Rename battlerId to battler for consistency (#2126)
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@@ -66,46 +66,46 @@ enum {
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// Accessors for gBattleControllerExecFlags.
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//
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// These are provided for documentation purposes, to make the battle
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// controller internals and the link communication internals more
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// legible. Several of these have functions that you should call
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// (e.g. MarkBattlerForControllerExec) instead of using these macros
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// These are provided for documentation purposes, to make the battle
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// controller internals and the link communication internals more
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// legible. Several of these have functions that you should call
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// (e.g. MarkBattlerForControllerExec) instead of using these macros
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// directly.
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#define MARK_BATTLE_CONTROLLER_ACTIVE_ON_LOCAL(battlerId) \
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gBattleControllerExecFlags |= gBitTable[battlerId]
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#define MARK_BATTLE_CONTROLLER_ACTIVE_ON_LOCAL(battler) \
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gBattleControllerExecFlags |= gBitTable[battler]
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#define MARK_BATTLE_CONTROLLER_IDLE_ON_LOCAL(battlerId) \
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gBattleControllerExecFlags &= ~gBitTable(battlerId)
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#define MARK_BATTLE_CONTROLLER_IDLE_ON_LOCAL(battler) \
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gBattleControllerExecFlags &= ~gBitTable(battler)
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#define IS_BATTLE_CONTROLLER_ACTIVE_ON_LOCAL(battlerId) \
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(gBattleControllerExecFlags & gBitTable[battlerId])
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#define IS_BATTLE_CONTROLLER_ACTIVE_ON_LOCAL(battler) \
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(gBattleControllerExecFlags & gBitTable[battler])
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#define MARK_BATTLE_CONTROLLER_MESSAGE_OUTBOUND_OVER_LINK(battlerId) \
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gBattleControllerExecFlags |= gBitTable[battlerId] << (32 - MAX_BATTLERS_COUNT)
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#define MARK_BATTLE_CONTROLLER_MESSAGE_OUTBOUND_OVER_LINK(battler) \
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gBattleControllerExecFlags |= gBitTable[battler] << (32 - MAX_BATTLERS_COUNT)
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#define MARK_BATTLE_CONTROLLER_MESSAGE_SYNCHRONIZED_OVER_LINK(battlerId) \
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gBattleControllerExecFlags &= ~((1 << 28) << (battlerId))
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#define MARK_BATTLE_CONTROLLER_MESSAGE_SYNCHRONIZED_OVER_LINK(battler) \
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gBattleControllerExecFlags &= ~((1 << 28) << (battler))
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#define MARK_BATTLE_CONTROLLER_ACTIVE_FOR_PLAYER(battlerId, playerId) \
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gBattleControllerExecFlags |= gBitTable[battlerId] << ((playerId) << 2)
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#define MARK_BATTLE_CONTROLLER_ACTIVE_FOR_PLAYER(battler, playerId) \
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gBattleControllerExecFlags |= gBitTable[battler] << ((playerId) << 2)
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#define MARK_BATTLE_CONTROLLER_IDLE_FOR_PLAYER(battlerId, playerId) \
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gBattleControllerExecFlags &= ~(gBitTable[battlerId] << ((playerId) * 4))
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#define MARK_BATTLE_CONTROLLER_IDLE_FOR_PLAYER(battler, playerId) \
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gBattleControllerExecFlags &= ~(gBitTable[battler] << ((playerId) * 4))
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#define IS_BATTLE_CONTROLLER_ACTIVE_FOR_PLAYER(battlerId, playerId) \
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(gBattleControllerExecFlags & (gBitTable[battlerId] << ((playerId) * 4)))
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#define IS_BATTLE_CONTROLLER_ACTIVE_FOR_PLAYER(battler, playerId) \
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(gBattleControllerExecFlags & (gBitTable[battler] << ((playerId) * 4)))
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// This actually checks if a specific controller is active on any player or if
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// *any* controller is pending sync over link communications, but the macro name
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// This actually checks if a specific controller is active on any player or if
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// *any* controller is pending sync over link communications, but the macro name
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// can only be so specific before it just gets ridiculous.
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#define IS_BATTLE_CONTROLLER_ACTIVE_OR_PENDING_SYNC_ANYWHERE(battlerId) \
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#define IS_BATTLE_CONTROLLER_ACTIVE_OR_PENDING_SYNC_ANYWHERE(battler) \
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(gBattleControllerExecFlags & ( \
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(gBitTable[battlerId]) \
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(gBitTable[battler]) \
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| (0xF << 28) \
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| (gBitTable[battlerId] << 4) \
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| (gBitTable[battlerId] << 8) \
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| (gBitTable[battlerId] << 12) \
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| (gBitTable[battler] << 4) \
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| (gBitTable[battler] << 8) \
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| (gBitTable[battler] << 12) \
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))
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// Special arguments for Battle Controller functions.
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@@ -113,14 +113,14 @@ enum {
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enum {
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// For commands sent from the core battle engine to a controller.
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B_COMM_TO_CONTROLLER, // gBattleBufferA
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// For replies sent from a controller to the core battle engine.
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B_COMM_TO_ENGINE, // gBattleBufferB
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// During local play, a controller must directly mark itself as
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// inactive when it's done processing, whether or not it sends
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// a reply. During multiplayer, it must NOT directly mark itself
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// as inactive, but instead send one of these, with the player's
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// During local play, a controller must directly mark itself as
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// inactive when it's done processing, whether or not it sends
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// a reply. During multiplayer, it must NOT directly mark itself
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// as inactive, but instead send one of these, with the player's
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// multiplayer ID as data.
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B_COMM_CONTROLLER_IS_DONE
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};
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