ref: 0d687ba25ae223f6de2c69d46fd1c3df6ad52da3
dir: /engine/battle/read_trainer_party.asm/
ReadTrainer: ; 39c53 (e:5c53) ; don't change any moves in a link battle ld a,[wLinkState] and a ret nz ; set [wEnemyPartyCount] to 0, [wEnemyPartyMons] to FF ; XXX first is total enemy pokemon? ; XXX second is species of first pokemon? ld hl,wEnemyPartyCount xor a ld [hli],a dec a ld [hl],a ; get the pointer to trainer data for this class ld a,[wCurOpponent] sub $C9 ; convert value from pokemon to trainer add a,a ld hl,TrainerDataPointers ld c,a ld b,0 add hl,bc ; hl points to trainer class ld a,[hli] ld h,[hl] ld l,a ld a,[wTrainerNo] ld b,a ; At this point b contains the trainer number, ; and hl points to the trainer class. ; Our next task is to iterate through the trainers, ; decrementing b each time, until we get to the right one. .outer dec b jr z,.IterateTrainer .inner ld a,[hli] and a jr nz,.inner jr .outer ; if the first byte of trainer data is FF, ; - each pokemon has a specific level ; (as opposed to the whole team being of the same level) ; - if [wLoneAttackNo] != 0, one pokemon on the team has a special move ; else the first byte is the level of every pokemon on the team .IterateTrainer ld a,[hli] cp $FF ; is the trainer special? jr z,.SpecialTrainer ; if so, check for special moves ld [wCurEnemyLVL],a .LoopTrainerData ld a,[hli] and a ; have we reached the end of the trainer data? jr z,.FinishUp ld [wcf91],a ; write species somewhere (XXX why?) ld a,ENEMY_PARTY_DATA ld [wMonDataLocation],a push hl call AddPartyMon pop hl jr .LoopTrainerData .SpecialTrainer ; if this code is being run: ; - each pokemon has a specific level ; (as opposed to the whole team being of the same level) ; - if [wLoneAttackNo] != 0, one pokemon on the team has a special move ld a,[hli] and a ; have we reached the end of the trainer data? jr z,.AddLoneMove ld [wCurEnemyLVL],a ld a,[hli] ld [wcf91],a ld a,ENEMY_PARTY_DATA ld [wMonDataLocation],a push hl call AddPartyMon pop hl jr .SpecialTrainer .AddLoneMove ; does the trainer have a single monster with a different move ld a,[wLoneAttackNo] ; Brock is 01, Misty is 02, Erika is 04, etc and a jr z,.AddTeamMove dec a add a,a ld c,a ld b,0 ld hl,LoneMoves add hl,bc ld a,[hli] ld d,[hl] ld hl,wEnemyMon1Moves + 2 ld bc,wEnemyMon2 - wEnemyMon1 call AddNTimes ld [hl],d jr .FinishUp .AddTeamMove ; check if our trainer's team has special moves ; get trainer class number ld a,[wCurOpponent] sub 200 ld b,a ld hl,TeamMoves ; iterate through entries in TeamMoves, checking each for our trainer class .IterateTeamMoves ld a,[hli] cp b jr z,.GiveTeamMoves ; is there a match? inc hl ; if not, go to the next entry inc a jr nz,.IterateTeamMoves ; no matches found. is this trainer champion rival? ld a,b cp SONY3 jr z,.ChampionRival jr .FinishUp ; nope .GiveTeamMoves ld a,[hl] ld [wEnemyMon5Moves + 2],a jr .FinishUp .ChampionRival ; give moves to his team ; pidgeot ld a,SKY_ATTACK ld [wEnemyMon1Moves + 2],a ; starter ld a,[wRivalStarter] cp STARTER3 ld b,MEGA_DRAIN jr z,.GiveStarterMove cp STARTER1 ld b,FIRE_BLAST jr z,.GiveStarterMove ld b,BLIZZARD ; must be squirtle .GiveStarterMove ld a,b ld [wEnemyMon6Moves + 2],a .FinishUp ; clear wAmountMoneyWon addresses xor a ld de,wAmountMoneyWon ld [de],a inc de ld [de],a inc de ld [de],a ld a,[wCurEnemyLVL] ld b,a .LastLoop ; update wAmountMoneyWon addresses (money to win) based on enemy's level ld hl,wTrainerBaseMoney + 1 ld c,2 ; wAmountMoneyWon is a 3-byte number push bc predef AddBCDPredef pop bc inc de inc de dec b jr nz,.LastLoop ; repeat wCurEnemyLVL times ret