ref: f9a60cff7a9451e2e8c3bb5db95d89fdba3bf000
dir: /engine/overworld/wildmons.asm/
LoadWildMonData: call _GrassWildmonLookup jr c, .copy ld hl, wMornEncounterRate xor a ld [hli], a ld [hli], a ld [hl], a jr .done_copy .copy inc hl inc hl ld de, wMornEncounterRate ld bc, 3 call CopyBytes .done_copy call _WaterWildmonLookup ld a, 0 jr nc, .no_copy inc hl inc hl ld a, [hl] .no_copy ld [wWaterEncounterRate], a ret FindNest: ; Parameters: ; e: 0 = Johto, 1 = Kanto ; wNamedObjectIndexBuffer: species hlcoord 0, 0 ld bc, SCREEN_WIDTH * SCREEN_HEIGHT xor a call ByteFill ld a, e and a jr nz, .kanto decoord 0, 0 ld hl, JohtoGrassWildMons call .FindGrass ld hl, JohtoWaterWildMons call .FindWater call .RoamMon1 call .RoamMon2 ret .kanto decoord 0, 0 ld hl, KantoGrassWildMons call .FindGrass ld hl, KantoWaterWildMons jp .FindWater .FindGrass: ld a, [hl] cp -1 ret z push hl ld a, [hli] ld b, a ld a, [hli] ld c, a inc hl inc hl inc hl ld a, NUM_GRASSMON * 3 call .SearchMapForMon jr nc, .next_grass ld [de], a inc de .next_grass pop hl ld bc, GRASS_WILDDATA_LENGTH add hl, bc jr .FindGrass .FindWater: ld a, [hl] cp -1 ret z push hl ld a, [hli] ld b, a ld a, [hli] ld c, a inc hl ld a, NUM_WATERMON call .SearchMapForMon jr nc, .next_water ld [de], a inc de .next_water pop hl ld bc, WATER_WILDDATA_LENGTH add hl, bc jr .FindWater .SearchMapForMon: inc hl .ScanMapLoop: push af ld a, [wNamedObjectIndexBuffer] cp [hl] jr z, .found inc hl inc hl pop af dec a jr nz, .ScanMapLoop and a ret .found pop af jp .AppendNest .AppendNest: push de call GetWorldMapLocation ld c, a hlcoord 0, 0 ld de, SCREEN_WIDTH * SCREEN_HEIGHT .AppendNestLoop: ld a, [hli] cp c jr z, .found_nest dec de ld a, e or d jr nz, .AppendNestLoop ld a, c pop de scf ret .found_nest pop de and a ret .RoamMon1: ld a, [wRoamMon1Species] ld b, a ld a, [wNamedObjectIndexBuffer] cp b ret nz ld a, [wRoamMon1MapGroup] ld b, a ld a, [wRoamMon1MapNumber] ld c, a call .AppendNest ret nc ld [de], a inc de ret .RoamMon2: ld a, [wRoamMon2Species] ld b, a ld a, [wNamedObjectIndexBuffer] cp b ret nz ld a, [wRoamMon2MapGroup] ld b, a ld a, [wRoamMon2MapNumber] ld c, a call .AppendNest ret nc ld [de], a inc de ret TryWildEncounter:: ; Try to trigger a wild encounter. call .EncounterRate jr nc, .no_battle call ChooseWildEncounter jr nz, .no_battle call CheckRepelEffect jr nc, .no_battle xor a ret .no_battle xor a ; BATTLETYPE_NORMAL ld [wTempWildMonSpecies], a ld [wBattleType], a ld a, 1 and a ret .EncounterRate: call GetMapEncounterRate call ApplyMusicEffectOnEncounterRate call ApplyCleanseTagEffectOnEncounterRate call Random cp b ret GetMapEncounterRate: ld hl, wMornEncounterRate call CheckOnWater ld a, wWaterEncounterRate - wMornEncounterRate jr z, .ok ld a, [wTimeOfDay] .ok ld c, a ld b, 0 add hl, bc ld b, [hl] ret ApplyMusicEffectOnEncounterRate:: ; Pokemon March and Ruins of Alph signal double encounter rate. ; Pokemon Lullaby halves encounter rate. ld a, [wMapMusic] cp MUSIC_POKEMON_MARCH jr z, .double cp MUSIC_RUINS_OF_ALPH_RADIO jr z, .double cp MUSIC_POKEMON_LULLABY ret nz srl b ret .double sla b ret ApplyCleanseTagEffectOnEncounterRate:: ; Cleanse Tag halves encounter rate. ld hl, wPartyMon1Item ld de, PARTYMON_STRUCT_LENGTH ld a, [wPartyCount] ld c, a .loop ld a, [hl] cp CLEANSE_TAG jr z, .cleansetag add hl, de dec c jr nz, .loop ret .cleansetag srl b ret ChooseWildEncounter: call LoadWildMonDataPointer jp nc, .nowildbattle call CheckEncounterRoamMon jp c, .startwildbattle inc hl inc hl inc hl call CheckOnWater ld de, WaterMonProbTable jr z, .watermon inc hl inc hl ld a, [wTimeOfDay] ld bc, NUM_GRASSMON * 2 call AddNTimes ld de, GrassMonProbTable .watermon ; hl contains the pointer to the wild mon data, let's save that to the stack push hl .randomloop call Random cp 100 jr nc, .randomloop inc a ; 1 <= a <= 100 ld b, a ld h, d ld l, e ; This next loop chooses which mon to load up. .prob_bracket_loop ld a, [hli] cp b jr nc, .got_it inc hl jr .prob_bracket_loop .got_it ld c, [hl] ld b, 0 pop hl add hl, bc ; this selects our mon ld a, [hli] ld b, a ; If the Pokemon is encountered by surfing, we need to give the levels some variety. call CheckOnWater jr nz, .ok ; Check if we buff the wild mon, and by how much. call Random cp 35 percent jr c, .ok inc b cp 65 percent jr c, .ok inc b cp 85 percent jr c, .ok inc b cp 95 percent jr c, .ok inc b ; Store the level .ok ld a, b ld [wCurPartyLevel], a ld b, [hl] ; ld a, b call ValidateTempWildMonSpecies jr c, .nowildbattle ld a, b ; This is in the wrong place. cp UNOWN jr nz, .done ld a, [wUnlockedUnowns] and a jr z, .nowildbattle .done jr .loadwildmon .nowildbattle ld a, 1 and a ret .loadwildmon ld a, b ld [wTempWildMonSpecies], a .startwildbattle xor a ret INCLUDE "data/wild/probabilities.asm" CheckRepelEffect:: ; If there is no active Repel, there's no need to be here. ld a, [wRepelEffect] and a jr z, .encounter ; Get the first Pokemon in your party that isn't fainted. ld hl, wPartyMon1HP ld bc, PARTYMON_STRUCT_LENGTH - 1 .loop ld a, [hli] or [hl] jr nz, .ok add hl, bc jr .loop .ok ; to PartyMonLevel rept 4 dec hl endr ld a, [wCurPartyLevel] cp [hl] jr nc, .encounter and a ret .encounter scf ret LoadWildMonDataPointer: call CheckOnWater jr z, _WaterWildmonLookup _GrassWildmonLookup: ld hl, SwarmGrassWildMons ld bc, GRASS_WILDDATA_LENGTH call _SwarmWildmonCheck ret c ld hl, JohtoGrassWildMons ld de, KantoGrassWildMons call _JohtoWildmonCheck ld bc, GRASS_WILDDATA_LENGTH jr _NormalWildmonOK _WaterWildmonLookup: ld hl, SwarmWaterWildMons ld bc, WATER_WILDDATA_LENGTH call _SwarmWildmonCheck ret c ld hl, JohtoWaterWildMons ld de, KantoWaterWildMons call _JohtoWildmonCheck ld bc, WATER_WILDDATA_LENGTH jr _NormalWildmonOK _JohtoWildmonCheck: call IsInJohto and a ret z ld h, d ld l, e ret _SwarmWildmonCheck: call CopyCurrMapDE push hl ld hl, wSwarmFlags bit SWARMFLAGS_DUNSPARCE_SWARM_F, [hl] pop hl jr z, .CheckYanma ld a, [wDunsparceMapGroup] cp d jr nz, .CheckYanma ld a, [wDunsparceMapNumber] cp e jr nz, .CheckYanma call LookUpWildmonsForMapDE jr nc, _NoSwarmWildmon scf ret .CheckYanma: push hl ld hl, wSwarmFlags bit SWARMFLAGS_YANMA_SWARM_F, [hl] pop hl jr z, _NoSwarmWildmon ld a, [wYanmaMapGroup] cp d jr nz, _NoSwarmWildmon ld a, [wYanmaMapNumber] cp e jr nz, _NoSwarmWildmon call LookUpWildmonsForMapDE jr nc, _NoSwarmWildmon scf ret _NoSwarmWildmon: and a ret _NormalWildmonOK: call CopyCurrMapDE jr LookUpWildmonsForMapDE CopyCurrMapDE: ld a, [wMapGroup] ld d, a ld a, [wMapNumber] ld e, a ret LookUpWildmonsForMapDE: .loop push hl ld a, [hl] inc a jr z, .nope ld a, d cp [hl] jr nz, .next inc hl ld a, e cp [hl] jr z, .yup .next pop hl add hl, bc jr .loop .nope pop hl and a ret .yup pop hl scf ret InitRoamMons: ; initialize wRoamMon structs ; species ld a, RAIKOU ld [wRoamMon1Species], a ld a, ENTEI ld [wRoamMon2Species], a ; level ld a, 40 ld [wRoamMon1Level], a ld [wRoamMon2Level], a ; raikou starting map ld a, GROUP_ROUTE_42 ld [wRoamMon1MapGroup], a ld a, MAP_ROUTE_42 ld [wRoamMon1MapNumber], a ; entei starting map ld a, GROUP_ROUTE_37 ld [wRoamMon2MapGroup], a ld a, MAP_ROUTE_37 ld [wRoamMon2MapNumber], a ; hp xor a ; generate new stats ld [wRoamMon1HP], a ld [wRoamMon2HP], a ret CheckEncounterRoamMon: push hl ; Don't trigger an encounter if we're on water. call CheckOnWater jr z, .DontEncounterRoamMon ; Load the current map group and number to de call CopyCurrMapDE ; Randomly select a beast. call Random cp 100 ; 25/64 chance jr nc, .DontEncounterRoamMon and %00000011 ; Of that, a 3/4 chance. Running total: 75/256, or around 29.3%. jr z, .DontEncounterRoamMon dec a ; 1/3 chance that it's Entei, 1/3 chance that it's Raikou ; Compare its current location with yours ld hl, wRoamMon1MapGroup ld c, a ld b, 0 ld a, 7 ; length of the roam_struct call AddNTimes ld a, d cp [hl] jr nz, .DontEncounterRoamMon inc hl ld a, e cp [hl] jr nz, .DontEncounterRoamMon ; We've decided to take on a beast, so stage its information for battle. dec hl dec hl dec hl ld a, [hli] ld [wTempWildMonSpecies], a ld a, [hl] ld [wCurPartyLevel], a ld a, BATTLETYPE_ROAMING ld [wBattleType], a pop hl scf ret .DontEncounterRoamMon: pop hl and a ret UpdateRoamMons: ld a, [wRoamMon1MapGroup] cp GROUP_N_A jr z, .SkipRaikou ld b, a ld a, [wRoamMon1MapNumber] ld c, a call .Update ld a, b ld [wRoamMon1MapGroup], a ld a, c ld [wRoamMon1MapNumber], a .SkipRaikou: ld a, [wRoamMon2MapGroup] cp GROUP_N_A jr z, .SkipEntei ld b, a ld a, [wRoamMon2MapNumber] ld c, a call .Update ld a, b ld [wRoamMon2MapGroup], a ld a, c ld [wRoamMon2MapNumber], a .SkipEntei: ld a, [wRoamMon3MapGroup] cp GROUP_N_A jr z, .Finished ld b, a ld a, [wRoamMon3MapNumber] ld c, a call .Update ld a, b ld [wRoamMon3MapGroup], a ld a, c ld [wRoamMon3MapNumber], a .Finished: jp _BackUpMapIndices .Update: ld hl, RoamMaps .loop ; Are we at the end of the table? ld a, [hl] cp -1 ret z ; Is this the correct entry? ld a, b cp [hl] jr nz, .next inc hl ld a, c cp [hl] jr z, .yes ; We don't have the correct entry yet, so let's continue. A 0 terminates each entry. .next ld a, [hli] and a jr nz, .next jr .loop ; We have the correct entry now, so let's choose a random map from it. .yes inc hl ld d, h ld e, l .update_loop ld h, d ld l, e ; Choose which map to warp to. call Random and %00011111 ; 1/8n chance it moves to a completely random map, where n is the number of roaming connections from the current map. jr z, JumpRoamMon and %11 cp [hl] jr nc, .update_loop ; invalid index, try again inc hl ld c, a ld b, 0 add hl, bc add hl, bc ld a, [wRoamMons_LastMapGroup] cp [hl] jr nz, .done inc hl ld a, [wRoamMons_LastMapNumber] cp [hl] jr z, .update_loop dec hl .done ld a, [hli] ld b, a ld c, [hl] ret JumpRoamMons: ld a, [wRoamMon1MapGroup] cp GROUP_N_A jr z, .SkipRaikou call JumpRoamMon ld a, b ld [wRoamMon1MapGroup], a ld a, c ld [wRoamMon1MapNumber], a .SkipRaikou: ld a, [wRoamMon2MapGroup] cp GROUP_N_A jr z, .SkipEntei call JumpRoamMon ld a, b ld [wRoamMon2MapGroup], a ld a, c ld [wRoamMon2MapNumber], a .SkipEntei: ld a, [wRoamMon3MapGroup] cp GROUP_N_A jr z, .Finished call JumpRoamMon ld a, b ld [wRoamMon3MapGroup], a ld a, c ld [wRoamMon3MapNumber], a .Finished: jp _BackUpMapIndices JumpRoamMon: .loop ld hl, RoamMaps .innerloop1 ; This loop happens to be unnecessary. call Random ; Choose a random number. maskbits NUM_ROAMMON_MAPS ; Mask the number to limit it between 0 and 15. cp NUM_ROAMMON_MAPS ; If the number is not less than 16, try again. jr nc, .innerloop1 ; I'm sure you can guess why this check is bogus. inc a ld b, a .innerloop2 ; Loop to get hl to the address of the chosen roam map. dec b jr z, .ok .innerloop3 ; Loop to skip the current roam map, which is terminated by a 0. ld a, [hli] and a jr nz, .innerloop3 jr .innerloop2 ; Check to see if the selected map is the one the player is currently in. If so, try again. .ok ld a, [wMapGroup] cp [hl] jr nz, .done inc hl ld a, [wMapNumber] cp [hl] jr z, .loop dec hl ; Return the map group and number in bc. .done ld a, [hli] ld b, a ld c, [hl] ret _BackUpMapIndices: ld a, [wRoamMons_CurMapNumber] ld [wRoamMons_LastMapNumber], a ld a, [wRoamMons_CurMapGroup] ld [wRoamMons_LastMapGroup], a ld a, [wMapNumber] ld [wRoamMons_CurMapNumber], a ld a, [wMapGroup] ld [wRoamMons_CurMapGroup], a ret INCLUDE "data/wild/roammon_maps.asm" ValidateTempWildMonSpecies: ; Due to a development oversight, this function is called with the wild Pokemon's level, not its species, in a. and a jr z, .nowildmon ; = 0 cp NUM_POKEMON + 1 ; 252 jr nc, .nowildmon ; >= 252 and a ; 1 <= Species <= 251 ret .nowildmon scf ret ; Finds a rare wild Pokemon in the route of the trainer calling, then checks if it's been Seen already. ; The trainer will then tell you about the Pokemon if you haven't seen it. RandomUnseenWildMon: farcall GetCallerLocation ld d, b ld e, c ld hl, JohtoGrassWildMons ld bc, GRASS_WILDDATA_LENGTH call LookUpWildmonsForMapDE jr c, .GetGrassmon ld hl, KantoGrassWildMons call LookUpWildmonsForMapDE jr nc, .done .GetGrassmon: push hl ld bc, 5 + 4 * 2 ; Location of the level of the 5th wild Pokemon in that map add hl, bc ld a, [wTimeOfDay] ld bc, NUM_GRASSMON * 2 call AddNTimes .randloop1 call Random and %11 jr z, .randloop1 dec a ld c, a ld b, 0 add hl, bc add hl, bc ; We now have the pointer to one of the last (rarest) three wild Pokemon found in that area. inc hl ld c, [hl] ; Contains the species index of this rare Pokemon pop hl ld de, 5 + 0 * 2 add hl, de inc hl ; Species index of the most common Pokemon on that route ld b, 4 .loop2 ld a, [hli] cp c ; Compare this most common Pokemon with the rare one stored in c. jr z, .done inc hl dec b jr nz, .loop2 ; This Pokemon truly is rare. push bc dec c ld a, c call CheckSeenMon pop bc jr nz, .done ; Since we haven't seen it, have the caller tell us about it. ld de, wStringBuffer1 call CopyName1 ld a, c ld [wNamedObjectIndexBuffer], a call GetPokemonName ld hl, .SawRareMonText call PrintText xor a ld [wScriptVar], a ret .done ld a, $1 ld [wScriptVar], a ret .SawRareMonText: ; I just saw some rare @ in @ . I'll call you if I see another rare #MON, OK? text_far UnknownText_0x1bd34b text_end RandomPhoneWildMon: farcall GetCallerLocation ld d, b ld e, c ld hl, JohtoGrassWildMons ld bc, GRASS_WILDDATA_LENGTH call LookUpWildmonsForMapDE jr c, .ok ld hl, KantoGrassWildMons call LookUpWildmonsForMapDE .ok ld bc, 5 + 0 * 2 add hl, bc ld a, [wTimeOfDay] inc a ld bc, NUM_GRASSMON * 2 .loop dec a jr z, .done add hl, bc jr .loop .done call Random and %11 ld c, a ld b, 0 add hl, bc add hl, bc inc hl ld a, [hl] ld [wNamedObjectIndexBuffer], a call GetPokemonName ld hl, wStringBuffer1 ld de, wStringBuffer4 ld bc, MON_NAME_LENGTH jp CopyBytes RandomPhoneMon: ; Get a random monster owned by the trainer who's calling. farcall GetCallerLocation ld hl, TrainerGroups ld a, d dec a ld c, a ld b, 0 add hl, bc add hl, bc ld a, BANK(TrainerGroups) call GetFarHalfword .skip_trainer dec e jr z, .skipped .skip ld a, BANK(Trainers) call GetFarByte inc hl cp -1 jr nz, .skip jr .skip_trainer .skipped .skip_name ld a, BANK(Trainers) call GetFarByte inc hl cp "@" jr nz, .skip_name ld a, BANK(Trainers) call GetFarByte inc hl ld bc, 2 ; level, species cp TRAINERTYPE_NORMAL jr z, .got_mon_length ld bc, 2 + NUM_MOVES ; level, species, moves cp TRAINERTYPE_MOVES jr z, .got_mon_length ld bc, 2 + 1 ; level, species, item cp TRAINERTYPE_ITEM jr z, .got_mon_length ; TRAINERTYPE_ITEM_MOVES ld bc, 2 + 1 + NUM_MOVES ; level, species, item, moves .got_mon_length ld e, 0 push hl .count_mon inc e add hl, bc ld a, BANK(Trainers) call GetFarByte cp -1 jr nz, .count_mon pop hl .rand call Random maskbits PARTY_LENGTH cp e jr nc, .rand inc a .get_mon dec a jr z, .got_mon add hl, bc jr .get_mon .got_mon inc hl ; species ld a, BANK(Trainers) call GetFarByte ld [wNamedObjectIndexBuffer], a call GetPokemonName ld hl, wStringBuffer1 ld de, wStringBuffer4 ld bc, MON_NAME_LENGTH jp CopyBytes INCLUDE "data/wild/johto_grass.asm" INCLUDE "data/wild/johto_water.asm" INCLUDE "data/wild/kanto_grass.asm" INCLUDE "data/wild/kanto_water.asm" INCLUDE "data/wild/swarm_grass.asm" INCLUDE "data/wild/swarm_water.asm"