shithub: pokecrystal

ref: f091bb8f032b61f035e0b0ef6cace19adc7d7107
dir: /engine/mon_stats.asm/

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DrawPlayerHP: ; 50b0a
	ld a, $1
	jr DrawHP

DrawEnemyHP: ; 50b0e
	ld a, $2

DrawHP: ; 50b10
	ld [wWhichHPBar], a
	push hl
	push bc
	; box mons have full HP
	ld a, [MonType]
	cp BOXMON
	jr z, .at_least_1_hp

	ld a, [TempMonHP]
	ld b, a
	ld a, [TempMonHP + 1]
	ld c, a

; Any HP?
	or b
	jr nz, .at_least_1_hp

	xor a
	ld c, a
	ld e, a
	ld a, 6
	ld d, a
	jp .fainted

.at_least_1_hp
	ld a, [TempMonMaxHP]
	ld d, a
	ld a, [TempMonMaxHP + 1]
	ld e, a
	ld a, [MonType]
	cp BOXMON
	jr nz, .not_boxmon

	ld b, d
	ld c, e

.not_boxmon
	predef ComputeHPBarPixels
	ld a, 6
	ld d, a
	ld c, a

.fainted
	ld a, c
	pop bc
	ld c, a
	pop hl
	push de
	push hl
	push hl
	call DrawBattleHPBar
	pop hl

; Print HP
	bccoord 1, 1, 0
	add hl, bc
	ld de, TempMonHP
	ld a, [MonType]
	cp BOXMON
	jr nz, .not_boxmon_2
	ld de, TempMonMaxHP
.not_boxmon_2
	lb bc, 2, 3
	call PrintNum

	ld a, "/"
	ld [hli], a

; Print max HP
	ld de, TempMonMaxHP
	lb bc, 2, 3
	call PrintNum
	pop hl
	pop de
	ret

PrintTempMonStats: ; 50b7b
; Print TempMon's stats at hl, with spacing bc.
	push bc
	push hl
	ld de, .StatNames
	call PlaceString
	pop hl
	pop bc
	add hl, bc
	ld bc, SCREEN_WIDTH
	add hl, bc
	ld de, TempMonAttack
	lb bc, 2, 3
	call .PrintStat
	ld de, TempMonDefense
	call .PrintStat
	ld de, TempMonSpclAtk
	call .PrintStat
	ld de, TempMonSpclDef
	call .PrintStat
	ld de, TempMonSpeed
	jp PrintNum

.PrintStat: ; 50bab
	push hl
	call PrintNum
	pop hl
	ld de, SCREEN_WIDTH * 2
	add hl, de
	ret

.StatNames: ; 50bb5
	db   "ATTACK"
	next "DEFENSE"
	next "SPCL.ATK"
	next "SPCL.DEF"
	next "SPEED"
	next "@"

GetGender: ; 50bdd
; Return the gender of a given monster (CurPartyMon/CurOTMon/CurWildMon).
; When calling this function, a should be set to an appropriate MonType value.

; return values:
; a = 1: f = nc|nz; male
; a = 0: f = nc|z;  female
;        f = c:  genderless

; This is determined by comparing the Attack and Speed DVs
; with the species' gender ratio.

; Figure out what type of monster struct we're looking at.

; 0: PartyMon
	ld hl, PartyMon1DVs
	ld bc, PARTYMON_STRUCT_LENGTH
	ld a, [MonType]
	and a
	jr z, .PartyMon

; 1: OTPartyMon
	ld hl, OTPartyMon1DVs
	dec a
	jr z, .PartyMon

; 2: sBoxMon
	ld hl, sBoxMon1DVs
	ld bc, BOXMON_STRUCT_LENGTH
	dec a
	jr z, .sBoxMon

; 3: Unknown
	ld hl, TempMonDVs
	dec a
	jr z, .DVs

; else: WildMon
	ld hl, EnemyMonDVs
	jr .DVs

; Get our place in the party/box.

.PartyMon:
.sBoxMon
	ld a, [CurPartyMon]
	call AddNTimes

.DVs:

; sBoxMon data is read directly from SRAM.
	ld a, [MonType]
	cp BOXMON
	ld a, BANK(sBox)
	call z, GetSRAMBank

; Attack DV
	ld a, [hli]
	and $f0
	ld b, a
; Speed DV
	ld a, [hl]
	and $f0
	swap a

; Put our DVs together.
	or b
	ld b, a

; Close SRAM if we were dealing with a sBoxMon.
	ld a, [MonType]
	cp BOXMON
	call z, CloseSRAM

; We need the gender ratio to do anything with this.
	push bc
	ld a, [CurPartySpecies]
	dec a
	ld hl, BaseData + BASE_GENDER
	ld bc, BASE_DATA_SIZE
	call AddNTimes
	pop bc

	ld a, BANK(BaseData)
	call GetFarByte

; The higher the ratio, the more likely the monster is to be female.

	cp GENDERLESS
	jr z, .Genderless

	and a ; GENDER_F0?
	jr z, .Male

	cp GENDER_F100
	jr z, .Female

; Values below the ratio are male, and vice versa.
	cp b
	jr c, .Male

.Female:
	xor a
	ret

.Male:
	ld a, 1
	and a
	ret

.Genderless:
	scf
	ret

ListMovePP: ; 50c50
	ld a, [wNumMoves]
	inc a
	ld c, a
	ld a, NUM_MOVES
	sub c
	ld b, a
	push hl
	ld a, [Buffer1]
	ld e, a
	ld d, $0
	ld a, $3e ; P
	call .load_loop
	ld a, b
	and a
	jr z, .skip
	ld c, a
	ld a, "-"
	call .load_loop

.skip
	pop hl
	inc hl
	inc hl
	inc hl
	ld d, h
	ld e, l
	ld hl, TempMonMoves
	ld b, 0
.loop
	ld a, [hli]
	and a
	jr z, .done
	push bc
	push hl
	push de
	ld hl, wMenuCursorY
	ld a, [hl]
	push af
	ld [hl], b
	push hl
	callfar GetMaxPPOfMove
	pop hl
	pop af
	ld [hl], a
	pop de
	pop hl
	push hl
	ld bc, TempMonPP - (TempMonMoves + 1)
	add hl, bc
	ld a, [hl]
	and $3f
	ld [StringBuffer1 + 4], a
	ld h, d
	ld l, e
	push hl
	ld de, StringBuffer1 + 4
	lb bc, 1, 2
	call PrintNum
	ld a, "/"
	ld [hli], a
	ld de, wd265
	lb bc, 1, 2
	call PrintNum
	pop hl
	ld a, [Buffer1]
	ld e, a
	ld d, 0
	add hl, de
	ld d, h
	ld e, l
	pop hl
	pop bc
	inc b
	ld a, b
	cp NUM_MOVES
	jr nz, .loop

.done
	ret

.load_loop ; 50cc9
	ld [hli], a
	ld [hld], a
	add hl, de
	dec c
	jr nz, .load_loop
	ret

Unreferenced_Function50cd0: ; 50cd0
.loop
	ld [hl], $32
	inc hl
	ld [hl], $3e
	dec hl
	add hl, de
	dec c
	jr nz, .loop
	ret

Unused_PlaceEnemyHPLevel:
	push hl
	push hl
	ld hl, PartyMonNicknames
	ld a, [CurPartyMon]
	call GetNick
	pop hl
	call PlaceString
	call CopyPkmnToTempMon
	pop hl
	ld a, [CurPartySpecies]
	cp EGG
	jr z, .egg
	push hl
	ld bc, -12
	add hl, bc
	ld b, $0
	call DrawEnemyHP
	pop hl
	ld bc, 5
	add hl, bc
	push de
	call PrintLevel
	pop de

.egg
	ret

PlaceStatusString: ; 50d0a
	push de
	inc de
	inc de
	ld a, [de]
	ld b, a
	inc de
	ld a, [de]
	or b
	pop de
	jr nz, PlaceNonFaintStatus
	push de
	ld de, FntString
	call CopyStatusString
	pop de
	ld a, $1
	and a
	ret

FntString: ; 50d22
	db "FNT@"

CopyStatusString: ; 50d25
	ld a, [de]
	inc de
	ld [hli], a
	ld a, [de]
	inc de
	ld [hli], a
	ld a, [de]
	ld [hl], a
	ret

PlaceNonFaintStatus: ; 50d2e
	push de
	ld a, [de]
	ld de, PsnString
	bit PSN, a
	jr nz, .place
	ld de, BrnString
	bit BRN, a
	jr nz, .place
	ld de, FrzString
	bit FRZ, a
	jr nz, .place
	ld de, ParString
	bit PAR, a
	jr nz, .place
	ld de, SlpString
	and SLP
	jr z, .no_status

.place
	call CopyStatusString
	ld a, $1
	and a

.no_status
	pop de
	ret

SlpString: db "SLP@"
PsnString: db "PSN@"
BrnString: db "BRN@"
FrzString: db "FRZ@"
ParString: db "PAR@"

ListMoves: ; 50d6f
; List moves at hl, spaced every [Buffer1] tiles.
	ld de, wListMoves_MoveIndicesBuffer
	ld b, $0
.moves_loop
	ld a, [de]
	inc de
	and a
	jr z, .no_more_moves
	push de
	push hl
	push hl
	ld [CurSpecies], a
	ld a, MOVE_NAME
	ld [wNamedObjectTypeBuffer], a
	call GetName
	ld de, StringBuffer1
	pop hl
	push bc
	call PlaceString
	pop bc
	ld a, b
	ld [wNumMoves], a
	inc b
	pop hl
	push bc
	ld a, [Buffer1]
	ld c, a
	ld b, 0
	add hl, bc
	pop bc
	pop de
	ld a, b
	cp NUM_MOVES
	jr z, .done
	jr .moves_loop

.no_more_moves
	ld a, b
.nonmove_loop
	push af
	ld [hl], "-"
	ld a, [Buffer1]
	ld c, a
	ld b, 0
	add hl, bc
	pop af
	inc a
	cp NUM_MOVES
	jr nz, .nonmove_loop

.done
	ret