL, .XSpecial
db -1 ; end
.FullHeal:
call .Status
jp c, .DontUse
call EnemyUsedFullHeal
jp .Use
.Status:
ld a, [wEnemyMonStatus]
and a
jp z, .DontUse
ld a, [bc]
bit CONTEXT_USE_F, a
jr nz, .StatusCheckContext
ld a, [bc]
bit ALWAYS_USE_F, a
jp nz, .Use
call Random
cp 20 percent - 1
jp c, .Use
jp .DontUse
.StatusCheckContext:
ld a, [wEnemySubStatus5]
bit SUBSTATUS_TOXIC, a
jr z, .FailToxicCheck
ld a, [wEnemyToxicCount]
cp 4
jr c, .FailToxicCheck
call Random
cp 50 percent + 1
jp c, .Use
.FailToxicCheck:
ld a, [wEnemyMonStatus]
and 1 << FRZ | SLP
jp z, .DontUse
jp .Use
.FullRestore:
call .HealItem
jp nc, .UseFullRestore
ld a, [bc]
bit CONTEXT_USE_F, a
jp z, .DontUse
call .Status
jp c, .DontUse
.UseFullRestore:
call EnemyUsedFullRestore
jp .Use
.MaxPotion:
call .HealItem
jp c, .DontUse
call EnemyUsedMaxPotion
jp .Use
.HealItem:
ld a, [bc]
bit CONTEXT_USE_F, a
jr nz, .CheckHalfOrQuarterHP
callfar AICheckEnemyHalfHP
jp c, .DontUse
ld a, [bc]
bit UNKNOWN_USE_F, a
jp nz, .CheckQuarterHP
callfar AICheckEnemyQuarterHP
jp nc, .UseHealItem
call Random
cp 50 percent + 1
jp c, .UseHealItem
jp .DontUse
.CheckQuarterHP:
callfar AICheckEnemyQuarterHP
jp c, .DontUse
call Random
cp 20 percent - 1
jp c, .DontUse
jr .UseHealItem
.CheckHalfOrQuarterHP:
callfar AICheckEnemyHalfHP
jp c, .DontUse
callfar AICheckEnemyQuarterHP
jp nc, .UseHealItem
call Random
cp 20 percent - 1
jp nc, .DontUse
.UseHealItem:
jp .Use
.HyperPotion:
call .HealItem
jp c, .DontUse
ld b, 200
call EnemyUsedHyperPotion
jp .Use
.SuperPotion:
call .HealItem
jp c, .DontUse
ld b, 50
call EnemyUsedSuperPotion
jp .Use
.Potion:
call .HealItem
jp c, .DontUse
ld b, 20
call EnemyUsedPotion
jp .Use
; Everything up to "End unused" is unused
.UnusedHealItem: ; unreferenced
; This has similar conditions to .HealItem
callfar AICheckEnemyMaxHP
jr c, .dont_use
push bc
ld de, wEnemyMonMaxHP + 1
ld hl, wEnemyMonHP + 1
ld a, [de]
sub [hl]
jr z, .check_40_percent
dec hl
dec de
ld c, a
sbc [hl]
and a
jr nz, .check_40_percent
ld a, c
cp b
jp c, .check_50_percent
callfar AICheckEnemyQuarterHP
jr c, .check_40_percent
.check_50_percent
pop bc
ld a, [bc]
bit UNKNOWN_USE_F, a
jp z, .Use
call Random
cp 50 percent + 1
jp c, .Use
.dont_use
jp .DontUse
.check_40_percent
pop bc
ld a, [bc]
bit UNKNOWN_USE_F, a
jp z, .DontUse
call Random
cp 39 percent + 1
jp c, .Use
jp .DontUse
; End unused
.XAccuracy:
call .XItem
jp c, .DontUse
call EnemyUsedXAccuracy
jp .Use
.GuardSpec:
call .XItem
jp c, .DontUse
call EnemyUsedGuardSpec
jp .Use
.DireHit:
call .XItem
jp c, .DontUse
call EnemyUsedDireHit
jp .Use
.XAttack:
call .XItem
jp c, .DontUse
call EnemyUsedXAttack
jp .Use
.XDefend:
call .XItem
jp c, .DontUse
call EnemyUsedXDefend
jp .Use
.XSpeed:
call .XItem
jp c, .DontUse
call EnemyUsedXSpeed
jp .Use
.XSpecial:
call .XItem
jp c, .DontUse
call EnemyUsedXSpecial
jp .Use
.XItem:
ld a, [wEnemyTurnsTaken]
and a
jr nz, .notfirstturnout
ld a, [bc]
bit ALWAYS_USE_F, a
jp nz, .Use
call Random
cp 50 percent + 1
jp c, .DontUse
ld a, [bc]
bit CONTEXT_USE_F, a
jp nz, .Use
call Random
cp 50 percent + 1
jp c, .DontUse
jp .Use
.notfirstturnout
ld a, [bc]
bit ALWAYS_USE_F, a
jp z, .DontUse
call Random
cp 20 percent - 1
jp nc, .DontUse
jp .Use
.DontUse:
scf
ret
.Use:
and a
ret
AIUpdateHUD:
call UpdateEnemyMonInParty
farcall UpdateEnemyHUD
ld a, $1
ldh [hBGMapMode], a
ld hl, wEnemyItemState
dec [hl]
scf
ret
AIUsedItemSound:
push de
ld de, SFX_FULL_HEAL
call PlaySFX
pop de
ret
EnemyUsedFullHeal:
call AIUsedItemSound
call AI_HealStatus
ld a, FULL_HEAL
jp PrintText_UsedItemOn_AND_AIUpdateHUD
EnemyUsedMaxPotion:
ld a, MAX_POTION
ld [wCurEnemyItem], a
jr FullRestoreContinue
EnemyUsedFullRestore:
call AI_HealStatus
ld a, FULL_RESTORE
ld [wCurEnemyItem], a
ld hl, wEnemySubStatus3
res SUBSTATUS_CONFUSED, [hl]
xor a
ld [wEnemyConfuseCount], a
FullRestoreContinue:
ld de, wCurHPAnimOldHP
ld hl, wEnemyMonHP + 1
ld a, [hld]
ld [de], a
inc de
ld a, [hl]
ld [de], a
inc de
ld hl, wEnemyMonMaxHP + 1
ld a, [hld]
ld [de], a
inc de
ld [wCurHPAnimMaxHP], a
ld [wEnemyMonHP + 1], a
ld a, [hl]
ld [de], a
ld [wCurHPAnimMaxHP + 1], a
ld [wEnemyMonHP], a
jr EnemyPotionFinish
EnemyUsedPotion:
ld a, POTION
ld b, 20
jr EnemyPotionContinue
EnemyUsedSuperPotion:
ld a, SUPER_POTION
ld b, 50
jr EnemyPotionContinue
EnemyUsedHyperPotion:
ld a, HYPER_POTION
ld b, 200
EnemyPotionContinue:
ld [wCurEnemyItem], a
ld hl, wEnemyMonHP + 1
ld a, [hl]
ld [wCurHPAnimOldHP], a
add b
ld [hld], a
ld [wCurHPAnimNewHP], a
ld a, [hl]
ld [wCurHPAnimOldHP + 1], a
ld [wCurHPAnimNewHP + 1], a
jr nc, .ok
inc a
ld [hl], a
ld [wCurHPAnimNewHP + 1], a
.ok
inc hl
ld a, [hld]
ld b, a
ld de, wEnemyMonMaxHP + 1
ld a, [de]
dec de
ld [wCurHPAnimMaxHP], a
sub b
ld a, [hli]
ld b, a
ld a, [de]
ld [wCurHPAnimMaxHP + 1], a
sbc b
jr nc, EnemyPotionFinish
inc de
ld a, [de]
dec de
ld [hld], a
ld [wCurHPAnimNewHP], a
ld a, [de]
ld [hl], a
ld [wCurHPAnimNewHP + 1], a
EnemyPotionFinish:
call PrintText_UsedItemOn
hlcoord 2, 2
xor a
ld [wWhichHPBar], a
call AIUsedItemSound
predef AnimateHPBar
jp AIUpdateHUD
AI_TrySwitch:
; Determine whether the AI can switch based on how many Pokemon are still alive.
; If it can switch, it will.
ld a, [wOTPartyCount]
ld c, a
ld hl, wOTPartyMon1HP
ld d, 0
.SwitchLoop:
ld a, [hli]
ld b, a
ld a, [hld]
or b
jr z, .fainted
inc d
.fainted
push bc
ld bc, PARTYMON_STRUCT_LENGTH
add hl, bc
pop bc
dec c
jr nz, .SwitchLoop
ld a, d
cp 2
jp nc, AI_Switch
and a
ret
AI_Switch:
ld a, $1
ld [wEnemyIsSwitching], a
ld [wEnemyGoesFirst], a
ld hl, wEnemySubStatus4
res SUBSTATUS_RAGE, [hl]
xor a
ldh [hBattleTurn], a
callfar PursuitSwitch
push af
ld a, [wCurOTMon]
ld hl, wOTPartyMon1Status
ld bc, PARTYMON_STRUCT_LENGTH
call AddNTimes
ld d, h
ld e, l
ld hl, wEnemyMonStatus
ld bc, MON_MAXHP - MON_STATUS
call CopyBytes
pop af
jr c, .skiptext
ld hl, EnemyWithdrewText
call PrintText
.skiptext
ld a, 1
ld [wBattleHasJustStarted], a
callfar NewEnemyMonStatus
callfar ResetEnemyStatLevels
ld hl, wPlayerSubStatus1
res SUBSTATUS_IN_LOVE, [hl]
farcall EnemySwitch
farcall ResetBattleParticipants
xor a
ld [wBattleHasJustStarted], a
ld a, [wLinkMode]
and a
ret nz
scf
ret
EnemyWithdrewText:
text_far _EnemyWithdrewText
text_end
EnemyUsedFullHealRed: ; unreferenced
call AIUsedItemSound
call AI_HealStatus
ld a, FULL_HEAL_RED ; X_SPEED
jp PrintText_UsedItemOn_AND_AIUpdateHUD
AI_HealStatus:
ld a, [wCurOTMon]
ld hl, wOTPartyMon1Status
ld bc, PARTYMON_STRUCT_LENGTH
call AddNTimes
xor a
ld [hl], a
ld [wEnemyMonStatus], a
; Bug: this should reset SUBSTATUS_NIGHTMARE
; Uncomment the 2 lines below to fix
; ld hl, wEnemySubStatus1
; res SUBSTATUS_NIGHTMARE, [hl]
; Bug: this should reset SUBSTATUS_CONFUSED
; Uncomment the 2 lines below to fix
; ld hl, wEnemySubStatus3
; res SUBSTATUS_CONFUSED, [hl]
ld hl, wEnemySubStatus5
res SUBSTATUS_TOXIC, [hl]
ret
EnemyUsedXAccuracy:
call AIUsedItemSound
ld hl, wEnemySubStatus4
set SUBSTATUS_X_ACCURACY, [hl]
ld a, X_ACCURACY
jp PrintText_UsedItemOn_AND_AIUpdateHUD
EnemyUsedGuardSpec:
call AIUsedItemSound
ld hl, wEnemySubStatus4
set SUBSTATUS_MIST, [hl]
ld a, GUARD_SPEC
jp PrintText_UsedItemOn_AND_AIUpdateHUD
EnemyUsedDireHit:
call AIUsedItemSound
ld hl, wEnemySubStatus4
set SUBSTATUS_FOCUS_ENERGY, [hl]
ld a, DIRE_HIT
jp PrintText_UsedItemOn_AND_AIUpdateHUD
AICheckEnemyFractionMaxHP: ; unreferenced
; Input: a = divisor
; Work: bc = [wEnemyMonMaxHP] / a
; Work: de = [wEnemyMonHP]
; Output:
; - c, nz if [wEnemyMonHP] > [wEnemyMonMaxHP] / a
; - nc, z if [wEnemyMonHP] = [wEnemyMonMaxHP] / a
; - nc, nz if [wEnemyMonHP] < [wEnemyMonMaxHP] / a
ldh [hDivisor], a
ld hl, wEnemyMonMaxHP
ld a, [hli]
ldh [hDividend], a
ld a, [hl]
ldh [hDividend + 1], a
ld b, 2
call Divide
ldh a, [hQuotient + 3]
ld c, a
ldh a, [hQuotient + 2]
ld b, a
ld hl, wEnemyMonHP + 1
ld a, [hld]
ld e, a
ld a, [hl]
ld d, a
ld a, d
sub b
ret nz
ld a, e
sub c
ret
EnemyUsedXAttack:
ld b, ATTACK
ld a, X_ATTACK
jr EnemyUsedXItem
EnemyUsedXDefend:
ld b, DEFENSE
ld a, X_DEFEND
jr EnemyUsedXItem
EnemyUsedXSpeed:
ld b, SPEED
ld a, X_SPEED
jr EnemyUsedXItem
EnemyUsedXSpecial:
ld b, SP_ATTACK
ld a, X_SPECIAL
; Parameter
; a = ITEM_CONSTANT
; b = BATTLE_CONSTANT (ATTACK, DEFENSE, SPEED, SP_ATTACK, SP_DEFENSE, ACCURACY, EVASION)
EnemyUsedXItem:
ld [wCurEnemyItem], a
push bc
call PrintText_UsedItemOn
pop bc
farcall RaiseStat
jp AIUpdateHUD
; Parameter
; a = ITEM_CONSTANT
PrintText_UsedItemOn_AND_AIUpdateHUD:
ld [wCurEnemyItem], a
call PrintText_UsedItemOn
jp AIUpdateHUD
PrintText_UsedItemOn:
ld a, [wCurEnemyItem]
ld [wNamedObjectIndexBuffer], a
call GetItemName
ld hl, wStringBuffer1
ld de, wMonOrItemNameBuffer
ld bc, ITEM_NAME_LENGTH
call CopyBytes
ld hl, EnemyUsedOnText
jp PrintText
EnemyUsedOnText:
text_far _EnemyUsedOnText
text_end