/****************************************************************************
* Copyright (C) 2015-2016 by the SotS Team *
* *
* This file is part of Sovereign of the Skies. *
* *
* Sovereign of the Skies is free software: you can redistribute it *
* and/or modify it *
* under the terms of the GNU Lesser General Public License as published *
* by the Free Software Foundation, either version 3 of the License, or *
* (at your option) any later version provided you include a copy of the *
* licence and this header. *
* *
* Sovereign of the Skies is distributed in the hope that it will be *
* useful, but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with Sovereign of the Skies. *
* If not, see . *
****************************************************************************/
/**
* @file battle_initiative.c
* @author Sturmvogel
* @date 15 dec 2016
* @brief Methods calculating speed based stats in-battle
*/
/* === INCLUDE === */
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
/* === EXTERN STRUCTS === */
struct move_info move_table[1024];
/* === IMPLEMENTATIONS === */
u16 get_speed(u8 bank) {
u32 speed = battle_participants[bank].spd << 16;
switch (battle_item_get_effect(bank, 1)) {
case ITEM_EFFECT_IRONBALL:
speed >>= 1;
break;
case ITEM_EFFECT_CHOICESCARF:
speed = (speed * 150) / 100;
break;
case ITEM_EFFECT_QUICKPOWDER:
if (battle_participants[bank].poke_species == POKE_DITTO && !battle_participants[bank].status2.transformed)
speed <<= 1;
break;
}
if (ability_has_effect(bank, 0, 1)) {
u8 weather_effects = ability_weather_effects();
switch (battle_participants[bank].ability_id) {
case ABILITY_CHLOROPHYLL:
if (weather_effects &&
(battle_weather.flags.harsh_sun || battle_weather.flags.permament_sun || battle_weather.flags.sun))
speed *= 2;
break;
case ABILITY_SWIFT_SWIM:
if (weather_effects && (battle_weather.flags.rain || battle_weather.flags.downpour ||
battle_weather.flags.permament_rain || battle_weather.flags.heavy_rain))
speed *= 2;
break;
case ABILITY_SAND_RUSH:
if (weather_effects && (battle_weather.flags.sandstorm || battle_weather.flags.permament_sandstorm))
speed *= 2;
break;
case ABILITY_QUICK_FEET:
if (battle_participants[bank].status.flags.burn || battle_participants[bank].status.flags.poison ||
battle_participants[bank].status.flags.toxic_poison)
speed = speed + ((speed * 50) / 100);
else if (battle_participants[bank].status.flags.paralysis) {
/* cancel para */
speed *= 4;
speed = speed + ((speed * 50) / 100);
}
break;
}
}
if (battle_participants[bank].status.flags.paralysis)
speed >>= 2;
if (custom_battle_elements.ptr->side_affecting[get_side_from_bank(bank)].tailwind)
speed *= 2;
if (battle_status_3[bank].unburden)
speed *= 2;
// TODO: /* SWAMP EFFECT */
speed = (speed * stat_buffs[battle_participants[bank].spd_buff].dividend) /
(stat_buffs[battle_participants[bank].spd_buff].divisor);
return (u16)(speed >> 16);
}
u8 speed_alt_from_item(u8 bank, u8 item_effect) {
switch (item_effect) {
case ITEM_EFFECT_QUICKCLAW:
if ((battle_turn_random % 100) > item_get_quality(battle_participants[bank].held_item)) {
return 1;
}
break;
case ITEM_EFFECT_CUSTAPBERRY:
// TODO: implement HP CONDITION
return 1;
break;
case ITEM_EFFECT_LAGGINGTAIL:
return -1;
}
return 0;
}
enum init_enum get_first_to_strike(u8 bank_one, u8 bank_two, u8 ignore_prio) {
enum init_enum result = TIE;
u8 quash_one = custom_battle_elements.ptr->bank_affecting[bank_one].quashed;
u8 quash_two = custom_battle_elements.ptr->bank_affecting[bank_two].quashed;
if (quash_one && !quash_two)
result = TWO;
else if (!quash_one && quash_two)
result = ONE;
else if (!ignore_prio) {
u16 move_one = battle_participants[bank_one].moves[battle_stuff_ptr.ptr->chosen_move_position[bank_one]];
u16 move_two = battle_participants[bank_two].moves[battle_stuff_ptr.ptr->chosen_move_position[bank_two]];
s8 prio_one = 0;
s8 prio_two = 0;
/* note priority changing effects and abilities not added as of yet */
/* NOTE: !HANDLE PRIORITY LIKE A PROPERTY! */
if (battle_menu_chosen_item[bank_one] == 0)
prio_one = move_table[move_one].priority;
if (battle_menu_chosen_item[bank_two] == 0)
prio_two = move_table[move_two].priority;
if (prio_one > prio_two)
result = ONE;
else if (prio_two > prio_one)
result = TWO;
}
if (result == TIE) {
s8 brack_one = speed_alt_from_item(bank_one, battle_item_get_effect(bank_one, true));
s8 brack_two = speed_alt_from_item(bank_two, battle_item_get_effect(bank_two, true));
if (brack_one > brack_two)
result = ONE;
else if (brack_two > brack_one)
result = TWO;
else {
u8 stall_one = ability_has_ability(bank_one, ABILITY_STALL);
u8 stall_two = ability_has_ability(bank_two, ABILITY_STALL);
if (stall_one && !stall_two)
result = TWO;
else if (stall_two && !stall_one)
result = ONE;
else {
u16 speed_one = get_speed(bank_one);
u16 speed_two = get_speed(bank_two);
if (custom_battle_elements.ptr->field_affecting.trick_room || (stall_one && stall_two)) {
u16 swap_speed = speed_one;
speed_one = speed_two;
speed_two = swap_speed;
}
if (speed_one > speed_two)
result = ONE;
else if (speed_two > speed_one)
result = TWO;
else if (random() & 1)
result = ONE;
}
}
}
return result;
}