sovereignx/src/battle_controllers.c
2024-10-17 00:16:01 -03:00

3069 lines
120 KiB
C

#include "global.h"
#include "battle.h"
#include "battle_ai_main.h"
#include "battle_ai_util.h"
#include "battle_anim.h"
#include "battle_arena.h"
#include "battle_controllers.h"
#include "battle_gfx_sfx_util.h"
#include "battle_interface.h"
#include "battle_message.h"
#include "battle_setup.h"
#include "battle_tv.h"
#include "cable_club.h"
#include "event_object_movement.h"
#include "link.h"
#include "link_rfu.h"
#include "palette.h"
#include "party_menu.h"
#include "recorded_battle.h"
#include "string_util.h"
#include "sound.h"
#include "task.h"
#include "test_runner.h"
#include "util.h"
#include "text.h"
#include "constants/abilities.h"
#include "constants/songs.h"
static EWRAM_DATA u8 sLinkSendTaskId = 0;
static EWRAM_DATA u8 sLinkReceiveTaskId = 0;
EWRAM_DATA struct UnusedControllerStruct gUnusedControllerStruct = {}; // Debug? Unused code that writes to it, never read
COMMON_DATA void (*gBattlerControllerFuncs[MAX_BATTLERS_COUNT])(u32 battler) = {0};
COMMON_DATA u8 gBattleControllerData[MAX_BATTLERS_COUNT] = {0}; // Used by the battle controllers to store misc sprite/task IDs for each battler
COMMON_DATA void (*gBattlerControllerEndFuncs[MAX_BATTLERS_COUNT])(u32 battler) = {0}; // Controller's buffer complete function for each battler
static void CreateTasksForSendRecvLinkBuffers(void);
static void InitLinkBtlControllers(void);
static void InitSinglePlayerBtlControllers(void);
static void SetBattlePartyIds(void);
static void Task_HandleSendLinkBuffersData(u8 taskId);
static void Task_HandleCopyReceivedLinkBuffersData(u8 taskId);
static void Task_StartSendOutAnim(u8 taskId);
static void SpriteCB_FreePlayerSpriteLoadMonSprite(struct Sprite *sprite);
static void SpriteCB_FreeOpponentSprite(struct Sprite *sprite);
void HandleLinkBattleSetup(void)
{
if (gBattleTypeFlags & BATTLE_TYPE_LINK)
{
if (gWirelessCommType)
SetWirelessCommType1();
if (!gReceivedRemoteLinkPlayers)
OpenLink();
CreateTask(Task_WaitForLinkPlayerConnection, 0);
CreateTasksForSendRecvLinkBuffers();
}
}
void SetUpBattleVarsAndBirchZigzagoon(void)
{
s32 i;
gBattleMainFunc = BeginBattleIntroDummy;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
gBattlerControllerFuncs[i] = BattleControllerDummy;
gBattlerPositions[i] = 0xFF;
gActionSelectionCursor[i] = 0;
gMoveSelectionCursor[i] = 0;
}
HandleLinkBattleSetup();
gBattleControllerExecFlags = 0;
ClearBattleAnimationVars();
BattleAI_SetupItems();
BattleAI_SetupFlags();
if (gBattleTypeFlags & BATTLE_TYPE_FIRST_BATTLE)
{
ZeroEnemyPartyMons();
CreateMon(&gEnemyParty[0], SPECIES_ZIGZAGOON, 2, USE_RANDOM_IVS, 0, 0, OT_ID_PLAYER_ID, 0);
i = 0;
SetMonData(&gEnemyParty[0], MON_DATA_HELD_ITEM, &i);
}
}
void InitBattleControllers(void)
{
s32 i;
if (!(gBattleTypeFlags & BATTLE_TYPE_RECORDED))
RecordedBattle_Init(B_RECORD_MODE_RECORDING);
else
RecordedBattle_Init(B_RECORD_MODE_PLAYBACK);
if (!(gBattleTypeFlags & BATTLE_TYPE_RECORDED))
RecordedBattle_SaveParties();
if (gBattleTypeFlags & BATTLE_TYPE_LINK)
InitLinkBtlControllers();
else
InitSinglePlayerBtlControllers();
SetBattlePartyIds();
if (!(gBattleTypeFlags & BATTLE_TYPE_MULTI))
{
for (i = 0; i < gBattlersCount; i++)
BufferBattlePartyCurrentOrderBySide(i, 0);
}
for (i = 0; i < sizeof(gBattleStruct->tvMovePoints); i++)
*((u8 *)(&gBattleStruct->tvMovePoints) + i) = 0;
for (i = 0; i < sizeof(gBattleStruct->tv); i++)
*((u8 *)(&gBattleStruct->tv) + i) = 0;
}
static void InitSinglePlayerBtlControllers(void)
{
s32 i;
if (gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER)
{
gBattleMainFunc = BeginBattleIntro;
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
{
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
}
else
{
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
}
gBattlersCount = MAX_BATTLERS_COUNT;
BufferBattlePartyCurrentOrderBySide(0, 0);
BufferBattlePartyCurrentOrderBySide(1, 0);
BufferBattlePartyCurrentOrderBySide(2, 1);
BufferBattlePartyCurrentOrderBySide(3, 1);
gBattlerPartyIndexes[0] = 0;
gBattlerPartyIndexes[1] = 0;
if (BATTLE_TWO_VS_ONE_OPPONENT || WILD_DOUBLE_BATTLE)
{
gBattlerPartyIndexes[2] = 3;
gBattlerPartyIndexes[3] = 1;
}
else
{
gBattlerPartyIndexes[2] = 3;
gBattlerPartyIndexes[3] = 3;
}
}
else if (!IsDoubleBattle())
{
gBattleMainFunc = BeginBattleIntro;
if (gBattleTypeFlags & BATTLE_TYPE_SAFARI)
gBattlerControllerFuncs[0] = SetControllerToSafari;
else if (gBattleTypeFlags & BATTLE_TYPE_WALLY_TUTORIAL)
gBattlerControllerFuncs[0] = SetControllerToWally;
else if (IsAiVsAiBattle())
gBattlerControllerFuncs[0] = SetControllerToPlayerPartner;
else
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
{
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
{
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_IS_MASTER)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
}
else // see how the banks are switched
{
gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
}
}
else
{
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
}
}
}
else
{
gBattleMainFunc = BeginBattleIntro;
if (IsAiVsAiBattle())
gBattlerControllerFuncs[0] = SetControllerToPlayerPartner;
else
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
if (IsAiVsAiBattle())
gBattlerControllerFuncs[2] = SetControllerToPlayerPartner;
else
gBattlerControllerFuncs[2] = SetControllerToPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED)
{
if (gBattleTypeFlags & BATTLE_TYPE_MULTI && gBattleTypeFlags & BATTLE_TYPE_BATTLE_TOWER)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
BufferBattlePartyCurrentOrderBySide(0, 0);
BufferBattlePartyCurrentOrderBySide(1, 0);
BufferBattlePartyCurrentOrderBySide(2, 1);
BufferBattlePartyCurrentOrderBySide(3, 1);
gBattlerPartyIndexes[0] = 0;
gBattlerPartyIndexes[1] = 0;
gBattlerPartyIndexes[2] = 3;
gBattlerPartyIndexes[3] = 3;
}
else if (gBattleTypeFlags & BATTLE_TYPE_MULTI)
{
u8 multiplayerId;
for (multiplayerId = gRecordedBattleMultiplayerId, i = 0; i < MAX_BATTLERS_COUNT; i++)
{
switch (gLinkPlayers[i].id)
{
case 0:
case 3:
BufferBattlePartyCurrentOrderBySide(gLinkPlayers[i].id, 0);
break;
case 1:
case 2:
BufferBattlePartyCurrentOrderBySide(gLinkPlayers[i].id, 1);
break;
}
if (i == multiplayerId)
{
gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToRecordedPlayer;
switch (gLinkPlayers[i].id)
{
case 0:
case 3:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_LEFT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
break;
case 1:
case 2:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_RIGHT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
break;
}
}
else if ((!(gLinkPlayers[i].id & 1) && !(gLinkPlayers[multiplayerId].id & 1))
|| ((gLinkPlayers[i].id & 1) && (gLinkPlayers[multiplayerId].id & 1)))
{
gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToRecordedPlayer;
switch (gLinkPlayers[i].id)
{
case 0:
case 3:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_LEFT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
break;
case 1:
case 2:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_RIGHT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
break;
}
}
else
{
gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToRecordedOpponent;
switch (gLinkPlayers[i].id)
{
case 0:
case 3:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_OPPONENT_LEFT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
break;
case 1:
case 2:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_OPPONENT_RIGHT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
break;
}
}
}
}
else if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
{
gBattlerControllerFuncs[0] = SetControllerToRecordedPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[2] = SetControllerToRecordedPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
{
gBattlerControllerFuncs[1] = SetControllerToRecordedOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[3] = SetControllerToRecordedOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
}
else
{
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
}
}
else
{
gBattlerControllerFuncs[1] = SetControllerToRecordedPlayer;
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[3] = SetControllerToRecordedPlayer;
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
if (gBattleTypeFlags & BATTLE_TYPE_RECORDED_LINK)
{
gBattlerControllerFuncs[0] = SetControllerToRecordedOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToRecordedOpponent;
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
}
else
{
gBattlerControllerFuncs[0] = SetControllerToOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToOpponent;
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
}
}
}
}
}
static void InitLinkBtlControllers(void)
{
s32 i;
u8 multiplayerId;
if (!IsDoubleBattle())
{
if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
}
else
{
gBattlerControllerFuncs[1] = SetControllerToPlayer;
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[0] = SetControllerToLinkOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlersCount = 2;
}
}
else if (!(gBattleTypeFlags & BATTLE_TYPE_MULTI) && IsDoubleBattle())
{
if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToLinkOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
}
else
{
gBattlerControllerFuncs[1] = SetControllerToPlayer;
gBattlerPositions[1] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[0] = SetControllerToLinkOpponent;
gBattlerPositions[0] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[3] = SetControllerToPlayer;
gBattlerPositions[3] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[2] = SetControllerToLinkOpponent;
gBattlerPositions[2] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
}
}
else if (gBattleTypeFlags & BATTLE_TYPE_BATTLE_TOWER)
{
if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
{
gBattleMainFunc = BeginBattleIntro;
gBattlerControllerFuncs[0] = SetControllerToPlayer;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToLinkPartner;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
}
else
{
gBattlerControllerFuncs[0] = SetControllerToLinkPartner;
gBattlerPositions[0] = B_POSITION_PLAYER_LEFT;
gBattlerControllerFuncs[1] = SetControllerToLinkOpponent;
gBattlerPositions[1] = B_POSITION_OPPONENT_LEFT;
gBattlerControllerFuncs[2] = SetControllerToPlayer;
gBattlerPositions[2] = B_POSITION_PLAYER_RIGHT;
gBattlerControllerFuncs[3] = SetControllerToLinkOpponent;
gBattlerPositions[3] = B_POSITION_OPPONENT_RIGHT;
gBattlersCount = MAX_BATTLERS_COUNT;
}
BufferBattlePartyCurrentOrderBySide(0, 0);
BufferBattlePartyCurrentOrderBySide(1, 0);
BufferBattlePartyCurrentOrderBySide(2, 1);
BufferBattlePartyCurrentOrderBySide(3, 1);
gBattlerPartyIndexes[0] = 0;
gBattlerPartyIndexes[1] = 0;
gBattlerPartyIndexes[2] = 3;
gBattlerPartyIndexes[3] = 3;
}
else
{
multiplayerId = GetMultiplayerId();
if (gBattleTypeFlags & BATTLE_TYPE_IS_MASTER)
gBattleMainFunc = BeginBattleIntro;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
{
switch (gLinkPlayers[i].id)
{
case 0:
case 3:
BufferBattlePartyCurrentOrderBySide(gLinkPlayers[i].id, 0);
break;
case 1:
case 2:
BufferBattlePartyCurrentOrderBySide(gLinkPlayers[i].id, 1);
break;
}
if (i == multiplayerId)
{
gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToPlayer;
switch (gLinkPlayers[i].id)
{
case 0:
case 3:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_LEFT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
break;
case 1:
case 2:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_RIGHT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
break;
}
}
else
{
if ((!(gLinkPlayers[i].id & 1) && !(gLinkPlayers[multiplayerId].id & 1))
|| ((gLinkPlayers[i].id & 1) && (gLinkPlayers[multiplayerId].id & 1)))
{
gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToLinkPartner;
switch (gLinkPlayers[i].id)
{
case 0:
case 3:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_LEFT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
break;
case 1:
case 2:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_PLAYER_RIGHT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
break;
}
}
else
{
gBattlerControllerFuncs[gLinkPlayers[i].id] = SetControllerToLinkOpponent;
switch (gLinkPlayers[i].id)
{
case 0:
case 3:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_OPPONENT_LEFT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 0;
break;
case 1:
case 2:
gBattlerPositions[gLinkPlayers[i].id] = B_POSITION_OPPONENT_RIGHT;
gBattlerPartyIndexes[gLinkPlayers[i].id] = 3;
break;
}
}
}
}
gBattlersCount = MAX_BATTLERS_COUNT;
}
}
bool32 IsValidForBattle(struct Pokemon *mon)
{
u32 species = GetMonData(mon, MON_DATA_SPECIES_OR_EGG);
return (species != SPECIES_NONE
&& species != SPECIES_EGG
&& GetMonData(mon, MON_DATA_HP) != 0
&& GetMonData(mon, MON_DATA_IS_EGG) == FALSE);
}
static void SetBattlePartyIds(void)
{
s32 i, j;
if (!(gBattleTypeFlags & BATTLE_TYPE_MULTI))
{
for (i = 0; i < gBattlersCount; i++)
{
for (j = 0; j < PARTY_SIZE; j++)
{
if (i < 2)
{
if (GetBattlerSide(i) == B_SIDE_PLAYER)
{
if (IsValidForBattle(&gPlayerParty[j]))
{
gBattlerPartyIndexes[i] = j;
break;
}
}
else
{
if (IsValidForBattle(&gEnemyParty[j]))
{
gBattlerPartyIndexes[i] = j;
break;
}
}
}
else
{
if (GetBattlerSide(i) == B_SIDE_PLAYER)
{
if (IsValidForBattle(&gPlayerParty[j]) && gBattlerPartyIndexes[i - 2] != j)
{
gBattlerPartyIndexes[i] = j;
break;
}
}
else
{
if (IsValidForBattle(&gEnemyParty[j]) && gBattlerPartyIndexes[i - 2] != j)
{
gBattlerPartyIndexes[i] = j;
break;
}
}
// No valid mons were found. Add the empty slot.
if (gBattlerPartyIndexes[i - 2] == 0)
gBattlerPartyIndexes[i] = 1;
else
gBattlerPartyIndexes[i] = 0;
}
}
}
if (gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS)
gBattlerPartyIndexes[1] = 0, gBattlerPartyIndexes[3] = 3;
}
}
static void PrepareBufferDataTransfer(u32 battler, u32 bufferId, u8 *data, u16 size)
{
s32 i;
if (gBattleTypeFlags & BATTLE_TYPE_LINK)
{
PrepareBufferDataTransferLink(battler, bufferId, size, data);
}
else
{
switch (bufferId)
{
case BUFFER_A:
for (i = 0; i < size; data++, i++)
gBattleResources->bufferA[battler][i] = *data;
break;
case BUFFER_B:
for (i = 0; i < size; data++, i++)
gBattleResources->bufferB[battler][i] = *data;
break;
}
}
}
static void CreateTasksForSendRecvLinkBuffers(void)
{
sLinkSendTaskId = CreateTask(Task_HandleSendLinkBuffersData, 0);
gTasks[sLinkSendTaskId].data[11] = 0;
gTasks[sLinkSendTaskId].data[12] = 0;
gTasks[sLinkSendTaskId].data[13] = 0;
gTasks[sLinkSendTaskId].data[14] = 0;
gTasks[sLinkSendTaskId].data[15] = 0;
sLinkReceiveTaskId = CreateTask(Task_HandleCopyReceivedLinkBuffersData, 0);
gTasks[sLinkReceiveTaskId].data[12] = 0;
gTasks[sLinkReceiveTaskId].data[13] = 0;
gTasks[sLinkReceiveTaskId].data[14] = 0;
gTasks[sLinkReceiveTaskId].data[15] = 0;
}
enum
{
LINK_BUFF_BUFFER_ID,
LINK_BUFF_ACTIVE_BATTLER,
LINK_BUFF_ATTACKER,
LINK_BUFF_TARGET,
LINK_BUFF_SIZE_LO,
LINK_BUFF_SIZE_HI,
LINK_BUFF_ABSENT_BATTLER_FLAGS,
LINK_BUFF_EFFECT_BATTLER,
LINK_BUFF_DATA,
};
void PrepareBufferDataTransferLink(u32 battler, u32 bufferId, u16 size, u8 *data)
{
s32 alignedSize;
s32 i;
alignedSize = size - size % 4 + 4;
if (gTasks[sLinkSendTaskId].data[14] + alignedSize + LINK_BUFF_DATA + 1 > BATTLE_BUFFER_LINK_SIZE)
{
gTasks[sLinkSendTaskId].data[12] = gTasks[sLinkSendTaskId].data[14];
gTasks[sLinkSendTaskId].data[14] = 0;
}
gLinkBattleSendBuffer[gTasks[sLinkSendTaskId].data[14] + LINK_BUFF_BUFFER_ID] = bufferId;
gLinkBattleSendBuffer[gTasks[sLinkSendTaskId].data[14] + LINK_BUFF_ACTIVE_BATTLER] = battler;
gLinkBattleSendBuffer[gTasks[sLinkSendTaskId].data[14] + LINK_BUFF_ATTACKER] = gBattlerAttacker;
gLinkBattleSendBuffer[gTasks[sLinkSendTaskId].data[14] + LINK_BUFF_TARGET] = gBattlerTarget;
gLinkBattleSendBuffer[gTasks[sLinkSendTaskId].data[14] + LINK_BUFF_SIZE_LO] = alignedSize;
gLinkBattleSendBuffer[gTasks[sLinkSendTaskId].data[14] + LINK_BUFF_SIZE_HI] = (alignedSize & 0x0000FF00) >> 8;
gLinkBattleSendBuffer[gTasks[sLinkSendTaskId].data[14] + LINK_BUFF_ABSENT_BATTLER_FLAGS] = gAbsentBattlerFlags;
gLinkBattleSendBuffer[gTasks[sLinkSendTaskId].data[14] + LINK_BUFF_EFFECT_BATTLER] = gEffectBattler;
for (i = 0; i < size; i++)
gLinkBattleSendBuffer[gTasks[sLinkSendTaskId].data[14] + LINK_BUFF_DATA + i] = data[i];
gTasks[sLinkSendTaskId].data[14] = gTasks[sLinkSendTaskId].data[14] + alignedSize + LINK_BUFF_DATA;
}
static void Task_HandleSendLinkBuffersData(u8 taskId)
{
u16 numPlayers;
u16 blockSize;
switch (gTasks[taskId].data[11])
{
case 0:
gTasks[taskId].data[10] = 100;
gTasks[taskId].data[11]++;
break;
case 1:
gTasks[taskId].data[10]--;
if (gTasks[taskId].data[10] == 0)
gTasks[taskId].data[11]++;
break;
case 2:
if (gWirelessCommType)
{
gTasks[taskId].data[11]++;
}
else
{
if (gBattleTypeFlags & BATTLE_TYPE_BATTLE_TOWER)
numPlayers = 2;
else
numPlayers = (gBattleTypeFlags & BATTLE_TYPE_MULTI) ? 4 : 2;
if (GetLinkPlayerCount_2() >= numPlayers)
{
if (IsLinkMaster())
{
CheckShouldAdvanceLinkState();
gTasks[taskId].data[11]++;
}
else
{
gTasks[taskId].data[11]++;
}
}
}
break;
case 3:
if (gTasks[taskId].data[15] != gTasks[taskId].data[14])
{
if (gTasks[taskId].data[13] == 0)
{
if (gTasks[taskId].data[15] > gTasks[taskId].data[14]
&& gTasks[taskId].data[15] == gTasks[taskId].data[12])
{
gTasks[taskId].data[12] = 0;
gTasks[taskId].data[15] = 0;
}
blockSize = (gLinkBattleSendBuffer[gTasks[taskId].data[15] + LINK_BUFF_SIZE_LO] | (gLinkBattleSendBuffer[gTasks[taskId].data[15] + LINK_BUFF_SIZE_HI] << 8)) + LINK_BUFF_DATA;
SendBlock(BitmaskAllOtherLinkPlayers(), &gLinkBattleSendBuffer[gTasks[taskId].data[15]], blockSize);
gTasks[taskId].data[11]++;
}
else
{
gTasks[taskId].data[13]--;
break;
}
}
break;
case 4:
if (IsLinkTaskFinished())
{
blockSize = gLinkBattleSendBuffer[gTasks[taskId].data[15] + LINK_BUFF_SIZE_LO] | (gLinkBattleSendBuffer[gTasks[taskId].data[15] + LINK_BUFF_SIZE_HI] << 8);
gTasks[taskId].data[13] = 1;
gTasks[taskId].data[15] = gTasks[taskId].data[15] + blockSize + LINK_BUFF_DATA;
gTasks[taskId].data[11] = 3;
}
break;
case 5:
if (--gTasks[taskId].data[13] == 0)
{
gTasks[taskId].data[13] = 1;
gTasks[taskId].data[11] = 3;
}
break;
}
}
void TryReceiveLinkBattleData(void)
{
u8 i;
s32 j;
u8 *recvBuffer;
if (gReceivedRemoteLinkPlayers && (gBattleTypeFlags & BATTLE_TYPE_LINK_IN_BATTLE))
{
DestroyTask_RfuIdle();
for (i = 0; i < GetLinkPlayerCount(); i++)
{
if (GetBlockReceivedStatus() & (1 << (i)))
{
ResetBlockReceivedFlag(i);
recvBuffer = (u8 *)gBlockRecvBuffer[i];
{
u8 *dest, *src;
u16 dataSize = gBlockRecvBuffer[i][2];
if (gTasks[sLinkReceiveTaskId].data[14] + 9 + dataSize > 0x1000)
{
gTasks[sLinkReceiveTaskId].data[12] = gTasks[sLinkReceiveTaskId].data[14];
gTasks[sLinkReceiveTaskId].data[14] = 0;
}
dest = &gLinkBattleRecvBuffer[gTasks[sLinkReceiveTaskId].data[14]];
src = recvBuffer;
for (j = 0; j < dataSize + 8; j++)
dest[j] = src[j];
gTasks[sLinkReceiveTaskId].data[14] = gTasks[sLinkReceiveTaskId].data[14] + dataSize + 8;
}
}
}
}
}
static void Task_HandleCopyReceivedLinkBuffersData(u8 taskId)
{
u16 blockSize;
u8 battler;
u8 var;
if (gTasks[taskId].data[15] != gTasks[taskId].data[14])
{
if (gTasks[taskId].data[15] > gTasks[taskId].data[14]
&& gTasks[taskId].data[15] == gTasks[taskId].data[12])
{
gTasks[taskId].data[12] = 0;
gTasks[taskId].data[15] = 0;
}
battler = gLinkBattleRecvBuffer[gTasks[taskId].data[15] + LINK_BUFF_ACTIVE_BATTLER];
blockSize = gLinkBattleRecvBuffer[gTasks[taskId].data[15] + LINK_BUFF_SIZE_LO] | (gLinkBattleRecvBuffer[gTasks[taskId].data[15] + LINK_BUFF_SIZE_HI] << 8);
switch (gLinkBattleRecvBuffer[gTasks[taskId].data[15] + 0])
{
case 0:
if (gBattleControllerExecFlags & (1u << battler))
return;
memcpy(gBattleResources->bufferA[battler], &gLinkBattleRecvBuffer[gTasks[taskId].data[15] + LINK_BUFF_DATA], blockSize);
MarkBattlerReceivedLinkData(battler);
if (!(gBattleTypeFlags & BATTLE_TYPE_IS_MASTER))
{
gBattlerAttacker = gLinkBattleRecvBuffer[gTasks[taskId].data[15] + LINK_BUFF_ATTACKER];
gBattlerTarget = gLinkBattleRecvBuffer[gTasks[taskId].data[15] + LINK_BUFF_TARGET];
gAbsentBattlerFlags = gLinkBattleRecvBuffer[gTasks[taskId].data[15] + LINK_BUFF_ABSENT_BATTLER_FLAGS];
gEffectBattler = gLinkBattleRecvBuffer[gTasks[taskId].data[15] + LINK_BUFF_EFFECT_BATTLER];
}
break;
case 1:
memcpy(gBattleResources->bufferB[battler], &gLinkBattleRecvBuffer[gTasks[taskId].data[15] + LINK_BUFF_DATA], blockSize);
break;
case 2:
var = gLinkBattleRecvBuffer[gTasks[taskId].data[15] + LINK_BUFF_DATA];
gBattleControllerExecFlags &= ~(1u << (battler + var * 4));
break;
}
gTasks[taskId].data[15] = gTasks[taskId].data[15] + blockSize + LINK_BUFF_DATA;
}
}
void BtlController_EmitGetMonData(u32 battler, u32 bufferId, u8 requestId, u8 monToCheck)
{
gBattleResources->transferBuffer[0] = CONTROLLER_GETMONDATA;
gBattleResources->transferBuffer[1] = requestId;
gBattleResources->transferBuffer[2] = monToCheck;
gBattleResources->transferBuffer[3] = 0;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
static void UNUSED BtlController_EmitGetRawMonData(u32 battler, u32 bufferId, u8 monId, u8 bytes)
{
gBattleResources->transferBuffer[0] = CONTROLLER_GETRAWMONDATA;
gBattleResources->transferBuffer[1] = monId;
gBattleResources->transferBuffer[2] = bytes;
gBattleResources->transferBuffer[3] = 0;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitSetMonData(u32 battler, u32 bufferId, u8 requestId, u8 monToCheck, u8 bytes, void *data)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_SETMONDATA;
gBattleResources->transferBuffer[1] = requestId;
gBattleResources->transferBuffer[2] = monToCheck;
for (i = 0; i < bytes; i++)
gBattleResources->transferBuffer[3 + i] = *(u8 *)(data++);
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 3 + bytes);
}
static void UNUSED BtlController_EmitSetRawMonData(u32 battler, u32 bufferId, u8 monId, u8 bytes, void *data)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_SETRAWMONDATA;
gBattleResources->transferBuffer[1] = monId;
gBattleResources->transferBuffer[2] = bytes;
for (i = 0; i < bytes; i++)
gBattleResources->transferBuffer[3 + i] = *(u8 *)(data++);
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, bytes + 3);
}
void BtlController_EmitLoadMonSprite(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_LOADMONSPRITE;
gBattleResources->transferBuffer[1] = CONTROLLER_LOADMONSPRITE;
gBattleResources->transferBuffer[2] = CONTROLLER_LOADMONSPRITE;
gBattleResources->transferBuffer[3] = CONTROLLER_LOADMONSPRITE;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitSwitchInAnim(u32 battler, u32 bufferId, u8 partyId, bool8 dontClearSubstituteBit)
{
gBattleResources->transferBuffer[0] = CONTROLLER_SWITCHINANIM;
gBattleResources->transferBuffer[1] = partyId;
gBattleResources->transferBuffer[2] = dontClearSubstituteBit;
gBattleResources->transferBuffer[3] = 5;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitReturnMonToBall(u32 battler, u32 bufferId, bool8 skipAnim)
{
gBattleResources->transferBuffer[0] = CONTROLLER_RETURNMONTOBALL;
gBattleResources->transferBuffer[1] = skipAnim;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 2);
}
void BtlController_EmitDrawTrainerPic(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_DRAWTRAINERPIC;
gBattleResources->transferBuffer[1] = CONTROLLER_DRAWTRAINERPIC;
gBattleResources->transferBuffer[2] = CONTROLLER_DRAWTRAINERPIC;
gBattleResources->transferBuffer[3] = CONTROLLER_DRAWTRAINERPIC;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitTrainerSlide(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_TRAINERSLIDE;
gBattleResources->transferBuffer[1] = CONTROLLER_TRAINERSLIDE;
gBattleResources->transferBuffer[2] = CONTROLLER_TRAINERSLIDE;
gBattleResources->transferBuffer[3] = CONTROLLER_TRAINERSLIDE;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitTrainerSlideBack(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_TRAINERSLIDEBACK;
gBattleResources->transferBuffer[1] = CONTROLLER_TRAINERSLIDEBACK;
gBattleResources->transferBuffer[2] = CONTROLLER_TRAINERSLIDEBACK;
gBattleResources->transferBuffer[3] = CONTROLLER_TRAINERSLIDEBACK;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitFaintAnimation(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_FAINTANIMATION;
gBattleResources->transferBuffer[1] = CONTROLLER_FAINTANIMATION;
gBattleResources->transferBuffer[2] = CONTROLLER_FAINTANIMATION;
gBattleResources->transferBuffer[3] = CONTROLLER_FAINTANIMATION;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
static void UNUSED BtlController_EmitPaletteFade(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_PALETTEFADE;
gBattleResources->transferBuffer[1] = CONTROLLER_PALETTEFADE;
gBattleResources->transferBuffer[2] = CONTROLLER_PALETTEFADE;
gBattleResources->transferBuffer[3] = CONTROLLER_PALETTEFADE;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
static void UNUSED BtlController_EmitSuccessBallThrowAnim(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_SUCCESSBALLTHROWANIM;
gBattleResources->transferBuffer[1] = CONTROLLER_SUCCESSBALLTHROWANIM;
gBattleResources->transferBuffer[2] = CONTROLLER_SUCCESSBALLTHROWANIM;
gBattleResources->transferBuffer[3] = CONTROLLER_SUCCESSBALLTHROWANIM;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitBallThrowAnim(u32 battler, u32 bufferId, u8 caseId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_BALLTHROWANIM;
gBattleResources->transferBuffer[1] = caseId;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 2);
}
static void UNUSED BtlController_EmitPause(u32 battler, u32 bufferId, u8 toWait, void *data)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_PAUSE;
gBattleResources->transferBuffer[1] = toWait;
for (i = 0; i < toWait * 3; i++)
gBattleResources->transferBuffer[2 + i] = *(u8 *)(data++);
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, toWait * 3 + 2);
}
void BtlController_EmitMoveAnimation(u32 battler, u32 bufferId, u16 move, u8 turnOfMove, u16 movePower, s32 dmg, u8 friendship, struct DisableStruct *disableStructPtr, u8 multihit)
{
gBattleResources->transferBuffer[0] = CONTROLLER_MOVEANIMATION;
gBattleResources->transferBuffer[1] = move;
gBattleResources->transferBuffer[2] = (move & 0xFF00) >> 8;
gBattleResources->transferBuffer[3] = turnOfMove;
gBattleResources->transferBuffer[4] = movePower;
gBattleResources->transferBuffer[5] = (movePower & 0xFF00) >> 8;
gBattleResources->transferBuffer[6] = dmg;
gBattleResources->transferBuffer[7] = (dmg & 0x0000FF00) >> 8;
gBattleResources->transferBuffer[8] = (dmg & 0x00FF0000) >> 16;
gBattleResources->transferBuffer[9] = (dmg & 0xFF000000) >> 24;
gBattleResources->transferBuffer[10] = friendship;
gBattleResources->transferBuffer[11] = multihit;
if (WEATHER_HAS_EFFECT)
{
gBattleResources->transferBuffer[12] = gBattleWeather;
gBattleResources->transferBuffer[13] = (gBattleWeather & 0xFF00) >> 8;
}
else
{
gBattleResources->transferBuffer[12] = 0;
gBattleResources->transferBuffer[13] = 0;
}
gBattleResources->transferBuffer[14] = 0;
gBattleResources->transferBuffer[15] = 0;
memcpy(&gBattleResources->transferBuffer[16], disableStructPtr, sizeof(struct DisableStruct));
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 16 + sizeof(struct DisableStruct));
}
void BtlController_EmitPrintString(u32 battler, u32 bufferId, u16 stringID)
{
s32 i;
struct BattleMsgData *stringInfo;
gBattleResources->transferBuffer[0] = CONTROLLER_PRINTSTRING;
gBattleResources->transferBuffer[1] = gBattleOutcome;
gBattleResources->transferBuffer[2] = stringID;
gBattleResources->transferBuffer[3] = (stringID & 0xFF00) >> 8;
stringInfo = (struct BattleMsgData *)(&gBattleResources->transferBuffer[4]);
stringInfo->currentMove = gCurrentMove;
stringInfo->originallyUsedMove = gChosenMove;
stringInfo->lastItem = gLastUsedItem;
stringInfo->lastAbility = gLastUsedAbility;
stringInfo->scrActive = gBattleScripting.battler;
stringInfo->bakScriptPartyIdx = gBattleStruct->scriptPartyIdx;
stringInfo->hpScale = gBattleStruct->hpScale;
stringInfo->itemEffectBattler = gPotentialItemEffectBattler;
stringInfo->moveType = gMovesInfo[gCurrentMove].type;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
stringInfo->abilities[i] = gBattleMons[i].ability;
for (i = 0; i < TEXT_BUFF_ARRAY_COUNT; i++)
{
stringInfo->textBuffs[0][i] = gBattleTextBuff1[i];
stringInfo->textBuffs[1][i] = gBattleTextBuff2[i];
stringInfo->textBuffs[2][i] = gBattleTextBuff3[i];
}
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, sizeof(struct BattleMsgData) + 4);
}
void BtlController_EmitPrintSelectionString(u32 battler, u32 bufferId, u16 stringID)
{
s32 i;
struct BattleMsgData *stringInfo;
gBattleResources->transferBuffer[0] = CONTROLLER_PRINTSTRINGPLAYERONLY;
gBattleResources->transferBuffer[1] = CONTROLLER_PRINTSTRINGPLAYERONLY;
gBattleResources->transferBuffer[2] = stringID;
gBattleResources->transferBuffer[3] = (stringID & 0xFF00) >> 8;
stringInfo = (struct BattleMsgData *)(&gBattleResources->transferBuffer[4]);
stringInfo->currentMove = gCurrentMove;
stringInfo->originallyUsedMove = gChosenMove;
stringInfo->lastItem = gLastUsedItem;
stringInfo->lastAbility = gLastUsedAbility;
stringInfo->scrActive = gBattleScripting.battler;
stringInfo->bakScriptPartyIdx = gBattleStruct->scriptPartyIdx;
for (i = 0; i < MAX_BATTLERS_COUNT; i++)
stringInfo->abilities[i] = gBattleMons[i].ability;
for (i = 0; i < TEXT_BUFF_ARRAY_COUNT; i++)
{
stringInfo->textBuffs[0][i] = gBattleTextBuff1[i];
stringInfo->textBuffs[1][i] = gBattleTextBuff2[i];
stringInfo->textBuffs[2][i] = gBattleTextBuff3[i];
}
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, sizeof(struct BattleMsgData) + 4);
}
// itemId only relevant for B_ACTION_USE_ITEM
void BtlController_EmitChooseAction(u32 battler, u32 bufferId, u8 action, u16 itemId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_CHOOSEACTION;
gBattleResources->transferBuffer[1] = action;
gBattleResources->transferBuffer[2] = itemId;
gBattleResources->transferBuffer[3] = (itemId & 0xFF00) >> 8;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
// Only used by the forfeit prompt in the Battle Frontier
// For other Yes/No boxes in battle, see Cmd_yesnobox
void BtlController_EmitYesNoBox(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_YESNOBOX;
gBattleResources->transferBuffer[1] = CONTROLLER_YESNOBOX;
gBattleResources->transferBuffer[2] = CONTROLLER_YESNOBOX;
gBattleResources->transferBuffer[3] = CONTROLLER_YESNOBOX;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitChooseMove(u32 battler, u32 bufferId, bool8 isDoubleBattle, bool8 NoPpNumber, struct ChooseMoveStruct *movePpData)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_CHOOSEMOVE;
gBattleResources->transferBuffer[1] = isDoubleBattle;
gBattleResources->transferBuffer[2] = NoPpNumber;
gBattleResources->transferBuffer[3] = 0;
for (i = 0; i < sizeof(*movePpData); i++)
gBattleResources->transferBuffer[4 + i] = *((u8 *)(movePpData) + i);
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, sizeof(*movePpData) + 4);
}
void BtlController_EmitChooseItem(u32 battler, u32 bufferId, u8 *battlePartyOrder)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_OPENBAG;
for (i = 0; i < PARTY_SIZE / 2; i++)
gBattleResources->transferBuffer[1 + i] = battlePartyOrder[i];
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitChoosePokemon(u32 battler, u32 bufferId, u8 caseId, u8 slotId, u16 abilityId, u8 *data)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_CHOOSEPOKEMON;
gBattleResources->transferBuffer[1] = caseId;
gBattleResources->transferBuffer[2] = slotId;
gBattleResources->transferBuffer[3] = abilityId & 0xFF;
gBattleResources->transferBuffer[7] = (abilityId >> 8) & 0xFF;
for (i = 0; i < 3; i++)
gBattleResources->transferBuffer[4 + i] = data[i];
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 8); // Only 7 bytes were written.
}
static void UNUSED BtlController_EmitCmd23(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_23;
gBattleResources->transferBuffer[1] = CONTROLLER_23;
gBattleResources->transferBuffer[2] = CONTROLLER_23;
gBattleResources->transferBuffer[3] = CONTROLLER_23;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
// why is the argument u16 if it's being cast to s16 anyway?
void BtlController_EmitHealthBarUpdate(u32 battler, u32 bufferId, u16 hpValue)
{
gBattleResources->transferBuffer[0] = CONTROLLER_HEALTHBARUPDATE;
gBattleResources->transferBuffer[1] = 0;
gBattleResources->transferBuffer[2] = (s16)hpValue;
gBattleResources->transferBuffer[3] = ((s16)hpValue & 0xFF00) >> 8;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitExpUpdate(u32 battler, u32 bufferId, u8 partyId, s32 expPoints)
{
gBattleResources->transferBuffer[0] = CONTROLLER_EXPUPDATE;
gBattleResources->transferBuffer[1] = partyId;
gBattleResources->transferBuffer[2] = expPoints;
gBattleResources->transferBuffer[3] = (expPoints & 0x0000FF00) >> 8;
gBattleResources->transferBuffer[4] = (expPoints & 0x00FF0000) >> 16;
gBattleResources->transferBuffer[5] = (expPoints & 0xFF000000) >> 24;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 6);
}
void BtlController_EmitStatusIconUpdate(u32 battler, u32 bufferId, u32 status1, u32 status2)
{
gBattleResources->transferBuffer[0] = CONTROLLER_STATUSICONUPDATE;
gBattleResources->transferBuffer[1] = status1;
gBattleResources->transferBuffer[2] = (status1 & 0x0000FF00) >> 8;
gBattleResources->transferBuffer[3] = (status1 & 0x00FF0000) >> 16;
gBattleResources->transferBuffer[4] = (status1 & 0xFF000000) >> 24;
gBattleResources->transferBuffer[5] = status2;
gBattleResources->transferBuffer[6] = (status2 & 0x0000FF00) >> 8;
gBattleResources->transferBuffer[7] = (status2 & 0x00FF0000) >> 16;
gBattleResources->transferBuffer[8] = (status2 & 0xFF000000) >> 24;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 9);
}
void BtlController_EmitStatusAnimation(u32 battler, u32 bufferId, bool8 status2, u32 status)
{
gBattleResources->transferBuffer[0] = CONTROLLER_STATUSANIMATION;
gBattleResources->transferBuffer[1] = status2;
gBattleResources->transferBuffer[2] = status;
gBattleResources->transferBuffer[3] = (status & 0x0000FF00) >> 8;
gBattleResources->transferBuffer[4] = (status & 0x00FF0000) >> 16;
gBattleResources->transferBuffer[5] = (status & 0xFF000000) >> 24;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 6);
}
static void UNUSED BtlController_EmitStatusXor(u32 battler, u32 bufferId, u8 b)
{
gBattleResources->transferBuffer[0] = CONTROLLER_STATUSXOR;
gBattleResources->transferBuffer[1] = b;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 2);
}
void BtlController_EmitDataTransfer(u32 battler, u32 bufferId, u16 size, void *data)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_DATATRANSFER;
gBattleResources->transferBuffer[1] = CONTROLLER_DATATRANSFER;
gBattleResources->transferBuffer[2] = size;
gBattleResources->transferBuffer[3] = (size & 0xFF00) >> 8;
for (i = 0; i < size; i++)
gBattleResources->transferBuffer[4 + i] = *(u8 *)(data++);
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, size + 4);
}
static void UNUSED BtlController_EmitDMA3Transfer(u32 battler, u32 bufferId, void *dst, u16 size, void *data)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_DMA3TRANSFER;
gBattleResources->transferBuffer[1] = (u32)(dst);
gBattleResources->transferBuffer[2] = ((u32)(dst) & 0x0000FF00) >> 8;
gBattleResources->transferBuffer[3] = ((u32)(dst) & 0x00FF0000) >> 16;
gBattleResources->transferBuffer[4] = ((u32)(dst) & 0xFF000000) >> 24;
gBattleResources->transferBuffer[5] = size;
gBattleResources->transferBuffer[6] = (size & 0xFF00) >> 8;
for (i = 0; i < size; i++)
gBattleResources->transferBuffer[7 + i] = *(u8 *)(data++);
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, size + 7);
}
static void UNUSED BtlController_EmitPlayBGM(u32 battler, u32 bufferId, u16 songId, void *data)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_PLAYBGM;
gBattleResources->transferBuffer[1] = songId;
gBattleResources->transferBuffer[2] = (songId & 0xFF00) >> 8;
// Nonsense loop using songId as a size
// Would go out of bounds for any song id after SE_RG_BAG_POCKET (253)
for (i = 0; i < songId; i++)
gBattleResources->transferBuffer[3 + i] = *(u8 *)(data++);
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, songId + 3);
}
static void UNUSED BtlController_EmitCmd32(u32 battler, u32 bufferId, u16 size, void *data)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_32;
gBattleResources->transferBuffer[1] = size;
gBattleResources->transferBuffer[2] = (size & 0xFF00) >> 8;
for (i = 0; i < size; i++)
gBattleResources->transferBuffer[3 + i] = *(u8 *)(data++);
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, size + 3);
}
void BtlController_EmitTwoReturnValues(u32 battler, u32 bufferId, u8 ret8, u32 ret32)
{
gBattleResources->transferBuffer[0] = CONTROLLER_TWORETURNVALUES;
gBattleResources->transferBuffer[1] = ret8;
gBattleResources->transferBuffer[2] = ret32;
gBattleResources->transferBuffer[3] = (ret32 & 0x0000FF00) >> 8;
gBattleResources->transferBuffer[4] = (ret32 & 0x00FF0000) >> 16;
gBattleResources->transferBuffer[5] = (ret32 & 0xFF000000) >> 24;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 6);
}
void BtlController_EmitChosenMonReturnValue(u32 battler, u32 bufferId, u8 partyId, u8 *battlePartyOrder)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_CHOSENMONRETURNVALUE;
gBattleResources->transferBuffer[1] = partyId;
for (i = 0; i < (int)ARRAY_COUNT(gBattlePartyCurrentOrder); i++)
gBattleResources->transferBuffer[2 + i] = battlePartyOrder[i];
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 5);
}
void BtlController_EmitOneReturnValue(u32 battler, u32 bufferId, u16 ret)
{
gBattleResources->transferBuffer[0] = CONTROLLER_ONERETURNVALUE;
gBattleResources->transferBuffer[1] = ret;
gBattleResources->transferBuffer[2] = (ret & 0xFF00) >> 8;
gBattleResources->transferBuffer[3] = 0;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitOneReturnValue_Duplicate(u32 battler, u32 bufferId, u16 ret)
{
gBattleResources->transferBuffer[0] = CONTROLLER_ONERETURNVALUE_DUPLICATE;
gBattleResources->transferBuffer[1] = ret;
gBattleResources->transferBuffer[2] = (ret & 0xFF00) >> 8;
gBattleResources->transferBuffer[3] = 0;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
static void UNUSED BtlController_EmitClearUnkVar(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_CLEARUNKVAR;
gBattleResources->transferBuffer[1] = CONTROLLER_CLEARUNKVAR;
gBattleResources->transferBuffer[2] = CONTROLLER_CLEARUNKVAR;
gBattleResources->transferBuffer[3] = CONTROLLER_CLEARUNKVAR;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
static void UNUSED BtlController_EmitSetUnkVar(u32 battler, u32 bufferId, u8 b)
{
gBattleResources->transferBuffer[0] = CONTROLLER_SETUNKVAR;
gBattleResources->transferBuffer[1] = b;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 2);
}
static void UNUSED BtlController_EmitClearUnkFlag(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_CLEARUNKFLAG;
gBattleResources->transferBuffer[1] = CONTROLLER_CLEARUNKFLAG;
gBattleResources->transferBuffer[2] = CONTROLLER_CLEARUNKFLAG;
gBattleResources->transferBuffer[3] = CONTROLLER_CLEARUNKFLAG;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
static void UNUSED BtlController_EmitToggleUnkFlag(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_TOGGLEUNKFLAG;
gBattleResources->transferBuffer[1] = CONTROLLER_TOGGLEUNKFLAG;
gBattleResources->transferBuffer[2] = CONTROLLER_TOGGLEUNKFLAG;
gBattleResources->transferBuffer[3] = CONTROLLER_TOGGLEUNKFLAG;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitHitAnimation(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_HITANIMATION;
gBattleResources->transferBuffer[1] = CONTROLLER_HITANIMATION;
gBattleResources->transferBuffer[2] = CONTROLLER_HITANIMATION;
gBattleResources->transferBuffer[3] = CONTROLLER_HITANIMATION;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitCantSwitch(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_CANTSWITCH;
gBattleResources->transferBuffer[1] = CONTROLLER_CANTSWITCH;
gBattleResources->transferBuffer[2] = CONTROLLER_CANTSWITCH;
gBattleResources->transferBuffer[3] = CONTROLLER_CANTSWITCH;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitPlaySE(u32 battler, u32 bufferId, u16 songId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_PLAYSE;
gBattleResources->transferBuffer[1] = songId;
gBattleResources->transferBuffer[2] = (songId & 0xFF00) >> 8;
gBattleResources->transferBuffer[3] = 0;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitPlayFanfareOrBGM(u32 battler, u32 bufferId, u16 songId, bool8 playBGM)
{
gBattleResources->transferBuffer[0] = CONTROLLER_PLAYFANFAREORBGM;
gBattleResources->transferBuffer[1] = songId;
gBattleResources->transferBuffer[2] = (songId & 0xFF00) >> 8;
gBattleResources->transferBuffer[3] = playBGM;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitFaintingCry(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_FAINTINGCRY;
gBattleResources->transferBuffer[1] = CONTROLLER_FAINTINGCRY;
gBattleResources->transferBuffer[2] = CONTROLLER_FAINTINGCRY;
gBattleResources->transferBuffer[3] = CONTROLLER_FAINTINGCRY;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitIntroSlide(u32 battler, u32 bufferId, u8 terrainId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_INTROSLIDE;
gBattleResources->transferBuffer[1] = terrainId;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 2);
}
void BtlController_EmitIntroTrainerBallThrow(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_INTROTRAINERBALLTHROW;
gBattleResources->transferBuffer[1] = CONTROLLER_INTROTRAINERBALLTHROW;
gBattleResources->transferBuffer[2] = CONTROLLER_INTROTRAINERBALLTHROW;
gBattleResources->transferBuffer[3] = CONTROLLER_INTROTRAINERBALLTHROW;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitDrawPartyStatusSummary(u32 battler, u32 bufferId, struct HpAndStatus* hpAndStatus, u8 flags)
{
s32 i;
gBattleResources->transferBuffer[0] = CONTROLLER_DRAWPARTYSTATUSSUMMARY;
gBattleResources->transferBuffer[1] = flags & ~PARTY_SUMM_SKIP_DRAW_DELAY; // If true, skip player side
gBattleResources->transferBuffer[2] = (flags & PARTY_SUMM_SKIP_DRAW_DELAY) >> 7; // If true, skip delay after drawing. True during intro
gBattleResources->transferBuffer[3] = CONTROLLER_DRAWPARTYSTATUSSUMMARY;
for (i = 0; i < (s32)(sizeof(struct HpAndStatus) * PARTY_SIZE); i++)
gBattleResources->transferBuffer[4 + i] = *(i + (u8 *)(hpAndStatus));
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, sizeof(struct HpAndStatus) * PARTY_SIZE + 4);
}
void BtlController_EmitHidePartyStatusSummary(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_HIDEPARTYSTATUSSUMMARY;
gBattleResources->transferBuffer[1] = CONTROLLER_HIDEPARTYSTATUSSUMMARY;
gBattleResources->transferBuffer[2] = CONTROLLER_HIDEPARTYSTATUSSUMMARY;
gBattleResources->transferBuffer[3] = CONTROLLER_HIDEPARTYSTATUSSUMMARY;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitEndBounceEffect(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_ENDBOUNCE;
gBattleResources->transferBuffer[1] = CONTROLLER_ENDBOUNCE;
gBattleResources->transferBuffer[2] = CONTROLLER_ENDBOUNCE;
gBattleResources->transferBuffer[3] = CONTROLLER_ENDBOUNCE;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitSpriteInvisibility(u32 battler, u32 bufferId, bool8 isInvisible)
{
gBattleResources->transferBuffer[0] = CONTROLLER_SPRITEINVISIBILITY;
gBattleResources->transferBuffer[1] = isInvisible;
gBattleResources->transferBuffer[2] = CONTROLLER_SPRITEINVISIBILITY;
gBattleResources->transferBuffer[3] = CONTROLLER_SPRITEINVISIBILITY;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4);
}
void BtlController_EmitBattleAnimation(u32 battler, u32 bufferId, u8 animationId, struct DisableStruct* disableStructPtr, u16 argument)
{
gBattleResources->transferBuffer[0] = CONTROLLER_BATTLEANIMATION;
gBattleResources->transferBuffer[1] = animationId;
gBattleResources->transferBuffer[2] = argument;
gBattleResources->transferBuffer[3] = (argument & 0xFF00) >> 8;
memcpy(&gBattleResources->transferBuffer[4], disableStructPtr, sizeof(struct DisableStruct));
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 4 + sizeof(struct DisableStruct));
}
// mode is a LINK_STANDBY_* constant
void BtlController_EmitLinkStandbyMsg(u32 battler, u32 bufferId, u8 mode, bool32 record)
{
gBattleResources->transferBuffer[0] = CONTROLLER_LINKSTANDBYMSG;
gBattleResources->transferBuffer[1] = mode;
if (record)
gBattleResources->transferBuffer[3] = gBattleResources->transferBuffer[2] = RecordedBattle_BufferNewBattlerData(&gBattleResources->transferBuffer[4]);
else
gBattleResources->transferBuffer[3] = gBattleResources->transferBuffer[2] = 0;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, gBattleResources->transferBuffer[2] + 4);
}
void BtlController_EmitResetActionMoveSelection(u32 battler, u32 bufferId, u8 caseId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_RESETACTIONMOVESELECTION;
gBattleResources->transferBuffer[1] = caseId;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 2);
}
void BtlController_EmitEndLinkBattle(u32 battler, u32 bufferId, u8 battleOutcome)
{
gBattleResources->transferBuffer[0] = CONTROLLER_ENDLINKBATTLE;
gBattleResources->transferBuffer[1] = battleOutcome;
gBattleResources->transferBuffer[2] = gSaveBlock2Ptr->frontier.disableRecordBattle;
gBattleResources->transferBuffer[3] = gSaveBlock2Ptr->frontier.disableRecordBattle;
gBattleResources->transferBuffer[5] = gBattleResources->transferBuffer[4] = RecordedBattle_BufferNewBattlerData(&gBattleResources->transferBuffer[6]);
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, gBattleResources->transferBuffer[4] + 6);
}
void BtlController_EmitDebugMenu(u32 battler, u32 bufferId)
{
gBattleResources->transferBuffer[0] = CONTROLLER_DEBUGMENU;
PrepareBufferDataTransfer(battler, bufferId, gBattleResources->transferBuffer, 1);
}
// Standardized Controller functions
// Can be used for all the controllers.
void BattleControllerComplete(u32 battler)
{
gBattlerControllerEndFuncs[battler](battler);
}
static u32 GetBattlerMonData(u32 battler, struct Pokemon *party, u32 monId, u8 *dst)
{
struct BattlePokemon battleMon;
struct MovePpInfo moveData;
u8 nickname[POKEMON_NAME_LENGTH * 2];
u8 *src;
s16 data16;
u32 data32;
s32 size = 0;
switch (gBattleResources->bufferA[battler][1])
{
case REQUEST_ALL_BATTLE:
battleMon.species = GetMonData(&party[monId], MON_DATA_SPECIES);
battleMon.item = GetMonData(&party[monId], MON_DATA_HELD_ITEM);
for (size = 0; size < MAX_MON_MOVES; size++)
{
battleMon.moves[size] = GetMonData(&party[monId], MON_DATA_MOVE1 + size);
battleMon.pp[size] = GetMonData(&party[monId], MON_DATA_PP1 + size);
}
battleMon.ppBonuses = GetMonData(&party[monId], MON_DATA_PP_BONUSES);
battleMon.friendship = GetMonData(&party[monId], MON_DATA_FRIENDSHIP);
battleMon.experience = GetMonData(&party[monId], MON_DATA_EXP);
battleMon.hpIV = GetMonData(&party[monId], MON_DATA_HP_IV);
battleMon.attackIV = GetMonData(&party[monId], MON_DATA_ATK_IV);
battleMon.defenseIV = GetMonData(&party[monId], MON_DATA_DEF_IV);
battleMon.speedIV = GetMonData(&party[monId], MON_DATA_SPEED_IV);
battleMon.spAttackIV = GetMonData(&party[monId], MON_DATA_SPATK_IV);
battleMon.spDefenseIV = GetMonData(&party[monId], MON_DATA_SPDEF_IV);
battleMon.personality = GetMonData(&party[monId], MON_DATA_PERSONALITY);
battleMon.status1 = GetMonData(&party[monId], MON_DATA_STATUS);
battleMon.level = GetMonData(&party[monId], MON_DATA_LEVEL);
battleMon.hp = GetMonData(&party[monId], MON_DATA_HP);
battleMon.maxHP = GetMonData(&party[monId], MON_DATA_MAX_HP);
battleMon.attack = GetMonData(&party[monId], MON_DATA_ATK);
battleMon.defense = GetMonData(&party[monId], MON_DATA_DEF);
battleMon.speed = GetMonData(&party[monId], MON_DATA_SPEED);
battleMon.spAttack = GetMonData(&party[monId], MON_DATA_SPATK);
battleMon.spDefense = GetMonData(&party[monId], MON_DATA_SPDEF);
battleMon.abilityNum = GetMonData(&party[monId], MON_DATA_ABILITY_NUM);
battleMon.otId = GetMonData(&party[monId], MON_DATA_OT_ID);
battleMon.metLevel = GetMonData(&party[monId], MON_DATA_MET_LEVEL);
battleMon.isShiny = GetMonData(&party[monId], MON_DATA_IS_SHINY);
GetMonData(&party[monId], MON_DATA_NICKNAME, nickname);
StringCopy_Nickname(battleMon.nickname, nickname);
GetMonData(&party[monId], MON_DATA_OT_NAME, battleMon.otName);
src = (u8 *)&battleMon;
for (size = 0; size < sizeof(battleMon); size++)
dst[size] = src[size];
#if TESTING
if (gTestRunnerEnabled)
{
u32 side = GetBattlerSide(battler);
u32 partyIndex = gBattlerPartyIndexes[battler];
if (TestRunner_Battle_GetForcedAbility(side, partyIndex))
gBattleMons[battler].ability = gBattleStruct->overwrittenAbilities[battler] = TestRunner_Battle_GetForcedAbility(side, partyIndex);
}
#endif
break;
case REQUEST_SPECIES_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_SPECIES);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_HELDITEM_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_HELD_ITEM);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_MOVES_PP_BATTLE:
for (size = 0; size < MAX_MON_MOVES; size++)
{
moveData.moves[size] = GetMonData(&party[monId], MON_DATA_MOVE1 + size);
moveData.pp[size] = GetMonData(&party[monId], MON_DATA_PP1 + size);
}
moveData.ppBonuses = GetMonData(&party[monId], MON_DATA_PP_BONUSES);
src = (u8 *)(&moveData);
for (size = 0; size < sizeof(moveData); size++)
dst[size] = src[size];
break;
case REQUEST_MOVE1_BATTLE:
case REQUEST_MOVE2_BATTLE:
case REQUEST_MOVE3_BATTLE:
case REQUEST_MOVE4_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_MOVE1 + gBattleResources->bufferA[battler][1] - REQUEST_MOVE1_BATTLE);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_PP_DATA_BATTLE:
for (size = 0; size < MAX_MON_MOVES; size++)
dst[size] = GetMonData(&party[monId], MON_DATA_PP1 + size);
dst[size] = GetMonData(&party[monId], MON_DATA_PP_BONUSES);
size++;
break;
case REQUEST_PPMOVE1_BATTLE:
case REQUEST_PPMOVE2_BATTLE:
case REQUEST_PPMOVE3_BATTLE:
case REQUEST_PPMOVE4_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_PP1 + gBattleResources->bufferA[battler][1] - REQUEST_PPMOVE1_BATTLE);
size = 1;
break;
case REQUEST_OTID_BATTLE:
data32 = GetMonData(&party[monId], MON_DATA_OT_ID);
dst[0] = (data32 & 0x000000FF);
dst[1] = (data32 & 0x0000FF00) >> 8;
dst[2] = (data32 & 0x00FF0000) >> 16;
size = 3;
break;
case REQUEST_EXP_BATTLE:
data32 = GetMonData(&party[monId], MON_DATA_EXP);
dst[0] = (data32 & 0x000000FF);
dst[1] = (data32 & 0x0000FF00) >> 8;
dst[2] = (data32 & 0x00FF0000) >> 16;
size = 3;
break;
case REQUEST_HP_EV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_HP_EV);
size = 1;
break;
case REQUEST_ATK_EV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_ATK_EV);
size = 1;
break;
case REQUEST_DEF_EV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_DEF_EV);
size = 1;
break;
case REQUEST_SPEED_EV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_SPEED_EV);
size = 1;
break;
case REQUEST_SPATK_EV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_SPATK_EV);
size = 1;
break;
case REQUEST_SPDEF_EV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_SPDEF_EV);
size = 1;
break;
case REQUEST_FRIENDSHIP_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_FRIENDSHIP);
size = 1;
break;
case REQUEST_POKERUS_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_POKERUS);
size = 1;
break;
case REQUEST_MET_LOCATION_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_MET_LOCATION);
size = 1;
break;
case REQUEST_MET_LEVEL_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_MET_LEVEL);
size = 1;
break;
case REQUEST_MET_GAME_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_MET_GAME);
size = 1;
break;
case REQUEST_POKEBALL_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_POKEBALL);
size = 1;
break;
case REQUEST_ALL_IVS_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_HP_IV);
dst[1] = GetMonData(&party[monId], MON_DATA_ATK_IV);
dst[2] = GetMonData(&party[monId], MON_DATA_DEF_IV);
dst[3] = GetMonData(&party[monId], MON_DATA_SPEED_IV);
dst[4] = GetMonData(&party[monId], MON_DATA_SPATK_IV);
dst[5] = GetMonData(&party[monId], MON_DATA_SPDEF_IV);
size = 6;
break;
case REQUEST_HP_IV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_HP_IV);
size = 1;
break;
case REQUEST_ATK_IV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_ATK_IV);
size = 1;
break;
case REQUEST_DEF_IV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_DEF_IV);
size = 1;
break;
case REQUEST_SPEED_IV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_SPEED_IV);
size = 1;
break;
case REQUEST_SPATK_IV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_SPATK_IV);
size = 1;
break;
case REQUEST_SPDEF_IV_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_SPDEF_IV);
size = 1;
break;
case REQUEST_PERSONALITY_BATTLE:
data32 = GetMonData(&party[monId], MON_DATA_PERSONALITY);
dst[0] = (data32 & 0x000000FF);
dst[1] = (data32 & 0x0000FF00) >> 8;
dst[2] = (data32 & 0x00FF0000) >> 16;
dst[3] = (data32 & 0xFF000000) >> 24;
size = 4;
break;
case REQUEST_CHECKSUM_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_CHECKSUM);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_STATUS_BATTLE:
data32 = GetMonData(&party[monId], MON_DATA_STATUS);
dst[0] = (data32 & 0x000000FF);
dst[1] = (data32 & 0x0000FF00) >> 8;
dst[2] = (data32 & 0x00FF0000) >> 16;
dst[3] = (data32 & 0xFF000000) >> 24;
size = 4;
break;
case REQUEST_LEVEL_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_LEVEL);
size = 1;
break;
case REQUEST_HP_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_HP);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_MAX_HP_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_MAX_HP);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_ATK_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_ATK);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_DEF_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_DEF);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_SPEED_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_SPEED);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_SPATK_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_SPATK);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_SPDEF_BATTLE:
data16 = GetMonData(&party[monId], MON_DATA_SPDEF);
dst[0] = data16;
dst[1] = data16 >> 8;
size = 2;
break;
case REQUEST_COOL_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_COOL);
size = 1;
break;
case REQUEST_BEAUTY_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_BEAUTY);
size = 1;
break;
case REQUEST_CUTE_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_CUTE);
size = 1;
break;
case REQUEST_SMART_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_SMART);
size = 1;
break;
case REQUEST_TOUGH_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_TOUGH);
size = 1;
break;
case REQUEST_SHEEN_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_SHEEN);
size = 1;
break;
case REQUEST_COOL_RIBBON_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_COOL_RIBBON);
size = 1;
break;
case REQUEST_BEAUTY_RIBBON_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_BEAUTY_RIBBON);
size = 1;
break;
case REQUEST_CUTE_RIBBON_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_CUTE_RIBBON);
size = 1;
break;
case REQUEST_SMART_RIBBON_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_SMART_RIBBON);
size = 1;
break;
case REQUEST_TOUGH_RIBBON_BATTLE:
dst[0] = GetMonData(&party[monId], MON_DATA_TOUGH_RIBBON);
size = 1;
break;
}
return size;
}
static void SetBattlerMonData(u32 battler, struct Pokemon *party, u32 monId)
{
struct BattlePokemon *battlePokemon = (struct BattlePokemon *)&gBattleResources->bufferA[battler][3];
struct MovePpInfo *moveData = (struct MovePpInfo *)&gBattleResources->bufferA[battler][3];
s32 i;
switch (gBattleResources->bufferA[battler][1])
{
case REQUEST_ALL_BATTLE:
{
u8 iv;
SetMonData(&party[monId], MON_DATA_SPECIES, &battlePokemon->species);
SetMonData(&party[monId], MON_DATA_HELD_ITEM, &battlePokemon->item);
for (i = 0; i < MAX_MON_MOVES; i++)
{
SetMonData(&party[monId], MON_DATA_MOVE1 + i, &battlePokemon->moves[i]);
SetMonData(&party[monId], MON_DATA_PP1 + i, &battlePokemon->pp[i]);
}
SetMonData(&party[monId], MON_DATA_PP_BONUSES, &battlePokemon->ppBonuses);
SetMonData(&party[monId], MON_DATA_FRIENDSHIP, &battlePokemon->friendship);
SetMonData(&party[monId], MON_DATA_EXP, &battlePokemon->experience);
iv = battlePokemon->hpIV;
SetMonData(&party[monId], MON_DATA_HP_IV, &iv);
iv = battlePokemon->attackIV;
SetMonData(&party[monId], MON_DATA_ATK_IV, &iv);
iv = battlePokemon->defenseIV;
SetMonData(&party[monId], MON_DATA_DEF_IV, &iv);
iv = battlePokemon->speedIV;
SetMonData(&party[monId], MON_DATA_SPEED_IV, &iv);
iv = battlePokemon->spAttackIV;
SetMonData(&party[monId], MON_DATA_SPATK_IV, &iv);
iv = battlePokemon->spDefenseIV;
SetMonData(&party[monId], MON_DATA_SPDEF_IV, &iv);
SetMonData(&party[monId], MON_DATA_PERSONALITY, &battlePokemon->personality);
SetMonData(&party[monId], MON_DATA_STATUS, &battlePokemon->status1);
SetMonData(&party[monId], MON_DATA_LEVEL, &battlePokemon->level);
SetMonData(&party[monId], MON_DATA_HP, &battlePokemon->hp);
SetMonData(&party[monId], MON_DATA_MAX_HP, &battlePokemon->maxHP);
SetMonData(&party[monId], MON_DATA_ATK, &battlePokemon->attack);
SetMonData(&party[monId], MON_DATA_DEF, &battlePokemon->defense);
SetMonData(&party[monId], MON_DATA_SPEED, &battlePokemon->speed);
SetMonData(&party[monId], MON_DATA_SPATK, &battlePokemon->spAttack);
SetMonData(&party[monId], MON_DATA_SPDEF, &battlePokemon->spDefense);
}
break;
case REQUEST_SPECIES_BATTLE:
SetMonData(&party[monId], MON_DATA_SPECIES, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_HELDITEM_BATTLE:
SetMonData(&party[monId], MON_DATA_HELD_ITEM, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_MOVES_PP_BATTLE:
for (i = 0; i < MAX_MON_MOVES; i++)
{
SetMonData(&party[monId], MON_DATA_MOVE1 + i, &moveData->moves[i]);
SetMonData(&party[monId], MON_DATA_PP1 + i, &moveData->pp[i]);
}
SetMonData(&party[monId], MON_DATA_PP_BONUSES, &moveData->ppBonuses);
break;
case REQUEST_MOVE1_BATTLE:
case REQUEST_MOVE2_BATTLE:
case REQUEST_MOVE3_BATTLE:
case REQUEST_MOVE4_BATTLE:
SetMonData(&party[monId], MON_DATA_MOVE1 + gBattleResources->bufferA[battler][1] - REQUEST_MOVE1_BATTLE, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_PP_DATA_BATTLE:
SetMonData(&party[monId], MON_DATA_PP1, &gBattleResources->bufferA[battler][3]);
SetMonData(&party[monId], MON_DATA_PP2, &gBattleResources->bufferA[battler][4]);
SetMonData(&party[monId], MON_DATA_PP3, &gBattleResources->bufferA[battler][5]);
SetMonData(&party[monId], MON_DATA_PP4, &gBattleResources->bufferA[battler][6]);
SetMonData(&party[monId], MON_DATA_PP_BONUSES, &gBattleResources->bufferA[battler][7]);
break;
case REQUEST_PPMOVE1_BATTLE:
case REQUEST_PPMOVE2_BATTLE:
case REQUEST_PPMOVE3_BATTLE:
case REQUEST_PPMOVE4_BATTLE:
SetMonData(&party[monId], MON_DATA_PP1 + gBattleResources->bufferA[battler][1] - REQUEST_PPMOVE1_BATTLE, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_OTID_BATTLE:
SetMonData(&party[monId], MON_DATA_OT_ID, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_EXP_BATTLE:
SetMonData(&party[monId], MON_DATA_EXP, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_HP_EV_BATTLE:
SetMonData(&party[monId], MON_DATA_HP_EV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_ATK_EV_BATTLE:
SetMonData(&party[monId], MON_DATA_ATK_EV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_DEF_EV_BATTLE:
SetMonData(&party[monId], MON_DATA_DEF_EV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SPEED_EV_BATTLE:
SetMonData(&party[monId], MON_DATA_SPEED_EV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SPATK_EV_BATTLE:
SetMonData(&party[monId], MON_DATA_SPATK_EV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SPDEF_EV_BATTLE:
SetMonData(&party[monId], MON_DATA_SPDEF_EV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_FRIENDSHIP_BATTLE:
SetMonData(&party[monId], MON_DATA_FRIENDSHIP, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_POKERUS_BATTLE:
SetMonData(&party[monId], MON_DATA_POKERUS, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_MET_LOCATION_BATTLE:
SetMonData(&party[monId], MON_DATA_MET_LOCATION, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_MET_LEVEL_BATTLE:
SetMonData(&party[monId], MON_DATA_MET_LEVEL, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_MET_GAME_BATTLE:
SetMonData(&party[monId], MON_DATA_MET_GAME, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_POKEBALL_BATTLE:
SetMonData(&party[monId], MON_DATA_POKEBALL, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_ALL_IVS_BATTLE:
SetMonData(&party[monId], MON_DATA_HP_IV, &gBattleResources->bufferA[battler][3]);
SetMonData(&party[monId], MON_DATA_ATK_IV, &gBattleResources->bufferA[battler][4]);
SetMonData(&party[monId], MON_DATA_DEF_IV, &gBattleResources->bufferA[battler][5]);
SetMonData(&party[monId], MON_DATA_SPEED_IV, &gBattleResources->bufferA[battler][6]);
SetMonData(&party[monId], MON_DATA_SPATK_IV, &gBattleResources->bufferA[battler][7]);
SetMonData(&party[monId], MON_DATA_SPDEF_IV, &gBattleResources->bufferA[battler][8]);
break;
case REQUEST_HP_IV_BATTLE:
SetMonData(&party[monId], MON_DATA_HP_IV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_ATK_IV_BATTLE:
SetMonData(&party[monId], MON_DATA_ATK_IV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_DEF_IV_BATTLE:
SetMonData(&party[monId], MON_DATA_DEF_IV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SPEED_IV_BATTLE:
SetMonData(&party[monId], MON_DATA_SPEED_IV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SPATK_IV_BATTLE:
SetMonData(&party[monId], MON_DATA_SPATK_IV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SPDEF_IV_BATTLE:
SetMonData(&party[monId], MON_DATA_SPDEF_IV, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_PERSONALITY_BATTLE:
SetMonData(&party[monId], MON_DATA_PERSONALITY, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_CHECKSUM_BATTLE:
SetMonData(&party[monId], MON_DATA_CHECKSUM, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_STATUS_BATTLE:
SetMonData(&party[monId], MON_DATA_STATUS, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_LEVEL_BATTLE:
SetMonData(&party[monId], MON_DATA_LEVEL, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_HP_BATTLE:
SetMonData(&party[monId], MON_DATA_HP, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_MAX_HP_BATTLE:
SetMonData(&party[monId], MON_DATA_MAX_HP, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_ATK_BATTLE:
SetMonData(&party[monId], MON_DATA_ATK, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_DEF_BATTLE:
SetMonData(&party[monId], MON_DATA_DEF, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SPEED_BATTLE:
SetMonData(&party[monId], MON_DATA_SPEED, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SPATK_BATTLE:
SetMonData(&party[monId], MON_DATA_SPATK, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SPDEF_BATTLE:
SetMonData(&party[monId], MON_DATA_SPDEF, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_COOL_BATTLE:
SetMonData(&party[monId], MON_DATA_COOL, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_BEAUTY_BATTLE:
SetMonData(&party[monId], MON_DATA_BEAUTY, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_CUTE_BATTLE:
SetMonData(&party[monId], MON_DATA_CUTE, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SMART_BATTLE:
SetMonData(&party[monId], MON_DATA_SMART, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_TOUGH_BATTLE:
SetMonData(&party[monId], MON_DATA_TOUGH, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SHEEN_BATTLE:
SetMonData(&party[monId], MON_DATA_SHEEN, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_COOL_RIBBON_BATTLE:
SetMonData(&party[monId], MON_DATA_COOL_RIBBON, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_BEAUTY_RIBBON_BATTLE:
SetMonData(&party[monId], MON_DATA_BEAUTY_RIBBON, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_CUTE_RIBBON_BATTLE:
SetMonData(&party[monId], MON_DATA_CUTE_RIBBON, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_SMART_RIBBON_BATTLE:
SetMonData(&party[monId], MON_DATA_SMART_RIBBON, &gBattleResources->bufferA[battler][3]);
break;
case REQUEST_TOUGH_RIBBON_BATTLE:
SetMonData(&party[monId], MON_DATA_TOUGH_RIBBON, &gBattleResources->bufferA[battler][3]);
break;
}
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
HandleLowHpMusicChange(&party[gBattlerPartyIndexes[battler]], battler);
}
// In normal singles, if follower pokemon is out, have it slide in instead of being thrown
static bool8 ShouldDoSlideInAnim(void)
{
struct ObjectEvent *followerObj = GetFollowerObject();
if (!followerObj || followerObj->invisible)
return FALSE;
if (gBattleTypeFlags & (
BATTLE_TYPE_LINK | BATTLE_TYPE_DOUBLE | BATTLE_TYPE_FRONTIER | BATTLE_TYPE_FIRST_BATTLE |
BATTLE_TYPE_SAFARI | BATTLE_TYPE_WALLY_TUTORIAL | BATTLE_TYPE_EREADER_TRAINER | BATTLE_TYPE_TWO_OPPONENTS |
BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_RECORDED | BATTLE_TYPE_TRAINER_HILL)
)
return FALSE;
return TRUE;
}
void StartSendOutAnim(u32 battler, bool32 dontClearSubstituteBit, bool32 doSlideIn)
{
u16 species;
u32 side = GetBattlerSide(battler);
struct Pokemon *party = GetBattlerParty(battler);
ClearTemporarySpeciesSpriteData(battler, dontClearSubstituteBit);
gBattlerPartyIndexes[battler] = gBattleResources->bufferA[battler][1];
species = GetIllusionMonSpecies(battler);
if (species == SPECIES_NONE)
species = GetMonData(&party[gBattlerPartyIndexes[battler]], MON_DATA_SPECIES);
gBattleControllerData[battler] = CreateInvisibleSpriteWithCallback(SpriteCB_WaitForBattlerBallReleaseAnim);
// Load sprite for opponent only, player sprite is expected to be already loaded.
if (side == B_SIDE_OPPONENT)
BattleLoadMonSpriteGfx(&party[gBattlerPartyIndexes[battler]], battler);
SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(battler));
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate,
GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2),
GetBattlerSpriteDefault_Y(battler),
GetBattlerSpriteSubpriority(battler));
gSprites[gBattlerSpriteIds[battler]].data[0] = battler;
gSprites[gBattlerSpriteIds[battler]].data[2] = species;
gSprites[gBattlerSpriteIds[battler]].oam.paletteNum = battler;
StartSpriteAnim(&gSprites[gBattlerSpriteIds[battler]], 0);
gSprites[gBattlerSpriteIds[battler]].invisible = TRUE;
gSprites[gBattlerSpriteIds[battler]].callback = SpriteCallbackDummy;
gSprites[gBattleControllerData[battler]].data[1] = gBattlerSpriteIds[battler];
gSprites[gBattleControllerData[battler]].data[2] = battler;
gSprites[gBattleControllerData[battler]].data[0] = DoPokeballSendOutAnimation(battler, 0, (side == B_SIDE_OPPONENT) ? POKEBALL_OPPONENT_SENDOUT : (doSlideIn ? POKEBALL_PLAYER_SLIDEIN : POKEBALL_PLAYER_SENDOUT));
}
static void FreeMonSprite(u32 battler)
{
FreeSpriteOamMatrix(&gSprites[gBattlerSpriteIds[battler]]);
DestroySprite(&gSprites[gBattlerSpriteIds[battler]]);
if (GetBattlerSide(battler) == B_SIDE_OPPONENT)
HideBattlerShadowSprite(battler);
SetHealthboxSpriteInvisible(gHealthboxSpriteIds[battler]);
}
static void Controller_ReturnMonToBall2(u32 battler)
{
if (!gBattleSpritesDataPtr->healthBoxesData[battler].specialAnimActive)
{
FreeMonSprite(battler);
BattleControllerComplete(battler);
}
}
static void Controller_ReturnMonToBall(u32 battler)
{
switch (gBattleSpritesDataPtr->healthBoxesData[battler].animationState)
{
case 0:
if (gBattleSpritesDataPtr->battlerData[battler].behindSubstitute)
InitAndLaunchSpecialAnimation(battler, battler, battler, B_ANIM_SUBSTITUTE_TO_MON);
gBattleSpritesDataPtr->healthBoxesData[battler].animationState = 1;
break;
case 1:
if (!gBattleSpritesDataPtr->healthBoxesData[battler].specialAnimActive)
{
gBattleSpritesDataPtr->healthBoxesData[battler].animationState = 0;
InitAndLaunchSpecialAnimation(battler, battler, battler, (GetBattlerSide(battler) == B_SIDE_OPPONENT) ? B_ANIM_SWITCH_OUT_OPPONENT_MON : B_ANIM_SWITCH_OUT_PLAYER_MON);
gBattlerControllerFuncs[battler] = Controller_ReturnMonToBall2;
}
break;
}
}
static void Controller_FaintPlayerMon(u32 battler)
{
u32 spriteId = gBattlerSpriteIds[battler];
if (gSprites[spriteId].y + gSprites[spriteId].y2 > DISPLAY_HEIGHT)
{
BattleGfxSfxDummy2(GetMonData(&gPlayerParty[gBattlerPartyIndexes[battler]], MON_DATA_SPECIES));
FreeOamMatrix(gSprites[spriteId].oam.matrixNum);
DestroySprite(&gSprites[spriteId]);
SetHealthboxSpriteInvisible(gHealthboxSpriteIds[battler]);
BattleControllerComplete(battler);
}
}
static void Controller_FaintOpponentMon(u32 battler)
{
if (!gSprites[gBattlerSpriteIds[battler]].inUse)
{
SetHealthboxSpriteInvisible(gHealthboxSpriteIds[battler]);
BattleControllerComplete(battler);
}
}
static void Controller_DoMoveAnimation(u32 battler)
{
u16 move = gBattleResources->bufferA[battler][1] | (gBattleResources->bufferA[battler][2] << 8);
switch (gBattleSpritesDataPtr->healthBoxesData[battler].animationState)
{
case 0:
if (gBattleSpritesDataPtr->battlerData[battler].behindSubstitute
&& !gBattleSpritesDataPtr->battlerData[battler].flag_x8)
{
gBattleSpritesDataPtr->battlerData[battler].flag_x8 = 1;
InitAndLaunchSpecialAnimation(battler, battler, battler, B_ANIM_SUBSTITUTE_TO_MON);
}
gBattleSpritesDataPtr->healthBoxesData[battler].animationState = 1;
break;
case 1:
if (!gBattleSpritesDataPtr->healthBoxesData[battler].specialAnimActive)
{
SetBattlerSpriteAffineMode(ST_OAM_AFFINE_OFF);
DoMoveAnim(move);
gBattleSpritesDataPtr->healthBoxesData[battler].animationState = 2;
}
break;
case 2:
gAnimScriptCallback();
if (!gAnimScriptActive)
{
u8 multihit = gBattleResources->bufferA[battler][11];
SetBattlerSpriteAffineMode(ST_OAM_AFFINE_NORMAL);
if (gBattleSpritesDataPtr->battlerData[battler].behindSubstitute && multihit < 2)
{
InitAndLaunchSpecialAnimation(battler, battler, battler, B_ANIM_MON_TO_SUBSTITUTE);
gBattleSpritesDataPtr->battlerData[battler].flag_x8 = 0;
}
gBattleSpritesDataPtr->healthBoxesData[battler].animationState = 3;
}
break;
case 3:
if (!gBattleSpritesDataPtr->healthBoxesData[battler].specialAnimActive)
{
CopyAllBattleSpritesInvisibilities();
TrySetBehindSubstituteSpriteBit(battler, gBattleResources->bufferA[battler][1] | (gBattleResources->bufferA[battler][2] << 8));
gBattleSpritesDataPtr->healthBoxesData[battler].animationState = 0;
BattleControllerComplete(battler);
}
break;
}
}
static void Controller_HandleTrainerSlideBack(u32 battler)
{
if (gSprites[gBattlerSpriteIds[battler]].callback == SpriteCallbackDummy)
{
if (GetBattlerSide(battler) == B_SIDE_OPPONENT)
FreeTrainerFrontPicPalette(gSprites[gBattlerSpriteIds[battler]].oam.affineParam);
FreeSpriteOamMatrix(&gSprites[gBattlerSpriteIds[battler]]);
DestroySprite(&gSprites[gBattlerSpriteIds[battler]]);
BattleControllerComplete(battler);
}
}
void Controller_WaitForHealthBar(u32 battler)
{
s16 hpValue = MoveBattleBar(battler, gHealthboxSpriteIds[battler], HEALTH_BAR, 0);
SetHealthboxSpriteVisible(gHealthboxSpriteIds[battler]);
if (hpValue != -1)
{
UpdateHpTextInHealthbox(gHealthboxSpriteIds[battler], HP_CURRENT, hpValue, gBattleMons[battler].maxHP);
}
else
{
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
HandleLowHpMusicChange(&gPlayerParty[gBattlerPartyIndexes[battler]], battler);
BattleControllerComplete(battler);
}
}
static void Controller_WaitForBallThrow(u32 battler)
{
if (!gDoingBattleAnim || !gBattleSpritesDataPtr->healthBoxesData[battler].specialAnimActive)
BattleControllerComplete(battler);
}
static void Controller_WaitForBattleAnimation(u32 battler)
{
if (!gBattleSpritesDataPtr->healthBoxesData[battler].animFromTableActive)
BattleControllerComplete(battler);
}
static void Controller_WaitForStatusAnimation(u32 battler)
{
if (!gBattleSpritesDataPtr->healthBoxesData[battler].statusAnimActive)
BattleControllerComplete(battler);
}
static void Controller_WaitForTrainerPic(u32 battler)
{
if (gSprites[gBattlerSpriteIds[battler]].callback == SpriteCallbackDummy)
BattleControllerComplete(battler);
}
void Controller_WaitForString(u32 battler)
{
if (!IsTextPrinterActive(B_WIN_MSG))
BattleControllerComplete(battler);
}
static void Controller_WaitForPartyStatusSummary(u32 battler)
{
if (gBattleSpritesDataPtr->healthBoxesData[battler].partyStatusDelayTimer++ > 92)
{
gBattleSpritesDataPtr->healthBoxesData[battler].partyStatusDelayTimer = 0;
BattleControllerComplete(battler);
}
}
static void Controller_HitAnimation(u32 battler)
{
u32 spriteId = gBattlerSpriteIds[battler];
if (gSprites[spriteId].data[1] == 32)
{
gSprites[spriteId].data[1] = 0;
gSprites[spriteId].invisible = FALSE;
gDoingBattleAnim = FALSE;
BattleControllerComplete(battler);
}
else
{
if ((gSprites[spriteId].data[1] % 4) == 0)
gSprites[spriteId].invisible ^= 1;
gSprites[spriteId].data[1]++;
}
}
// Used for all the commands which do nothing.
void BtlController_Empty(u32 battler)
{
BattleControllerComplete(battler);
}
// Dummy function at the end of the table.
void BtlController_TerminatorNop(u32 battler)
{
}
void BattleControllerDummy(u32 battler)
{
}
// Handlers of the controller commands
void BtlController_HandleGetMonData(u32 battler)
{
u8 monData[sizeof(struct Pokemon) * 2 + 56]; // this allows to get full data of two pokemon, trying to get more will result in overwriting data
struct Pokemon *party = GetBattlerParty(battler);
u32 size = 0;
u8 monToCheck;
s32 i;
if (gBattleResources->bufferA[battler][2] == 0)
{
size += GetBattlerMonData(battler, party, gBattlerPartyIndexes[battler], monData);
}
else
{
monToCheck = gBattleResources->bufferA[battler][2];
for (i = 0; i < PARTY_SIZE; i++)
{
if (monToCheck & 1)
size += GetBattlerMonData(battler, party, i, monData + size);
monToCheck >>= 1;
}
}
BtlController_EmitDataTransfer(battler, BUFFER_B, size, monData);
BattleControllerComplete(battler);
}
void BtlController_HandleGetRawMonData(u32 battler)
{
struct BattlePokemon battleMon;
struct Pokemon *party = GetBattlerParty(battler);
u8 *src = (u8 *)&party[gBattlerPartyIndexes[battler]] + gBattleResources->bufferA[battler][1];
u8 *dst = (u8 *)&battleMon + gBattleResources->bufferA[battler][1];
u8 i;
for (i = 0; i < gBattleResources->bufferA[battler][2]; i++)
dst[i] = src[i];
BtlController_EmitDataTransfer(battler, BUFFER_B, gBattleResources->bufferA[battler][2], dst);
BattleControllerComplete(battler);
}
void BtlController_HandleSetMonData(u32 battler)
{
struct Pokemon *party = GetBattlerParty(battler);
u32 i, monToCheck;
if (gBattleResources->bufferA[battler][2] == 0)
{
SetBattlerMonData(battler, party, gBattlerPartyIndexes[battler]);
}
else
{
monToCheck = gBattleResources->bufferA[battler][2];
for (i = 0; i < PARTY_SIZE; i++)
{
if (monToCheck & 1)
SetBattlerMonData(battler, party, i);
monToCheck >>= 1;
}
}
BattleControllerComplete(battler);
}
void BtlController_HandleSetRawMonData(u32 battler)
{
u32 i;
struct Pokemon *party = GetBattlerParty(battler);
u8 *dst = (u8 *)&party[gBattlerPartyIndexes[battler]] + gBattleResources->bufferA[battler][1];
for (i = 0; i < gBattleResources->bufferA[battler][2]; i++)
dst[i] = gBattleResources->bufferA[battler][3 + i];
BattleControllerComplete(battler);
}
void BtlController_HandleLoadMonSprite(u32 battler, void (*controllerCallback)(u32 battler))
{
struct Pokemon *party = GetBattlerParty(battler);
u16 species = GetMonData(&party[gBattlerPartyIndexes[battler]], MON_DATA_SPECIES);
BattleLoadMonSpriteGfx(&party[gBattlerPartyIndexes[battler]], battler);
SetMultiuseSpriteTemplateToPokemon(species, GetBattlerPosition(battler));
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate,
GetBattlerSpriteCoord(battler, BATTLER_COORD_X_2),
GetBattlerSpriteDefault_Y(battler),
GetBattlerSpriteSubpriority(battler));
gSprites[gBattlerSpriteIds[battler]].x2 = -DISPLAY_WIDTH;
gSprites[gBattlerSpriteIds[battler]].data[0] = battler;
gSprites[gBattlerSpriteIds[battler]].data[2] = species;
gSprites[gBattlerSpriteIds[battler]].oam.paletteNum = battler;
StartSpriteAnim(&gSprites[gBattlerSpriteIds[battler]], 0);
SetBattlerShadowSpriteCallback(battler, species);
gBattlerControllerFuncs[battler] = controllerCallback;
}
void BtlController_HandleSwitchInAnim(u32 battler, bool32 isPlayerSide, void (*controllerCallback)(u32 battler))
{
if (isPlayerSide)
ClearTemporarySpeciesSpriteData(battler, gBattleResources->bufferA[battler][2]);
gBattlerPartyIndexes[battler] = gBattleResources->bufferA[battler][1];
if (isPlayerSide)
BattleLoadMonSpriteGfx(&gPlayerParty[gBattlerPartyIndexes[battler]], battler);
StartSendOutAnim(battler, gBattleResources->bufferA[battler][2], FALSE);
gBattlerControllerFuncs[battler] = controllerCallback;
}
void BtlController_HandleReturnMonToBall(u32 battler)
{
if (gBattleResources->bufferA[battler][1] == 0)
{
gBattleSpritesDataPtr->healthBoxesData[battler].animationState = 0;
gBattlerControllerFuncs[battler] = Controller_ReturnMonToBall;
}
else
{
FreeMonSprite(battler);
BattleControllerComplete(battler);
}
}
// In emerald it's possible to have a tag battle in the battle frontier facilities with AI
// which use the front sprite for both the player and the partner as opposed to any other battles (including the one with Steven)
// that use an animated back pic.
#define sSpeedX data[0]
void BtlController_HandleDrawTrainerPic(u32 battler, u32 trainerPicId, bool32 isFrontPic, s16 xPos, s16 yPos, s32 subpriority)
{
if (GetBattlerSide(battler) == B_SIDE_OPPONENT) // Always the front sprite for the opponent.
{
DecompressTrainerFrontPic(trainerPicId, battler);
SetMultiuseSpriteTemplateToTrainerBack(trainerPicId, GetBattlerPosition(battler));
if (subpriority == -1)
subpriority = GetBattlerSpriteSubpriority(battler);
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate,
xPos,
yPos,
subpriority);
gSprites[gBattlerSpriteIds[battler]].oam.paletteNum = IndexOfSpritePaletteTag(gTrainerSprites[trainerPicId].palette.tag);
gSprites[gBattlerSpriteIds[battler]].x2 = -DISPLAY_WIDTH;
gSprites[gBattlerSpriteIds[battler]].sSpeedX = 2;
gSprites[gBattlerSpriteIds[battler]].oam.affineParam = trainerPicId;
}
else // Player's side
{
if (isFrontPic)
{
DecompressTrainerFrontPic(trainerPicId, battler);
SetMultiuseSpriteTemplateToTrainerFront(trainerPicId, GetBattlerPosition(battler));
if (subpriority == -1)
subpriority = GetBattlerSpriteSubpriority(battler);
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate,
xPos,
yPos,
subpriority);
gSprites[gBattlerSpriteIds[battler]].oam.paletteNum = IndexOfSpritePaletteTag(gTrainerSprites[trainerPicId].palette.tag);
gSprites[gBattlerSpriteIds[battler]].oam.affineMode = ST_OAM_AFFINE_OFF;
gSprites[gBattlerSpriteIds[battler]].hFlip = 1;
gSprites[gBattlerSpriteIds[battler]].y2 = 48;
}
else
{
DecompressTrainerBackPic(trainerPicId, battler);
SetMultiuseSpriteTemplateToTrainerBack(trainerPicId, GetBattlerPosition(battler));
if (subpriority == -1)
subpriority = GetBattlerSpriteSubpriority(battler);
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate,
xPos,
yPos,
subpriority);
gSprites[gBattlerSpriteIds[battler]].oam.paletteNum = battler;
}
gSprites[gBattlerSpriteIds[battler]].x2 = DISPLAY_WIDTH;
gSprites[gBattlerSpriteIds[battler]].sSpeedX = -2;
}
gSprites[gBattlerSpriteIds[battler]].callback = SpriteCB_TrainerSlideIn;
gBattlerControllerFuncs[battler] = Controller_WaitForTrainerPic;
}
void BtlController_HandleTrainerSlide(u32 battler, u32 trainerPicId)
{
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
{
DecompressTrainerBackPic(trainerPicId, battler);
SetMultiuseSpriteTemplateToTrainerBack(trainerPicId, GetBattlerPosition(battler));
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate,
80,
(8 - gTrainerBacksprites[trainerPicId].coordinates.size) * 4 + 80,
30);
gSprites[gBattlerSpriteIds[battler]].oam.paletteNum = battler;
gSprites[gBattlerSpriteIds[battler]].x2 = -96;
gSprites[gBattlerSpriteIds[battler]].sSpeedX = 2;
}
else
{
DecompressTrainerFrontPic(trainerPicId, battler);
SetMultiuseSpriteTemplateToTrainerBack(trainerPicId, GetBattlerPosition(battler));
gBattlerSpriteIds[battler] = CreateSprite(&gMultiuseSpriteTemplate, 176, 40, 30);
gSprites[gBattlerSpriteIds[battler]].oam.affineParam = trainerPicId;
gSprites[gBattlerSpriteIds[battler]].oam.paletteNum = IndexOfSpritePaletteTag(gTrainerSprites[trainerPicId].palette.tag);
gSprites[gBattlerSpriteIds[battler]].x2 = 96;
gSprites[gBattlerSpriteIds[battler]].x += 32;
gSprites[gBattlerSpriteIds[battler]].sSpeedX = -2;
}
gSprites[gBattlerSpriteIds[battler]].callback = SpriteCB_TrainerSlideIn;
gBattlerControllerFuncs[battler] = Controller_WaitForTrainerPic;
}
#undef sSpeedX
void BtlController_HandleTrainerSlideBack(u32 battler, s16 data0, bool32 startAnim)
{
u32 side = GetBattlerSide(battler);
SetSpritePrimaryCoordsFromSecondaryCoords(&gSprites[gBattlerSpriteIds[battler]]);
gSprites[gBattlerSpriteIds[battler]].data[0] = data0;
gSprites[gBattlerSpriteIds[battler]].data[2] = (side == B_SIDE_PLAYER) ? -40 : 280;
gSprites[gBattlerSpriteIds[battler]].data[4] = gSprites[gBattlerSpriteIds[battler]].y;
gSprites[gBattlerSpriteIds[battler]].callback = StartAnimLinearTranslation;
StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[battler]], SpriteCallbackDummy);
if (startAnim)
StartSpriteAnim(&gSprites[gBattlerSpriteIds[battler]], 1);
gBattlerControllerFuncs[battler] = Controller_HandleTrainerSlideBack;
}
#define sSpeedX data[1]
#define sSpeedY data[2]
void BtlController_HandleFaintAnimation(u32 battler)
{
if (gBattleSpritesDataPtr->healthBoxesData[battler].animationState == 0)
{
if (gBattleSpritesDataPtr->battlerData[battler].behindSubstitute)
InitAndLaunchSpecialAnimation(battler, battler, battler, B_ANIM_SUBSTITUTE_TO_MON);
gBattleSpritesDataPtr->healthBoxesData[battler].animationState++;
}
else
{
if (!gBattleSpritesDataPtr->healthBoxesData[battler].specialAnimActive)
{
gBattleSpritesDataPtr->healthBoxesData[battler].animationState = 0;
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
{
HandleLowHpMusicChange(&gPlayerParty[gBattlerPartyIndexes[battler]], battler);
gSprites[gBattlerSpriteIds[battler]].sSpeedX = 0;
gSprites[gBattlerSpriteIds[battler]].sSpeedY = 5;
PlaySE12WithPanning(SE_FAINT, SOUND_PAN_ATTACKER);
gSprites[gBattlerSpriteIds[battler]].callback = SpriteCB_FaintSlideAnim;
gBattlerControllerFuncs[battler] = Controller_FaintPlayerMon;
}
else
{
PlaySE12WithPanning(SE_FAINT, SOUND_PAN_TARGET);
gSprites[gBattlerSpriteIds[battler]].callback = SpriteCB_FaintOpponentMon;
gBattlerControllerFuncs[battler] = Controller_FaintOpponentMon;
}
// The player's sprite callback just slides the mon, the opponent's removes the sprite.
// The player's sprite is removed in Controller_FaintPlayerMon. Controller_FaintOpponentMon only removes the healthbox once the sprite is removed by SpriteCB_FaintOpponentMon.
}
}
}
#undef sSpeedX
#undef sSpeedY
static void HandleBallThrow(u32 battler, u32 target, u32 animId, bool32 allowCriticalCapture)
{
gDoingBattleAnim = TRUE;
if (allowCriticalCapture && IsCriticalCapture())
animId = B_ANIM_CRITICAL_CAPTURE_THROW;
InitAndLaunchSpecialAnimation(battler, battler, target, animId);
gBattlerControllerFuncs[battler] = Controller_WaitForBallThrow;
}
void BtlController_HandleSuccessBallThrowAnim(u32 battler, u32 target, u32 animId, bool32 allowCriticalCapture)
{
gBattleSpritesDataPtr->animationData->ballThrowCaseId = BALL_3_SHAKES_SUCCESS;
HandleBallThrow(battler, target, animId, allowCriticalCapture);
}
void BtlController_HandleBallThrowAnim(u32 battler, u32 target, u32 animId, bool32 allowCriticalCapture)
{
gBattleSpritesDataPtr->animationData->ballThrowCaseId = gBattleResources->bufferA[battler][1];
HandleBallThrow(battler, target, animId, allowCriticalCapture);
}
void BtlController_HandleMoveAnimation(u32 battler, bool32 updateTvData)
{
if (!IsBattleSEPlaying(battler))
{
u16 move = gBattleResources->bufferA[battler][1] | (gBattleResources->bufferA[battler][2] << 8);
gAnimMoveTurn = gBattleResources->bufferA[battler][3];
gAnimMovePower = gBattleResources->bufferA[battler][4] | (gBattleResources->bufferA[battler][5] << 8);
gAnimMoveDmg = gBattleResources->bufferA[battler][6] | (gBattleResources->bufferA[battler][7] << 8) | (gBattleResources->bufferA[battler][8] << 16) | (gBattleResources->bufferA[battler][9] << 24);
gAnimFriendship = gBattleResources->bufferA[battler][10];
gWeatherMoveAnim = gBattleResources->bufferA[battler][12] | (gBattleResources->bufferA[battler][13] << 8);
gAnimDisableStructPtr = (struct DisableStruct *)&gBattleResources->bufferA[battler][16];
gTransformedPersonalities[battler] = gAnimDisableStructPtr->transformedMonPersonality;
gTransformedShininess[battler] = gAnimDisableStructPtr->transformedMonShininess;
gBattleSpritesDataPtr->healthBoxesData[battler].animationState = 0;
gBattlerControllerFuncs[battler] = Controller_DoMoveAnimation;
if (updateTvData)
BattleTv_SetDataBasedOnMove(move, gWeatherMoveAnim, gAnimDisableStructPtr);
}
}
void BtlController_HandlePrintString(u32 battler, bool32 updateTvData, bool32 arenaPtsDeduct)
{
u16 *stringId;
gBattle_BG0_X = 0;
gBattle_BG0_Y = 0;
stringId = (u16 *)(&gBattleResources->bufferA[battler][2]);
BufferStringBattle(*stringId, battler);
if (gTestRunnerEnabled)
{
TestRunner_Battle_RecordMessage(gDisplayedStringBattle);
if (gTestRunnerHeadless)
{
BattleControllerComplete(battler);
return;
}
}
BattlePutTextOnWindow(gDisplayedStringBattle, B_WIN_MSG);
gBattlerControllerFuncs[battler] = Controller_WaitForString;
if (updateTvData)
BattleTv_SetDataBasedOnString(*stringId);
if (arenaPtsDeduct)
BattleArena_DeductSkillPoints(battler, *stringId);
}
void BtlController_HandleHealthBarUpdate(u32 battler, bool32 updateHpText)
{
s32 maxHP, curHP;
s16 hpVal;
struct Pokemon *party = GetBattlerParty(battler);
LoadBattleBarGfx(0);
hpVal = gBattleResources->bufferA[battler][2] | (gBattleResources->bufferA[battler][3] << 8);
maxHP = GetMonData(&party[gBattlerPartyIndexes[battler]], MON_DATA_MAX_HP);
curHP = GetMonData(&party[gBattlerPartyIndexes[battler]], MON_DATA_HP);
if (hpVal != INSTANT_HP_BAR_DROP)
{
SetBattleBarStruct(battler, gHealthboxSpriteIds[battler], maxHP, curHP, hpVal);
TestRunner_Battle_RecordHP(battler, curHP, min(maxHP, max(0, curHP - hpVal)));
}
else
{
SetBattleBarStruct(battler, gHealthboxSpriteIds[battler], maxHP, 0, hpVal);
if (updateHpText)
UpdateHpTextInHealthbox(gHealthboxSpriteIds[battler], HP_CURRENT, 0, maxHP);
TestRunner_Battle_RecordHP(battler, curHP, 0);
}
gBattlerControllerFuncs[battler] = Controller_WaitForHealthBar;
}
void DoStatusIconUpdate(u32 battler)
{
struct Pokemon *party = GetBattlerParty(battler);
UpdateHealthboxAttribute(gHealthboxSpriteIds[battler], &party[gBattlerPartyIndexes[battler]], HEALTHBOX_STATUS_ICON);
gBattleSpritesDataPtr->healthBoxesData[battler].statusAnimActive = 0;
gBattlerControllerFuncs[battler] = Controller_WaitForStatusAnimation;
}
void BtlController_HandleStatusIconUpdate(u32 battler)
{
if (!IsBattleSEPlaying(battler))
{
DoStatusIconUpdate(battler);
}
}
void BtlController_HandleStatusAnimation(u32 battler)
{
if (!IsBattleSEPlaying(battler))
{
InitAndLaunchChosenStatusAnimation(battler, gBattleResources->bufferA[battler][1],
gBattleResources->bufferA[battler][2] | (gBattleResources->bufferA[battler][3] << 8) | (gBattleResources->bufferA[battler][4] << 16) | (gBattleResources->bufferA[battler][5] << 24));
gBattlerControllerFuncs[battler] = Controller_WaitForStatusAnimation;
}
}
void BtlController_HandleClearUnkVar(u32 battler)
{
gUnusedControllerStruct.unk = 0;
BattleControllerComplete(battler);
}
void BtlController_HandleSetUnkVar(u32 battler)
{
gUnusedControllerStruct.unk = gBattleResources->bufferA[battler][1];
BattleControllerComplete(battler);
}
void BtlController_HandleClearUnkFlag(u32 battler)
{
gUnusedControllerStruct.flag = 0;
BattleControllerComplete(battler);
}
void BtlController_HandleToggleUnkFlag(u32 battler)
{
gUnusedControllerStruct.flag ^= 1;
BattleControllerComplete(battler);
}
void BtlController_HandleHitAnimation(u32 battler)
{
if (gSprites[gBattlerSpriteIds[battler]].invisible == TRUE)
{
BattleControllerComplete(battler);
}
else
{
gDoingBattleAnim = TRUE;
gSprites[gBattlerSpriteIds[battler]].data[1] = 0;
DoHitAnimHealthboxEffect(battler);
gBattlerControllerFuncs[battler] = Controller_HitAnimation;
}
}
void BtlController_HandlePlaySE(u32 battler)
{
s8 pan = (GetBattlerSide(battler) == B_SIDE_PLAYER) ? SOUND_PAN_ATTACKER : SOUND_PAN_TARGET;
PlaySE12WithPanning(gBattleResources->bufferA[battler][1] | (gBattleResources->bufferA[battler][2] << 8), pan);
BattleControllerComplete(battler);
}
void BtlController_HandlePlayFanfareOrBGM(u32 battler)
{
if (gBattleResources->bufferA[battler][3])
{
BattleStopLowHpSound();
PlayBGM(gBattleResources->bufferA[battler][1] | (gBattleResources->bufferA[battler][2] << 8));
}
else
{
PlayFanfare(gBattleResources->bufferA[battler][1] | (gBattleResources->bufferA[battler][2] << 8));
}
BattleControllerComplete(battler);
}
void BtlController_HandleFaintingCry(u32 battler)
{
struct Pokemon *party;
s8 pan;
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
{
party = gPlayerParty;
pan = -25;
}
else
{
party = gEnemyParty;
pan = 25;
}
PlayCry_ByMode(GetMonData(&party[gBattlerPartyIndexes[battler]], MON_DATA_SPECIES), pan, CRY_MODE_FAINT);
BattleControllerComplete(battler);
}
void BtlController_HandleIntroSlide(u32 battler)
{
HandleIntroSlide(gBattleResources->bufferA[battler][1]);
gIntroSlideFlags |= 1;
BattleControllerComplete(battler);
}
void BtlController_HandleSpriteInvisibility(u32 battler)
{
if (IsBattlerSpritePresent(battler))
{
gSprites[gBattlerSpriteIds[battler]].invisible = gBattleResources->bufferA[battler][1];
CopyBattleSpriteInvisibility(battler);
}
BattleControllerComplete(battler);
}
bool32 TwoPlayerIntroMons(u32 battler) // Double battle with both player pokemon active.
{
return (IsDoubleBattle() && IsValidForBattle(&gPlayerParty[gBattlerPartyIndexes[battler ^ BIT_FLANK]]));
}
bool32 TwoOpponentIntroMons(u32 battler) // Double battle with both opponent pokemon active.
{
return (IsDoubleBattle()
&& IsValidForBattle(&gEnemyParty[gBattlerPartyIndexes[battler]])
&& IsValidForBattle(&gEnemyParty[gBattlerPartyIndexes[BATTLE_PARTNER(battler)]]));
}
// Task data for Task_StartSendOutAnim
#define tBattlerId data[0]
#define tStartTimer data[1]
#define tFramesToWait data[2]
#define tControllerFunc_1 3 // Stored as two halfwords
#define tControllerFunc_2 4
// Sprite data for SpriteCB_FreePlayerSpriteLoadMonSprite
#define sBattlerId data[5]
void BtlController_HandleIntroTrainerBallThrow(u32 battler, u16 tagTrainerPal, const u32 *trainerPal, s16 framesToWait, void (*controllerCallback)(u32 battler))
{
u8 paletteNum, taskId;
u32 side = GetBattlerSide(battler);
SetSpritePrimaryCoordsFromSecondaryCoords(&gSprites[gBattlerSpriteIds[battler]]);
if (side == B_SIDE_PLAYER)
{
gSprites[gBattlerSpriteIds[battler]].data[0] = 50;
gSprites[gBattlerSpriteIds[battler]].data[2] = -40;
}
else
{
gSprites[gBattlerSpriteIds[battler]].data[0] = 35;
gSprites[gBattlerSpriteIds[battler]].data[2] = 280;
}
gSprites[gBattlerSpriteIds[battler]].data[4] = gSprites[gBattlerSpriteIds[battler]].y;
gSprites[gBattlerSpriteIds[battler]].callback = StartAnimLinearTranslation;
gSprites[gBattlerSpriteIds[battler]].sBattlerId = battler;
if (side == B_SIDE_PLAYER)
{
StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[battler]], SpriteCB_FreePlayerSpriteLoadMonSprite);
StartSpriteAnim(&gSprites[gBattlerSpriteIds[battler]], ShouldDoSlideInAnim() ? 2 : 1);
paletteNum = AllocSpritePalette(tagTrainerPal);
LoadCompressedPalette(trainerPal, OBJ_PLTT_ID(paletteNum), PLTT_SIZE_4BPP);
gSprites[gBattlerSpriteIds[battler]].oam.paletteNum = paletteNum;
}
else
{
StoreSpriteCallbackInData6(&gSprites[gBattlerSpriteIds[battler]], SpriteCB_FreeOpponentSprite);
}
taskId = CreateTask(Task_StartSendOutAnim, 5);
gTasks[taskId].tBattlerId = battler;
gTasks[taskId].tFramesToWait = framesToWait;
SetWordTaskArg(taskId, tControllerFunc_1, (uint32_t)(controllerCallback));
if (gBattleSpritesDataPtr->healthBoxesData[battler].partyStatusSummaryShown)
gTasks[gBattlerStatusSummaryTaskId[battler]].func = Task_HidePartyStatusSummary;
gBattleSpritesDataPtr->animationData->introAnimActive = TRUE;
gBattlerControllerFuncs[battler] = BattleControllerDummy;
}
static bool32 TwoMonsAtSendOut(u32 battler)
{
if (GetBattlerSide(battler) == B_SIDE_PLAYER)
{
if (TwoPlayerIntroMons(battler) && !(gBattleTypeFlags & BATTLE_TYPE_MULTI))
return TRUE;
else
return FALSE;
}
else
{
if ((!TwoOpponentIntroMons(battler) || (gBattleTypeFlags & BATTLE_TYPE_MULTI)) && !BATTLE_TWO_VS_ONE_OPPONENT)
return FALSE;
else if ((gBattleTypeFlags & BATTLE_TYPE_TWO_OPPONENTS) || (BATTLE_TWO_VS_ONE_OPPONENT && !TwoOpponentIntroMons(battler)))
return FALSE;
else
return TRUE;
}
return FALSE;
}
// Send out at start of battle
static void Task_StartSendOutAnim(u8 taskId)
{
if (gTasks[taskId].tFramesToWait != 0 && gTasks[taskId].tStartTimer < gTasks[taskId].tFramesToWait)
{
gTasks[taskId].tStartTimer++;
}
else
{
u32 battlerPartner;
u32 battler = gTasks[taskId].tBattlerId;
if (TwoMonsAtSendOut(battler))
{
gBattleResources->bufferA[battler][1] = gBattlerPartyIndexes[battler];
StartSendOutAnim(battler, FALSE, ShouldDoSlideInAnim());
battlerPartner = battler ^ BIT_FLANK;
gBattleResources->bufferA[battlerPartner][1] = gBattlerPartyIndexes[battlerPartner];
BattleLoadMonSpriteGfx(&gPlayerParty[gBattlerPartyIndexes[battlerPartner]], battlerPartner);
StartSendOutAnim(battlerPartner, FALSE, ShouldDoSlideInAnim());
}
else
{
gBattleResources->bufferA[battler][1] = gBattlerPartyIndexes[battler];
StartSendOutAnim(battler, FALSE, ShouldDoSlideInAnim());
}
gBattlerControllerFuncs[battler] = (void*)(GetWordTaskArg(taskId, tControllerFunc_1));
DestroyTask(taskId);
}
}
#undef tBattlerId
#undef tStartTimer
#undef tFramesToWait
#undef tControllerFunc_1
#undef tControllerFunc_2
static void SpriteCB_FreePlayerSpriteLoadMonSprite(struct Sprite *sprite)
{
u8 battler = sprite->sBattlerId;
// Free player trainer sprite
FreeSpriteOamMatrix(sprite);
FreeSpritePaletteByTag(GetSpritePaletteTagByPaletteNum(sprite->oam.paletteNum));
DestroySprite(sprite);
// Load mon sprite
BattleLoadMonSpriteGfx(&gPlayerParty[gBattlerPartyIndexes[battler]], battler);
StartSpriteAnim(&gSprites[gBattlerSpriteIds[battler]], 0);
}
static void SpriteCB_FreeOpponentSprite(struct Sprite *sprite)
{
FreeTrainerFrontPicPalette(sprite->oam.affineParam);
FreeSpriteOamMatrix(sprite);
DestroySprite(sprite);
}
#undef sBattlerId
void BtlController_HandleDrawPartyStatusSummary(u32 battler, u32 side, bool32 considerDelay)
{
if (gBattleResources->bufferA[battler][1] != 0 && GetBattlerSide(battler) == B_SIDE_PLAYER)
{
BattleControllerComplete(battler);
}
else
{
gBattleSpritesDataPtr->healthBoxesData[battler].partyStatusSummaryShown = 1;
if (side == B_SIDE_OPPONENT && gBattleResources->bufferA[battler][2] != 0)
{
if (gBattleSpritesDataPtr->healthBoxesData[battler].opponentDrawPartyStatusSummaryDelay < 2)
{
gBattleSpritesDataPtr->healthBoxesData[battler].opponentDrawPartyStatusSummaryDelay++;
return;
}
else
{
gBattleSpritesDataPtr->healthBoxesData[battler].opponentDrawPartyStatusSummaryDelay = 0;
}
}
gBattlerStatusSummaryTaskId[battler] = CreatePartyStatusSummarySprites(battler, (struct HpAndStatus *)&gBattleResources->bufferA[battler][4], gBattleResources->bufferA[battler][1], gBattleResources->bufferA[battler][2]);
gBattleSpritesDataPtr->healthBoxesData[battler].partyStatusDelayTimer = 0;
// If intro, skip the delay after drawing
if (considerDelay && gBattleResources->bufferA[battler][2] != 0)
gBattleSpritesDataPtr->healthBoxesData[battler].partyStatusDelayTimer = 93;
gBattlerControllerFuncs[battler] = Controller_WaitForPartyStatusSummary;
}
}
void BtlController_HandleHidePartyStatusSummary(u32 battler)
{
if (gBattleSpritesDataPtr->healthBoxesData[battler].partyStatusSummaryShown)
gTasks[gBattlerStatusSummaryTaskId[battler]].func = Task_HidePartyStatusSummary;
BattleControllerComplete(battler);
}
void BtlController_HandleBattleAnimation(u32 battler, bool32 ignoreSE, bool32 updateTvData)
{
if (ignoreSE || !IsBattleSEPlaying(battler))
{
u8 animationId = gBattleResources->bufferA[battler][1];
u16 argument = gBattleResources->bufferA[battler][2] | (gBattleResources->bufferA[battler][3] << 8);
gAnimDisableStructPtr = (struct DisableStruct *)&gBattleResources->bufferA[battler][4];
if (TryHandleLaunchBattleTableAnimation(battler, battler, battler, animationId, argument))
BattleControllerComplete(battler);
else
gBattlerControllerFuncs[battler] = Controller_WaitForBattleAnimation;
if (updateTvData)
BattleTv_SetDataBasedOnAnimation(animationId);
}
}