Merge pull request #166 from camthesaxman/battle_refactor

rename/refactor battle code
This commit is contained in:
Cameron Hall
2018-02-07 12:46:12 -06:00
committed by GitHub
66 changed files with 10163 additions and 10132 deletions

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@@ -4,35 +4,59 @@
// should they be included here or included individually by every file?
#include "battle_util.h"
#include "battle_script_commands.h"
#include "battle_2.h"
#include "battle_main.h"
#include "battle_ai_switch_items.h"
#include "battle_gfx_sfx_util.h"
#include "battle_util2.h"
#include "battle_bg.h"
/*
Banks are a name given to what could be called a 'battlerId' or 'monControllerId'.
Each bank has a value consisting of two bits.
0x1 bit is responsible for the side, 0 = player's side, 1 = opponent's side.
0x2 bit is responsible for the id of sent out pokemon. 0 means it's the first sent out pokemon, 1 it's the second one. (Triple battle didn't exist at the time yet.)
*/
* A battler may be in one of four positions on the field. The first bit determines
* what side the battler is on, either the player's side or the opponent's side.
* The second bit determines what flank the battler is on, either the left or right.
* Note that the opponent's flanks are drawn corresponding to their perspective, so
* their right mon appears on the left, and their left mon appears on the right.
* The battler ID is usually the same as the position, except in the case of link battles.
*
* + ------------------------- +
* | Opponent's side |
* | Right Left |
* | 3 1 |
* | |
* | Player's side |
* | Left Right |
* | 0 2 |
* ----------------------------+
* | |
* | |
* +---------------------------+
*/
#define BATTLE_BANKS_COUNT 4
#define MAX_BATTLERS_COUNT 4
#define IDENTITY_PLAYER_MON1 0
#define IDENTITY_OPPONENT_MON1 1
#define IDENTITY_PLAYER_MON2 2
#define IDENTITY_OPPONENT_MON2 3
#define B_POSITION_PLAYER_LEFT 0
#define B_POSITION_OPPONENT_LEFT 1
#define B_POSITION_PLAYER_RIGHT 2
#define B_POSITION_OPPONENT_RIGHT 3
#define SIDE_PLAYER 0x0
#define SIDE_OPPONENT 0x1
// These macros can be used with either battler ID or positions to get the partner or the opposite mon
#define BATTLE_OPPOSITE(id) ((id) ^ 1)
#define BATTLE_PARTNER(id) ((id) ^ 2)
#define BIT_SIDE 0x1
#define BIT_MON 0x2
#define B_SIDE_PLAYER 0
#define B_SIDE_OPPONENT 1
#define GET_BANK_IDENTITY(bank)((gBanksByIdentity[bank]))
#define GET_BANK_SIDE(bank)((GetBankIdentity(bank) & BIT_SIDE))
#define GET_BANK_SIDE2(bank)((GET_BANK_IDENTITY(bank) & BIT_SIDE))
#define B_FLANK_LEFT 0
#define B_FLANK_RIGHT 1
#define BIT_SIDE 1
#define BIT_FLANK 2
#define GET_BATTLER_POSITION(battler) (gBattlerPositions[battler])
#define GET_BATTLER_SIDE(battler) (GetBattlerPosition(battler) & BIT_SIDE)
#define GET_BATTLER_SIDE2(battler) (GET_BATTLER_POSITION(battler) & BIT_SIDE)
// Battle Type Flags
#define BATTLE_TYPE_DOUBLE 0x0001
#define BATTLE_TYPE_LINK 0x0002
@@ -66,6 +90,10 @@
#define BATTLE_TYPE_KYOGRE 0x20000000
#define BATTLE_TYPE_RAYQUAZA 0x40000000
#define BATTLE_TYPE_x80000000 0x80000000
#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID)
#define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE)
extern u32 gBattleTypeFlags;
#define TRAINER_OPPONENT_3FE 0x3FE
#define TRAINER_OPPONENT_C00 0xC00
@@ -73,56 +101,58 @@
#define STEVEN_PARTNER_ID 0xC03
#define SECRET_BASE_OPPONENT 0x400
#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID)
#define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE)
#define B_OUTCOME_WON 0x1
#define B_OUTCOME_LOST 0x2
#define B_OUTCOME_DREW 0x3
#define B_OUTCOME_RAN 0x4
#define B_OUTCOME_PLAYER_TELEPORTED 0x5
#define B_OUTCOME_POKE_FLED 0x6
#define B_OUTCOME_CAUGHT_POKE 0x7
#define B_OUTCOME_NO_SAFARI_BALLS 0x8
#define B_OUTCOME_FORFEITED 0x9
#define B_OUTCOME_POKE_TELEPORTED 0xA
#define B_OUTCOME_LINK_BATTLE_RAN 0x80
#define BATTLE_WON 0x1
#define BATTLE_LOST 0x2
#define BATTLE_DREW 0x3
#define BATTLE_RAN 0x4
#define BATTLE_PLAYER_TELEPORTED 0x5
#define BATTLE_POKE_FLED 0x6
#define BATTLE_CAUGHT 0x7
#define BATTLE_SAFARI_OUT_OF_BALLS 0x8
#define BATTLE_FORFEITED 0x9
#define BATTLE_OPPONENT_TELEPORTED 0xA
extern u8 gBattleOutcome;
#define OUTCOME_LINK_BATTLE_RUN 0x80
// Non-volatile status conditions
// These persist remain outside of battle and after switching out
#define STATUS1_NONE 0x0
#define STATUS1_SLEEP 0x7
#define STATUS1_POISON 0x8
#define STATUS1_BURN 0x10
#define STATUS1_FREEZE 0x20
#define STATUS1_PARALYSIS 0x40
#define STATUS1_TOXIC_POISON 0x80
#define STATUS1_TOXIC_COUNTER 0xF00
#define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON)
#define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON)
#define STATUS_NONE 0x0
#define STATUS_SLEEP 0x7
#define STATUS_POISON 0x8
#define STATUS_BURN 0x10
#define STATUS_FREEZE 0x20
#define STATUS_PARALYSIS 0x40
#define STATUS_TOXIC_POISON 0x80
#define STATUS_TOXIC_COUNTER 0xF00
#define STATUS_PSN_ANY ((STATUS_POISON | STATUS_TOXIC_POISON))
#define STATUS_ANY ((STATUS_SLEEP | STATUS_POISON | STATUS_BURN | STATUS_FREEZE | STATUS_PARALYSIS | STATUS_TOXIC_POISON))
#define STATUS2_CONFUSION 0x00000007
#define STATUS2_FLINCHED 0x00000008
#define STATUS2_UPROAR 0x00000070
#define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200
#define STATUS2_LOCK_CONFUSE 0x00000C00
#define STATUS2_MULTIPLETURNS 0x00001000
#define STATUS2_WRAPPED 0x0000E000
#define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every bank
#define STATUS2_INFATUATED_WITH(bank)((gBitTable[bank] << 16))
#define STATUS2_FOCUS_ENERGY 0x00100000
#define STATUS2_TRANSFORMED 0x00200000
#define STATUS2_RECHARGE 0x00400000
#define STATUS2_RAGE 0x00800000
#define STATUS2_SUBSTITUTE 0x01000000
#define STATUS2_DESTINY_BOND 0x02000000
#define STATUS2_ESCAPE_PREVENTION 0x04000000
#define STATUS2_NIGHTMARE 0x08000000
#define STATUS2_CURSED 0x10000000
#define STATUS2_FORESIGHT 0x20000000
#define STATUS2_DEFENSE_CURL 0x40000000
#define STATUS2_TORMENT 0x80000000
// Volatile status ailments
// These are removed after exiting the battle or switching out
#define STATUS2_CONFUSION 0x00000007
#define STATUS2_FLINCHED 0x00000008
#define STATUS2_UPROAR 0x00000070
#define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200
#define STATUS2_LOCK_CONFUSE 0x00000C00
#define STATUS2_MULTIPLETURNS 0x00001000
#define STATUS2_WRAPPED 0x0000E000
#define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every battler
#define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 16)
#define STATUS2_FOCUS_ENERGY 0x00100000
#define STATUS2_TRANSFORMED 0x00200000
#define STATUS2_RECHARGE 0x00400000
#define STATUS2_RAGE 0x00800000
#define STATUS2_SUBSTITUTE 0x01000000
#define STATUS2_DESTINY_BOND 0x02000000
#define STATUS2_ESCAPE_PREVENTION 0x04000000
#define STATUS2_NIGHTMARE 0x08000000
#define STATUS2_CURSED 0x10000000
#define STATUS2_FORESIGHT 0x20000000
#define STATUS2_DEFENSE_CURL 0x40000000
#define STATUS2_TORMENT 0x80000000
// Seems like per-battler statuses. Not quite sure how to categorize these
#define STATUS3_LEECHSEED_BANK 0x3
#define STATUS3_LEECHSEED 0x4
#define STATUS3_ALWAYS_HITS 0x18 // two bits
@@ -141,8 +171,11 @@
#define STATUS3_UNDERWATER 0x40000
#define STATUS3_INTIMIDATE_POKES 0x80000
#define STATUS3_TRACE 0x100000
#define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER)
#define STATUS3_SEMI_INVULNERABLE ((STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER))
extern u32 gStatuses3[MAX_BATTLERS_COUNT];
// Not really sure what a "hitmarker" is.
#define HITMARKER_x10 0x00000010
#define HITMARKER_x20 0x00000020
@@ -168,8 +201,12 @@
#define HITMARKER_OBEYS 0x02000000
#define HITMARKER_x4000000 0x04000000
#define HITMARKER_x8000000 0x08000000
#define HITMARKER_FAINTED(bank) ((gBitTable[bank] << 0x1C))
#define HITMARKER_UNK(bank) ((0x10000000 << bank))
#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 0x1C)
#define HITMARKER_UNK(battler) (0x10000000 << battler)
extern u32 gHitMarker;
// Per-side statuses that affect an entire party
#define SIDE_STATUS_REFLECT (1 << 0)
#define SIDE_STATUS_LIGHTSCREEN (1 << 1)
@@ -180,49 +217,57 @@
#define SIDE_STATUS_MIST (1 << 8)
#define SIDE_STATUS_SPIKES_DAMAGED (1 << 9)
#define ACTION_USE_MOVE 0
#define ACTION_USE_ITEM 1
#define ACTION_SWITCH 2
#define ACTION_RUN 3
#define ACTION_WATCHES_CAREFULLY 4
#define ACTION_SAFARI_ZONE_BALL 5
#define ACTION_POKEBLOCK_CASE 6
#define ACTION_GO_NEAR 7
#define ACTION_SAFARI_ZONE_RUN 8
#define ACTION_9 9
#define ACTION_RUN_BATTLESCRIPT 10 // when executing an action
#define ACTION_CANCEL_PARTNER 12 // when choosing an action
#define ACTION_FINISHED 12 // when executing an action
#define ACTION_NOTHING_FAINTED 13 // when choosing an action
#define ACTION_INIT_VALUE 0xFF
extern u16 gSideStatuses[2];
#define MOVESTATUS_MISSED (1 << 0)
#define MOVESTATUS_SUPEREFFECTIVE (1 << 1)
#define MOVESTATUS_NOTVERYEFFECTIVE (1 << 2)
#define MOVESTATUS_NOTAFFECTED (1 << 3)
#define MOVESTATUS_ONEHITKO (1 << 4)
#define MOVESTATUS_FAILED (1 << 5)
#define MOVESTATUS_ENDURED (1 << 6)
#define MOVESTATUS_HUNGON (1 << 7)
// Battle Actions
// These determine what each battler will do in a turn
#define B_ACTION_USE_MOVE 0
#define B_ACTION_USE_ITEM 1
#define B_ACTION_SWITCH 2
#define B_ACTION_RUN 3
#define B_ACTION_SAFARI_WATCH_CAREFULLY 4
#define B_ACTION_SAFARI_BALL 5
#define B_ACTION_SAFARI_POKEBLOCK 6
#define B_ACTION_SAFARI_GO_NEAR 7
#define B_ACTION_SAFARI_RUN 8
// The exact purposes of these are unclear
#define B_ACTION_UNKNOWN9 9
#define B_ACTION_EXEC_SCRIPT 10 // when executing an action
#define B_ACTION_CANCEL_PARTNER 12 // when choosing an action
#define B_ACTION_FINISHED 12 // when executing an action
#define B_ACTION_NOTHING_FAINTED 13 // when choosing an action
#define B_ACTION_NONE 0xFF
#define MOVESTATUS_NOEFFECT ((MOVESTATUS_MISSED | MOVESTATUS_NOTAFFECTED | MOVESTATUS_FAILED))
#define MOVE_RESULT_MISSED (1 << 0)
#define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1)
#define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2)
#define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3)
#define MOVE_RESULT_ONE_HIT_KO (1 << 4)
#define MOVE_RESULT_FAILED (1 << 5)
#define MOVE_RESULT_FOE_ENDURED (1 << 6)
#define MOVE_RESULT_FOE_HUNG_ON (1 << 7)
#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
#define MAX_TRAINER_ITEMS 4
#define MAX_MON_MOVES 4
// Battle Weather flags
#define WEATHER_RAIN_TEMPORARY (1 << 0)
#define WEATHER_RAIN_DOWNPOUR (1 << 1)
#define WEATHER_RAIN_DOWNPOUR (1 << 1) // unused
#define WEATHER_RAIN_PERMANENT (1 << 2)
#define WEATHER_RAIN_ANY ((WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT))
#define WEATHER_RAIN_ANY (WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT)
#define WEATHER_SANDSTORM_TEMPORARY (1 << 3)
#define WEATHER_SANDSTORM_PERMANENT (1 << 4)
#define WEATHER_SANDSTORM_ANY ((WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT))
#define WEATHER_SANDSTORM_ANY (WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT)
#define WEATHER_SUN_TEMPORARY (1 << 5)
#define WEATHER_SUN_PERMANENT (1 << 6)
#define WEATHER_SUN_ANY ((WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT))
#define WEATHER_SUN_ANY (WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT)
#define WEATHER_HAIL (1 << 7)
#define WEATHER_HAIL_ANY ((WEATHER_HAIL))
#define WEATHER_ANY ((WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY))
#define WEATHER_HAIL_ANY (WEATHER_HAIL)
#define WEATHER_ANY (WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY)
extern u16 gBattleWeather;
#define BATTLE_TERRAIN_GRASS 0
#define BATTLE_TERRAIN_LONG_GRASS 1
@@ -235,6 +280,8 @@
#define BATTLE_TERRAIN_BUILDING 8
#define BATTLE_TERRAIN_PLAIN 9
extern u8 gBattleTerrain;
// array entries for battle communication
#define MULTIUSE_STATE 0x0
#define CURSOR_POSITION 0x1
@@ -299,7 +346,7 @@ struct TrainerMonNoItemDefaultMoves
u16 species;
};
u8 GetBankSide(u8 bank);
u8 GetBattlerSide(u8 battler);
struct TrainerMonItemDefaultMoves
{
@@ -382,8 +429,8 @@ struct DisableStruct
/*0x12*/ u8 chargeTimer2 : 4;
/*0x13*/ u8 tauntTimer1:4;
/*0x13*/ u8 tauntTimer2:4;
/*0x14*/ u8 bankPreventingEscape;
/*0x15*/ u8 bankWithSureHit;
/*0x14*/ u8 battlerPreventingEscape;
/*0x15*/ u8 battlerWithSureHit;
/*0x16*/ u8 isFirstTurn;
/*0x17*/ u8 unk17;
/*0x18*/ u8 truantCounter : 1;
@@ -394,7 +441,7 @@ struct DisableStruct
/*0x1A*/ u8 unk1A[2];
};
extern struct DisableStruct gDisableStructs[BATTLE_BANKS_COUNT];
extern struct DisableStruct gDisableStructs[MAX_BATTLERS_COUNT];
struct ProtectStruct
{
@@ -434,7 +481,7 @@ struct ProtectStruct
/* field_E */ u16 fieldE;
};
extern struct ProtectStruct gProtectStructs[BATTLE_BANKS_COUNT];
extern struct ProtectStruct gProtectStructs[MAX_BATTLERS_COUNT];
struct SpecialStatus
{
@@ -456,7 +503,7 @@ struct SpecialStatus
u8 field13;
};
extern struct SpecialStatus gSpecialStatuses[BATTLE_BANKS_COUNT];
extern struct SpecialStatus gSpecialStatuses[MAX_BATTLERS_COUNT];
struct SideTimer
{
@@ -478,12 +525,12 @@ extern struct SideTimer gSideTimers[];
struct WishFutureKnock
{
u8 futureSightCounter[BATTLE_BANKS_COUNT];
u8 futureSightAttacker[BATTLE_BANKS_COUNT];
s32 futureSightDmg[BATTLE_BANKS_COUNT];
u16 futureSightMove[BATTLE_BANKS_COUNT];
u8 wishCounter[BATTLE_BANKS_COUNT];
u8 wishUserID[BATTLE_BANKS_COUNT];
u8 futureSightCounter[MAX_BATTLERS_COUNT];
u8 futureSightAttacker[MAX_BATTLERS_COUNT];
s32 futureSightDmg[MAX_BATTLERS_COUNT];
u16 futureSightMove[MAX_BATTLERS_COUNT];
u8 wishCounter[MAX_BATTLERS_COUNT];
u8 wishUserID[MAX_BATTLERS_COUNT];
u8 weatherDuration;
u8 knockedOffPokes[2];
};
@@ -506,16 +553,16 @@ struct AI_ThinkingStruct
struct UsedMoves
{
u16 moves[BATTLE_BANKS_COUNT];
u16 unknown[BATTLE_BANKS_COUNT];
u16 moves[MAX_BATTLERS_COUNT];
u16 unknown[MAX_BATTLERS_COUNT];
};
struct BattleHistory
{
struct UsedMoves usedMoves[BATTLE_BANKS_COUNT];
u8 abilities[BATTLE_BANKS_COUNT];
u8 itemEffects[BATTLE_BANKS_COUNT];
u16 trainerItems[BATTLE_BANKS_COUNT];
struct UsedMoves usedMoves[MAX_BATTLERS_COUNT];
u8 abilities[MAX_BATTLERS_COUNT];
u8 itemEffects[MAX_BATTLERS_COUNT];
u16 trainerItems[MAX_BATTLERS_COUNT];
u8 itemsNo;
};
@@ -555,10 +602,6 @@ struct BattleResources
extern struct BattleResources* gBattleResources;
#define BATTLESCRIPTS_STACK (gBattleResources->battleScriptsStack)
#define BATTLE_CALLBACKS_STACK (gBattleResources->battleCallbackStack)
#define BATTLE_LVLUP_STATS (gBattleResources->statsBeforeLvlUp)
struct BattleResults
{
u8 playerFaintCounter; // 0x0
@@ -621,9 +664,9 @@ struct BattleStruct
u16 expValue;
u8 field_52;
u8 sentInPokes;
bool8 selectionScriptFinished[BATTLE_BANKS_COUNT];
bool8 selectionScriptFinished[MAX_BATTLERS_COUNT];
u8 field_58[4];
u8 monToSwitchIntoId[BATTLE_BANKS_COUNT];
u8 monToSwitchIntoId[MAX_BATTLERS_COUNT];
u8 field_60[4][3];
u8 runTries;
u8 caughtMonNick[11];
@@ -635,8 +678,8 @@ struct BattleStruct
u8 field_7D;
u8 field_7E;
u8 formToChangeInto;
u8 chosenMovePositions[BATTLE_BANKS_COUNT];
u8 stateIdAfterSelScript[BATTLE_BANKS_COUNT];
u8 chosenMovePositions[MAX_BATTLERS_COUNT];
u8 stateIdAfterSelScript[MAX_BATTLERS_COUNT];
u8 field_88;
u8 field_89;
u8 field_8A;
@@ -669,12 +712,12 @@ struct BattleStruct
u8 synchronizeMoveEffect;
u8 field_B3;
void (*savedCallback)(void);
u16 usedHeldItems[BATTLE_BANKS_COUNT];
u16 usedHeldItems[MAX_BATTLERS_COUNT];
u8 chosenItem[4]; // why is this an u8?
u8 AI_itemType[2];
u8 AI_itemFlags[2];
u16 choicedMove[BATTLE_BANKS_COUNT];
u16 changedItems[BATTLE_BANKS_COUNT];
u16 choicedMove[MAX_BATTLERS_COUNT];
u16 changedItems[MAX_BATTLERS_COUNT];
u8 intimidateBank;
u8 switchInItemsCounter;
u8 field_DA;
@@ -682,7 +725,7 @@ struct BattleStruct
u8 fillerDC[0xDF-0xDC];
u8 field_DF;
u8 mirrorMoveArrays[32];
u16 castformPalette[BATTLE_BANKS_COUNT][16];
u16 castformPalette[MAX_BATTLERS_COUNT][16];
u8 field_180;
u8 field_181;
u8 field_182;
@@ -695,7 +738,7 @@ struct BattleStruct
u8 field_1A4[96];
u8 field_204[104];
u8 field_26C[40];
u8 AI_monToSwitchIntoId[BATTLE_BANKS_COUNT];
u8 AI_monToSwitchIntoId[MAX_BATTLERS_COUNT];
u8 field_298[8];
u8 field_2A0;
u8 field_2A1;
@@ -797,9 +840,9 @@ struct BattleScripting
u8 animArg2;
u16 tripleKickPower;
u8 atk49_state;
u8 bankWithAbility;
u8 battlerWithAbility;
u8 multihitMoveEffect;
u8 bank;
u8 battler;
u8 animTurn;
u8 animTargetsHit;
u8 statChanger;
@@ -831,9 +874,9 @@ enum
};
// rom_80A5C6C
u8 GetBankSide(u8 bank);
u8 GetBankIdentity(u8 bank);
u8 GetBankByIdentity(u8 bank);
u8 GetBattlerSide(u8 bank);
u8 GetBattlerPosition(u8 bank);
u8 GetBattlerAtPosition(u8 bank);
struct BattleSpriteInfo
{
@@ -907,7 +950,7 @@ struct BattleBarInfo
struct BattleSpriteData
{
struct BattleSpriteInfo *bankData;
struct BattleSpriteInfo *battlerData;
struct BattleHealthboxInfo *healthBoxesData;
struct BattleAnimationInfo *animationData;
struct BattleBarInfo *battleBars;

View File

@@ -4,9 +4,9 @@
void BattleAI_HandleItemUseBeforeAISetup(u8 defaultScoreMoves);
void BattleAI_SetupAIData(u8 defaultScoreMoves);
u8 BattleAI_ChooseMoveOrAction(void);
void ClearBankMoveHistory(u8 bank);
void ClearBattlerMoveHistory(u8 bank);
void RecordAbilityBattle(u8 bank, u8 abilityId);
void ClearBankAbilityHistory(u8 bank);
void ClearBattlerAbilityHistory(u8 bank);
void RecordItemEffectBattle(u8 bank, u8 itemEffect);
void ClearBankItemEffectHistory(u8 bank);

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@@ -45,9 +45,9 @@ extern u8 gAnimFriendship;
extern u16 gWeatherMoveAnim;
extern s16 gBattleAnimArgs[ANIM_ARGS_COUNT];
extern u8 gAnimMoveTurn;
extern u8 gAnimBankAttacker;
extern u8 gAnimBankTarget;
extern u16 gAnimSpeciesByBanks[BATTLE_BANKS_COUNT];
extern u8 gBattleAnimAttacker;
extern u8 gBattleAnimTarget;
extern u16 gAnimSpeciesByBanks[MAX_BATTLERS_COUNT];
extern u8 gUnknown_02038440;
void ClearBattleAnimationVars(void);
@@ -56,7 +56,7 @@ void LaunchBattleAnimation(const u8 *const animsTable[], u16 tableId, bool8 isMo
void DestroyAnimSprite(struct Sprite *sprite);
void DestroyAnimVisualTask(u8 taskId);
void DestroyAnimSoundTask(u8 taskId);
bool8 IsAnimBankSpriteVisible(u8 bank);
bool8 IsBattlerSpriteVisible(u8 bank);
void sub_80A438C(u8 bank, bool8 toBG_2, bool8 setSpriteInvisible);
bool8 IsContest(void);
s8 BattleAnimAdjustPanning(s8 pan);
@@ -85,17 +85,17 @@ enum
BANK_Y_POS,
};
u8 GetBankPosition(u8 bank, u8 attributeId);
u8 GetBattlerSpriteCoord(u8 bank, u8 attributeId);
bool8 IsBankSpritePresent(u8 bank);
bool8 IsBattlerSpritePresent(u8 bank);
void sub_80A6C68(u8 arg0);
u8 GetAnimBankSpriteId(u8 wantedBank);
u8 GetAnimBattlerSpriteId(u8 wantedBank);
bool8 IsDoubleBattle(void);
u8 sub_80A6D94(void);
u8 sub_80A8364(u8);
void StoreSpriteCallbackInData6(struct Sprite *sprite, void (*spriteCallback)(struct Sprite*));
void oamt_add_pos2_onto_pos1(struct Sprite *sprite);
u8 GetBankSpriteDefault_Y(u8 bank);
u8 GetBattlerSpriteDefault_Y(u8 bank);
u8 sub_80A82E4(u8 bank);
u8 GetSubstituteSpriteDefault_Y(u8 bank);

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@@ -181,62 +181,62 @@ void sub_8033648(void);
void PrepareBufferDataTransferLink(u8 bufferId, u16 size, u8 *data);
// emitters
void EmitGetMonData(u8 bufferId, u8 requestId, u8 monToCheck);
void EmitGetRawMonData(u8 bufferId, u8 monId, u8 bytes); // unused
void EmitSetMonData(u8 bufferId, u8 requestId, u8 monToCheck, u8 bytes, void *data);
void EmitSetRawMonData(u8 bufferId, u8 monId, u8 bytes, void *data); // unused
void EmitLoadMonSprite(u8 bufferId);
void EmitSwitchInAnim(u8 bufferId, u8 partyId, bool8 dontClearSubstituteBit);
void EmitReturnMonToBall(u8 bufferId, u8 arg1);
void EmitDrawTrainerPic(u8 bufferId);
void EmitTrainerSlide(u8 bufferId);
void EmitTrainerSlideBack(u8 bufferId);
void EmitFaintAnimation(u8 bufferId);
void EmitPaletteFade(u8 bufferId); // unused
void EmitSuccessBallThrowAnim(u8 bufferId); // unused
void EmitBallThrowAnim(u8 bufferId, u8 caseId);
void EmitPause(u8 bufferId, u8 toWait, void *data); // unused
void EmitMoveAnimation(u8 bufferId, u16 move, u8 turnOfMove, u16 movePower, s32 dmg, u8 friendship, struct DisableStruct *disableStructPtr, u8 multihit);
void EmitPrintString(u8 bufferId, u16 stringId);
void EmitPrintSelectionString(u8 bufferId, u16 stringId);
void EmitChooseAction(u8 bufferId, u8 arg1, u16 arg2);
void EmitUnknownYesNoBox(u8 bufferId);
void EmitChooseMove(u8 bufferId, bool8 isDoubleBattle, bool8 NoPpNumber, struct ChooseMoveStruct *movePpData);
void EmitChooseItem(u8 bufferId, u8* arg1);
void EmitChoosePokemon(u8 bufferId, u8 caseId, u8 arg2, u8 abilityId, u8* arg4);
void EmitCmd23(u8 bufferId); // unused
void EmitHealthBarUpdate(u8 bufferId, u16 hpValue);
void EmitExpUpdate(u8 bufferId, u8 partyId, u16 expPoints);
void EmitStatusIconUpdate(u8 bufferId, u32 status1, u32 status2);
void EmitStatusAnimation(u8 bufferId, bool8 status2, u32 status);
void EmitStatusXor(u8 bufferId, u8 b); // unused
void EmitDataTransfer(u8 bufferId, u16 size, void *data);
void EmitDMA3Transfer(u8 bufferId, void *dst, u16 size, void *data); // unused
void EmitPlayBGM(u8 bufferId, u16 songId, void *unusedDumbDataParameter); // unused
void EmitCmd32(u8 bufferId, u16 size, void *c); // unused
void EmitTwoReturnValues(u8 bufferId, u8 arg1, u16 arg2);
void EmitChosenMonReturnValue(u8 bufferId, u8 b, u8 *c);
void EmitOneReturnValue(u8 bufferId, u16 arg1);
void EmitOneReturnValue_Duplicate(u8 bufferId, u16 b);
void EmitCmd37(u8 bufferId); // unused
void EmitCmd38(u8 bufferId, u8 b); // unused
void EmitCmd39(u8 bufferId); // unused
void EmitCmd40(u8 bufferId); // unused
void EmitHitAnimation(u8 bufferId);
void EmitCmd42(u8 bufferId);
void EmitPlaySE(u8 bufferId, u16 songId);
void EmitPlayFanfareOrBGM(u8 bufferId, u16 songId, bool8 playBGM);
void EmitFaintingCry(u8 bufferId);
void EmitIntroSlide(u8 bufferId, u8 terrainId);
void EmitIntroTrainerBallThrow(u8 bufferId);
void EmitDrawPartyStatusSummary(u8 bufferId, struct HpAndStatus* hpAndStatus, u8 arg2);
void EmitCmd49(u8 bufferId);
void EmitCmd50(u8 bufferId);
void EmitSpriteInvisibility(u8 bufferId, bool8 isInvisible);
void EmitBattleAnimation(u8 bufferId, u8 animationId, u16 argument);
void EmitLinkStandbyMsg(u8 bufferId, u8 arg1, bool32 arg2);
void EmitResetActionMoveSelection(u8 bufferId, u8 caseId);
void EmitCmd55(u8 bufferId, u8 arg1);
void BtlController_EmitGetMonData(u8 bufferId, u8 requestId, u8 monToCheck);
void BtlController_EmitGetRawMonData(u8 bufferId, u8 monId, u8 bytes); // unused
void BtlController_EmitSetMonData(u8 bufferId, u8 requestId, u8 monToCheck, u8 bytes, void *data);
void BtlController_EmitSetRawMonData(u8 bufferId, u8 monId, u8 bytes, void *data); // unused
void BtlController_EmitLoadMonSprite(u8 bufferId);
void BtlController_EmitSwitchInAnim(u8 bufferId, u8 partyId, bool8 dontClearSubstituteBit);
void BtlController_EmitReturnMonToBall(u8 bufferId, u8 arg1);
void BtlController_EmitDrawTrainerPic(u8 bufferId);
void BtlController_EmitTrainerSlide(u8 bufferId);
void BtlController_EmitTrainerSlideBack(u8 bufferId);
void BtlController_EmitFaintAnimation(u8 bufferId);
void BtlController_EmitPaletteFade(u8 bufferId); // unused
void BtlController_EmitSuccessBallThrowAnim(u8 bufferId); // unused
void BtlController_EmitBallThrowAnim(u8 bufferId, u8 caseId);
void BtlController_EmitPause(u8 bufferId, u8 toWait, void *data); // unused
void BtlController_EmitMoveAnimation(u8 bufferId, u16 move, u8 turnOfMove, u16 movePower, s32 dmg, u8 friendship, struct DisableStruct *disableStructPtr, u8 multihit);
void BtlController_EmitPrintString(u8 bufferId, u16 stringId);
void BtlController_EmitPrintSelectionString(u8 bufferId, u16 stringId);
void BtlController_EmitChooseAction(u8 bufferId, u8 arg1, u16 arg2);
void BtlController_EmitUnknownYesNoBox(u8 bufferId);
void BtlController_EmitChooseMove(u8 bufferId, bool8 isDoubleBattle, bool8 NoPpNumber, struct ChooseMoveStruct *movePpData);
void BtlController_EmitChooseItem(u8 bufferId, u8* arg1);
void BtlController_EmitChoosePokemon(u8 bufferId, u8 caseId, u8 arg2, u8 abilityId, u8* arg4);
void BtlController_EmitCmd23(u8 bufferId); // unused
void BtlController_EmitHealthBarUpdate(u8 bufferId, u16 hpValue);
void BtlController_EmitExpUpdate(u8 bufferId, u8 partyId, u16 expPoints);
void BtlController_EmitStatusIconUpdate(u8 bufferId, u32 status1, u32 status2);
void BtlController_EmitStatusAnimation(u8 bufferId, bool8 status2, u32 status);
void BtlController_EmitStatusXor(u8 bufferId, u8 b); // unused
void BtlController_EmitDataTransfer(u8 bufferId, u16 size, void *data);
void BtlController_EmitDMA3Transfer(u8 bufferId, void *dst, u16 size, void *data); // unused
void BtlController_EmitPlayBGM(u8 bufferId, u16 songId, void *unusedDumbDataParameter); // unused
void BtlController_EmitCmd32(u8 bufferId, u16 size, void *c); // unused
void BtlController_EmitTwoReturnValues(u8 bufferId, u8 arg1, u16 arg2);
void BtlController_EmitChosenMonReturnValue(u8 bufferId, u8 b, u8 *c);
void BtlController_EmitOneReturnValue(u8 bufferId, u16 arg1);
void BtlController_EmitOneReturnValue_Duplicate(u8 bufferId, u16 b);
void BtlController_EmitCmd37(u8 bufferId); // unused
void BtlController_EmitCmd38(u8 bufferId, u8 b); // unused
void BtlController_EmitCmd39(u8 bufferId); // unused
void BtlController_EmitCmd40(u8 bufferId); // unused
void BtlController_EmitHitAnimation(u8 bufferId);
void BtlController_EmitCmd42(u8 bufferId);
void BtlController_EmitPlaySE(u8 bufferId, u16 songId);
void BtlController_EmitPlayFanfareOrBGM(u8 bufferId, u16 songId, bool8 playBGM);
void BtlController_EmitFaintingCry(u8 bufferId);
void BtlController_EmitIntroSlide(u8 bufferId, u8 terrainId);
void BtlController_EmitIntroTrainerBallThrow(u8 bufferId);
void BtlController_EmitDrawPartyStatusSummary(u8 bufferId, struct HpAndStatus* hpAndStatus, u8 arg2);
void BtlController_EmitCmd49(u8 bufferId);
void BtlController_EmitCmd50(u8 bufferId);
void BtlController_EmitSpriteInvisibility(u8 bufferId, bool8 isInvisible);
void BtlController_EmitBattleAnimation(u8 bufferId, u8 animationId, u16 argument);
void BtlController_EmitLinkStandbyMsg(u8 bufferId, u8 arg1, bool32 arg2);
void BtlController_EmitResetActionMoveSelection(u8 bufferId, u8 caseId);
void BtlController_EmitCmd55(u8 bufferId, u8 arg1);
// player controller
void SetControllerToPlayer(void);

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@@ -39,8 +39,8 @@ void sub_805EAE8(void);
void sub_805EB9C(u8 affineMode);
void LoadAndCreateEnemyShadowSprites(void);
void SpriteCB_SetInvisible(struct Sprite *sprite);
void SetBankEnemyShadowSpriteCallback(u8 bank, u16 species);
void EnemyShadowCallbackToSetInvisible(u8 bank);
void SetBattlerShadowSpriteCallback(u8 bank, u16 species);
void HideBattlerShadowSprite(u8 bank);
void sub_805EF14(void);
void ClearTemporarySpeciesSpriteData(u8 bank, bool8 dontClearSubstitute);
void AllocateMonSpritesGfx(void);

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@@ -54,7 +54,7 @@ enum
HEALTHBOX_SAFARI_BALLS_TEXT
};
u8 CreateBankHealthboxSprites(u8 bank);
u8 CreateBattlerHealthboxSprites(u8 bank);
u8 CreateSafariPlayerHealthboxSprites(void);
void SetBattleBarStruct(u8 bank, u8 healthboxSpriteId, s32 maxVal, s32 currVal, s32 receivedValue);
void SetHealthboxSpriteInvisible(u8 healthboxSpriteId);
@@ -62,7 +62,7 @@ void SetHealthboxSpriteVisible(u8 healthboxSpriteId);
void DestoryHealthboxSprite(u8 healthboxSpriteId);
void DummyBattleInterfaceFunc(u8 healthboxSpriteId, bool8 isDoubleBattleBankOnly);
void UpdateOamPriorityInAllHealthboxes(u8 priority);
void SetBankHealthboxSpritePos(u8 bank);
void InitBattlerHealthboxCoords(u8 bank);
void UpdateHpTextInHealthbox(u8 healthboxSpriteId, s16 value, u8 maxOrCurrent);
void SwapHpBarsWithHpText(void);
u8 CreatePartyStatusSummarySprites(u8 bank, struct HpAndStatus *partyInfo, u8 arg2, bool8 isBattleStart);

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@@ -6,6 +6,6 @@ void sub_817E0FC(u16 move, u16 weatherFlags, struct DisableStruct *disableStruct
void sub_817E32C(u8 animationId);
void sub_817E3F4(void);
void sub_817F2A8(void);
u8 GetBankMoveSlotId(u8 bank, u16 move);
u8 GetBattlerMoveSlotId(u8 bank, u16 move);
#endif // GUARD_BATTLE_LINK_817C95C_H

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@@ -1,5 +1,5 @@
#ifndef GUARD_BATTLE_2_H
#define GUARD_BATTLE_2_H
#ifndef GUARD_BATTLE_MAIN_H
#define GUARD_BATTLE_MAIN_H
void CB2_InitBattle(void);
void BattleMainCB2(void);
@@ -52,4 +52,4 @@ extern const u8 gStatusConditionString_LoveJpn[8];
extern const u8 * const gStatusConditionStringsTable[7][2];
#endif // GUARD_BATTLE_2_H
#endif // GUARD_BATTLE_MAIN_H

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@@ -52,7 +52,7 @@
void AI_CalcDmg(u8 bankAtk, u8 bankDef);
u8 TypeCalc(u16 move, u8 bankAtk, u8 bankDef);
u8 AI_TypeCalc(u16 move, u16 targetSpecies, u8 targetAbility);
u8 BankGetTurnOrder(u8 bank);
u8 GetBattlerTurnOrderNum(u8 bank);
void SetMoveEffect(bool8 primary, u8 certain);
void BattleDestroyYesNoCursorAt(u8 cursorPosition);
void BattleCreateYesNoCursorAt(u8 cursorPosition);

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@@ -48,8 +48,8 @@ u8 GetBattleBank(u8 caseId);
void PressurePPLose(u8 bankDef, u8 bankAtk, u16 move);
void PressurePPLoseOnUsingPerishSong(u8 bankAtk);
void PressurePPLoseOnUsingImprision(u8 bankAtk);
void MarkAllBufferBanksForExecution(void); // unused
void MarkBufferBankForExecution(u8 bank);
void MarkAllBattlersForControllerExec(void); // unused
void MarkBattlerForControllerExec(u8 bank);
void sub_803F850(u8 arg0);
void CancelMultiTurnMoves(u8 bank);
bool8 WasUnableToUseMove(u8 bank);

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@@ -630,7 +630,7 @@ bool8 IsShinyOtIdPersonality(u32 otId, u32 personality);
void MonGainEVs(struct Pokemon *mon, u16 defeatedSpecies);
bool8 IsTradedMon(struct Pokemon *mon);
void HandleSetPokedexFlag(u16 nationalNum, u8 caseId, u32 personality);
s32 GetBankMultiplayerId(u16 a1);
s32 GetBattlerMultiplayerId(u16 a1);
bool16 sub_806D82C(u8 id);
u16 MonTryLearningNewMove(struct Pokemon* mon, bool8);
void sub_8068AA4(void); // sets stats for deoxys

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@@ -7,9 +7,9 @@ extern u8 gUnknown_0203C7B4;
void sub_8184DA4(u8 arg0);
void sub_8184E58(void);
void RecordedBattle_SetBankAction(u8 bank, u8 action);
void RecordedBattle_ClearBankAction(u8 bank, u8 bytesToClear);
u8 RecordedBattle_ReadBankAction(u8 bank);
void RecordedBattle_SetBattlerAction(u8 bank, u8 action);
void RecordedBattle_ClearBattlerAction(u8 bank, u8 bytesToClear);
u8 RecordedBattle_GetBattlerAction(u8 bank);
u8 sub_81850D0(void);
u8 sub_81850DC(u8 *arg0);
void sub_81851A8(u8 *arg0);