Start misc battle documentation
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@@ -32,7 +32,6 @@
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#define B_ACTION_EXEC_SCRIPT 10
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#define B_ACTION_TRY_FINISH 11
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#define B_ACTION_FINISHED 12
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#define B_ACTION_CANCEL_PARTNER 12 // when choosing an action
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#define B_ACTION_NOTHING_FAINTED 13 // when choosing an action
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#define B_ACTION_NONE 0xFF
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@@ -50,14 +49,17 @@
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#define MSG_DISPLAY 7
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#define BATTLE_COMMUNICATION_ENTRIES_COUNT 8
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#define MOVE_TARGET_SELECTED 0x0
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#define MOVE_TARGET_DEPENDS 0x1
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#define MOVE_TARGET_USER_OR_SELECTED 0x2
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#define MOVE_TARGET_RANDOM 0x4
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#define MOVE_TARGET_BOTH 0x8
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#define MOVE_TARGET_USER 0x10
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#define MOVE_TARGET_FOES_AND_ALLY 0x20
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#define MOVE_TARGET_OPPONENTS_FIELD 0x40
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#define MOVE_TARGET_SELECTED 0
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#define MOVE_TARGET_DEPENDS (1 << 0)
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#define MOVE_TARGET_USER_OR_SELECTED (1 << 1)
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#define MOVE_TARGET_RANDOM (1 << 2)
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#define MOVE_TARGET_BOTH (1 << 3)
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#define MOVE_TARGET_USER (1 << 4)
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#define MOVE_TARGET_FOES_AND_ALLY (1 << 5)
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#define MOVE_TARGET_OPPONENTS_FIELD (1 << 6)
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// For the second argument of GetMoveTarget, when no target override is needed
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#define NO_TARGET_OVERRIDE 0
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#define BATTLE_BUFFER_LINK_SIZE 0x1000
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@@ -115,7 +117,7 @@ struct ProtectStruct
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u32 confusionSelfDmg:1;
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u32 targetNotAffected:1;
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u32 chargingTurn:1;
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u32 fleeFlag:2; // For RunAway and Smoke Ball.
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u32 fleeType:2; // 0: Normal, 1: FLEE_ITEM, 2: FLEE_ABILITY
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u32 usedImprisonedMove:1;
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u32 loveImmobility:1;
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u32 usedDisabledMove:1;
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@@ -426,7 +428,7 @@ struct BattleStruct
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u8 unused_6[3];
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u8 givenExpMons; // Bits for enemy party's pokemon that gave exp to player's party.
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u8 lastTakenMoveFrom[MAX_BATTLERS_COUNT * MAX_BATTLERS_COUNT * 2]; // a 3-D array [target][attacker][byte]
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u16 castformPalette[MAX_BATTLERS_COUNT][16];
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u16 castformPalette[NUM_CASTFORM_FORMS][16];
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union {
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struct LinkBattlerHeader linkBattlerHeader;
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u32 battleVideo[2];
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@@ -447,12 +449,16 @@ struct BattleStruct
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u8 alreadyStatusedMoveAttempt; // As bits for battlers; For example when using Thunder Wave on an already paralyzed pokemon.
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};
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#define GET_MOVE_TYPE(move, typeArg) \
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{ \
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if (gBattleStruct->dynamicMoveType) \
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typeArg = gBattleStruct->dynamicMoveType & 0x3F; \
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else \
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typeArg = gBattleMoves[move].type; \
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#define F_DYNAMIC_TYPE_1 (1 << 6)
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#define F_DYNAMIC_TYPE_2 (1 << 7)
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#define DYNAMIC_TYPE_MASK (F_DYNAMIC_TYPE_1 - 1)
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#define GET_MOVE_TYPE(move, typeArg) \
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{ \
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if (gBattleStruct->dynamicMoveType) \
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typeArg = gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK; \
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else \
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typeArg = gBattleMoves[move].type; \
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}
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#define IS_TYPE_PHYSICAL(moveType)(moveType < TYPE_MYSTERY)
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@@ -502,7 +508,7 @@ struct BattleScripting
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u8 reshowMainState;
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u8 reshowHelperState;
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u8 levelUpHP;
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u8 windowsType; // 0 - normal, 1 - battle arena
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u8 windowsType; // B_WIN_TYPE_*
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u8 multiplayerId;
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u8 specialTrainerBattleType;
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};
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@@ -624,8 +630,8 @@ extern u8 gBattleTextBuff3[TEXT_BUFF_ARRAY_COUNT];
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extern u32 gBattleTypeFlags;
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extern u8 gBattleTerrain;
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extern u32 gUnusedFirstBattleVar1;
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extern u8 *gUnknown_0202305C;
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extern u8 *gUnknown_02023060;
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extern u8 *gBattleAnimBgTileBuffer;
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extern u8 *gBattleAnimBgTilemapBuffer;
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extern u8 gBattleBufferA[MAX_BATTLERS_COUNT][0x200];
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extern u8 gBattleBufferB[MAX_BATTLERS_COUNT][0x200];
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extern u8 gActiveBattler;
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