mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-25 03:04:15 +01:00
remove almost all usage of active battler
This commit is contained in:
parent
4683783a92
commit
a7615f9649
@ -3,40 +3,40 @@
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void AllocateBattleSpritesData(void);
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void FreeBattleSpritesData(void);
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u16 ChooseMoveAndTargetInBattlePalace(void);
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u16 ChooseMoveAndTargetInBattlePalace(u32 battler);
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void SpriteCB_WaitForBattlerBallReleaseAnim(struct Sprite *sprite);
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void SpriteCB_TrainerSlideIn(struct Sprite *sprite);
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void InitAndLaunchChosenStatusAnimation(bool8 isStatus2, u32 status);
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void InitAndLaunchChosenStatusAnimation(u32 battler, bool32 isStatus2, u32 status);
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bool8 TryHandleLaunchBattleTableAnimation(u8 activeBattlerId, u8 attacker, u8 target, u8 tableId, u16 argument);
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void InitAndLaunchSpecialAnimation(u8 activeBattlerId, u8 attacker, u8 target, u8 tableId);
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bool8 IsBattleSEPlaying(u8 battlerId);
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void BattleLoadMonSpriteGfx(struct Pokemon *mon, u32 battlerId);
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bool8 IsBattleSEPlaying(u8 battler);
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void BattleLoadMonSpriteGfx(struct Pokemon *mon, u32 battler);
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void BattleGfxSfxDummy2(u16 species);
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void DecompressTrainerFrontPic(u16 frontPicId, u8 battlerId);
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void DecompressTrainerBackPic(u16 backPicId, u8 battlerId);
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void DecompressTrainerFrontPic(u16 frontPicId, u8 battler);
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void DecompressTrainerBackPic(u16 backPicId, u8 battler);
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void FreeTrainerFrontPicPalette(u16 frontPicId);
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bool8 BattleLoadAllHealthBoxesGfx(u8 state);
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void LoadBattleBarGfx(u8 unused);
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bool8 BattleInitAllSprites(u8 *state1, u8 *battlerId);
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bool8 BattleInitAllSprites(u8 *state1, u8 *battler);
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void ClearSpritesHealthboxAnimData(void);
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void CopyAllBattleSpritesInvisibilities(void);
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void CopyBattleSpriteInvisibility(u8 battlerId);
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void CopyBattleSpriteInvisibility(u8 battler);
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void HandleSpeciesGfxDataChange(u8 attacker, u8 target, bool32 megaEvo, bool8 trackEnemyPersonality);
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void BattleLoadSubstituteOrMonSpriteGfx(u8 battlerId, bool8 loadMonSprite);
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void LoadBattleMonGfxAndAnimate(u8 battlerId, bool8 loadMonSprite, u8 spriteId);
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void TrySetBehindSubstituteSpriteBit(u8 battlerId, u16 move);
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void ClearBehindSubstituteBit(u8 battlerId);
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void HandleLowHpMusicChange(struct Pokemon *mon, u8 battlerId);
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void BattleLoadSubstituteOrMonSpriteGfx(u8 battler, bool8 loadMonSprite);
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void LoadBattleMonGfxAndAnimate(u8 battler, bool8 loadMonSprite, u8 spriteId);
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void TrySetBehindSubstituteSpriteBit(u8 battler, u16 move);
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void ClearBehindSubstituteBit(u8 battler);
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void HandleLowHpMusicChange(struct Pokemon *mon, u8 battler);
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void BattleStopLowHpSound(void);
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u8 GetMonHPBarLevel(struct Pokemon *mon);
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void HandleBattleLowHpMusicChange(void);
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void SetBattlerSpriteAffineMode(u8 affineMode);
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void LoadAndCreateEnemyShadowSprites(void);
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void SpriteCB_SetInvisible(struct Sprite *sprite);
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void SetBattlerShadowSpriteCallback(u8 battlerId, u16 species);
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void HideBattlerShadowSprite(u8 battlerId);
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void SetBattlerShadowSpriteCallback(u8 battler, u16 species);
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void HideBattlerShadowSprite(u8 battler);
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void FillAroundBattleWindows(void);
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void ClearTemporarySpeciesSpriteData(u8 battlerId, bool8 dontClearSubstitute);
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void ClearTemporarySpeciesSpriteData(u8 battler, bool8 dontClearSubstitute);
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void AllocateMonSpritesGfx(void);
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void FreeMonSpritesGfx(void);
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bool32 ShouldPlayNormalMonCry(struct Pokemon *mon);
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@ -305,7 +305,7 @@
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// - Unown has 1 frame, presumably to avoid the work of animating all 28 of its forms
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#define MAX_MON_PIC_FRAMES 2
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#define BATTLE_ALIVE_EXCEPT_ACTIVE 0
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#define BATTLE_ALIVE_EXCEPT_BATTLER 0
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#define BATTLE_ALIVE_ATK_SIDE 1
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#define BATTLE_ALIVE_DEF_SIDE 2
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#define BATTLE_ALIVE_EXCEPT_ATTACKER 3
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@ -490,7 +490,7 @@ void GiveBoxMonInitialMoveset_Fast(struct BoxPokemon *boxMon);
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u16 MonTryLearningNewMove(struct Pokemon *mon, bool8 firstMove);
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void DeleteFirstMoveAndGiveMoveToMon(struct Pokemon *mon, u16 move);
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void DeleteFirstMoveAndGiveMoveToBoxMon(struct BoxPokemon *boxMon, u16 move);
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u8 CountAliveMonsInBattle(u8 caseId);
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u8 CountAliveMonsInBattle(u8 caseId, u32 battler);
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u8 GetDefaultMoveTarget(u8 battlerId);
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u8 GetMonGender(struct Pokemon *mon);
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u8 GetBoxMonGender(struct BoxPokemon *boxMon);
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@ -538,7 +538,7 @@ void CopyPlayerPartyMonToBattleData(u8 battlerId, u8 partyIndex);
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bool8 ExecuteTableBasedItemEffect(struct Pokemon *mon, u16 item, u8 partyIndex, u8 moveIndex);
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bool8 PokemonUseItemEffects(struct Pokemon *mon, u16 item, u8 partyIndex, u8 moveIndex, u8 e);
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bool8 HealStatusConditions(struct Pokemon *mon, u32 battlePartyId, u32 healMask, u8 battlerId);
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u8 GetItemEffectParamOffset(u16 itemId, u8 effectByte, u8 effectBit);
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u8 GetItemEffectParamOffset(u32 battler, u16 itemId, u8 effectByte, u8 effectBit);
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u8 *UseStatIncreaseItem(u16 itemId);
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u8 GetNature(struct Pokemon *mon);
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u8 GetNatureFromPersonality(u32 personality);
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@ -205,7 +205,7 @@ void BattleAI_SetupAIData(u8 defaultScoreMoves, u32 battler)
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defaultScoreMoves >>= 1;
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}
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moveLimitations = AI_DATA->moveLimitations[gActiveBattler];
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moveLimitations = AI_DATA->moveLimitations[battler];
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// Ignore moves that aren't possible to use.
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for (i = 0; i < MAX_MON_MOVES; i++)
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@ -214,7 +214,7 @@ void BattleAI_SetupAIData(u8 defaultScoreMoves, u32 battler)
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AI_THINKING_STRUCT->score[i] = 0;
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}
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//sBattler_AI = gActiveBattler;
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//sBattler_AI = battler;
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gBattlerTarget = SetRandomTarget(sBattler_AI);
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gBattleStruct->aiChosenTarget[sBattler_AI] = gBattlerTarget;
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}
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@ -241,7 +241,7 @@ u8 BattleAI_ChooseMoveOrAction(void)
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u8 ComputeBattleAiScores(u8 battler)
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{
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sBattler_AI = battler;
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BattleAI_SetupAIData(0xF);
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BattleAI_SetupAIData(0xF, sBattler_AI);
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return BattleAI_ChooseMoveOrAction();
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}
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@ -339,15 +339,15 @@ void Ai_UpdateFaintData(u32 battler)
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aiMon->isFainted = TRUE;
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}
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static void SetBattlerAiData(u8 battlerId)
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static void SetBattlerAiData(u8 battler)
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{
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AI_DATA->abilities[battlerId] = AI_GetAbility(battlerId);
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AI_DATA->items[battlerId] = gBattleMons[battlerId].item;
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AI_DATA->holdEffects[battlerId] = AI_GetHoldEffect(battlerId);
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AI_DATA->holdEffectParams[battlerId] = GetBattlerHoldEffectParam(battlerId);
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AI_DATA->predictedMoves[battlerId] = gLastMoves[battlerId];
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AI_DATA->hpPercents[battlerId] = GetHealthPercentage(battlerId);
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AI_DATA->moveLimitations[battlerId] = CheckMoveLimitations(battlerId, 0, MOVE_LIMITATIONS_ALL);
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AI_DATA->abilities[battler] = AI_GetAbility(battler);
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AI_DATA->items[battler] = gBattleMons[battler].item;
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AI_DATA->holdEffects[battler] = AI_GetHoldEffect(battler);
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AI_DATA->holdEffectParams[battler] = GetBattlerHoldEffectParam(battler);
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AI_DATA->predictedMoves[battler] = gLastMoves[battler];
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AI_DATA->hpPercents[battler] = GetHealthPercentage(battler);
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AI_DATA->moveLimitations[battler] = CheckMoveLimitations(battler, 0, MOVE_LIMITATIONS_ALL);
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}
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void GetAiLogicData(void)
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@ -523,9 +523,9 @@ static u8 ChooseMoveOrAction_Doubles(void)
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else
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{
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if (gBattleTypeFlags & BATTLE_TYPE_PALACE)
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BattleAI_SetupAIData(gBattleStruct->palaceFlags >> 4);
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BattleAI_SetupAIData(gBattleStruct->palaceFlags >> 4, sBattler_AI);
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else
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BattleAI_SetupAIData(0xF);
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BattleAI_SetupAIData(0xF, sBattler_AI);
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gBattlerTarget = i;
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if ((i & BIT_SIDE) != (sBattler_AI & BIT_SIDE))
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@ -1072,7 +1072,7 @@ static bool8 ShouldUseItem(u32 battler)
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shouldUse = AI_ShouldHeal(battler, 0);
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break;
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case EFFECT_ITEM_RESTORE_HP:
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shouldUse = AI_ShouldHeal(battler, itemEffects[GetItemEffectParamOffset(item, 4, 4)]);
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shouldUse = AI_ShouldHeal(battler, itemEffects[GetItemEffectParamOffset(battler, item, 4, 4)]);
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break;
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case EFFECT_ITEM_CURE_STATUS:
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if (itemEffects[3] & ITEM3_SLEEP && gBattleMons[battler].status1 & STATUS1_SLEEP)
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@ -2552,14 +2552,11 @@ enum {
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bool32 ShouldPivot(u8 battlerAtk, u8 battlerDef, u16 defAbility, u16 move, u8 moveIndex)
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{
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bool8 hasStatBoost = AnyUsefulStatIsRaised(battlerAtk) || gBattleMons[battlerDef].statStages[STAT_EVASION] >= 9; //Significant boost in evasion for any class
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u8 backupBattler = gActiveBattler;
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bool32 shouldSwitch;
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u8 battlerToSwitch;
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gActiveBattler = battlerAtk;
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shouldSwitch = ShouldSwitch(battlerAtk);
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battlerToSwitch = *(gBattleStruct->AI_monToSwitchIntoId + gActiveBattler);
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gActiveBattler = backupBattler;
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battlerToSwitch = *(gBattleStruct->AI_monToSwitchIntoId + battlerAtk);
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if (PartyBattlerShouldAvoidHazards(battlerAtk, battlerToSwitch))
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return DONT_PIVOT;
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@ -3311,7 +3308,7 @@ bool32 ShouldUseWishAromatherapy(u8 battlerAtk, u8 battlerDef, u16 move)
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GetAIPartyIndexes(battlerAtk, &firstId, &lastId);
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if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
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if (GetBattlerSide(battlerAtk) == B_SIDE_PLAYER)
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party = gPlayerParty;
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else
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party = gEnemyParty;
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@ -704,7 +704,7 @@ static void HandleInputChooseMove(u32 battler)
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{
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canSelectTarget = 0;
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}
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else if (!(moveTarget & (MOVE_TARGET_USER | MOVE_TARGET_USER_OR_SELECTED)) && CountAliveMonsInBattle(BATTLE_ALIVE_EXCEPT_ACTIVE) <= 1)
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else if (!(moveTarget & (MOVE_TARGET_USER | MOVE_TARGET_USER_OR_SELECTED)) && CountAliveMonsInBattle(BATTLE_ALIVE_EXCEPT_BATTLER, battler) <= 1)
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{
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gMultiUsePlayerCursor = GetDefaultMoveTarget(battler);
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canSelectTarget = 0;
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@ -1927,7 +1927,7 @@ static void PlayerChooseMoveInBattlePalace(u32 battler)
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if (--*(gBattleStruct->arenaMindPoints + battler) == 0)
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{
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gBattlePalaceMoveSelectionRngValue = gRngValue;
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BtlController_EmitTwoReturnValues(battler, BUFFER_B, 10, ChooseMoveAndTargetInBattlePalace());
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BtlController_EmitTwoReturnValues(battler, BUFFER_B, 10, ChooseMoveAndTargetInBattlePalace(battler));
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PlayerBufferExecCompleted(battler);
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}
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}
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@ -2724,7 +2724,7 @@ void BtlController_HandleStatusAnimation(u32 battler)
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{
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if (!IsBattleSEPlaying(battler))
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{
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InitAndLaunchChosenStatusAnimation(gBattleResources->bufferA[battler][1],
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InitAndLaunchChosenStatusAnimation(battler, gBattleResources->bufferA[battler][1],
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gBattleResources->bufferA[battler][2] | (gBattleResources->bufferA[battler][3] << 8) | (gBattleResources->bufferA[battler][4] << 16) | (gBattleResources->bufferA[battler][5] << 24));
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gBattlerControllerFuncs[battler] = Controller_WaitForStatusAnimation;
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}
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@ -31,8 +31,8 @@ extern const struct CompressedSpriteSheet gSpriteSheet_EnemyShadow;
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extern const struct SpriteTemplate gSpriteTemplate_EnemyShadow;
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// this file's functions
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static u8 GetBattlePalaceMoveGroup(u8 battlerId, u16 move);
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static u16 GetBattlePalaceTarget(void);
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static u8 GetBattlePalaceMoveGroup(u8 battler, u16 move);
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static u16 GetBattlePalaceTarget(u32 battler);
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static void SpriteCB_TrainerSlideVertical(struct Sprite *sprite);
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static bool8 ShouldAnimBeDoneRegardlessOfSubstitute(u8 animId);
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static void Task_ClearBitWhenBattleTableAnimDone(u8 taskId);
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@ -104,12 +104,12 @@ void FreeBattleSpritesData(void)
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}
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// Pokemon chooses move to use in Battle Palace rather than player
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u16 ChooseMoveAndTargetInBattlePalace(void)
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u16 ChooseMoveAndTargetInBattlePalace(u32 battler)
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{
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s32 i, var1, var2;
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s32 chosenMoveId = -1;
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struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct *)(&gBattleResources->bufferA[gActiveBattler][4]);
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u8 unusableMovesBits = CheckMoveLimitations(gActiveBattler, 0, MOVE_LIMITATIONS_ALL);
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struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct *)(&gBattleResources->bufferA[battler][4]);
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u8 unusableMovesBits = CheckMoveLimitations(battler, 0, MOVE_LIMITATIONS_ALL);
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s32 percent = Random() % 100;
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// Heavy variable re-use here makes this hard to read without defines
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@ -125,7 +125,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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// If battler is < 50% HP and not asleep, use second set of move group likelihoods
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// otherwise use first set
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i = (gBattleStruct->palaceFlags & gBitTable[gActiveBattler]) ? 2 : 0;
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i = (gBattleStruct->palaceFlags & gBitTable[battler]) ? 2 : 0;
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minGroupNum = i;
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maxGroupNum = i + 2; // + 2 because there are two percentages per set of likelihoods
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@ -136,7 +136,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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// Otherwise use move from "Support" group
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for (; i < maxGroupNum; i++)
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{
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if (gBattlePalaceNatureToMoveGroupLikelihood[GetNatureFromPersonality(gBattleMons[gActiveBattler].personality)][i] > percent)
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if (gBattlePalaceNatureToMoveGroupLikelihood[GetNatureFromPersonality(gBattleMons[battler].personality)][i] > percent)
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break;
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}
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selectedGroup = i - minGroupNum;
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@ -148,7 +148,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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{
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if (moveInfo->moves[i] == MOVE_NONE)
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break;
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if (selectedGroup == GetBattlePalaceMoveGroup(gActiveBattler, moveInfo->moves[i]) && moveInfo->currentPp[i] != 0)
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if (selectedGroup == GetBattlePalaceMoveGroup(battler, moveInfo->moves[i]) && moveInfo->currentPp[i] != 0)
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selectedMoves |= gBitTable[i];
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}
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@ -157,8 +157,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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{
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gBattleStruct->palaceFlags &= 0xF;
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gBattleStruct->palaceFlags |= (selectedMoves << 4);
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sBattler_AI = gActiveBattler;
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BattleAI_SetupAIData(selectedMoves);
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BattleAI_SetupAIData(selectedMoves, battler);
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chosenMoveId = BattleAI_ChooseMoveOrAction();
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}
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@ -176,11 +175,11 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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{
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// validMoveFlags is used here as a bitfield for which moves can be used for each move group type
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// first 4 bits are for attack (1 for each move), then 4 bits for defense, and 4 for support
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if (GetBattlePalaceMoveGroup(gActiveBattler, moveInfo->moves[i]) == PALACE_MOVE_GROUP_ATTACK && !(gBitTable[i] & unusableMovesBits))
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if (GetBattlePalaceMoveGroup(battler, moveInfo->moves[i]) == PALACE_MOVE_GROUP_ATTACK && !(gBitTable[i] & unusableMovesBits))
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validMoveFlags += (1 << 0);
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if (GetBattlePalaceMoveGroup(gActiveBattler, moveInfo->moves[i]) == PALACE_MOVE_GROUP_DEFENSE && !(gBitTable[i] & unusableMovesBits))
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if (GetBattlePalaceMoveGroup(battler, moveInfo->moves[i]) == PALACE_MOVE_GROUP_DEFENSE && !(gBitTable[i] & unusableMovesBits))
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validMoveFlags += (1 << 4);
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if (GetBattlePalaceMoveGroup(gActiveBattler, moveInfo->moves[i]) == PALACE_MOVE_GROUP_SUPPORT && !(gBitTable[i] & unusableMovesBits))
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if (GetBattlePalaceMoveGroup(battler, moveInfo->moves[i]) == PALACE_MOVE_GROUP_SUPPORT && !(gBitTable[i] & unusableMovesBits))
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validMoveFlags += (1 << 8);
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}
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@ -217,7 +216,7 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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do
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{
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i = Random() % MAX_MON_MOVES;
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if (!(gBitTable[i] & unusableMovesBits) && validMoveGroup == GetBattlePalaceMoveGroup(gActiveBattler, moveInfo->moves[i]))
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if (!(gBitTable[i] & unusableMovesBits) && validMoveGroup == GetBattlePalaceMoveGroup(battler, moveInfo->moves[i]))
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chosenMoveId = i;
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} while (chosenMoveId == -1);
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}
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@ -226,13 +225,13 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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// then there's a 50% chance it won't be used anyway
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if (Random() % 100 > 49)
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{
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gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE;
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gProtectStructs[battler].palaceUnableToUseMove = TRUE;
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return 0;
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}
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}
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else
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{
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gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE;
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gProtectStructs[battler].palaceUnableToUseMove = TRUE;
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return 0;
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}
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}
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@ -246,15 +245,15 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
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}
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else
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{
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moveTarget = GetBattlerMoveTargetType(gActiveBattler, moveInfo->moves[chosenMoveId]);
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moveTarget = GetBattlerMoveTargetType(battler, moveInfo->moves[chosenMoveId]);
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}
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if (moveTarget & MOVE_TARGET_USER)
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chosenMoveId |= (gActiveBattler << 8);
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chosenMoveId |= (battler << 8);
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else if (moveTarget == MOVE_TARGET_SELECTED)
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chosenMoveId |= GetBattlePalaceTarget();
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chosenMoveId |= GetBattlePalaceTarget(battler);
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else
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chosenMoveId |= (GetBattlerAtPosition(BATTLE_OPPOSITE(GET_BATTLER_SIDE(gActiveBattler))) << 8);
|
||||
chosenMoveId |= (GetBattlerAtPosition(BATTLE_OPPOSITE(GET_BATTLER_SIDE(battler))) << 8);
|
||||
|
||||
return chosenMoveId;
|
||||
}
|
||||
@ -268,9 +267,9 @@ u16 ChooseMoveAndTargetInBattlePalace(void)
|
||||
#undef numValidMoveGroups
|
||||
#undef validMoveGroup
|
||||
|
||||
static u8 GetBattlePalaceMoveGroup(u8 battlerId, u16 move)
|
||||
static u8 GetBattlePalaceMoveGroup(u8 battler, u16 move)
|
||||
{
|
||||
switch (GetBattlerMoveTargetType(battlerId, move))
|
||||
switch (GetBattlerMoveTargetType(battler, move))
|
||||
{
|
||||
case MOVE_TARGET_SELECTED:
|
||||
case MOVE_TARGET_USER_OR_SELECTED:
|
||||
@ -292,13 +291,13 @@ static u8 GetBattlePalaceMoveGroup(u8 battlerId, u16 move)
|
||||
}
|
||||
}
|
||||
|
||||
static u16 GetBattlePalaceTarget(void)
|
||||
static u16 GetBattlePalaceTarget(u32 battler)
|
||||
{
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
|
||||
{
|
||||
u8 opposing1, opposing2;
|
||||
|
||||
if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER)
|
||||
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
|
||||
{
|
||||
opposing1 = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
|
||||
opposing2 = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
|
||||
@ -310,9 +309,9 @@ static u16 GetBattlePalaceTarget(void)
|
||||
}
|
||||
|
||||
if (gBattleMons[opposing1].hp == gBattleMons[opposing2].hp)
|
||||
return (BATTLE_OPPOSITE(gActiveBattler & BIT_SIDE) + (Random() & 2)) << 8;
|
||||
return (BATTLE_OPPOSITE(battler & BIT_SIDE) + (Random() & 2)) << 8;
|
||||
|
||||
switch (gBattlePalaceNatureToMoveTarget[GetNatureFromPersonality(gBattleMons[gActiveBattler].personality)])
|
||||
switch (gBattlePalaceNatureToMoveTarget[GetNatureFromPersonality(gBattleMons[battler].personality)])
|
||||
{
|
||||
case PALACE_TARGET_STRONGER:
|
||||
if (gBattleMons[opposing1].hp > gBattleMons[opposing2].hp)
|
||||
@ -325,11 +324,11 @@ static u16 GetBattlePalaceTarget(void)
|
||||
else
|
||||
return opposing2 << 8;
|
||||
case PALACE_TARGET_RANDOM:
|
||||
return (BATTLE_OPPOSITE(gActiveBattler & BIT_SIDE) + (Random() & 2)) << 8;
|
||||
return (BATTLE_OPPOSITE(battler & BIT_SIDE) + (Random() & 2)) << 8;
|
||||
}
|
||||
}
|
||||
|
||||
return BATTLE_OPPOSITE(gActiveBattler) << 8;
|
||||
return BATTLE_OPPOSITE(battler) << 8;
|
||||
}
|
||||
|
||||
// Wait for the pokemon to finish appearing out from the pokeball on send out
|
||||
@ -393,38 +392,38 @@ static void SpriteCB_TrainerSlideVertical(struct Sprite *sprite)
|
||||
|
||||
#undef sSpeedX
|
||||
|
||||
void InitAndLaunchChosenStatusAnimation(bool8 isStatus2, u32 status)
|
||||
void InitAndLaunchChosenStatusAnimation(u32 battler, bool32 isStatus2, u32 status)
|
||||
{
|
||||
gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].statusAnimActive = 1;
|
||||
gBattleSpritesDataPtr->healthBoxesData[battler].statusAnimActive = 1;
|
||||
if (!isStatus2)
|
||||
{
|
||||
if (status == STATUS1_FREEZE || status == STATUS1_FROSTBITE)
|
||||
LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_FRZ);
|
||||
LaunchStatusAnimation(battler, B_ANIM_STATUS_FRZ);
|
||||
else if (status == STATUS1_POISON || status & STATUS1_TOXIC_POISON)
|
||||
LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_PSN);
|
||||
LaunchStatusAnimation(battler, B_ANIM_STATUS_PSN);
|
||||
else if (status == STATUS1_BURN)
|
||||
LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_BRN);
|
||||
LaunchStatusAnimation(battler, B_ANIM_STATUS_BRN);
|
||||
else if (status & STATUS1_SLEEP)
|
||||
LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_SLP);
|
||||
LaunchStatusAnimation(battler, B_ANIM_STATUS_SLP);
|
||||
else if (status == STATUS1_PARALYSIS)
|
||||
LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_PRZ);
|
||||
LaunchStatusAnimation(battler, B_ANIM_STATUS_PRZ);
|
||||
else // no animation
|
||||
gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].statusAnimActive = 0;
|
||||
gBattleSpritesDataPtr->healthBoxesData[battler].statusAnimActive = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (status & STATUS2_INFATUATION)
|
||||
LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_INFATUATION);
|
||||
LaunchStatusAnimation(battler, B_ANIM_STATUS_INFATUATION);
|
||||
else if (status & STATUS2_CONFUSION)
|
||||
LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_CONFUSION);
|
||||
LaunchStatusAnimation(battler, B_ANIM_STATUS_CONFUSION);
|
||||
else if (status & STATUS2_CURSED)
|
||||
LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_CURSED);
|
||||
LaunchStatusAnimation(battler, B_ANIM_STATUS_CURSED);
|
||||
else if (status & STATUS2_NIGHTMARE)
|
||||
LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_NIGHTMARE);
|
||||
LaunchStatusAnimation(battler, B_ANIM_STATUS_NIGHTMARE);
|
||||
else if (status & STATUS2_WRAPPED)
|
||||
LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_WRAPPED); // this animation doesn't actually exist
|
||||
LaunchStatusAnimation(battler, B_ANIM_STATUS_WRAPPED); // this animation doesn't actually exist
|
||||
else // no animation
|
||||
gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].statusAnimActive = 0;
|
||||
gBattleSpritesDataPtr->healthBoxesData[battler].statusAnimActive = 0;
|
||||
}
|
||||
}
|
||||
|
||||
@ -521,14 +520,14 @@ static void Task_ClearBitWhenSpecialAnimDone(u8 taskId)
|
||||
#undef tBattlerId
|
||||
|
||||
// Check if SE has finished or 30 calls, whichever comes first
|
||||
bool8 IsBattleSEPlaying(u8 battlerId)
|
||||
bool8 IsBattleSEPlaying(u8 battler)
|
||||
{
|
||||
u8 zero = 0;
|
||||
|
||||
if (IsSEPlaying())
|
||||
{
|
||||
gBattleSpritesDataPtr->healthBoxesData[battlerId].soundTimer++;
|
||||
if (gBattleSpritesDataPtr->healthBoxesData[battlerId].soundTimer < 30)
|
||||
gBattleSpritesDataPtr->healthBoxesData[battler].soundTimer++;
|
||||
if (gBattleSpritesDataPtr->healthBoxesData[battler].soundTimer < 30)
|
||||
return TRUE;
|
||||
|
||||
m4aMPlayStop(&gMPlayInfo_SE1);
|
||||
@ -536,7 +535,7 @@ bool8 IsBattleSEPlaying(u8 battlerId)
|
||||
}
|
||||
if (zero == 0)
|
||||
{
|
||||
gBattleSpritesDataPtr->healthBoxesData[battlerId].soundTimer = 0;
|
||||
gBattleSpritesDataPtr->healthBoxesData[battler].soundTimer = 0;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
@ -544,11 +543,11 @@ bool8 IsBattleSEPlaying(u8 battlerId)
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void BattleLoadMonSpriteGfx(struct Pokemon *mon, u32 battlerId)
|
||||
void BattleLoadMonSpriteGfx(struct Pokemon *mon, u32 battler)
|
||||
{
|
||||
u32 monsPersonality, currentPersonality, otId, currentOtId, species, paletteOffset, position;
|
||||
const void *lzPaletteData;
|
||||
struct Pokemon *illusionMon = GetIllusionMonPtr(battlerId);
|
||||
struct Pokemon *illusionMon = GetIllusionMonPtr(battler);
|
||||
if (illusionMon != NULL)
|
||||
mon = illusionMon;
|
||||
|
||||
@ -558,7 +557,7 @@ void BattleLoadMonSpriteGfx(struct Pokemon *mon, u32 battlerId)
|
||||
monsPersonality = GetMonData(mon, MON_DATA_PERSONALITY);
|
||||
otId = GetMonData(mon, MON_DATA_OT_ID);
|
||||
|
||||
if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies == SPECIES_NONE)
|
||||
if (gBattleSpritesDataPtr->battlerData[battler].transformSpecies == SPECIES_NONE)
|
||||
{
|
||||
species = GetMonData(mon, MON_DATA_SPECIES);
|
||||
currentPersonality = monsPersonality;
|
||||
@ -566,18 +565,18 @@ void BattleLoadMonSpriteGfx(struct Pokemon *mon, u32 battlerId)
|
||||
}
|
||||
else
|
||||
{
|
||||
species = gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies;
|
||||
species = gBattleSpritesDataPtr->battlerData[battler].transformSpecies;
|
||||
#if B_TRANSFORM_SHINY >= GEN_4
|
||||
currentPersonality = gTransformedPersonalities[battlerId];
|
||||
currentOtId = gTransformedOtIds[battlerId];
|
||||
currentPersonality = gTransformedPersonalities[battler];
|
||||
currentOtId = gTransformedOtIds[battler];
|
||||
#else
|
||||
currentPersonality = monsPersonality;
|
||||
currentOtId = otId;
|
||||
#endif
|
||||
}
|
||||
|
||||
position = GetBattlerPosition(battlerId);
|
||||
if (GetBattlerSide(battlerId) == B_SIDE_OPPONENT)
|
||||
position = GetBattlerPosition(battler);
|
||||
if (GetBattlerSide(battler) == B_SIDE_OPPONENT)
|
||||
{
|
||||
HandleLoadSpecialPokePic(TRUE,
|
||||
gMonSpritesGfxPtr->sprites.ptr[position],
|
||||
@ -590,19 +589,19 @@ void BattleLoadMonSpriteGfx(struct Pokemon *mon, u32 battlerId)
|
||||
species, currentPersonality);
|
||||
}
|
||||
|
||||
paletteOffset = OBJ_PLTT_ID(battlerId);
|
||||
paletteOffset = OBJ_PLTT_ID(battler);
|
||||
|
||||
if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies == SPECIES_NONE)
|
||||
if (gBattleSpritesDataPtr->battlerData[battler].transformSpecies == SPECIES_NONE)
|
||||
lzPaletteData = GetMonFrontSpritePal(mon);
|
||||
else
|
||||
lzPaletteData = GetMonSpritePalFromSpeciesAndPersonality(species, currentOtId, currentPersonality);
|
||||
|
||||
LZDecompressWram(lzPaletteData, gDecompressionBuffer);
|
||||
LoadPalette(gDecompressionBuffer, paletteOffset, PLTT_SIZE_4BPP);
|
||||
LoadPalette(gDecompressionBuffer, BG_PLTT_ID(8) + BG_PLTT_ID(battlerId), PLTT_SIZE_4BPP);
|
||||
LoadPalette(gDecompressionBuffer, BG_PLTT_ID(8) + BG_PLTT_ID(battler), PLTT_SIZE_4BPP);
|
||||
|
||||
// transform's pink color
|
||||
if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies != SPECIES_NONE)
|
||||
if (gBattleSpritesDataPtr->battlerData[battler].transformSpecies != SPECIES_NONE)
|
||||
{
|
||||
BlendPalette(paletteOffset, 16, 6, RGB_WHITE);
|
||||
CpuCopy32(&gPlttBufferFaded[paletteOffset], &gPlttBufferUnfaded[paletteOffset], PLTT_SIZEOF(16));
|
||||
@ -613,23 +612,23 @@ void BattleGfxSfxDummy2(u16 species)
|
||||
{
|
||||
}
|
||||
|
||||
void DecompressTrainerFrontPic(u16 frontPicId, u8 battlerId)
|
||||
void DecompressTrainerFrontPic(u16 frontPicId, u8 battler)
|
||||
{
|
||||
u8 position = GetBattlerPosition(battlerId);
|
||||
u8 position = GetBattlerPosition(battler);
|
||||
DecompressPicFromTable(&gTrainerFrontPicTable[frontPicId],
|
||||
gMonSpritesGfxPtr->sprites.ptr[position],
|
||||
SPECIES_NONE);
|
||||
LoadCompressedSpritePalette(&gTrainerFrontPicPaletteTable[frontPicId]);
|
||||
}
|
||||
|
||||
void DecompressTrainerBackPic(u16 backPicId, u8 battlerId)
|
||||
void DecompressTrainerBackPic(u16 backPicId, u8 battler)
|
||||
{
|
||||
u8 position = GetBattlerPosition(battlerId);
|
||||
u8 position = GetBattlerPosition(battler);
|
||||
DecompressPicFromTable(&gTrainerBackPicTable[backPicId],
|
||||
gMonSpritesGfxPtr->sprites.ptr[position],
|
||||
SPECIES_NONE);
|
||||
LoadCompressedPalette(gTrainerBackPicPaletteTable[backPicId].data,
|
||||
OBJ_PLTT_ID(battlerId), PLTT_SIZE_4BPP);
|
||||
OBJ_PLTT_ID(battler), PLTT_SIZE_4BPP);
|
||||
}
|
||||
|
||||
void FreeTrainerFrontPicPalette(u16 frontPicId)
|
||||
@ -729,7 +728,7 @@ void LoadBattleBarGfx(u8 unused)
|
||||
LZDecompressWram(gBattleInterfaceGfx_BattleBar, gMonSpritesGfxPtr->barFontGfx);
|
||||
}
|
||||
|
||||
bool8 BattleInitAllSprites(u8 *state1, u8 *battlerId)
|
||||
bool8 BattleInitAllSprites(u8 *state1, u8 *battler)
|
||||
{
|
||||
bool8 retVal = FALSE;
|
||||
|
||||
@ -740,13 +739,13 @@ bool8 BattleInitAllSprites(u8 *state1, u8 *battlerId)
|
||||
(*state1)++;
|
||||
break;
|
||||
case 1:
|
||||
if (!BattleLoadAllHealthBoxesGfx(*battlerId))
|
||||
if (!BattleLoadAllHealthBoxesGfx(*battler))
|
||||
{
|
||||
(*battlerId)++;
|
||||
(*battler)++;
|
||||
}
|
||||
else
|
||||
{
|
||||
*battlerId = 0;
|
||||
*battler = 0;
|
||||
(*state1)++;
|
||||
}
|
||||
break;
|
||||
@ -754,47 +753,47 @@ bool8 BattleInitAllSprites(u8 *state1, u8 *battlerId)
|
||||
(*state1)++;
|
||||
break;
|
||||
case 3:
|
||||
if ((gBattleTypeFlags & BATTLE_TYPE_SAFARI) && *battlerId == 0)
|
||||
gHealthboxSpriteIds[*battlerId] = CreateSafariPlayerHealthboxSprites();
|
||||
if ((gBattleTypeFlags & BATTLE_TYPE_SAFARI) && *battler == 0)
|
||||
gHealthboxSpriteIds[*battler] = CreateSafariPlayerHealthboxSprites();
|
||||
else
|
||||
gHealthboxSpriteIds[*battlerId] = CreateBattlerHealthboxSprites(*battlerId);
|
||||
gHealthboxSpriteIds[*battler] = CreateBattlerHealthboxSprites(*battler);
|
||||
|
||||
(*battlerId)++;
|
||||
if (*battlerId == gBattlersCount)
|
||||
(*battler)++;
|
||||
if (*battler == gBattlersCount)
|
||||
{
|
||||
*battlerId = 0;
|
||||
*battler = 0;
|
||||
(*state1)++;
|
||||
}
|
||||
break;
|
||||
case 4:
|
||||
InitBattlerHealthboxCoords(*battlerId);
|
||||
if (gBattlerPositions[*battlerId] <= B_POSITION_OPPONENT_LEFT)
|
||||
DummyBattleInterfaceFunc(gHealthboxSpriteIds[*battlerId], FALSE);
|
||||
InitBattlerHealthboxCoords(*battler);
|
||||
if (gBattlerPositions[*battler] <= B_POSITION_OPPONENT_LEFT)
|
||||
DummyBattleInterfaceFunc(gHealthboxSpriteIds[*battler], FALSE);
|
||||
else
|
||||
DummyBattleInterfaceFunc(gHealthboxSpriteIds[*battlerId], TRUE);
|
||||
DummyBattleInterfaceFunc(gHealthboxSpriteIds[*battler], TRUE);
|
||||
|
||||
(*battlerId)++;
|
||||
if (*battlerId == gBattlersCount)
|
||||
(*battler)++;
|
||||
if (*battler == gBattlersCount)
|
||||
{
|
||||
*battlerId = 0;
|
||||
*battler = 0;
|
||||
(*state1)++;
|
||||
}
|
||||
break;
|
||||
case 5:
|
||||
if (GetBattlerSide(*battlerId) == B_SIDE_PLAYER)
|
||||
if (GetBattlerSide(*battler) == B_SIDE_PLAYER)
|
||||
{
|
||||
if (!(gBattleTypeFlags & BATTLE_TYPE_SAFARI))
|
||||
UpdateHealthboxAttribute(gHealthboxSpriteIds[*battlerId], &gPlayerParty[gBattlerPartyIndexes[*battlerId]], HEALTHBOX_ALL);
|
||||
UpdateHealthboxAttribute(gHealthboxSpriteIds[*battler], &gPlayerParty[gBattlerPartyIndexes[*battler]], HEALTHBOX_ALL);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateHealthboxAttribute(gHealthboxSpriteIds[*battlerId], &gEnemyParty[gBattlerPartyIndexes[*battlerId]], HEALTHBOX_ALL);
|
||||
UpdateHealthboxAttribute(gHealthboxSpriteIds[*battler], &gEnemyParty[gBattlerPartyIndexes[*battler]], HEALTHBOX_ALL);
|
||||
}
|
||||
SetHealthboxSpriteInvisible(gHealthboxSpriteIds[*battlerId]);
|
||||
(*battlerId)++;
|
||||
if (*battlerId == gBattlersCount)
|
||||
SetHealthboxSpriteInvisible(gHealthboxSpriteIds[*battler]);
|
||||
(*battler)++;
|
||||
if (*battler == gBattlersCount)
|
||||
{
|
||||
*battlerId = 0;
|
||||
*battler = 0;
|
||||
(*state1)++;
|
||||
}
|
||||
break;
|
||||
@ -828,9 +827,9 @@ void CopyAllBattleSpritesInvisibilities(void)
|
||||
gBattleSpritesDataPtr->battlerData[i].invisible = gSprites[gBattlerSpriteIds[i]].invisible;
|
||||
}
|
||||
|
||||
void CopyBattleSpriteInvisibility(u8 battlerId)
|
||||
void CopyBattleSpriteInvisibility(u8 battler)
|
||||
{
|
||||
gBattleSpritesDataPtr->battlerData[battlerId].invisible = gSprites[gBattlerSpriteIds[battlerId]].invisible;
|
||||
gBattleSpritesDataPtr->battlerData[battler].invisible = gSprites[gBattlerSpriteIds[battler]].invisible;
|
||||
}
|
||||
|
||||
void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, bool32 megaEvo, bool8 trackEnemyPersonality)
|
||||
@ -925,7 +924,7 @@ void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, bool32 megaEvo, bo
|
||||
StartSpriteAnim(&gSprites[gBattlerSpriteIds[battlerAtk]], 0);
|
||||
}
|
||||
|
||||
void BattleLoadSubstituteOrMonSpriteGfx(u8 battlerId, bool8 loadMonSprite)
|
||||
void BattleLoadSubstituteOrMonSpriteGfx(u8 battler, bool8 loadMonSprite)
|
||||
{
|
||||
s32 i, position, palOffset;
|
||||
|
||||
@ -934,11 +933,11 @@ void BattleLoadSubstituteOrMonSpriteGfx(u8 battlerId, bool8 loadMonSprite)
|
||||
if (IsContest())
|
||||
position = B_POSITION_PLAYER_LEFT;
|
||||
else
|
||||
position = GetBattlerPosition(battlerId);
|
||||
position = GetBattlerPosition(battler);
|
||||
|
||||
if (IsContest())
|
||||
LZDecompressVram(gSubstituteDollBackGfx, gMonSpritesGfxPtr->sprites.ptr[position]);
|
||||
else if (GetBattlerSide(battlerId) != B_SIDE_PLAYER)
|
||||
else if (GetBattlerSide(battler) != B_SIDE_PLAYER)
|
||||
LZDecompressVram(gSubstituteDollFrontGfx, gMonSpritesGfxPtr->sprites.ptr[position]);
|
||||
else
|
||||
LZDecompressVram(gSubstituteDollBackGfx, gMonSpritesGfxPtr->sprites.ptr[position]);
|
||||
@ -948,61 +947,61 @@ void BattleLoadSubstituteOrMonSpriteGfx(u8 battlerId, bool8 loadMonSprite)
|
||||
Dma3CopyLarge32_(gMonSpritesGfxPtr->sprites.ptr[position], &gMonSpritesGfxPtr->sprites.byte[position][MON_PIC_SIZE * i], MON_PIC_SIZE);
|
||||
}
|
||||
|
||||
palOffset = OBJ_PLTT_ID(battlerId);
|
||||
palOffset = OBJ_PLTT_ID(battler);
|
||||
LoadCompressedPalette(gSubstituteDollPal, palOffset, PLTT_SIZE_4BPP);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!IsContest())
|
||||
BattleLoadMonSpriteGfx(&GetBattlerParty(battlerId)[gBattlerPartyIndexes[battlerId]], battlerId);
|
||||
BattleLoadMonSpriteGfx(&GetBattlerParty(battler)[gBattlerPartyIndexes[battler]], battler);
|
||||
}
|
||||
}
|
||||
|
||||
void LoadBattleMonGfxAndAnimate(u8 battlerId, bool8 loadMonSprite, u8 spriteId)
|
||||
void LoadBattleMonGfxAndAnimate(u8 battler, bool8 loadMonSprite, u8 spriteId)
|
||||
{
|
||||
BattleLoadSubstituteOrMonSpriteGfx(battlerId, loadMonSprite);
|
||||
BattleLoadSubstituteOrMonSpriteGfx(battler, loadMonSprite);
|
||||
StartSpriteAnim(&gSprites[spriteId], 0);
|
||||
|
||||
if (!loadMonSprite)
|
||||
gSprites[spriteId].y = GetSubstituteSpriteDefault_Y(battlerId);
|
||||
gSprites[spriteId].y = GetSubstituteSpriteDefault_Y(battler);
|
||||
else
|
||||
gSprites[spriteId].y = GetBattlerSpriteDefault_Y(battlerId);
|
||||
gSprites[spriteId].y = GetBattlerSpriteDefault_Y(battler);
|
||||
}
|
||||
|
||||
void TrySetBehindSubstituteSpriteBit(u8 battlerId, u16 move)
|
||||
void TrySetBehindSubstituteSpriteBit(u8 battler, u16 move)
|
||||
{
|
||||
if (move == MOVE_SUBSTITUTE)
|
||||
gBattleSpritesDataPtr->battlerData[battlerId].behindSubstitute = 1;
|
||||
gBattleSpritesDataPtr->battlerData[battler].behindSubstitute = 1;
|
||||
}
|
||||
|
||||
void ClearBehindSubstituteBit(u8 battlerId)
|
||||
void ClearBehindSubstituteBit(u8 battler)
|
||||
{
|
||||
gBattleSpritesDataPtr->battlerData[battlerId].behindSubstitute = 0;
|
||||
gBattleSpritesDataPtr->battlerData[battler].behindSubstitute = 0;
|
||||
}
|
||||
|
||||
void HandleLowHpMusicChange(struct Pokemon *mon, u8 battlerId)
|
||||
void HandleLowHpMusicChange(struct Pokemon *mon, u8 battler)
|
||||
{
|
||||
u16 hp = GetMonData(mon, MON_DATA_HP);
|
||||
u16 maxHP = GetMonData(mon, MON_DATA_MAX_HP);
|
||||
|
||||
if (GetHPBarLevel(hp, maxHP) == HP_BAR_RED)
|
||||
{
|
||||
if (!gBattleSpritesDataPtr->battlerData[battlerId].lowHpSong)
|
||||
if (!gBattleSpritesDataPtr->battlerData[battler].lowHpSong)
|
||||
{
|
||||
if (!gBattleSpritesDataPtr->battlerData[BATTLE_PARTNER(battlerId)].lowHpSong)
|
||||
if (!gBattleSpritesDataPtr->battlerData[BATTLE_PARTNER(battler)].lowHpSong)
|
||||
PlaySE(SE_LOW_HEALTH);
|
||||
gBattleSpritesDataPtr->battlerData[battlerId].lowHpSong = 1;
|
||||
gBattleSpritesDataPtr->battlerData[battler].lowHpSong = 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gBattleSpritesDataPtr->battlerData[battlerId].lowHpSong = 0;
|
||||
gBattleSpritesDataPtr->battlerData[battler].lowHpSong = 0;
|
||||
if (!IsDoubleBattle())
|
||||
{
|
||||
m4aSongNumStop(SE_LOW_HEALTH);
|
||||
return;
|
||||
}
|
||||
if (IsDoubleBattle() && !gBattleSpritesDataPtr->battlerData[BATTLE_PARTNER(battlerId)].lowHpSong)
|
||||
if (IsDoubleBattle() && !gBattleSpritesDataPtr->battlerData[BATTLE_PARTNER(battler)].lowHpSong)
|
||||
{
|
||||
m4aSongNumStop(SE_LOW_HEALTH);
|
||||
return;
|
||||
@ -1071,46 +1070,46 @@ void SetBattlerSpriteAffineMode(u8 affineMode)
|
||||
|
||||
void LoadAndCreateEnemyShadowSprites(void)
|
||||
{
|
||||
u8 battlerId;
|
||||
u8 battler;
|
||||
|
||||
LoadCompressedSpriteSheet(&gSpriteSheet_EnemyShadow);
|
||||
|
||||
battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
|
||||
gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId = CreateSprite(&gSpriteTemplate_EnemyShadow,
|
||||
GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X),
|
||||
GetBattlerSpriteCoord(battlerId, BATTLER_COORD_Y) + 29,
|
||||
battler = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
|
||||
gBattleSpritesDataPtr->healthBoxesData[battler].shadowSpriteId = CreateSprite(&gSpriteTemplate_EnemyShadow,
|
||||
GetBattlerSpriteCoord(battler, BATTLER_COORD_X),
|
||||
GetBattlerSpriteCoord(battler, BATTLER_COORD_Y) + 29,
|
||||
0xC8);
|
||||
gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].data[0] = battlerId;
|
||||
gSprites[gBattleSpritesDataPtr->healthBoxesData[battler].shadowSpriteId].data[0] = battler;
|
||||
|
||||
if (IsDoubleBattle())
|
||||
{
|
||||
battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
|
||||
gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId = CreateSprite(&gSpriteTemplate_EnemyShadow,
|
||||
GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X),
|
||||
GetBattlerSpriteCoord(battlerId, BATTLER_COORD_Y) + 29,
|
||||
battler = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
|
||||
gBattleSpritesDataPtr->healthBoxesData[battler].shadowSpriteId = CreateSprite(&gSpriteTemplate_EnemyShadow,
|
||||
GetBattlerSpriteCoord(battler, BATTLER_COORD_X),
|
||||
GetBattlerSpriteCoord(battler, BATTLER_COORD_Y) + 29,
|
||||
0xC8);
|
||||
gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].data[0] = battlerId;
|
||||
gSprites[gBattleSpritesDataPtr->healthBoxesData[battler].shadowSpriteId].data[0] = battler;
|
||||
}
|
||||
}
|
||||
|
||||
void SpriteCB_EnemyShadow(struct Sprite *shadowSprite)
|
||||
{
|
||||
bool8 invisible = FALSE;
|
||||
u8 battlerId = shadowSprite->tBattlerId;
|
||||
struct Sprite *battlerSprite = &gSprites[gBattlerSpriteIds[battlerId]];
|
||||
u8 battler = shadowSprite->tBattlerId;
|
||||
struct Sprite *battlerSprite = &gSprites[gBattlerSpriteIds[battler]];
|
||||
|
||||
if (!battlerSprite->inUse || !IsBattlerSpritePresent(battlerId))
|
||||
if (!battlerSprite->inUse || !IsBattlerSpritePresent(battler))
|
||||
{
|
||||
shadowSprite->callback = SpriteCB_SetInvisible;
|
||||
return;
|
||||
}
|
||||
if (gAnimScriptActive || battlerSprite->invisible)
|
||||
invisible = TRUE;
|
||||
else if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies != SPECIES_NONE
|
||||
&& gEnemyMonElevation[gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies] == 0)
|
||||
else if (gBattleSpritesDataPtr->battlerData[battler].transformSpecies != SPECIES_NONE
|
||||
&& gEnemyMonElevation[gBattleSpritesDataPtr->battlerData[battler].transformSpecies] == 0)
|
||||
invisible = TRUE;
|
||||
|
||||
if (gBattleSpritesDataPtr->battlerData[battlerId].behindSubstitute)
|
||||
if (gBattleSpritesDataPtr->battlerData[battler].behindSubstitute)
|
||||
invisible = TRUE;
|
||||
|
||||
shadowSprite->x = battlerSprite->x;
|
||||
@ -1125,24 +1124,24 @@ void SpriteCB_SetInvisible(struct Sprite *sprite)
|
||||
sprite->invisible = TRUE;
|
||||
}
|
||||
|
||||
void SetBattlerShadowSpriteCallback(u8 battlerId, u16 species)
|
||||
void SetBattlerShadowSpriteCallback(u8 battler, u16 species)
|
||||
{
|
||||
// The player's shadow is never seen.
|
||||
if (GetBattlerSide(battlerId) == B_SIDE_PLAYER || gBattleScripting.monCaught)
|
||||
if (GetBattlerSide(battler) == B_SIDE_PLAYER || gBattleScripting.monCaught)
|
||||
return;
|
||||
|
||||
if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies != SPECIES_NONE)
|
||||
species = gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies;
|
||||
if (gBattleSpritesDataPtr->battlerData[battler].transformSpecies != SPECIES_NONE)
|
||||
species = gBattleSpritesDataPtr->battlerData[battler].transformSpecies;
|
||||
|
||||
if (gEnemyMonElevation[species] != 0)
|
||||
gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].callback = SpriteCB_EnemyShadow;
|
||||
gSprites[gBattleSpritesDataPtr->healthBoxesData[battler].shadowSpriteId].callback = SpriteCB_EnemyShadow;
|
||||
else
|
||||
gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].callback = SpriteCB_SetInvisible;
|
||||
gSprites[gBattleSpritesDataPtr->healthBoxesData[battler].shadowSpriteId].callback = SpriteCB_SetInvisible;
|
||||
}
|
||||
|
||||
void HideBattlerShadowSprite(u8 battlerId)
|
||||
void HideBattlerShadowSprite(u8 battler)
|
||||
{
|
||||
gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].callback = SpriteCB_SetInvisible;
|
||||
gSprites[gBattleSpritesDataPtr->healthBoxesData[battler].shadowSpriteId].callback = SpriteCB_SetInvisible;
|
||||
}
|
||||
|
||||
// Color the background tiles surrounding the action selection and move windows
|
||||
@ -1169,11 +1168,11 @@ void FillAroundBattleWindows(void)
|
||||
}
|
||||
}
|
||||
|
||||
void ClearTemporarySpeciesSpriteData(u8 battlerId, bool8 dontClearSubstitute)
|
||||
void ClearTemporarySpeciesSpriteData(u8 battler, bool8 dontClearSubstitute)
|
||||
{
|
||||
gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies = SPECIES_NONE;
|
||||
gBattleSpritesDataPtr->battlerData[battler].transformSpecies = SPECIES_NONE;
|
||||
if (!dontClearSubstitute)
|
||||
ClearBehindSubstituteBit(battlerId);
|
||||
ClearBehindSubstituteBit(battler);
|
||||
}
|
||||
|
||||
void AllocateMonSpritesGfx(void)
|
||||
|
@ -2999,9 +2999,11 @@ void BeginBattleIntro(void)
|
||||
|
||||
static void BattleMainCB1(void)
|
||||
{
|
||||
u32 battler;
|
||||
|
||||
gBattleMainFunc();
|
||||
for (gActiveBattler = 0; gActiveBattler < gBattlersCount; gActiveBattler++)
|
||||
gBattlerControllerFuncs[gActiveBattler](gActiveBattler);
|
||||
for (battler = 0; battler < gBattlersCount; battler++)
|
||||
gBattlerControllerFuncs[battler](battler);
|
||||
}
|
||||
|
||||
static void BattleStartClearSetData(void)
|
||||
@ -4069,47 +4071,47 @@ enum
|
||||
|
||||
static void HandleTurnActionSelectionState(void)
|
||||
{
|
||||
s32 i;
|
||||
s32 i, battler;
|
||||
|
||||
gBattleCommunication[ACTIONS_CONFIRMED_COUNT] = 0;
|
||||
for (gActiveBattler = 0; gActiveBattler < gBattlersCount; gActiveBattler++)
|
||||
for (battler = 0; battler < gBattlersCount; battler++)
|
||||
{
|
||||
u8 position = GetBattlerPosition(gActiveBattler);
|
||||
switch (gBattleCommunication[gActiveBattler])
|
||||
u8 position = GetBattlerPosition(battler);
|
||||
switch (gBattleCommunication[battler])
|
||||
{
|
||||
case STATE_TURN_START_RECORD: // Recorded battle related action on start of every turn.
|
||||
RecordedBattle_CopyBattlerMoves(gActiveBattler);
|
||||
gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
RecordedBattle_CopyBattlerMoves(battler);
|
||||
gBattleCommunication[battler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
|
||||
// Do AI score computations here so we can use them in AI_TrySwitchOrUseItem
|
||||
if ((gBattleTypeFlags & BATTLE_TYPE_HAS_AI || IsWildMonSmart())
|
||||
&& (BattlerHasAi(gActiveBattler) && !(gBattleTypeFlags & BATTLE_TYPE_PALACE)))
|
||||
&& (BattlerHasAi(battler) && !(gBattleTypeFlags & BATTLE_TYPE_PALACE)))
|
||||
{
|
||||
gBattleStruct->aiMoveOrAction[gActiveBattler] = ComputeBattleAiScores(gActiveBattler);
|
||||
gBattleStruct->aiMoveOrAction[battler] = ComputeBattleAiScores(battler);
|
||||
}
|
||||
break;
|
||||
case STATE_BEFORE_ACTION_CHOSEN: // Choose an action.
|
||||
*(gBattleStruct->monToSwitchIntoId + gActiveBattler) = PARTY_SIZE;
|
||||
*(gBattleStruct->monToSwitchIntoId + battler) = PARTY_SIZE;
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_MULTI
|
||||
|| (position & BIT_FLANK) == B_FLANK_LEFT
|
||||
|| gBattleStruct->absentBattlerFlags & gBitTable[GetBattlerAtPosition(BATTLE_PARTNER(position))]
|
||||
|| gBattleCommunication[GetBattlerAtPosition(BATTLE_PARTNER(position))] == STATE_WAIT_ACTION_CONFIRMED)
|
||||
{
|
||||
if (gBattleStruct->absentBattlerFlags & gBitTable[gActiveBattler])
|
||||
if (gBattleStruct->absentBattlerFlags & gBitTable[battler])
|
||||
{
|
||||
gChosenActionByBattler[gActiveBattler] = B_ACTION_NOTHING_FAINTED;
|
||||
gChosenActionByBattler[battler] = B_ACTION_NOTHING_FAINTED;
|
||||
if (!(gBattleTypeFlags & BATTLE_TYPE_MULTI))
|
||||
gBattleCommunication[gActiveBattler] = STATE_WAIT_ACTION_CONFIRMED;
|
||||
gBattleCommunication[battler] = STATE_WAIT_ACTION_CONFIRMED;
|
||||
else
|
||||
gBattleCommunication[gActiveBattler] = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
gBattleCommunication[battler] = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gBattleMons[gActiveBattler].status2 & STATUS2_MULTIPLETURNS
|
||||
|| gBattleMons[gActiveBattler].status2 & STATUS2_RECHARGE)
|
||||
if (gBattleMons[battler].status2 & STATUS2_MULTIPLETURNS
|
||||
|| gBattleMons[battler].status2 & STATUS2_RECHARGE)
|
||||
{
|
||||
gChosenActionByBattler[gActiveBattler] = B_ACTION_USE_MOVE;
|
||||
gBattleCommunication[gActiveBattler] = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
gChosenActionByBattler[battler] = B_ACTION_USE_MOVE;
|
||||
gBattleCommunication[battler] = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
}
|
||||
else if (WILD_DOUBLE_BATTLE
|
||||
&& position == B_POSITION_PLAYER_RIGHT
|
||||
@ -4117,41 +4119,41 @@ static void HandleTurnActionSelectionState(void)
|
||||
&& gChosenActionByBattler[GetBattlerAtPosition(B_POSITION_PLAYER_LEFT)] != B_ACTION_NOTHING_FAINTED)
|
||||
{
|
||||
gBattleStruct->throwingPokeBall = FALSE;
|
||||
gChosenActionByBattler[gActiveBattler] = B_ACTION_NOTHING_FAINTED; // Not fainted, but it cannot move, because of the throwing ball.
|
||||
gBattleCommunication[gActiveBattler] = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
gChosenActionByBattler[battler] = B_ACTION_NOTHING_FAINTED; // Not fainted, but it cannot move, because of the throwing ball.
|
||||
gBattleCommunication[battler] = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBattleStruct->itemPartyIndex[gActiveBattler] = PARTY_SIZE;
|
||||
BtlController_EmitChooseAction(gActiveBattler, BUFFER_A, gChosenActionByBattler[0], gBattleResources->bufferB[0][1] | (gBattleResources->bufferB[0][2] << 8));
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
gBattleStruct->itemPartyIndex[battler] = PARTY_SIZE;
|
||||
BtlController_EmitChooseAction(battler, BUFFER_A, gChosenActionByBattler[0], gBattleResources->bufferB[0][1] | (gBattleResources->bufferB[0][2] << 8));
|
||||
MarkBattlerForControllerExec(battler);
|
||||
gBattleCommunication[battler]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
break;
|
||||
case STATE_WAIT_ACTION_CHOSEN: // Try to perform an action.
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[gActiveBattler]) | (0xF << 28) | (gBitTable[gActiveBattler] << 4) | (gBitTable[gActiveBattler] << 8) | (gBitTable[gActiveBattler] << 12))))
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[battler]) | (0xF << 28) | (gBitTable[battler] << 4) | (gBitTable[battler] << 8) | (gBitTable[battler] << 12))))
|
||||
{
|
||||
RecordedBattle_SetBattlerAction(gActiveBattler, gBattleResources->bufferB[gActiveBattler][1]);
|
||||
gChosenActionByBattler[gActiveBattler] = gBattleResources->bufferB[gActiveBattler][1];
|
||||
RecordedBattle_SetBattlerAction(battler, gBattleResources->bufferB[battler][1]);
|
||||
gChosenActionByBattler[battler] = gBattleResources->bufferB[battler][1];
|
||||
|
||||
switch (gBattleResources->bufferB[gActiveBattler][1])
|
||||
switch (gBattleResources->bufferB[battler][1])
|
||||
{
|
||||
case B_ACTION_USE_MOVE:
|
||||
if (AreAllMovesUnusable(gActiveBattler))
|
||||
if (AreAllMovesUnusable(battler))
|
||||
{
|
||||
gBattleCommunication[gActiveBattler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + gActiveBattler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + gActiveBattler) = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
*(gBattleStruct->moveTarget + gActiveBattler) = gBattleResources->bufferB[gActiveBattler][3];
|
||||
gBattleCommunication[battler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + battler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + battler) = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
*(gBattleStruct->moveTarget + battler) = gBattleResources->bufferB[battler][3];
|
||||
return;
|
||||
}
|
||||
else if (gDisableStructs[gActiveBattler].encoredMove != 0)
|
||||
else if (gDisableStructs[battler].encoredMove != 0)
|
||||
{
|
||||
gChosenMoveByBattler[gActiveBattler] = gDisableStructs[gActiveBattler].encoredMove;
|
||||
*(gBattleStruct->chosenMovePositions + gActiveBattler) = gDisableStructs[gActiveBattler].encoredMovePos;
|
||||
gBattleCommunication[gActiveBattler] = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
gChosenMoveByBattler[battler] = gDisableStructs[battler].encoredMove;
|
||||
*(gBattleStruct->chosenMovePositions + battler) = gDisableStructs[battler].encoredMovePos;
|
||||
gBattleCommunication[battler] = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
return;
|
||||
}
|
||||
else
|
||||
@ -4160,33 +4162,33 @@ static void HandleTurnActionSelectionState(void)
|
||||
|
||||
moveInfo.zmove = gBattleStruct->zmove;
|
||||
moveInfo.mega = gBattleStruct->mega;
|
||||
moveInfo.species = gBattleMons[gActiveBattler].species;
|
||||
moveInfo.monType1 = gBattleMons[gActiveBattler].type1;
|
||||
moveInfo.monType2 = gBattleMons[gActiveBattler].type2;
|
||||
moveInfo.monType3 = gBattleMons[gActiveBattler].type3;
|
||||
moveInfo.species = gBattleMons[battler].species;
|
||||
moveInfo.monType1 = gBattleMons[battler].type1;
|
||||
moveInfo.monType2 = gBattleMons[battler].type2;
|
||||
moveInfo.monType3 = gBattleMons[battler].type3;
|
||||
|
||||
for (i = 0; i < MAX_MON_MOVES; i++)
|
||||
{
|
||||
moveInfo.moves[i] = gBattleMons[gActiveBattler].moves[i];
|
||||
moveInfo.currentPp[i] = gBattleMons[gActiveBattler].pp[i];
|
||||
moveInfo.moves[i] = gBattleMons[battler].moves[i];
|
||||
moveInfo.currentPp[i] = gBattleMons[battler].pp[i];
|
||||
moveInfo.maxPp[i] = CalculatePPWithBonus(
|
||||
gBattleMons[gActiveBattler].moves[i],
|
||||
gBattleMons[gActiveBattler].ppBonuses,
|
||||
gBattleMons[battler].moves[i],
|
||||
gBattleMons[battler].ppBonuses,
|
||||
i);
|
||||
}
|
||||
|
||||
BtlController_EmitChooseMove(gActiveBattler, BUFFER_A, (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) != 0, FALSE, &moveInfo);
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
BtlController_EmitChooseMove(battler, BUFFER_A, (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) != 0, FALSE, &moveInfo);
|
||||
MarkBattlerForControllerExec(battler);
|
||||
}
|
||||
break;
|
||||
case B_ACTION_USE_ITEM:
|
||||
if (FlagGet(B_FLAG_NO_BAG_USE))
|
||||
{
|
||||
RecordedBattle_ClearBattlerAction(gActiveBattler, 1);
|
||||
gSelectionBattleScripts[gActiveBattler] = BattleScript_ActionSelectionItemsCantBeUsed;
|
||||
gBattleCommunication[gActiveBattler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + gActiveBattler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + gActiveBattler) = STATE_BEFORE_ACTION_CHOSEN;
|
||||
RecordedBattle_ClearBattlerAction(battler, 1);
|
||||
gSelectionBattleScripts[battler] = BattleScript_ActionSelectionItemsCantBeUsed;
|
||||
gBattleCommunication[battler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + battler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + battler) = STATE_BEFORE_ACTION_CHOSEN;
|
||||
return;
|
||||
}
|
||||
|
||||
@ -4196,144 +4198,144 @@ static void HandleTurnActionSelectionState(void)
|
||||
| BATTLE_TYPE_RECORDED_LINK))
|
||||
&& !gTestRunnerEnabled)
|
||||
// Or if currently held by Sky Drop
|
||||
|| gStatuses3[gActiveBattler] & STATUS3_SKY_DROPPED)
|
||||
|| gStatuses3[battler] & STATUS3_SKY_DROPPED)
|
||||
{
|
||||
RecordedBattle_ClearBattlerAction(gActiveBattler, 1);
|
||||
gSelectionBattleScripts[gActiveBattler] = BattleScript_ActionSelectionItemsCantBeUsed;
|
||||
gBattleCommunication[gActiveBattler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + gActiveBattler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + gActiveBattler) = STATE_BEFORE_ACTION_CHOSEN;
|
||||
RecordedBattle_ClearBattlerAction(battler, 1);
|
||||
gSelectionBattleScripts[battler] = BattleScript_ActionSelectionItemsCantBeUsed;
|
||||
gBattleCommunication[battler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + battler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + battler) = STATE_BEFORE_ACTION_CHOSEN;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
BtlController_EmitChooseItem(gActiveBattler, BUFFER_A, gBattleStruct->battlerPartyOrders[gActiveBattler]);
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
BtlController_EmitChooseItem(battler, BUFFER_A, gBattleStruct->battlerPartyOrders[battler]);
|
||||
MarkBattlerForControllerExec(battler);
|
||||
}
|
||||
break;
|
||||
case B_ACTION_SWITCH:
|
||||
*(gBattleStruct->battlerPartyIndexes + gActiveBattler) = gBattlerPartyIndexes[gActiveBattler];
|
||||
*(gBattleStruct->battlerPartyIndexes + battler) = gBattlerPartyIndexes[battler];
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_ARENA
|
||||
|| !CanBattlerEscape(gActiveBattler))
|
||||
|| !CanBattlerEscape(battler))
|
||||
{
|
||||
BtlController_EmitChoosePokemon(gActiveBattler, BUFFER_A, PARTY_ACTION_CANT_SWITCH, PARTY_SIZE, ABILITY_NONE, gBattleStruct->battlerPartyOrders[gActiveBattler]);
|
||||
BtlController_EmitChoosePokemon(battler, BUFFER_A, PARTY_ACTION_CANT_SWITCH, PARTY_SIZE, ABILITY_NONE, gBattleStruct->battlerPartyOrders[battler]);
|
||||
}
|
||||
else if (ItemId_GetHoldEffect(gBattleMons[gActiveBattler].item) != HOLD_EFFECT_SHED_SHELL
|
||||
&& (i = IsAbilityPreventingEscape(gActiveBattler))) // must be last to keep i value integrity
|
||||
else if (ItemId_GetHoldEffect(gBattleMons[battler].item) != HOLD_EFFECT_SHED_SHELL
|
||||
&& (i = IsAbilityPreventingEscape(battler))) // must be last to keep i value integrity
|
||||
{
|
||||
BtlController_EmitChoosePokemon(gActiveBattler, BUFFER_A, ((i - 1) << 4) | PARTY_ACTION_ABILITY_PREVENTS, PARTY_SIZE, gBattleMons[i - 1].ability, gBattleStruct->battlerPartyOrders[gActiveBattler]);
|
||||
BtlController_EmitChoosePokemon(battler, BUFFER_A, ((i - 1) << 4) | PARTY_ACTION_ABILITY_PREVENTS, PARTY_SIZE, gBattleMons[i - 1].ability, gBattleStruct->battlerPartyOrders[battler]);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gActiveBattler == 2 && gChosenActionByBattler[0] == B_ACTION_SWITCH)
|
||||
BtlController_EmitChoosePokemon(gActiveBattler, BUFFER_A, PARTY_ACTION_CHOOSE_MON, *(gBattleStruct->monToSwitchIntoId + 0), ABILITY_NONE, gBattleStruct->battlerPartyOrders[gActiveBattler]);
|
||||
else if (gActiveBattler == 3 && gChosenActionByBattler[1] == B_ACTION_SWITCH)
|
||||
BtlController_EmitChoosePokemon(gActiveBattler, BUFFER_A, PARTY_ACTION_CHOOSE_MON, *(gBattleStruct->monToSwitchIntoId + 1), ABILITY_NONE, gBattleStruct->battlerPartyOrders[gActiveBattler]);
|
||||
if (battler == 2 && gChosenActionByBattler[0] == B_ACTION_SWITCH)
|
||||
BtlController_EmitChoosePokemon(battler, BUFFER_A, PARTY_ACTION_CHOOSE_MON, *(gBattleStruct->monToSwitchIntoId + 0), ABILITY_NONE, gBattleStruct->battlerPartyOrders[battler]);
|
||||
else if (battler == 3 && gChosenActionByBattler[1] == B_ACTION_SWITCH)
|
||||
BtlController_EmitChoosePokemon(battler, BUFFER_A, PARTY_ACTION_CHOOSE_MON, *(gBattleStruct->monToSwitchIntoId + 1), ABILITY_NONE, gBattleStruct->battlerPartyOrders[battler]);
|
||||
else
|
||||
BtlController_EmitChoosePokemon(gActiveBattler, BUFFER_A, PARTY_ACTION_CHOOSE_MON, PARTY_SIZE, ABILITY_NONE, gBattleStruct->battlerPartyOrders[gActiveBattler]);
|
||||
BtlController_EmitChoosePokemon(battler, BUFFER_A, PARTY_ACTION_CHOOSE_MON, PARTY_SIZE, ABILITY_NONE, gBattleStruct->battlerPartyOrders[battler]);
|
||||
}
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
MarkBattlerForControllerExec(battler);
|
||||
break;
|
||||
case B_ACTION_SAFARI_BALL:
|
||||
if (IsPlayerPartyAndPokemonStorageFull())
|
||||
{
|
||||
gSelectionBattleScripts[gActiveBattler] = BattleScript_PrintFullBox;
|
||||
gBattleCommunication[gActiveBattler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + gActiveBattler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + gActiveBattler) = STATE_BEFORE_ACTION_CHOSEN;
|
||||
gSelectionBattleScripts[battler] = BattleScript_PrintFullBox;
|
||||
gBattleCommunication[battler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + battler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + battler) = STATE_BEFORE_ACTION_CHOSEN;
|
||||
return;
|
||||
}
|
||||
break;
|
||||
case B_ACTION_SAFARI_POKEBLOCK:
|
||||
BtlController_EmitChooseItem(gActiveBattler, BUFFER_A, gBattleStruct->battlerPartyOrders[gActiveBattler]);
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
BtlController_EmitChooseItem(battler, BUFFER_A, gBattleStruct->battlerPartyOrders[battler]);
|
||||
MarkBattlerForControllerExec(battler);
|
||||
break;
|
||||
case B_ACTION_CANCEL_PARTNER:
|
||||
gBattleCommunication[gActiveBattler] = STATE_WAIT_SET_BEFORE_ACTION;
|
||||
gBattleCommunication[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
RecordedBattle_ClearBattlerAction(gActiveBattler, 1);
|
||||
if (gBattleMons[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))].status2 & STATUS2_MULTIPLETURNS
|
||||
|| gBattleMons[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))].status2 & STATUS2_RECHARGE)
|
||||
gBattleCommunication[battler] = STATE_WAIT_SET_BEFORE_ACTION;
|
||||
gBattleCommunication[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
RecordedBattle_ClearBattlerAction(battler, 1);
|
||||
if (gBattleMons[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))].status2 & STATUS2_MULTIPLETURNS
|
||||
|| gBattleMons[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))].status2 & STATUS2_RECHARGE)
|
||||
{
|
||||
BtlController_EmitEndBounceEffect(gActiveBattler, BUFFER_A);
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
BtlController_EmitEndBounceEffect(battler, BUFFER_A);
|
||||
MarkBattlerForControllerExec(battler);
|
||||
return;
|
||||
}
|
||||
else if (gChosenActionByBattler[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))] == B_ACTION_SWITCH)
|
||||
else if (gChosenActionByBattler[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))] == B_ACTION_SWITCH)
|
||||
{
|
||||
RecordedBattle_ClearBattlerAction(GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler))), 2);
|
||||
RecordedBattle_ClearBattlerAction(GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler))), 2);
|
||||
}
|
||||
else if (gChosenActionByBattler[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))] == B_ACTION_RUN)
|
||||
else if (gChosenActionByBattler[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))] == B_ACTION_RUN)
|
||||
{
|
||||
RecordedBattle_ClearBattlerAction(GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler))), 1);
|
||||
RecordedBattle_ClearBattlerAction(GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler))), 1);
|
||||
}
|
||||
else if (gChosenActionByBattler[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))] == B_ACTION_USE_MOVE
|
||||
&& (gProtectStructs[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))].noValidMoves
|
||||
|| gDisableStructs[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))].encoredMove))
|
||||
else if (gChosenActionByBattler[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))] == B_ACTION_USE_MOVE
|
||||
&& (gProtectStructs[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))].noValidMoves
|
||||
|| gDisableStructs[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))].encoredMove))
|
||||
{
|
||||
RecordedBattle_ClearBattlerAction(GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler))), 1);
|
||||
RecordedBattle_ClearBattlerAction(GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler))), 1);
|
||||
}
|
||||
else if (gBattleTypeFlags & BATTLE_TYPE_PALACE
|
||||
&& gChosenActionByBattler[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler)))] == B_ACTION_USE_MOVE)
|
||||
&& gChosenActionByBattler[GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler)))] == B_ACTION_USE_MOVE)
|
||||
{
|
||||
gRngValue = gBattlePalaceMoveSelectionRngValue;
|
||||
RecordedBattle_ClearBattlerAction(GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler))), 1);
|
||||
RecordedBattle_ClearBattlerAction(GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler))), 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
RecordedBattle_ClearBattlerAction(GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(gActiveBattler))), 3);
|
||||
RecordedBattle_ClearBattlerAction(GetBattlerAtPosition(BATTLE_PARTNER(GetBattlerPosition(battler))), 3);
|
||||
}
|
||||
|
||||
gBattleStruct->mega.toEvolve &= ~(gBitTable[BATTLE_PARTNER(GetBattlerPosition(gActiveBattler))]);
|
||||
gBattleStruct->zmove.toBeUsed[BATTLE_PARTNER(GetBattlerPosition(gActiveBattler))] = MOVE_NONE;
|
||||
BtlController_EmitEndBounceEffect(gActiveBattler, BUFFER_A);
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
gBattleStruct->mega.toEvolve &= ~(gBitTable[BATTLE_PARTNER(GetBattlerPosition(battler))]);
|
||||
gBattleStruct->zmove.toBeUsed[BATTLE_PARTNER(GetBattlerPosition(battler))] = MOVE_NONE;
|
||||
BtlController_EmitEndBounceEffect(battler, BUFFER_A);
|
||||
MarkBattlerForControllerExec(battler);
|
||||
return;
|
||||
case B_ACTION_DEBUG:
|
||||
BtlController_EmitDebugMenu(gActiveBattler, BUFFER_A);
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
BtlController_EmitDebugMenu(battler, BUFFER_A);
|
||||
MarkBattlerForControllerExec(battler);
|
||||
break;
|
||||
}
|
||||
|
||||
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER
|
||||
&& gBattleTypeFlags & (BATTLE_TYPE_FRONTIER | BATTLE_TYPE_TRAINER_HILL)
|
||||
&& gBattleResources->bufferB[gActiveBattler][1] == B_ACTION_RUN)
|
||||
&& gBattleResources->bufferB[battler][1] == B_ACTION_RUN)
|
||||
{
|
||||
gSelectionBattleScripts[gActiveBattler] = BattleScript_AskIfWantsToForfeitMatch;
|
||||
gBattleCommunication[gActiveBattler] = STATE_SELECTION_SCRIPT_MAY_RUN;
|
||||
*(gBattleStruct->selectionScriptFinished + gActiveBattler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + gActiveBattler) = STATE_BEFORE_ACTION_CHOSEN;
|
||||
gSelectionBattleScripts[battler] = BattleScript_AskIfWantsToForfeitMatch;
|
||||
gBattleCommunication[battler] = STATE_SELECTION_SCRIPT_MAY_RUN;
|
||||
*(gBattleStruct->selectionScriptFinished + battler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + battler) = STATE_BEFORE_ACTION_CHOSEN;
|
||||
return;
|
||||
}
|
||||
else if (gBattleTypeFlags & BATTLE_TYPE_TRAINER
|
||||
&& !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_RECORDED_LINK))
|
||||
&& gBattleResources->bufferB[gActiveBattler][1] == B_ACTION_RUN)
|
||||
&& gBattleResources->bufferB[battler][1] == B_ACTION_RUN)
|
||||
{
|
||||
BattleScriptExecute(BattleScript_PrintCantRunFromTrainer);
|
||||
gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
gBattleCommunication[battler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
}
|
||||
else if (IsRunningFromBattleImpossible(gActiveBattler) != BATTLE_RUN_SUCCESS
|
||||
&& gBattleResources->bufferB[gActiveBattler][1] == B_ACTION_RUN)
|
||||
else if (IsRunningFromBattleImpossible(battler) != BATTLE_RUN_SUCCESS
|
||||
&& gBattleResources->bufferB[battler][1] == B_ACTION_RUN)
|
||||
{
|
||||
gSelectionBattleScripts[gActiveBattler] = BattleScript_PrintCantEscapeFromBattle;
|
||||
gBattleCommunication[gActiveBattler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + gActiveBattler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + gActiveBattler) = STATE_BEFORE_ACTION_CHOSEN;
|
||||
gSelectionBattleScripts[battler] = BattleScript_PrintCantEscapeFromBattle;
|
||||
gBattleCommunication[battler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + battler) = FALSE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + battler) = STATE_BEFORE_ACTION_CHOSEN;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
gBattleCommunication[battler]++;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case STATE_WAIT_ACTION_CASE_CHOSEN:
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[gActiveBattler]) | (0xF << 28) | (gBitTable[gActiveBattler] << 4) | (gBitTable[gActiveBattler] << 8) | (gBitTable[gActiveBattler] << 12))))
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[battler]) | (0xF << 28) | (gBitTable[battler] << 4) | (gBitTable[battler] << 8) | (gBitTable[battler] << 12))))
|
||||
{
|
||||
switch (gChosenActionByBattler[gActiveBattler])
|
||||
switch (gChosenActionByBattler[battler])
|
||||
{
|
||||
case B_ACTION_USE_MOVE:
|
||||
switch (gBattleResources->bufferB[gActiveBattler][1])
|
||||
switch (gBattleResources->bufferB[battler][1])
|
||||
{
|
||||
case 3:
|
||||
case 4:
|
||||
@ -4342,112 +4344,112 @@ static void HandleTurnActionSelectionState(void)
|
||||
case 7:
|
||||
case 8:
|
||||
case 9:
|
||||
gChosenActionByBattler[gActiveBattler] = gBattleResources->bufferB[gActiveBattler][1];
|
||||
gChosenActionByBattler[battler] = gBattleResources->bufferB[battler][1];
|
||||
return;
|
||||
case 15:
|
||||
gChosenActionByBattler[gActiveBattler] = B_ACTION_SWITCH;
|
||||
UpdateBattlerPartyOrdersOnSwitch(gActiveBattler);
|
||||
gChosenActionByBattler[battler] = B_ACTION_SWITCH;
|
||||
UpdateBattlerPartyOrdersOnSwitch(battler);
|
||||
return;
|
||||
default:
|
||||
RecordedBattle_CheckMovesetChanges(B_RECORD_MODE_PLAYBACK);
|
||||
if ((gBattleResources->bufferB[gActiveBattler][2] | (gBattleResources->bufferB[gActiveBattler][3] << 8)) == 0xFFFF)
|
||||
if ((gBattleResources->bufferB[battler][2] | (gBattleResources->bufferB[battler][3] << 8)) == 0xFFFF)
|
||||
{
|
||||
gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
RecordedBattle_ClearBattlerAction(gActiveBattler, 1);
|
||||
gBattleCommunication[battler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
RecordedBattle_ClearBattlerAction(battler, 1);
|
||||
}
|
||||
else if (TrySetCantSelectMoveBattleScript(gActiveBattler))
|
||||
else if (TrySetCantSelectMoveBattleScript(battler))
|
||||
{
|
||||
RecordedBattle_ClearBattlerAction(gActiveBattler, 1);
|
||||
gBattleCommunication[gActiveBattler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + gActiveBattler) = FALSE;
|
||||
gBattleResources->bufferB[gActiveBattler][1] = B_ACTION_USE_MOVE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + gActiveBattler) = STATE_WAIT_ACTION_CHOSEN;
|
||||
RecordedBattle_ClearBattlerAction(battler, 1);
|
||||
gBattleCommunication[battler] = STATE_SELECTION_SCRIPT;
|
||||
*(gBattleStruct->selectionScriptFinished + battler) = FALSE;
|
||||
gBattleResources->bufferB[battler][1] = B_ACTION_USE_MOVE;
|
||||
*(gBattleStruct->stateIdAfterSelScript + battler) = STATE_WAIT_ACTION_CHOSEN;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!(gBattleTypeFlags & BATTLE_TYPE_PALACE))
|
||||
{
|
||||
RecordedBattle_SetBattlerAction(gActiveBattler, gBattleResources->bufferB[gActiveBattler][2]);
|
||||
RecordedBattle_SetBattlerAction(gActiveBattler, gBattleResources->bufferB[gActiveBattler][3]);
|
||||
RecordedBattle_SetBattlerAction(battler, gBattleResources->bufferB[battler][2]);
|
||||
RecordedBattle_SetBattlerAction(battler, gBattleResources->bufferB[battler][3]);
|
||||
}
|
||||
*(gBattleStruct->chosenMovePositions + gActiveBattler) = gBattleResources->bufferB[gActiveBattler][2] & ~RET_MEGA_EVOLUTION;
|
||||
gChosenMoveByBattler[gActiveBattler] = gBattleMons[gActiveBattler].moves[*(gBattleStruct->chosenMovePositions + gActiveBattler)];
|
||||
*(gBattleStruct->moveTarget + gActiveBattler) = gBattleResources->bufferB[gActiveBattler][3];
|
||||
if (gBattleResources->bufferB[gActiveBattler][2] & RET_MEGA_EVOLUTION)
|
||||
gBattleStruct->mega.toEvolve |= gBitTable[gActiveBattler];
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
*(gBattleStruct->chosenMovePositions + battler) = gBattleResources->bufferB[battler][2] & ~RET_MEGA_EVOLUTION;
|
||||
gChosenMoveByBattler[battler] = gBattleMons[battler].moves[*(gBattleStruct->chosenMovePositions + battler)];
|
||||
*(gBattleStruct->moveTarget + battler) = gBattleResources->bufferB[battler][3];
|
||||
if (gBattleResources->bufferB[battler][2] & RET_MEGA_EVOLUTION)
|
||||
gBattleStruct->mega.toEvolve |= gBitTable[battler];
|
||||
gBattleCommunication[battler]++;
|
||||
}
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case B_ACTION_USE_ITEM:
|
||||
if ((gBattleResources->bufferB[gActiveBattler][1] | (gBattleResources->bufferB[gActiveBattler][2] << 8)) == 0)
|
||||
if ((gBattleResources->bufferB[battler][1] | (gBattleResources->bufferB[battler][2] << 8)) == 0)
|
||||
{
|
||||
gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
gBattleCommunication[battler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
}
|
||||
else
|
||||
{
|
||||
gLastUsedItem = (gBattleResources->bufferB[gActiveBattler][1] | (gBattleResources->bufferB[gActiveBattler][2] << 8));
|
||||
gLastUsedItem = (gBattleResources->bufferB[battler][1] | (gBattleResources->bufferB[battler][2] << 8));
|
||||
if (ItemId_GetPocket(gLastUsedItem) == POCKET_POKE_BALLS)
|
||||
gBattleStruct->throwingPokeBall = TRUE;
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
gBattleCommunication[battler]++;
|
||||
}
|
||||
break;
|
||||
case B_ACTION_SWITCH:
|
||||
if (gBattleResources->bufferB[gActiveBattler][1] == PARTY_SIZE)
|
||||
if (gBattleResources->bufferB[battler][1] == PARTY_SIZE)
|
||||
{
|
||||
gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
RecordedBattle_ClearBattlerAction(gActiveBattler, 1);
|
||||
gBattleCommunication[battler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
RecordedBattle_ClearBattlerAction(battler, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
UpdateBattlerPartyOrdersOnSwitch(gActiveBattler);
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
UpdateBattlerPartyOrdersOnSwitch(battler);
|
||||
gBattleCommunication[battler]++;
|
||||
}
|
||||
break;
|
||||
case B_ACTION_RUN:
|
||||
gHitMarker |= HITMARKER_RUN;
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
gBattleCommunication[battler]++;
|
||||
break;
|
||||
case B_ACTION_SAFARI_WATCH_CAREFULLY:
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
gBattleCommunication[battler]++;
|
||||
break;
|
||||
case B_ACTION_SAFARI_BALL:
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
gBattleCommunication[battler]++;
|
||||
break;
|
||||
case B_ACTION_THROW_BALL:
|
||||
gBattleStruct->throwingPokeBall = TRUE;
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
gBattleCommunication[battler]++;
|
||||
break;
|
||||
case B_ACTION_SAFARI_POKEBLOCK:
|
||||
if ((gBattleResources->bufferB[gActiveBattler][1] | (gBattleResources->bufferB[gActiveBattler][2] << 8)) != 0)
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
if ((gBattleResources->bufferB[battler][1] | (gBattleResources->bufferB[battler][2] << 8)) != 0)
|
||||
gBattleCommunication[battler]++;
|
||||
else
|
||||
gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
gBattleCommunication[battler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
break;
|
||||
case B_ACTION_SAFARI_GO_NEAR:
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
gBattleCommunication[battler]++;
|
||||
break;
|
||||
case B_ACTION_SAFARI_RUN:
|
||||
gHitMarker |= HITMARKER_RUN;
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
gBattleCommunication[battler]++;
|
||||
break;
|
||||
case B_ACTION_WALLY_THROW:
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
gBattleCommunication[battler]++;
|
||||
break;
|
||||
case B_ACTION_DEBUG:
|
||||
gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
gBattleCommunication[battler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case STATE_WAIT_ACTION_CONFIRMED_STANDBY:
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[gActiveBattler])
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[battler])
|
||||
| (0xF << 28)
|
||||
| (gBitTable[gActiveBattler] << 4)
|
||||
| (gBitTable[gActiveBattler] << 8)
|
||||
| (gBitTable[gActiveBattler] << 12))))
|
||||
| (gBitTable[battler] << 4)
|
||||
| (gBitTable[battler] << 8)
|
||||
| (gBitTable[battler] << 12))))
|
||||
{
|
||||
if (AllAtActionConfirmed())
|
||||
i = TRUE;
|
||||
@ -4458,68 +4460,68 @@ static void HandleTurnActionSelectionState(void)
|
||||
|| (position & BIT_FLANK) != B_FLANK_LEFT
|
||||
|| (*(&gBattleStruct->absentBattlerFlags) & gBitTable[GetBattlerAtPosition(BATTLE_PARTNER(position))]))
|
||||
{
|
||||
BtlController_EmitLinkStandbyMsg(gActiveBattler, BUFFER_A, LINK_STANDBY_MSG_STOP_BOUNCE, i);
|
||||
BtlController_EmitLinkStandbyMsg(battler, BUFFER_A, LINK_STANDBY_MSG_STOP_BOUNCE, i);
|
||||
}
|
||||
else
|
||||
{
|
||||
BtlController_EmitLinkStandbyMsg(gActiveBattler, BUFFER_A, LINK_STANDBY_STOP_BOUNCE_ONLY, i);
|
||||
BtlController_EmitLinkStandbyMsg(battler, BUFFER_A, LINK_STANDBY_STOP_BOUNCE_ONLY, i);
|
||||
}
|
||||
MarkBattlerForControllerExec(gActiveBattler);
|
||||
gBattleCommunication[gActiveBattler]++;
|
||||
MarkBattlerForControllerExec(battler);
|
||||
gBattleCommunication[battler]++;
|
||||
}
|
||||
break;
|
||||
case STATE_WAIT_ACTION_CONFIRMED:
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[gActiveBattler]) | (0xF << 28) | (gBitTable[gActiveBattler] << 4) | (gBitTable[gActiveBattler] << 8) | (gBitTable[gActiveBattler] << 12))))
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[battler]) | (0xF << 28) | (gBitTable[battler] << 4) | (gBitTable[battler] << 8) | (gBitTable[battler] << 12))))
|
||||
{
|
||||
gBattleCommunication[ACTIONS_CONFIRMED_COUNT]++;
|
||||
}
|
||||
break;
|
||||
case STATE_SELECTION_SCRIPT:
|
||||
if (*(gBattleStruct->selectionScriptFinished + gActiveBattler))
|
||||
if (*(gBattleStruct->selectionScriptFinished + battler))
|
||||
{
|
||||
gBattleCommunication[gActiveBattler] = *(gBattleStruct->stateIdAfterSelScript + gActiveBattler);
|
||||
gBattleCommunication[battler] = *(gBattleStruct->stateIdAfterSelScript + battler);
|
||||
}
|
||||
else
|
||||
{
|
||||
gBattlerAttacker = gActiveBattler;
|
||||
gBattlescriptCurrInstr = gSelectionBattleScripts[gActiveBattler];
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[gActiveBattler]) | (0xF << 28) | (gBitTable[gActiveBattler] << 4) | (gBitTable[gActiveBattler] << 8) | (gBitTable[gActiveBattler] << 12))))
|
||||
gBattlerAttacker = battler;
|
||||
gBattlescriptCurrInstr = gSelectionBattleScripts[battler];
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[battler]) | (0xF << 28) | (gBitTable[battler] << 4) | (gBitTable[battler] << 8) | (gBitTable[battler] << 12))))
|
||||
{
|
||||
gBattleScriptingCommandsTable[gBattlescriptCurrInstr[0]]();
|
||||
}
|
||||
gSelectionBattleScripts[gActiveBattler] = gBattlescriptCurrInstr;
|
||||
gSelectionBattleScripts[battler] = gBattlescriptCurrInstr;
|
||||
}
|
||||
break;
|
||||
case STATE_WAIT_SET_BEFORE_ACTION:
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[gActiveBattler]) | (0xF << 28) | (gBitTable[gActiveBattler] << 4) | (gBitTable[gActiveBattler] << 8) | (gBitTable[gActiveBattler] << 12))))
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[battler]) | (0xF << 28) | (gBitTable[battler] << 4) | (gBitTable[battler] << 8) | (gBitTable[battler] << 12))))
|
||||
{
|
||||
gBattleCommunication[gActiveBattler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
gBattleCommunication[battler] = STATE_BEFORE_ACTION_CHOSEN;
|
||||
}
|
||||
break;
|
||||
case STATE_SELECTION_SCRIPT_MAY_RUN:
|
||||
if (*(gBattleStruct->selectionScriptFinished + gActiveBattler))
|
||||
if (*(gBattleStruct->selectionScriptFinished + battler))
|
||||
{
|
||||
if (gBattleResources->bufferB[gActiveBattler][1] == B_ACTION_NOTHING_FAINTED)
|
||||
if (gBattleResources->bufferB[battler][1] == B_ACTION_NOTHING_FAINTED)
|
||||
{
|
||||
gHitMarker |= HITMARKER_RUN;
|
||||
gChosenActionByBattler[gActiveBattler] = B_ACTION_RUN;
|
||||
gBattleCommunication[gActiveBattler] = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
gChosenActionByBattler[battler] = B_ACTION_RUN;
|
||||
gBattleCommunication[battler] = STATE_WAIT_ACTION_CONFIRMED_STANDBY;
|
||||
}
|
||||
else
|
||||
{
|
||||
RecordedBattle_ClearBattlerAction(gActiveBattler, 1);
|
||||
gBattleCommunication[gActiveBattler] = *(gBattleStruct->stateIdAfterSelScript + gActiveBattler);
|
||||
RecordedBattle_ClearBattlerAction(battler, 1);
|
||||
gBattleCommunication[battler] = *(gBattleStruct->stateIdAfterSelScript + battler);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
gBattlerAttacker = gActiveBattler;
|
||||
gBattlescriptCurrInstr = gSelectionBattleScripts[gActiveBattler];
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[gActiveBattler]) | (0xF << 28) | (gBitTable[gActiveBattler] << 4) | (gBitTable[gActiveBattler] << 8) | (gBitTable[gActiveBattler] << 12))))
|
||||
gBattlerAttacker = battler;
|
||||
gBattlescriptCurrInstr = gSelectionBattleScripts[battler];
|
||||
if (!(gBattleControllerExecFlags & ((gBitTable[battler]) | (0xF << 28) | (gBitTable[battler] << 4) | (gBitTable[battler] << 8) | (gBitTable[battler] << 12))))
|
||||
{
|
||||
gBattleScriptingCommandsTable[gBattlescriptCurrInstr[0]]();
|
||||
}
|
||||
gSelectionBattleScripts[gActiveBattler] = gBattlescriptCurrInstr;
|
||||
gSelectionBattleScripts[battler] = gBattlescriptCurrInstr;
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -5007,12 +5009,12 @@ static bool32 TryDoMegaEvosBeforeMoves(void)
|
||||
if (gBattleStruct->mega.toEvolve & gBitTable[megaOrder[i]]
|
||||
&& !(gProtectStructs[megaOrder[i]].noValidMoves))
|
||||
{
|
||||
gActiveBattler = gBattlerAttacker = megaOrder[i];
|
||||
gBattleStruct->mega.toEvolve &= ~(gBitTable[gActiveBattler]);
|
||||
gLastUsedItem = gBattleMons[gActiveBattler].item;
|
||||
party = GetBattlerParty(gActiveBattler);
|
||||
mon = &party[gBattlerPartyIndexes[gActiveBattler]];
|
||||
if (GetBattleFormChangeTargetSpecies(gActiveBattler, FORM_CHANGE_BATTLE_MEGA_EVOLUTION_MOVE) != SPECIES_NONE)
|
||||
gBattlerAttacker = megaOrder[i];
|
||||
gBattleStruct->mega.toEvolve &= ~(gBitTable[gBattlerAttacker]);
|
||||
gLastUsedItem = gBattleMons[gBattlerAttacker].item;
|
||||
party = GetBattlerParty(gBattlerAttacker);
|
||||
mon = &party[gBattlerPartyIndexes[gBattlerAttacker]];
|
||||
if (GetBattleFormChangeTargetSpecies(gBattlerAttacker, FORM_CHANGE_BATTLE_MEGA_EVOLUTION_MOVE) != SPECIES_NONE)
|
||||
BattleScriptExecute(BattleScript_WishMegaEvolution);
|
||||
else
|
||||
BattleScriptExecute(BattleScript_MegaEvolution);
|
||||
|
@ -547,7 +547,7 @@ void HandleAction_Switch(void)
|
||||
|
||||
void HandleAction_UseItem(void)
|
||||
{
|
||||
gActiveBattler = gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
|
||||
gBattlerAttacker = gBattlerByTurnOrder[gCurrentTurnActionNumber];
|
||||
gBattle_BG0_X = 0;
|
||||
gBattle_BG0_Y = 0;
|
||||
ClearFuryCutterDestinyBondGrudge(gBattlerAttacker);
|
||||
|
@ -4408,17 +4408,17 @@ void DeleteFirstMoveAndGiveMoveToBoxMon(struct BoxPokemon *boxMon, u16 move)
|
||||
SetBoxMonData(boxMon, MON_DATA_PP_BONUSES, &ppBonuses);
|
||||
}
|
||||
|
||||
u8 CountAliveMonsInBattle(u8 caseId)
|
||||
u8 CountAliveMonsInBattle(u8 caseId, u32 battler)
|
||||
{
|
||||
s32 i;
|
||||
u8 retVal = 0;
|
||||
|
||||
switch (caseId)
|
||||
{
|
||||
case BATTLE_ALIVE_EXCEPT_ACTIVE:
|
||||
case BATTLE_ALIVE_EXCEPT_BATTLER:
|
||||
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
|
||||
{
|
||||
if (i != gActiveBattler && !(gAbsentBattlerFlags & gBitTable[i]))
|
||||
if (i != battler && !(gAbsentBattlerFlags & gBitTable[i]))
|
||||
retVal++;
|
||||
}
|
||||
break;
|
||||
@ -4454,7 +4454,7 @@ u8 GetDefaultMoveTarget(u8 battlerId)
|
||||
|
||||
if (!(gBattleTypeFlags & BATTLE_TYPE_DOUBLE))
|
||||
return GetBattlerAtPosition(opposing);
|
||||
if (CountAliveMonsInBattle(BATTLE_ALIVE_EXCEPT_ACTIVE) > 1)
|
||||
if (CountAliveMonsInBattle(BATTLE_ALIVE_EXCEPT_BATTLER, battlerId) > 1)
|
||||
{
|
||||
u8 position;
|
||||
|
||||
@ -5518,7 +5518,7 @@ u8 CalculatePartyCount(struct Pokemon *party)
|
||||
{
|
||||
partyCount++;
|
||||
}
|
||||
|
||||
|
||||
return partyCount;
|
||||
}
|
||||
|
||||
@ -6230,7 +6230,7 @@ bool8 HealStatusConditions(struct Pokemon *mon, u32 battlePartyId, u32 healMask,
|
||||
}
|
||||
}
|
||||
|
||||
u8 GetItemEffectParamOffset(u16 itemId, u8 effectByte, u8 effectBit)
|
||||
u8 GetItemEffectParamOffset(u32 battler, u16 itemId, u8 effectByte, u8 effectBit)
|
||||
{
|
||||
const u8 *temp;
|
||||
const u8 *itemEffect;
|
||||
@ -6248,7 +6248,7 @@ u8 GetItemEffectParamOffset(u16 itemId, u8 effectByte, u8 effectBit)
|
||||
|
||||
if (itemId == ITEM_ENIGMA_BERRY_E_READER)
|
||||
{
|
||||
temp = gEnigmaBerries[gActiveBattler].itemEffect;
|
||||
temp = gEnigmaBerries[battler].itemEffect;
|
||||
}
|
||||
|
||||
itemEffect = temp;
|
||||
|
Loading…
Reference in New Issue
Block a user