diff options
Diffstat (limited to 'src/battle_gfx_sfx_util.c')
-rw-r--r-- | src/battle_gfx_sfx_util.c | 164 |
1 files changed, 103 insertions, 61 deletions
diff --git a/src/battle_gfx_sfx_util.c b/src/battle_gfx_sfx_util.c index 50001cebe..54fc88f24 100644 --- a/src/battle_gfx_sfx_util.c +++ b/src/battle_gfx_sfx_util.c @@ -24,20 +24,21 @@ #include "contest.h" #include "constants/songs.h" #include "constants/rgb.h" +#include "constants/battle_palace.h" extern struct MusicPlayerInfo gMPlayInfo_SE1; extern struct MusicPlayerInfo gMPlayInfo_SE2; extern struct MusicPlayerInfo gMPlayInfo_BGM; -extern const u8 gUnknown_0831C604[]; +extern const u8 gBattlePalaceNatureToMoveTarget[]; extern const u8 * const gBattleAnims_General[]; extern const u8 * const gBattleAnims_Special[]; extern const struct CompressedSpriteSheet gSpriteSheet_EnemyShadow; extern const struct SpriteTemplate gSpriteTemplate_EnemyShadow; // this file's functions -static u8 sub_805D4A8(u16 move); -static u16 BattlePalaceGetTargetRetValue(void); +static u8 GetBattlePalaceMoveGroup(u16 move); +static u16 GetBattlePalaceTarget(void); static void sub_805D7EC(struct Sprite *sprite); static bool8 ShouldAnimBeDoneRegardlessOfSubsitute(u8 animId); static void Task_ClearBitWhenBattleTableAnimDone(u8 taskId); @@ -108,6 +109,7 @@ void FreeBattleSpritesData(void) FREE_AND_SET_NULL(gBattleSpritesDataPtr); } +// Pokemon chooses move to use in Battle Palace rather than player u16 ChooseMoveAndTargetInBattlePalace(void) { s32 i, var1, var2; @@ -116,60 +118,88 @@ u16 ChooseMoveAndTargetInBattlePalace(void) u8 unusableMovesBits = CheckMoveLimitations(gActiveBattler, 0, 0xFF); s32 percent = Random() % 100; - i = (gBattleStruct->field_92 & gBitTable[gActiveBattler]) ? 2 : 0; - var2 = i; - var1 = i + 2; - - for (; i < var1; i++) + // Heavy variable re-use here makes this hard to read without defines + // Possibly just optimization? might still match with additional vars + #define maxGroupNum var1 + #define minGroupNum var2 + #define selectedGroup percent + #define selectedMoves var2 + #define moveTarget var1 + #define validMoveFlags var1 + #define numValidMoveGroups var2 + #define validMoveGroup var2 + + // If battler is < 50% HP and not asleep, use second set of move group likelihoods + // otherwise use first set + i = (gBattleStruct->palaceFlags & gBitTable[gActiveBattler]) ? 2 : 0; + minGroupNum = i; + + maxGroupNum = i + 2; // + 2 because there are two percentages per set of likelihoods + + // Each nature has a different percent chance to select a move from one of 3 move groups + // If percent is less than 1st check, use move from "Attack" group + // If percent is less than 2nd check, use move from "Defense" group + // Otherwise use move from "Support" group + for (; i < maxGroupNum; i++) { - if (gUnknown_0831C494[GetNatureFromPersonality(gBattleMons[gActiveBattler].personality)][i] > percent) + if (gBattlePalaceNatureToMoveGroupLikelihood[GetNatureFromPersonality(gBattleMons[gActiveBattler].personality)][i] > percent) break; } + selectedGroup = i - minGroupNum; + if (i == maxGroupNum) + selectedGroup = PALACE_MOVE_GROUP_SUPPORT; - percent = i - var2; - if (i == var1) - percent = 2; - - for (var2 = 0, i = 0; i < MAX_MON_MOVES; i++) + // Flag moves that match selected group, to be passed to AI + for (selectedMoves = 0, i = 0; i < MAX_MON_MOVES; i++) { if (moveInfo->moves[i] == MOVE_NONE) break; - if (percent == sub_805D4A8(moveInfo->moves[i]) && moveInfo->currentPp[i] != 0) - var2 |= gBitTable[i]; + if (selectedGroup == GetBattlePalaceMoveGroup(moveInfo->moves[i]) && moveInfo->currentPp[i] != 0) + selectedMoves |= gBitTable[i]; } - if (var2 != 0) + // Pass selected moves to AI, pick one + if (selectedMoves != 0) { - gBattleStruct->field_92 &= 0xF; - gBattleStruct->field_92 |= (var2 << 4); - BattleAI_SetupAIData(var2); + gBattleStruct->palaceFlags &= 0xF; + gBattleStruct->palaceFlags |= (selectedMoves << 4); + BattleAI_SetupAIData(selectedMoves); chosenMoveId = BattleAI_ChooseMoveOrAction(); } + // If no moves matched the selected group, pick a new move from groups the pokemon has + // In this case the AI is not checked again, so the choice may be worse + // If a move is chosen this way, there's a 50% chance that it will be unable to use it anyway if (chosenMoveId == -1) { if (unusableMovesBits != 0xF) { - var1 = 0, var2 = 0; + validMoveFlags = 0, numValidMoveGroups = 0; for (i = 0; i < MAX_MON_MOVES; i++) { - if (sub_805D4A8(moveInfo->moves[i]) == 0 && !(gBitTable[i] & unusableMovesBits)) - var1 += 0x1; - if (sub_805D4A8(moveInfo->moves[i]) == 1 && !(gBitTable[i] & unusableMovesBits)) - var1 += 0x10; - if (sub_805D4A8(moveInfo->moves[i]) == 2 && !(gBitTable[i] & unusableMovesBits)) - var1 += 0x100; + // validMoveFlags is used here as a bitfield for which moves can be used for each move group type + // first 4 bits are for attack (1 for each move), then 4 bits for defense, and 4 for support + if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_ATTACK && !(gBitTable[i] & unusableMovesBits)) + validMoveFlags += (1 << 0); + if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_DEFENSE && !(gBitTable[i] & unusableMovesBits)) + validMoveFlags += (1 << 4); + if (GetBattlePalaceMoveGroup(moveInfo->moves[i]) == PALACE_MOVE_GROUP_SUPPORT && !(gBitTable[i] & unusableMovesBits)) + validMoveFlags += (1 << 8); } - if ((var1 & 0xF) > 1) - var2++; - if ((var1 & 0xF0) > 0x1F) - var2++; - if ((var1 & 0xF0) > 0x1FF) - var2++; - - if (var2 > 1 || var2 == 0) + // Count the move groups the pokemon has + if ((validMoveFlags & 0xF) > 1) + numValidMoveGroups++; + if ((validMoveFlags & 0xF0) > 0x1F) + numValidMoveGroups++; + if ((validMoveFlags & 0xF0) > 0x1FF) + numValidMoveGroups++; + + + // If more than 1 possible move group, or no possible move groups + // then choose move randomly + if (numValidMoveGroups > 1 || numValidMoveGroups == 0) { do { @@ -178,32 +208,35 @@ u16 ChooseMoveAndTargetInBattlePalace(void) chosenMoveId = i; } while (chosenMoveId == -1); } + // Otherwise randomly choose move of only available move group else { - if ((var1 & 0xF) > 1) - var2 = 0; - if ((var1 & 0xF0) > 0x1F) - var2 = 1; - if ((var1 & 0xF0) > 0x1FF) - var2 = 2; + if ((validMoveFlags & 0xF) > 1) + validMoveGroup = PALACE_MOVE_GROUP_ATTACK; + if ((validMoveFlags & 0xF0) > 0x1F) + validMoveGroup = PALACE_MOVE_GROUP_DEFENSE; + if ((validMoveFlags & 0xF0) > 0x1FF) + validMoveGroup = PALACE_MOVE_GROUP_SUPPORT; do { i = Random() % MAX_MON_MOVES; - if (!(gBitTable[i] & unusableMovesBits) && var2 == sub_805D4A8(moveInfo->moves[i])) + if (!(gBitTable[i] & unusableMovesBits) && validMoveGroup == GetBattlePalaceMoveGroup(moveInfo->moves[i])) chosenMoveId = i; } while (chosenMoveId == -1); } + // If a move was selected (and in this case was not from the Nature-chosen group) + // then there's a 50% chance it won't be used anyway if (Random() % 100 > 49) { - gProtectStructs[gActiveBattler].palaceUnableToUseMove = 1; + gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE; return 0; } } else { - gProtectStructs[gActiveBattler].palaceUnableToUseMove = 1; + gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE; return 0; } } @@ -211,26 +244,35 @@ u16 ChooseMoveAndTargetInBattlePalace(void) if (moveInfo->moves[chosenMoveId] == MOVE_CURSE) { if (moveInfo->monType1 != TYPE_GHOST && moveInfo->monType2 != TYPE_GHOST) - var1 = MOVE_TARGET_USER; + moveTarget = MOVE_TARGET_USER; else - var1 = MOVE_TARGET_SELECTED; + moveTarget = MOVE_TARGET_SELECTED; } else { - var1 = gBattleMoves[moveInfo->moves[chosenMoveId]].target; + moveTarget = gBattleMoves[moveInfo->moves[chosenMoveId]].target; } - if (var1 & MOVE_TARGET_USER) + if (moveTarget & MOVE_TARGET_USER) chosenMoveId |= (gActiveBattler << 8); - else if (var1 == MOVE_TARGET_SELECTED) - chosenMoveId |= (BattlePalaceGetTargetRetValue()); + else if (moveTarget == MOVE_TARGET_SELECTED) + chosenMoveId |= GetBattlePalaceTarget(); else chosenMoveId |= (GetBattlerAtPosition((GetBattlerPosition(gActiveBattler) & BIT_SIDE) ^ BIT_SIDE) << 8); return chosenMoveId; } -static u8 sub_805D4A8(u16 move) +#undef maxGroupNum +#undef minGroupNum +#undef selectedGroup +#undef selectedMoves +#undef moveTarget +#undef validMoveFlags +#undef numValidMoveGroups +#undef validMoveGroup + +static u8 GetBattlePalaceMoveGroup(u16 move) { switch (gBattleMoves[move].target) { @@ -240,21 +282,21 @@ static u8 sub_805D4A8(u16 move) case MOVE_TARGET_BOTH: case MOVE_TARGET_FOES_AND_ALLY: if (gBattleMoves[move].power == 0) - return 2; + return PALACE_MOVE_GROUP_SUPPORT; else - return 0; + return PALACE_MOVE_GROUP_ATTACK; break; case MOVE_TARGET_DEPENDS: case MOVE_TARGET_OPPONENTS_FIELD: - return 2; + return PALACE_MOVE_GROUP_SUPPORT; case MOVE_TARGET_USER: - return 1; + return PALACE_MOVE_GROUP_DEFENSE; default: - return 0; + return PALACE_MOVE_GROUP_ATTACK; } } -static u16 BattlePalaceGetTargetRetValue(void) +static u16 GetBattlePalaceTarget(void) { if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { @@ -274,19 +316,19 @@ static u16 BattlePalaceGetTargetRetValue(void) if (gBattleMons[opposing1].hp == gBattleMons[opposing2].hp) return (((gActiveBattler & BIT_SIDE) ^ BIT_SIDE) + (Random() & 2)) << 8; - switch (gUnknown_0831C604[GetNatureFromPersonality(gBattleMons[gActiveBattler].personality)]) + switch (gBattlePalaceNatureToMoveTarget[GetNatureFromPersonality(gBattleMons[gActiveBattler].personality)]) { - case 0: + case PALACE_TARGET_STRONGER: if (gBattleMons[opposing1].hp > gBattleMons[opposing2].hp) return opposing1 << 8; else return opposing2 << 8; - case 1: + case PALACE_TARGET_WEAKER: if (gBattleMons[opposing1].hp < gBattleMons[opposing2].hp) return opposing1 << 8; else return opposing2 << 8; - case 2: + case PALACE_TARGET_RANDOM: return (((gActiveBattler & BIT_SIDE) ^ BIT_SIDE) + (Random() & 2)) << 8; } } |