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https://github.com/pret/pokefirered.git
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132 lines
4.6 KiB
C
132 lines
4.6 KiB
C
#include "global.h"
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#include "bg.h"
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#include "battle.h"
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#include "battle_anim.h"
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#include "malloc.h"
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#include "party_menu.h"
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#include "pokemon.h"
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#include "trainer_tower.h"
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void AllocateBattleResources(void)
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{
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if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_TOWER)
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InitTrainerTowerBattleStruct();
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if (gBattleTypeFlags & BATTLE_TYPE_POKEDUDE)
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{
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s32 i;
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for (i = 0; i < 4; i++)
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gPokedudeBattlerStates[i] = AllocZeroed(sizeof(struct PokedudeBattlerState));
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}
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gBattleStruct = AllocZeroed(sizeof(*gBattleStruct));
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#if B_FLAG_SKY_BATTLE
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gBattleStruct->isSkyBattle = FlagGet(B_FLAG_SKY_BATTLE);
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#endif
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gBattleResources = AllocZeroed(sizeof(*gBattleResources));
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gBattleResources->secretBase = AllocZeroed(sizeof(*gBattleResources->secretBase));
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gBattleResources->flags = AllocZeroed(sizeof(*gBattleResources->flags));
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gBattleResources->battleScriptsStack = AllocZeroed(sizeof(*gBattleResources->battleScriptsStack));
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gBattleResources->battleCallbackStack = AllocZeroed(sizeof(*gBattleResources->battleCallbackStack));
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gBattleResources->beforeLvlUp = AllocZeroed(sizeof(*gBattleResources->beforeLvlUp));
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gBattleResources->ai = AllocZeroed(sizeof(*gBattleResources->ai));
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gBattleResources->aiData = AllocZeroed(sizeof(*gBattleResources->aiData));
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gBattleResources->aiParty = AllocZeroed(sizeof(*gBattleResources->aiParty));
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gBattleResources->battleHistory = AllocZeroed(sizeof(*gBattleResources->battleHistory));
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gLinkBattleSendBuffer = AllocZeroed(BATTLE_BUFFER_LINK_SIZE);
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gLinkBattleRecvBuffer = AllocZeroed(BATTLE_BUFFER_LINK_SIZE);
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gBattleAnimBgTileBuffer = AllocZeroed(0x2000);
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gBattleAnimBgTilemapBuffer = AllocZeroed(0x1000);
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SetBgTilemapBuffer(1, gBattleAnimBgTilemapBuffer);
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SetBgTilemapBuffer(2, gBattleAnimBgTilemapBuffer);
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}
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void FreeBattleResources(void)
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{
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if (gBattleTypeFlags & BATTLE_TYPE_TRAINER_TOWER)
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FreeTrainerTowerBattleStruct();
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if (gBattleTypeFlags & BATTLE_TYPE_POKEDUDE)
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{
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s32 i;
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for (i = 0; i < 4; i++)
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{
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FREE_AND_SET_NULL(gPokedudeBattlerStates[i]);
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}
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}
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gFieldStatuses = 0;
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if (gBattleResources != NULL)
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{
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FREE_AND_SET_NULL(gBattleStruct);
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FREE_AND_SET_NULL(gBattleResources->secretBase);
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FREE_AND_SET_NULL(gBattleResources->flags);
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FREE_AND_SET_NULL(gBattleResources->battleScriptsStack);
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FREE_AND_SET_NULL(gBattleResources->battleCallbackStack);
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FREE_AND_SET_NULL(gBattleResources->beforeLvlUp);
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FREE_AND_SET_NULL(gBattleResources->ai);
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FREE_AND_SET_NULL(gBattleResources->aiData);
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FREE_AND_SET_NULL(gBattleResources->aiParty);
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FREE_AND_SET_NULL(gBattleResources->battleHistory);
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FREE_AND_SET_NULL(gBattleResources);
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FREE_AND_SET_NULL(gLinkBattleSendBuffer);
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FREE_AND_SET_NULL(gLinkBattleRecvBuffer);
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FREE_AND_SET_NULL(gBattleAnimBgTileBuffer);
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FREE_AND_SET_NULL(gBattleAnimBgTilemapBuffer);
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}
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}
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void AdjustFriendshipOnBattleFaint(u8 battler)
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{
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u8 opposingBattlerId;
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if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
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{
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u8 opposingBattlerId2;
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opposingBattlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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opposingBattlerId2 = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT);
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if (gBattleMons[opposingBattlerId2].level > gBattleMons[opposingBattlerId].level)
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opposingBattlerId = opposingBattlerId2;
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}
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else
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{
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opposingBattlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT);
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}
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if (gBattleMons[opposingBattlerId].level > gBattleMons[battler].level)
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{
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if (gBattleMons[opposingBattlerId].level - gBattleMons[battler].level > 29)
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AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battler]], FRIENDSHIP_EVENT_FAINT_LARGE);
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else
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AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battler]], FRIENDSHIP_EVENT_FAINT_SMALL);
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}
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else
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{
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AdjustFriendship(&gPlayerParty[gBattlerPartyIndexes[battler]], FRIENDSHIP_EVENT_FAINT_SMALL);
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}
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}
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void SwitchPartyOrderInGameMulti(u8 battler, u8 arg1)
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{
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if (GetBattlerSide(battler) != B_SIDE_OPPONENT)
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{
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s32 i;
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for (i = 0; i < (int)ARRAY_COUNT(gBattlePartyCurrentOrder); i++)
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gBattlePartyCurrentOrder[i] = *(0 * 3 + i + (u8 *)(gBattleStruct->battlerPartyOrders));
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SwitchPartyMonSlots(GetPartyIdFromBattlePartyId(gBattlerPartyIndexes[battler]), GetPartyIdFromBattlePartyId(arg1));
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for (i = 0; i < (int)ARRAY_COUNT(gBattlePartyCurrentOrder); i++)
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*(0 * 3 + i + (u8 *)(gBattleStruct->battlerPartyOrders)) = gBattlePartyCurrentOrder[i];
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}
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}
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