ref: c73b5d73f477da2c0a916e683562e0941c5ff1eb
parent: 4ba8dd609065ee118eccdc56a38dc8666b189c2e
author: xCrystal <rgr.crystal@gmail.com>
date: Tue Mar 31 16:50:49 EDT 2015
Label some battle related functions
--- a/engine/battle/core.asm
+++ b/engine/battle/core.asm
@@ -875,7 +875,7 @@
call WaitForSoundToFinish
jr .sfxplayed
.wild_win
- call Func_3c643
+ call EndLowHealthAlarm
ld a, MUSIC_DEFEATED_WILD_MON
call PlayBattleVictoryMusic
.sfxplayed
@@ -946,7 +946,7 @@
TX_FAR _EnemyMonFaintedText
db "@"
-Func_3c643: ; 3c643 (f:4643)
+EndLowHealthAlarm: ; 3c643 (f:4643)
xor a
ld [wLowHealthAlarm], a ;disable low health alarm
ld [wc02a], a
@@ -996,7 +996,7 @@
ret
TrainerBattleVictory: ; 3c696 (f:4696)
- call Func_3c643
+ call EndLowHealthAlarm
ld b, MUSIC_DEFEATED_GYM_LEADER
ld a, [W_GYMLEADERNO]
and a
@@ -3188,7 +3188,7 @@
jp c,.moveHitTest ; SetDamageEffects moves (e.g. Seismic Toss and Super Fang) skip damage calculation
call CriticalHitTest
call HandleCounterMove
- jr z,asm_3d705
+ jr z,handleIfMoveMissed
call GetDamageVarsForPlayerAttack
call CalculateDamage
jp z,asm_3d74b ; for moves with 0 BP, skip any further damage calculation and, for now, skip MoveHitTest
@@ -3197,7 +3197,7 @@
call RandomizeDamage
.moveHitTest
call MoveHitTest
-asm_3d705
+handleIfMoveMissed
ld a,[W_MOVEMISSED]
and a
jr z,asm_3d714
@@ -3573,7 +3573,7 @@
ld [hl],a
ld a,BIDE
ld [W_PLAYERMOVENUM],a
- ld hl,asm_3d705 ; skip damage calculation, DecrementPP and MoveHitTest
+ ld hl,handleIfMoveMissed ; skip damage calculation, DecrementPP and MoveHitTest
jp .returnToHL
.ThrashingAboutCheck
@@ -4481,7 +4481,7 @@
; d: base power
; e: level
- ld a, [$fff3] ; whose turn?
+ ld a, [H_WHOSETURN] ; whose turn?
and a
ld a, [W_PLAYERMOVEEFFECT]
jr z, .effect
@@ -4504,7 +4504,7 @@
; Calculate OHKO damage based on remaining HP.
cp a, OHKO_EFFECT
- jp z, Func_3e016
+ jp z, JumpToOHKOMoveEffect
; Don't calculate damage for moves that don't do any.
ld a, d ; base power
@@ -4636,7 +4636,7 @@
and a
ret
-Func_3e016: ; 3e016 (f:6016)
+JumpToOHKOMoveEffect: ; 3e016 (f:6016)
call JumpMoveEffect
ld a, [W_MOVEMISSED]
dec a
@@ -5066,7 +5066,7 @@
; the Substitute had before being attacked.
ld h,b
ld l,c
- res 4,[hl] ; unset the substitute bit
+ res HasSubstituteUp,[hl] ; unset the substitute bit
ld hl,SubstituteBrokeText
call PrintText
; flip whose turn it is for the next function call
@@ -7096,14 +7096,14 @@
ret
_JumpMoveEffect: ; 3f138 (f:7138)
- ld a, [$fff3] ;whose turn?
+ ld a, [H_WHOSETURN]
and a
ld a, [W_PLAYERMOVEEFFECT]
jr z, .next1
ld a, [W_ENEMYMOVEEFFECT]
.next1
- dec a ;subtract 1, there is no special effect for 00
- add a ;x2, 16bit pointers
+ dec a ; subtract 1, there is no special effect for 00
+ add a ; x2, 16bit pointers
ld hl, MoveEffectPointerTable
ld b, 0
ld c, a
@@ -7111,7 +7111,7 @@
ld a, [hli]
ld h, [hl]
ld l, a
- jp [hl] ;jump to special effect handler
+ jp [hl] ; jump to special effect handler
MoveEffectPointerTable: ; 3f150 (f:7150)
dw SleepEffect ; unused effect
@@ -7376,7 +7376,7 @@
ld [wcc5b], a
call CheckTargetSubstitute ; test bit 4 of d063/d068 flags [target has substitute flag]
ret nz ; return if they have a substitute, can't effect them
- ld a, [$fff3]
+ ld a, [H_WHOSETURN]
and a
jp nz, opponentAttacker
ld a, [wEnemyMonStatus]
@@ -7488,7 +7488,7 @@
; any fire-type move that has a chance inflict burn (all but Fire Spin) will defrost a frozen target
and a, 1 << FRZ ; are they frozen?
ret z ; return if so
- ld a, [$fff3]
+ ld a, [H_WHOSETURN]
and a
jr nz, .opponent
;player [attacker]
@@ -7885,7 +7885,7 @@
ld a, [de]
cp $44
ret nc
- jp Func_3fb4e
+ jp ConditionalPrintButItFailed
MonsStatsFellText: ; 3f661 (f:7661)
TX_FAR _MonsStatsFellText
@@ -8084,7 +8084,7 @@
ld a, [W_ENEMYMOVENUM]
cp TELEPORT
jp nz, PrintText
- jp Func_3fb4e
+ jp ConditionalPrintButItFailed
.asm_3f7e4
push af
call PlayBattleAnimation
@@ -8358,7 +8358,7 @@
ret z
ld c, $32
call DelayFrames
- jp Func_3fb4e
+ jp ConditionalPrintButItFailed
ParalyzeEffect: ; 3f9b1 (f:79b1)
ld hl, ParalyzeEffect_
@@ -8613,10 +8613,10 @@
TX_FAR _NoEffectText
db "@"
-Func_3fb4e: ; 3fb4e (f:7b4e)
+ConditionalPrintButItFailed: ; 3fb4e (f:7b4e)
ld a, [wMoveDidntMiss]
and a
- ret nz
+ ret nz ; return if the side effect failed, yet the attack was successful
PrintButItFailedText_: ; 3fb53 (f:7b53)
ld hl, ButItFailedText