#include "global.h" #include "battle.h" #include "battle_controllers.h" #include "battle_ai_script_commands.h" #include "battle_anim.h" #include "constants/battle_anim.h" #include "battle_interface.h" #include "main.h" #include "dma3.h" #include "malloc.h" #include "graphics.h" #include "random.h" #include "util.h" #include "pokemon.h" #include "constants/moves.h" #include "task.h" #include "sprite.h" #include "sound.h" #include "party_menu.h" #include "m4a.h" #include "decompress.h" #include "data.h" #include "palette.h" #include "contest.h" #include "constants/songs.h" #include "constants/rgb.h" #include "constants/battle_palace.h" 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 GetBattlePalaceMoveGroup(u16 move); static u16 GetBattlePalaceTarget(void); static void SpriteCB_TrainerSlideVertical(struct Sprite *sprite); static bool8 ShouldAnimBeDoneRegardlessOfSubstitute(u8 animId); static void Task_ClearBitWhenBattleTableAnimDone(u8 taskId); static void Task_ClearBitWhenSpecialAnimDone(u8 taskId); static void ClearSpritesBattlerHealthboxAnimData(void); // const rom data static const struct CompressedSpriteSheet sSpriteSheet_SinglesPlayerHealthbox = { gHealthboxSinglesPlayerGfx, 0x1000, TAG_HEALTHBOX_PLAYER1_TILE }; static const struct CompressedSpriteSheet sSpriteSheet_SinglesOpponentHealthbox = { gHealthboxSinglesOpponentGfx, 0x1000, TAG_HEALTHBOX_OPPONENT1_TILE }; static const struct CompressedSpriteSheet sSpriteSheets_DoublesPlayerHealthbox[2] = { {gHealthboxDoublesPlayerGfx, 0x800, TAG_HEALTHBOX_PLAYER1_TILE}, {gHealthboxDoublesPlayerGfx, 0x800, TAG_HEALTHBOX_PLAYER2_TILE} }; static const struct CompressedSpriteSheet sSpriteSheets_DoublesOpponentHealthbox[2] = { {gHealthboxDoublesOpponentGfx, 0x800, TAG_HEALTHBOX_OPPONENT1_TILE}, {gHealthboxDoublesOpponentGfx, 0x800, TAG_HEALTHBOX_OPPONENT2_TILE} }; static const struct CompressedSpriteSheet sSpriteSheet_SafariHealthbox = { gHealthboxSafariGfx, 0x1000, TAG_HEALTHBOX_SAFARI_TILE }; static const struct CompressedSpriteSheet sSpriteSheets_HealthBar[MAX_BATTLERS_COUNT] = { {gBlankGfxCompressed, 0x0100, TAG_HEALTHBAR_PLAYER1_TILE}, {gBlankGfxCompressed, 0x0120, TAG_HEALTHBAR_OPPONENT1_TILE}, {gBlankGfxCompressed, 0x0100, TAG_HEALTHBAR_PLAYER2_TILE}, {gBlankGfxCompressed, 0x0120, TAG_HEALTHBAR_OPPONENT2_TILE} }; static const struct SpritePalette sSpritePalettes_HealthBoxHealthBar[2] = { {gBattleInterface_BallStatusBarPal, TAG_HEALTHBOX_PAL}, {gBattleInterface_BallDisplayPal, TAG_HEALTHBAR_PAL} }; // code void AllocateBattleSpritesData(void) { gBattleSpritesDataPtr = AllocZeroed(sizeof(struct BattleSpriteData)); gBattleSpritesDataPtr->battlerData = AllocZeroed(sizeof(struct BattleSpriteInfo) * MAX_BATTLERS_COUNT); gBattleSpritesDataPtr->healthBoxesData = AllocZeroed(sizeof(struct BattleHealthboxInfo) * MAX_BATTLERS_COUNT); gBattleSpritesDataPtr->animationData = AllocZeroed(sizeof(struct BattleAnimationInfo)); gBattleSpritesDataPtr->battleBars = AllocZeroed(sizeof(struct BattleBarInfo) * MAX_BATTLERS_COUNT); } void FreeBattleSpritesData(void) { if (gBattleSpritesDataPtr == NULL) return; FREE_AND_SET_NULL(gBattleSpritesDataPtr->battleBars); FREE_AND_SET_NULL(gBattleSpritesDataPtr->animationData); FREE_AND_SET_NULL(gBattleSpritesDataPtr->healthBoxesData); FREE_AND_SET_NULL(gBattleSpritesDataPtr->battlerData); FREE_AND_SET_NULL(gBattleSpritesDataPtr); } // Pokemon chooses move to use in Battle Palace rather than player u16 ChooseMoveAndTargetInBattlePalace(void) { s32 i, var1, var2; s32 chosenMoveId = -1; struct ChooseMoveStruct *moveInfo = (struct ChooseMoveStruct*)(&gBattleBufferA[gActiveBattler][4]); u8 unusableMovesBits = CheckMoveLimitations(gActiveBattler, 0, MOVE_LIMITATIONS_ALL); s32 percent = Random() % 100; // 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 (gBattlePalaceNatureToMoveGroupLikelihood[GetNatureFromPersonality(gBattleMons[gActiveBattler].personality)][i] > percent) break; } selectedGroup = i - minGroupNum; if (i == maxGroupNum) selectedGroup = PALACE_MOVE_GROUP_SUPPORT; // 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 (selectedGroup == GetBattlePalaceMoveGroup(moveInfo->moves[i]) && moveInfo->currentPp[i] != 0) selectedMoves |= gBitTable[i]; } // Pass selected moves to AI, pick one if (selectedMoves != 0) { 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) { validMoveFlags = 0, numValidMoveGroups = 0; for (i = 0; i < MAX_MON_MOVES; i++) { // 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); } // 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 { i = Random() % MAX_MON_MOVES; if (!(gBitTable[i] & unusableMovesBits)) chosenMoveId = i; } while (chosenMoveId == -1); } // Otherwise randomly choose move of only available move group else { 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) && 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 = TRUE; return 0; } } else { gProtectStructs[gActiveBattler].palaceUnableToUseMove = TRUE; return 0; } } if (moveInfo->moves[chosenMoveId] == MOVE_CURSE) { if (moveInfo->monType1 != TYPE_GHOST && moveInfo->monType2 != TYPE_GHOST) moveTarget = MOVE_TARGET_USER; else moveTarget = MOVE_TARGET_SELECTED; } else { moveTarget = gBattleMoves[moveInfo->moves[chosenMoveId]].target; } if (moveTarget & MOVE_TARGET_USER) chosenMoveId |= (gActiveBattler << 8); else if (moveTarget == MOVE_TARGET_SELECTED) chosenMoveId |= GetBattlePalaceTarget(); else chosenMoveId |= (GetBattlerAtPosition((GetBattlerPosition(gActiveBattler) & BIT_SIDE) ^ BIT_SIDE) << 8); return chosenMoveId; } #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) { case MOVE_TARGET_SELECTED: case MOVE_TARGET_USER_OR_SELECTED: case MOVE_TARGET_RANDOM: case MOVE_TARGET_BOTH: case MOVE_TARGET_FOES_AND_ALLY: if (gBattleMoves[move].power == 0) return PALACE_MOVE_GROUP_SUPPORT; else return PALACE_MOVE_GROUP_ATTACK; break; case MOVE_TARGET_DEPENDS: case MOVE_TARGET_OPPONENTS_FIELD: return PALACE_MOVE_GROUP_SUPPORT; case MOVE_TARGET_USER: return PALACE_MOVE_GROUP_DEFENSE; default: return PALACE_MOVE_GROUP_ATTACK; } } static u16 GetBattlePalaceTarget(void) { if (gBattleTypeFlags & BATTLE_TYPE_DOUBLE) { u8 opposing1, opposing2; if (GetBattlerSide(gActiveBattler) == B_SIDE_PLAYER) { opposing1 = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT); opposing2 = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT); } else { opposing1 = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT); opposing2 = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT); } if (gBattleMons[opposing1].hp == gBattleMons[opposing2].hp) return (((gActiveBattler & BIT_SIDE) ^ BIT_SIDE) + (Random() & 2)) << 8; switch (gBattlePalaceNatureToMoveTarget[GetNatureFromPersonality(gBattleMons[gActiveBattler].personality)]) { case PALACE_TARGET_STRONGER: if (gBattleMons[opposing1].hp > gBattleMons[opposing2].hp) return opposing1 << 8; else return opposing2 << 8; case PALACE_TARGET_WEAKER: if (gBattleMons[opposing1].hp < gBattleMons[opposing2].hp) return opposing1 << 8; else return opposing2 << 8; case PALACE_TARGET_RANDOM: return (((gActiveBattler & BIT_SIDE) ^ BIT_SIDE) + (Random() & 2)) << 8; } } return (gActiveBattler ^ BIT_SIDE) << 8; } // Wait for the pokemon to finish appearing out from the pokeball on send out void SpriteCB_WaitForBattlerBallReleaseAnim(struct Sprite *sprite) { u8 spriteId = sprite->data[1]; if (!gSprites[spriteId].affineAnimEnded) return; if (gSprites[spriteId].invisible) return; if (gSprites[spriteId].animPaused) { gSprites[spriteId].animPaused = 0; } else { if (gSprites[spriteId].animEnded) sprite->callback = SpriteCallbackDummy; } } static void UnusedDoBattleSpriteAffineAnim(struct Sprite *sprite, bool8 arg1) { sprite->animPaused = TRUE; sprite->callback = SpriteCallbackDummy; if (!arg1) StartSpriteAffineAnim(sprite, 1); else StartSpriteAffineAnim(sprite, 1); AnimateSprite(sprite); } #define sSpeedX data[0] void SpriteCB_TrainerSlideIn(struct Sprite *sprite) { if (!(gIntroSlideFlags & 1)) { sprite->x2 += sprite->sSpeedX; if (sprite->x2 == 0) { if (sprite->y2 != 0) sprite->callback = SpriteCB_TrainerSlideVertical; else sprite->callback = SpriteCallbackDummy; } } } // Slide up to 0 if necessary (used by multi battle intro) static void SpriteCB_TrainerSlideVertical(struct Sprite *sprite) { sprite->y2 -= 2; if (sprite->y2 == 0) sprite->callback = SpriteCallbackDummy; } #undef sSpeedX void InitAndLaunchChosenStatusAnimation(bool8 isStatus2, u32 status) { gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].statusAnimActive = 1; if (!isStatus2) { if (status == STATUS1_FREEZE) LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_FRZ); else if (status == STATUS1_POISON || status & STATUS1_TOXIC_POISON) LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_PSN); else if (status == STATUS1_BURN) LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_BRN); else if (status & STATUS1_SLEEP) LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_SLP); else if (status == STATUS1_PARALYSIS) LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_PRZ); else // no animation gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].statusAnimActive = 0; } else { if (status & STATUS2_INFATUATION) LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_INFATUATION); else if (status & STATUS2_CONFUSION) LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_CONFUSION); else if (status & STATUS2_CURSED) LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_CURSED); else if (status & STATUS2_NIGHTMARE) LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_NIGHTMARE); else if (status & STATUS2_WRAPPED) LaunchStatusAnimation(gActiveBattler, B_ANIM_STATUS_WRAPPED); // this animation doesn't actually exist else // no animation gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].statusAnimActive = 0; } } #define tBattlerId data[0] bool8 TryHandleLaunchBattleTableAnimation(u8 activeBattler, u8 atkBattler, u8 defBattler, u8 tableId, u16 argument) { u8 taskId; if (tableId == B_ANIM_CASTFORM_CHANGE && (argument & CASTFORM_SUBSTITUTE)) { // If Castform is behind substitute, set the new form but skip the animation gBattleMonForms[activeBattler] = (argument & ~CASTFORM_SUBSTITUTE); return TRUE; } if (gBattleSpritesDataPtr->battlerData[activeBattler].behindSubstitute && !ShouldAnimBeDoneRegardlessOfSubstitute(tableId)) { return TRUE; } if (gBattleSpritesDataPtr->battlerData[activeBattler].behindSubstitute && tableId == B_ANIM_SUBSTITUTE_FADE && gSprites[gBattlerSpriteIds[activeBattler]].invisible) { LoadBattleMonGfxAndAnimate(activeBattler, TRUE, gBattlerSpriteIds[activeBattler]); ClearBehindSubstituteBit(activeBattler); return TRUE; } gBattleAnimAttacker = atkBattler; gBattleAnimTarget = defBattler; gBattleSpritesDataPtr->animationData->animArg = argument; LaunchBattleAnimation(gBattleAnims_General, tableId, FALSE); taskId = CreateTask(Task_ClearBitWhenBattleTableAnimDone, 10); gTasks[taskId].tBattlerId = activeBattler; gBattleSpritesDataPtr->healthBoxesData[gTasks[taskId].tBattlerId].animFromTableActive = 1; return FALSE; } static void Task_ClearBitWhenBattleTableAnimDone(u8 taskId) { gAnimScriptCallback(); if (!gAnimScriptActive) { gBattleSpritesDataPtr->healthBoxesData[gTasks[taskId].tBattlerId].animFromTableActive = 0; DestroyTask(taskId); } } #undef tBattlerId static bool8 ShouldAnimBeDoneRegardlessOfSubstitute(u8 animId) { switch (animId) { case B_ANIM_SUBSTITUTE_FADE: case B_ANIM_RAIN_CONTINUES: case B_ANIM_SUN_CONTINUES: case B_ANIM_SANDSTORM_CONTINUES: case B_ANIM_HAIL_CONTINUES: case B_ANIM_SNATCH_MOVE: return TRUE; default: return FALSE; } } #define tBattlerId data[0] void InitAndLaunchSpecialAnimation(u8 activeBattler, u8 atkBattler, u8 defBattler, u8 tableId) { u8 taskId; gBattleAnimAttacker = atkBattler; gBattleAnimTarget = defBattler; LaunchBattleAnimation(gBattleAnims_Special, tableId, FALSE); taskId = CreateTask(Task_ClearBitWhenSpecialAnimDone, 10); gTasks[taskId].tBattlerId = activeBattler; gBattleSpritesDataPtr->healthBoxesData[gTasks[taskId].tBattlerId].specialAnimActive = 1; } static void Task_ClearBitWhenSpecialAnimDone(u8 taskId) { gAnimScriptCallback(); if (!gAnimScriptActive) { gBattleSpritesDataPtr->healthBoxesData[gTasks[taskId].tBattlerId].specialAnimActive = 0; DestroyTask(taskId); } } #undef tBattlerId // Great function to include newly added moves that don't have animation yet. bool8 IsMoveWithoutAnimation(u16 moveId, u8 animationTurn) { return FALSE; } // Check if SE has finished or 30 calls, whichever comes first bool8 IsBattleSEPlaying(u8 battlerId) { u8 zero = 0; if (IsSEPlaying()) { gBattleSpritesDataPtr->healthBoxesData[battlerId].soundTimer++; if (gBattleSpritesDataPtr->healthBoxesData[gActiveBattler].soundTimer < 30) return TRUE; m4aMPlayStop(&gMPlayInfo_SE1); m4aMPlayStop(&gMPlayInfo_SE2); } if (zero == 0) { gBattleSpritesDataPtr->healthBoxesData[battlerId].soundTimer = 0; return FALSE; } // Never reached return TRUE; } void BattleLoadOpponentMonSpriteGfx(struct Pokemon *mon, u8 battlerId) { u32 monsPersonality, currentPersonality, otId; u16 species; u8 position; u16 paletteOffset; const void *lzPaletteData; monsPersonality = GetMonData(mon, MON_DATA_PERSONALITY); if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies == SPECIES_NONE) { species = GetMonData(mon, MON_DATA_SPECIES); currentPersonality = monsPersonality; } else { species = gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies; currentPersonality = gTransformedPersonalities[battlerId]; } otId = GetMonData(mon, MON_DATA_OT_ID); position = GetBattlerPosition(battlerId); HandleLoadSpecialPokePic_DontHandleDeoxys(&gMonFrontPicTable[species], gMonSpritesGfxPtr->sprites.ptr[position], species, currentPersonality); paletteOffset = 0x100 + battlerId * 16; if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies == SPECIES_NONE) lzPaletteData = GetMonFrontSpritePal(mon); else lzPaletteData = GetMonSpritePalFromSpeciesAndPersonality(species, otId, monsPersonality); LZDecompressWram(lzPaletteData, gDecompressionBuffer); LoadPalette(gDecompressionBuffer, paletteOffset, 0x20); LoadPalette(gDecompressionBuffer, 0x80 + battlerId * 16, 0x20); if (species == SPECIES_CASTFORM) { paletteOffset = 0x100 + battlerId * 16; LZDecompressWram(lzPaletteData, gBattleStruct->castformPalette[CASTFORM_NORMAL]); LoadPalette(gBattleStruct->castformPalette[gBattleMonForms[battlerId]], paletteOffset, 0x20); } // transform's pink color if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies != SPECIES_NONE) { BlendPalette(paletteOffset, 16, 6, RGB_WHITE); CpuCopy32(gPlttBufferFaded + paletteOffset, gPlttBufferUnfaded + paletteOffset, 32); } } void BattleLoadPlayerMonSpriteGfx(struct Pokemon *mon, u8 battlerId) { u32 monsPersonality, currentPersonality, otId; u16 species; u8 position; u16 paletteOffset; const void *lzPaletteData; monsPersonality = GetMonData(mon, MON_DATA_PERSONALITY); if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies == SPECIES_NONE) { species = GetMonData(mon, MON_DATA_SPECIES); currentPersonality = monsPersonality; } else { species = gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies; currentPersonality = gTransformedPersonalities[battlerId]; } otId = GetMonData(mon, MON_DATA_OT_ID); position = GetBattlerPosition(battlerId); if (ShouldIgnoreDeoxysForm(1, battlerId) == TRUE || gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies != SPECIES_NONE) { HandleLoadSpecialPokePic_DontHandleDeoxys(&gMonBackPicTable[species], gMonSpritesGfxPtr->sprites.ptr[position], species, currentPersonality); } else { HandleLoadSpecialPokePic(&gMonBackPicTable[species], gMonSpritesGfxPtr->sprites.ptr[position], species, currentPersonality); } paletteOffset = 0x100 + battlerId * 16; if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies == SPECIES_NONE) lzPaletteData = GetMonFrontSpritePal(mon); else lzPaletteData = GetMonSpritePalFromSpeciesAndPersonality(species, otId, monsPersonality); LZDecompressWram(lzPaletteData, gDecompressionBuffer); LoadPalette(gDecompressionBuffer, paletteOffset, 0x20); LoadPalette(gDecompressionBuffer, 0x80 + battlerId * 16, 0x20); if (species == SPECIES_CASTFORM) { paletteOffset = 0x100 + battlerId * 16; LZDecompressWram(lzPaletteData, gBattleStruct->castformPalette[CASTFORM_NORMAL]); LoadPalette(gBattleStruct->castformPalette[gBattleMonForms[battlerId]], paletteOffset, 0x20); } // transform's pink color if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies != SPECIES_NONE) { BlendPalette(paletteOffset, 16, 6, RGB_WHITE); CpuCopy32(gPlttBufferFaded + paletteOffset, gPlttBufferUnfaded + paletteOffset, 32); } } // Unused static void BattleGfxSfxDummy1(void) { } void BattleGfxSfxDummy2(u16 species) { } void DecompressTrainerFrontPic(u16 frontPicId, u8 battlerId) { u8 position = GetBattlerPosition(battlerId); DecompressPicFromTable_2(&gTrainerFrontPicTable[frontPicId], gMonSpritesGfxPtr->sprites.ptr[position], SPECIES_NONE); LoadCompressedSpritePalette(&gTrainerFrontPicPaletteTable[frontPicId]); } void DecompressTrainerBackPic(u16 backPicId, u8 battlerId) { u8 position = GetBattlerPosition(battlerId); DecompressPicFromTable_2(&gTrainerBackPicTable[backPicId], gMonSpritesGfxPtr->sprites.ptr[position], SPECIES_NONE); LoadCompressedPalette(gTrainerBackPicPaletteTable[backPicId].data, 0x100 + 16 * battlerId, 0x20); } void BattleGfxSfxDummy3(u8 gender) { } void FreeTrainerFrontPicPalette(u16 frontPicId) { FreeSpritePaletteByTag(gTrainerFrontPicPaletteTable[frontPicId].tag); } // Unused. void BattleLoadAllHealthBoxesGfxAtOnce(void) { u8 numberOfBattlers = 0; u8 i; LoadSpritePalette(&sSpritePalettes_HealthBoxHealthBar[0]); LoadSpritePalette(&sSpritePalettes_HealthBoxHealthBar[1]); if (!IsDoubleBattle()) { LoadCompressedSpriteSheet(&sSpriteSheet_SinglesPlayerHealthbox); LoadCompressedSpriteSheet(&sSpriteSheet_SinglesOpponentHealthbox); numberOfBattlers = 2; } else { LoadCompressedSpriteSheet(&sSpriteSheets_DoublesPlayerHealthbox[0]); LoadCompressedSpriteSheet(&sSpriteSheets_DoublesPlayerHealthbox[1]); LoadCompressedSpriteSheet(&sSpriteSheets_DoublesOpponentHealthbox[0]); LoadCompressedSpriteSheet(&sSpriteSheets_DoublesOpponentHealthbox[1]); numberOfBattlers = MAX_BATTLERS_COUNT; } for (i = 0; i < numberOfBattlers; i++) LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[i]]); } bool8 BattleLoadAllHealthBoxesGfx(u8 state) { bool8 retVal = FALSE; if (state != 0) { if (state == 1) { LoadSpritePalette(&sSpritePalettes_HealthBoxHealthBar[0]); LoadSpritePalette(&sSpritePalettes_HealthBoxHealthBar[1]); } else if (!IsDoubleBattle()) { if (state == 2) { if (gBattleTypeFlags & BATTLE_TYPE_SAFARI) LoadCompressedSpriteSheet(&sSpriteSheet_SafariHealthbox); else LoadCompressedSpriteSheet(&sSpriteSheet_SinglesPlayerHealthbox); } else if (state == 3) LoadCompressedSpriteSheet(&sSpriteSheet_SinglesOpponentHealthbox); else if (state == 4) LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[0]]); else if (state == 5) LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[1]]); else retVal = TRUE; } else { if (state == 2) LoadCompressedSpriteSheet(&sSpriteSheets_DoublesPlayerHealthbox[0]); else if (state == 3) LoadCompressedSpriteSheet(&sSpriteSheets_DoublesPlayerHealthbox[1]); else if (state == 4) LoadCompressedSpriteSheet(&sSpriteSheets_DoublesOpponentHealthbox[0]); else if (state == 5) LoadCompressedSpriteSheet(&sSpriteSheets_DoublesOpponentHealthbox[1]); else if (state == 6) LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[0]]); else if (state == 7) LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[1]]); else if (state == 8) LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[2]]); else if (state == 9) LoadCompressedSpriteSheet(&sSpriteSheets_HealthBar[gBattlerPositions[3]]); else retVal = TRUE; } } return retVal; } void LoadBattleBarGfx(u8 arg0) { LZDecompressWram(gBattleInterfaceGfx_BattleBar, gMonSpritesGfxPtr->barFontGfx); } bool8 BattleInitAllSprites(u8 *state1, u8 *battlerId) { bool8 retVal = FALSE; switch (*state1) { case 0: ClearSpritesBattlerHealthboxAnimData(); (*state1)++; break; case 1: if (!BattleLoadAllHealthBoxesGfx(*battlerId)) { (*battlerId)++; } else { *battlerId = 0; (*state1)++; } break; case 2: (*state1)++; break; case 3: if ((gBattleTypeFlags & BATTLE_TYPE_SAFARI) && *battlerId == 0) gHealthboxSpriteIds[*battlerId] = CreateSafariPlayerHealthboxSprites(); else gHealthboxSpriteIds[*battlerId] = CreateBattlerHealthboxSprites(*battlerId); (*battlerId)++; if (*battlerId == gBattlersCount) { *battlerId = 0; (*state1)++; } break; case 4: InitBattlerHealthboxCoords(*battlerId); if (gBattlerPositions[*battlerId] <= B_POSITION_OPPONENT_LEFT) DummyBattleInterfaceFunc(gHealthboxSpriteIds[*battlerId], FALSE); else DummyBattleInterfaceFunc(gHealthboxSpriteIds[*battlerId], TRUE); (*battlerId)++; if (*battlerId == gBattlersCount) { *battlerId = 0; (*state1)++; } break; case 5: if (GetBattlerSide(*battlerId) == B_SIDE_PLAYER) { if (!(gBattleTypeFlags & BATTLE_TYPE_SAFARI)) UpdateHealthboxAttribute(gHealthboxSpriteIds[*battlerId], &gPlayerParty[gBattlerPartyIndexes[*battlerId]], HEALTHBOX_ALL); } else { UpdateHealthboxAttribute(gHealthboxSpriteIds[*battlerId], &gEnemyParty[gBattlerPartyIndexes[*battlerId]], HEALTHBOX_ALL); } SetHealthboxSpriteInvisible(gHealthboxSpriteIds[*battlerId]); (*battlerId)++; if (*battlerId == gBattlersCount) { *battlerId = 0; (*state1)++; } break; case 6: LoadAndCreateEnemyShadowSprites(); BufferBattlePartyCurrentOrder(); retVal = TRUE; break; } return retVal; } void ClearSpritesHealthboxAnimData(void) { memset(gBattleSpritesDataPtr->healthBoxesData, 0, sizeof(struct BattleHealthboxInfo) * MAX_BATTLERS_COUNT); memset(gBattleSpritesDataPtr->animationData, 0, sizeof(struct BattleAnimationInfo)); } static void ClearSpritesBattlerHealthboxAnimData(void) { ClearSpritesHealthboxAnimData(); memset(gBattleSpritesDataPtr->battlerData, 0, sizeof(struct BattleSpriteInfo) * MAX_BATTLERS_COUNT); } void CopyAllBattleSpritesInvisibilities(void) { s32 i; for (i = 0; i < gBattlersCount; i++) gBattleSpritesDataPtr->battlerData[i].invisible = gSprites[gBattlerSpriteIds[i]].invisible; } void CopyBattleSpriteInvisibility(u8 battlerId) { gBattleSpritesDataPtr->battlerData[battlerId].invisible = gSprites[gBattlerSpriteIds[battlerId]].invisible; } void HandleSpeciesGfxDataChange(u8 battlerAtk, u8 battlerDef, bool8 castform) { u16 paletteOffset; u32 personalityValue; u32 otId; u8 position; const u32 *lzPaletteData; if (castform) { StartSpriteAnim(&gSprites[gBattlerSpriteIds[battlerAtk]], gBattleSpritesDataPtr->animationData->animArg); paletteOffset = 0x100 + battlerAtk * 16; LoadPalette(gBattleStruct->castformPalette[gBattleSpritesDataPtr->animationData->animArg], paletteOffset, 32); gBattleMonForms[battlerAtk] = gBattleSpritesDataPtr->animationData->animArg; if (gBattleSpritesDataPtr->battlerData[battlerAtk].transformSpecies != SPECIES_NONE) { BlendPalette(paletteOffset, 16, 6, RGB_WHITE); CpuCopy32(gPlttBufferFaded + paletteOffset, gPlttBufferUnfaded + paletteOffset, 32); } gSprites[gBattlerSpriteIds[battlerAtk]].y = GetBattlerSpriteDefault_Y(battlerAtk); } else { const void *src; void *dst; u16 targetSpecies; if (IsContest()) { position = B_POSITION_PLAYER_LEFT; targetSpecies = gContestResources->moveAnim->targetSpecies; personalityValue = gContestResources->moveAnim->personality; otId = gContestResources->moveAnim->otId; HandleLoadSpecialPokePic_DontHandleDeoxys(&gMonBackPicTable[targetSpecies], gMonSpritesGfxPtr->sprites.ptr[position], targetSpecies, gContestResources->moveAnim->targetPersonality); } else { position = GetBattlerPosition(battlerAtk); if (GetBattlerSide(battlerDef) == B_SIDE_OPPONENT) targetSpecies = GetMonData(&gEnemyParty[gBattlerPartyIndexes[battlerDef]], MON_DATA_SPECIES); else targetSpecies = GetMonData(&gPlayerParty[gBattlerPartyIndexes[battlerDef]], MON_DATA_SPECIES); if (GetBattlerSide(battlerAtk) == B_SIDE_PLAYER) { personalityValue = GetMonData(&gPlayerParty[gBattlerPartyIndexes[battlerAtk]], MON_DATA_PERSONALITY); otId = GetMonData(&gPlayerParty[gBattlerPartyIndexes[battlerAtk]], MON_DATA_OT_ID); HandleLoadSpecialPokePic_DontHandleDeoxys(&gMonBackPicTable[targetSpecies], gMonSpritesGfxPtr->sprites.ptr[position], targetSpecies, gTransformedPersonalities[battlerAtk]); } else { personalityValue = GetMonData(&gEnemyParty[gBattlerPartyIndexes[battlerAtk]], MON_DATA_PERSONALITY); otId = GetMonData(&gEnemyParty[gBattlerPartyIndexes[battlerAtk]], MON_DATA_OT_ID); HandleLoadSpecialPokePic_DontHandleDeoxys(&gMonFrontPicTable[targetSpecies], gMonSpritesGfxPtr->sprites.ptr[position], targetSpecies, gTransformedPersonalities[battlerAtk]); } } src = gMonSpritesGfxPtr->sprites.ptr[position]; dst = (void *)(OBJ_VRAM0 + gSprites[gBattlerSpriteIds[battlerAtk]].oam.tileNum * 32); DmaCopy32(3, src, dst, MON_PIC_SIZE); paletteOffset = 0x100 + battlerAtk * 16; lzPaletteData = GetMonSpritePalFromSpeciesAndPersonality(targetSpecies, otId, personalityValue); LZDecompressWram(lzPaletteData, gDecompressionBuffer); LoadPalette(gDecompressionBuffer, paletteOffset, 32); if (targetSpecies == SPECIES_CASTFORM) { gSprites[gBattlerSpriteIds[battlerAtk]].anims = gMonFrontAnimsPtrTable[targetSpecies]; LZDecompressWram(lzPaletteData, gBattleStruct->castformPalette[CASTFORM_NORMAL]); LoadPalette(gBattleStruct->castformPalette[gBattleMonForms[battlerDef]], paletteOffset, 32); } BlendPalette(paletteOffset, 16, 6, RGB_WHITE); CpuCopy32(gPlttBufferFaded + paletteOffset, gPlttBufferUnfaded + paletteOffset, 32); if (!IsContest()) { gBattleSpritesDataPtr->battlerData[battlerAtk].transformSpecies = targetSpecies; gBattleMonForms[battlerAtk] = gBattleMonForms[battlerDef]; } gSprites[gBattlerSpriteIds[battlerAtk]].y = GetBattlerSpriteDefault_Y(battlerAtk); StartSpriteAnim(&gSprites[gBattlerSpriteIds[battlerAtk]], gBattleMonForms[battlerAtk]); } } void BattleLoadSubstituteOrMonSpriteGfx(u8 battlerId, bool8 loadMonSprite) { s32 i, position, palOffset; if (!loadMonSprite) { if (IsContest()) position = B_POSITION_PLAYER_LEFT; else position = GetBattlerPosition(battlerId); if (IsContest()) LZDecompressVram(gSubstituteDollBackGfx, gMonSpritesGfxPtr->sprites.ptr[position]); else if (GetBattlerSide(battlerId) != B_SIDE_PLAYER) LZDecompressVram(gSubstituteDollFrontGfx, gMonSpritesGfxPtr->sprites.ptr[position]); else LZDecompressVram(gSubstituteDollBackGfx, gMonSpritesGfxPtr->sprites.ptr[position]); for (i = 1; i < 4; i++) { Dma3CopyLarge32_(gMonSpritesGfxPtr->sprites.ptr[position], &gMonSpritesGfxPtr->sprites.byte[position][MON_PIC_SIZE * i], MON_PIC_SIZE); } palOffset = (battlerId * 16) + 0x100; LoadCompressedPalette(gSubstituteDollPal, palOffset, 32); } else { if (!IsContest()) { if (GetBattlerSide(battlerId) != B_SIDE_PLAYER) BattleLoadOpponentMonSpriteGfx(&gEnemyParty[gBattlerPartyIndexes[battlerId]], battlerId); else BattleLoadPlayerMonSpriteGfx(&gPlayerParty[gBattlerPartyIndexes[battlerId]], battlerId); } } } void LoadBattleMonGfxAndAnimate(u8 battlerId, bool8 loadMonSprite, u8 spriteId) { BattleLoadSubstituteOrMonSpriteGfx(battlerId, loadMonSprite); StartSpriteAnim(&gSprites[spriteId], gBattleMonForms[battlerId]); if (!loadMonSprite) gSprites[spriteId].y = GetSubstituteSpriteDefault_Y(battlerId); else gSprites[spriteId].y = GetBattlerSpriteDefault_Y(battlerId); } void TrySetBehindSubstituteSpriteBit(u8 battlerId, u16 move) { if (move == MOVE_SUBSTITUTE) gBattleSpritesDataPtr->battlerData[battlerId].behindSubstitute = 1; } void ClearBehindSubstituteBit(u8 battlerId) { gBattleSpritesDataPtr->battlerData[battlerId].behindSubstitute = 0; } void HandleLowHpMusicChange(struct Pokemon *mon, u8 battlerId) { u16 hp = GetMonData(mon, MON_DATA_HP); u16 maxHP = GetMonData(mon, MON_DATA_MAX_HP); if (GetHPBarLevel(hp, maxHP) == HP_BAR_RED) { if (!gBattleSpritesDataPtr->battlerData[battlerId].lowHpSong) { if (!gBattleSpritesDataPtr->battlerData[battlerId ^ BIT_FLANK].lowHpSong) PlaySE(SE_LOW_HEALTH); gBattleSpritesDataPtr->battlerData[battlerId].lowHpSong = 1; } } else { gBattleSpritesDataPtr->battlerData[battlerId].lowHpSong = 0; if (!IsDoubleBattle()) { m4aSongNumStop(SE_LOW_HEALTH); return; } if (IsDoubleBattle() && !gBattleSpritesDataPtr->battlerData[battlerId ^ BIT_FLANK].lowHpSong) { m4aSongNumStop(SE_LOW_HEALTH); return; } } } void BattleStopLowHpSound(void) { u8 playerBattler = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT); gBattleSpritesDataPtr->battlerData[playerBattler].lowHpSong = 0; if (IsDoubleBattle()) gBattleSpritesDataPtr->battlerData[playerBattler ^ BIT_FLANK].lowHpSong = 0; m4aSongNumStop(SE_LOW_HEALTH); } u8 GetMonHPBarLevel(struct Pokemon *mon) { u16 hp = GetMonData(mon, MON_DATA_HP); u16 maxHP = GetMonData(mon, MON_DATA_MAX_HP); return GetHPBarLevel(hp, maxHP); } void HandleBattleLowHpMusicChange(void) { if (gMain.inBattle) { u8 playerBattler1 = GetBattlerAtPosition(B_POSITION_PLAYER_LEFT); u8 playerBattler2 = GetBattlerAtPosition(B_POSITION_PLAYER_RIGHT); u8 battler1PartyId = GetPartyIdFromBattlePartyId(gBattlerPartyIndexes[playerBattler1]); u8 battler2PartyId = GetPartyIdFromBattlePartyId(gBattlerPartyIndexes[playerBattler2]); if (GetMonData(&gPlayerParty[battler1PartyId], MON_DATA_HP) != 0) HandleLowHpMusicChange(&gPlayerParty[battler1PartyId], playerBattler1); if (IsDoubleBattle() && GetMonData(&gPlayerParty[battler2PartyId], MON_DATA_HP) != 0) HandleLowHpMusicChange(&gPlayerParty[battler2PartyId], playerBattler2); } } void SetBattlerSpriteAffineMode(u8 affineMode) { s32 i; for (i = 0; i < gBattlersCount; i++) { if (IsBattlerSpritePresent(i)) { gSprites[gBattlerSpriteIds[i]].oam.affineMode = affineMode; if (affineMode == ST_OAM_AFFINE_OFF) { gBattleSpritesDataPtr->healthBoxesData[i].matrixNum = gSprites[gBattlerSpriteIds[i]].oam.matrixNum; gSprites[gBattlerSpriteIds[i]].oam.matrixNum = 0; } else { gSprites[gBattlerSpriteIds[i]].oam.matrixNum = gBattleSpritesDataPtr->healthBoxesData[i].matrixNum; } } } } #define tBattlerId data[0] void LoadAndCreateEnemyShadowSprites(void) { u8 battlerId; LoadCompressedSpriteSheet(&gSpriteSheet_EnemyShadow); battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_LEFT); gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId = CreateSprite(&gSpriteTemplate_EnemyShadow, GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X), GetBattlerSpriteCoord(battlerId, BATTLER_COORD_Y) + 29, 0xC8); gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].data[0] = battlerId; if (IsDoubleBattle()) { battlerId = GetBattlerAtPosition(B_POSITION_OPPONENT_RIGHT); gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId = CreateSprite(&gSpriteTemplate_EnemyShadow, GetBattlerSpriteCoord(battlerId, BATTLER_COORD_X), GetBattlerSpriteCoord(battlerId, BATTLER_COORD_Y) + 29, 0xC8); gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].data[0] = battlerId; } } void SpriteCB_EnemyShadow(struct Sprite *shadowSprite) { bool8 invisible = FALSE; u8 battlerId = shadowSprite->tBattlerId; struct Sprite *battlerSprite = &gSprites[gBattlerSpriteIds[battlerId]]; if (!battlerSprite->inUse || !IsBattlerSpritePresent(battlerId)) { shadowSprite->callback = SpriteCB_SetInvisible; return; } if (gAnimScriptActive || battlerSprite->invisible) invisible = TRUE; else if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies != SPECIES_NONE && gEnemyMonElevation[gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies] == 0) invisible = TRUE; if (gBattleSpritesDataPtr->battlerData[battlerId].behindSubstitute) invisible = TRUE; shadowSprite->x = battlerSprite->x; shadowSprite->x2 = battlerSprite->x2; shadowSprite->invisible = invisible; } #undef tBattlerId void SpriteCB_SetInvisible(struct Sprite *sprite) { sprite->invisible = TRUE; } void SetBattlerShadowSpriteCallback(u8 battlerId, u16 species) { // The player's shadow is never seen. if (GetBattlerSide(battlerId) == B_SIDE_PLAYER) return; if (gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies != SPECIES_NONE) species = gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies; if (gEnemyMonElevation[species] != 0) gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].callback = SpriteCB_EnemyShadow; else gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].callback = SpriteCB_SetInvisible; } void HideBattlerShadowSprite(u8 battlerId) { gSprites[gBattleSpritesDataPtr->healthBoxesData[battlerId].shadowSpriteId].callback = SpriteCB_SetInvisible; } // Color the background tiles surrounding the action selection and move windows void FillAroundBattleWindows(void) { u16 *vramPtr = (u16*)(VRAM + 0x240); s32 i; s32 j; for (i = 0; i < 9; i++) { for (j = 0; j < 16; j++) { if (!(*vramPtr & 0xF000)) *vramPtr |= 0xF000; if (!(*vramPtr & 0x0F00)) *vramPtr |= 0x0F00; if (!(*vramPtr & 0x00F0)) *vramPtr |= 0x00F0; if (!(*vramPtr & 0x000F)) *vramPtr |= 0x000F; vramPtr++; } } } void ClearTemporarySpeciesSpriteData(u8 battlerId, bool8 dontClearSubstitute) { gBattleSpritesDataPtr->battlerData[battlerId].transformSpecies = SPECIES_NONE; gBattleMonForms[battlerId] = 0; if (!dontClearSubstitute) ClearBehindSubstituteBit(battlerId); } void AllocateMonSpritesGfx(void) { u8 i = 0, j; gMonSpritesGfxPtr = NULL; gMonSpritesGfxPtr = AllocZeroed(sizeof(*gMonSpritesGfxPtr)); gMonSpritesGfxPtr->firstDecompressed = AllocZeroed(MON_PIC_SIZE * 4 * MAX_BATTLERS_COUNT); for (i = 0; i < MAX_BATTLERS_COUNT; i++) { gMonSpritesGfxPtr->sprites.ptr[i] = gMonSpritesGfxPtr->firstDecompressed + (i * MON_PIC_SIZE * 4); *(gMonSpritesGfxPtr->templates + i) = gBattlerSpriteTemplates[i]; for (j = 0; j < 4; j++) { gMonSpritesGfxPtr->frameImages[i][j].data = gMonSpritesGfxPtr->sprites.ptr[i] + (j * MON_PIC_SIZE); gMonSpritesGfxPtr->frameImages[i][j].size = MON_PIC_SIZE; } gMonSpritesGfxPtr->templates[i].images = gMonSpritesGfxPtr->frameImages[i]; } gMonSpritesGfxPtr->barFontGfx = AllocZeroed(0x1000); } void FreeMonSpritesGfx(void) { if (gMonSpritesGfxPtr == NULL) return; TRY_FREE_AND_SET_NULL(gMonSpritesGfxPtr->buffer); TRY_FREE_AND_SET_NULL(gMonSpritesGfxPtr->unusedPtr); FREE_AND_SET_NULL(gMonSpritesGfxPtr->barFontGfx); FREE_AND_SET_NULL(gMonSpritesGfxPtr->firstDecompressed); gMonSpritesGfxPtr->sprites.ptr[B_POSITION_PLAYER_LEFT] = NULL; gMonSpritesGfxPtr->sprites.ptr[B_POSITION_OPPONENT_LEFT] = NULL; gMonSpritesGfxPtr->sprites.ptr[B_POSITION_PLAYER_RIGHT] = NULL; gMonSpritesGfxPtr->sprites.ptr[B_POSITION_OPPONENT_RIGHT] = NULL; FREE_AND_SET_NULL(gMonSpritesGfxPtr); } bool32 ShouldPlayNormalMonCry(struct Pokemon *mon) { s16 hp, maxHP; s32 barLevel; if (GetMonData(mon, MON_DATA_STATUS) & (STATUS1_ANY | STATUS1_TOXIC_COUNTER)) return FALSE; hp = GetMonData(mon, MON_DATA_HP); maxHP = GetMonData(mon, MON_DATA_MAX_HP); barLevel = GetHPBarLevel(hp, maxHP); if (barLevel <= HP_BAR_YELLOW) return FALSE; return TRUE; }