#ifndef GUARD_BATTLE_UTIL_H
#define GUARD_BATTLE_UTIL_H

#define MOVE_LIMITATION_ZEROMOVE                (1 << 0)
#define MOVE_LIMITATION_PP                      (1 << 1)
#define MOVE_LIMITATION_DISABLED                (1 << 2)
#define MOVE_LIMITATION_TORMENTED               (1 << 3)
#define MOVE_LIMITATION_TAUNT                   (1 << 4)
#define MOVE_LIMITATION_IMPRISON                (1 << 5)

#define ABILITYEFFECT_ON_SWITCHIN                0x0
#define ABILITYEFFECT_ENDTURN                    0x1
#define ABILITYEFFECT_MOVES_BLOCK                0x2
#define ABILITYEFFECT_ABSORBING                  0x3
#define ABILITYEFFECT_MOVE_END_ATTACKER          0x4
#define ABILITYEFFECT_MOVE_END                   0x5
#define ABILITYEFFECT_IMMUNITY                   0x6
#define ABILITYEFFECT_FORECAST                   0x7
#define ABILITYEFFECT_SYNCHRONIZE                0x8
#define ABILITYEFFECT_ATK_SYNCHRONIZE            0x9
#define ABILITYEFFECT_INTIMIDATE1                0xA
#define ABILITYEFFECT_INTIMIDATE2                0xB
#define ABILITYEFFECT_TRACE1                     0xC
#define ABILITYEFFECT_TRACE2                     0xD
#define ABILITYEFFECT_MOVE_END_OTHER             0xE
#define ABILITYEFFECT_SWITCH_IN_WEATHER          0xFF

#define ITEMEFFECT_ON_SWITCH_IN                 0x0
#define ITEMEFFECT_MOVE_END                     0x3
#define ITEMEFFECT_KINGSROCK_SHELLBELL          0x4
#define ITEMEFFECT_TARGET                       0x5
#define ITEMEFFECT_ORBS                         0x6

#define WEATHER_HAS_EFFECT ((!IsAbilityOnField(ABILITY_CLOUD_NINE) && !IsAbilityOnField(ABILITY_AIR_LOCK)))

#define IS_WHOLE_SIDE_ALIVE(battler)((IsBattlerAlive(battler) && IsBattlerAlive(BATTLE_PARTNER(battler))))

// for Natural Gift and Fling
struct TypePower
{
    u8 type;
    u8 power;
    u16 effect;
};

extern const struct TypePower gNaturalGiftTable[];

void HandleAction_UseMove(void);
void HandleAction_Switch(void);
void HandleAction_UseItem(void);
void HandleAction_Run(void);
void HandleAction_WatchesCarefully(void);
void HandleAction_SafariZoneBallThrow(void);
void HandleAction_ThrowPokeblock(void);
void HandleAction_GoNear(void);
void HandleAction_SafariZoneRun(void);
void HandleAction_WallyBallThrow(void);
void HandleAction_TryFinish(void);
void HandleAction_NothingIsFainted(void);
void HandleAction_ActionFinished(void);
u8 GetBattlerForBattleScript(u8 caseId);
void PressurePPLose(u8 target, u8 attacker, u16 move);
void PressurePPLoseOnUsingPerishSong(u8 attacker);
void PressurePPLoseOnUsingImprison(u8 attacker);
void MarkAllBattlersForControllerExec(void); // unused
bool32 IsBattlerMarkedForControllerExec(u8 battlerId);
void MarkBattlerForControllerExec(u8 battlerId);
void sub_803F850(u8 arg0);
void CancelMultiTurnMoves(u8 battlerId);
bool8 WasUnableToUseMove(u8 battlerId);
void PrepareStringBattle(u16 stringId, u8 battlerId);
void ResetSentPokesToOpponentValue(void);
void OpponentSwitchInResetSentPokesToOpponentValue(u8 battlerId);
void UpdateSentPokesToOpponentValue(u8 battlerId);
void BattleScriptPush(const u8* bsPtr);
void BattleScriptPushCursor(void);
void BattleScriptPop(void);
u8 TrySetCantSelectMoveBattleScript(void);
u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check);
bool8 AreAllMovesUnusable(void);
u8 GetImprisonedMovesCount(u8 battlerId, u16 move);
u8 DoFieldEndTurnEffects(void);
s32 GetDrainedBigRootHp(u32 battler, s32 hp);
u8 DoBattlerEndTurnEffects(void);
bool8 HandleWishPerishSongOnTurnEnd(void);
bool8 HandleFaintedMonActions(void);
void TryClearRageAndFuryCutter(void);
u8 AtkCanceller_UnableToUseMove(void);
u8 AtkCanceller_UnableToUseMove2(void);
bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
u8 TryWeatherFormChange(u8 battlerId);
bool32 TryChangeBattleWeather(u8 battler, u32 weatherEnumId, bool32 viaAbility);
u8 AbilityBattleEffects(u8 caseID, u8 battlerId, u16 ability, u8 special, u16 moveArg);
u32 GetBattlerAbility(u8 battlerId);
u32 IsAbilityOnSide(u32 battlerId, u32 ability);
u32 IsAbilityOnOpposingSide(u32 battlerId, u32 ability);
u32 IsAbilityOnField(u32 ability);
u32 IsAbilityOnFieldExcept(u32 battlerId, u32 ability);
u32 IsAbilityPreventingEscape(u32 battlerId);
bool32 CanBattlerEscape(u32 battlerId); // no ability check
void BattleScriptExecute(const u8* BS_ptr);
void BattleScriptPushCursorAndCallback(const u8* BS_ptr);
u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn);
void ClearFuryCutterDestinyBondGrudge(u8 battlerId);
void HandleAction_RunBattleScript(void);
u32 SetRandomTarget(u32 battlerId);
u8 GetMoveTarget(u16 move, u8 setTarget);
u8 IsMonDisobedient(void);
u32 GetBattlerHoldEffect(u8 battlerId, bool32 checkNegating);
u32 GetBattlerHoldEffectParam(u8 battlerId);
bool32 IsMoveMakingContact(u16 move, u8 battlerAtk);
bool32 IsBattlerGrounded(u8 battlerId);
bool32 IsBattlerAlive(u8 battlerId);
u8 GetBattleMonMoveSlot(struct BattlePokemon *battleMon, u16 move);
u32 GetBattlerWeight(u8 battlerId);
s32 CalculateMoveDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, s32 fixedBasePower, bool32 isCrit, bool32 randomFactor, bool32 updateFlags);
u16 CalcTypeEffectivenessMultiplier(u16 move, u8 moveType, u8 battlerAtk, u8 battlerDef, bool32 recordAbilities);
u16 CalcPartyMonTypeEffectivenessMultiplier(u16 move, u16 speciesDef, u16 abilityDef);
u16 GetTypeModifier(u8 atkType, u8 defType);
s32 GetStealthHazardDamage(u8 hazardType, u8 battlerId);
u16 GetMegaEvolutionSpecies(u16 preEvoSpecies, u16 heldItemId);
u16 GetWishMegaEvolutionSpecies(u16 preEvoSpecies, u16 moveId1, u16 moveId2, u16 moveId3, u16 moveId4);
bool32 CanMegaEvolve(u8 battlerId);
void UndoMegaEvolution(u32 monId);
void UndoFormChange(u32 monId, u32 side);
bool32 DoBattlersShareType(u32 battler1, u32 battler2);
bool32 CanBattlerGetOrLoseItem(u8 battlerId, u16 itemId);
struct Pokemon *GetIllusionMonPtr(u32 battlerId);
void ClearIllusionMon(u32 battlerId);
bool32 SetIllusionMon(struct Pokemon *mon, u32 battlerId);
bool8 ShouldGetStatBadgeBoost(u16 flagId, u8 battlerId);
u8 GetBattleMoveSplit(u32 moveId);

#endif // GUARD_BATTLE_UTIL_H
