pmd-sky/asm/overlay_29_02319FB0.s
2025-06-10 21:52:21 -04:00

508 lines
8.6 KiB
ArmAsm

.include "asm/macros.inc"
.include "overlay_29_02319FB0.inc"
.text
arm_func_start TryAddTargetToAiTargetList
TryAddTargetToAiTargetList: ; 0x02319FB0
stmdb sp!, {r3, r4, r5, r6, r7, r8, sb, lr}
mov r7, r2
mov r6, r3
ldrsh r3, [r7, #4]
ldrsh r2, [r6, #4]
mov sb, r0
mov r8, r1
cmp r3, r2
ldreqsh r1, [r7, #6]
ldreqsh r0, [r6, #6]
ldr r2, [r7, #0xb4]
cmpeq r1, r0
ldreqb r5, [r2, #0x4c]
beq _0231A010
and r0, r8, #0xf0
cmp r0, #0x30
cmpne r0, #0x60
cmpne r0, #0x70
ldreqb r5, [r2, #0x4c]
beq _0231A010
add r0, r7, #4
add r1, r6, #4
bl GetDirectionTowardsPosition
mov r5, r0
_0231A010:
ldr r4, _0231A094 ; =ov29_0237CA18
ldrb r0, [r4, r5]
cmp r0, #0
movne r0, sb
ldmneia sp!, {r3, r4, r5, r6, r7, r8, sb, pc}
ldrb ip, [sp, #0x24]
ldr r3, [sp, #0x20]
mov r0, r8
mov r1, r7
mov r2, r6
str ip, [sp]
bl IsAiTargetEligible
cmp r0, #0
beq _0231A08C
ldr r2, _0231A098 ; =ov29_0237CA20
mov r3, #1
ldr r1, [sp, #0x20]
mov r0, r7
strb r3, [r4, r5]
strb r5, [r2, sb]
bl GetMoveTypeForMonster
mov r3, r0
mov r0, r7
mov r1, r8
mov r2, r6
bl ov29_0231A364
ldr r2, _0231A09C ; =ov29_0237CA28
ldr r1, _0231A0A0 ; =ov29_0237CA48
str r0, [r2, sb, lsl #2]
str r6, [r1, sb, lsl #2]
add sb, sb, #1
_0231A08C:
mov r0, sb
ldmia sp!, {r3, r4, r5, r6, r7, r8, sb, pc}
.align 2, 0
_0231A094: .word ov29_0237CA18
_0231A098: .word ov29_0237CA20
_0231A09C: .word ov29_0237CA28
_0231A0A0: .word ov29_0237CA48
arm_func_end TryAddTargetToAiTargetList
arm_func_start IsAiTargetEligible
IsAiTargetEligible: ; 0x0231A0A4
stmdb sp!, {r4, r5, r6, r7, r8, lr}
mov r8, r0
mov r6, r2
mov r2, #0
mov r7, r1
mov r5, r3
mov r4, r2
ands r0, r8, #0xf
bne _0231A0E4
mov r0, r7
mov r1, r6
mov r3, #1
bl GetTreatmentBetweenMonsters
cmp r0, #1
moveq r4, #1
b _0231A1B8
_0231A0E4:
cmp r0, #1
bne _0231A108
mov r0, r7
mov r1, r6
mov r3, #1
bl GetTreatmentBetweenMonsters
cmp r0, #0
moveq r4, #1
b _0231A1B8
_0231A108:
cmp r0, #2
bne _0231A13C
ldr r1, [r6, #0xb4]
mov r4, #1
ldrb r0, [r1, #9]
cmp r0, #1
moveq r0, r2
ldmeqia sp!, {r4, r5, r6, r7, r8, pc}
ldrb r0, [r1, #0xbc]
cmp r0, #7
bne _0231A1B8
mov r0, r2
ldmia sp!, {r4, r5, r6, r7, r8, pc}
_0231A13C:
cmp r0, #5
bne _0231A17C
cmp r7, r6
ldr r1, [r6, #0xb4]
moveq r0, r2
ldmeqia sp!, {r4, r5, r6, r7, r8, pc}
ldrb r0, [r1, #9]
mov r4, #1
cmp r0, #1
moveq r0, r2
ldmeqia sp!, {r4, r5, r6, r7, r8, pc}
ldrb r0, [r1, #0xbc]
cmp r0, #7
bne _0231A1B8
mov r0, r2
ldmia sp!, {r4, r5, r6, r7, r8, pc}
_0231A17C:
cmp r0, #6
bne _0231A1AC
cmp r7, r6
moveq r0, r2
ldmeqia sp!, {r4, r5, r6, r7, r8, pc}
mov r0, r7
mov r1, r6
mov r3, #1
bl GetTreatmentBetweenMonsters
cmp r0, #0
moveq r4, #1
b _0231A1B8
_0231A1AC:
sub r0, r0, #3
cmp r0, #1
movls r4, #1
_0231A1B8:
cmp r4, #0
beq _0231A358
ldrb r0, [sp, #0x18]
cmp r0, #0
beq _0231A328
mov r0, r7
mov r1, r6
mov r2, r5
bl ov29_02333FD0
cmp r0, #0
moveq r0, #0
ldmeqia sp!, {r4, r5, r6, r7, r8, pc}
and r0, r8, #0xf00
cmp r0, #0x100
bne _0231A21C
mov r0, r5
mov r1, #2
bl GetMoveAccuracyOrAiChance
mov r5, r0
mov r0, #0x64
bl DungeonRandInt
cmp r0, r5
blt _0231A358
mov r0, #0
ldmia sp!, {r4, r5, r6, r7, r8, pc}
_0231A21C:
cmp r0, #0x200
bne _0231A23C
mov r0, r6
bl ov29_023007DC
cmp r0, #0
bne _0231A358
mov r0, #0
ldmia sp!, {r4, r5, r6, r7, r8, pc}
_0231A23C:
cmp r0, #0x300
bne _0231A260
mov r0, r6
mov r1, #1
bl MonsterHasNegativeStatus
cmp r0, #0
bne _0231A358
mov r0, #0
ldmia sp!, {r4, r5, r6, r7, r8, pc}
_0231A260:
cmp r0, #0x400
bne _0231A280
mov r0, r6
bl IsMonsterSleeping
cmp r0, #0
bne _0231A358
mov r0, #0
ldmia sp!, {r4, r5, r6, r7, r8, pc}
_0231A280:
cmp r0, #0x600
bne _0231A2B8
ldr r1, [r6, #0xb4]
ldrb r0, [r1, #0x5e]
cmp r0, #0xe
ldrneb r0, [r1, #0x5f]
cmpne r0, #0xe
movne r0, #0
ldmneia sp!, {r4, r5, r6, r7, r8, pc}
ldrb r0, [r1, #0xfe]
cmp r0, #0
beq _0231A358
mov r0, #0
ldmia sp!, {r4, r5, r6, r7, r8, pc}
_0231A2B8:
cmp r0, #0x500
bne _0231A358
ldrh r1, [r5, #4]
ldr r0, _0231A360 ; =0x000001B7
cmp r1, r0
addne r0, r0, #0x57
cmpne r1, r0
mov r0, r6
mov r1, #1
bne _0231A304
bl MonsterHasNegativeStatus
cmp r0, #0
bne _0231A358
mov r0, r6
bl ov29_023007DC
cmp r0, #0
bne _0231A358
mov r0, #0
ldmia sp!, {r4, r5, r6, r7, r8, pc}
_0231A304:
bl MonsterHasNegativeStatus
cmp r0, #0
bne _0231A358
mov r0, r6
bl ov29_023007DC
cmp r0, #0
bne _0231A358
mov r0, #0
ldmia sp!, {r4, r5, r6, r7, r8, pc}
_0231A328:
and r0, r8, #0xf00
cmp r0, #0x100
bne _0231A358
mov r0, r5
mov r1, #2
bl GetMoveAccuracyOrAiChance
mov r5, r0
mov r0, #0x64
bl DungeonRandInt
cmp r0, r5
movge r0, #0
ldmgeia sp!, {r4, r5, r6, r7, r8, pc}
_0231A358:
mov r0, r4
ldmia sp!, {r4, r5, r6, r7, r8, pc}
.align 2, 0
_0231A360: .word 0x000001B7
arm_func_end IsAiTargetEligible
arm_func_start ov29_0231A364
ov29_0231A364: ; 0x0231A364
stmdb sp!, {r3, r4, r5, r6, r7, r8, sb, lr}
mov r7, r2
mov sb, r0
mov r8, r1
mov r0, r7
mov r1, #0x6f
mov r6, r3
ldr r5, [r7, #0xb4]
mov r4, #1
bl AbilityIsActiveVeneer
cmp r0, #0
movne r0, #0
bne _0231A3A4
mov r0, r7
mov r1, #0xf
bl HasHeldItem
_0231A3A4:
cmp r0, #0
movne r0, #0x1f4
ldmneia sp!, {r3, r4, r5, r6, r7, r8, sb, pc}
ldrb r0, [r5, #6]
cmp r0, #0
moveq r0, #1
ldmeqia sp!, {r3, r4, r5, r6, r7, r8, sb, pc}
tst r8, #0xf
movne r0, #1
ldmneia sp!, {r3, r4, r5, r6, r7, r8, sb, pc}
mov r0, sb
mov r1, #9
bl IqSkillIsEnabled
cmp r0, #0
beq _0231A404
ldrsh r0, [r5, #2]
mov r1, #0x258
bl _s32_div_f
ldr r0, _0231A45C ; =DUNGEON_PTR
ldr r0, [r0]
add r0, r0, r1
add r0, r0, #0x3000
#ifdef JAPAN
ldrb r4, [r0, #0xb24]
#else
ldrb r4, [r0, #0xb74]
#endif
b _0231A454
_0231A404:
mov r0, sb
mov r1, #0xa
bl IqSkillIsEnabled
cmp r0, #0
beq _0231A42C
ldrsh r0, [r5, #0x10]
rsb r4, r0, #0x1f4
cmp r4, #1
movlt r4, #1
b _0231A454
_0231A42C:
mov r0, sb
mov r1, #0xb
bl IqSkillIsEnabled
cmp r0, #0
beq _0231A454
mov r0, sb
mov r1, r7
mov r2, r6
bl ov29_0230B7D4
add r4, r0, #1
_0231A454:
mov r0, r4
ldmia sp!, {r3, r4, r5, r6, r7, r8, sb, pc}
.align 2, 0
_0231A45C: .word DUNGEON_PTR
arm_func_end ov29_0231A364
arm_func_start TargetRegularAttack
TargetRegularAttack: ; 0x0231A460
stmdb sp!, {r3, r4, r5, r6, r7, r8, sb, sl, fp, lr}
sub sp, sp, #0x48
mov sl, r0
ldr r3, [sl, #0xb4]
mov sb, r1
str r2, [sp]
mov r1, #1
ldrb r6, [r3, #0x4c]
mov r4, #0
bl IsBlinded
cmp r0, #0
movne r7, #1
bne _0231A4AC
mov r0, sl
mov r1, #0xf
bl ov29_0230F8D0
cmp r0, #0xff
mov r7, #8
movne r6, r0
_0231A4AC:
mov r0, sl
mov r1, #9
bl IqSkillIsEnabled
cmp r0, #0
bne _0231A4D4
mov r0, sl
mov r1, #0xa
bl IqSkillIsEnabled
cmp r0, #0
beq _0231A4DC
_0231A4D4:
mov r2, #1
b _0231A4E0
_0231A4DC:
mov r2, #0
_0231A4E0:
mov r0, sl
mov r1, #8
and fp, r2, #0xff
bl IqSkillIsEnabled
str r0, [sp, #4]
mov r5, #0
b _0231A5CC
_0231A4FC:
and r6, r6, #7
ldr r1, _0231A690 ; =DIRECTIONS_XY
mov r2, r6, lsl #2
ldrsh r3, [r1, r2]
add r1, r1, r6, lsl #2
ldrsh r0, [sl, #4]
ldrsh r2, [sl, #6]
ldrsh r1, [r1, #2]
add r0, r0, r3
add r1, r2, r1
bl GetTile
ldr r8, [r0, #0xc]
cmp r8, #0
beq _0231A5C4
ldr r0, [r8]
cmp r0, #1
bne _0231A5C4
mov r0, sl
mov r1, r6
bl CanAttackInDirection
cmp r0, #0
beq _0231A5C4
ldr r3, [sp]
mov r0, sl
mov r1, r8
mov r2, #0
bl GetTreatmentBetweenMonsters
cmp r0, #1
bne _0231A5C4
ldr r0, [sp, #4]
cmp r0, #0
beq _0231A58C
ldr r0, [r8, #0xb4]
ldrb r0, [r0, #0xc4]
cmp r0, #1
beq _0231A5C4
_0231A58C:
add r0, sp, #0x28
mov r1, #0
str r6, [r0, r4, lsl #2]
mov r2, r8
mov r0, sl
mov r3, r1
bl ov29_0231A364
add r1, sp, #8
cmp fp, #0
str r0, [r1, r4, lsl #2]
streq r6, [sb]
moveq r0, #1
beq _0231A688
add r4, r4, #1
_0231A5C4:
add r5, r5, #1
add r6, r6, #1
_0231A5CC:
cmp r5, r7
blt _0231A4FC
cmp r4, #0
mov r0, #0
beq _0231A688
mov r5, r0
mov r3, r0
add r2, sp, #8
b _0231A600
_0231A5F0:
ldr r1, [r2, r3, lsl #2]
add r3, r3, #1
cmp r5, r1
movlt r5, r1
_0231A600:
cmp r3, r4
blt _0231A5F0
mov r6, #0
mov r1, r6
add r3, sp, #8
b _0231A628
_0231A618:
ldr r2, [r3, r6, lsl #2]
cmp r5, r2
strne r1, [r3, r6, lsl #2]
add r6, r6, #1
_0231A628:
cmp r6, r4
blt _0231A618
mov r3, #0
add r2, sp, #8
b _0231A648
_0231A63C:
ldr r1, [r2, r3, lsl #2]
add r3, r3, #1
add r0, r0, r1
_0231A648:
cmp r3, r4
blt _0231A63C
bl DungeonRandInt
mov r3, #0
add r2, sp, #8
b _0231A670
_0231A660:
ldr r1, [r2, r3, lsl #2]
subs r0, r0, r1
bmi _0231A678
add r3, r3, #1
_0231A670:
cmp r3, r4
blt _0231A660
_0231A678:
add r1, sp, #0x28
ldr r1, [r1, r3, lsl #2]
mov r0, #1
str r1, [sb]
_0231A688:
add sp, sp, #0x48
ldmia sp!, {r3, r4, r5, r6, r7, r8, sb, sl, fp, pc}
.align 2, 0
_0231A690: .word DIRECTIONS_XY
arm_func_end TargetRegularAttack