#include <bpre.h> #include <battle.h> #include "custom_structs.h" #include "custom_structs_malloc.h" #include <debug.h> #include <items.h> void malloc_battle_structs() { custom_battle_elements.ptr=(struct custom_battle_struct*)malloc(sizeof(struct custom_battle_struct)); } void free_battle_structs() { free(custom_battle_elements.ptr); custom_battle_elements.ptr=0; } //hijack switch in command, clean up battle structs and carry over baton pass void battle_switch_in() { struct bank_affecting* current_bank_affecting = &custom_battle_elements.ptr->bank_affecting[battle_active_bank]; //copy of the old structure to carry over baton pass effects struct bank_affecting prev_bank_affecting = custom_battle_elements.ptr->bank_affecting[battle_active_bank]; memset(current_bank_affecting, 0, sizeof(struct bank_affecting)); //handle type 3 if needed current_bank_affecting->just_switched_in = 1; current_bank_affecting->wish_hp = prev_bank_affecting.wish_hp; if(battle_executed_move == MOVE_BATON_PASS) { current_bank_affecting->aqua_ring = prev_bank_affecting.aqua_ring; current_bank_affecting->embargo = prev_bank_affecting.embargo; current_bank_affecting->powertrick = prev_bank_affecting.powertrick; current_bank_affecting->gastro_acided = prev_bank_affecting.gastro_acided; current_bank_affecting->heal_block = prev_bank_affecting.heal_block; if(prev_bank_affecting.powertrick) { //carry over switched stats of power trick u16 *atk = &battle_participants[battle_active_bank].atk; u16 *def = &battle_participants[battle_active_bank].def; u16 switch_var = *atk; *atk = *def; *def = switch_var; } } struct side_affecting* active_side = &custom_battle_elements.ptr->side_affecting[get_side_from_bank(battle_active_bank)]; active_side->stealth_rock_done = 0; active_side->sticky_web_done = 0; active_side->toxic_spikes_done = 0; active_side->lunardance_done = 0; return; }