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https://github.com/Ninjdai1/pokeemerald.git
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92 lines
3.1 KiB
C
92 lines
3.1 KiB
C
#ifndef GUARD_BATTLE_CONTROLLERS_H
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#define GUARD_BATTLE_CONTROLLERS_H
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struct HpAndStatus
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{
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u16 hp;
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u32 status;
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};
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struct MovePpInfo
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{
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u16 move[4];
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u8 pp[4];
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u8 ppBonuses;
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};
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struct ChooseMoveStruct
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{
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u16 moves[4];
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u8 ppNumbers[4];
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u8 ppWithBonusNumbers[4];
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u16 species;
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u8 monType1;
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u8 monType2;
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};
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#define REQUEST_ALL_BATTLE 0x0
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#define REQUEST_SPECIES_BATTLE 0x1
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#define REQUEST_HELDITEM_BATTLE 0x2
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#define REQUEST_MOVES_PP_BATTLE 0x3
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#define REQUEST_PPMOVE1_BATTLE 0x9
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#define REQUEST_PPMOVE2_BATTLE 0xA
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#define REQUEST_PPMOVE3_BATTLE 0xB
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#define REQUEST_PPMOVE4_BATTLE 0xC
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#define REQUEST_STATUS_BATTLE 0x28
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#define REQUEST_HP_BATTLE 0x2A
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// rom3.s, emitters
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void EmitSetMonData(u8 bufferId, u8 request, u8 c, u8 bytes, void *data);
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void EmitMoveAnimation(u8 bufferId, u16 move, u8 turnOfMove, u16 movePower, s32 dmg, u8 friendship, struct DisableStruct* disableStructPtr, u8 multihit);
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void EmitHealthBarUpdate(u8 bufferId, u16 hpValue);
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void EmitEffectivenessSound(u8 bufferId, u16 songId);
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void EmitPlaySound(u8 bufferId, u16 songId, u8 arg2);
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void EmitPrintStringPlayerOnly(u8 bufferId, u16 stringId);
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void EmitFaintAnimation(u8 bufferId);
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void Emit_x2A(u8 bufferId);
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void EmitExpUpdate(u8 bufferId, u8 partyId, u16 expPoints);
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void EmitBattleAnimation(u8 bufferId, u8 animationId, u16 argument);
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void EmitSpriteInvisibility(u8 bufferId, bool8 isInvisible);
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void EmitReturnPokeToBall(u8 bufferId, u8 arg1);
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void EmitGetMonData(u8 bufferId, u8 arg1, u8 arg2);
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void EmitSwitchInAnim(u8 bufferId, u8 partyId, bool8 dontClearSubstituteBit);
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void EmitChoosePokemon(u8 bufferId, u8 caseId, u8 arg2, u8 abilityId, u8* arg4);
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void EmitLinkStandbyMsg(u8 bufferId, u8 arg1, bool32 arg2);
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void EmitTrainerSlide(u8 bufferId);
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void EmitTrainerSlideBack(u8 bufferId);
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void EmitFaintingCry(u8 bufferId);
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void Emit_x37(u8 bufferId, u8 arg1);
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void EmitHitAnimation(u8 bufferId);
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void EmitDrawPartyStatusSummary(u8 bufferId, struct HpAndStatus* hpAndStatus, u8 arg2);
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void EmitCmd49(u8 bufferId);
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void EmitStatusAnimation(u8 bufferId, bool8 status2, u32 status);
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void EmitCmd13(u8 bufferId);
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void EmitStatusIconUpdate(u8 bufferId, u32 status1, u32 status2);
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void EmitIntroSlide(u8 bufferId, u8 terrainId);
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void EmitDrawTrainerPic(u8 bufferId);
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void EmitLoadMonSprite(u8 bufferId);
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void EmitIntroTrainerBallThrow(u8 bufferId);
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void EmitChooseAction(u8 bufferId, u8 arg1, u16 arg2);
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void EmitChooseMove(u8 bufferId, bool8 isDoubleBattle, bool8 NoPpNumber, struct ChooseMoveStruct* movePpData);
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void EmitOpenBag(u8 bufferId, u8* arg1);
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void Emit_x32(u8 bufferId);
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#define RESET_ACTION_MOVE_SELECTION 0
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#define RESET_ACTION_SELECTION 1
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#define RESET_MOVE_SELECTION 2
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void EmitResetActionMoveSelection(u8 bufferId, u8 caseId);
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#define BALL_NO_SHAKES 0
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#define BALL_1_SHAKE 1
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#define BALL_2_SHAKES 2
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#define BALL_3_SHAKES_FAIL 3
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#define BALL_3_SHAKES_SUCCESS 4
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#define BALL_TRAINER_BLOCK 5
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void EmitBallThrow(u8 bufferId, u8 caseId);
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void MarkBufferBankForExecution(u8 bank);
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#endif // GUARD_BATTLE_CONTROLLERS_H
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