ref: 6d56d10e15186039e80f992749d1c526ba5d24e1
dir: /engine/battle/read_trainer_party.asm/
ReadTrainer: ; 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 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 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 OPP_ID_OFFSET 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 RIVAL3 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