jep-hack/engine/battle/used_move_text.asm
Zeta_Null 2f8a41f833 First Commit
Upload literally everything from the pokecrystal16 expand-move-ID branch
2023-09-10 12:35:35 -04:00

120 lines
1.7 KiB
NASM

DisplayUsedMoveText:
ld hl, UsedMoveText
call BattleTextbox
jp WaitBGMap
UsedMoveText:
text_far _ActorNameText
text_asm
ldh a, [hBattleTurn]
and a
jr nz, .start
ld a, [wPlayerMoveStruct + MOVE_ANIM]
call UpdateUsedMoves
.start
ld a, BATTLE_VARS_LAST_MOVE
call GetBattleVarAddr
ld d, h
ld e, l
ld a, BATTLE_VARS_LAST_COUNTER_MOVE
call GetBattleVarAddr
ld a, BATTLE_VARS_MOVE_ANIM
call GetBattleVar
ld [wTempByteValue], a
push hl
farcall CheckUserIsCharging
pop hl
jr nz, .ok
; update last move
ld a, [wTempByteValue]
ld [hl], a
ld [de], a
.ok
ld hl, UsedMoveInsteadText
ret
UsedMoveInsteadText:
text_far _UsedMoveText
text_asm
; check obedience
ld a, [wAlreadyDisobeyed]
and a
jr z, .GetMoveNameText
; print "instead,"
ld hl, .UsedInsteadText
ret
.UsedInsteadText:
text_far _UsedInsteadText
text_asm
.GetMoveNameText:
ld hl, MoveNameText
ret
MoveNameText:
text_far _MoveNameText
text_end
UpdateUsedMoves:
; append move a to wPlayerUsedMoves unless it has already been used
push bc
; start of list
ld hl, wPlayerUsedMoves
; get move id
ld b, a
; next count
ld c, NUM_MOVES
.loop
; get move from the list
ld a, [hli]
; not used yet?
and a
jr z, .add
; already used?
cp b
jr z, .quit
; next byte
dec c
jr nz, .loop
; if the list is full and the move hasn't already been used
; shift the list back one byte, deleting the first move used
; this can occur with struggle or a new learned move
ld hl, wPlayerUsedMoves + 1
; 1 = 2
ld a, [hld]
ld [hli], a
; 2 = 3
inc hl
ld a, [hld]
ld [hli], a
; 3 = 4
inc hl
ld a, [hld]
ld [hl], a
; 4 = new move
ld a, b
ld [wPlayerUsedMoves + 3], a
jr .quit
.add
; go back to the byte we just inced from
dec hl
; add the new move
ld [hl], b
.quit
; list updated
pop bc
ret