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https://github.com/Ninjdai1/pokeemerald.git
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Applied remaining instances of BATTLE_OPPOSITE and BATTLE_PARTNER
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5403cd036e
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@ -5,7 +5,7 @@
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#define AI_IS_FASTER 0
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#define AI_IS_FASTER 0
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#define AI_IS_SLOWER 1
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#define AI_IS_SLOWER 1
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#define FOE(battler) ((battler ^ BIT_SIDE) & BIT_SIDE)
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#define FOE(battler) ((BATTLE_OPPOSITE(battler)) & BIT_SIDE)
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bool32 AI_RandLessThan(u8 val);
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bool32 AI_RandLessThan(u8 val);
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void RecordLastUsedMoveByTarget(void);
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void RecordLastUsedMoveByTarget(void);
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@ -486,7 +486,7 @@ static u8 ChooseMoveOrAction_Doubles(void)
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bestMovePointsForTarget[i] = mostViableMovesScores[0];
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bestMovePointsForTarget[i] = mostViableMovesScores[0];
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// Don't use a move against ally if it has less than 100 points.
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// Don't use a move against ally if it has less than 100 points.
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if (i == (sBattler_AI ^ BIT_FLANK) && bestMovePointsForTarget[i] < 100)
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if (i == BATTLE_PARTNER(sBattler_AI) && bestMovePointsForTarget[i] < 100)
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{
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{
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bestMovePointsForTarget[i] = -1;
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bestMovePointsForTarget[i] = -1;
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mostViableMovesScores[0] = mostViableMovesScores[0]; // Needed to match.
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mostViableMovesScores[0] = mostViableMovesScores[0]; // Needed to match.
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@ -3248,7 +3248,7 @@ s32 CountUsablePartyMons(u8 battlerId)
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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{
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{
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battlerOnField1 = gBattlerPartyIndexes[battlerId];
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battlerOnField1 = gBattlerPartyIndexes[battlerId];
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battlerOnField2 = gBattlerPartyIndexes[GetBattlerAtPosition(GetBattlerPosition(battlerId) ^ BIT_FLANK)];
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battlerOnField2 = gBattlerPartyIndexes[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battlerId)))];
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}
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}
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else // In singles there's only one battlerId by side.
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else // In singles there's only one battlerId by side.
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{
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{
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@ -6523,7 +6523,7 @@ const struct SpriteTemplate gSoulStealZStarSpriteTemplate =
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//general
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//general
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void AnimTask_IsTargetPartner(u8 taskId)
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void AnimTask_IsTargetPartner(u8 taskId)
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{
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{
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if (gBattleAnimTarget == (gBattleAnimAttacker ^ BIT_FLANK))
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if (gBattleAnimTarget == BATTLE_PARTNER(gBattleAnimAttacker))
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gBattleAnimArgs[0] = 1;
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gBattleAnimArgs[0] = 1;
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else
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else
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gBattleAnimArgs[0] = 0;
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gBattleAnimArgs[0] = 0;
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@ -226,7 +226,7 @@ static void Intro_DelayAndEnd(void)
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static bool32 TwoIntroMons(u32 battlerId) // Double battle with both player pokemon active.
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static bool32 TwoIntroMons(u32 battlerId) // Double battle with both player pokemon active.
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{
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{
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return (IsDoubleBattle() && IsValidForBattle(&gEnemyParty[gBattlerPartyIndexes[battlerId ^ BIT_FLANK]]));
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return (IsDoubleBattle() && IsValidForBattle(&gEnemyParty[gBattlerPartyIndexes[BATTLE_PARTNER(battlerId)]]));
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}
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}
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static void Intro_WaitForShinyAnimAndHealthbox(void)
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static void Intro_WaitForShinyAnimAndHealthbox(void)
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@ -2703,7 +2703,7 @@ void BufferStringBattle(u16 stringID)
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{
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{
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if (gBattleTypeFlags & BATTLE_TYPE_LEGENDARY)
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if (gBattleTypeFlags & BATTLE_TYPE_LEGENDARY)
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stringPtr = sText_LegendaryPkmnAppeared;
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stringPtr = sText_LegendaryPkmnAppeared;
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else if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE && IsValidForBattle(&gEnemyParty[gBattlerPartyIndexes[gActiveBattler ^ BIT_FLANK]])) // interesting, looks like they had something planned for wild double battles
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else if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE && IsValidForBattle(&gEnemyParty[gBattlerPartyIndexes[BATTLE_PARTNER(gActiveBattler)]])) // interesting, looks like they had something planned for wild double battles
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stringPtr = sText_TwoWildPkmnAppeared;
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stringPtr = sText_TwoWildPkmnAppeared;
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else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
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else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
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stringPtr = sText_WildPkmnAppearedPause;
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stringPtr = sText_WildPkmnAppearedPause;
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@ -2714,7 +2714,7 @@ void BufferStringBattle(u16 stringID)
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case STRINGID_INTROSENDOUT: // poke first send-out
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case STRINGID_INTROSENDOUT: // poke first send-out
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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{
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{
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE && IsValidForBattle(&gPlayerParty[gBattlerPartyIndexes[gActiveBattler ^ BIT_FLANK]]))
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE && IsValidForBattle(&gPlayerParty[gBattlerPartyIndexes[BATTLE_PARTNER(gActiveBattler)]]))
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{
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{
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if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
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if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
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stringPtr = sText_InGamePartnerSentOutZGoN;
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stringPtr = sText_InGamePartnerSentOutZGoN;
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@ -2732,7 +2732,7 @@ void BufferStringBattle(u16 stringID)
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}
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}
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else
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else
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{
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{
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE && IsValidForBattle(&gEnemyParty[gBattlerPartyIndexes[gActiveBattler ^ BIT_FLANK]]))
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE && IsValidForBattle(&gEnemyParty[gBattlerPartyIndexes[BATTLE_PARTNER(gActiveBattler)]]))
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{
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{
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if (BATTLE_TWO_VS_ONE_OPPONENT)
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if (BATTLE_TWO_VS_ONE_OPPONENT)
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stringPtr = sText_Trainer1SentOutTwoPkmn;
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stringPtr = sText_Trainer1SentOutTwoPkmn;
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@ -10730,7 +10730,7 @@ static void Cmd_forcerandomswitch(void)
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monsCount = 6;
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monsCount = 6;
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minNeeded = 2;
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minNeeded = 2;
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battler2PartyId = gBattlerPartyIndexes[gBattlerTarget];
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battler2PartyId = gBattlerPartyIndexes[gBattlerTarget];
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battler1PartyId = gBattlerPartyIndexes[gBattlerTarget ^ BIT_FLANK];
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battler1PartyId = gBattlerPartyIndexes[BATTLE_PARTNER(gBattlerTarget)];
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}
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}
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else if ((gBattleTypeFlags & BATTLE_TYPE_BATTLE_TOWER && gBattleTypeFlags & BATTLE_TYPE_LINK)
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else if ((gBattleTypeFlags & BATTLE_TYPE_BATTLE_TOWER && gBattleTypeFlags & BATTLE_TYPE_LINK)
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|| (gBattleTypeFlags & BATTLE_TYPE_BATTLE_TOWER && gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
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|| (gBattleTypeFlags & BATTLE_TYPE_BATTLE_TOWER && gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
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@ -5817,7 +5817,7 @@ u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 move
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{
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{
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if (gBattleMons[i].ability == ABILITY_TRACE && (gBattleResources->flags->flags[i] & RESOURCE_FLAG_TRACED))
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if (gBattleMons[i].ability == ABILITY_TRACE && (gBattleResources->flags->flags[i] & RESOURCE_FLAG_TRACED))
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{
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{
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u8 side = (GetBattlerPosition(i) ^ BIT_SIDE) & BIT_SIDE; // side of the opposing pokemon
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u8 side = (BATTLE_OPPOSITE(GetBattlerPosition(i))) & BIT_SIDE; // side of the opposing pokemon
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u8 target1 = GetBattlerAtPosition(side);
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u8 target1 = GetBattlerAtPosition(side);
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u8 target2 = GetBattlerAtPosition(side + BIT_FLANK);
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u8 target2 = GetBattlerAtPosition(side + BIT_FLANK);
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