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134 lines
8.6 KiB
C
134 lines
8.6 KiB
C
#ifndef POKEPLATINUM_BATTLE_BATTLE_CONTROLLER_H
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#define POKEPLATINUM_BATTLE_BATTLE_CONTROLLER_H
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#include "struct_decls/battle_system.h"
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#include "struct_defs/move_animation.h"
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#include "battle/battle_context.h"
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#include "battle/battle_message.h"
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#include "battle/struct_ov16_0224DDA8.h"
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void BattleController_TryRecvLocalMessage(BattleSystem *battleSys, int recipient);
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void BattleController_EmitSetupBattleUI(BattleSystem *battleSys, int battler);
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void BattleController_EmitSetEncounter(BattleSystem *battleSys, int battler);
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void BattleController_EmitShowEncounter(BattleSystem *battleSys, int battler);
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void BattleController_EmitShowPokemon(BattleSystem *battleSys, int battler, int capturedBall, int param3);
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void BattleController_EmitReturnPokemon(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void BattleController_EmitOpenCaptureBall(BattleSystem *battleSys, int battler, int ball);
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void BattleController_EmitDeletePokemon(BattleSystem *battleSys, int battler);
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void BattleController_EmitSetTrainerEncounter(BattleSystem *battleSys, int battler);
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void BattleController_EmitThrowTrainerBall(BattleSystem *battleSys, int battler, int ballTypeIn);
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void BattleController_EmitSlideTrainerOut(BattleSystem *battleSys, int battler);
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void BattleController_EmitSlideTrainerIn(BattleSystem *battleSys, int battler, int posIn);
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void BattleController_EmitSlideHealthbarIn(BattleSystem *battleSys, BattleContext *battleCtx, int battler, int delay);
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void BattleController_EmitSlideHealthbarOut(BattleSystem *battleSys, int battler);
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void BattleController_EmitSetCommandSelection(BattleSystem *battleSys, BattleContext *battleCtx, int battler, int partySlot);
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void ov16_022656D4(BattleSystem *battleSys, int battler, int command);
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void BattleController_EmitShowMoveSelectMenu(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void ov16_02265790(BattleSystem *battleSys, int battler, int command);
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void BattleCommand_EmitShowTargetSelectMenu(BattleSystem *battleSys, BattleContext *battleCtx, int range, int battler);
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void ov16_022658CC(BattleSystem *battleSys, int battler, int command);
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void BattleController_EmitShowBagMenu(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void ov16_02265A70(BattleSystem *battleSys, int battler, BattleItemUse message);
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void BattleController_EmitShowPartyMenu(BattleSystem *battleSys, BattleContext *battleCtx, int battler, int listMode, int canSwitch, int doublesSelection);
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void ov16_02265B10(BattleSystem *battleSys, int battler, int command);
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void BattleController_EmitShowYesNoMenu(BattleSystem *battleSys, BattleContext *battleCtx, int battler, int promptMsg, int yesNoType, int move, int nickname);
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void BattleController_EmitPrintAttackMessage(BattleSystem *battleSys, BattleContext *battleCtx);
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void BattleController_EmitPrintMessage(BattleSystem *battleSys, BattleContext *battleCtx, BattleMessage *battleMsg);
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void BattleController_EmitPlayMoveAnimation(BattleSystem *battleSys, BattleContext *battleCtx, u16 param2);
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void BattleController_EmitPlayMoveAnimationA2D(BattleSystem *battleSys, BattleContext *battleCtx, u16 param2, int attacker, int defender);
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void BattleController_EmitFlickerBattlerSprite(BattleSystem *battleSys, int battler, u32 unused);
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void BattleController_EmitUpdateHPGauge(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void BattleController_EmitUpdateExpGauge(BattleSystem *battleSys, BattleContext *battleCtx, int battler, int curExp);
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void BattleController_EmitPlayFaintingSequence(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void BattleController_EmitPlaySound(BattleSystem *battleSys, BattleContext *battleCtx, int sdatID, int battler);
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void BattleController_EmitFadeOut(BattleSystem *battleSys, BattleContext *battleCtx);
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void BattleController_EmitToggleVanish(BattleSystem *battleSys, int battler, int toggle);
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void BattleController_EmitSetStatusIcon(BattleSystem *battleSys, int battler, int status);
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void BattleController_EmitTrainerMessage(BattleSystem *battleSys, int battler, int msg);
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void BattleController_EmitPlayStatusEffect(BattleSystem *battleSys, BattleContext *battleCtx, int battler, int param3);
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void BattleController_EmitPlayStatusEffectAToD(BattleSystem *battleSys, BattleContext *battleCtx, int attacker, int defender, int param4);
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void BattleController_EmitRecallMessage(BattleSystem *battleSys, BattleContext *battleCtx, int battler, int partySlot);
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void BattleController_EmitSendOutMessage(BattleSystem *battleSys, BattleContext *battleCtx, int battler, int partySlot);
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void BattleController_EmitBattleStartMessage(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void BattleController_EmitLeadMonMessage(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void BattleController_EmitPlayLevelUpAnimation(BattleSystem *battleSys, int battler);
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void BattleController_EmitSetAlertMessage(BattleSystem *battleSys, int battler, BattleMessage msg);
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void ov16_022661B0(BattleSystem *battleSys, int battler);
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void BattleController_EmitRefreshHPGauge(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void BattleController_EmitUpdatePartyMon(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void ov16_02266460(BattleSystem *battleSys, int battler);
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void BattleController_EmitStopGaugeAnimation(BattleSystem *battleSys, int battler);
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void BattleController_EmitRefreshPartyStatus(BattleSystem *battleSys, BattleContext *battleCtx, int battler, int move);
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void BattleController_EmitForgetMove(BattleSystem *battleSys, int battler, int move, int slot);
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void BattleController_EmitSetMosaic(BattleSystem *battleSys, int battler, int param2, int wait);
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void BattleController_EmitChangeWeatherForm(BattleSystem *battleSys, int battler);
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void BattleController_EmitUpdateBG(BattleSystem *battleSys, int battler);
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void BattleController_EmitClearTouchScreen(BattleSystem *battleSys, int battler);
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/**
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* @brief Push a command to the I/O queue to show the party gauge at the start of a battle for a
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* given battler.
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*
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* @param battleSys
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* @param battler
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*/
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void BattleController_EmitShowBattleStartPartyGauge(BattleSystem *battleSys, int battler);
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/**
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* @brief Push a command to the I/O queue to hide the party gauge at the start of a battle for a
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* given battler.
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*
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* @param battleSys
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* @param battler
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*/
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void BattleController_EmitHideBattleStartPartyGauge(BattleSystem *battleSys, int battler);
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/**
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* @brief Push a command to the I/O queue to show the party gauge for a given battler.
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*
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* @param battleSys
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* @param battler
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*/
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void BattleController_EmitShowPartyGauge(BattleSystem *battleSys, int battler);
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/**
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* @brief Push a command to the I/O queue to hide the party gauge for a given battler.
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*
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* @param battleSys
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* @param battler
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*/
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void BattleController_EmitHidePartyGauge(BattleSystem *battleSys, int battler);
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/**
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* @brief Push a command to the I/O queue to load the graphics resources for the party gauge.
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*
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* @param battleSys
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*/
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void BattleController_EmitLoadPartyGaugeGraphics(BattleSystem *battleSys);
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/**
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* @brief Push a command to the I/O queue to free the graphics resources for the party gauge.
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*
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* @param battleSys
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*/
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void BattleController_EmitFreePartyGaugeGraphics(BattleSystem *battleSys);
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void BattleController_EmitIncrementRecord(BattleSystem *battleSys, int battler, int battlerType, int record);
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void BattleController_EmitPrintLinkWaitMessage(BattleSystem *battleSys, int battler);
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void BattleController_EmitRestoreSprite(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void BattleController_EmitSpriteToOAM(BattleSystem *battleSys, int battler);
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void BattleController_EmitOAMToSprite(BattleSystem *battleSys, int battler);
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void BattleController_EmitResultMessage(BattleSystem *battleSys);
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void BattleController_EmitEscapeMessage(BattleSystem *battleSys, BattleContext *battleCtx);
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void BattleController_EmitForfeitMessage(BattleSystem *battleSys);
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void BattleController_EmitRefreshSprite(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void BattleController_EmitPlayMoveHitSoundEffect(BattleSystem *battleSys, BattleContext *battleCtx, int battler);
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void BattleController_EmitPlayMusic(BattleSystem *battleSys, int battler, int bgmID);
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void BattleController_EmitSubmitResult(BattleSystem *battleSys);
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void BattleController_EmitClearMessageBox(BattleSystem *battleSys);
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void BattleController_EmitClearCommand(BattleSystem *battleSys, int battler, int command);
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BOOL BattleController_RecvCommMessage(BattleSystem *battleSys, void *data);
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void BattleController_SetMoveAnimation(BattleSystem *battleSys, BattleContext *battleCtx, MoveAnimation *animation, int param3, int param4, int attacker, int defender, u16 move);
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#endif // POKEPLATINUM_BATTLE_BATTLE_CONTROLLER_H
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