Renamed BATTLELINKMSGTYPE_ to BATTLELINKCOMMTYPE_
I want to avoid the word "message" since PRET has already chosen "battle message" as the term for predefined strings usable in the battle scripts and UI.
I was considering the term "battle link packet" instead, but the library for wireless communications already uses the word "packet" even though GBATEK does not. I'm going with "battle link communication type" instead. For this particular context, I don't think we need a compound noun ("X type"); the singular noun "type" is fine enough.
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@@ -204,7 +204,7 @@ static void PlayerBufferExecCompleted(void)
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{
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u8 playerId = GetMultiplayerId();
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PrepareBufferDataTransferLink(BATTLELINKMSGTYPE_CONTROLLER_BECOMING_IDLE, 4, &playerId);
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PrepareBufferDataTransferLink(BATTLELINKCOMMTYPE_CONTROLLER_BECOMING_IDLE, 4, &playerId);
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gBattleBufferA[gActiveBattler][0] = CONTROLLER_TERMINATOR_NOP;
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}
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else
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@@ -249,16 +249,16 @@ static void HandleInputChooseAction(void)
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switch (gActionSelectionCursor[gActiveBattler])
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{
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case 0: // Top left
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, B_ACTION_USE_MOVE, 0);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, B_ACTION_USE_MOVE, 0);
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break;
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case 1: // Top right
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, B_ACTION_USE_ITEM, 0);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, B_ACTION_USE_ITEM, 0);
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break;
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case 2: // Bottom left
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, B_ACTION_SWITCH, 0);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, B_ACTION_SWITCH, 0);
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break;
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case 3: // Bottom right
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, B_ACTION_RUN, 0);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, B_ACTION_RUN, 0);
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break;
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}
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PlayerBufferExecCompleted();
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@@ -319,7 +319,7 @@ static void HandleInputChooseAction(void)
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return;
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}
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PlaySE(SE_SELECT);
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, B_ACTION_CANCEL_PARTNER, 0);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, B_ACTION_CANCEL_PARTNER, 0);
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PlayerBufferExecCompleted();
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}
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}
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@@ -365,7 +365,7 @@ static void HandleInputChooseTarget(void)
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{
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PlaySE(SE_SELECT);
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gSprites[gBattlerSpriteIds[gMultiUsePlayerCursor]].callback = SpriteCB_HideAsMoveTarget;
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, 10, gMoveSelectionCursor[gActiveBattler] | (gMultiUsePlayerCursor << 8));
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, 10, gMoveSelectionCursor[gActiveBattler] | (gMultiUsePlayerCursor << 8));
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EndBounceEffect(gMultiUsePlayerCursor, BOUNCE_HEALTHBOX);
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PlayerBufferExecCompleted();
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}
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@@ -523,7 +523,7 @@ static void HandleInputChooseMove(void)
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if (!canSelectTarget)
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{
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, 10, gMoveSelectionCursor[gActiveBattler] | (gMultiUsePlayerCursor << 8));
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, 10, gMoveSelectionCursor[gActiveBattler] | (gMultiUsePlayerCursor << 8));
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PlayerBufferExecCompleted();
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}
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else
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@@ -543,7 +543,7 @@ static void HandleInputChooseMove(void)
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else if (JOY_NEW(B_BUTTON) || gPlayerDpadHoldFrames > 59)
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{
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PlaySE(SE_SELECT);
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, 10, 0xFFFF);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, 10, 0xFFFF);
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PlayerBufferExecCompleted();
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}
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else if (JOY_NEW(DPAD_LEFT))
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@@ -1174,7 +1174,7 @@ static void Task_GiveExpToMon(u8 taskId)
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gainedExp -= nextLvlExp - currExp;
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savedActiveBattler = gActiveBattler;
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gActiveBattler = battlerId;
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, RET_VALUE_LEVELED_UP, gainedExp);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, RET_VALUE_LEVELED_UP, gainedExp);
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gActiveBattler = savedActiveBattler;
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if (IsDoubleBattle() == TRUE
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@@ -1253,7 +1253,7 @@ static void Task_GiveExpWithExpBar(u8 taskId)
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gainedExp -= expOnNextLvl - currExp;
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savedActiveBattler = gActiveBattler;
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gActiveBattler = battlerId;
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, RET_VALUE_LEVELED_UP, gainedExp);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, RET_VALUE_LEVELED_UP, gainedExp);
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gActiveBattler = savedActiveBattler;
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gTasks[taskId].func = Task_LaunchLvlUpAnim;
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}
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@@ -1361,9 +1361,9 @@ static void WaitForMonSelection(void)
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if (gMain.callback2 == BattleMainCB2 && !gPaletteFade.active)
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{
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if (gPartyMenuUseExitCallback == TRUE)
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BtlController_EmitChosenMonReturnValue(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, gSelectedMonPartyId, gBattlePartyCurrentOrder);
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BtlController_EmitChosenMonReturnValue(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, gSelectedMonPartyId, gBattlePartyCurrentOrder);
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else
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BtlController_EmitChosenMonReturnValue(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, PARTY_SIZE, NULL);
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BtlController_EmitChosenMonReturnValue(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, PARTY_SIZE, NULL);
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if ((gBattleBufferA[gActiveBattler][1] & 0xF) == 1)
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PrintLinkStandbyMsg();
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@@ -1387,7 +1387,7 @@ static void CompleteWhenChoseItem(void)
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{
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if (gMain.callback2 == BattleMainCB2 && !gPaletteFade.active)
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{
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BtlController_EmitOneReturnValue(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, gSpecialVar_ItemId);
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BtlController_EmitOneReturnValue(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, gSpecialVar_ItemId);
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PlayerBufferExecCompleted();
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}
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}
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@@ -1439,9 +1439,9 @@ static void PlayerHandleYesNoInput(void)
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PlaySE(SE_SELECT);
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if (gMultiUsePlayerCursor != 0)
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, 0xE, 0);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, 0xE, 0);
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else
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, 0xD, 0);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, 0xD, 0);
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PlayerBufferExecCompleted();
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}
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@@ -1600,7 +1600,7 @@ static void PlayerHandleGetMonData(void)
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monToCheck >>= 1;
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}
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}
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BtlController_EmitDataTransfer(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, size, monData);
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BtlController_EmitDataTransfer(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, size, monData);
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PlayerBufferExecCompleted();
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}
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@@ -1920,7 +1920,7 @@ void PlayerHandleGetRawMonData(void)
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for (i = 0; i < gBattleBufferA[gActiveBattler][2]; i++)
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dst[i] = src[i];
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BtlController_EmitDataTransfer(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, gBattleBufferA[gActiveBattler][2], dst);
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BtlController_EmitDataTransfer(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, gBattleBufferA[gActiveBattler][2], dst);
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PlayerBufferExecCompleted();
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}
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@@ -2621,7 +2621,7 @@ static void PlayerChooseMoveInBattlePalace(void)
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if (--*(gBattleStruct->arenaMindPoints + gActiveBattler) == 0)
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{
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gBattlePalaceMoveSelectionRngValue = gRngValue;
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, 10, ChooseMoveAndTargetInBattlePalace());
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, 10, ChooseMoveAndTargetInBattlePalace());
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PlayerBufferExecCompleted();
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}
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}
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@@ -2671,7 +2671,7 @@ static void PlayerHandleChoosePokemon(void)
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if (gBattleTypeFlags & BATTLE_TYPE_ARENA && (gBattleBufferA[gActiveBattler][1] & 0xF) != PARTY_ACTION_CANT_SWITCH)
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{
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BtlController_EmitChosenMonReturnValue(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, gBattlerPartyIndexes[gActiveBattler] + 1, gBattlePartyCurrentOrder);
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BtlController_EmitChosenMonReturnValue(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, gBattlerPartyIndexes[gActiveBattler] + 1, gBattlePartyCurrentOrder);
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PlayerBufferExecCompleted();
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}
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else
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@@ -2828,25 +2828,25 @@ static void PlayerHandleCmd32(void)
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static void PlayerHandleTwoReturnValues(void)
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{
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BtlController_EmitTwoReturnValues(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, 0, 0);
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BtlController_EmitTwoReturnValues(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, 0, 0);
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PlayerBufferExecCompleted();
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}
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static void PlayerHandleChosenMonReturnValue(void)
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{
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BtlController_EmitChosenMonReturnValue(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, 0, NULL);
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BtlController_EmitChosenMonReturnValue(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, 0, NULL);
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PlayerBufferExecCompleted();
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}
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static void PlayerHandleOneReturnValue(void)
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{
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BtlController_EmitOneReturnValue(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, 0);
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BtlController_EmitOneReturnValue(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, 0);
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PlayerBufferExecCompleted();
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}
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static void PlayerHandleOneReturnValue_Duplicate(void)
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{
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BtlController_EmitOneReturnValue_Duplicate(BATTLELINKMSGTYPE_CONTROLLER_TO_ENGINE, 0);
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BtlController_EmitOneReturnValue_Duplicate(BATTLELINKCOMMTYPE_CONTROLLER_TO_ENGINE, 0);
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PlayerBufferExecCompleted();
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}
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