shithub: pokered

ref: e6185ac358b2e548536485781d6ec584c0b7742d
dir: /engine/battle/e.asm/

View raw version
; does nothing since no stats are ever selected (barring glitches)
DoubleSelectedStats: ; 39680 (e:5680)
	ld a, [H_WHOSETURN]
	and a
	ld a, [wPlayerStatsToDouble]
	ld hl, wBattleMonAttack + 1
	jr z, .notEnemyTurn
	ld a, [wEnemyStatsToDouble]
	ld hl, wEnemyMonAttack + 1
.notEnemyTurn
	ld c, 4
	ld b, a
.loop
	srl b
	call c, .doubleStat
	inc hl
	inc hl
	dec c
	ret z
	jr .loop

.doubleStat
	ld a, [hl]
	add a
	ld [hld], a
	ld a, [hl]
	rl a
	ld [hli], a
	ret

; does nothing since no stats are ever selected (barring glitches)
HalveSelectedStats: ; 396a7 (e:56a7)
	ld a, [H_WHOSETURN]
	and a
	ld a, [wPlayerStatsToHalve]
	ld hl, wBattleMonAttack
	jr z, .notEnemyTurn
	ld a, [wEnemyStatsToHalve]
	ld hl, wEnemyMonAttack
.notEnemyTurn
	ld c, 4
	ld b, a
.loop
	srl b
	call c, .halveStat
	inc hl
	inc hl
	dec c
	ret z
	jr .loop

.halveStat
	ld a, [hl]
	srl a
	ld [hli], a
	rr [hl]
	or [hl]
	jr nz, .nonzeroStat
	ld [hl], 1
.nonzeroStat
	dec hl
	ret

_ScrollTrainerPicAfterBattle: ; 396d3 (e:56d3)
; Load the enemy trainer's pic and scrolls it into
; the screen from the right.
	xor a
	ld [wEnemyMonSpecies2], a
	ld b, $1
	call GoPAL_SET
	callab _LoadTrainerPic
	hlCoord 19, 0
	ld c, $0
.scrollLoop
	inc c
	ld a, c
	cp 7
	ret z
	ld d, $0
	push bc
	push hl
.drawTrainerPicLoop
	call DrawTrainerPicColumn
	inc hl
	ld a, 7
	add d
	ld d, a
	dec c
	jr nz, .drawTrainerPicLoop
	ld c, 4
	call DelayFrames
	pop hl
	pop bc
	dec hl
	jr .scrollLoop

; write one 7-tile column of the trainer pic to the tilemap
DrawTrainerPicColumn: ; 39707 (e:5707)
	push hl
	push de
	push bc
	ld e, 7
.loop
	ld [hl], d
	ld bc, SCREEN_WIDTH
	add hl, bc
	inc d
	dec e
	jr nz, .loop
	pop bc
	pop de
	pop hl
	ret

; creates a set of moves that may be used and returns its address in hl
; unused slots are filled with 0, all used slots may be chosen with equal probability
AIEnemyTrainerChooseMoves: ; 39719 (e:5719)
	ld a, $a
	ld hl, wHPBarMaxHP  ; init temporary move selection array. Only the moves with the lowest numbers are chosen in the end
	ld [hli], a   ; move 1
	ld [hli], a   ; move 2
	ld [hli], a   ; move 3
	ld [hl], a    ; move 4
	ld a, [W_ENEMYDISABLEDMOVE] ; forbid disabled move (if any)
	swap a
	and $f
	jr z, .noMoveDisabled
	ld hl, wHPBarMaxHP
	dec a
	ld c, a
	ld b, $0
	add hl, bc    ; advance pointer to forbidden move
	ld [hl], $50  ; forbid (highly discourage) disabled move
.noMoveDisabled
	ld hl, TrainerClassMoveChoiceModifications ; 589B
	ld a, [W_TRAINERCLASS]
	ld b, a
.loopTrainerClasses
	dec b
	jr z, .readTrainerClassData
.loopTrainerClassData
	ld a, [hli]
	and a
	jr nz, .loopTrainerClassData
	jr .loopTrainerClasses
.readTrainerClassData
	ld a, [hl]
	and a
	jp z, .useOriginalMoveSet
	push hl
.nextMoveChoiceModification
	pop hl
	ld a, [hli]
	and a
	jr z, .loopFindMinimumEntries
	push hl
	ld hl, AIMoveChoiceModificationFunctionPointers ; $57a3
	dec a
	add a
	ld c, a
	ld b, $0
	add hl, bc    ; skip to pointer
	ld a, [hli]   ; read pointer into hl
	ld h, [hl]
	ld l, a
	ld de, .nextMoveChoiceModification  ; set return address
	push de
	jp [hl]       ; execute modification function
.loopFindMinimumEntries ; all entries will be decremented sequentially until one of them is zero
	ld hl, wHPBarMaxHP  ; temp move selection array
	ld de, wEnemyMonMoves  ; enemy moves
	ld c, $4
.loopDecrementEntries
	ld a, [de]
	inc de
	and a
	jr z, .loopFindMinimumEntries
	dec [hl]
	jr z, .minimumEntriesFound
	inc hl
	dec c
	jr z, .loopFindMinimumEntries
	jr .loopDecrementEntries
.minimumEntriesFound
	ld a, c
.loopUndoPartialIteration ; undo last (partial) loop iteration
	inc [hl]
	dec hl
	inc a
	cp $5
	jr nz, .loopUndoPartialIteration
	ld hl, wHPBarMaxHP  ; temp move selection array
	ld de, wEnemyMonMoves  ; enemy moves
	ld c, $4
.filterMinimalEntries ; all minimal entries now have value 1. All other slots will be disabled (move set to 0)
	ld a, [de]
	and a
	jr nz, .moveExisting ; 0x3978a $1
	ld [hl], a
.moveExisting
	ld a, [hl]
	dec a
	jr z, .slotWithMinimalValue
	xor a
	ld [hli], a     ; disable move slot
	jr .next
.slotWithMinimalValue
	ld a, [de]
	ld [hli], a     ; enable move slot
.next
	inc de
	dec c
	jr nz, .filterMinimalEntries
	ld hl, wHPBarMaxHP    ; use created temporary array as move set
	ret
.useOriginalMoveSet
	ld hl, wEnemyMonMoves    ; use original move set
	ret

AIMoveChoiceModificationFunctionPointers: ; 397a3 (e:57a3)
	dw AIMoveChoiceModification1
	dw AIMoveChoiceModification2
	dw AIMoveChoiceModification3
	dw AIMoveChoiceModification4 ; unused, does nothing

; discourages moves that cause no damage but only a status ailment if player's mon already has one
AIMoveChoiceModification1: ; 397ab (e:57ab)
	ld a, [wBattleMonStatus]
	and a
	ret z ; return if no status ailment on player's mon
	ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
	ld de, wEnemyMonMoves ; enemy moves
	ld b, NUM_MOVES + 1
.nextMove
	dec b
	ret z ; processed all 4 moves
	inc hl
	ld a, [de]
	and a
	ret z ; no more moves in move set
	inc de
	call ReadMove
	ld a, [W_ENEMYMOVEPOWER]
	and a
	jr nz, .nextMove
	ld a, [W_ENEMYMOVEEFFECT]
	push hl
	push de
	push bc
	ld hl, StatusAilmentMoveEffects
	ld de, $0001
	call IsInArray
	pop bc
	pop de
	pop hl
	jr nc, .nextMove
	ld a, [hl]
	add $5 ; heavily discourage move
	ld [hl], a
	jr .nextMove

StatusAilmentMoveEffects ; 57e2
	db $01 ; unused sleep effect
	db SLEEP_EFFECT
	db POISON_EFFECT
	db PARALYZE_EFFECT
	db $FF

; slightly encourage moves with specific effects.
; in particular, stat-modifying moves and other move effects
; that fall in-bewteen
AIMoveChoiceModification2: ; 397e7 (e:57e7)
	ld a, [wAILayer2Encouragement]
	cp $1 
	ret nz
	ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
	ld de, wEnemyMonMoves ; enemy moves
	ld b, NUM_MOVES + 1
.nextMove
	dec b
	ret z ; processed all 4 moves
	inc hl
	ld a, [de]
	and a
	ret z ; no more moves in move set
	inc de
	call ReadMove
	ld a, [W_ENEMYMOVEEFFECT]
	cp ATTACK_UP1_EFFECT
	jr c, .nextMove
	cp BIDE_EFFECT
	jr c, .preferMove
	cp ATTACK_UP2_EFFECT
	jr c, .nextMove
	cp POISON_EFFECT
	jr c, .preferMove
	jr .nextMove
.preferMove
	dec [hl] ; sligthly encourage this move
	jr .nextMove

; encourages moves that are effective against the player's mon (even if non-damaging).
; discourage damaging moves that are ineffective or not very effective against the player's mon,
; unless there's no damaging move that deals at least neutral damage
AIMoveChoiceModification3: ; 39817 (e:5817)
	ld hl, wBuffer - 1 ; temp move selection array (-1 byte offest)
	ld de, wEnemyMonMoves ; enemy moves
	ld b, $5
.nextMove
	dec b
	ret z ; processed all 4 moves
	inc hl
	ld a, [de]
	and a
	ret z ; no more moves in move set
	inc de
	call ReadMove
	push hl
	push bc
	push de
	callab AIGetTypeEffectiveness
	pop de
	pop bc
	pop hl
	ld a, [wd11e]
	cp $10
	jr z, .nextMove
	jr c, .notEffectiveMove
	dec [hl] ; sligthly encourage this move
	jr .nextMove
.notEffectiveMove ; discourages non-effective moves if better moves are available
	push hl
	push de
	push bc
	ld a, [W_ENEMYMOVETYPE]
	ld d, a
	ld hl, wEnemyMonMoves  ; enemy moves
	ld b, $5
	ld c, $0
.loopMoves
	dec b
	jr z, .done
	ld a, [hli]
	and a
	jr z, .done
	call ReadMove
	ld a, [W_ENEMYMOVEEFFECT]
	cp SUPER_FANG_EFFECT
	jr z, .betterMoveFound ; Super Fang is considered to be a better move
	cp SPECIAL_DAMAGE_EFFECT
	jr z, .betterMoveFound ; any special damage moves are considered to be better moves
	cp FLY_EFFECT
	jr z, .betterMoveFound ; Fly is considered to be a better move
	ld a, [W_ENEMYMOVETYPE]
	cp d
	jr z, .loopMoves
	ld a, [W_ENEMYMOVEPOWER]
	and a
	jr nz, .betterMoveFound ; damaging moves of a different type are considered to be better moves
	jr .loopMoves
.betterMoveFound
	ld c, a
.done
	ld a, c
	pop bc
	pop de
	pop hl
	and a
	jr z, .nextMove
	inc [hl] ; sligthly discourage this move
	jr .nextMove
AIMoveChoiceModification4: ; 39883 (e:5883)
	ret

ReadMove: ; 39884 (e:5884)
	push hl
	push de
	push bc
	dec a
	ld hl,Moves
	ld bc,6
	call AddNTimes
	ld de,W_ENEMYMOVENUM
	call CopyData
	pop bc
	pop de
	pop hl
	ret

; move choice modification methods that are applied for each trainer class
; 0 is sentinel value
TrainerClassMoveChoiceModifications: ; 3989b (e:589b)
	db 0      ; YOUNGSTER
	db 1,0    ; BUG CATCHER
	db 1,0    ; LASS
	db 1,3,0  ; SAILOR
	db 1,0    ; JR__TRAINER_M
	db 1,0    ; JR__TRAINER_F
	db 1,2,3,0; POKEMANIAC
	db 1,2,0  ; SUPER_NERD
	db 1,0    ; HIKER
	db 1,0    ; BIKER
	db 1,3,0  ; BURGLAR
	db 1,0    ; ENGINEER
	db 1,2,0  ; JUGGLER_X
	db 1,3,0  ; FISHER
	db 1,3,0  ; SWIMMER
	db 0      ; CUE_BALL
	db 1,0    ; GAMBLER
	db 1,3,0  ; BEAUTY
	db 1,2,0  ; PSYCHIC_TR
	db 1,3,0  ; ROCKER
	db 1,0    ; JUGGLER
	db 1,0    ; TAMER
	db 1,0    ; BIRD_KEEPER
	db 1,0    ; BLACKBELT
	db 1,0    ; SONY1
	db 1,3,0  ; PROF_OAK
	db 1,2,0  ; CHIEF
	db 1,2,0  ; SCIENTIST
	db 1,3,0  ; GIOVANNI
	db 1,0    ; ROCKET
	db 1,3,0  ; COOLTRAINER_M
	db 1,3,0  ; COOLTRAINER_F
	db 1,0    ; BRUNO
	db 1,0    ; BROCK
	db 1,3,0  ; MISTY
	db 1,3,0  ; LT__SURGE
	db 1,3,0  ; ERIKA
	db 1,3,0  ; KOGA
	db 1,3,0  ; BLAINE
	db 1,3,0  ; SABRINA
	db 1,2,0  ; GENTLEMAN
	db 1,3,0  ; SONY2
	db 1,3,0  ; SONY3
	db 1,2,3,0; LORELEI
	db 1,0    ; CHANNELER
	db 1,0    ; AGATHA
	db 1,3,0  ; LANCE

TrainerPicAndMoneyPointers: ; 39914 (e:5914)
; trainer pic pointers and base money.
; money received after battle = base money × level of highest-level enemy mon
	dw YoungsterPic
	money 1500

	dw BugCatcherPic
	money 1000

	dw LassPic
	money 1500

	dw SailorPic
	money 3000

	dw JrTrainerMPic
	money 2000

	dw JrTrainerFPic
	money 2000

	dw PokemaniacPic
	money 5000

	dw SuperNerdPic
	money 2500

	dw HikerPic
	money 3500

	dw BikerPic
	money 2000

	dw BurglarPic
	money 9000

	dw EngineerPic
	money 5000

	dw JugglerPic
	money 3500

	dw FisherPic
	money 3500

	dw SwimmerPic
	money 500

	dw CueBallPic
	money 2500

	dw GamblerPic
	money 7000

	dw BeautyPic
	money 7000

	dw PsychicPic
	money 1000

	dw RockerPic
	money 2500

	dw JugglerPic
	money 3500

	dw TamerPic
	money 4000

	dw BirdKeeperPic
	money 2500

	dw BlackbeltPic
	money 2500

	dw Rival1Pic
	money 3500

	dw ProfOakPic
	money 9900

	dw ChiefPic
	money 3000

	dw ScientistPic
	money 5000

	dw GiovanniPic
	money 9900

	dw RocketPic
	money 3000

	dw CooltrainerMPic
	money 3500

	dw CooltrainerFPic
	money 3500

	dw BrunoPic
	money 9900

	dw BrockPic
	money 9900

	dw MistyPic
	money 9900

	dw LtSurgePic
	money 9900

	dw ErikaPic
	money 9900

	dw KogaPic
	money 9900

	dw BlainePic
	money 9900

	dw SabrinaPic
	money 9900

	dw GentlemanPic
	money 7000

	dw Rival2Pic
	money 6500

	dw Rival3Pic
	money 9900

	dw LoreleiPic
	money 9900

	dw ChannelerPic
	money 3000

	dw AgathaPic
	money 9900

	dw LancePic
	money 9900

INCLUDE "text/trainer_names.asm"

; formats a string at wMovesString that lists the moves at wMoves
FormatMovesString: ; 39b87 (e:5b87)
	ld hl, wMoves
	ld de, wMovesString
	ld b, $0
.printMoveNameLoop
	ld a, [hli]
	and a ; end of move list?
	jr z, .printDashLoop ; print dashes when no moves are left
	push hl
	ld [wd0b5], a
	ld a, BANK(MoveNames)
	ld [wPredefBank], a
	ld a, MOVE_NAME
	ld [wNameListType], a
	call GetName
	ld hl, wcd6d
.copyNameLoop
	ld a, [hli]
	cp $50
	jr z, .doneCopyingName
	ld [de], a
	inc de
	jr .copyNameLoop
.doneCopyingName
	ld a, b
	ld [wcd6c], a
	inc b
	ld a, $4e ; line break
	ld [de], a
	inc de
	pop hl
	ld a, b
	cp NUM_MOVES
	jr z, .done
	jr .printMoveNameLoop
.printDashLoop
	ld a, "-"
	ld [de], a
	inc de
	inc b
	ld a, b
	cp NUM_MOVES
	jr z, .done
	ld a, $4e ; line break
	ld [de], a
	inc de
	jr .printDashLoop
.done
	ld a, "@"
	ld [de], a
	ret

; XXX this is called in a few places, but it doesn't appear to do anything useful
Func_39bd5: ; 39bd5 (e:5bd5)
	ld a, [wd11b]
	cp $1
	jr nz, .asm_39be6
	ld hl, wEnemyPartyCount
	ld de, wEnemyMonOT
	ld a, ENEMYOT_NAME
	jr .asm_39c18
.asm_39be6
	cp $4
	jr nz, .calcAttackStat4
	ld hl, wPartyCount
	ld de, wPartyMonOT
	ld a, PLAYEROT_NAME
	jr .asm_39c18
.calcAttackStat4
	cp $5
	jr nz, .asm_39c02
	ld hl, wStringBuffer2 + 11
	ld de, MonsterNames
	ld a, MONSTER_NAME
	jr .asm_39c18
.asm_39c02
	cp $2
	jr nz, .asm_39c10
	ld hl, wNumBagItems
	ld de, ItemNames
	ld a, ITEM_NAME
	jr .asm_39c18
.asm_39c10
	ld hl, wStringBuffer2 + 11
	ld de, ItemNames
	ld a, ITEM_NAME
.asm_39c18
	ld [wNameListType], a
	ld a, l
	ld [wList], a
	ld a, h
	ld [wList + 1], a
	ld a, e
	ld [wcf8d], a
	ld a, d
	ld [wcf8e], a
	ld bc, ItemPrices
	ld a, c
	ld [wItemPrices], a
	ld a, b
	ld [wItemPrices + 1], a
	ret

; get species of mon e in list [wcc49] for LoadMonData
GetMonSpecies: ; 39c37 (e:5c37)
	ld hl, wPartySpecies
	ld a, [wcc49]
	and a
	jr z, .getSpecies
	dec a
	jr z, .enemyParty
	ld hl, wBoxSpecies
	jr .getSpecies
.enemyParty
	ld hl, wEnemyPartyMons
.getSpecies
	ld d, 0
	add hl, de
	ld a, [hl]
	ld [wcf91], a
	ret

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,[W_CUROPPONENT]
	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,[W_TRAINERNO]
	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 [W_LONEATTACKNO] != 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 [W_CURENEMYLVL],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,1
	ld [wcc49],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 [W_LONEATTACKNO] != 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 [W_CURENEMYLVL],a
	ld a,[hli]
	ld [wcf91],a
	ld a,1
	ld [wcc49],a
	push hl
	call AddPartyMon
	pop hl
	jr .SpecialTrainer
.AddLoneMove
; does the trainer have a single monster with a different move
	ld a,[W_LONEATTACKNO] ; 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,[W_CUROPPONENT]
	sub $C8
	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,[W_RIVALSTARTER]
	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 ; XXX this needs documenting
	xor a       ; clear D079-D07B
	ld de,wd079
	ld [de],a
	inc de
	ld [de],a
	inc de
	ld [de],a
	ld a,[W_CURENEMYLVL]
	ld b,a
.LastLoop
	ld hl,wd047
	ld c,2
	push bc
	predef AddBCDPredef
	pop bc
	inc de
	inc de
	dec b
	jr nz,.LastLoop
	ret

INCLUDE "data/trainer_moves.asm"

INCLUDE "data/trainer_parties.asm"

TrainerAI: ; 3a52e (e:652e)
;XXX called at 34964, 3c342, 3c398
	and a
	ld a,[W_ISINBATTLE]
	dec a
	ret z ; if not a trainer, we're done here
	ld a,[wLinkState]
	cp LINK_STATE_BATTLING
	ret z
	ld a,[W_TRAINERCLASS] ; what trainer class is this?
	dec a
	ld c,a
	ld b,0
	ld hl,TrainerAIPointers
	add hl,bc
	add hl,bc
	add hl,bc
	ld a,[wAICount]
	and a
	ret z ; if no AI uses left, we're done here
	inc hl
	inc a
	jr nz,.getpointer
	dec hl
	ld a,[hli]
	ld [wAICount],a
.getpointer
	ld a,[hli]
	ld h,[hl]
	ld l,a
	call Random
	jp [hl]

TrainerAIPointers: ; 3a55c (e:655c)
; one entry per trainer class
; first byte, number of times (per Pokémon) it can occur
; next two bytes, pointer to AI subroutine for trainer class
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,JugglerAI ; juggler_x
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 3,JugglerAI ; juggler
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 2,BlackbeltAI ; blackbelt
	dbw 3,GenericAI
	dbw 3,GenericAI
	dbw 1,GenericAI ; chief
	dbw 3,GenericAI
	dbw 1,GiovanniAI ; giovanni
	dbw 3,GenericAI
	dbw 2,CooltrainerMAI ; cooltrainerm
	dbw 1,CooltrainerFAI ; cooltrainerf
	dbw 2,BrunoAI ; bruno
	dbw 5,BrockAI ; brock
	dbw 1,MistyAI ; misty
	dbw 1,LtSurgeAI ; surge
	dbw 1,ErikaAI ; erika
	dbw 2,KogaAI ; koga
	dbw 2,BlaineAI ; blaine
	dbw 1,SabrinaAI ; sabrina
	dbw 3,GenericAI
	dbw 1,Sony2AI ; sony2
	dbw 1,Sony3AI ; sony3
	dbw 2,LoreleiAI ; lorelei
	dbw 3,GenericAI
	dbw 2,AgathaAI ; agatha
	dbw 1,LanceAI ; lance

JugglerAI: ; 3a5e9 (e:65e9)
	cp $40
	ret nc
	jp AISwitchIfEnoughMons

BlackbeltAI: ; 3a5ef (e:65ef)
	cp $20
	ret nc
	jp AIUseXAttack

GiovanniAI: ; 3a5f5 (e:65f5)
	cp $40
	ret nc
	jp AIUseGuardSpec

CooltrainerMAI: ; 3a5fb (e:65fb)
	cp $40
	ret nc
	jp AIUseXAttack

CooltrainerFAI: ; 3a601 (e:6601)
	cp $40
	ld a,$A
	call AICheckIfHPBelowFraction
	jp c,AIUseHyperPotion
	ld a,5
	call AICheckIfHPBelowFraction
	ret nc
	jp AISwitchIfEnoughMons

BrockAI: ; 3a614 (e:6614)
; if his active monster has a status condition, use a full heal
	ld a,[wEnemyMonStatus]
	and a
	ret z
	jp AIUseFullHeal

MistyAI: ; 3a61c (e:661c)
	cp $40
	ret nc
	jp AIUseXDefend

LtSurgeAI: ; 3a622 (e:6622)
	cp $40
	ret nc
	jp AIUseXSpeed

ErikaAI: ; 3a628 (e:6628)
	cp $80
	ret nc
	ld a,$A
	call AICheckIfHPBelowFraction
	ret nc
	jp AIUseSuperPotion

KogaAI: ; 3a634 (e:6634)
	cp $40
	ret nc
	jp AIUseXAttack

BlaineAI: ; 3a63a (e:663a)
	cp $40
	ret nc
	jp AIUseSuperPotion

SabrinaAI: ; 3a640 (e:6640)
	cp $40
	ret nc
	ld a,$A
	call AICheckIfHPBelowFraction
	ret nc
	jp AIUseHyperPotion

Sony2AI: ; 3a64c (e:664c)
	cp $20
	ret nc
	ld a,5
	call AICheckIfHPBelowFraction
	ret nc
	jp AIUsePotion

Sony3AI: ; 3a658 (e:6658)
	cp $20
	ret nc
	ld a,5
	call AICheckIfHPBelowFraction
	ret nc
	jp AIUseFullRestore

LoreleiAI: ; 3a664 (e:6664)
	cp $80
	ret nc
	ld a,5
	call AICheckIfHPBelowFraction
	ret nc
	jp AIUseSuperPotion

BrunoAI: ; 3a670 (e:6670)
	cp $40
	ret nc
	jp AIUseXDefend

AgathaAI: ; 3a676 (e:6676)
	cp $14
	jp c,AISwitchIfEnoughMons
	cp $80
	ret nc
	ld a,4
	call AICheckIfHPBelowFraction
	ret nc
	jp AIUseSuperPotion

LanceAI: ; 3a687 (e:6687)
	cp $80
	ret nc
	ld a,5
	call AICheckIfHPBelowFraction
	ret nc
	jp AIUseHyperPotion

GenericAI: ; 3a693 (e:6693)
	and a ; clear carry
	ret

; end of individual trainer AI routines

DecrementAICount: ; 3a695 (e:6695)
	ld hl,wAICount
	dec [hl]
	scf
	ret

Func_3a69b: ; 3a69b (e:669b)
	ld a,(SFX_08_3e - SFX_Headers_08) / 3
	jp PlaySoundWaitForCurrent

AIUseFullRestore: ; 3a6a0 (e:66a0)
	call AICureStatus
	ld a,FULL_RESTORE
	ld [wcf05],a
	ld de,wHPBarOldHP
	ld hl,wEnemyMonHP + 1
	ld a,[hld]
	ld [de],a
	inc de
	ld a,[hl]
	ld [de],a
	inc de
	ld hl,wEnemyMonMaxHP + 1
	ld a,[hld]
	ld [de],a
	inc de
	ld [wHPBarMaxHP],a
	ld [wEnemyMonHP + 1],a
	ld a,[hl]
	ld [de],a
	ld [wHPBarMaxHP+1],a
	ld [wEnemyMonHP],a
	jr AIPrintItemUseAndUpdateHPBar

AIUsePotion: ; 3a6ca (e:66ca)
; enemy trainer heals his monster with a potion
	ld a,POTION
	ld b,20
	jr AIRecoverHP

AIUseSuperPotion: ; 3a6d0 (e:66d0)
; enemy trainer heals his monster with a super potion
	ld a,SUPER_POTION
	ld b,50
	jr AIRecoverHP

AIUseHyperPotion: ; 3a6d6 (e:66d6)
; enemy trainer heals his monster with a hyper potion
	ld a,HYPER_POTION
	ld b,200
	; fallthrough

AIRecoverHP: ; 3a6da (e:66da)
; heal b HP and print "trainer used $(a) on pokemon!"
	ld [wcf05],a
	ld hl,wEnemyMonHP + 1
	ld a,[hl]
	ld [wHPBarOldHP],a
	add b
	ld [hld],a
	ld [wHPBarNewHP],a
	ld a,[hl]
	ld [wHPBarOldHP+1],a
	ld [wHPBarNewHP+1],a
	jr nc,.next
	inc a
	ld [hl],a
	ld [wHPBarNewHP+1],a
.next
	inc hl
	ld a,[hld]
	ld b,a
	ld de,wEnemyMonMaxHP + 1
	ld a,[de]
	dec de
	ld [wHPBarMaxHP],a
	sub b
	ld a,[hli]
	ld b,a
	ld a,[de]
	ld [wHPBarMaxHP+1],a
	sbc b
	jr nc,AIPrintItemUseAndUpdateHPBar
	inc de
	ld a,[de]
	dec de
	ld [hld],a
	ld [wHPBarNewHP],a
	ld a,[de]
	ld [hl],a
	ld [wHPBarNewHP+1],a
	; fallthrough

AIPrintItemUseAndUpdateHPBar: ; 3a718 (e:6718)
	call AIPrintItemUse_
	hlCoord 2, 2
	xor a
	ld [wHPBarType],a
	predef UpdateHPBar2
	jp DecrementAICount

AISwitchIfEnoughMons: ; 3a72a (e:672a)
; enemy trainer switches if there are 3 or more unfainted mons in party
	ld a,[wEnemyPartyCount]
	ld c,a
	ld hl,wEnemyMon1HP

	ld d,0 ; keep count of unfainted monsters

	; count how many monsters haven't fainted yet
.loop
	ld a,[hli]
	ld b,a
	ld a,[hld]
	or b
	jr z,.Fainted ; has monster fainted?
	inc d
.Fainted
	push bc
	ld bc,$2C
	add hl,bc
	pop bc
	dec c
	jr nz,.loop

	ld a,d ; how many available monsters are there?
	cp 2 ; don't bother if only 1 or 2
	jp nc,SwitchEnemyMon
	and a
	ret

SwitchEnemyMon: ; 3a74b (e:674b)

; prepare to withdraw the active monster: copy hp, number, and status to roster

	ld a,[wEnemyMonPartyPos]
	ld hl,wEnemyMon1HP
	ld bc,wEnemyMon2 - wEnemyMon1
	call AddNTimes
	ld d,h
	ld e,l
	ld hl,wEnemyMonHP
	ld bc,4
	call CopyData

	ld hl, AIBattleWithdrawText
	call PrintText

	ld a,1
	ld [wd11d],a
	callab EnemySendOut
	xor a
	ld [wd11d],a

	ld a,[wLinkState]
	cp LINK_STATE_BATTLING
	ret z
	scf
	ret

AIBattleWithdrawText: ; 3a781 (e:6781)
	TX_FAR _AIBattleWithdrawText
	db "@"

AIUseFullHeal: ; 3a786 (e:6786)
	call Func_3a69b
	call AICureStatus
	ld a,FULL_HEAL
	jp AIPrintItemUse

AICureStatus: ; 3a791 (e:6791)
; cures the status of enemy's active pokemon
	ld a,[wEnemyMonPartyPos]
	ld hl,wEnemyMon1Status
	ld bc,wEnemyMon2 - wEnemyMon1
	call AddNTimes
	xor a
	ld [hl],a ; clear status in enemy team roster
	ld [wEnemyMonStatus],a ; clear status of active enemy
	ld hl,W_ENEMYBATTSTATUS3
	res 0,[hl]
	ret

AIUseXAccuracy: ; 0x3a7a8 unused
	call Func_3a69b
	ld hl,W_ENEMYBATTSTATUS2
	set 0,[hl]
	ld a,X_ACCURACY
	jp AIPrintItemUse

AIUseGuardSpec: ; 3a7b5 (e:67b5)
	call Func_3a69b
	ld hl,W_ENEMYBATTSTATUS2
	set 1,[hl]
	ld a,GUARD_SPEC_
	jp AIPrintItemUse

AIUseDireHit: ; 0x3a7c2 unused
	call Func_3a69b
	ld hl,W_ENEMYBATTSTATUS2
	set 2,[hl]
	ld a,DIRE_HIT
	jp AIPrintItemUse

AICheckIfHPBelowFraction: ; 3a7cf (e:67cf)
; return carry if enemy trainer's current HP is below 1 / a of the maximum
	ld [H_DIVISOR],a
	ld hl,wEnemyMonMaxHP
	ld a,[hli]
	ld [H_DIVIDEND],a
	ld a,[hl]
	ld [H_DIVIDEND + 1],a
	ld b,2
	call Divide
	ld a,[H_QUOTIENT + 3]
	ld c,a
	ld a,[H_QUOTIENT + 2]
	ld b,a
	ld hl,wEnemyMonHP + 1
	ld a,[hld]
	ld e,a
	ld a,[hl]
	ld d,a
	ld a,d
	sub b
	ret nz
	ld a,e
	sub c
	ret

AIUseXAttack: ; 3a7f2 (e:67f2)
	ld b,$A
	ld a,X_ATTACK
	jr AIIncreaseStat

AIUseXDefend: ; 3a7f8 (e:67f8)
	ld b,$B
	ld a,X_DEFEND
	jr AIIncreaseStat

AIUseXSpeed: ; 3a7fe (e:67fe)
	ld b,$C
	ld a,X_SPEED
	jr AIIncreaseStat

AIUseXSpecial: ; 3a804 (e:6804)
	ld b,$D
	ld a,X_SPECIAL
	; fallthrough

AIIncreaseStat: ; 3a808 (e:6808)
	ld [wcf05],a
	push bc
	call AIPrintItemUse_
	pop bc
	ld hl,W_ENEMYMOVEEFFECT
	ld a,[hld]
	push af
	ld a,[hl]
	push af
	push hl
	ld a,$AF
	ld [hli],a
	ld [hl],b
	callab StatModifierUpEffect
	pop hl
	pop af
	ld [hli],a
	pop af
	ld [hl],a
	jp DecrementAICount

AIPrintItemUse: ; 3a82c (e:682c)
	ld [wcf05],a
	call AIPrintItemUse_
	jp DecrementAICount

AIPrintItemUse_: ; 3a835 (e:6835)
; print "x used [wcf05] on z!"
	ld a,[wcf05]
	ld [wd11e],a
	call GetItemName
	ld hl, AIBattleUseItemText
	jp PrintText

AIBattleUseItemText: ; 3a844 (e:6844)
	TX_FAR _AIBattleUseItemText
	db "@"

DrawAllPokeballs: ; 3a849 (e:6849)
	call LoadPartyPokeballGfx
	call SetupOwnPartyPokeballs
	ld a, [W_ISINBATTLE] ; W_ISINBATTLE
	dec a
	ret z ; return if wild pokémon
	jp SetupEnemyPartyPokeballs

DrawEnemyPokeballs: ; 0x3a857
	call LoadPartyPokeballGfx
	jp SetupEnemyPartyPokeballs

LoadPartyPokeballGfx: ; 3a85d (e:685d)
	ld de, PokeballTileGraphics ; $697e
	ld hl, vSprites + $310
	ld bc, (BANK(PokeballTileGraphics) << 8) + $04
	jp CopyVideoData

SetupOwnPartyPokeballs: ; 3a869 (e:6869)
	call PlacePlayerHUDTiles
	ld hl, wPartyMon1
	ld de, wPartyCount ; wPartyCount
	call SetupPokeballs
	ld a, $60
	ld hl, W_BASECOORDX ; wd081
	ld [hli], a
	ld [hl], a
	ld a, $8
	ld [wTrainerEngageDistance], a
	ld hl, wOAMBuffer
	jp WritePokeballOAMData

SetupEnemyPartyPokeballs: ; 3a887 (e:6887)
	call PlaceEnemyHUDTiles
	ld hl, wEnemyMons
	ld de, wEnemyPartyCount ; wEnemyPartyCount
	call SetupPokeballs
	ld hl, W_BASECOORDX ; wd081
	ld a, $48
	ld [hli], a
	ld [hl], $20
	ld a, $f8
	ld [wTrainerEngageDistance], a
	ld hl, wOAMBuffer + PARTY_LENGTH * 4
	jp WritePokeballOAMData

SetupPokeballs: ; 0x3a8a6
	ld a, [de]
	push af
	ld de, wBuffer
	ld c, PARTY_LENGTH
	ld a, $34 ; empty pokeball
.emptyloop
	ld [de], a
	inc de
	dec c
	jr nz, .emptyloop
	pop af
	ld de, wBuffer
.monloop
	push af
	call PickPokeball
	inc de
	pop af
	dec a
	jr nz, .monloop
	ret

PickPokeball: ; 3a8c2 (e:68c2)
	inc hl
	ld a, [hli]
	and a
	jr nz, .alive
	ld a, [hl]
	and a
	ld b, $33 ; crossed ball (fainted)
	jr z, .done_fainted
.alive
	inc hl
	inc hl
	ld a, [hl] ; status
	and a
	ld b, $32 ; black ball (status)
	jr nz, .done
	dec b ; regular ball
	jr .done
.done_fainted
	inc hl
	inc hl
.done
	ld a, b
	ld [de], a
	ld bc, $0028 ; rest of mon struct
	add hl, bc
	ret

WritePokeballOAMData: ; 3a8e1 (e:68e1)
	ld de, wBuffer
	ld c, PARTY_LENGTH
.loop
	ld a, [W_BASECOORDY] ; wd082
	ld [hli], a
	ld a, [W_BASECOORDX] ; wd081
	ld [hli], a
	ld a, [de]
	ld [hli], a
	xor a
	ld [hli], a
	ld a, [W_BASECOORDX] ; wd081
	ld b, a
	ld a, [wTrainerEngageDistance]
	add b
	ld [W_BASECOORDX], a ; wd081
	inc de
	dec c
	jr nz, .loop
	ret

PlacePlayerHUDTiles: ; 3a902 (e:6902)
	ld hl, PlayerBattleHUDGraphicsTiles ; $6916
	ld de, wTrainerFacingDirection
	ld bc, $3
	call CopyData
	hlCoord 18, 10
	ld de, rIE ; $ffff
	jr PlaceHUDTiles

PlayerBattleHUDGraphicsTiles: ; 3a916 (e:6916)
; The tile numbers for specific parts of the battle display for the player's pokemon
	db $73 ; unused ($73 is hardcoded into the routine that uses these bytes)
	db $77 ; lower-right corner tile of the HUD
	db $6F ; lower-left triangle tile of the HUD

PlaceEnemyHUDTiles: ; 3a919 (e:6919)
	ld hl, EnemyBattleHUDGraphicsTiles ; $692d
	ld de, wTrainerFacingDirection
	ld bc, $3
	call CopyData
	hlCoord 1, 2
	ld de, $1
	jr PlaceHUDTiles

EnemyBattleHUDGraphicsTiles: ; 3a92d (e:692d)
; The tile numbers for specific parts of the battle display for the enemy
	db $73 ; unused ($73 is hardcoded in the routine that uses these bytes)
	db $74 ; lower-left corner tile of the HUD
	db $78 ; lower-right triangle tile of the HUD

PlaceHUDTiles: ; 3a930 (e:6930)
	ld [hl], $73
	ld bc, $14
	add hl, bc
	ld a, [wTrainerScreenY]
	ld [hl], a
	ld a, $8
.asm_3a93c
	add hl, de
	ld [hl], $76
	dec a
	jr nz, .asm_3a93c
	add hl, de
	ld a, [wTrainerScreenX]
	ld [hl], a
	ret

SetupPlayerAndEnemyPokeballs: ; 3a948 (e:6948)
	call LoadPartyPokeballGfx
	ld hl, wPartyMon1Species ; wPartyMon1Species (aliases: wPartyMon1)
	ld de, wPartyCount ; wPartyCount
	call SetupPokeballs
	ld hl, W_BASECOORDX ; wd081
	ld a, $50
	ld [hli], a
	ld [hl], $40
	ld a, $8
	ld [wTrainerEngageDistance], a
	ld hl, wOAMBuffer
	call WritePokeballOAMData
	ld hl, wEnemyMons ; wEnemyMon1Species
	ld de, wEnemyPartyCount ; wEnemyPartyCount
	call SetupPokeballs
	ld hl, W_BASECOORDX ; wd081
	ld a, $50
	ld [hli], a
	ld [hl], $68
	ld hl, wOAMBuffer + $18
	jp WritePokeballOAMData

; four tiles: pokeball, black pokeball (status ailment), crossed out pokeball (faited) and pokeball slot (no mon)
PokeballTileGraphics:: ; 3a97e (e:697e)
	INCBIN "gfx/pokeball.2bpp"