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battle_util2.c
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#include "global.h"
#include "battle.h"
#include "battle_anim.h"
#include "battle_controllers.h"
#include "malloc.h"
#include "pokemon.h"
#include "trainer_hill.h"
#include "party_menu.h"
#include "event_data.h"
#include "constants/abilities.h"
#include "random.h"
#include "battle_scripts.h"
#include "constants/battle_string_ids.h"
void AllocateBattleResources(void)
{
gBattleResources = gBattleResources; // something dumb needed to match
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
InitTrainerHillBattleStruct();
gBattleStruct = AllocZeroed(sizeof(*gBattleStruct));
gBattleResources = AllocZeroed(sizeof(*gBattleResources));
gBattleResources->secretBase = AllocZeroed(sizeof(*gBattleResources->secretBase));
gBattleResources->flags = AllocZeroed(sizeof(*gBattleResources->flags));
gBattleResources->battleScriptsStack = AllocZeroed(sizeof(*gBattleResources->battleScriptsStack));
gBattleResources->battleCallbackStack = AllocZeroed(sizeof(*gBattleResources->battleCallbackStack));
gBattleResources->beforeLvlUp = AllocZeroed(sizeof(*gBattleResources->beforeLvlUp));
gBattleResources->ai = AllocZeroed(sizeof(*gBattleResources->ai));
gBattleResources->battleHistory = AllocZeroed(sizeof(*gBattleResources->battleHistory));
gBattleResources->AI_ScriptsStack = AllocZeroed(sizeof(*gBattleResources->AI_ScriptsStack));
gLinkBattleSendBuffer = AllocZeroed(BATTLE_BUFFER_LINK_SIZE);
gLinkBattleRecvBuffer = AllocZeroed(BATTLE_BUFFER_LINK_SIZE);
gBattleAnimBgTileBuffer = AllocZeroed(0x2000);
gBattleAnimBgTilemapBuffer = AllocZeroed(0x1000);
if (gBattleTypeFlags & BATTLE_TYPE_SECRET_BASE)
{
u16 currSecretBaseId = VarGet(VAR_CURRENT_SECRET_BASE);
CreateSecretBaseEnemyParty(&gSaveBlock1Ptr->secretBases[currSecretBaseId]);
}
}
void FreeBattleResources(void)
{
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_HILL)
FreeTrainerHillBattleStruct();
if (gBattleResources != NULL)
{
FREE_AND_SET_NULL(gBattleStruct);
FREE_AND_SET_NULL(gBattleResources->secretBase);
FREE_AND_SET_NULL(gBattleResources->flags);
FREE_AND_SET_NULL(gBattleResources->battleScriptsStack);
FREE_AND_SET_NULL(gBattleResources->battleCallbackStack);
FREE_AND_SET_NULL(gBattleResources->beforeLvlUp);
FREE_AND_SET_NULL(gBattleResources->ai);
FREE_AND_SET_NULL(gBattleResources->battleHistory);
FREE_AND_SET_NULL(gBattleResources->AI_ScriptsStack);
FREE_AND_SET_NULL(gBattleResources);
FREE_AND_SET_NULL(gLinkBattleSendBuffer);
FREE_AND_SET_NULL(gLinkBattleRecvBuffer);
FREE_AND_SET_NULL(gBattleAnimBgTileBuffer);
FREE_AND_SET_NULL(gBattleAnimBgTilemapBuffer);
}
}
void AdjustFriendshipOnBattleFaint(u8 battlerId)
{
u8 opposingBattlerId;
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
u8 opposingBattlerId2;
opposingBattlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
opposingBattlerId2 = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
if (gBattleMons[opposingBattlerId2].level > gBattleMons[opposingBattlerId].level)
opposingBattlerId = opposingBattlerId2;
}
else
{
opposingBattlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
}
if (gBattleMons[opposingBattlerId].level > gBattleMons[battlerId].level)
{
if (gBattleMons[opposingBattlerId].level - gBattleMons[battlerId].level > 29)
AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battlerId]], FRIENDSHIP_EVENT_FAINT_LARGE);
else
AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battlerId]], FRIENDSHIP_EVENT_FAINT_SMALL);
}
else
{
AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battlerId]], FRIENDSHIP_EVENT_FAINT_SMALL);
}
}
void SwitchPartyOrderInGameMulti(u8 battlerId, u8 arg1)
{
if (GetBattlerSide(battlerId) != B_SIDE_OPPONENT)
{
s32 i;
for (i = 0; i < (int)ARRAY_COUNT(gBattlePartyCurrentOrder); i++)
gBattlePartyCurrentOrder[i] = *(i + (u8 *)(gBattleStruct->battlerPartyOrders));
SwitchPartyMonSlots(GetPartyIdFromBattlePartyId(gBattlerPartyIndexes[battlerId]), GetPartyIdFromBattlePartyId(arg1));
for (i = 0; i < (int)ARRAY_COUNT(gBattlePartyCurrentOrder); i++)
*(i + (u8 *)(gBattleStruct->battlerPartyOrders)) = gBattlePartyCurrentOrder[i];
}
}
// Called when a Pokémon is unable to attack during a Battle Palace battle.
// Check if it was because they are frozen/asleep, and if so try to cure the status.
u32 BattlePalace_TryEscapeStatus(u8 battlerId)
{
u32 effect = 0;
do
{
switch (gBattleCommunication[MULTIUSE_STATE])
{
case 0:
if (gBattleMons[battlerId].status1 & STATUS1_SLEEP)
{
if (UproarWakeUpCheck(battlerId))
{
// Wake up from Uproar
gBattleMons[battlerId].status1 &= ~(STATUS1_SLEEP);
gBattleMons[battlerId].status2 &= ~(STATUS2_NIGHTMARE);
BattleScriptPushCursor();
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WOKE_UP_UPROAR;
gBattlescriptCurrInstr = BattleScript_MoveUsedWokeUp;
effect = 2;
}
else
{
u32 toSub;
if (gBattleMons[battlerId].ability == ABILITY_EARLY_BIRD)
toSub = 2;
else
toSub = 1;
// Reduce number of sleep turns
if ((gBattleMons[battlerId].status1 & STATUS1_SLEEP) < toSub)
gBattleMons[battlerId].status1 &= ~(STATUS1_SLEEP);
else
gBattleMons[battlerId].status1 -= toSub;
if (gBattleMons[battlerId].status1 & STATUS1_SLEEP)
{
// Still asleep
gBattlescriptCurrInstr = BattleScript_MoveUsedIsAsleep;
effect = 2;
}
else
{
// Wake up
gBattleMons[battlerId].status2 &= ~(STATUS2_NIGHTMARE);
BattleScriptPushCursor();
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_WOKE_UP;
gBattlescriptCurrInstr = BattleScript_MoveUsedWokeUp;
effect = 2;
}
}
}
gBattleCommunication[MULTIUSE_STATE]++;
break;
case 1:
if (gBattleMons[battlerId].status1 & STATUS1_FREEZE)
{
if (Random() % 5 != 0)
{
// Still frozen
gBattlescriptCurrInstr = BattleScript_MoveUsedIsFrozen;
}
else
{
// Unfreeze
gBattleMons[battlerId].status1 &= ~(STATUS1_FREEZE);
BattleScriptPushCursor();
gBattlescriptCurrInstr = BattleScript_MoveUsedUnfroze;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_DEFROSTED;
}
effect = 2;
}
gBattleCommunication[MULTIUSE_STATE]++;
break;
case 2:
break;
}
// Loop until reaching the final state, or stop early if Pokémon was Asleep/Frozen
} while (gBattleCommunication[MULTIUSE_STATE] != 2 && effect == 0);
if (effect == 2)
{
gActiveBattler = battlerId;
BtlController_EmitSetMonData(BUFFER_A, REQUEST_STATUS_BATTLE, 0, 4, &gBattleMons[gActiveBattler].status1);
MarkBattlerForControllerExec(gActiveBattler);
}
return effect;
}