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path: root/engine/battle/move_effects/baton_pass.asm
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-rw-r--r--engine/battle/move_effects/baton_pass.asm194
1 files changed, 194 insertions, 0 deletions
diff --git a/engine/battle/move_effects/baton_pass.asm b/engine/battle/move_effects/baton_pass.asm
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+BattleCommand_BatonPass:
+; batonpass
+
+ ldh a, [hBattleTurn]
+ and a
+ jp nz, .Enemy
+
+; Need something to switch to
+ call CheckAnyOtherAlivePartyMons
+ jp z, FailedBatonPass
+
+ call UpdateBattleMonInParty
+ call AnimateCurrentMove
+
+ ld c, 50
+ call DelayFrames
+
+; Transition into switchmon menu
+ call LoadStandardMenuHeader
+ farcall SetUpBattlePartyMenu_NoLoop
+
+ farcall ForcePickSwitchMonInBattle
+
+; Return to battle scene
+ call ClearPalettes
+ farcall _LoadBattleFontsHPBar
+ call CloseWindow
+ call ClearSprites
+ hlcoord 1, 0
+ lb bc, 4, 10
+ call ClearBox
+ ld b, SCGB_BATTLE_COLORS
+ call GetSGBLayout
+ call SetPalettes
+ call BatonPass_LinkPlayerSwitch
+
+ ld hl, PassedBattleMonEntrance
+ call CallBattleCore
+
+ call ResetBatonPassStatus
+ ret
+
+.Enemy:
+; Wildmons don't have anything to switch to
+ ld a, [wBattleMode]
+ dec a ; WILDMON
+ jp z, FailedBatonPass
+
+ call CheckAnyOtherAliveEnemyMons
+ jp z, FailedBatonPass
+
+ call UpdateEnemyMonInParty
+ call AnimateCurrentMove
+ call BatonPass_LinkEnemySwitch
+
+; Passed enemy PartyMon entrance
+ xor a
+ ld [wEnemySwitchMonIndex], a
+ ld hl, EnemySwitch_SetMode
+ call CallBattleCore
+ ld hl, ResetBattleParticipants
+ call CallBattleCore
+ ld a, TRUE
+ ld [wApplyStatLevelMultipliersToEnemy], a
+ ld hl, ApplyStatLevelMultiplierOnAllStats
+ call CallBattleCore
+
+ ld hl, SpikesDamage
+ call CallBattleCore
+
+ jr ResetBatonPassStatus
+
+BatonPass_LinkPlayerSwitch:
+ ld a, [wLinkMode]
+ and a
+ ret z
+
+ ld a, BATTLEPLAYERACTION_USEITEM
+ ld [wBattlePlayerAction], a
+
+ call LoadStandardMenuHeader
+ ld hl, LinkBattleSendReceiveAction
+ call CallBattleCore
+ call CloseWindow
+
+ xor a ; BATTLEPLAYERACTION_USEMOVE
+ ld [wBattlePlayerAction], a
+ ret
+
+BatonPass_LinkEnemySwitch:
+ ld a, [wLinkMode]
+ and a
+ ret z
+
+ call LoadStandardMenuHeader
+ ld hl, LinkBattleSendReceiveAction
+ call CallBattleCore
+ jp CloseWindow
+
+FailedBatonPass:
+ call AnimateFailedMove
+ jp PrintButItFailed
+
+ResetBatonPassStatus:
+; Reset status changes that aren't passed by Baton Pass.
+
+ ; Nightmare isn't passed.
+ ld a, BATTLE_VARS_STATUS
+ call GetBattleVar
+ and SLP
+ jr nz, .ok
+
+ ld a, BATTLE_VARS_SUBSTATUS1
+ call GetBattleVarAddr
+ res SUBSTATUS_NIGHTMARE, [hl]
+.ok
+
+ ; Disable isn't passed.
+ call ResetActorDisable
+
+ ; Attraction isn't passed.
+ ld hl, wPlayerSubStatus1
+ res SUBSTATUS_IN_LOVE, [hl]
+ ld hl, wEnemySubStatus1
+ res SUBSTATUS_IN_LOVE, [hl]
+ ld hl, wPlayerSubStatus5
+
+ ld a, BATTLE_VARS_SUBSTATUS5
+ call GetBattleVarAddr
+ res SUBSTATUS_TRANSFORMED, [hl]
+ res SUBSTATUS_ENCORED, [hl]
+
+ ; New mon hasn't used a move yet.
+ ld a, BATTLE_VARS_LAST_MOVE
+ call GetBattleVarAddr
+ ld [hl], 0
+
+ xor a
+ ld [wPlayerWrapCount], a
+ ld [wEnemyWrapCount], a
+ ret
+
+CheckAnyOtherAlivePartyMons:
+ ld hl, wPartyMon1HP
+ ld a, [wPartyCount]
+ ld d, a
+ ld a, [wCurBattleMon]
+ ld e, a
+ jr CheckAnyOtherAliveMons
+
+CheckAnyOtherAliveEnemyMons:
+ ld hl, wOTPartyMon1HP
+ ld a, [wOTPartyCount]
+ ld d, a
+ ld a, [wCurOTMon]
+ ld e, a
+
+ ; fallthrough
+
+CheckAnyOtherAliveMons:
+; Check for nonzero HP starting from partymon
+; HP at hl for d partymons, besides current mon e.
+
+; Return nz if any are alive.
+
+ xor a
+ ld b, a
+ ld c, a
+.loop
+ ld a, c
+ cp d
+ jr z, .done
+ cp e
+ jr z, .next
+
+ ld a, [hli]
+ or b
+ ld b, a
+ ld a, [hld]
+ or b
+ ld b, a
+
+.next
+ push bc
+ ld bc, PARTYMON_STRUCT_LENGTH
+ add hl, bc
+ pop bc
+ inc c
+ jr .loop
+
+.done
+ ld a, b
+ and a
+ ret