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-rw-r--r--include/battle.h329
1 files changed, 186 insertions, 143 deletions
diff --git a/include/battle.h b/include/battle.h
index 4fd252676..81c1d341d 100644
--- a/include/battle.h
+++ b/include/battle.h
@@ -4,35 +4,59 @@
// should they be included here or included individually by every file?
#include "battle_util.h"
#include "battle_script_commands.h"
-#include "battle_2.h"
+#include "battle_main.h"
#include "battle_ai_switch_items.h"
#include "battle_gfx_sfx_util.h"
#include "battle_util2.h"
#include "battle_bg.h"
/*
- Banks are a name given to what could be called a 'battlerId' or 'monControllerId'.
- Each bank has a value consisting of two bits.
- 0x1 bit is responsible for the side, 0 = player's side, 1 = opponent's side.
- 0x2 bit is responsible for the id of sent out pokemon. 0 means it's the first sent out pokemon, 1 it's the second one. (Triple battle didn't exist at the time yet.)
-*/
-
-#define BATTLE_BANKS_COUNT 4
-
-#define IDENTITY_PLAYER_MON1 0
-#define IDENTITY_OPPONENT_MON1 1
-#define IDENTITY_PLAYER_MON2 2
-#define IDENTITY_OPPONENT_MON2 3
-
-#define SIDE_PLAYER 0x0
-#define SIDE_OPPONENT 0x1
-
-#define BIT_SIDE 0x1
-#define BIT_MON 0x2
-
-#define GET_BANK_IDENTITY(bank)((gBanksByIdentity[bank]))
-#define GET_BANK_SIDE(bank)((GetBankIdentity(bank) & BIT_SIDE))
-#define GET_BANK_SIDE2(bank)((GET_BANK_IDENTITY(bank) & BIT_SIDE))
+ * A battler may be in one of four positions on the field. The first bit determines
+ * what side the battler is on, either the player's side or the opponent's side.
+ * The second bit determines what flank the battler is on, either the left or right.
+ * Note that the opponent's flanks are drawn corresponding to their perspective, so
+ * their right mon appears on the left, and their left mon appears on the right.
+ * The battler ID is usually the same as the position, except in the case of link battles.
+ *
+ * + ------------------------- +
+ * | Opponent's side |
+ * | Right Left |
+ * | 3 1 |
+ * | |
+ * | Player's side |
+ * | Left Right |
+ * | 0 2 |
+ * ----------------------------+
+ * | |
+ * | |
+ * +---------------------------+
+ */
+
+#define MAX_BATTLERS_COUNT 4
+
+#define B_POSITION_PLAYER_LEFT 0
+#define B_POSITION_OPPONENT_LEFT 1
+#define B_POSITION_PLAYER_RIGHT 2
+#define B_POSITION_OPPONENT_RIGHT 3
+
+// These macros can be used with either battler ID or positions to get the partner or the opposite mon
+#define BATTLE_OPPOSITE(id) ((id) ^ 1)
+#define BATTLE_PARTNER(id) ((id) ^ 2)
+
+#define B_SIDE_PLAYER 0
+#define B_SIDE_OPPONENT 1
+
+#define B_FLANK_LEFT 0
+#define B_FLANK_RIGHT 1
+
+#define BIT_SIDE 1
+#define BIT_FLANK 2
+
+#define GET_BATTLER_POSITION(battler) (gBattlerPositions[battler])
+#define GET_BATTLER_SIDE(battler) (GetBattlerPosition(battler) & BIT_SIDE)
+#define GET_BATTLER_SIDE2(battler) (GET_BATTLER_POSITION(battler) & BIT_SIDE)
+
+// Battle Type Flags
#define BATTLE_TYPE_DOUBLE 0x0001
#define BATTLE_TYPE_LINK 0x0002
@@ -66,6 +90,10 @@
#define BATTLE_TYPE_KYOGRE 0x20000000
#define BATTLE_TYPE_RAYQUAZA 0x40000000
#define BATTLE_TYPE_x80000000 0x80000000
+#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID)
+#define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE)
+
+extern u32 gBattleTypeFlags;
#define TRAINER_OPPONENT_3FE 0x3FE
#define TRAINER_OPPONENT_C00 0xC00
@@ -73,56 +101,58 @@
#define STEVEN_PARTNER_ID 0xC03
#define SECRET_BASE_OPPONENT 0x400
-#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID)
-#define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE)
+#define B_OUTCOME_WON 0x1
+#define B_OUTCOME_LOST 0x2
+#define B_OUTCOME_DREW 0x3
+#define B_OUTCOME_RAN 0x4
+#define B_OUTCOME_PLAYER_TELEPORTED 0x5
+#define B_OUTCOME_POKE_FLED 0x6
+#define B_OUTCOME_CAUGHT_POKE 0x7
+#define B_OUTCOME_NO_SAFARI_BALLS 0x8
+#define B_OUTCOME_FORFEITED 0x9
+#define B_OUTCOME_POKE_TELEPORTED 0xA
+#define B_OUTCOME_LINK_BATTLE_RAN 0x80
-#define BATTLE_WON 0x1
-#define BATTLE_LOST 0x2
-#define BATTLE_DREW 0x3
-#define BATTLE_RAN 0x4
-#define BATTLE_PLAYER_TELEPORTED 0x5
-#define BATTLE_POKE_FLED 0x6
-#define BATTLE_CAUGHT 0x7
-#define BATTLE_SAFARI_OUT_OF_BALLS 0x8
-#define BATTLE_FORFEITED 0x9
-#define BATTLE_OPPONENT_TELEPORTED 0xA
-
-#define OUTCOME_LINK_BATTLE_RUN 0x80
-
-#define STATUS_NONE 0x0
-#define STATUS_SLEEP 0x7
-#define STATUS_POISON 0x8
-#define STATUS_BURN 0x10
-#define STATUS_FREEZE 0x20
-#define STATUS_PARALYSIS 0x40
-#define STATUS_TOXIC_POISON 0x80
-#define STATUS_TOXIC_COUNTER 0xF00
-
-#define STATUS_PSN_ANY ((STATUS_POISON | STATUS_TOXIC_POISON))
-#define STATUS_ANY ((STATUS_SLEEP | STATUS_POISON | STATUS_BURN | STATUS_FREEZE | STATUS_PARALYSIS | STATUS_TOXIC_POISON))
-
-#define STATUS2_CONFUSION 0x00000007
-#define STATUS2_FLINCHED 0x00000008
-#define STATUS2_UPROAR 0x00000070
-#define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200
-#define STATUS2_LOCK_CONFUSE 0x00000C00
-#define STATUS2_MULTIPLETURNS 0x00001000
-#define STATUS2_WRAPPED 0x0000E000
-#define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every bank
-#define STATUS2_INFATUATED_WITH(bank)((gBitTable[bank] << 16))
-#define STATUS2_FOCUS_ENERGY 0x00100000
-#define STATUS2_TRANSFORMED 0x00200000
-#define STATUS2_RECHARGE 0x00400000
-#define STATUS2_RAGE 0x00800000
-#define STATUS2_SUBSTITUTE 0x01000000
-#define STATUS2_DESTINY_BOND 0x02000000
-#define STATUS2_ESCAPE_PREVENTION 0x04000000
-#define STATUS2_NIGHTMARE 0x08000000
-#define STATUS2_CURSED 0x10000000
-#define STATUS2_FORESIGHT 0x20000000
-#define STATUS2_DEFENSE_CURL 0x40000000
-#define STATUS2_TORMENT 0x80000000
+extern u8 gBattleOutcome;
+// Non-volatile status conditions
+// These persist remain outside of battle and after switching out
+#define STATUS1_NONE 0x0
+#define STATUS1_SLEEP 0x7
+#define STATUS1_POISON 0x8
+#define STATUS1_BURN 0x10
+#define STATUS1_FREEZE 0x20
+#define STATUS1_PARALYSIS 0x40
+#define STATUS1_TOXIC_POISON 0x80
+#define STATUS1_TOXIC_COUNTER 0xF00
+#define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON)
+#define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON)
+
+// Volatile status ailments
+// These are removed after exiting the battle or switching out
+#define STATUS2_CONFUSION 0x00000007
+#define STATUS2_FLINCHED 0x00000008
+#define STATUS2_UPROAR 0x00000070
+#define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200
+#define STATUS2_LOCK_CONFUSE 0x00000C00
+#define STATUS2_MULTIPLETURNS 0x00001000
+#define STATUS2_WRAPPED 0x0000E000
+#define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every battler
+#define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 16)
+#define STATUS2_FOCUS_ENERGY 0x00100000
+#define STATUS2_TRANSFORMED 0x00200000
+#define STATUS2_RECHARGE 0x00400000
+#define STATUS2_RAGE 0x00800000
+#define STATUS2_SUBSTITUTE 0x01000000
+#define STATUS2_DESTINY_BOND 0x02000000
+#define STATUS2_ESCAPE_PREVENTION 0x04000000
+#define STATUS2_NIGHTMARE 0x08000000
+#define STATUS2_CURSED 0x10000000
+#define STATUS2_FORESIGHT 0x20000000
+#define STATUS2_DEFENSE_CURL 0x40000000
+#define STATUS2_TORMENT 0x80000000
+
+// Seems like per-battler statuses. Not quite sure how to categorize these
#define STATUS3_LEECHSEED_BANK 0x3
#define STATUS3_LEECHSEED 0x4
#define STATUS3_ALWAYS_HITS 0x18 // two bits
@@ -141,8 +171,11 @@
#define STATUS3_UNDERWATER 0x40000
#define STATUS3_INTIMIDATE_POKES 0x80000
#define STATUS3_TRACE 0x100000
+#define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER)
+
+extern u32 gStatuses3[MAX_BATTLERS_COUNT];
-#define STATUS3_SEMI_INVULNERABLE ((STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER))
+// Not really sure what a "hitmarker" is.
#define HITMARKER_x10 0x00000010
#define HITMARKER_x20 0x00000020
@@ -168,8 +201,12 @@
#define HITMARKER_OBEYS 0x02000000
#define HITMARKER_x4000000 0x04000000
#define HITMARKER_x8000000 0x08000000
-#define HITMARKER_FAINTED(bank) ((gBitTable[bank] << 0x1C))
-#define HITMARKER_UNK(bank) ((0x10000000 << bank))
+#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 0x1C)
+#define HITMARKER_UNK(battler) (0x10000000 << battler)
+
+extern u32 gHitMarker;
+
+// Per-side statuses that affect an entire party
#define SIDE_STATUS_REFLECT (1 << 0)
#define SIDE_STATUS_LIGHTSCREEN (1 << 1)
@@ -180,49 +217,57 @@
#define SIDE_STATUS_MIST (1 << 8)
#define SIDE_STATUS_SPIKES_DAMAGED (1 << 9)
-#define ACTION_USE_MOVE 0
-#define ACTION_USE_ITEM 1
-#define ACTION_SWITCH 2
-#define ACTION_RUN 3
-#define ACTION_WATCHES_CAREFULLY 4
-#define ACTION_SAFARI_ZONE_BALL 5
-#define ACTION_POKEBLOCK_CASE 6
-#define ACTION_GO_NEAR 7
-#define ACTION_SAFARI_ZONE_RUN 8
-#define ACTION_9 9
-#define ACTION_RUN_BATTLESCRIPT 10 // when executing an action
-#define ACTION_CANCEL_PARTNER 12 // when choosing an action
-#define ACTION_FINISHED 12 // when executing an action
-#define ACTION_NOTHING_FAINTED 13 // when choosing an action
-#define ACTION_INIT_VALUE 0xFF
-
-#define MOVESTATUS_MISSED (1 << 0)
-#define MOVESTATUS_SUPEREFFECTIVE (1 << 1)
-#define MOVESTATUS_NOTVERYEFFECTIVE (1 << 2)
-#define MOVESTATUS_NOTAFFECTED (1 << 3)
-#define MOVESTATUS_ONEHITKO (1 << 4)
-#define MOVESTATUS_FAILED (1 << 5)
-#define MOVESTATUS_ENDURED (1 << 6)
-#define MOVESTATUS_HUNGON (1 << 7)
-
-#define MOVESTATUS_NOEFFECT ((MOVESTATUS_MISSED | MOVESTATUS_NOTAFFECTED | MOVESTATUS_FAILED))
+extern u16 gSideStatuses[2];
+
+// Battle Actions
+// These determine what each battler will do in a turn
+#define B_ACTION_USE_MOVE 0
+#define B_ACTION_USE_ITEM 1
+#define B_ACTION_SWITCH 2
+#define B_ACTION_RUN 3
+#define B_ACTION_SAFARI_WATCH_CAREFULLY 4
+#define B_ACTION_SAFARI_BALL 5
+#define B_ACTION_SAFARI_POKEBLOCK 6
+#define B_ACTION_SAFARI_GO_NEAR 7
+#define B_ACTION_SAFARI_RUN 8
+// The exact purposes of these are unclear
+#define B_ACTION_UNKNOWN9 9
+#define B_ACTION_EXEC_SCRIPT 10 // when executing an action
+#define B_ACTION_CANCEL_PARTNER 12 // when choosing an action
+#define B_ACTION_FINISHED 12 // when executing an action
+#define B_ACTION_NOTHING_FAINTED 13 // when choosing an action
+#define B_ACTION_NONE 0xFF
+
+#define MOVE_RESULT_MISSED (1 << 0)
+#define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1)
+#define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2)
+#define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3)
+#define MOVE_RESULT_ONE_HIT_KO (1 << 4)
+#define MOVE_RESULT_FAILED (1 << 5)
+#define MOVE_RESULT_FOE_ENDURED (1 << 6)
+#define MOVE_RESULT_FOE_HUNG_ON (1 << 7)
+#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
#define MAX_TRAINER_ITEMS 4
#define MAX_MON_MOVES 4
+// Battle Weather flags
+
#define WEATHER_RAIN_TEMPORARY (1 << 0)
-#define WEATHER_RAIN_DOWNPOUR (1 << 1)
+#define WEATHER_RAIN_DOWNPOUR (1 << 1) // unused
#define WEATHER_RAIN_PERMANENT (1 << 2)
-#define WEATHER_RAIN_ANY ((WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT))
+#define WEATHER_RAIN_ANY (WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT)
#define WEATHER_SANDSTORM_TEMPORARY (1 << 3)
#define WEATHER_SANDSTORM_PERMANENT (1 << 4)
-#define WEATHER_SANDSTORM_ANY ((WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT))
+#define WEATHER_SANDSTORM_ANY (WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT)
#define WEATHER_SUN_TEMPORARY (1 << 5)
#define WEATHER_SUN_PERMANENT (1 << 6)
-#define WEATHER_SUN_ANY ((WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT))
+#define WEATHER_SUN_ANY (WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT)
#define WEATHER_HAIL (1 << 7)
-#define WEATHER_HAIL_ANY ((WEATHER_HAIL))
-#define WEATHER_ANY ((WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY))
+#define WEATHER_HAIL_ANY (WEATHER_HAIL)
+#define WEATHER_ANY (WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY)
+
+extern u16 gBattleWeather;
#define BATTLE_TERRAIN_GRASS 0
#define BATTLE_TERRAIN_LONG_GRASS 1
@@ -235,6 +280,8 @@
#define BATTLE_TERRAIN_BUILDING 8
#define BATTLE_TERRAIN_PLAIN 9
+extern u8 gBattleTerrain;
+
// array entries for battle communication
#define MULTIUSE_STATE 0x0
#define CURSOR_POSITION 0x1
@@ -299,7 +346,7 @@ struct TrainerMonNoItemDefaultMoves
u16 species;
};
-u8 GetBankSide(u8 bank);
+u8 GetBattlerSide(u8 battler);
struct TrainerMonItemDefaultMoves
{
@@ -382,8 +429,8 @@ struct DisableStruct
/*0x12*/ u8 chargeTimer2 : 4;
/*0x13*/ u8 tauntTimer1:4;
/*0x13*/ u8 tauntTimer2:4;
- /*0x14*/ u8 bankPreventingEscape;
- /*0x15*/ u8 bankWithSureHit;
+ /*0x14*/ u8 battlerPreventingEscape;
+ /*0x15*/ u8 battlerWithSureHit;
/*0x16*/ u8 isFirstTurn;
/*0x17*/ u8 unk17;
/*0x18*/ u8 truantCounter : 1;
@@ -394,7 +441,7 @@ struct DisableStruct
/*0x1A*/ u8 unk1A[2];
};
-extern struct DisableStruct gDisableStructs[BATTLE_BANKS_COUNT];
+extern struct DisableStruct gDisableStructs[MAX_BATTLERS_COUNT];
struct ProtectStruct
{
@@ -434,7 +481,7 @@ struct ProtectStruct
/* field_E */ u16 fieldE;
};
-extern struct ProtectStruct gProtectStructs[BATTLE_BANKS_COUNT];
+extern struct ProtectStruct gProtectStructs[MAX_BATTLERS_COUNT];
struct SpecialStatus
{
@@ -456,7 +503,7 @@ struct SpecialStatus
u8 field13;
};
-extern struct SpecialStatus gSpecialStatuses[BATTLE_BANKS_COUNT];
+extern struct SpecialStatus gSpecialStatuses[MAX_BATTLERS_COUNT];
struct SideTimer
{
@@ -478,12 +525,12 @@ extern struct SideTimer gSideTimers[];
struct WishFutureKnock
{
- u8 futureSightCounter[BATTLE_BANKS_COUNT];
- u8 futureSightAttacker[BATTLE_BANKS_COUNT];
- s32 futureSightDmg[BATTLE_BANKS_COUNT];
- u16 futureSightMove[BATTLE_BANKS_COUNT];
- u8 wishCounter[BATTLE_BANKS_COUNT];
- u8 wishUserID[BATTLE_BANKS_COUNT];
+ u8 futureSightCounter[MAX_BATTLERS_COUNT];
+ u8 futureSightAttacker[MAX_BATTLERS_COUNT];
+ s32 futureSightDmg[MAX_BATTLERS_COUNT];
+ u16 futureSightMove[MAX_BATTLERS_COUNT];
+ u8 wishCounter[MAX_BATTLERS_COUNT];
+ u8 wishUserID[MAX_BATTLERS_COUNT];
u8 weatherDuration;
u8 knockedOffPokes[2];
};
@@ -506,16 +553,16 @@ struct AI_ThinkingStruct
struct UsedMoves
{
- u16 moves[BATTLE_BANKS_COUNT];
- u16 unknown[BATTLE_BANKS_COUNT];
+ u16 moves[MAX_BATTLERS_COUNT];
+ u16 unknown[MAX_BATTLERS_COUNT];
};
struct BattleHistory
{
- struct UsedMoves usedMoves[BATTLE_BANKS_COUNT];
- u8 abilities[BATTLE_BANKS_COUNT];
- u8 itemEffects[BATTLE_BANKS_COUNT];
- u16 trainerItems[BATTLE_BANKS_COUNT];
+ struct UsedMoves usedMoves[MAX_BATTLERS_COUNT];
+ u8 abilities[MAX_BATTLERS_COUNT];
+ u8 itemEffects[MAX_BATTLERS_COUNT];
+ u16 trainerItems[MAX_BATTLERS_COUNT];
u8 itemsNo;
};
@@ -555,10 +602,6 @@ struct BattleResources
extern struct BattleResources* gBattleResources;
-#define BATTLESCRIPTS_STACK (gBattleResources->battleScriptsStack)
-#define BATTLE_CALLBACKS_STACK (gBattleResources->battleCallbackStack)
-#define BATTLE_LVLUP_STATS (gBattleResources->statsBeforeLvlUp)
-
struct BattleResults
{
u8 playerFaintCounter; // 0x0
@@ -621,9 +664,9 @@ struct BattleStruct
u16 expValue;
u8 field_52;
u8 sentInPokes;
- bool8 selectionScriptFinished[BATTLE_BANKS_COUNT];
+ bool8 selectionScriptFinished[MAX_BATTLERS_COUNT];
u8 field_58[4];
- u8 monToSwitchIntoId[BATTLE_BANKS_COUNT];
+ u8 monToSwitchIntoId[MAX_BATTLERS_COUNT];
u8 field_60[4][3];
u8 runTries;
u8 caughtMonNick[11];
@@ -635,8 +678,8 @@ struct BattleStruct
u8 field_7D;
u8 field_7E;
u8 formToChangeInto;
- u8 chosenMovePositions[BATTLE_BANKS_COUNT];
- u8 stateIdAfterSelScript[BATTLE_BANKS_COUNT];
+ u8 chosenMovePositions[MAX_BATTLERS_COUNT];
+ u8 stateIdAfterSelScript[MAX_BATTLERS_COUNT];
u8 field_88;
u8 field_89;
u8 field_8A;
@@ -669,12 +712,12 @@ struct BattleStruct
u8 synchronizeMoveEffect;
u8 field_B3;
void (*savedCallback)(void);
- u16 usedHeldItems[BATTLE_BANKS_COUNT];
+ u16 usedHeldItems[MAX_BATTLERS_COUNT];
u8 chosenItem[4]; // why is this an u8?
u8 AI_itemType[2];
u8 AI_itemFlags[2];
- u16 choicedMove[BATTLE_BANKS_COUNT];
- u16 changedItems[BATTLE_BANKS_COUNT];
+ u16 choicedMove[MAX_BATTLERS_COUNT];
+ u16 changedItems[MAX_BATTLERS_COUNT];
u8 intimidateBank;
u8 switchInItemsCounter;
u8 field_DA;
@@ -682,7 +725,7 @@ struct BattleStruct
u8 fillerDC[0xDF-0xDC];
u8 field_DF;
u8 mirrorMoveArrays[32];
- u16 castformPalette[BATTLE_BANKS_COUNT][16];
+ u16 castformPalette[MAX_BATTLERS_COUNT][16];
u8 field_180;
u8 field_181;
u8 field_182;
@@ -695,7 +738,7 @@ struct BattleStruct
u8 field_1A4[96];
u8 field_204[104];
u8 field_26C[40];
- u8 AI_monToSwitchIntoId[BATTLE_BANKS_COUNT];
+ u8 AI_monToSwitchIntoId[MAX_BATTLERS_COUNT];
u8 field_298[8];
u8 field_2A0;
u8 field_2A1;
@@ -797,9 +840,9 @@ struct BattleScripting
u8 animArg2;
u16 tripleKickPower;
u8 atk49_state;
- u8 bankWithAbility;
+ u8 battlerWithAbility;
u8 multihitMoveEffect;
- u8 bank;
+ u8 battler;
u8 animTurn;
u8 animTargetsHit;
u8 statChanger;
@@ -831,9 +874,9 @@ enum
};
// rom_80A5C6C
-u8 GetBankSide(u8 bank);
-u8 GetBankIdentity(u8 bank);
-u8 GetBankByIdentity(u8 bank);
+u8 GetBattlerSide(u8 bank);
+u8 GetBattlerPosition(u8 bank);
+u8 GetBattlerAtPosition(u8 bank);
struct BattleSpriteInfo
{
@@ -907,7 +950,7 @@ struct BattleBarInfo
struct BattleSpriteData
{
- struct BattleSpriteInfo *bankData;
+ struct BattleSpriteInfo *battlerData;
struct BattleHealthboxInfo *healthBoxesData;
struct BattleAnimationInfo *animationData;
struct BattleBarInfo *battleBars;