pokeemmo/src/battle_dynamax.c
2023-03-24 22:06:09 -07:00

1126 lines
36 KiB
C

#include "global.h"
#include "battle.h"
#include "battle_anim.h"
#include "battle_controllers.h"
#include "battle_interface.h"
#include "battle_scripts.h"
#include "battle_script_commands.h"
#include "data.h"
#include "event_data.h"
#include "graphics.h"
#include "item.h"
#include "pokemon.h"
#include "random.h"
#include "sprite.h"
#include "string_util.h"
#include "util.h"
#include "constants/abilities.h"
#include "constants/battle_move_effects.h"
#include "constants/battle_string_ids.h"
#include "constants/flags.h"
#include "constants/hold_effects.h"
#include "constants/items.h"
#include "constants/moves.h"
// Constant Data
static const u16 sMaxMoveTable[] =
{
[TYPE_NORMAL] = MOVE_MAX_STRIKE,
[TYPE_FIGHTING] = MOVE_MAX_KNUCKLE,
[TYPE_FLYING] = MOVE_MAX_AIRSTREAM,
[TYPE_POISON] = MOVE_MAX_OOZE,
[TYPE_GROUND] = MOVE_MAX_QUAKE,
[TYPE_ROCK] = MOVE_MAX_ROCKFALL,
[TYPE_BUG] = MOVE_MAX_FLUTTERBY,
[TYPE_GHOST] = MOVE_MAX_PHANTASM,
[TYPE_STEEL] = MOVE_MAX_STEELSPIKE,
[TYPE_FIRE] = MOVE_MAX_FLARE,
[TYPE_WATER] = MOVE_MAX_GEYSER,
[TYPE_GRASS] = MOVE_MAX_OVERGROWTH,
[TYPE_ELECTRIC] = MOVE_MAX_LIGHTNING,
[TYPE_PSYCHIC] = MOVE_MAX_MINDSTORM,
[TYPE_ICE] = MOVE_MAX_HAILSTORM,
[TYPE_DRAGON] = MOVE_MAX_WYRMWIND,
[TYPE_DARK] = MOVE_MAX_DARKNESS,
[TYPE_FAIRY] = MOVE_MAX_STARFALL,
};
struct GMaxMove
{
u16 species;
u8 moveType;
u16 gmaxMove;
};
static const struct GMaxMove sGMaxMoveTable[] =
{
{SPECIES_VENUSAUR_GMAX, TYPE_GRASS, MOVE_G_MAX_VINE_LASH},
{SPECIES_BLASTOISE_GMAX, TYPE_WATER, MOVE_G_MAX_CANNONADE},
{SPECIES_CHARIZARD_GMAX, TYPE_FIRE, MOVE_G_MAX_WILDFIRE},
{SPECIES_BUTTERFREE_GMAX, TYPE_BUG, MOVE_G_MAX_BEFUDDLE},
{SPECIES_PIKACHU_GMAX, TYPE_ELECTRIC, MOVE_G_MAX_VOLT_CRASH},
{SPECIES_MEOWTH_GMAX, TYPE_NORMAL, MOVE_G_MAX_GOLD_RUSH},
{SPECIES_MACHAMP_GMAX, TYPE_FIGHTING, MOVE_G_MAX_CHI_STRIKE},
{SPECIES_GENGAR_GMAX, TYPE_GHOST, MOVE_G_MAX_TERROR},
{SPECIES_KINGLER_GMAX, TYPE_WATER, MOVE_G_MAX_FOAM_BURST},
{SPECIES_LAPRAS_GMAX, TYPE_ICE, MOVE_G_MAX_RESONANCE},
{SPECIES_EEVEE_GMAX, TYPE_NORMAL, MOVE_G_MAX_CUDDLE},
{SPECIES_SNORLAX_GMAX, TYPE_NORMAL, MOVE_G_MAX_REPLENISH},
{SPECIES_GARBODOR_GMAX, TYPE_POISON, MOVE_G_MAX_MALODOR},
{SPECIES_MELMETAL_GMAX, TYPE_STEEL, MOVE_G_MAX_MELTDOWN},
{SPECIES_RILLABOOM_GMAX, TYPE_GRASS, MOVE_G_MAX_DRUM_SOLO},
{SPECIES_CINDERACE_GMAX, TYPE_FIRE, MOVE_G_MAX_FIREBALL},
{SPECIES_INTELEON_GMAX, TYPE_WATER, MOVE_G_MAX_HYDROSNIPE},
{SPECIES_CORVIKNIGHT_GMAX, TYPE_FLYING, MOVE_G_MAX_WIND_RAGE},
{SPECIES_ORBEETLE_GMAX, TYPE_PSYCHIC, MOVE_G_MAX_GRAVITAS},
{SPECIES_DREDNAW_GMAX, TYPE_WATER, MOVE_G_MAX_STONESURGE},
{SPECIES_COALOSSAL_GMAX, TYPE_ROCK, MOVE_G_MAX_VOLCALITH},
{SPECIES_FLAPPLE_GMAX, TYPE_GRASS, MOVE_G_MAX_TARTNESS},
{SPECIES_APPLETUN_GMAX, TYPE_GRASS, MOVE_G_MAX_SWEETNESS},
{SPECIES_SANDACONDA_GMAX, TYPE_GROUND, MOVE_G_MAX_SANDBLAST},
{SPECIES_TOXTRICITY_GMAX, TYPE_ELECTRIC, MOVE_G_MAX_STUN_SHOCK},
{SPECIES_CENTISKORCH_GMAX, TYPE_FIRE, MOVE_G_MAX_CENTIFERNO},
{SPECIES_HATTERENE_GMAX, TYPE_FAIRY, MOVE_G_MAX_SMITE},
{SPECIES_GRIMMSNARL_GMAX, TYPE_DARK, MOVE_G_MAX_SNOOZE},
{SPECIES_ALCREMIE_GMAX, TYPE_FAIRY, MOVE_G_MAX_FINALE},
{SPECIES_COPPERAJAH_GMAX, TYPE_STEEL, MOVE_G_MAX_STEELSURGE},
{SPECIES_DURALUDON_GMAX, TYPE_DRAGON, MOVE_G_MAX_DEPLETION},
{SPECIES_URSHIFU_GMAX, TYPE_DARK, MOVE_G_MAX_ONE_BLOW},
{SPECIES_URSHIFU_RAPID_STRIKE_STYLE_GMAX, TYPE_WATER, MOVE_G_MAX_RAPID_FLOW},
};
// forward declarations
static void SpriteCb_DynamaxTrigger(struct Sprite *);
static void SpriteCb_DynamaxIndicator(struct Sprite *);
// Returns whether a battler is Dynamaxed.
bool32 IsDynamaxed(u16 battlerId)
{
u8 side = GetBattlerSide(battlerId);
if (gBattleStruct->dynamax.dynamaxed[battlerId]
/*|| IsRaidBoss(battlerId)*/)
return TRUE;
return FALSE;
}
// Returns whether a battler can Dynamax.
bool32 CanDynamax(u16 battlerId)
{
u16 species = gBattleMons[battlerId].species;
u16 holdEffect = ItemId_GetHoldEffect(gBattleMons[battlerId].item);
// Check if Dynamax battle flag is set. This needs to be defined in include/config/battle.h
#if B_FLAG_DYNAMAX_BATTLE != 0
if (!FlagGet(B_FLAG_DYNAMAX_BATTLE))
#endif
return FALSE;
// Check if Player has a Dynamax Band.
if ((GetBattlerPosition(battlerId) == B_POSITION_PLAYER_LEFT || (!(gBattleTypeFlags & BATTLE_TYPE_MULTI) && GetBattlerPosition(battlerId) == B_POSITION_PLAYER_RIGHT))
&& !CheckBagHasItem(ITEM_DYNAMAX_BAND, 1))
return FALSE;
// Check if species isn't allowed to Dynamax.
if (species == SPECIES_ZACIAN && species == SPECIES_ZACIAN_CROWNED_SWORD
&& species == SPECIES_ZAMAZENTA && species == SPECIES_ZAMAZENTA_CROWNED_SHIELD
&& species == SPECIES_ETERNATUS && species == SPECIES_ETERNATUS_ETERNAMAX)
return FALSE;
// Cannot Dynamax if you can Mega Evolve or use a Z-Move
if (holdEffect == HOLD_EFFECT_MEGA_STONE && holdEffect == HOLD_EFFECT_Z_CRYSTAL)
return FALSE;
// Cannot Dynamax if your side has already or will Dynamax.
if (gBattleStruct->dynamax.alreadyDynamaxed[GetBattlerSide(battlerId)]
|| gBattleStruct->dynamax.dynamaxed[BATTLE_PARTNER(battlerId)]
|| gBattleStruct->dynamax.toDynamax[BATTLE_PARTNER(battlerId)])
return FALSE;
// TODO: Cannot Dynamax in a Max Raid if you don't have Dynamax Energy.
// if (gBattleTypeFlags & BATTLE_TYPE_RAID && gBattleStruct->raid.dynamaxEnergy != battlerId)
// return FALSE;
// No checks failed, all set!
return TRUE;
}
// Applies the HP Multiplier for Dynamaxed Pokemon and Raid Bosses.
void ApplyDynamaxHPMultiplier(struct Pokemon* mon)
{
if (GetMonData(mon, MON_DATA_SPECIES) == SPECIES_SHEDINJA)
return;
else
{
u16 mult = UQ_4_12(1.5); // placeholder
u16 hp = UQ_4_12_TO_INT((GetMonData(mon, MON_DATA_HP) * mult) + UQ_4_12_ROUND);
u16 maxHP = UQ_4_12_TO_INT((GetMonData(mon, MON_DATA_MAX_HP) * mult) + UQ_4_12_ROUND);
SetMonData(mon, MON_DATA_HP, &hp);
SetMonData(mon, MON_DATA_MAX_HP, &maxHP);
}
}
// Returns the non-Dynamax HP of a Pokemon.
u16 GetNonDynamaxHP(u16 battlerId)
{
if (!IsDynamaxed(battlerId) || gBattleMons[battlerId].species == SPECIES_SHEDINJA)
return gBattleMons[battlerId].hp;
else
{
u16 mult = UQ_4_12(1.0/1.5); // placeholder
u16 hp = UQ_4_12_TO_INT((gBattleMons[battlerId].hp * mult) + UQ_4_12_ROUND);
return hp;
}
}
// Returns the non-Dynamax Max HP of a Pokemon.
u16 GetNonDynamaxMaxHP(u16 battlerId)
{
if (!IsDynamaxed(battlerId) || gBattleMons[battlerId].species == SPECIES_SHEDINJA)
return gBattleMons[battlerId].maxHP;
else
{
u16 mult = UQ_4_12(1.0/1.5); // placeholder
u16 maxHP = UQ_4_12_TO_INT((gBattleMons[battlerId].maxHP * mult) + UQ_4_12_ROUND);
return maxHP;
}
}
// Sets flags used for Dynamaxing and checks Gigantamax forms.
void PrepareBattlerForDynamax(u16 battlerId)
{
u8 side = GetBattlerSide(battlerId);
u16 newSpecies;
gBattleStruct->dynamax.alreadyDynamaxed[side] = TRUE;
gBattleStruct->dynamax.dynamaxed[battlerId] = TRUE;
gBattleStruct->dynamax.dynamaxTurns[battlerId] = DYNAMAX_TURNS;
// Substitute is removed upon Dynamaxing.
gBattleMons[battlerId].status2 &= ~STATUS2_SUBSTITUTE;
ClearBehindSubstituteBit(battlerId);
// Choiced Moves are reset upon Dynamaxing.
gBattleStruct->choicedMove[battlerId] = MOVE_NONE;
// Try Gigantamax form change.
if (!(gBattleMons[battlerId].status2 & STATUS2_TRANSFORMED)) // Ditto cannot Gigantamax.
TryBattleFormChange(battlerId, FORM_CHANGE_BATTLE_GIGANTAMAX);
}
// Unsets the flags used for Dynamaxing and reverts max HP if needed.
void UndoDynamax(u16 battlerId)
{
u8 side = GetBattlerSide(battlerId);
// Revert HP and try form reversion if battler is Dynamaxed.
if (IsDynamaxed(battlerId))
{
struct Pokemon *party = (side == B_SIDE_PLAYER) ? gPlayerParty : gEnemyParty;
u16 mult = UQ_4_12(1.0/1.5); // placeholder
u16 hp = UQ_4_12_TO_INT((gBattleMons[battlerId].hp * mult + 1) + UQ_4_12_ROUND); // round up
SetMonData(&party[gBattlerPartyIndexes[battlerId]], MON_DATA_HP, &hp);
TryBattleFormChange(battlerId, FORM_CHANGE_BATTLE_SWITCH);
}
// Makes sure there are no Dynamax flags set, including on switch / faint.
gBattleStruct->dynamax.dynamaxed[battlerId] = FALSE;
gBattleStruct->dynamax.dynamaxTurns[battlerId] = 0;
}
// Weight-based moves (and some other moves in Raids) are blocked by Dynamax.
bool32 IsMoveBlockedByDynamax(u16 move)
{
// TODO: Certain moves are banned in raids.
switch (gBattleMoves[move].effect)
{
case EFFECT_HEAT_CRASH:
case EFFECT_LOW_KICK:
return TRUE;
}
return FALSE;
}
// Returns whether a move should be converted into a Max Move.
bool32 ShouldUseMaxMove(u16 battlerId, u16 baseMove)
{
// TODO: Raid bosses do not always use Max Moves.
// if (IsRaidBoss(battlerId))
// return !IsRaidBossUsingRegularMove(battlerId, baseMove);
return IsDynamaxed(battlerId) || gBattleStruct->dynamax.toDynamax[battlerId];
}
static u16 GetTypeBasedMaxMove(u16 battlerId, u16 type)
{
u32 species;
if (GetBattlerSide(battlerId) == B_SIDE_PLAYER)
species = GetMonData(&gPlayerParty[gBattlerPartyIndexes[battlerId]], MON_DATA_SPECIES, NULL);
else
species = GetMonData(&gEnemyParty[gBattlerPartyIndexes[battlerId]], MON_DATA_SPECIES, NULL);
// Gigantamax check
if (species >= (SPECIES_VENUSAUR_GMAX)
&& sGMaxMoveTable[species - (SPECIES_VENUSAUR_GMAX)].moveType == type)
return sGMaxMoveTable[species - (SPECIES_VENUSAUR_GMAX)].gmaxMove;
// regular Max Move
else
{
return sMaxMoveTable[type];
}
}
// Returns the appropriate Max Move or G-Max Move for a battler to use.
u16 GetMaxMove(u16 battlerId, u16 baseMove)
{
u16 move = baseMove;
if (baseMove == MOVE_NONE) // for move display
{
return MOVE_NONE;
}
else if (baseMove == MOVE_STRUGGLE)
{
return MOVE_STRUGGLE;
}
else if (gBattleMoves[baseMove].split == SPLIT_STATUS)
{
move = MOVE_MAX_GUARD;
}
else if (gBattleStruct->dynamicMoveType)
{
move = GetTypeBasedMaxMove(battlerId, gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK);
gBattleStruct->dynamax.splits[battlerId] = gBattleMoves[baseMove].split;
}
else
{
move = GetTypeBasedMaxMove(battlerId, gBattleMoves[baseMove].type);
gBattleStruct->dynamax.splits[battlerId] = gBattleMoves[baseMove].split;
}
return move;
}
// Gets the base power of a Max Move.
u8 GetMaxMovePower(u16 move)
{
// G-Max Drum Solo, G-Max Hydrosnipe, and G-Max Fireball always have 160 base power.
if (gBattleMoves[GetMaxMove(gBattlerAttacker, move)].argument == MAX_EFFECT_FIXED_POWER)
return 160;
// Some moves are exceptions to the general rules below.
switch (move)
{
case MOVE_CRUSH_GRIP:
case MOVE_WRING_OUT:
case MOVE_MAGNITUDE:
case MOVE_DOUBLE_IRON_BASH:
case MOVE_TRIPLE_AXEL:
return 140;
case MOVE_PIN_MISSILE:
case MOVE_POWER_TRIP:
case MOVE_PUNISHMENT:
case MOVE_DRAGON_DARTS:
case MOVE_DUAL_CHOP:
case MOVE_ELECTRO_BALL:
case MOVE_HEAT_CRASH:
case MOVE_BULLET_SEED:
case MOVE_GRASS_KNOT:
case MOVE_BONEMERANG:
case MOVE_BONE_RUSH:
case MOVE_FISSURE:
case MOVE_ICICLE_SPEAR:
case MOVE_SHEER_COLD:
case MOVE_WEATHER_BALL:
case MOVE_TAIL_SLAP:
case MOVE_GUILLOTINE:
case MOVE_HORN_DRILL:
case MOVE_FLAIL:
case MOVE_RETURN:
case MOVE_FRUSTRATION:
case MOVE_NATURAL_GIFT:
case MOVE_TRUMP_CARD:
case MOVE_STORED_POWER:
case MOVE_ROCK_BLAST:
case MOVE_GEAR_GRIND:
case MOVE_GYRO_BALL:
case MOVE_HEAVY_SLAM:
case MOVE_DUAL_WINGBEAT:
case MOVE_SCALE_SHOT:
case MOVE_TERRAIN_PULSE:
return 130;
case MOVE_DOUBLE_HIT:
case MOVE_SPIKE_CANNON:
return 120;
case MOVE_TWINEEDLE:
case MOVE_BEAT_UP:
case MOVE_FLING:
case MOVE_DRAGON_RAGE:
case MOVE_NATURES_MADNESS:
case MOVE_NIGHT_SHADE:
case MOVE_COMET_PUNCH:
case MOVE_FURY_SWIPES:
case MOVE_SONIC_BOOM:
case MOVE_BIDE:
case MOVE_SUPER_FANG:
case MOVE_PRESENT:
case MOVE_SPIT_UP:
case MOVE_PSYWAVE:
case MOVE_MIRROR_COAT:
case MOVE_METAL_BURST:
case MOVE_LOW_KICK:
case MOVE_REVERSAL:
case MOVE_FINAL_GAMBIT:
return 100;
case MOVE_DOUBLE_KICK:
case MOVE_TRIPLE_KICK:
return 80;
case MOVE_COUNTER:
case MOVE_SEISMIC_TOSS:
return 75;
} // TODO: maybe bring back gMaxMovePowers lol
// Fighting and Poison Max Moves are weaker than other types.
if (gBattleMoves[move].type == TYPE_FIGHTING
|| gBattleMoves[move].type == TYPE_POISON
|| move == MOVE_MULTI_ATTACK)
switch (gBattleMoves[move].power)
{
default:
case 0 ... 40: return 70;
case 45 ... 50: return 75;
case 55 ... 60: return 80;
case 65 ... 70: return 85;
case 75 ... 100: return 90;
case 110 ... 140: return 95;
case 150 ... 250: return 100;
}
else
switch (gBattleMoves[move].power)
{
default:
case 0 ... 40: return 90;
case 45 ... 50: return 100;
case 55 ... 60: return 110;
case 65 ... 70: return 120;
case 75 ... 100: return 130;
case 110 ... 140: return 140;
case 150 ... 250: return 150;
}
}
// Returns whether a move is a Max Move or not.
bool32 IsMaxMove(u16 move)
{
return move >= FIRST_MAX_MOVE && move <= LAST_MAX_MOVE;
}
// Returns the full name of a Max Move for the move usage text.
const u8 *GetMaxMoveName(u16 move)
{
if (IsMaxMove(move))
return gMaxMoveNames[move - FIRST_MAX_MOVE];
else
return gMaxMoveNames[0]; // Failsafe
}
// Assigns the multistring to use for the "Damage Non- Types" G-Max effect.
void ChooseDamageNonTypesString(u8 type)
{
switch (type) {
case TYPE_GRASS:
gBattleCommunication[MULTISTRING_CHOOSER] = 0;
break;
case TYPE_WATER:
gBattleCommunication[MULTISTRING_CHOOSER] = 1;
break;
case TYPE_FIRE:
gBattleCommunication[MULTISTRING_CHOOSER] = 2;
break;
case TYPE_ROCK:
gBattleCommunication[MULTISTRING_CHOOSER] = 3;
break;
}
}
// Returns the status effect that should be applied by a G-Max Move.
u32 GetMaxMoveStatusEffect(u16 move)
{
u8 maxEffect = gBattleMoves[move].argument;
switch (maxEffect)
{
// Status 1
case MAX_EFFECT_PARALYZE_FOES:
return STATUS1_PARALYSIS;
case MAX_EFFECT_POISON_FOES:
return STATUS1_POISON;
case MAX_EFFECT_POISON_PARALYZE_FOES:
if (Random() % 2)
return STATUS1_POISON;
else
return STATUS1_PARALYSIS;
case MAX_EFFECT_EFFECT_SPORE_FOES:
{
u8 effect = Random() % 3;
if (effect == 0)
return STATUS1_PARALYSIS;
else if (effect == 1)
return STATUS1_POISON;
else
return STATUS1_SLEEP;
}
// Status 2
case MAX_EFFECT_CONFUSE_FOES:
case MAX_EFFECT_CONFUSE_FOES_PAY_DAY:
return STATUS2_CONFUSION;
case MAX_EFFECT_INFATUATE_FOES:
return STATUS2_INFATUATION;
case MAX_EFFECT_MEAN_LOOK:
return STATUS2_ESCAPE_PREVENTION;
case MAX_EFFECT_TORMENT_FOES:
return STATUS2_TORMENT;
}
}
// Activates the secondary effect of a Max Move.
u16 SetMaxMoveEffect(u16 move)
{
u16 effect = 0;
u8 maxEffect = gBattleMoves[move].argument;
// Don't continue if the move didn't land.
if (gMoveResultFlags & MOVE_RESULT_NO_EFFECT)
return effect;
switch (maxEffect)
{
case MAX_EFFECT_RAISE_TEAM_ATTACK:
case MAX_EFFECT_RAISE_TEAM_DEFENSE:
case MAX_EFFECT_RAISE_TEAM_SPEED:
case MAX_EFFECT_RAISE_TEAM_SP_ATK:
case MAX_EFFECT_RAISE_TEAM_SP_DEF:
if (!NoAliveMonsForEitherParty())
{
// Max Effects are ordered by stat ID.
SET_STATCHANGER(gBattleMoves[gCurrentMove].argument, 1, FALSE);
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectRaiseStatAllies;
effect++;
}
break;
case MAX_EFFECT_LOWER_ATTACK:
case MAX_EFFECT_LOWER_DEFENSE:
case MAX_EFFECT_LOWER_SPEED:
case MAX_EFFECT_LOWER_SP_ATK:
case MAX_EFFECT_LOWER_SP_DEF:
case MAX_EFFECT_LOWER_SPEED_2_FOES:
case MAX_EFFECT_LOWER_EVASIVENESS_FOES:
if (!NoAliveMonsForEitherParty())
{
u8 statId = 0;
u8 stage = 1;
switch (maxEffect)
{
case MAX_EFFECT_LOWER_SPEED_2_FOES:
statId = STAT_SPEED;
stage = 2;
break;
case MAX_EFFECT_LOWER_EVASIVENESS_FOES:
statId = STAT_EVASION;
break;
default:
// Max Effects are ordered by stat ID.
statId = gBattleMoves[gCurrentMove].argument - MAX_EFFECT_LOWER_ATTACK + 1;
break;
}
SET_STATCHANGER(statId, stage, TRUE);
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectLowerStatFoes;
effect++;
}
break;
case MAX_EFFECT_SUN:
case MAX_EFFECT_RAIN:
case MAX_EFFECT_SANDSTORM:
case MAX_EFFECT_HAIL:
{
u8 weather, msg;
switch (maxEffect)
{
case MAX_EFFECT_SUN:
weather = ENUM_WEATHER_SUN;
msg = B_MSG_STARTED_SUNLIGHT;
break;
case MAX_EFFECT_RAIN:
weather = ENUM_WEATHER_RAIN;
msg = B_MSG_STARTED_RAIN;
break;
case MAX_EFFECT_SANDSTORM:
weather = ENUM_WEATHER_SANDSTORM;
msg = B_MSG_STARTED_SANDSTORM;
break;
case MAX_EFFECT_HAIL:
weather = ENUM_WEATHER_HAIL;
msg = B_MSG_STARTED_HAIL;
break;
}
if (TryChangeBattleWeather(gBattlerAttacker, weather, FALSE))
{
gBattleCommunication[MULTISTRING_CHOOSER] = msg;
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectSetWeather;
effect++;
}
break;
}
case MAX_EFFECT_MISTY_TERRAIN:
case MAX_EFFECT_GRASSY_TERRAIN:
case MAX_EFFECT_ELECTRIC_TERRAIN:
case MAX_EFFECT_PSYCHIC_TERRAIN:
{
u32 statusFlag = 0;
u8 *timer = NULL;
switch (gBattleMoves[gCurrentMove].argument)
{
case MAX_EFFECT_MISTY_TERRAIN:
statusFlag = STATUS_FIELD_MISTY_TERRAIN, timer = &gFieldTimers.terrainTimer;
gBattleCommunication[MULTISTRING_CHOOSER] = 0;
break;
case MAX_EFFECT_GRASSY_TERRAIN:
statusFlag = STATUS_FIELD_GRASSY_TERRAIN, timer = &gFieldTimers.terrainTimer;
gBattleCommunication[MULTISTRING_CHOOSER] = 1;
break;
case MAX_EFFECT_ELECTRIC_TERRAIN:
statusFlag = STATUS_FIELD_ELECTRIC_TERRAIN, timer = &gFieldTimers.terrainTimer;
gBattleCommunication[MULTISTRING_CHOOSER] = 2;
break;
case MAX_EFFECT_PSYCHIC_TERRAIN:
statusFlag = STATUS_FIELD_PSYCHIC_TERRAIN, timer = &gFieldTimers.terrainTimer;
gBattleCommunication[MULTISTRING_CHOOSER] = 3;
break;
}
if (!(gFieldStatuses & statusFlag) && statusFlag != 0)
{
gFieldStatuses &= ~STATUS_FIELD_TERRAIN_ANY;
gFieldStatuses |= statusFlag;
if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_TERRAIN_EXTENDER)
*timer = 8;
else
*timer = 5;
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectSetTerrain;
}
break;
}
case MAX_EFFECT_VINE_LASH:
case MAX_EFFECT_CANNONADE:
case MAX_EFFECT_WILDFIRE:
case MAX_EFFECT_VOLCALITH:
{
u8 side = GetBattlerSide(gBattlerTarget);
if (!(gSideStatuses[side] & SIDE_STATUS_DAMAGE_NON_TYPES))
{
gSideStatuses[side] |= SIDE_STATUS_DAMAGE_NON_TYPES;
gSideTimers[side].damageNonTypesTimer = 5; // damage is dealt for 4 turns, ends on 5th
gSideTimers[side].damageNonTypesType = gBattleMoves[gCurrentMove].type;
BattleScriptPush(gBattlescriptCurrInstr + 1);
ChooseDamageNonTypesString(gBattleMoves[gCurrentMove].type);
gBattlescriptCurrInstr = BattleScript_DamageNonTypesStarts;
effect++;
}
break;
}
case MAX_EFFECT_STEALTH_ROCK:
if (!(gSideStatuses[GetBattlerSide(gBattlerTarget)] & SIDE_STATUS_STEALTH_ROCK))
{
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_StealthRockActivates;
effect++;
}
break;
case MAX_EFFECT_STEELSURGE:
if (!(gSideStatuses[GetBattlerSide(gBattlerTarget)] & SIDE_STATUS_STEELSURGE))
{
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_SteelsurgeActivates;
effect++;
}
break;
case MAX_EFFECT_DEFOG:
if (gSideStatuses[GetBattlerSide(gBattlerTarget)] & SIDE_STATUS_SCREEN_ANY
|| gSideStatuses[GetBattlerSide(gBattlerTarget)] & SIDE_STATUS_HAZARDS_ANY
|| gSideStatuses[GetBattlerSide(gBattlerAttacker)] & SIDE_STATUS_HAZARDS_ANY
|| gFieldStatuses & STATUS_FIELD_TERRAIN_ANY)
{
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_DefogTryHazards;
effect++;
}
break;
case MAX_EFFECT_AURORA_VEIL:
if (!(gSideStatuses[GetBattlerSide(gBattlerAttacker)] & SIDE_STATUS_AURORA_VEIL))
{
gSideStatuses[GetBattlerSide(gBattlerAttacker)] |= SIDE_STATUS_AURORA_VEIL;
if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_LIGHT_CLAY)
gSideTimers[GetBattlerSide(gBattlerAttacker)].auroraVeilTimer = 8;
else
gSideTimers[GetBattlerSide(gBattlerAttacker)].auroraVeilTimer = 5;
gSideTimers[GetBattlerSide(gBattlerAttacker)].auroraVeilBattlerId = gBattlerAttacker;
gBattleCommunication[MULTISTRING_CHOOSER] = B_MSG_SET_SAFEGUARD;
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectAuroraVeilSuccess;
effect++;
}
break;
case MAX_EFFECT_GRAVITY:
if (!(gFieldStatuses & STATUS_FIELD_GRAVITY))
{
gFieldStatuses |= STATUS_FIELD_GRAVITY;
gFieldTimers.gravityTimer = 5;
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectGravitySuccess;
effect++;
}
break;
case MAX_EFFECT_SANDBLAST_FOES:
case MAX_EFFECT_FIRE_SPIN_FOES:
{
// Affects both opponents, but doesn't print strings so we can handle it here.
u8 battler;
for (battler = 0; battler < MAX_BATTLERS_COUNT; ++battler)
{
if (GetBattlerSide(battler) != GetBattlerSide(gBattlerTarget))
continue;
if (!(gBattleMons[battler].status2 & STATUS2_WRAPPED))
{
gBattleMons[battler].status2 |= STATUS2_WRAPPED;
if (GetBattlerHoldEffect(gBattlerAttacker, TRUE) == HOLD_EFFECT_GRIP_CLAW)
#if B_BINDING_TURNS >= GEN_5
gDisableStructs[battler].wrapTurns = 7;
else
gDisableStructs[battler].wrapTurns = (Random() % 2) + 4;
#else
gDisableStructs[battler].wrapTurns = 5;
else
gDisableStructs[battler].wrapTurns = (Random() % 4) + 2;
#endif
// The Wrap effect does not expire when the user switches, so here's some cheese.
gBattleStruct->wrappedBy[battler] = gBattlerTarget;
if (maxEffect == MAX_EFFECT_SANDBLAST_FOES)
gBattleStruct->wrappedMove[battler] = MOVE_SAND_TOMB;
else
gBattleStruct->wrappedMove[battler] = MOVE_FIRE_SPIN;
}
}
break;
}
case MAX_EFFECT_YAWN_FOE:
if (!(gStatuses3[gBattlerTarget] & STATUS3_YAWN)
&& CanSleep(gBattlerTarget)
&& Random() % 2) // 50% chance of success
{
gStatuses3[gBattlerTarget] |= STATUS3_YAWN_TURN(2);
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectYawnSuccess;
effect++;
}
break;
case MAX_EFFECT_SPITE:
if (gLastMoves[gBattlerTarget] != MOVE_NONE
&& gLastMoves[gBattlerTarget] != MOVE_UNAVAILABLE)
{
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectTryReducePP;
effect++;
}
break;
case MAX_EFFECT_PARALYZE_FOES:
case MAX_EFFECT_POISON_FOES:
case MAX_EFFECT_POISON_PARALYZE_FOES:
case MAX_EFFECT_EFFECT_SPORE_FOES:
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectStatus1Foes;
effect++;
break;
case MAX_EFFECT_CONFUSE_FOES_PAY_DAY:
if (gBattleTypeFlags & BATTLE_TYPE_TRAINER)
{
u16 payday = gPaydayMoney;
gPaydayMoney += (gBattleMons[gBattlerAttacker].level * 100);
if (payday > gPaydayMoney)
gPaydayMoney = 0xFFFF;
gBattleCommunication[CURSOR_POSITION] = 1; // add "Coins scattered." message
}
// fall through
case MAX_EFFECT_CONFUSE_FOES:
case MAX_EFFECT_INFATUATE_FOES:
case MAX_EFFECT_TORMENT_FOES:
case MAX_EFFECT_MEAN_LOOK:
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectStatus2Foes;
effect++;
break;
case MAX_EFFECT_CRIT_PLUS:
gBattleStruct->bonusCritStages[gBattlerAttacker]++;
gBattleStruct->bonusCritStages[BATTLE_PARTNER(gBattlerAttacker)]++;
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectRaiseCritAlliesAnim;
effect++;
break;
case MAX_EFFECT_HEAL_TEAM:
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectHealOneSixthAllies;
effect++;
break;
case MAX_EFFECT_AROMATHERAPY:
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectCureStatusAllies;
effect++;
break;
case MAX_EFFECT_RECYCLE_BERRIES:
if (Random() % 2) // 50% chance of success
{
BattleScriptPush(gBattlescriptCurrInstr + 1);
gBattlescriptCurrInstr = BattleScript_EffectRecycleBerriesAllies;
effect++;
}
break;
}
return effect;
}
// DYNAMAX TRIGGER:
static const u8 ALIGNED(4) sDynamaxTriggerGfx[] = INCBIN_U8("graphics/battle_interface/dynamax_trigger.4bpp");
static const u16 sDynamaxTriggerPal[] = INCBIN_U16("graphics/battle_interface/dynamax_trigger.gbapal");
static const struct SpriteSheet sSpriteSheet_DynamaxTrigger =
{
sDynamaxTriggerGfx, sizeof(sDynamaxTriggerGfx), TAG_DYNAMAX_TRIGGER_TILE
};
static const struct SpritePalette sSpritePalette_DynamaxTrigger =
{
sDynamaxTriggerPal, TAG_DYNAMAX_TRIGGER_PAL
};
static const struct OamData sOamData_DynamaxTrigger =
{
.y = 0,
.affineMode = 0,
.objMode = 0,
.mosaic = 0,
.bpp = 0,
.shape = ST_OAM_SQUARE,
.x = 0,
.matrixNum = 0,
.size = 2,
.tileNum = 0,
.priority = 1,
.paletteNum = 0,
.affineParam = 0,
};
static const union AnimCmd sSpriteAnim_DynamaxTriggerOff[] =
{
ANIMCMD_FRAME(0, 0),
ANIMCMD_END
};
static const union AnimCmd sSpriteAnim_DynamaxTriggerOn[] =
{
ANIMCMD_FRAME(16, 0),
ANIMCMD_END
};
static const union AnimCmd *const sSpriteAnimTable_DynamaxTrigger[] =
{
sSpriteAnim_DynamaxTriggerOff,
sSpriteAnim_DynamaxTriggerOn,
};
static const struct SpriteTemplate sSpriteTemplate_DynamaxTrigger =
{
.tileTag = TAG_DYNAMAX_TRIGGER_TILE,
.paletteTag = TAG_DYNAMAX_TRIGGER_PAL,
.oam = &sOamData_DynamaxTrigger,
.anims = sSpriteAnimTable_DynamaxTrigger,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCb_DynamaxTrigger
};
// Dynamax Evolution Trigger icon functions.
void ChangeDynamaxTriggerSprite(u8 spriteId, u8 animId)
{
StartSpriteAnim(&gSprites[spriteId], animId);
}
#define SINGLES_DYNAMAX_TRIGGER_POS_X_OPTIMAL (30)
#define SINGLES_DYNAMAX_TRIGGER_POS_X_PRIORITY (31)
#define SINGLES_DYNAMAX_TRIGGER_POS_X_SLIDE (15)
#define SINGLES_DYNAMAX_TRIGGER_POS_Y_DIFF (-11)
#define DOUBLES_DYNAMAX_TRIGGER_POS_X_OPTIMAL (30)
#define DOUBLES_DYNAMAX_TRIGGER_POS_X_PRIORITY (31)
#define DOUBLES_DYNAMAX_TRIGGER_POS_X_SLIDE (15)
#define DOUBLES_DYNAMAX_TRIGGER_POS_Y_DIFF (-4)
#define tBattler data[0]
#define tHide data[1]
void CreateDynamaxTriggerSprite(u8 battlerId, u8 palId)
{
LoadSpritePalette(&sSpritePalette_DynamaxTrigger);
if (GetSpriteTileStartByTag(TAG_DYNAMAX_TRIGGER_TILE) == 0xFFFF)
LoadSpriteSheet(&sSpriteSheet_DynamaxTrigger);
if (gBattleStruct->dynamax.triggerSpriteId == 0xFF)
{
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
gBattleStruct->dynamax.triggerSpriteId = CreateSprite(&sSpriteTemplate_DynamaxTrigger,
gSprites[gHealthboxSpriteIds[battlerId]].x - DOUBLES_DYNAMAX_TRIGGER_POS_X_SLIDE,
gSprites[gHealthboxSpriteIds[battlerId]].y - DOUBLES_DYNAMAX_TRIGGER_POS_Y_DIFF, 0);
else
gBattleStruct->dynamax.triggerSpriteId = CreateSprite(&sSpriteTemplate_DynamaxTrigger,
gSprites[gHealthboxSpriteIds[battlerId]].x - SINGLES_DYNAMAX_TRIGGER_POS_X_SLIDE,
gSprites[gHealthboxSpriteIds[battlerId]].y - SINGLES_DYNAMAX_TRIGGER_POS_Y_DIFF, 0);
}
gSprites[gBattleStruct->dynamax.triggerSpriteId].tBattler = battlerId;
gSprites[gBattleStruct->dynamax.triggerSpriteId].tHide = FALSE;
ChangeDynamaxTriggerSprite(gBattleStruct->dynamax.triggerSpriteId, palId);
}
static void SpriteCb_DynamaxTrigger(struct Sprite *sprite)
{
s32 xSlide, xPriority, xOptimal;
s32 yDiff;
if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE)
{
xSlide = DOUBLES_DYNAMAX_TRIGGER_POS_X_SLIDE;
xPriority = DOUBLES_DYNAMAX_TRIGGER_POS_X_PRIORITY;
xOptimal = DOUBLES_DYNAMAX_TRIGGER_POS_X_OPTIMAL;
yDiff = DOUBLES_DYNAMAX_TRIGGER_POS_Y_DIFF;
}
else
{
xSlide = SINGLES_DYNAMAX_TRIGGER_POS_X_SLIDE;
xPriority = SINGLES_DYNAMAX_TRIGGER_POS_X_PRIORITY;
xOptimal = SINGLES_DYNAMAX_TRIGGER_POS_X_OPTIMAL;
yDiff = SINGLES_DYNAMAX_TRIGGER_POS_Y_DIFF;
}
if (sprite->tHide)
{
if (sprite->x != gSprites[gHealthboxSpriteIds[sprite->tBattler]].x - xSlide)
sprite->x++;
if (sprite->x >= gSprites[gHealthboxSpriteIds[sprite->tBattler]].x - xPriority)
sprite->oam.priority = 2;
else
sprite->oam.priority = 1;
sprite->y = gSprites[gHealthboxSpriteIds[sprite->tBattler]].y - yDiff;
sprite->y2 = gSprites[gHealthboxSpriteIds[sprite->tBattler]].y2 - yDiff;
if (sprite->x == gSprites[gHealthboxSpriteIds[sprite->tBattler]].x - xSlide)
DestroyDynamaxTriggerSprite();
}
else
{
if (sprite->x != gSprites[gHealthboxSpriteIds[sprite->tBattler]].x - xOptimal)
sprite->x--;
if (sprite->x >= gSprites[gHealthboxSpriteIds[sprite->tBattler]].x - xPriority)
sprite->oam.priority = 2;
else
sprite->oam.priority = 1;
sprite->y = gSprites[gHealthboxSpriteIds[sprite->tBattler]].y - yDiff;
sprite->y2 = gSprites[gHealthboxSpriteIds[sprite->tBattler]].y2 - yDiff;
}
}
bool32 IsDynamaxTriggerSpriteActive(void)
{
if (GetSpriteTileStartByTag(TAG_DYNAMAX_TRIGGER_TILE) == 0xFFFF)
return FALSE;
else if (IndexOfSpritePaletteTag(TAG_DYNAMAX_TRIGGER_PAL) != 0xFF)
return TRUE;
else
return FALSE;
}
void HideDynamaxTriggerSprite(void)
{
if (gBattleStruct->dynamax.triggerSpriteId != 0xFF)
{
ChangeDynamaxTriggerSprite(gBattleStruct->dynamax.triggerSpriteId, 0);
gSprites[gBattleStruct->dynamax.triggerSpriteId].tHide = TRUE;
}
}
void DestroyDynamaxTriggerSprite(void)
{
FreeSpritePaletteByTag(TAG_DYNAMAX_TRIGGER_PAL);
FreeSpriteTilesByTag(TAG_DYNAMAX_TRIGGER_TILE);
if (gBattleStruct->dynamax.triggerSpriteId != 0xFF)
DestroySprite(&gSprites[gBattleStruct->dynamax.triggerSpriteId]);
gBattleStruct->dynamax.triggerSpriteId = 0xFF;
}
#undef tBattler
#undef tHide
// DYNAMAX INDICATOR:
static const u8 ALIGNED(4) sDynamaxIndicatorGfx[] = INCBIN_U8("graphics/battle_interface/dynamax_indicator.4bpp");
static const u16 sDynamaxIndicatorPal[] = INCBIN_U16("graphics/battle_interface/misc_indicator.gbapal");
static const struct SpriteSheet sSpriteSheet_DynamaxIndicator =
{
sDynamaxIndicatorGfx, sizeof(sDynamaxIndicatorGfx), TAG_DYNAMAX_INDICATOR_TILE
};
static const struct SpritePalette sSpritePalette_DynamaxIndicator =
{
sDynamaxIndicatorPal, TAG_MISC_INDICATOR_PAL
};
static const struct SpriteSheet sDynamaxIndicator_SpriteSheet[] =
{
sDynamaxIndicatorGfx, sizeof(sDynamaxIndicatorGfx), TAG_DYNAMAX_INDICATOR_TILE
};
static const struct SpritePalette sDynamaxIndicator_SpritePalette[] =
{
sDynamaxIndicatorPal, TAG_MISC_INDICATOR_PAL
};
static const struct OamData sOamData_DynamaxIndicator =
{
.shape = SPRITE_SHAPE(16x16),
.size = SPRITE_SIZE(16x16),
.priority = 1,
};
static const struct SpriteTemplate sSpriteTemplate_DynamaxIndicator =
{
.tileTag = TAG_DYNAMAX_INDICATOR_TILE,
.paletteTag = TAG_MISC_INDICATOR_PAL,
.oam = &sOamData_DynamaxIndicator,
.anims = gDummySpriteAnimTable,
.images = NULL,
.affineAnims = gDummySpriteAffineAnimTable,
.callback = SpriteCb_DynamaxIndicator,
};
static const s8 sIndicatorPositions[][2] =
{
[B_POSITION_PLAYER_LEFT] = {52, -9},
[B_POSITION_OPPONENT_LEFT] = {44, -9},
[B_POSITION_PLAYER_RIGHT] = {52, -9},
[B_POSITION_OPPONENT_RIGHT] = {44, -9},
};
// for sprite data fields
#define tBattler data[0]
#define tType data[1] // Indicator type: dynamax
#define tPosX data[2]
#define tLevelXDelta data[3] // X position depends whether level has 3, 2 or 1 digit
// data fields for healthboxMain
// oam.affineParam holds healthboxRight spriteId
#define hMain_DynamaxIndicatorId data[3]
#define hMain_HealthBarSpriteId data[5]
#define hMain_Battler data[6]
#define hMain_Data7 data[7]
// data fields for healthboxRight
#define hOther_HealthBoxSpriteId data[5]
// data fields for healthbar
#define hBar_HealthBoxSpriteId data[5]
void DynamaxIndicator_LoadSpriteGfx(void)
{
LoadSpriteSheet(sDynamaxIndicator_SpriteSheet);
LoadSpritePalette(sDynamaxIndicator_SpritePalette);
}
bool32 DynamaxIndicator_ShouldBeInvisible(u32 battlerId)
{
return !IsDynamaxed(battlerId);
}
u8 DynamaxIndicator_GetSpriteId(u32 healthboxSpriteId)
{
return gBattleStruct->dynamax.indicatorSpriteId[gSprites[healthboxSpriteId].hMain_Battler];
}
void DynamaxIndicator_SetVisibilities(u32 healthboxId, bool32 invisible)
{
u32 i;
u8 spriteId = DynamaxIndicator_GetSpriteId(healthboxId);
u32 battlerId = gSprites[healthboxId].hMain_Battler;
if (invisible == TRUE)
gSprites[spriteId].invisible = TRUE;
else // Try visible.
gSprites[spriteId].invisible = DynamaxIndicator_ShouldBeInvisible(battlerId);
}
void DynamaxIndicator_UpdateOamPriorities(u32 healthboxId, u32 oamPriority)
{
u32 i;
u8 spriteId = DynamaxIndicator_GetSpriteId(healthboxId);
gSprites[spriteId].oam.priority = oamPriority;
}
void DynamaxIndicator_UpdateLevel(u32 healthboxId, u32 level)
{
u32 i;
s16 xDelta = 0;
u8 spriteId = DynamaxIndicator_GetSpriteId(healthboxId);
if (level >= 100)
xDelta -= 4;
else if (level < 10)
xDelta += 5;
gSprites[spriteId].tLevelXDelta = xDelta;
}
void DynamaxIndicator_CreateSprite(u32 battlerId, u32 healthboxSpriteId)
{
u32 position, level;
u8 spriteId;
s16 xHealthbox = 0, y = 0;
s32 x = 0;
position = GetBattlerPosition(battlerId);
GetBattlerHealthboxCoords(battlerId, &xHealthbox, &y);
x = sIndicatorPositions[position][0];
y += sIndicatorPositions[position][1];
spriteId = gBattleStruct->dynamax.indicatorSpriteId[battlerId] = CreateSpriteAtEnd(&sSpriteTemplate_DynamaxIndicator, 0, y, 0);
gSprites[spriteId].tBattler = battlerId;
gSprites[spriteId].tPosX = x;
gSprites[spriteId].invisible = TRUE;
}
void DynamaxIndicator_DestroySprite(u32 healthboxSpriteId)
{
u8 spriteId = DynamaxIndicator_GetSpriteId(healthboxSpriteId);
DestroySprite(&gSprites[spriteId]);
}
static void SpriteCb_DynamaxIndicator(struct Sprite *sprite)
{
u32 battlerId = sprite->tBattler;
sprite->x = gSprites[gHealthboxSpriteIds[battlerId]].x + sprite->tPosX + sprite->tLevelXDelta;
sprite->x2 = gSprites[gHealthboxSpriteIds[battlerId]].x2;
sprite->y2 = gSprites[gHealthboxSpriteIds[battlerId]].y2;
}
#undef tBattler
#undef tType
#undef tPosX
#undef tLevelXDelta