pokeemerald/include/battle_util.h

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#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)
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#define ABILITYEFFECT_ON_SWITCHIN 0x0
#define ABILITYEFFECT_ENDTURN 0x1
#define ABILITYEFFECT_MOVES_BLOCK 0x2
#define ABILITYEFFECT_ABSORBING 0x3
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#define ABILITYEFFECT_MOVE_END 0x4
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#define ABILITYEFFECT_IMMUNITY 0x5
#define ABILITYEFFECT_FORECAST 0x6
#define ABILITYEFFECT_SYNCHRONIZE 0x7
#define ABILITYEFFECT_ATK_SYNCHRONIZE 0x8
#define ABILITYEFFECT_INTIMIDATE1 0x9
#define ABILITYEFFECT_INTIMIDATE2 0xA
#define ABILITYEFFECT_TRACE1 0xB
#define ABILITYEFFECT_TRACE2 0xC
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#define ABILITYEFFECT_SWITCH_IN_WEATHER 0xFF
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#define ITEMEFFECT_ON_SWITCH_IN 0x0
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#define ITEMEFFECT_MOVE_END 0x3
#define ITEMEFFECT_KINGSROCK_SHELLBELL 0x4
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#define ITEMEFFECT_TARGET 0x5
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#define ITEMEFFECT_ORBS 0x6
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#define WEATHER_HAS_EFFECT ((!IsAbilityOnField(ABILITY_CLOUD_NINE) && !IsAbilityOnField(ABILITY_AIR_LOCK)))
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#define IS_WHOLE_SIDE_ALIVE(battler)((IsBattlerAlive(battler) && IsBattlerAlive(BATTLE_PARTNER(battler))))
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// for Natural Gift and Fling
struct TypePower
{
u8 type;
u8 power;
u16 effect;
};
extern const struct TypePower gNaturalGiftTable[];
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u8 GetBattlerForBattleScript(u8 caseId);
void PressurePPLose(u8 target, u8 attacker, u16 move);
void PressurePPLoseOnUsingPerishSong(u8 attacker);
void PressurePPLoseOnUsingImprison(u8 attacker);
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void MarkAllBattlersForControllerExec(void); // unused
bool32 IsBattlerMarkedForControllerExec(u8 battlerId);
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void MarkBattlerForControllerExec(u8 battlerId);
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void sub_803F850(u8 arg0);
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void CancelMultiTurnMoves(u8 battlerId);
bool8 WasUnableToUseMove(u8 battlerId);
void PrepareStringBattle(u16 stringId, u8 battlerId);
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void ResetSentPokesToOpponentValue(void);
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void sub_803F9EC(u8 battlerId);
void sub_803FA70(u8 battlerId);
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void BattleScriptPush(const u8* bsPtr);
void BattleScriptPushCursor(void);
void BattleScriptPop(void);
u8 TrySetCantSelectMoveBattleScript(void);
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u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check);
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bool8 AreAllMovesUnusable(void);
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u8 GetImprisonedMovesCount(u8 battlerId, u16 move);
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u8 DoFieldEndTurnEffects(void);
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u8 DoBattlerEndTurnEffects(void);
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bool8 HandleWishPerishSongOnTurnEnd(void);
bool8 HandleFaintedMonActions(void);
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void TryClearRageAndFuryCutter(void);
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u8 AtkCanceller_UnableToUseMove(void);
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u8 AtkCanceller_UnableToUseMove2(void);
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bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
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u8 TryWeatherFormChange(u8 battlerId);
bool32 TryChangeBattleWeather(u8 battler, u32 weatherEnumId, bool32 viaAbility);
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u8 AbilityBattleEffects(u8 caseID, u8 battlerId, u8 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);
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void BattleScriptExecute(const u8* BS_ptr);
void BattleScriptPushCursorAndCallback(const u8* BS_ptr);
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u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn);
void ClearFuryCutterDestinyBondGrudge(u8 battlerId);
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void HandleAction_RunBattleScript(void);
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u32 SetRandomTarget(u32 battlerId);
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u8 GetMoveTarget(u16 move, u8 setTarget);
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u8 IsMonDisobedient(void);
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u32 GetBattlerHoldEffect(u8 battlerId, bool32 checkNegating);
u32 GetBattlerHoldEffectParam(u8 battlerId);
bool32 IsMoveMakingContact(u16 move, u8 battlerAtk);
bool32 IsBattlerGrounded(u8 battlerId);
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bool32 IsBattlerAlive(u8 battlerId);
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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);
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u16 CalcTypeEffectivenessMultiplier(u16 move, u8 moveType, u8 battlerAtk, u8 battlerDef, bool32 recordAbilities);
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u16 CalcPartyMonTypeEffectivenessMultiplier(u16 move, u16 speciesDef, u8 abilityDef);
u16 GetTypeModifier(u8 atkType, u8 defType);
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s32 GetStealthHazardDamage(u8 hazardType, u8 battlerId);
u16 GetMegaEvolutionSpecies(u16 preEvoSpecies, u16 heldItemId);
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bool32 CanMegaEvolve(u8 battlerId);
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void UndoMegaEvolution(u8 monId);
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bool32 DoBattlersShareType(u32 battler1, u32 battler2);
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bool32 CanBattlerGetOrLoseItem(u8 battlerId, u16 itemId);
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struct Pokemon *GetIllusionMonPtr(u32 battlerId);
void ClearIllusionMon(u32 battlerId);
bool32 SetIllusionMon(struct Pokemon *mon, u32 battlerId);
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#endif // GUARD_BATTLE_UTIL_H