pokeemerald-expansion/include/battle_controllers.h

470 lines
17 KiB
C

#ifndef GUARD_BATTLE_CONTROLLERS_H
#define GUARD_BATTLE_CONTROLLERS_H
typedef void (*BattleControllerFunc)(u32 battler);
enum {
REQUEST_ALL_BATTLE,
REQUEST_SPECIES_BATTLE,
REQUEST_HELDITEM_BATTLE,
REQUEST_MOVES_PP_BATTLE,
REQUEST_MOVE1_BATTLE,
REQUEST_MOVE2_BATTLE,
REQUEST_MOVE3_BATTLE,
REQUEST_MOVE4_BATTLE,
REQUEST_PP_DATA_BATTLE,
REQUEST_PPMOVE1_BATTLE,
REQUEST_PPMOVE2_BATTLE,
REQUEST_PPMOVE3_BATTLE,
REQUEST_PPMOVE4_BATTLE,
REQUEST_UNUSED_13_BATTLE,
REQUEST_UNUSED_14_BATTLE,
REQUEST_UNUSED_15_BATTLE,
REQUEST_UNUSED_16_BATTLE,
REQUEST_OTID_BATTLE,
REQUEST_EXP_BATTLE,
REQUEST_HP_EV_BATTLE,
REQUEST_ATK_EV_BATTLE,
REQUEST_DEF_EV_BATTLE,
REQUEST_SPEED_EV_BATTLE,
REQUEST_SPATK_EV_BATTLE,
REQUEST_SPDEF_EV_BATTLE,
REQUEST_FRIENDSHIP_BATTLE,
REQUEST_POKERUS_BATTLE,
REQUEST_MET_LOCATION_BATTLE,
REQUEST_MET_LEVEL_BATTLE,
REQUEST_MET_GAME_BATTLE,
REQUEST_POKEBALL_BATTLE,
REQUEST_ALL_IVS_BATTLE,
REQUEST_HP_IV_BATTLE,
REQUEST_ATK_IV_BATTLE,
REQUEST_DEF_IV_BATTLE,
REQUEST_SPEED_IV_BATTLE,
REQUEST_SPATK_IV_BATTLE,
REQUEST_SPDEF_IV_BATTLE,
REQUEST_PERSONALITY_BATTLE,
REQUEST_CHECKSUM_BATTLE,
REQUEST_STATUS_BATTLE,
REQUEST_LEVEL_BATTLE,
REQUEST_HP_BATTLE,
REQUEST_MAX_HP_BATTLE,
REQUEST_ATK_BATTLE,
REQUEST_DEF_BATTLE,
REQUEST_SPEED_BATTLE,
REQUEST_SPATK_BATTLE,
REQUEST_SPDEF_BATTLE,
REQUEST_COOL_BATTLE,
REQUEST_BEAUTY_BATTLE,
REQUEST_CUTE_BATTLE,
REQUEST_SMART_BATTLE,
REQUEST_TOUGH_BATTLE,
REQUEST_SHEEN_BATTLE,
REQUEST_COOL_RIBBON_BATTLE,
REQUEST_BEAUTY_RIBBON_BATTLE,
REQUEST_CUTE_RIBBON_BATTLE,
REQUEST_SMART_RIBBON_BATTLE,
REQUEST_TOUGH_RIBBON_BATTLE,
};
enum BattleController
{
BATTLE_CONTROLLER_NONE,
BATTLE_CONTROLLER_PLAYER,
BATTLE_CONTROLLER_PLAYER_PARTNER,
BATTLE_CONTROLLER_OPPONENT,
BATTLE_CONTROLLER_LINK_PARTNER,
BATTLE_CONTROLLER_LINK_OPPONENT,
BATTLE_CONTROLLER_SAFARI,
BATTLE_CONTROLLER_WALLY,
BATTLE_CONTROLLER_RECORDED_PLAYER,
BATTLE_CONTROLLER_RECORDED_PARTNER,
BATTLE_CONTROLLER_RECORDED_OPPONENT,
BATTLE_CONTROLLERS_COUNT,
};
// Accessors for gBattleControllerExecFlags.
//
// These are provided for documentation purposes, to make the battle
// controller internals and the link communication internals more
// legible. Several of these have functions that you should call
// (e.g. MarkBattlerForControllerExec) instead of using these macros
// directly.
static inline void MarkBattleControllerActiveOnLocal(u32 battler)
{
gBattleControllerExecFlags |= (1u << battler);
}
static inline void MarkBattleControllerIdleOnLocal(u32 battler)
{
gBattleControllerExecFlags &= ~(1u << battler);
}
static inline bool32 IsBattleControllerActiveOnLocal(u32 battler)
{
return gBattleControllerExecFlags & (1u << battler);
}
static inline void MarkBattleControllerMessageOutboundOverLink(u32 battler)
{
gBattleControllerExecFlags |= ((1u << battler) << (32 - MAX_BATTLERS_COUNT));
}
static inline void MarkBattleControllerMessageSynchronizedOverLink(u32 battler)
{
gBattleControllerExecFlags &= ~((1 << 28) << (battler));
}
static inline bool32 IsBattleControllerMessageSynchronizedOverLink(u32 battler)
{
return gBattleControllerExecFlags & (1u << (battler + 28));
}
static inline void MarkBattleControllerActiveForPlayer(u32 battler, u32 playerId)
{
gBattleControllerExecFlags |= ((1u << battler) << ((playerId) << 2));
}
static inline void MarkBattleControllerIdleForPlayer(u32 battler, u32 playerId)
{
gBattleControllerExecFlags &= ~((1u << battler) << ((playerId) * 4));
}
static inline bool32 IsBattleControllerActiveForPlayer(u32 battler, u32 playerId)
{
return gBattleControllerExecFlags & ((1u << battler) << ((playerId) * 4));
}
// This actually checks if a specific controller is active on any player or if
// *any* controller is pending sync over link communications, but the macro name
// can only be so specific before it just gets ridiculous.
static inline bool32 IsBattleControllerActiveOrPendingSyncAnywhere(u32 battler)
{
return gBattleControllerExecFlags & (
(1u << battler)
| (0xF << 28)
| (1u << battler << 4)
| (1u << battler << 8)
| (1u << battler << 12));
}
// Special arguments for Battle Controller functions.
enum {
// For commands sent from the core battle engine to a controller.
B_COMM_TO_CONTROLLER, // gBattleBufferA
// For replies sent from a controller to the core battle engine.
B_COMM_TO_ENGINE, // gBattleBufferB
// During local play, a controller must directly mark itself as
// inactive when it's done processing, whether or not it sends
// a reply. During multiplayer, it must NOT directly mark itself
// as inactive, but instead send one of these, with the player's
// multiplayer ID as data.
B_COMM_CONTROLLER_IS_DONE
};
enum {
RESET_ACTION_MOVE_SELECTION,
RESET_ACTION_SELECTION,
RESET_MOVE_SELECTION,
};
enum {
BALL_NO_SHAKES,
BALL_1_SHAKE,
BALL_2_SHAKES,
BALL_3_SHAKES_FAIL,
BALL_3_SHAKES_SUCCESS,
BALL_TRAINER_BLOCK,
};
enum {
LINK_STANDBY_MSG_STOP_BOUNCE,
LINK_STANDBY_STOP_BOUNCE_ONLY,
LINK_STANDBY_MSG_ONLY,
};
#define INSTANT_HP_BAR_DROP 0x7FFF
#define PARTY_SUMM_SKIP_DRAW_DELAY (1 << 7)
// Special return values in gBattleBufferB from Battle Controller functions.
#define RET_VALUE_LEVELED_UP 11
#define RET_GIMMICK (1 << 7)
struct UnusedControllerStruct
{
u8 unk:7;
u8 flag:1;
};
struct HpAndStatus
{
u16 hp;
u32 status;
};
struct MovePpInfo
{
u16 moves[MAX_MON_MOVES];
u8 pp[MAX_MON_MOVES];
u8 ppBonuses;
};
struct ChooseMoveStruct
{
u16 moves[MAX_MON_MOVES];
u8 currentPp[MAX_MON_MOVES];
u8 maxPp[MAX_MON_MOVES];
u16 species;
enum Type monTypes[3];
struct ZMoveData zmove;
};
enum
{
CONTROLLER_GETMONDATA,
CONTROLLER_GETRAWMONDATA,
CONTROLLER_SETMONDATA,
CONTROLLER_SETRAWMONDATA,
CONTROLLER_LOADMONSPRITE,
CONTROLLER_SWITCHINANIM,
CONTROLLER_RETURNMONTOBALL,
CONTROLLER_DRAWTRAINERPIC,
CONTROLLER_TRAINERSLIDE,
CONTROLLER_TRAINERSLIDEBACK,
CONTROLLER_FAINTANIMATION,
CONTROLLER_PALETTEFADE,
CONTROLLER_BALLTHROWANIM,
CONTROLLER_PAUSE,
CONTROLLER_MOVEANIMATION,
CONTROLLER_PRINTSTRING,
CONTROLLER_PRINTSTRINGPLAYERONLY,
CONTROLLER_CHOOSEACTION,
CONTROLLER_YESNOBOX,
CONTROLLER_CHOOSEMOVE,
CONTROLLER_OPENBAG,
CONTROLLER_CHOOSEPOKEMON,
CONTROLLER_23,
CONTROLLER_HEALTHBARUPDATE,
CONTROLLER_EXPUPDATE,
CONTROLLER_STATUSICONUPDATE,
CONTROLLER_STATUSANIMATION,
CONTROLLER_STATUSXOR,
CONTROLLER_DATATRANSFER,
CONTROLLER_DMA3TRANSFER,
CONTROLLER_PLAYBGM,
CONTROLLER_32,
CONTROLLER_TWORETURNVALUES,
CONTROLLER_CHOSENMONRETURNVALUE,
CONTROLLER_ONERETURNVALUE,
CONTROLLER_ONERETURNVALUE_DUPLICATE,
CONTROLLER_HITANIMATION,
CONTROLLER_CANTSWITCH,
CONTROLLER_PLAYSE,
CONTROLLER_PLAYFANFAREORBGM,
CONTROLLER_FAINTINGCRY,
CONTROLLER_INTROSLIDE,
CONTROLLER_INTROTRAINERBALLTHROW,
CONTROLLER_DRAWPARTYSTATUSSUMMARY,
CONTROLLER_HIDEPARTYSTATUSSUMMARY,
CONTROLLER_ENDBOUNCE,
CONTROLLER_SPRITEINVISIBILITY,
CONTROLLER_BATTLEANIMATION,
CONTROLLER_LINKSTANDBYMSG,
CONTROLLER_RESETACTIONMOVESELECTION,
CONTROLLER_ENDLINKBATTLE,
CONTROLLER_DEBUGMENU,
/*new controllers should go here*/
CONTROLLER_TERMINATOR_NOP,
CONTROLLER_CMDS_COUNT
};
extern struct UnusedControllerStruct gUnusedControllerStruct;
extern void (*gBattlerControllerFuncs[MAX_BATTLERS_COUNT])(u32 battler);
extern void (*gBattlerControllerEndFuncs[MAX_BATTLERS_COUNT])(u32 battler);
extern u8 gBattleControllerData[MAX_BATTLERS_COUNT];
extern u8 gBattlerBattleController[MAX_BATTLERS_COUNT];
// general functions
void HandleLinkBattleSetup(void);
void SetUpBattleVarsAndBirchZigzagoon(void);
void InitBattleControllers(void);
bool32 IsValidForBattle(struct Pokemon *mon);
void TryReceiveLinkBattleData(void);
void PrepareBufferDataTransferLink(u32 battler, u32 bufferId, u16 size, u8 *data);
void UpdateFriendshipFromXItem(u32 battler);
bool32 IsAiVsAiBattle(void);
bool32 BattlerIsPlayer(u32 battlerId);
bool32 BattlerIsPartner(u32 battlerId);
bool32 BattlerIsOpponent(u32 battlerId);
bool32 BattlerIsRecorded(u32 battlerId);
bool32 BattlerIsLink(u32 battlerId);
bool32 BattlerIsWally(u32 battlerId);
bool32 BattlerHasAi(u32 battlerId);
// emitters
void BtlController_EmitGetMonData(u32 battler, u32 bufferId, u8 requestId, u8 monToCheck);
void BtlController_EmitSetMonData(u32 battler, u32 bufferId, u8 requestId, u8 monToCheck, u8 bytes, void *data);
void BtlController_EmitLoadMonSprite(u32 battler, u32 bufferId);
void BtlController_EmitSwitchInAnim(u32 battler, u32 bufferId, u8 partyId, bool8 dontClearTransform, bool8 dontClearSubstituteBit);
void BtlController_EmitReturnMonToBall(u32 battler, u32 bufferId, bool8 skipAnim);
void BtlController_EmitDrawTrainerPic(u32 battler, u32 bufferId);
void BtlController_EmitTrainerSlide(u32 battler, u32 bufferId);
void BtlController_EmitTrainerSlideBack(u32 battler, u32 bufferId);
void BtlController_EmitFaintAnimation(u32 battler, u32 bufferId);
void BtlController_EmitBallThrowAnim(u32 battler, u32 bufferId, u8 caseId);
void BtlController_EmitMoveAnimation(u32 battler, u32 bufferId, u16 move, u8 turnOfMove, u16 movePower, s32 dmg, u8 friendship, u8 multihit);
void BtlController_EmitPrintString(u32 battler, u32 bufferId, enum StringID stringId);
void BtlController_EmitPrintSelectionString(u32 battler, u32 bufferId, enum StringID stringId);
void BtlController_EmitChooseAction(u32 battler, u32 bufferId, u8 action, u16 itemId);
void BtlController_EmitYesNoBox(u32 battler, u32 bufferId);
void BtlController_EmitChooseMove(u32 battler, u32 bufferId, bool8 isDoubleBattle, bool8 NoPpNumber, struct ChooseMoveStruct *movePpData);
void BtlController_EmitChooseItem(u32 battler, u32 bufferId, u8 *battlePartyOrder);
void BtlController_EmitChoosePokemon(u32 battler, u32 bufferId, u8 caseId, u8 slotId, u16 abilityId, u8 battlerPreventingSwitchout, u8 *data);
void BtlController_EmitHealthBarUpdate(u32 battler, u32 bufferId, u16 hpValue);
void BtlController_EmitExpUpdate(u32 battler, u32 bufferId, u8 partyId, s32 expPoints);
void BtlController_EmitStatusIconUpdate(u32 battler, u32 bufferId, u32 status);
void BtlController_EmitStatusAnimation(u32 battler, u32 bufferId, bool8 isVolatile, u32 status);
void BtlController_EmitDataTransfer(u32 battler, u32 bufferId, u16 size, void *data);
void BtlController_EmitTwoReturnValues(u32 battler, u32 bufferId, u8 ret8, u32 ret32);
void BtlController_EmitChosenMonReturnValue(u32 battler, u32 bufferId, u8 partyId, u8 *battlePartyOrder);
void BtlController_EmitOneReturnValue(u32 battler, u32 bufferId, u16 ret);
void BtlController_EmitOneReturnValue_Duplicate(u32 battler, u32 bufferId, u16 ret);
void BtlController_EmitHitAnimation(u32 battler, u32 bufferId);
void BtlController_EmitCantSwitch(u32 battler, u32 bufferId);
void BtlController_EmitPlaySE(u32 battler, u32 bufferId, u16 songId);
void BtlController_EmitPlayFanfareOrBGM(u32 battler, u32 bufferId, u16 songId, bool8 playBGM);
void BtlController_EmitFaintingCry(u32 battler, u32 bufferId);
void BtlController_EmitIntroSlide(u32 battler, u32 bufferId, u8 terrainId);
void BtlController_EmitIntroTrainerBallThrow(u32 battler, u32 bufferId);
void BtlController_EmitDrawPartyStatusSummary(u32 battler, u32 bufferId, struct HpAndStatus *hpAndStatus, u8 flags);
void BtlController_EmitHidePartyStatusSummary(u32 battler, u32 bufferId);
void BtlController_EmitEndBounceEffect(u32 battler, u32 bufferId);
void BtlController_EmitSpriteInvisibility(u32 battler, u32 bufferId, bool8 isInvisible);
void BtlController_EmitBattleAnimation(u32 battler, u32 bufferId, u8 animationId, u16 argument);
void BtlController_EmitLinkStandbyMsg(u32 battler, u32 bufferId, u8 mode, bool32 record);
void BtlController_EmitResetActionMoveSelection(u32 battler, u32 bufferId, u8 caseId);
void BtlController_EmitEndLinkBattle(u32 battler, u32 bufferId, u8 battleOutcome);
void BtlController_EmitDebugMenu(u32 battler, u32 bufferId);
void BtlController_Complete(u32 battler); // Can be used for all the controllers.
void BtlController_Empty(u32 battler); // Empty command, does nothing, only completes the execution.
void BtlController_TerminatorNop(u32 battler); // Dummy function at the end of the table.
void BattleControllerDummy(u32 battler);
void StartSendOutAnim(u32 battler, bool32 dontClearTransform, bool32 dontClearSubstituteBit, bool32 doSlideIn);
void Controller_WaitForString(u32 battler);
void Controller_WaitForHealthBar(u32 battler);
// handlers
void BtlController_HandleGetMonData(u32 battler);
void BtlController_HandleGetRawMonData(u32 battler);
void BtlController_HandleSetMonData(u32 battler);
void BtlController_HandleSetRawMonData(u32 battler);
void BtlController_HandleLoadMonSprite(u32 battler);
void BtlController_HandleSwitchInAnim(u32 battler);
void BtlController_HandleReturnMonToBall(u32 battler);
void BtlController_HandleDrawTrainerPic(u32 battlerId, u32 trainerPicId, bool32 isFrontPic, s16 xPos, s16 yPos, s32 subpriority);
void BtlController_HandleTrainerSlide(u32 battler, u32 trainerPicId);
void BtlController_HandleTrainerSlideBack(u32 battlerId, s16 data0, bool32 startAnim);
void BtlController_HandleFaintAnimation(u32 battler);
void BtlController_HandleBallThrowAnim(u32 battler);
void BtlController_HandleMoveAnimation(u32 battler);
void BtlController_HandlePrintString(u32 battler);
void BtlController_HandlePrintStringPlayerOnly(u32 battler);
void BtlController_HandleHealthBarUpdate(u32 battler);
void DoStatusIconUpdate(u32 battler);
void BtlController_HandleStatusIconUpdate(u32 battler);
void BtlController_HandleStatusAnimation(u32 battler);
void BtlController_HandleHitAnimation(u32 battler);
void BtlController_HandlePlaySE(u32 battler);
void BtlController_HandlePlayFanfareOrBGM(u32 battler);
void BtlController_HandleFaintingCry(u32 battler);
void BtlController_HandleIntroSlide(u32 battler);
void BtlController_HandleSpriteInvisibility(u32 battler);
bool32 TwoPlayerIntroMons(u32 battlerId); // Double battle with both player pokemon active.
bool32 TwoOpponentIntroMons(u32 battlerId); // Double battle with both opponent pokemon active.
void BtlController_HandleIntroTrainerBallThrow(u32 battler, u16 tagTrainerPal, const u16 *trainerPal, s16 framesToWait, void (*controllerCallback)(u32 battler));
void BtlController_HandleDrawPartyStatusSummary(u32 battler, enum BattleSide side, bool32 considerDelay);
void BtlController_HandleHidePartyStatusSummary(u32 battler);
void BtlController_HandleBattleAnimation(u32 battler);
// player controller
void SetControllerToPlayer(u32 battler);
void PlayerBufferExecCompleted(u32 battler);
void SetBattleEndCallbacks(u32 battler);
void PlayerHandleExpUpdate(u32 battler);
u32 LinkPlayerGetTrainerPicId(u32 multiplayerId);
void CB2_SetUpReshowBattleScreenAfterMenu(void);
void CB2_SetUpReshowBattleScreenAfterMenu2(void);
void Task_PlayerController_RestoreBgmAfterCry(u8 taskId);
void ActionSelectionCreateCursorAt(u8 cursorPosition, u8 baseTileNum);
void ActionSelectionDestroyCursorAt(u8 cursorPosition);
void InitMoveSelectionsVarsAndStrings(u32 battler);
void MoveSelectionCreateCursorAt(u8 cursorPos, u8 arg1);
void MoveSelectionDestroyCursorAt(u8 cursorPosition);
void PlayerHandleChooseMove(u32 battler);
void HandleInputChooseMove(u32 battler);
void HandleInputChooseTarget(u32 battler);
void HandleInputShowEntireFieldTargets(u32 battler);
void HandleInputShowTargets(u32 battler);
void HandleMoveSwitching(u32 battler);
void HandleChooseMoveAfterDma3(u32 battler);
// recorded player controller
void SetControllerToRecordedPlayer(u32 battler);
void RecordedPlayerBufferExecCompleted(u32 battler);
// recorded partner controller
void SetControllerToRecordedPartner(u32 battler);
void RecordedPartnerBufferExecCompleted(u32 battler);
// opponent controller
void SetControllerToOpponent(u32 battler);
void OpponentBufferExecCompleted(u32 battler);
void OpponentHandleTrainerSlide(u32 battler);
// player partner controller
void Controller_PlayerPartnerShowIntroHealthbox(u32 battler); // Also used by the link partner.
void SetControllerToPlayerPartner(u32 battler);
void PlayerPartnerBufferExecCompleted(u32 battler);
// safari controller
void SetControllerToSafari(u32 battler);
void SafariBufferExecCompleted(u32 battler);
// wally controller
void SetControllerToWally(u32 battler);
void WallyBufferExecCompleted(u32 battler);
// recorded opponent controller
void SetControllerToRecordedOpponent(u32 battler);
void RecordedOpponentBufferExecCompleted(u32 battler);
// link opponent
void SetControllerToLinkOpponent(u32 battler);
void LinkOpponentBufferExecCompleted(u32 battler);
// link partner
void SetControllerToLinkPartner(u32 battler);
void LinkPartnerBufferExecCompleted(u32 battler);
void TrySetBattlerShadowSpriteCallback(u32 battler);
void AnimateMonAfterPokeBallFail(u32 battler);
void TryShinyAnimAfterMonAnim(u32 battler);
void WaitForMonAnimAfterLoad(u32 battler);
void BtlController_HandleSwitchInWaitAndEnd(u32 battler);
void BtlController_Intro_DelayAndEnd(u32 battler);
void BtlController_HandleSwitchInShowHealthbox(u32 battler);
void BtlController_HandleSwitchInTryShinyAnim(u32 battler);
void BtlController_HandleSwitchInSoundAndEnd(u32 battler);
void BtlController_HandleSwitchInShowSubstitute(u32 battler);
bool32 ShouldBattleRestrictionsApply(u32 battler);
void FreeShinyStars(void);
#endif // GUARD_BATTLE_CONTROLLERS_H