#ifndef GUARD_CONSTANTS_BATTLE_H #define GUARD_CONSTANTS_BATTLE_H /* * A battler may be in one of four positions on the field. The first bit determines * what side the battler is on, either the player's side or the opponent's side. * The second bit determines what flank the battler is on, either the left or right. * Note that the opponent's flanks are drawn corresponding to their perspective, so * their right mon appears on the left, and their left mon appears on the right. * The battler ID is usually the same as the position, except in the case of link battles. * * + ------------------------- + * | Opponent's side | * | Right Left | * | 3 1 | * | | * | Player's side | * | Left Right | * | 0 2 | * ----------------------------+ * | | * | | * +---------------------------+ */ #define MAX_BATTLERS_COUNT 4 #define B_POSITION_PLAYER_LEFT 0 #define B_POSITION_OPPONENT_LEFT 1 #define B_POSITION_PLAYER_RIGHT 2 #define B_POSITION_OPPONENT_RIGHT 3 // These macros can be used with either battler ID or positions to get the partner or the opposite mon #define BATTLE_OPPOSITE(id) ((id) ^ 1) #define BATTLE_PARTNER(id) ((id) ^ 2) #define B_SIDE_PLAYER 0 #define B_SIDE_OPPONENT 1 #define B_FLANK_LEFT 0 #define B_FLANK_RIGHT 1 #define BIT_SIDE 1 #define BIT_FLANK 2 // Battle Type Flags #define BATTLE_TYPE_DOUBLE (1 << 0) #define BATTLE_TYPE_LINK (1 << 1) #define BATTLE_TYPE_IS_MASTER (1 << 2) // In not-link battles, it's always set. #define BATTLE_TYPE_TRAINER (1 << 3) #define BATTLE_TYPE_FIRST_BATTLE (1 << 4) #define BATTLE_TYPE_LINK_IN_BATTLE (1 << 5) // Set on battle entry, cleared on exit. Checked rarely #define BATTLE_TYPE_MULTI (1 << 6) #define BATTLE_TYPE_SAFARI (1 << 7) #define BATTLE_TYPE_BATTLE_TOWER (1 << 8) #define BATTLE_TYPE_WALLY_TUTORIAL (1 << 9) #define BATTLE_TYPE_ROAMER (1 << 10) #define BATTLE_TYPE_EREADER_TRAINER (1 << 11) #define BATTLE_TYPE_KYOGRE_GROUDON (1 << 12) #define BATTLE_TYPE_LEGENDARY (1 << 13) #define BATTLE_TYPE_REGI (1 << 14) #define BATTLE_TYPE_TWO_OPPONENTS (1 << 15) #define BATTLE_TYPE_DOME (1 << 16) #define BATTLE_TYPE_PALACE (1 << 17) #define BATTLE_TYPE_ARENA (1 << 18) #define BATTLE_TYPE_FACTORY (1 << 19) #define BATTLE_TYPE_PIKE (1 << 20) #define BATTLE_TYPE_PYRAMID (1 << 21) #define BATTLE_TYPE_INGAME_PARTNER (1 << 22) #define BATTLE_TYPE_TOWER_LINK_MULTI (1 << 23) #define BATTLE_TYPE_RECORDED (1 << 24) #define BATTLE_TYPE_RECORDED_LINK (1 << 25) #define BATTLE_TYPE_TRAINER_HILL (1 << 26) #define BATTLE_TYPE_SECRET_BASE (1 << 27) #define BATTLE_TYPE_GROUDON (1 << 28) #define BATTLE_TYPE_KYOGRE (1 << 29) #define BATTLE_TYPE_RAYQUAZA (1 << 30) #define BATTLE_TYPE_RECORDED_IS_MASTER (1 << 31) #define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID) #define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE) // Battle Outcome defines #define B_OUTCOME_WON 1 #define B_OUTCOME_LOST 2 #define B_OUTCOME_DREW 3 #define B_OUTCOME_RAN 4 #define B_OUTCOME_PLAYER_TELEPORTED 5 #define B_OUTCOME_MON_FLED 6 #define B_OUTCOME_CAUGHT 7 #define B_OUTCOME_NO_SAFARI_BALLS 8 #define B_OUTCOME_FORFEITED 9 #define B_OUTCOME_MON_TELEPORTED 10 #define B_OUTCOME_LINK_BATTLE_RAN (1 << 7) // 128 // Non-volatile status conditions // These persist remain outside of battle and after switching out #define STATUS1_NONE 0 #define STATUS1_SLEEP (1 << 0 | 1 << 1 | 1 << 2) // First 3 bits (Number of turns to sleep) #define STATUS1_SLEEP_TURN(num) ((num) << 0) // Just for readability (or if rearranging statuses) #define STATUS1_POISON (1 << 3) #define STATUS1_BURN (1 << 4) #define STATUS1_FREEZE (1 << 5) #define STATUS1_PARALYSIS (1 << 6) #define STATUS1_TOXIC_POISON (1 << 7) #define STATUS1_TOXIC_COUNTER (1 << 8 | 1 << 9 | 1 << 10 | 1 << 11) #define STATUS1_TOXIC_TURN(num) ((num) << 8) #define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON) #define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON) // Volatile status ailments // These are removed after exiting the battle or switching out #define STATUS2_CONFUSION (1 << 0 | 1 << 1 | 1 << 2) #define STATUS2_CONFUSION_TURN(num) ((num) << 0) #define STATUS2_FLINCHED (1 << 3) #define STATUS2_UPROAR (1 << 4 | 1 << 5 | 1 << 6) #define STATUS2_UPROAR_TURN(num) ((num) << 4) #define STATUS2_UNUSED (1 << 7) #define STATUS2_BIDE (1 << 8 | 1 << 9) #define STATUS2_BIDE_TURN(num) (((num) << 8) & STATUS2_BIDE) #define STATUS2_LOCK_CONFUSE (1 << 10 | 1 << 11) // e.g. Thrash #define STATUS2_LOCK_CONFUSE_TURN(num)((num) << 10) #define STATUS2_MULTIPLETURNS (1 << 12) #define STATUS2_WRAPPED (1 << 13 | 1 << 14 | 1 << 15) #define STATUS2_WRAPPED_TURN(num) ((num) << 13) #define STATUS2_INFATUATION (1 << 16 | 1 << 17 | 1 << 18 | 1 << 19) // 4 bits, one for every battler #define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 16) #define STATUS2_FOCUS_ENERGY (1 << 20) #define STATUS2_TRANSFORMED (1 << 21) #define STATUS2_RECHARGE (1 << 22) #define STATUS2_RAGE (1 << 23) #define STATUS2_SUBSTITUTE (1 << 24) #define STATUS2_DESTINY_BOND (1 << 25) #define STATUS2_ESCAPE_PREVENTION (1 << 26) #define STATUS2_NIGHTMARE (1 << 27) #define STATUS2_CURSED (1 << 28) #define STATUS2_FORESIGHT (1 << 29) #define STATUS2_DEFENSE_CURL (1 << 30) #define STATUS2_TORMENT (1 << 31) // Seems like per-battler statuses. Not quite sure how to categorize these #define STATUS3_LEECHSEED_BATTLER (1 << 0 | 1 << 1) // The battler to receive HP from Leech Seed #define STATUS3_LEECHSEED (1 << 2) #define STATUS3_ALWAYS_HITS (1 << 3 | 1 << 4) #define STATUS3_ALWAYS_HITS_TURN(num) (((num) << 3) & STATUS3_ALWAYS_HITS) // "Always Hits" is set as a 2 turn timer, i.e. next turn is the last turn when it's active #define STATUS3_PERISH_SONG (1 << 5) #define STATUS3_ON_AIR (1 << 6) #define STATUS3_UNDERGROUND (1 << 7) #define STATUS3_MINIMIZED (1 << 8) #define STATUS3_CHARGED_UP (1 << 9) #define STATUS3_ROOTED (1 << 10) #define STATUS3_YAWN (1 << 11 | 1 << 12) // Number of turns to sleep #define STATUS3_YAWN_TURN(num) (((num) << 11) & STATUS3_YAWN) #define STATUS3_IMPRISONED_OTHERS (1 << 13) #define STATUS3_GRUDGE (1 << 14) #define STATUS3_CANT_SCORE_A_CRIT (1 << 15) #define STATUS3_MUDSPORT (1 << 16) #define STATUS3_WATERSPORT (1 << 17) #define STATUS3_UNDERWATER (1 << 18) #define STATUS3_INTIMIDATE_POKES (1 << 19) #define STATUS3_TRACE (1 << 20) #define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER) // Not really sure what a "hitmarker" is. #define HITMARKER_x10 (1 << 4) #define HITMARKER_x20 (1 << 5) #define HITMARKER_DESTINYBOND (1 << 6) #define HITMARKER_NO_ANIMATIONS (1 << 7) #define HITMARKER_IGNORE_SUBSTITUTE (1 << 8) #define HITMARKER_NO_ATTACKSTRING (1 << 9) #define HITMARKER_ATTACKSTRING_PRINTED (1 << 10) #define HITMARKER_NO_PPDEDUCT (1 << 11) #define HITMARKER_SWAP_ATTACKER_TARGET (1 << 12) #define HITMARKER_IGNORE_SAFEGUARD (1 << 13) #define HITMARKER_SYNCHRONISE_EFFECT (1 << 14) #define HITMARKER_RUN (1 << 15) #define HITMARKER_IGNORE_ON_AIR (1 << 16) #define HITMARKER_IGNORE_UNDERGROUND (1 << 17) #define HITMARKER_IGNORE_UNDERWATER (1 << 18) #define HITMARKER_UNABLE_TO_USE_MOVE (1 << 19) #define HITMARKER_x100000 (1 << 20) #define HITMARKER_x200000 (1 << 21) #define HITMARKER_x400000 (1 << 22) #define HITMARKER_x800000 (1 << 23) #define HITMARKER_GRUDGE (1 << 24) #define HITMARKER_OBEYS (1 << 25) #define HITMARKER_x4000000 (1 << 26) #define HITMARKER_CHARGING (1 << 27) #define HITMARKER_FAINTED(battler) (gBitTable[battler] << 28) #define HITMARKER_FAINTED2(battler) ((1 << 28) << battler) // Per-side statuses that affect an entire party #define SIDE_STATUS_REFLECT (1 << 0) #define SIDE_STATUS_LIGHTSCREEN (1 << 1) #define SIDE_STATUS_X4 (1 << 2) #define SIDE_STATUS_SPIKES (1 << 4) #define SIDE_STATUS_SAFEGUARD (1 << 5) #define SIDE_STATUS_FUTUREATTACK (1 << 6) #define SIDE_STATUS_MIST (1 << 8) #define SIDE_STATUS_SPIKES_DAMAGED (1 << 9) // Flags describing move's result #define MOVE_RESULT_MISSED (1 << 0) #define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1) #define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2) #define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3) #define MOVE_RESULT_ONE_HIT_KO (1 << 4) #define MOVE_RESULT_FAILED (1 << 5) #define MOVE_RESULT_FOE_ENDURED (1 << 6) #define MOVE_RESULT_FOE_HUNG_ON (1 << 7) #define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED) // Battle Weather flags #define WEATHER_RAIN_TEMPORARY (1 << 0) #define WEATHER_RAIN_DOWNPOUR (1 << 1) // unused #define WEATHER_RAIN_PERMANENT (1 << 2) #define WEATHER_RAIN_ANY (WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT) #define WEATHER_SANDSTORM_TEMPORARY (1 << 3) #define WEATHER_SANDSTORM_PERMANENT (1 << 4) #define WEATHER_SANDSTORM_ANY (WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT) #define WEATHER_SUN_TEMPORARY (1 << 5) #define WEATHER_SUN_PERMANENT (1 << 6) #define WEATHER_SUN_ANY (WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT) #define WEATHER_HAIL (1 << 7) #define WEATHER_HAIL_ANY (WEATHER_HAIL) #define WEATHER_ANY (WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY) // Move Effects #define MOVE_EFFECT_SLEEP 1 #define MOVE_EFFECT_POISON 2 #define MOVE_EFFECT_BURN 3 #define MOVE_EFFECT_FREEZE 4 #define MOVE_EFFECT_PARALYSIS 5 #define MOVE_EFFECT_TOXIC 6 #define PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status #define MOVE_EFFECT_CONFUSION 7 #define MOVE_EFFECT_FLINCH 8 #define MOVE_EFFECT_TRI_ATTACK 9 #define MOVE_EFFECT_UPROAR 10 #define MOVE_EFFECT_PAYDAY 11 #define MOVE_EFFECT_CHARGING 12 #define MOVE_EFFECT_WRAP 13 #define MOVE_EFFECT_RECOIL_25 14 #define MOVE_EFFECT_ATK_PLUS_1 15 #define MOVE_EFFECT_DEF_PLUS_1 16 #define MOVE_EFFECT_SPD_PLUS_1 17 #define MOVE_EFFECT_SP_ATK_PLUS_1 18 #define MOVE_EFFECT_SP_DEF_PLUS_1 19 #define MOVE_EFFECT_ACC_PLUS_1 20 #define MOVE_EFFECT_EVS_PLUS_1 21 #define MOVE_EFFECT_ATK_MINUS_1 22 #define MOVE_EFFECT_DEF_MINUS_1 23 #define MOVE_EFFECT_SPD_MINUS_1 24 #define MOVE_EFFECT_SP_ATK_MINUS_1 25 #define MOVE_EFFECT_SP_DEF_MINUS_1 26 #define MOVE_EFFECT_ACC_MINUS_1 27 #define MOVE_EFFECT_EVS_MINUS_1 28 #define MOVE_EFFECT_RECHARGE 29 #define MOVE_EFFECT_RAGE 30 #define MOVE_EFFECT_STEAL_ITEM 31 #define MOVE_EFFECT_PREVENT_ESCAPE 32 #define MOVE_EFFECT_NIGHTMARE 33 #define MOVE_EFFECT_ALL_STATS_UP 34 #define MOVE_EFFECT_RAPIDSPIN 35 #define MOVE_EFFECT_REMOVE_PARALYSIS 36 #define MOVE_EFFECT_ATK_DEF_DOWN 37 #define MOVE_EFFECT_RECOIL_33 38 #define MOVE_EFFECT_ATK_PLUS_2 39 #define MOVE_EFFECT_DEF_PLUS_2 40 #define MOVE_EFFECT_SPD_PLUS_2 41 #define MOVE_EFFECT_SP_ATK_PLUS_2 42 #define MOVE_EFFECT_SP_DEF_PLUS_2 43 #define MOVE_EFFECT_ACC_PLUS_2 44 #define MOVE_EFFECT_EVS_PLUS_2 45 #define MOVE_EFFECT_ATK_MINUS_2 46 #define MOVE_EFFECT_DEF_MINUS_2 47 #define MOVE_EFFECT_SPD_MINUS_2 48 #define MOVE_EFFECT_SP_ATK_MINUS_2 49 #define MOVE_EFFECT_SP_DEF_MINUS_2 50 #define MOVE_EFFECT_ACC_MINUS_2 51 #define MOVE_EFFECT_EVS_MINUS_2 52 #define MOVE_EFFECT_THRASH 53 #define MOVE_EFFECT_KNOCK_OFF 54 #define MOVE_EFFECT_NOTHING_37 55 #define MOVE_EFFECT_NOTHING_38 56 #define MOVE_EFFECT_NOTHING_39 57 #define MOVE_EFFECT_NOTHING_3A 58 #define MOVE_EFFECT_SP_ATK_TWO_DOWN 59 #define NUM_MOVE_EFFECTS 60 #define MOVE_EFFECT_AFFECTS_USER (1 << 6) // 64 #define MOVE_EFFECT_CERTAIN (1 << 7) // 128 // Battle terrain defines for gBattleTerrain. #define BATTLE_TERRAIN_GRASS 0 #define BATTLE_TERRAIN_LONG_GRASS 1 #define BATTLE_TERRAIN_SAND 2 #define BATTLE_TERRAIN_UNDERWATER 3 #define BATTLE_TERRAIN_WATER 4 #define BATTLE_TERRAIN_POND 5 #define BATTLE_TERRAIN_MOUNTAIN 6 #define BATTLE_TERRAIN_CAVE 7 #define BATTLE_TERRAIN_BUILDING 8 #define BATTLE_TERRAIN_PLAIN 9 #endif // GUARD_CONSTANTS_BATTLE_H