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 MOVE_LIMITATION_ENCORE (1 << 6)
#define MOVE_LIMITATION_CHOICE_ITEM (1 << 7)
#define MOVE_LIMITATION_ASSAULT_VEST (1 << 8)
#define MOVE_LIMITATION_GRAVITY (1 << 9)
#define MOVE_LIMITATION_HEAL_BLOCK (1 << 10)
#define MOVE_LIMITATION_BELCH (1 << 11)
#define MOVE_LIMITATION_THROAT_CHOP (1 << 12)
#define MOVE_LIMITATION_STUFF_CHEEKS (1 << 13)
#define MOVE_LIMITATION_PLACEHOLDER (1 << 15)
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#define MOVE_LIMITATIONS_ALL 0xFFFF
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#define ABILITYEFFECT_ON_SWITCHIN 0
#define ABILITYEFFECT_ENDTURN 1
#define ABILITYEFFECT_MOVES_BLOCK 2
#define ABILITYEFFECT_ABSORBING 3
#define ABILITYEFFECT_MOVE_END_ATTACKER 4
#define ABILITYEFFECT_MOVE_END 5
#define ABILITYEFFECT_IMMUNITY 6
#define ABILITYEFFECT_SYNCHRONIZE 7
#define ABILITYEFFECT_ATK_SYNCHRONIZE 8
#define ABILITYEFFECT_TRACE1 9
#define ABILITYEFFECT_TRACE2 10
#define ABILITYEFFECT_MOVE_END_OTHER 11
#define ABILITYEFFECT_NEUTRALIZINGGAS 12
#define ABILITYEFFECT_FIELD_SPORT 13 // Only used if B_SPORT_TURNS < GEN_6
#define ABILITYEFFECT_ON_WEATHER 14
#define ABILITYEFFECT_ON_TERRAIN 15
#define ABILITYEFFECT_SWITCH_IN_TERRAIN 16
#define ABILITYEFFECT_SWITCH_IN_WEATHER 17
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// Special cases
#define ABILITYEFFECT_MUD_SPORT 252 // Only used if B_SPORT_TURNS < GEN_6
#define ABILITYEFFECT_WATER_SPORT 253 // Only used if B_SPORT_TURNS < GEN_6
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// For the first argument of ItemBattleEffects, to deteremine which block of item effects to try
#define ITEMEFFECT_ON_SWITCH_IN 0
#define ITEMEFFECT_NORMAL 1
#define ITEMEFFECT_DUMMY 2 // Unused, empty
#define ITEMEFFECT_MOVE_END 3
#define ITEMEFFECT_KINGSROCK 4
#define ITEMEFFECT_TARGET 5
#define ITEMEFFECT_ORBS 6
#define ITEMEFFECT_LIFEORB_SHELLBELL 7
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#define ITEMEFFECT_USE_LAST_ITEM 8 // move end effects for just the battler, not whole field
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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))))
#define IS_ALIVE_AND_PRESENT(battler) (IsBattlerAlive(battler) && IsBattlerSpritePresent(battler))
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// for Natural Gift and Fling
struct TypePower
{
u8 type;
u8 power;
u16 effect;
};
enum
{
CANCELLER_FLAGS,
CANCELLER_SKY_DROP,
CANCELLER_ASLEEP,
CANCELLER_FROZEN,
CANCELLER_TRUANT,
CANCELLER_RECHARGE,
CANCELLER_FLINCH,
CANCELLER_DISABLED,
CANCELLER_GRAVITY,
CANCELLER_HEAL_BLOCKED,
CANCELLER_TAUNTED,
CANCELLER_IMPRISONED,
CANCELLER_CONFUSED,
CANCELLER_PARALYSED,
CANCELLER_IN_LOVE,
CANCELLER_BIDE,
CANCELLER_THAW,
CANCELLER_POWDER_MOVE,
CANCELLER_POWDER_STATUS,
CANCELLER_THROAT_CHOP,
CANCELLER_MULTIHIT_MOVES,
CANCELLER_Z_MOVES,
CANCELLER_END,
CANCELLER_PSYCHIC_TERRAIN,
CANCELLER_END2,
};
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extern const struct TypePower gNaturalGiftTable[];
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void HandleAction_ThrowBall(void);
bool32 IsAffectedByFollowMe(u32 battlerAtk, u32 defSide, u32 move);
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);
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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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bool32 IsBattlerMarkedForControllerExec(u8 battler);
void MarkBattlerForControllerExec(u8 battler);
void MarkBattlerReceivedLinkData(u8 battler);
void CancelMultiTurnMoves(u8 battler);
bool8 WasUnableToUseMove(u8 battler);
void PrepareStringBattle(u16 stringId, u8 battler);
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void ResetSentPokesToOpponentValue(void);
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void OpponentSwitchInResetSentPokesToOpponentValue(u8 battler);
void UpdateSentPokesToOpponentValue(u8 battler);
void BattleScriptPush(const u8 *bsPtr);
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void BattleScriptPushCursor(void);
void BattleScriptPop(void);
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u32 TrySetCantSelectMoveBattleScript(u32 battler);
u8 CheckMoveLimitations(u8 battler, u8 unusableMoves, u16 check);
bool32 AreAllMovesUnusable(u32 battler);
u8 GetImprisonedMovesCount(u8 battler, u16 move);
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u8 DoFieldEndTurnEffects(void);
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s32 GetDrainedBigRootHp(u32 battler, s32 hp);
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u8 DoBattlerEndTurnEffects(void);
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bool8 HandleWishPerishSongOnTurnEnd(void);
bool8 HandleFaintedMonActions(void);
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void TryClearRageAndFuryCutter(void);
u8 AtkCanceller_UnableToUseMove(u32 moveType);
void SetAtkCancellerForCalledMove(void);
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u8 AtkCanceller_UnableToUseMove2(void);
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bool8 HasNoMonsToSwitch(u8 battler, u8 r1, u8 r2);
bool32 TryChangeBattleWeather(u8 battler, u32 weatherEnumId, bool32 viaAbility);
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u8 AbilityBattleEffects(u8 caseID, u8 battler, u16 ability, u8 special, u16 moveArg);
bool32 TryPrimalReversion(u8 battler);
bool32 IsNeutralizingGasOnField(void);
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u32 GetBattlerAbility(u8 battler);
u32 IsAbilityOnSide(u32 battler, u32 ability);
u32 IsAbilityOnOpposingSide(u32 battler, u32 ability);
u32 IsAbilityOnField(u32 ability);
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u32 IsAbilityOnFieldExcept(u32 battler, u32 ability);
u32 IsAbilityPreventingEscape(u32 battler);
bool32 IsBattlerProtected(u8 battler, u16 move);
bool32 CanBattlerEscape(u32 battler); // no ability check
void BattleScriptExecute(const u8 *BS_ptr);
void BattleScriptPushCursorAndCallback(const u8 *BS_ptr);
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u8 ItemBattleEffects(u8 caseID, u8 battler, bool8 moveTurn);
void ClearFuryCutterDestinyBondGrudge(u8 battler);
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void HandleAction_RunBattleScript(void);
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u32 SetRandomTarget(u32 battler);
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u32 GetMoveTarget(u16 move, u8 setTarget);
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u8 IsMonDisobedient(void);
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u32 GetBattlerHoldEffect(u8 battler, bool32 checkNegating);
u32 GetBattlerHoldEffectParam(u8 battler);
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bool32 IsMoveMakingContact(u16 move, u8 battlerAtk);
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bool32 IsBattlerGrounded(u8 battler);
bool32 IsBattlerAlive(u8 battler);
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u8 GetBattleMonMoveSlot(struct BattlePokemon *battleMon, u16 move);
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u32 GetBattlerWeight(u8 battler);
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u32 CalcRolloutBasePower(u32 battlerAtk, u32 basePower, u32 rolloutTimer);
u32 CalcFuryCutterBasePower(u32 basePower, u32 furyCutterCounter);
s32 CalculateMoveDamage(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, s32 fixedBasePower, bool32 isCrit, bool32 randomFactor, bool32 updateFlags);
s32 CalculateMoveDamageAndEffectiveness(u16 move, u8 battlerAtk, u8 battlerDef, u8 moveType, s32 fixedBasePower, uq4_12_t *typeEffectivenessModifier);
uq4_12_t CalcTypeEffectivenessMultiplier(u16 move, u8 moveType, u8 battlerAtk, u8 battlerDef, bool32 recordAbilities);
uq4_12_t CalcPartyMonTypeEffectivenessMultiplier(u16 move, u16 speciesDef, u16 abilityDef);
uq4_12_t GetTypeModifier(u8 atkType, u8 defType);
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s32 GetStealthHazardDamage(u8 hazardType, u8 battler);
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s32 GetStealthHazardDamageByTypesAndHP(u8 hazardType, u8 type1, u8 type2, u32 maxHp);
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bool32 CanMegaEvolve(u8 battler);
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bool32 CanUltraBurst(u8 battler);
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bool32 IsBattlerMegaEvolved(u8 battler);
bool32 IsBattlerPrimalReverted(u8 battler);
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bool32 IsBattlerUltraBursted(u8 battler);
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u16 GetBattleFormChangeTargetSpecies(u8 battler, u16 method);
bool32 TryBattleFormChange(u8 battler, u16 method);
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bool32 DoBattlersShareType(u32 battler1, u32 battler2);
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bool32 CanBattlerGetOrLoseItem(u8 battler, u16 itemId);
u32 GetIllusionMonSpecies(u32 battler);
struct Pokemon *GetIllusionMonPtr(u32 battler);
void ClearIllusionMon(u32 battler);
bool32 SetIllusionMon(struct Pokemon *mon, u32 battler);
bool8 ShouldGetStatBadgeBoost(u16 flagId, u8 battler);
u8 GetBattleMoveSplit(u32 moveId);
bool32 CanFling(u32 battler);
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bool32 IsTelekinesisBannedSpecies(u16 species);
bool32 IsHealBlockPreventingMove(u32 battler, u32 move);
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bool32 HasEnoughHpToEatBerry(u32 battler, u32 hpFraction, u32 itemId);
bool32 IsPartnerMonFromSameTrainer(u8 battler);
u8 GetSplitBasedOnStats(u8 battler);
bool32 TestSheerForceFlag(u8 battler, u16 move);
void TryRestoreHeldItems(void);
bool32 CanStealItem(u8 battlerStealing, u8 battlerItem, u16 item);
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void TrySaveExchangedItem(u8 battler, u16 stolenItem);
bool32 IsPartnerMonFromSameTrainer(u8 battler);
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u8 TryHandleSeed(u8 battler, u32 terrainFlag, u8 statId, u16 itemId, bool32 execute);
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bool32 IsBattlerAffectedByHazards(u8 battler, bool32 toxicSpikes);
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void SortBattlersBySpeed(u8 *battlers, bool8 slowToFast);
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bool32 CompareStat(u8 battler, u8 statId, u8 cmpTo, u8 cmpKind);
bool32 TryRoomService(u8 battler);
void BufferStatChange(u8 battler, u8 statId, u8 stringId);
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bool32 BlocksPrankster(u16 move, u8 battlerPrankster, u8 battlerDef, bool32 checkTarget);
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u16 GetUsedHeldItem(u8 battler);
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bool32 IsBattlerWeatherAffected(u8 battler, u32 weatherFlags);
u32 GetBattlerMoveTargetType(u8 battler, u16 move);
bool32 CanTargetBattler(u8 battlerAtk, u8 battlerDef, u16 move);
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bool8 IsMoveAffectedByParentalBond(u16 move, u8 battler);
void CopyMonLevelAndBaseStatsToBattleMon(u32 battler, struct Pokemon *mon);
void CopyMonAbilityAndTypesToBattleMon(u32 battler, struct Pokemon *mon);
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void RecalcBattlerStats(u32 battler, struct Pokemon *mon);
bool32 IsAlly(u32 battlerAtk, u32 battlerDef);
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bool32 IsGen6ExpShareEnabled(void);
// Ability checks
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bool32 IsRolePlayBannedAbilityAtk(u16 ability);
bool32 IsRolePlayBannedAbility(u16 ability);
bool32 IsSkillSwapBannedAbility(u16 ability);
bool32 IsWorrySeedBannedAbility(u16 ability);
bool32 IsGastroAcidBannedAbility(u16 ability);
bool32 IsEntrainmentBannedAbilityAttacker(u16 ability);
bool32 IsEntrainmentTargetOrSimpleBeamBannedAbility(u16 ability);
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bool32 CanSleep(u8 battler);
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bool32 CanBePoisoned(u8 battlerAttacker, u8 battlerTarget);
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bool32 CanBeBurned(u8 battler);
bool32 CanBeParalyzed(u8 battler);
bool32 CanBeFrozen(u8 battler);
bool32 CanGetFrostbite(u8 battler);
bool32 CanBeConfused(u8 battler);
bool32 IsBattlerTerrainAffected(u8 battler, u32 terrainFlag);
u32 GetBattlerFriendshipScore(u8 battler);
u32 CountBattlerStatIncreases(u8 battler, bool32 countEvasionAcc);
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bool32 IsMyceliumMightOnField(void);
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bool8 ChangeTypeBasedOnTerrain(u8 battler);
void RemoveConfusionStatus(u8 battler);
u8 GetBattlerGender(u8 battler);
bool8 AreBattlersOfOppositeGender(u8 battler1, u8 battler2);
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u32 CalcSecondaryEffectChance(u8 battler, u8 secondaryEffectChance);
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#endif // GUARD_BATTLE_UTIL_H