Battle code enums in case switches

This commit is contained in:
DizzyEggg 2018-08-03 00:13:44 +02:00
parent 759bc2671c
commit d6537c811b
4 changed files with 115 additions and 61 deletions

View File

@ -59,8 +59,8 @@ u8 TrySetCantSelectMoveBattleScript(void);
u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check);
bool8 AreAllMovesUnusable(void);
u8 GetImprisonedMovesCount(u8 battlerId, u16 move);
u8 UpdateTurnCounters(void);
u8 TurnBasedEffects(void);
u8 DoFieldEndTurnEffects(void);
u8 DoBattlerEndTurnEffects(void);
bool8 HandleWishPerishSongOnTurnEnd(void);
bool8 HandleFaintedMonActions(void);
void TryClearRageStatuses(void);

View File

@ -3964,9 +3964,9 @@ void BattleTurnPassed(void)
TurnValuesCleanUp(TRUE);
if (gBattleOutcome == 0)
{
if (UpdateTurnCounters())
if (DoFieldEndTurnEffects())
return;
if (TurnBasedEffects())
if (DoBattlerEndTurnEffects())
return;
}
if (HandleFaintedMonActions())
@ -4008,7 +4008,7 @@ void BattleTurnPassed(void)
gChosenMoveByBattler[i] = MOVE_NONE;
}
for (i = 0; i < 4; i++)
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
*(gBattleStruct->monToSwitchIntoId + i) = PARTY_SIZE;
*(&gBattleStruct->field_91) = gAbsentBattlerFlags;

View File

@ -1120,9 +1120,9 @@ static void atk01_accuracycheck(void)
{
u16 move = T2_READ_16(gBattlescriptCurrInstr + 5);
if (move == 0xFFFE || move == 0xFFFF)
if (move == NO_ACC_CALC || move == NO_ACC_CALC_CHECK_LOCK_ON)
{
if (gStatuses3[gBattlerTarget] & STATUS3_ALWAYS_HITS && move == 0xFFFF && gDisableStructs[gBattlerTarget].battlerWithSureHit == gBattlerAttacker)
if (gStatuses3[gBattlerTarget] & STATUS3_ALWAYS_HITS && move == NO_ACC_CALC_CHECK_LOCK_ON && gDisableStructs[gBattlerTarget].battlerWithSureHit == gBattlerAttacker)
gBattlescriptCurrInstr += 7;
else if (gStatuses3[gBattlerTarget] & (STATUS3_ON_AIR | STATUS3_UNDERGROUND | STATUS3_UNDERWATER))
gBattlescriptCurrInstr = T1_READ_PTR(gBattlescriptCurrInstr + 1);

View File

@ -426,7 +426,7 @@ u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check)
gPotentialItemEffectBattler = battlerId;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
for (i = 0; i < 4; i++)
{
if (gBattleMons[battlerId].moves[i] == 0 && check & MOVE_LIMITATION_ZEROMOVE)
unusableMoves |= gBitTable[i];
@ -490,7 +490,22 @@ u8 GetImprisonedMovesCount(u8 battlerId, u16 move)
return imprisionedMoves;
}
u8 UpdateTurnCounters(void)
enum
{
ENDTURN_ORDER,
ENDTURN_REFLECT,
ENDTURN_LIGHT_SCREEN,
ENDTURN_MIST,
ENDTURN_SAFEGUARD,
ENDTURN_WISH,
ENDTURN_RAIN,
ENDTURN_SANDSTORM,
ENDTURN_SUN,
ENDTURN_HAIL,
ENDTURN_FIELD_COUNT,
};
u8 DoFieldEndTurnEffects(void)
{
u8 effect = 0;
s32 i;
@ -508,7 +523,7 @@ u8 UpdateTurnCounters(void)
switch (gBattleStruct->turnCountersTracker)
{
case 0:
case ENDTURN_ORDER:
for (i = 0; i < gBattlersCount; i++)
{
gBattlerByTurnOrder[i] = i;
@ -530,7 +545,7 @@ u8 UpdateTurnCounters(void)
gBattleStruct->turnSideTracker = 0;
}
// fall through
case 1:
case ENDTURN_REFLECT:
while (gBattleStruct->turnSideTracker < 2)
{
side = gBattleStruct->turnSideTracker;
@ -555,7 +570,7 @@ u8 UpdateTurnCounters(void)
gBattleStruct->turnSideTracker = 0;
}
break;
case 2:
case ENDTURN_LIGHT_SCREEN:
while (gBattleStruct->turnSideTracker < 2)
{
side = gBattleStruct->turnSideTracker;
@ -581,7 +596,7 @@ u8 UpdateTurnCounters(void)
gBattleStruct->turnSideTracker = 0;
}
break;
case 3:
case ENDTURN_MIST:
while (gBattleStruct->turnSideTracker < 2)
{
side = gBattleStruct->turnSideTracker;
@ -605,7 +620,7 @@ u8 UpdateTurnCounters(void)
gBattleStruct->turnSideTracker = 0;
}
break;
case 4:
case ENDTURN_SAFEGUARD:
while (gBattleStruct->turnSideTracker < 2)
{
side = gBattleStruct->turnSideTracker;
@ -629,7 +644,7 @@ u8 UpdateTurnCounters(void)
gBattleStruct->turnSideTracker = 0;
}
break;
case 5:
case ENDTURN_WISH:
while (gBattleStruct->turnSideTracker < gBattlersCount)
{
gActiveBattler = gBattlerByTurnOrder[gBattleStruct->turnSideTracker];
@ -650,7 +665,7 @@ u8 UpdateTurnCounters(void)
gBattleStruct->turnCountersTracker++;
}
break;
case 6:
case ENDTURN_RAIN:
if (gBattleWeather & WEATHER_RAIN_ANY)
{
if (!(gBattleWeather & WEATHER_RAIN_PERMANENT))
@ -680,7 +695,7 @@ u8 UpdateTurnCounters(void)
}
gBattleStruct->turnCountersTracker++;
break;
case 7:
case ENDTURN_SANDSTORM:
if (gBattleWeather & WEATHER_SANDSTORM_ANY)
{
if (!(gBattleWeather & WEATHER_SANDSTORM_PERMANENT) && --gWishFutureKnock.weatherDuration == 0)
@ -700,7 +715,7 @@ u8 UpdateTurnCounters(void)
}
gBattleStruct->turnCountersTracker++;
break;
case 8:
case ENDTURN_SUN:
if (gBattleWeather & WEATHER_SUN_ANY)
{
if (!(gBattleWeather & WEATHER_SUN_PERMANENT) && --gWishFutureKnock.weatherDuration == 0)
@ -718,8 +733,8 @@ u8 UpdateTurnCounters(void)
}
gBattleStruct->turnCountersTracker++;
break;
case 9:
if (gBattleWeather & WEATHER_HAIL)
case ENDTURN_HAIL:
if (gBattleWeather & WEATHER_HAIL_ANY)
{
if (--gWishFutureKnock.weatherDuration == 0)
{
@ -738,7 +753,7 @@ u8 UpdateTurnCounters(void)
}
gBattleStruct->turnCountersTracker++;
break;
case 10:
case ENDTURN_FIELD_COUNT:
effect++;
break;
}
@ -746,14 +761,36 @@ u8 UpdateTurnCounters(void)
return (gBattleMainFunc != BattleTurnPassed);
}
#define TURNBASED_MAX_CASE 19
enum
{
ENDTURN_INGRAIN,
ENDTURN_ABILITIES,
ENDTURN_ITEMS1,
ENDTURN_LEECH_SEED,
ENDTURN_POISON,
ENDTURN_BAD_POISON,
ENDTURN_BURN,
ENDTURN_NIGHTMARES,
ENDTURN_CURSE,
ENDTURN_WRAP,
ENDTURN_UPROAR,
ENDTURN_THRASH,
ENDTURN_DISABLE,
ENDTURN_ENCORE,
ENDTURN_LOCK_ON,
ENDTURN_CHARGE,
ENDTURN_TAUNT,
ENDTURN_YAWN,
ENDTURN_ITEMS2,
ENDTURN_BATTLER_COUNT
};
u8 TurnBasedEffects(void)
u8 DoBattlerEndTurnEffects(void)
{
u8 effect = 0;
gHitMarker |= (HITMARKER_GRUDGE | HITMARKER_x20);
while (gBattleStruct->turnEffectsBattlerId < gBattlersCount && gBattleStruct->turnEffectsTracker <= TURNBASED_MAX_CASE)
while (gBattleStruct->turnEffectsBattlerId < gBattlersCount && gBattleStruct->turnEffectsTracker <= ENDTURN_BATTLER_COUNT)
{
gActiveBattler = gBattlerAttacker = gBattlerByTurnOrder[gBattleStruct->turnEffectsBattlerId];
if (gAbsentBattlerFlags & gBitTable[gActiveBattler])
@ -764,7 +801,7 @@ u8 TurnBasedEffects(void)
{
switch (gBattleStruct->turnEffectsTracker)
{
case 0: // ingrain
case ENDTURN_INGRAIN: // ingrain
if ((gStatuses3[gActiveBattler] & STATUS3_ROOTED)
&& gBattleMons[gActiveBattler].hp != gBattleMons[gActiveBattler].maxHP
&& gBattleMons[gActiveBattler].hp != 0)
@ -778,22 +815,22 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 1: // end turn abilities
case ENDTURN_ABILITIES: // end turn abilities
if (AbilityBattleEffects(ABILITYEFFECT_ENDTURN, gActiveBattler, 0, 0, 0))
effect++;
gBattleStruct->turnEffectsTracker++;
break;
case 2: // item effects
case ENDTURN_ITEMS1: // item effects
if (ItemBattleEffects(1, gActiveBattler, 0))
effect++;
gBattleStruct->turnEffectsTracker++;
break;
case 18: // item effects again
case ENDTURN_ITEMS2: // item effects again
if (ItemBattleEffects(1, gActiveBattler, 1))
effect++;
gBattleStruct->turnEffectsTracker++;
break;
case 3: // leech seed
case ENDTURN_LEECH_SEED: // leech seed
if ((gStatuses3[gActiveBattler] & STATUS3_LEECHSEED)
&& gBattleMons[gStatuses3[gActiveBattler] & STATUS3_LEECHSEED_BATTLER].hp != 0
&& gBattleMons[gActiveBattler].hp != 0)
@ -809,7 +846,7 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 4: // poison
case ENDTURN_POISON: // poison
if ((gBattleMons[gActiveBattler].status1 & STATUS1_POISON) && gBattleMons[gActiveBattler].hp != 0)
{
gBattleMoveDamage = gBattleMons[gActiveBattler].maxHP / 8;
@ -820,7 +857,7 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 5: // toxic poison
case ENDTURN_BAD_POISON: // toxic poison
if ((gBattleMons[gActiveBattler].status1 & STATUS1_TOXIC_POISON) && gBattleMons[gActiveBattler].hp != 0)
{
gBattleMoveDamage = gBattleMons[gActiveBattler].maxHP / 16;
@ -834,7 +871,7 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 6: // burn
case ENDTURN_BURN: // burn
if ((gBattleMons[gActiveBattler].status1 & STATUS1_BURN) && gBattleMons[gActiveBattler].hp != 0)
{
gBattleMoveDamage = gBattleMons[gActiveBattler].maxHP / 8;
@ -845,7 +882,7 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 7: // spooky nightmares
case ENDTURN_NIGHTMARES: // spooky nightmares
if ((gBattleMons[gActiveBattler].status2 & STATUS2_NIGHTMARE) && gBattleMons[gActiveBattler].hp != 0)
{
// R/S does not perform this sleep check, which causes the nightmare effect to
@ -865,7 +902,7 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 8: // curse
case ENDTURN_CURSE: // curse
if ((gBattleMons[gActiveBattler].status2 & STATUS2_CURSED) && gBattleMons[gActiveBattler].hp != 0)
{
gBattleMoveDamage = gBattleMons[gActiveBattler].maxHP / 4;
@ -876,7 +913,7 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 9: // wrap
case ENDTURN_WRAP: // wrap
if ((gBattleMons[gActiveBattler].status2 & STATUS2_WRAPPED) && gBattleMons[gActiveBattler].hp != 0)
{
gBattleMons[gActiveBattler].status2 -= 0x2000;
@ -909,7 +946,7 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 10: // uproar
case ENDTURN_UPROAR: // uproar
if (gBattleMons[gActiveBattler].status2 & STATUS2_UPROAR)
{
for (gBattlerAttacker = 0; gBattlerAttacker < gBattlersCount; gBattlerAttacker++)
@ -958,7 +995,7 @@ u8 TurnBasedEffects(void)
if (effect != 2)
gBattleStruct->turnEffectsTracker++;
break;
case 11: // thrash
case ENDTURN_THRASH: // thrash
if (gBattleMons[gActiveBattler].status2 & STATUS2_LOCK_CONFUSE)
{
gBattleMons[gActiveBattler].status2 -= 0x400;
@ -980,7 +1017,7 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 12: // disable
case ENDTURN_DISABLE: // disable
if (gDisableStructs[gActiveBattler].disableTimer1 != 0)
{
s32 i;
@ -1003,7 +1040,7 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 13: // encore
case ENDTURN_ENCORE: // encore
if (gDisableStructs[gActiveBattler].encoreTimer1 != 0)
{
if (gBattleMons[gActiveBattler].moves[gDisableStructs[gActiveBattler].encoredMovePos] != gDisableStructs[gActiveBattler].encoredMove) // pokemon does not have the encored move anymore
@ -1022,22 +1059,22 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 14: // lock-on decrement
case ENDTURN_LOCK_ON: // lock-on decrement
if (gStatuses3[gActiveBattler] & STATUS3_ALWAYS_HITS)
gStatuses3[gActiveBattler] -= 0x8;
gBattleStruct->turnEffectsTracker++;
break;
case 15: // charge
case ENDTURN_CHARGE: // charge
if (gDisableStructs[gActiveBattler].chargeTimer1 && --gDisableStructs[gActiveBattler].chargeTimer1 == 0)
gStatuses3[gActiveBattler] &= ~STATUS3_CHARGED_UP;
gBattleStruct->turnEffectsTracker++;
break;
case 16: // taunt
case ENDTURN_TAUNT: // taunt
if (gDisableStructs[gActiveBattler].tauntTimer1)
gDisableStructs[gActiveBattler].tauntTimer1--;
gBattleStruct->turnEffectsTracker++;
break;
case 17: // yawn
case ENDTURN_YAWN: // yawn
if (gStatuses3[gActiveBattler] & STATUS3_YAWN)
{
gStatuses3[gActiveBattler] -= 0x800;
@ -1056,7 +1093,7 @@ u8 TurnBasedEffects(void)
}
gBattleStruct->turnEffectsTracker++;
break;
case 19: // done
case ENDTURN_BATTLER_COUNT: // done
gBattleStruct->turnEffectsTracker = 0;
gBattleStruct->turnEffectsBattlerId++;
break;
@ -1264,7 +1301,24 @@ void TryClearRageStatuses(void)
}
}
#define ATKCANCELLER_MAX_CASE 14
enum
{
CANCELLER_FLAGS,
CANCELLER_ASLEEP,
CANCELLER_FROZEN,
CANCELLER_TRUANT,
CANCELLER_RECHARGE,
CANCELLER_FLINCH,
CANCELLER_DISABLED,
CANCELLER_TAUNTED,
CANCELLER_IMPRISONED,
CANCELLER_CONFUSED,
CANCELLER_PARALYSED,
CANCELLER_IN_LOVE,
CANCELLER_BIDE,
CANCELLER_THAW,
CANCELLER_END,
};
u8 AtkCanceller_UnableToUseMove(void)
{
@ -1274,12 +1328,12 @@ u8 AtkCanceller_UnableToUseMove(void)
{
switch (gBattleStruct->atkCancellerTracker)
{
case 0: // flags clear
case CANCELLER_FLAGS: // flags clear
gBattleMons[gBattlerAttacker].status2 &= ~(STATUS2_DESTINY_BOND);
gStatuses3[gBattlerAttacker] &= ~(STATUS3_GRUDGE);
gBattleStruct->atkCancellerTracker++;
break;
case 1: // check being asleep
case CANCELLER_ASLEEP: // check being asleep
if (gBattleMons[gBattlerAttacker].status1 & STATUS1_SLEEP)
{
if (UproarWakeUpCheck(gBattlerAttacker))
@ -1323,7 +1377,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 2: // check being frozen
case CANCELLER_FROZEN: // check being frozen
if (gBattleMons[gBattlerAttacker].status1 & STATUS1_FREEZE)
{
if (Random() % 5)
@ -1350,7 +1404,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 3: // truant
case CANCELLER_TRUANT: // truant
if (gBattleMons[gBattlerAttacker].ability == ABILITY_TRUANT && gDisableStructs[gBattlerAttacker].truantCounter)
{
CancelMultiTurnMoves(gBattlerAttacker);
@ -1362,7 +1416,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 4: // recharge
case CANCELLER_RECHARGE: // recharge
if (gBattleMons[gBattlerAttacker].status2 & STATUS2_RECHARGE)
{
gBattleMons[gBattlerAttacker].status2 &= ~(STATUS2_RECHARGE);
@ -1374,7 +1428,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 5: // flinch
case CANCELLER_FLINCH: // flinch
if (gBattleMons[gBattlerAttacker].status2 & STATUS2_FLINCHED)
{
gBattleMons[gBattlerAttacker].status2 &= ~(STATUS2_FLINCHED);
@ -1386,7 +1440,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 6: // disabled move
case CANCELLER_DISABLED: // disabled move
if (gDisableStructs[gBattlerAttacker].disabledMove == gCurrentMove && gDisableStructs[gBattlerAttacker].disabledMove != 0)
{
gProtectStructs[gBattlerAttacker].usedDisabledMove = 1;
@ -1398,7 +1452,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 7: // taunt
case CANCELLER_TAUNTED: // taunt
if (gDisableStructs[gBattlerAttacker].tauntTimer1 && gBattleMoves[gCurrentMove].power == 0)
{
gProtectStructs[gBattlerAttacker].usedTauntedMove = 1;
@ -1409,7 +1463,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 8: // imprisoned
case CANCELLER_IMPRISONED: // imprisoned
if (GetImprisonedMovesCount(gBattlerAttacker, gCurrentMove))
{
gProtectStructs[gBattlerAttacker].usedImprisionedMove = 1;
@ -1420,7 +1474,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 9: // confusion
case CANCELLER_CONFUSED: // confusion
if (gBattleMons[gBattlerAttacker].status2 & STATUS2_CONFUSION)
{
gBattleMons[gBattlerAttacker].status2--;
@ -1450,7 +1504,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 10: // paralysis
case CANCELLER_PARALYSED: // paralysis
if ((gBattleMons[gBattlerAttacker].status1 & STATUS1_PARALYSIS) && (Random() % 4) == 0)
{
gProtectStructs[gBattlerAttacker].prlzImmobility = 1;
@ -1462,7 +1516,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 11: // infatuation
case CANCELLER_IN_LOVE: // infatuation
if (gBattleMons[gBattlerAttacker].status2 & STATUS2_INFATUATION)
{
gBattleScripting.battler = CountTrailingZeroBits((gBattleMons[gBattlerAttacker].status2 & STATUS2_INFATUATION) >> 0x10);
@ -1482,7 +1536,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 12: // bide
case CANCELLER_BIDE: // bide
if (gBattleMons[gBattlerAttacker].status2 & STATUS2_BIDE)
{
gBattleMons[gBattlerAttacker].status2 -= 0x100;
@ -1512,7 +1566,7 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case 13: // move thawing
case CANCELLER_THAW: // move thawing
if (gBattleMons[gBattlerAttacker].status1 & STATUS1_FREEZE)
{
if (gBattleMoves[gCurrentMove].effect == EFFECT_THAW_HIT)
@ -1526,11 +1580,11 @@ u8 AtkCanceller_UnableToUseMove(void)
}
gBattleStruct->atkCancellerTracker++;
break;
case ATKCANCELLER_MAX_CASE:
case CANCELLER_END:
break;
}
} while (gBattleStruct->atkCancellerTracker != ATKCANCELLER_MAX_CASE && effect == 0);
} while (gBattleStruct->atkCancellerTracker != CANCELLER_END && effect == 0);
if (effect == 2)
{