Reverts additional move effect macros (#4277)
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68e5c9f8cb
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b5af343dc4
6 changed files with 75 additions and 70 deletions
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@ -201,7 +201,7 @@ bool32 IsHealBlockPreventingMove(u32 battler, u32 move);
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bool32 HasEnoughHpToEatBerry(u32 battler, u32 hpFraction, u32 itemId);
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bool32 IsPartnerMonFromSameTrainer(u32 battler);
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u8 GetCategoryBasedOnStats(u32 battler);
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bool32 MoveIsAffectedBySheerForce(u16 move);
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bool32 MoveIsAffectedBySheerForce(u32 move);
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bool32 TestIfSheerForceAffected(u32 battler, u16 move);
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void TryRestoreHeldItems(void);
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bool32 CanStealItem(u32 battlerStealing, u32 battlerItem, u16 item);
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@ -467,7 +467,8 @@ struct MoveInfo
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u32 strikeCount:4; // Max 15 hits. Defaults to 1 if not set. May apply its effect on each hit.
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u32 criticalHitStage:2;
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u32 alwaysCriticalHit:1;
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// 14 bits left to complete this word - continues into flags
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u32 numAdditionalEffects:2; // limited to 3 - don't want to get too crazy
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// 12 bits left to complete this word - continues into flags
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// Flags
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u32 makesContact:1;
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@ -516,7 +517,7 @@ struct MoveInfo
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u32 argument;
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// primary/secondary effects
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uintptr_t additionalEffects;
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const struct AdditionalEffect *additionalEffects;
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// contest parameters
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u8 contestEffect;
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@ -526,12 +527,7 @@ struct MoveInfo
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};
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#define EFFECTS_ARR(...) (const struct AdditionalEffect[]) {__VA_ARGS__}
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#define ADDITIONAL_EFFECTS(...) ((min(ARRAY_COUNT(EFFECTS_ARR( __VA_ARGS__ )), 15)) << 28) + (uintptr_t)(EFFECTS_ARR( __VA_ARGS__ ))
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// Retrieve a move's additional effects and the count thereof
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#define GET_ADDITIONAL_EFFECTS(move) (void *)(gMovesInfo[move].additionalEffects & 0x8FFFFFF)
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#define GET_ADDITIONAL_EFFECT_COUNT(move) (gMovesInfo[move].additionalEffects >> 28)
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#define GET_ADDITIONAL_EFFECTS_AND_COUNT(move, _count, _effects) u32 _count = GET_ADDITIONAL_EFFECT_COUNT(move); const struct AdditionalEffect *_effects = GET_ADDITIONAL_EFFECTS(move)
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#define ADDITIONAL_EFFECTS(...) EFFECTS_ARR( __VA_ARGS__ ), .numAdditionalEffects = ARRAY_COUNT(EFFECTS_ARR( __VA_ARGS__ ))
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// Just a hack to make a move boosted by Sheer Force despite having no secondary effects affected
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#define SHEER_FORCE_HACK { .moveEffect = 0, .chance = 100, }
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@ -3149,9 +3149,6 @@ static u32 AI_CalcMoveScore(u32 battlerAtk, u32 battlerDef, u32 move)
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u32 movesetIndex = AI_THINKING_STRUCT->movesetIndex;
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u32 effectiveness = aiData->effectiveness[battlerAtk][battlerDef][movesetIndex];
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// additional effects
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GET_ADDITIONAL_EFFECTS_AND_COUNT(move, additionalEffectsCount, additionalEffects);
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s32 score = 0;
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u32 predictedMove = aiData->predictedMoves[battlerDef];
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u32 predictedMoveSlot = GetMoveSlot(GetMovesArray(battlerDef), predictedMove);
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@ -4381,19 +4378,19 @@ static u32 AI_CalcMoveScore(u32 battlerAtk, u32 battlerDef, u32 move)
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} // move effect checks
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// check move additional effects that are likely to happen
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for (i = 0; i < additionalEffectsCount; i++)
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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// Only consider effects with a guaranteed chance to happen
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if (!MoveEffectIsGuaranteed(battlerAtk, aiData->abilities[battlerAtk], &additionalEffects[i]))
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if (!MoveEffectIsGuaranteed(battlerAtk, aiData->abilities[battlerAtk], &gMovesInfo[move].additionalEffects[i]))
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continue;
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// Consider move effects that target self
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if (additionalEffects[i].self)
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if (gMovesInfo[move].additionalEffects[i].self)
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{
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u32 oneStageStatId = STAT_CHANGE_ATK + additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_1;
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u32 twoStageStatId = STAT_CHANGE_ATK_2 + additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_1;
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u32 oneStageStatId = STAT_CHANGE_ATK + gMovesInfo[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_1;
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u32 twoStageStatId = STAT_CHANGE_ATK_2 + gMovesInfo[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_PLUS_1;
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switch (additionalEffects[i].moveEffect)
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switch (gMovesInfo[move].additionalEffects[i].moveEffect)
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{
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case MOVE_EFFECT_SPD_PLUS_2:
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case MOVE_EFFECT_SPD_PLUS_1:
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@ -4444,7 +4441,7 @@ static u32 AI_CalcMoveScore(u32 battlerAtk, u32 battlerDef, u32 move)
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}
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else // consider move effects that hinder the target
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{
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switch (additionalEffects[i].moveEffect)
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switch (gMovesInfo[move].additionalEffects[i].moveEffect)
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{
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case MOVE_EFFECT_FLINCH:
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score += ShouldTryToFlinch(battlerAtk, battlerDef, aiData->abilities[battlerAtk], aiData->abilities[battlerDef], move);
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@ -4736,10 +4733,9 @@ static s32 AI_SetupFirstTurn(u32 battlerAtk, u32 battlerDef, u32 move, s32 score
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{
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// TEMPORARY - should applied to all moves regardless of EFFECT
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// Consider move effects
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GET_ADDITIONAL_EFFECTS_AND_COUNT(move, additionalEffectsCount, additionalEffects);
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for (i = 0; i < additionalEffectsCount; i++)
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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switch (additionalEffects[i].moveEffect)
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switch (gMovesInfo[move].additionalEffects[i].moveEffect)
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{
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case MOVE_EFFECT_STEALTH_ROCK:
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case MOVE_EFFECT_SPIKES:
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@ -4793,10 +4789,9 @@ static s32 AI_Risky(u32 battlerAtk, u32 battlerDef, u32 move, s32 score)
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{
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// TEMPORARY - should applied to all moves regardless of EFFECT
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// Consider move effects
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GET_ADDITIONAL_EFFECTS_AND_COUNT(move, additionalEffectsCount, additionalEffects);
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for (i = 0; i < additionalEffectsCount; i++)
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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switch (additionalEffects[i].moveEffect)
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switch (gMovesInfo[move].additionalEffects[i].moveEffect)
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{
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case MOVE_EFFECT_ALL_STATS_UP:
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if (Random() & 1)
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@ -596,7 +596,6 @@ static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s3
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u32 i;
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u32 abilityDef = AI_DATA->abilities[battlerDef];
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u32 abilityAtk = AI_DATA->abilities[battlerAtk];
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GET_ADDITIONAL_EFFECTS_AND_COUNT(move, additionalEffectsCount, additionalEffects);
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switch (gMovesInfo[move].effect)
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{
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@ -611,12 +610,12 @@ static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s3
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}
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// check ADDITIONAL_EFFECTS
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for (i = 0; i < additionalEffectsCount; i++)
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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// Consider move effects that target self
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if (additionalEffects[i].self)
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if (gMovesInfo[move].additionalEffects[i].self)
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{
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switch (additionalEffects[i].moveEffect)
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switch (gMovesInfo[move].additionalEffects[i].moveEffect)
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{
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case MOVE_EFFECT_ATK_PLUS_1:
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if (BattlerStatCanRise(battlerAtk, abilityAtk, STAT_ATK))
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@ -646,7 +645,7 @@ static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s3
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}
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else // consider move effects that hinder the target
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{
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switch (additionalEffects[i].moveEffect)
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switch (gMovesInfo[move].additionalEffects[i].moveEffect)
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{
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case MOVE_EFFECT_POISON:
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case MOVE_EFFECT_TOXIC:
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@ -680,7 +679,7 @@ static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s3
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case MOVE_EFFECT_SP_DEF_MINUS_1:
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case MOVE_EFFECT_ACC_MINUS_1:
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case MOVE_EFFECT_EVS_MINUS_1:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_ATK + (additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_MINUS_1)) && noOfHitsToKo != 1)
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_ATK + (gMovesInfo[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_MINUS_1)) && noOfHitsToKo != 1)
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return TRUE;
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break;
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case MOVE_EFFECT_ATK_MINUS_2:
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@ -690,7 +689,7 @@ static bool32 AI_IsMoveEffectInPlus(u32 battlerAtk, u32 battlerDef, u32 move, s3
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case MOVE_EFFECT_SP_DEF_MINUS_2:
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case MOVE_EFFECT_ACC_MINUS_2:
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case MOVE_EFFECT_EVS_MINUS_2:
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_ATK + (additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_MINUS_2)) && noOfHitsToKo != 1)
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if (ShouldLowerStat(battlerDef, abilityDef, STAT_ATK + (gMovesInfo[move].additionalEffects[i].moveEffect - MOVE_EFFECT_ATK_MINUS_1)) && noOfHitsToKo != 1)
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return TRUE;
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break;
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}
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@ -721,11 +720,9 @@ static bool32 AI_IsMoveEffectInMinus(u32 battlerAtk, u32 battlerDef, u32 move, s
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break;
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default:
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{
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GET_ADDITIONAL_EFFECTS_AND_COUNT(move, additionalEffectsCount, additionalEffects);
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for (i = 0; i < additionalEffectsCount; i++)
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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switch (additionalEffects[i].moveEffect)
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switch (gMovesInfo[move].additionalEffects[i].moveEffect)
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{
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case MOVE_EFFECT_ATK_MINUS_1:
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case MOVE_EFFECT_DEF_MINUS_1:
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@ -737,12 +734,12 @@ static bool32 AI_IsMoveEffectInMinus(u32 battlerAtk, u32 battlerDef, u32 move, s
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case MOVE_EFFECT_DEF_SPDEF_DOWN:
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case MOVE_EFFECT_SP_DEF_MINUS_1:
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case MOVE_EFFECT_SP_DEF_MINUS_2:
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if ((additionalEffects[i].self && GetBattlerAbility(battlerAtk) != ABILITY_CONTRARY)
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if ((gMovesInfo[move].additionalEffects[i].self && GetBattlerAbility(battlerAtk) != ABILITY_CONTRARY)
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|| (noOfHitsToKo != 1 && abilityDef == ABILITY_CONTRARY && !IsMoldBreakerTypeAbility(abilityAtk)))
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return TRUE;
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break;
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case MOVE_EFFECT_RECHARGE:
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return additionalEffects[i].self;
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return gMovesInfo[move].additionalEffects[i].self;
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}
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}
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break;
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@ -3858,21 +3858,21 @@ static void Cmd_setadditionaleffects(void)
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if (!(gMoveResultFlags & MOVE_RESULT_NO_EFFECT))
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{
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GET_ADDITIONAL_EFFECTS_AND_COUNT(gCurrentMove, additionalEffectsCount, additionalEffects);
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if (additionalEffectsCount > gBattleStruct->additionalEffectsCounter)
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if (gMovesInfo[gCurrentMove].numAdditionalEffects > gBattleStruct->additionalEffectsCounter)
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{
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u32 percentChance, i = gBattleStruct->additionalEffectsCounter;
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u32 percentChance;
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const struct AdditionalEffect *additionalEffect = &gMovesInfo[gCurrentMove].additionalEffects[gBattleStruct->additionalEffectsCounter];
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const u8 *currentPtr = gBattlescriptCurrInstr;
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// Various checks for if this move effect can be applied this turn
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if (CanApplyAdditionalEffect(&additionalEffects[i]))
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if (CanApplyAdditionalEffect(additionalEffect))
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{
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percentChance = CalcSecondaryEffectChance(gBattlerAttacker, GetBattlerAbility(gBattlerAttacker), &additionalEffects[i]);
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percentChance = CalcSecondaryEffectChance(gBattlerAttacker, GetBattlerAbility(gBattlerAttacker), additionalEffect);
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// Activate effect if it's primary (chance == 0) or if RNGesus says so
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if ((percentChance == 0) || RandomPercentage(RNG_SECONDARY_EFFECT + (i % 3), percentChance))
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if ((percentChance == 0) || RandomPercentage(RNG_SECONDARY_EFFECT + gBattleStruct->additionalEffectsCounter, percentChance))
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{
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gBattleScripting.moveEffect = additionalEffects[i].moveEffect | (MOVE_EFFECT_AFFECTS_USER * (additionalEffects[i].self));
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gBattleScripting.moveEffect = additionalEffect->moveEffect | (MOVE_EFFECT_AFFECTS_USER * (additionalEffect->self));
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SetMoveEffect(
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percentChance == 0, // a primary effect
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@ -3887,7 +3887,7 @@ static void Cmd_setadditionaleffects(void)
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// Call setadditionaleffects again in the case of a move with multiple effects
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gBattleStruct->additionalEffectsCounter++;
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if (additionalEffectsCount > gBattleStruct->additionalEffectsCounter)
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if (gMovesInfo[gCurrentMove].numAdditionalEffects > gBattleStruct->additionalEffectsCounter)
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gBattleScripting.moveEffect = MOVE_EFFECT_CONTINUE;
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else
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gBattleScripting.moveEffect = gBattleStruct->additionalEffectsCounter = 0;
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@ -15756,13 +15756,12 @@ static bool8 CanAbilityPreventStatLoss(u16 abilityDef, bool8 byIntimidate)
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static bool8 CanBurnHitThaw(u16 move)
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{
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u8 i;
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GET_ADDITIONAL_EFFECTS_AND_COUNT(move, additionalEffectsCount, additionalEffects);
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if (B_BURN_HIT_THAW >= GEN_6)
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{
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for (i = 0; i < additionalEffectsCount; i++)
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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if (additionalEffects[i].moveEffect == MOVE_EFFECT_BURN)
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if (gMovesInfo[move].additionalEffects[i].moveEffect == MOVE_EFFECT_BURN)
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return TRUE;
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}
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}
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@ -11078,35 +11078,41 @@ bool32 IsGen6ExpShareEnabled(void)
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return FlagGet(I_EXP_SHARE_FLAG);
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}
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#define R_CHECK_MOVE_EFFECT(...) RECURSIVELY(R_FOR_EACH(CHECK_MOVE_EFFECT, __VA_ARGS__))
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#define CHECK_MOVE_EFFECT(_condition) && effects[i]._condition
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/* Quick way of checking if a move has move effects with match a few
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comma-separated conditions. Each condition has to check a field of AdditionalEffect. */
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#define RETURN_HAS_MOVE_ADDITIONAL_EFFECT(condition1, ...) \
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u32 i; \
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GET_ADDITIONAL_EFFECTS_AND_COUNT(move, count, effects); \
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for (i = 0; i < count; i++) \
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{ \
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if (effects[i].condition1 R_CHECK_MOVE_EFFECT(__VA_ARGS__)) \
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return TRUE; \
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} \
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return FALSE;
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bool32 MoveHasAdditionalEffect(u32 move, u32 moveEffect)
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{
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RETURN_HAS_MOVE_ADDITIONAL_EFFECT(moveEffect == moveEffect, self == FALSE)
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u32 i;
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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if (gMovesInfo[move].additionalEffects[i].moveEffect == moveEffect
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&& gMovesInfo[move].additionalEffects[i].self == FALSE)
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return TRUE;
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}
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return FALSE;
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}
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bool32 MoveHasAdditionalEffectWithChance(u32 move, u32 moveEffect, u32 chance)
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{
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RETURN_HAS_MOVE_ADDITIONAL_EFFECT(moveEffect == moveEffect, chance == chance)
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u32 i;
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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if (gMovesInfo[move].additionalEffects[i].moveEffect == moveEffect
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&& gMovesInfo[move].additionalEffects[i].chance == chance)
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return TRUE;
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}
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return FALSE;
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}
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bool32 MoveHasAdditionalEffectSelf(u32 move, u32 moveEffect)
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{
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RETURN_HAS_MOVE_ADDITIONAL_EFFECT(moveEffect == moveEffect, self == TRUE)
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u32 i;
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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if (gMovesInfo[move].additionalEffects[i].moveEffect == moveEffect
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&& gMovesInfo[move].additionalEffects[i].self == TRUE)
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return TRUE;
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}
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return FALSE;
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}
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bool32 MoveHasAdditionalEffectSelfArg(u32 move, u32 moveEffect, u32 argument)
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@ -11116,12 +11122,24 @@ bool32 MoveHasAdditionalEffectSelfArg(u32 move, u32 moveEffect, u32 argument)
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bool32 MoveHasChargeTurnAdditionalEffect(u32 move)
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{
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RETURN_HAS_MOVE_ADDITIONAL_EFFECT(onChargeTurnOnly == TRUE)
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u32 i;
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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if (gMovesInfo[move].additionalEffects[i].onChargeTurnOnly)
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return TRUE;
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}
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return FALSE;
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}
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bool32 MoveIsAffectedBySheerForce(u16 move)
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bool32 MoveIsAffectedBySheerForce(u32 move)
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{
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RETURN_HAS_MOVE_ADDITIONAL_EFFECT(chance > 0)
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u32 i;
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for (i = 0; i < gMovesInfo[move].numAdditionalEffects; i++)
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{
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if (gMovesInfo[move].additionalEffects[i].chance > 0)
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return TRUE;
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}
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return FALSE;
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}
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bool8 CanMonParticipateInSkyBattle(struct Pokemon *mon)
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