more renaming
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+36
-32
@@ -13,17 +13,18 @@
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/*
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* A battler may be in one of four positions on the field. The first bit determines
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* what side the battler is on, either the player's side or the opponent's side.
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* The second bit determines whether the pokemon is on the left or right of the
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* given side. Note that the opponent's mons are drawn opposite because the position
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* numbers correspond to their perspective. The battler number is usually the same
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* as the position, except in the case of link battles.
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* The second bit determines what flank the battler is on, either the left or right.
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* Note that the opponent's flanks are drawn corresponding to their perspective, so
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* their right mon appears on the left, and their left mon appears on the right.
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* The battler ID is usually the same as the position, except in the case of link battles.
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*
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* + ------------------------- +
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* | Opponent's side |
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* | Opponent's side |
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* | Right Left |
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* | 3 1 |
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* | |
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* | |
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* | Player's side |
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* | Left Right |
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* | 0 2 |
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* ----------------------------+
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* | |
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@@ -38,12 +39,16 @@
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#define B_POSITION_PLAYER_RIGHT 2
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#define B_POSITION_OPPONENT_RIGHT 3
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#define B_POSITION_PARTNER(position) ((position) ^ 2)
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#define B_POSITION_OPPOSITE(position) ((position) ^ 1)
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// These macros can be used with either battler ID or positions to get the partner or the opposite mon
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#define BATTLE_OPPOSITE(id) ((id) ^ 1)
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#define BATTLE_PARTNER(id) ((id) ^ 2)
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#define B_SIDE_PLAYER 0
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#define B_SIDE_OPPONENT 1
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#define B_FLANK_LEFT 0
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#define B_FLANK_RIGHT 1
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#define BIT_SIDE 1
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#define BIT_FLANK 2
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@@ -170,7 +175,7 @@ extern u8 gBattleOutcome;
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extern u32 gStatuses3[MAX_BATTLERS_COUNT];
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//
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// Not really sure what a "hitmarker" is.
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#define HITMARKER_x10 0x00000010
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#define HITMARKER_x20 0x00000020
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@@ -214,21 +219,24 @@ extern u32 gHitMarker;
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extern u16 gSideStatuses[2];
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#define ACTION_USE_MOVE 0
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#define ACTION_USE_ITEM 1
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#define ACTION_SWITCH 2
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#define ACTION_RUN 3
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#define ACTION_WATCHES_CAREFULLY 4
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#define ACTION_SAFARI_ZONE_BALL 5
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#define ACTION_POKEBLOCK_CASE 6
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#define ACTION_GO_NEAR 7
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#define ACTION_SAFARI_ZONE_RUN 8
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#define ACTION_9 9
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#define ACTION_RUN_BATTLESCRIPT 10 // when executing an action
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#define ACTION_CANCEL_PARTNER 12 // when choosing an action
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#define ACTION_FINISHED 12 // when executing an action
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#define ACTION_NOTHING_FAINTED 13 // when choosing an action
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#define ACTION_INIT_VALUE 0xFF
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// Battle Actions
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// These determine what each battler will do in a turn
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#define B_ACTION_USE_MOVE 0
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#define B_ACTION_USE_ITEM 1
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#define B_ACTION_SWITCH 2
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#define B_ACTION_RUN 3
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#define B_ACTION_SAFARI_WATCH_CAREFULLY 4
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#define B_ACTION_SAFARI_BALL 5
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#define B_ACTION_SAFARI_POKEBLOCK 6
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#define B_ACTION_SAFARI_GO_NEAR 7
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#define B_ACTION_SAFARI_RUN 8
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// The exact purposes of these are unclear
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#define B_ACTION_UNKNOWN9 9
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#define B_ACTION_EXEC_SCRIPT 10 // when executing an action
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#define B_ACTION_CANCEL_PARTNER 12 // when choosing an action
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#define B_ACTION_FINISHED 12 // when executing 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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#define MOVE_RESULT_MISSED (1 << 0)
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#define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1)
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@@ -421,8 +429,8 @@ struct DisableStruct
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/*0x12*/ u8 chargeTimer2 : 4;
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/*0x13*/ u8 tauntTimer1:4;
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/*0x13*/ u8 tauntTimer2:4;
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/*0x14*/ u8 bankPreventingEscape;
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/*0x15*/ u8 bankWithSureHit;
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/*0x14*/ u8 battlerPreventingEscape;
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/*0x15*/ u8 battlerWithSureHit;
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/*0x16*/ u8 isFirstTurn;
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/*0x17*/ u8 unk17;
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/*0x18*/ u8 truantCounter : 1;
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@@ -594,10 +602,6 @@ struct BattleResources
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extern struct BattleResources* gBattleResources;
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#define BATTLESCRIPTS_STACK (gBattleResources->battleScriptsStack)
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#define BATTLE_CALLBACKS_STACK (gBattleResources->battleCallbackStack)
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#define BATTLE_LVLUP_STATS (gBattleResources->statsBeforeLvlUp)
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struct BattleResults
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{
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u8 playerFaintCounter; // 0x0
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@@ -836,7 +840,7 @@ struct BattleScripting
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u8 animArg2;
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u16 tripleKickPower;
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u8 atk49_state;
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u8 bankWithAbility;
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u8 battlerWithAbility;
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u8 multihitMoveEffect;
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u8 battler;
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u8 animTurn;
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@@ -946,7 +950,7 @@ struct BattleBarInfo
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struct BattleSpriteData
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{
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struct BattleSpriteInfo *bankData;
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struct BattleSpriteInfo *battlerData;
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struct BattleHealthboxInfo *healthBoxesData;
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struct BattleAnimationInfo *animationData;
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struct BattleBarInfo *battleBars;
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