Rename statuses and activePokemon

This commit is contained in:
AnonymousRandomPerson
2024-11-15 21:36:36 -05:00
parent 5f48654c20
commit 583b4df544
49 changed files with 1025 additions and 1025 deletions

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@@ -3,7 +3,7 @@
#include "structs/dungeon_entity.h"
bool8 MoveMatchesChargingStatus(Entity *pokemon, Move *move);
bool8 MoveMatchesBideClassStatus(Entity *pokemon, Move *move);
// checkCharge = Check for the move named Charge.
bool8 IsChargingAnyTwoTurnMove(Entity *pokemon, bool8 checkCharge);

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@@ -35,13 +35,13 @@ void Conversion2StatusTarget(Entity * pokemon, Entity * target);
void VitalThrowStatusTarget(Entity * pokemon, Entity * target);
void sub_8079F20(Entity * pokemon, Entity * target, u8 param_3, u8 param_4);
void sub_807A0CC(Entity * pokemon, Entity * target);
void SendSleepEndMessage(Entity * pokemon, Entity * target, bool8 param_3, bool8 param_4);
void SendNonVolatileEndMessage(Entity * pokemon, Entity * target);
void EndSleepClassStatus(Entity * pokemon, Entity * target, bool8 param_3, bool8 param_4);
void EndBurnClassStatus(Entity * pokemon, Entity * target);
void EndFrozenClassStatus(Entity * pokemon, Entity *target);
void SendVolatileEndMessage(Entity * pokemon, Entity *target);
void SendProtectionEndMessage(Entity * pokemon, Entity *target);
void SendWaitingEndMessage(Entity * pokemon, Entity * target, u8 waitingStatus);
void SendLinkedEndMessage(Entity * pokemon, Entity * target);
void EndCringeClassStatus(Entity * pokemon, Entity *target);
void EndReflectClassStatus(Entity * pokemon, Entity *target);
void EndCurseClassStatus(Entity * pokemon, Entity * target, u8 curseClassStatus);
void EndLeechSeedClassStatus(Entity * pokemon, Entity * target);
void SendMoveEndMessage(Entity * pokemon, Entity * target);
void SendTransformEndMessage(Entity * pokemon, Entity *target);
void SendEyesightEndMessage(Entity * pokemon,Entity * target);

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@@ -1,7 +1,7 @@
#ifndef GUARD_CONSTANTS_STATUS_H
#define GUARD_CONSTANTS_STATUS_H
// Sleep statuses
// Sleep class statuses
#define STATUS_NONE 0
#define STATUS_SLEEP 1
#define STATUS_SLEEPLESS 2
@@ -9,13 +9,13 @@
#define STATUS_YAWNING 4
#define STATUS_NAPPING 5
// Non-volatile statuses
// Burn class statuses
#define STATUS_BURN 1
#define STATUS_POISONED 2
#define STATUS_BADLY_POISONED 3
#define STATUS_PARALYSIS 4
// Immobilize statuses
// Frozen class statuses
#define STATUS_FROZEN 1
#define STATUS_SHADOW_HOLD 2
#define STATUS_WRAP 3
@@ -24,7 +24,7 @@
#define STATUS_PETRIFIED 6
#define STATUS_CONSTRICTION 7
// Volatile statuses
// Cringe class statuses
#define STATUS_CRINGE 1
#define STATUS_CONFUSED 2
#define STATUS_PAUSED 3
@@ -33,7 +33,7 @@
#define STATUS_ENCORE 6
#define STATUS_INFATUATED 7
// Charging statuses
// Bide class statuses
#define STATUS_BIDE 1
#define STATUS_SOLARBEAM 2
#define STATUS_SKY_ATTACK 3
@@ -47,7 +47,7 @@
#define STATUS_CHARGING 11
#define STATUS_ENRAGED 12
// Protection statuses
// ReflectClassStatus statuses
#define STATUS_REFLECT 1
#define STATUS_SAFEGUARD 2
#define STATUS_LIGHT_SCREEN 3
@@ -63,31 +63,31 @@
#define STATUS_VITAL_THROW 13
#define STATUS_MIST 14
// Waiting statuses
// Curse class statuses
#define STATUS_CURSED 1
#define STATUS_DECOY 2
#define STATUS_SNATCH 3
// Linked statuses
// Leech Seed class statuses
#define STATUS_LEECH_SEED 1
#define STATUS_DESTINY_BOND 2
// Move statuses
// Sure Shot class statuses
#define STATUS_SURE_SHOT 1
#define STATUS_WHIFFER 2
#define STATUS_SET_DAMAGE 3
#define STATUS_FOCUS_ENERGY 4
// Item statuses
// Long Toss class statuses
#define STATUS_LONG_TOSS 1
#define STATUS_PIERCE 2
// Transform statuses
// Invisible class statuses
#define STATUS_INVISIBLE 1
#define STATUS_TRANSFORMED 2
#define STATUS_MOBILE 3
// Eyesight statuses
// Blinker class statuses
#define STATUS_BLINKER 1
#define STATUS_CROSS_EYED 2
#define STATUS_EYEDROPS 3

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@@ -3,7 +3,7 @@
#include "structs/dungeon_entity.h"
u8 sub_8075BF4(Entity * pokemon, s32 sleepTurns);
u8 sub_8075BF4(Entity * pokemon, s32 sleepClassStatusTurns);
void sub_8075C58(Entity * pokemon, Entity * target, s32 turns, bool8 displayMessage);
bool8 CannotSleep(Entity * pokemon, Entity * target, u8 param_3, bool8 displayMessage);
void NightmareStatusTarget(Entity * pokemon, Entity * target, s32 turns);

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@@ -69,93 +69,93 @@ typedef struct AITarget
} AITarget;
typedef struct Sleep
typedef struct SleepClassStatus
{
/* 0x0 */ u8 sleep;
/* 0x1 */ u8 sleepTurns;
} Sleep;
/* 0x0 */ u8 status;
/* 0x1 */ u8 turns;
} SleepClassStatus;
typedef struct NonVolatile
typedef struct BurnClassStatus
{
/* 0x0 */ u8 nonVolatileStatus;
/* 0x1 */ u8 nonVolatileStatusTurns;
/* 0x2 */ u8 nonVolatileStatusDamageCountdown;
/* 0x0 */ u8 status;
/* 0x1 */ u8 turns;
/* 0x2 */ u8 damageCountdown;
/* 0x3 */ u8 unk4;
} NonVolatile;
} BurnClassStatus;
typedef struct Immobilize
typedef struct FrozenClassStatus
{
/* 0x0 */ u8 immobilizeStatus;
/* 0x0 */ u8 status;
/* 0x4 */ s32 unk4;
/* 0x8 */ u8 immobilizeStatusTurns;
/* 0x9 */ u8 immobilizeStatusDamageCountdown;
} Immobilize;
/* 0x8 */ u8 turns;
/* 0x9 */ u8 damageCountdown;
} FrozenClassStatus;
typedef struct Volatile
typedef struct CringeClassStatus
{
/* 0x0 */ u8 volatileStatus;
/* 0x1 */ u8 volatileStatusTurns;
} Volatile;
/* 0x0 */ u8 status;
/* 0x1 */ u8 turns;
} CringeClassStatus;
typedef struct Charging
typedef struct BideClassStatus
{
/* 0x0 */ u8 chargingStatus;
/* 0x1 */ u8 chargingStatusTurns;
/* 0x2 */ u8 chargingStatusMoveIndex; // The position of the move in the Pokémon's moveset that triggered the status.
} Charging;
/* 0x0 */ u8 status;
/* 0x1 */ u8 turns;
/* 0x2 */ u8 moveSlot; // The position of the move in the Pokémon's moveset that triggered the status.
} BideClassStatus;
typedef struct Protection
typedef struct ReflectClassStatus
{
/* 0x0 */ u8 protectionStatus;
/* 0x1 */ u8 protectionStatusTurns;
} Protection;
/* 0x0 */ u8 status;
/* 0x1 */ u8 turns;
} ReflectClassStatus;
typedef struct Waiting
typedef struct CurseClassStatus
{
/* 0xC8 */ u8 waitingStatus;
/* 0xC9 */ bool8 decoyApplierNonTeamMemberFlag; // True if the Pokémon is a decoy and a wild Pokémon (i.e., not an allied Pokémon).
u8 unkCA;
/* 0xCB */ u8 waitingStatusTurns;
/* 0xCC */ u8 curseDamageCountdown;
} Waiting;
/* 0x0 */ u8 status;
/* 0x1 */ bool8 applierNonTeamMemberFlag; // True if the Pokémon is a decoy and a wild Pokémon (i.e., not an allied Pokémon).
u8 unk2;
/* 0x3 */ u8 turns;
/* 0x4 */ u8 damageCountdown;
} CurseClassStatus;
typedef struct Linked
typedef struct LeechSeedClassStatus
{
/* 0xD0 */ u8 linkedStatus;
/* 0xD4 */ u32 unkD4;
/* 0xD8 */ u8 unkD8;
/* 0xD9 */ u8 linkedStatusTurns;
/* 0xDA */ u8 linkedStatusDamageCountdown;
} Linked;
/* 0x0 */ u8 status;
/* 0x4 */ u32 unkD4;
/* 0x8 */ u8 unkD8;
/* 0x9 */ u8 turns;
/* 0xA */ u8 damageCountdown;
} LeechSeedClassStatus;
typedef struct MoveStatus
typedef struct SureShotClassStatus
{
/* 0xDC */ u8 moveStatus;
/* 0xDD */ u8 moveStatusTurns;
} MoveStatus;
/* 0x0 */ u8 status;
/* 0x1 */ u8 turns;
} SureShotClassStatus;
typedef struct ItemStatus
typedef struct LongTossClassStatus
{
/* 0xE0 */ u8 itemStatus;
} ItemStatus;
/* 0x0 */ u8 status;
} LongTossClassStatus;
typedef struct TransformStatus
typedef struct InvisibleClassStatus
{
/* 0xE4 */ u8 transformStatus;
/* 0xE5 */ u8 transformStatusTurns;
} TransformStatus;
/* 0x0 */ u8 status;
/* 0x1 */ u8 turns;
} InvisibleClassStatus;
typedef struct EyesightStatus
typedef struct BlinkerClassStatus
{
/* 0xE8 */ u8 eyesightStatus;
/* 0xE9 */ u8 eyesightStatusTurns;
} EyesightStatus;
/* 0x0 */ u8 status;
/* 0x1 */ u8 turns;
} BlinkerClassStatus;
typedef struct Muzzled
{
/* 0xEC */ bool8 muzzled;
/* 0xED */ u8 muzzledTurns;
/* 0x0 */ bool8 muzzled;
/* 0x1 */ u8 turns;
} Muzzled;
typedef struct Unk_Entity_x184
@@ -235,18 +235,18 @@ typedef struct EntityInfo
u8 fillA5[0xA8 - 0xA5];
// Statuses are split into groups based on which ones can't overlap.
// See status.h for which statuses are in each group.
/* 0xA8 */ Sleep sleep;
/* 0xAC */ NonVolatile nonVolatile;
/* 0xB0 */ Immobilize immobilize;
/* 0xBC */ Volatile volatileStatus;
/* 0xC0 */ Charging charging;
/* 0xC4 */ Protection protection;
/* 0xC8 */ Waiting waitingStruct;
/* 0xD0 */ Linked linked;
/* 0xDC */ MoveStatus moveStatus;
/* 0xE0 */ ItemStatus itemStatus;
/* 0xE4 */ TransformStatus transformStatus;
/* 0xE8 */ EyesightStatus eyesightStatus;
/* 0xA8 */ SleepClassStatus sleepClassStatus;
/* 0xAC */ BurnClassStatus burnClassStatus;
/* 0xB0 */ FrozenClassStatus frozenClassStatus;
/* 0xBC */ CringeClassStatus cringeClassStatus;
/* 0xC0 */ BideClassStatus bideClassStatus;
/* 0xC4 */ ReflectClassStatus reflectClassStatus;
/* 0xC8 */ CurseClassStatus curseClassStatus;
/* 0xD0 */ LeechSeedClassStatus linked;
/* 0xDC */ SureShotClassStatus sureShotClassStatus;
/* 0xE0 */ LongTossClassStatus longTossClassStatus;
/* 0xE4 */ InvisibleClassStatus invisibleClassStatus;
/* 0xE8 */ BlinkerClassStatus blinkerClassStatus;
/* 0xEC */ Muzzled muzzled;
/* 0xF0 */ bool8 powerEars;
/* 0xF1 */ bool8 scanning;

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@@ -383,7 +383,7 @@ typedef struct Dungeon
u8 fill1357A[0x1357C - 0x1357A];
/* 0x1357C */ Entity *teamPokemon[MAX_TEAM_MEMBERS];
/* 0x1358C */ Entity *wildPokemon[DUNGEON_MAX_WILD_POKEMON];
/* 0x135CC */ Entity *activeMonsterPtrs[DUNGEON_MAX_POKEMON]; // Contains both team and wild Pokémon
/* 0x135CC */ Entity *activePokemon[DUNGEON_MAX_POKEMON]; // Contains both team and wild Pokémon
/* 0x1361C */ Entity *items[DUNGEON_MAX_ITEMS];
/* 0x1371C */ Entity *traps[DUNGEON_MAX_TRAPS];
/* 0x1381C */ Entity teamPokemonEntities[MAX_TEAM_MEMBERS];