Document the nextTurnOrder calculations

This commit is contained in:
Phlosioneer 2019-04-02 20:46:18 -04:00
parent 99e8e8e53f
commit f79a2fda68

View File

@ -116,7 +116,7 @@ static void sub_80DC5E8(void);
static void sub_80DC7EC(void);
static void sub_80DCD48(void);
static void sub_80DD04C(void);
static void sub_80DD590(void);
static void ApplyNextTurnOrder(void);
static void sub_80DDB0C(void);
static void sub_80DDBE8(void);
static void sub_80DE224(void);
@ -975,7 +975,7 @@ static void InitContestResources(void)
eContestantStatus[i].nextTurnOrder = 0xFF;
eContest.unk19218[i] = gContestantTurnOrder[i];
}
sub_80DD590();
ApplyNextTurnOrder();
memset(gContestResources->field_1c, 0, sizeof(*gContestResources->field_1c) * CONTESTANT_COUNT);
}
@ -3275,7 +3275,7 @@ static void sub_80DB944(void)
}
}
SortContestants(TRUE);
sub_80DD590();
ApplyNextTurnOrder();
}
static void sub_80DBA18(void)
@ -4369,59 +4369,81 @@ void MakeContestantNervous(u8 p)
eContestantStatus[p].currMove = MOVE_NONE;
}
static void sub_80DD590(void)
// This function calculates the new turn order for the next round. The
// algorithm first checks for explicit turn assignments in the
// ContestantStatus::nextTurnOrder field of each contestant. The remaining
// turns are assigned such that the turn order will reverse.
//
// For example, if no pokemon have a defined nextTurnOrder, then the 4th
// will become 1st, the 3rd will become 2nd, etc.
//
// Note: This function assumes that multiple pokemon cannot have the same
// nextTurnOrder value.
static void ApplyNextTurnOrder(void)
{
u8 r12 = 0;
u8 nextContestant = 0;
s32 i;
s32 j;
u8 sp0[4];
u8 sp4[4];
u8 newTurnOrder[CONTESTANT_COUNT];
bool8 isContestantOrdered[CONTESTANT_COUNT];
for (i = 0; i < 4; i++)
// Copy the current turn order.
for (i = 0; i < CONTESTANT_COUNT; i++)
{
sp0[i] = gContestantTurnOrder[i];
sp4[i] = 0;
newTurnOrder[i] = gContestantTurnOrder[i];
isContestantOrdered[i] = FALSE;
}
for (i = 0; i < 4; i++)
// For each turn, assign a contestant to that turn.
for (i = 0; i < CONTESTANT_COUNT; i++)
{
for (j = 0; j < 4; j++)
// Look for explicit turn assignments.
for (j = 0; j < CONTESTANT_COUNT; j++)
{
if (eContestantStatus[j].nextTurnOrder == i)
{
sp0[j] = i;
sp4[j] = 1;
newTurnOrder[j] = i;
isContestantOrdered[j] = TRUE;
break;
}
}
if (j == 4)
if (j == CONTESTANT_COUNT)
{
for (j = 0; j < 4; j++)
// No contestant was assigned to this turn. Look for the unassigned contestant
// with the highest turn order.
//
// First, look for the first unassigned contestant.
for (j = 0; j < CONTESTANT_COUNT; j++)
{
if (sp4[j] == 0 && eContestantStatus[j].nextTurnOrder == 0xFF)
if (!isContestantOrdered[j] && eContestantStatus[j].nextTurnOrder == 0xFF)
{
r12 = j;
nextContestant = j;
j++;
break;
}
}
for (; j < 4; j++)
// Then, look for a better candidate, with a higher turn order.
for (; j < CONTESTANT_COUNT; j++)
{
if (sp4[j] == 0 && eContestantStatus[j].nextTurnOrder == 0xFF
&& gContestantTurnOrder[r12] > gContestantTurnOrder[j])
r12 = j;
if (!isContestantOrdered[j] && eContestantStatus[j].nextTurnOrder == 0xFF
&& gContestantTurnOrder[nextContestant] > gContestantTurnOrder[j])
nextContestant = j;
}
sp0[r12] = i;
sp4[r12] = 1;
// Assign the contestant to this turn.
newTurnOrder[nextContestant] = i;
isContestantOrdered[nextContestant] = TRUE;
}
}
for (i = 0; i < 4; i++)
for (i = 0; i < CONTESTANT_COUNT; i++)
{
eContestResources8.turnOrder[i] = sp0[i];
eContestResources8.turnOrder[i] = newTurnOrder[i];
eContestantStatus[i].nextTurnOrder = 0xFF;
eContestantStatus[i].turnOrderMod = 0;
gContestantTurnOrder[i] = sp0[i];
gContestantTurnOrder[i] = newTurnOrder[i];
}
}