#ifndef GUARD_BATTLE_H
#define GUARD_BATTLE_H

// should they be included here or included individually by every file?
#include "constants/battle.h"
#include "battle_main.h"
#include "battle_util.h"
#include "battle_script_commands.h"
#include "battle_ai_switch_items.h"
#include "battle_gfx_sfx_util.h"
#include "battle_util2.h"
#include "battle_bg.h"

#define GET_BATTLER_POSITION(battler)     (gBattlerPositions[battler])
#define GET_BATTLER_SIDE(battler)         (GetBattlerPosition(battler) & BIT_SIDE)
#define GET_BATTLER_SIDE2(battler)        (GET_BATTLER_POSITION(battler) & BIT_SIDE)

#define TRAINER_OPPONENT_3FE        0x3FE
#define TRAINER_OPPONENT_C00        0xC00
#define TRAINER_OPPONENT_800        0x800
#define STEVEN_PARTNER_ID           0xC03
#define SECRET_BASE_OPPONENT        0x400

// Battle Actions
// These determine what each battler will do in a turn
#define B_ACTION_USE_MOVE               0
#define B_ACTION_USE_ITEM               1
#define B_ACTION_SWITCH                 2
#define B_ACTION_RUN                    3
#define B_ACTION_SAFARI_WATCH_CAREFULLY 4
#define B_ACTION_SAFARI_BALL            5
#define B_ACTION_SAFARI_POKEBLOCK       6
#define B_ACTION_SAFARI_GO_NEAR         7
#define B_ACTION_SAFARI_RUN             8
// The exact purposes of these are unclear
#define B_ACTION_UNKNOWN9               9
#define B_ACTION_EXEC_SCRIPT            10 // when executing an action
#define B_ACTION_CANCEL_PARTNER         12 // when choosing an action
#define B_ACTION_FINISHED               12 // when executing an action
#define B_ACTION_NOTHING_FAINTED        13 // when choosing an action
#define B_ACTION_NONE                   0xFF

#define MAX_TRAINER_ITEMS 4
#define MAX_MON_MOVES 4

#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

// array entries for battle communication
#define MULTIUSE_STATE          0x0
#define CURSOR_POSITION         0x1
#define TASK_ID                 0x1 // task Id and cursor position share the same field
#define SPRITES_INIT_STATE1     0x1 // shares the Id as well
#define SPRITES_INIT_STATE2     0x2
#define MOVE_EFFECT_BYTE        0x3
#define ACTIONS_CONFIRMED_COUNT 0x4
#define MULTISTRING_CHOOSER     0x5
#define MSG_DISPLAY             0x7
#define BATTLE_COMMUNICATION_ENTRIES_COUNT  0x8

#define MOVE_TARGET_SELECTED            0x0
#define MOVE_TARGET_DEPENDS             0x1
#define MOVE_TARGET_USER_OR_SELECTED    0x2
#define MOVE_TARGET_RANDOM              0x4
#define MOVE_TARGET_BOTH                0x8
#define MOVE_TARGET_USER                0x10
#define MOVE_TARGET_FOES_AND_ALLY       0x20
#define MOVE_TARGET_OPPONENTS_FIELD     0x40

#define BATTLE_BUFFER_LINK_SIZE 0x1000

struct TrainerMonNoItemDefaultMoves
{
    u16 iv;
    u8 lvl;
    u16 species;
};

struct TrainerMonItemDefaultMoves
{
    u16 iv;
    u8 lvl;
    u16 species;
    u16 heldItem;
};

struct TrainerMonNoItemCustomMoves
{
    u16 iv;
    u8 lvl;
    u16 species;
    u16 moves[4];
};

struct TrainerMonItemCustomMoves
{
    u16 iv;
    u8 lvl;
    u16 species;
    u16 heldItem;
    u16 moves[4];
};

union TrainerMonPtr
{
    struct TrainerMonNoItemDefaultMoves *NoItemDefaultMoves;
    struct TrainerMonNoItemCustomMoves *NoItemCustomMoves;
    struct TrainerMonItemDefaultMoves *ItemDefaultMoves;
    struct TrainerMonItemCustomMoves *ItemCustomMoves;
};

struct Trainer
{
    /*0x00*/ u8 partyFlags;
    /*0x01*/ u8 trainerClass;
    /*0x02*/ u8 encounterMusic_gender; // last bit is gender
    /*0x03*/ u8 trainerPic;
    /*0x04*/ u8 trainerName[12];
    /*0x10*/ u16 items[4];
    /*0x18*/ bool8 doubleBattle;
    /*0x1C*/ u32 aiFlags;
    /*0x20*/ u8 partySize;
    /*0x24*/ union TrainerMonPtr party;
};

extern const struct Trainer gTrainers[];

#define TRAINER_ENCOUNTER_MUSIC(trainer)((gTrainers[trainer].encounterMusic_gender & 0x7F))

struct UnknownFlags
{
    u32 flags[4];
};

#define UNKNOWN_FLAG_FLASH_FIRE 1

struct DisableStruct
{
    /*0x00*/ u32 transformedMonPersonality;
    /*0x04*/ u16 disabledMove;
    /*0x06*/ u16 encoredMove;
    /*0x08*/ u8 protectUses;
    /*0x09*/ u8 stockpileCounter;
    /*0x0A*/ u8 substituteHP;
    /*0x0B*/ u8 disableTimer1 : 4;
    /*0x0B*/ u8 disableTimer2 : 4;
    /*0x0C*/ u8 encoredMovePos;
    /*0x0D*/ u8 unkD;
    /*0x0E*/ u8 encoreTimer1 : 4;
    /*0x0E*/ u8 encoreTimer2 : 4;
    /*0x0F*/ u8 perishSongTimer1 : 4;
    /*0x0F*/ u8 perishSongTimer2 : 4;
    /*0x10*/ u8 furyCutterCounter;
    /*0x11*/ u8 rolloutCounter1 : 4;
    /*0x11*/ u8 rolloutCounter2 : 4;
    /*0x12*/ u8 chargeTimer1 : 4;
    /*0x12*/ u8 chargeTimer2 : 4;
    /*0x13*/ u8 tauntTimer1:4;
    /*0x13*/ u8 tauntTimer2:4;
    /*0x14*/ u8 battlerPreventingEscape;
    /*0x15*/ u8 battlerWithSureHit;
    /*0x16*/ u8 isFirstTurn;
    /*0x17*/ u8 unk17;
    /*0x18*/ u8 truantCounter : 1;
    /*0x18*/ u8 truantUnknownBit : 1;
    /*0x18*/ u8 unk18_a_2 : 2;
    /*0x18*/ u8 unk18_b : 4;
    /*0x19*/ u8 rechargeCounter;
    /*0x1A*/ u8 unk1A[2];
};

struct ProtectStruct
{
    /* field_0 */
    u32 protected:1;
    u32 endured:1;
    u32 onlyStruggle:1;
    u32 helpingHand:1;
    u32 bounceMove:1;
    u32 stealMove:1;
    u32 flag0Unknown:1;
    u32 prlzImmobility:1;
    /* field_1 */
    u32 confusionSelfDmg:1;
    u32 targetNotAffected:1;
    u32 chargingTurn:1;
    u32 fleeFlag:2; // for RunAway and Smoke Ball
    u32 usedImprisionedMove:1;
    u32 loveImmobility:1;
    u32 usedDisabledMove:1;
    /* field_2 */
    u32 usedTauntedMove:1;      // 0x1
    u32 flag2Unknown:1;         // 0x2
    u32 flinchImmobility:1;     // 0x4
    u32 notFirstStrike:1;       // 0x8
    u32 flag_x10 : 1;           // 0x10
    u32 flag_x20 : 1;           // 0x20
    u32 flag_x40 : 1;           // 0x40
    u32 flag_x80 : 1;           // 0x80
    /* field_3 */
    u32 field3 : 8;

    /* field_4 */ u32 physicalDmg;
    /* field_8 */ u32 specialDmg;
    /* field_C */ u8 physicalBattlerId;
    /* field_D */ u8 specialBattlerId;
    /* field_E */ u16 fieldE;
};

struct SpecialStatus
{
    u8 statLowered : 1;             // 0x1
    u8 lightningRodRedirected : 1;  // 0x2
    u8 restoredBankSprite: 1;       // 0x4
    u8 intimidatedPoke : 1;         // 0x8
    u8 traced : 1;                  // 0x10
    u8 flag20 : 1;
    u8 flag40 : 1;
    u8 focusBanded : 1;
    u8 field1[3];
    s32 dmg;
    s32 physicalDmg;
    s32 specialDmg;
    u8 physicalBattlerId;
    u8 specialBattlerId;
    u8 field12;
    u8 field13;
};

struct SideTimer
{
    /*0x00*/ u8 reflectTimer;
    /*0x01*/ u8 reflectBattlerId;
    /*0x02*/ u8 lightscreenTimer;
    /*0x03*/ u8 lightscreenBattlerId;
    /*0x04*/ u8 mistTimer;
    /*0x05*/ u8 mistBattlerId;
    /*0x06*/ u8 safeguardTimer;
    /*0x07*/ u8 safeguardBattlerId;
    /*0x08*/ u8 followmeTimer;
    /*0x09*/ u8 followmeTarget;
    /*0x0A*/ u8 spikesAmount;
    /*0x0B*/ u8 fieldB;
};

struct WishFutureKnock
{
    u8 futureSightCounter[MAX_BATTLERS_COUNT];
    u8 futureSightAttacker[MAX_BATTLERS_COUNT];
    s32 futureSightDmg[MAX_BATTLERS_COUNT];
    u16 futureSightMove[MAX_BATTLERS_COUNT];
    u8 wishCounter[MAX_BATTLERS_COUNT];
    u8 wishMonId[MAX_BATTLERS_COUNT];
    u8 weatherDuration;
    u8 knockedOffPokes[2];
};

struct AI_ThinkingStruct
{
    u8 aiState;
    u8 movesetIndex;
    u16 moveConsidered;
    s8 score[4];
    u32 funcResult;
    u32 aiFlags;
    u8 aiAction;
    u8 aiLogicId;
    u8 filler12[6];
    u8 simulatedRNG[4];
};

struct UsedMoves
{
    u16 moves[MAX_BATTLERS_COUNT];
    u16 unknown[MAX_BATTLERS_COUNT];
};

struct BattleHistory
{
    struct UsedMoves usedMoves[MAX_BATTLERS_COUNT];
    u8 abilities[MAX_BATTLERS_COUNT];
    u8 itemEffects[MAX_BATTLERS_COUNT];
    u16 trainerItems[MAX_BATTLERS_COUNT];
    u8 itemsNo;
};

struct BattleScriptsStack
{
    const u8 *ptr[8];
    u8 size;
};

struct BattleCallbacksStack
{
    void (*function[8])(void);
    u8 size;
};

struct StatsArray
{
    u16 hp;
    u16 atk;
    u16 def;
    u16 spd;
    u16 spAtk;
    u16 spDef;
};

struct BattleResources
{
    struct SecretBaseRecord* secretBase;
    struct UnknownFlags *flags;
    struct BattleScriptsStack* battleScriptsStack;
    struct BattleCallbacksStack* battleCallbackStack;
    struct StatsArray* statsBeforeLvlUp;
    struct AI_ThinkingStruct *ai;
    struct BattleHistory *battleHistory;
    struct BattleScriptsStack *AI_ScriptsStack;
};

struct BattleResults
{
    u8 playerFaintCounter;    // 0x0
    u8 opponentFaintCounter;  // 0x1
    u8 playerSwitchesCounter; // 0x2
    u8 unk3;                  // 0x3
    u8 unk4;                  // 0x4
    u8 unk5_0:1;              // 0x5
    u8 usedMasterBall:1;      // 0x5
    u8 caughtMonBall:4;       // 0x5
    u8 unk5_6:1;              // 0x5
    u8 unk5_7:1;              // 0x5
    u16 playerMon1Species;    // 0x6
    u8 playerMon1Name[11];    // 0x8
    u8 battleTurnCounter;     // 0x13
    u8 playerMon2Name[11];    // 0x14
    u8 field_1F;              // 0x1F
    u16 lastOpponentSpecies;  // 0x20
    u16 lastUsedMovePlayer;   // 0x22
    u16 lastUsedMoveOpponent; // 0x24
    u16 playerMon2Species;    // 0x26
    u16 caughtMonSpecies;     // 0x28
    u8 caughtMonNick[10];     // 0x2A
    u8 filler34[2];           // 0x34
    u8 catchAttempts[11];     // 0x36
};

struct BattleTv_Side
{
    u32 spikesMonId:3;
    u32 reflectMonId:3;
    u32 lightScreenMonId:3;
    u32 safeguardMonId:3;
    u32 mistMonId:3;
    u32 futureSightMonId:3;
    u32 doomDesireMonId:3;
    u32 perishSongMonId:3;
    u32 wishMonId:3;
    u32 grudgeMonId:3;
    u32 usedMoveSlot:2;
    u32 spikesMoveSlot:2;
    u32 reflectMoveSlot:2;
    u32 lightScreenMoveSlot:2;
    u32 safeguardMoveSlot:2;
    u32 mistMoveSlot:2;
    u32 futureSightMoveSlot:2;
    u32 doomDesireMoveSlot:2;
    u32 perishSongMoveSlot:2;
    u32 wishMoveSlot:2;
    u32 grudgeMoveSlot:2;
    u32 destinyBondMonId:3;
    u32 destinyBondMoveSlot:2;
    u32 faintCause:4;
    u32 faintCauseMonId:3;
    u32 explosion:1;
    u32 explosionMoveSlot:2;
    u32 explosionMonId:3;
    u32 perishSong:1;
};

struct BattleTv_Position
{
    u32 curseMonId:3;
    u32 leechSeedMonId:3;
    u32 nightmareMonId:3;
    u32 wrapMonId:3;
    u32 attractMonId:3;
    u32 confusionMonId:3;
    u32 curseMoveSlot:2;
    u32 leechSeedMoveSlot:2;
    u32 nightmareMoveSlot:2;
    u32 wrapMoveSlot:2;
    u32 attractMoveSlot:2;
    u32 confusionMoveSlot:2;
    u32 waterSportMoveSlot:2;
    u32 waterSportMonId:3;
    u32 mudSportMonId:3;
    u32 mudSportMoveSlot:2;
    u32 ingrainMonId:3;
    u32 ingrainMoveSlot:2;
    u32 attackedByMonId:3;
    u32 attackedByMoveSlot:2;
};

struct BattleTv_Mon
{
    u32 psnMonId:3;
    u32 badPsnMonId:3;
    u32 brnMonId:3;
    u32 prlzMonId:3;
    u32 slpMonId:3;
    u32 frzMonId:3;
    u32 psnMoveSlot:2;
    u32 badPsnMoveSlot:2;
    u32 brnMoveSlot:2;
    u32 prlzMoveSlot:2;
    u32 slpMoveSlot:2;
    u32 frzMoveSlot:2;
};

struct BattleTv
{
    struct BattleTv_Mon mon[2][6]; // [side][partyId]
    struct BattleTv_Position pos[2][2]; // [side][flank]
    struct BattleTv_Side side[2]; // [side]
};

struct BattleTvMovePoints
{
    s16 points[2][PARTY_SIZE * 4];
};

struct BattleStruct
{
    u8 turnEffectsTracker;
    u8 turnEffectsBattlerId;
    u8 filler2;
    u8 turnCountersTracker;
    u8 wrappedMove[8]; // ask gamefreak why they declared it that way
    u8 moveTarget[4];
    u8 expGetterMonId;
    u8 field_11;
    u8 wildVictorySong;
    u8 dynamicMoveType;
    u8 wrappedBy[4];
    u16 assistPossibleMoves[5 * 4]; // 5 mons, each of them knowing 4 moves
    u8 field_40;
    u8 field_41;
    u8 field_42;
    u8 field_43;
    u8 field_44;
    u8 field_45;
    u8 field_46;
    u8 field_47;
    u8 focusPunchBattlerId;
    u8 field_49;
    u8 moneyMultiplier;
    u8 savedTurnActionNumber;
    u8 switchInAbilitiesCounter;
    u8 faintedActionsState;
    u8 faintedActionsBattlerId;
    u8 field_4F;
    u16 expValue;
    u8 field_52;
    u8 sentInPokes;
    bool8 selectionScriptFinished[MAX_BATTLERS_COUNT];
    u8 field_58[4];
    u8 monToSwitchIntoId[MAX_BATTLERS_COUNT];
    u8 field_60[4][3];
    u8 runTries;
    u8 caughtMonNick[11];
    u8 field_78;
    u8 field_79;
    u8 field_7A;
    u8 field_7B;
    u8 field_7C;
    u8 field_7D;
    u8 field_7E;
    u8 formToChangeInto;
    u8 chosenMovePositions[MAX_BATTLERS_COUNT];
    u8 stateIdAfterSelScript[MAX_BATTLERS_COUNT];
    u8 field_88;
    u8 field_89;
    u8 field_8A;
    u8 field_8B;
    u8 field_8C;
    u8 field_8D;
    u8 stringMoveType;
    u8 expGetterBattlerId;
    u8 field_90;
    u8 field_91;
    u8 field_92;
    u8 field_93;
    u8 wallyBattleState;
    u8 wallyMovesState;
    u8 wallyWaitFrames;
    u8 wallyMoveFrames;
    u8 mirrorMoves[8]; // ask gamefreak why they declared it that way
    u8 field_A0;
    u8 field_A1;
    u8 field_A2;
    u8 field_A3;
    u8 field_A4;
    u8 field_A5;
    u8 field_A6;
    u8 field_A7;
    u16 hpOnSwitchout[2];
    u32 savedBattleTypeFlags;
    u8 field_B0;
    u8 hpScale;
    u8 synchronizeMoveEffect;
    bool8 anyMonHasTransformed;
    void (*savedCallback)(void);
    u16 usedHeldItems[MAX_BATTLERS_COUNT];
    u8 chosenItem[4]; // why is this an u8?
    u8 AI_itemType[2];
    u8 AI_itemFlags[2];
    u16 choicedMove[MAX_BATTLERS_COUNT];
    u16 changedItems[MAX_BATTLERS_COUNT];
    u8 intimidateBank;
    u8 switchInItemsCounter;
    u8 field_DA;
    u8 turnSideTracker;
    u8 fillerDC[0xDF-0xDC];
    u8 field_DF;
    u8 mirrorMoveArrays[32];
    u16 castformPalette[MAX_BATTLERS_COUNT][16];
    u8 field_180;
    u8 field_181;
    u8 field_182;
    u8 field_183;
    struct BattleEnigmaBerry battleEnigmaBerry;
    u8 wishPerishSongState;
    u8 wishPerishSongBattlerId;
    bool8 overworldWeatherDone;
    u8 atkCancellerTracker;
    struct BattleTvMovePoints tvMovePoints;
    struct BattleTv tv;
    u8 notSureWhatFieldLol[0x28];
    u8 AI_monToSwitchIntoId[MAX_BATTLERS_COUNT];
    u8 field_298[8];
    u8 field_2A0;
    u8 field_2A1;
    u8 field_2A2;
};

#define GET_MOVE_TYPE(move, typeArg)                        \
{                                                           \
    if (gBattleStruct->dynamicMoveType)                     \
        typeArg = gBattleStruct->dynamicMoveType & 0x3F;    \
    else                                                    \
        typeArg = gBattleMoves[move].type;                  \
}

#define IS_MOVE_PHYSICAL(moveType)(moveType < TYPE_MYSTERY)
#define IS_MOVE_SPECIAL(moveType)(moveType > TYPE_MYSTERY)

#define TARGET_TURN_DAMAGED ((gSpecialStatuses[gBattlerTarget].physicalDmg != 0 || gSpecialStatuses[gBattlerTarget].specialDmg != 0))

#define IS_BATTLER_OF_TYPE(battlerId, type)((gBattleMons[battlerId].type1 == type || gBattleMons[battlerId].type2 == type))
#define SET_BATTLER_TYPE(battlerId, type)   \
{                                           \
    gBattleMons[battlerId].type1 = type;    \
    gBattleMons[battlerId].type2 = type;    \
}

#define GET_STAT_BUFF_ID(n)((n & 0xF))              // first four bits 0x1, 0x2, 0x4, 0x8
#define GET_STAT_BUFF_VALUE(n)(((n >> 4) & 7))      // 0x10, 0x20, 0x40
#define STAT_BUFF_NEGATIVE 0x80                     // 0x80, the sign bit

#define SET_STAT_BUFF_VALUE(n)(((s8)(((s8)(n) << 4)) & 0xF0))

#define SET_STATCHANGER(statId, stage, goesDown)(gBattleScripting.statChanger = (statId) + (stage << 4) + (goesDown << 7))

struct BattleScripting
{
    s32 painSplitHp;
    s32 bideDmg;
    u8 multihitString[6];
    u8 dmgMultiplier;
    u8 twoTurnsMoveStringId;
    u8 animArg1;
    u8 animArg2;
    u16 tripleKickPower;
    u8 atk49_state;
    u8 battlerWithAbility;
    u8 multihitMoveEffect;
    u8 battler;
    u8 animTurn;
    u8 animTargetsHit;
    u8 statChanger;
    u8 field_1B;
    u8 atk23_state;
    u8 battleStyle;
    u8 atk6C_state;
    u8 learnMoveState;
    u8 field_20;
    u8 reshowMainState;
    u8 reshowHelperState;
    u8 field_23;
    u8 field_24;
    u8 multiplayerId;
};

enum
{
    BACK_PIC_BRENDAN,
    BACK_PIC_MAY,
    BACK_PIC_RED,
    BACK_PIC_LEAF,
    BACK_PIC_RS_BRENDAN,
    BACK_PIC_RS_MAY,
    BACK_PIC_WALLY,
    BACK_PIC_STEVEN
};

// rom_80A5C6C
u8 GetBattlerSide(u8 battler);
u8 GetBattlerPosition(u8 bank);
u8 GetBattlerAtPosition(u8 bank);

struct BattleSpriteInfo
{
    u16 invisible : 1; // 0x1
    u16 lowHpSong : 1; // 0x2
    u16 behindSubstitute : 1; // 0x4
    u16 flag_x8 : 1; // 0x8
    u16 hpNumbersNoBars : 1; // 0x10
    u16 transformSpecies;
};

struct BattleAnimationInfo
{
    u16 animArg; // to fill up later
    u8 field_2;
    u8 field_3;
    u8 field_4;
    u8 field_5;
    u8 field_6;
    u8 field_7;
    u8 ballThrowCaseId;
    u8 field_9_x1 : 1;
    u8 field_9_x2 : 1;
    u8 field_9_x1C : 3;
    u8 field_9_x20 : 1;
    u8 field_9_x40 : 1;
    u8 field_9_x80 : 1;
    u8 field_A;
    u8 field_B;
    u8 field_C;
    u8 field_D;
    u8 field_E;
    u8 field_F;
};

struct BattleHealthboxInfo
{
    u8 flag_x1 : 1;
    u8 flag_x2 : 1;
    u8 flag_x4 : 1;
    u8 ballAnimActive : 1; // 0x8
    u8 statusAnimActive : 1; // x10
    u8 animFromTableActive : 1; // x20
    u8 specialAnimActive : 1; //x40
    u8 flag_x80 : 1;
    u8 field_1_x1 : 1;
    u8 field_1_x1E : 4;
    u8 field_1_x20 : 1;
    u8 field_1_x40 : 1;
    u8 field_1_x80 : 1;
    u8 field_2;
    u8 field_3;
    u8 animationState;
    u8 field_5;
    u8 field_6;
    u8 shadowSpriteId;
    u8 field_8;
    u8 field_9;
    u8 field_A;
    u8 field_B;
};

struct BattleBarInfo
{
    u8 healthboxSpriteId;
    s32 maxValue;
    s32 currentValue;
    s32 receivedValue;
    s32 field_10;
};

struct BattleSpriteData
{
    struct BattleSpriteInfo *battlerData;
    struct BattleHealthboxInfo *healthBoxesData;
    struct BattleAnimationInfo *animationData;
    struct BattleBarInfo *battleBars;
};

#include "sprite.h"

struct MonSpritesGfx
{
    void* firstDecompressed; // ptr to the decompressed sprite of the first pokemon
    void* sprites[4];
    struct SpriteTemplate templates[4];
    struct SpriteFrameImage field_74[4][4];
    u8 field_F4[0x80];
    u8 *barFontGfx;
    void *field_178;
    void *field_17C;
};

// all battle variables are declared in battle_main.c
extern u32 gBattleTypeFlags;
extern u8 gBattleTerrain;
extern u32 gUnknown_02022FF4;
extern u8 *gUnknown_0202305C;
extern u8 *gUnknown_02023060;
extern u8 gBattleBufferA[MAX_BATTLERS_COUNT][0x200];
extern u8 gBattleBufferB[MAX_BATTLERS_COUNT][0x200];
extern u8 gActiveBattler;
extern u32 gBattleControllerExecFlags;
extern u8 gBattlersCount;
extern u16 gBattlerPartyIndexes[MAX_BATTLERS_COUNT];
extern u8 gBattlerPositions[MAX_BATTLERS_COUNT];
extern u8 gActionsByTurnOrder[MAX_BATTLERS_COUNT];
extern u8 gBattleTurnOrder[MAX_BATTLERS_COUNT];
extern u8 gCurrentTurnActionNumber;
extern u8 gCurrentActionFuncId;
extern struct BattlePokemon gBattleMons[MAX_BATTLERS_COUNT];
extern u8 gBattlerSpriteIds[MAX_BATTLERS_COUNT];
extern u8 gCurrMovePos;
extern u8 gChosenMovePos;
extern u16 gCurrentMove;
extern u16 gChosenMove;
extern u16 gRandomMove;
extern s32 gBattleMoveDamage;
extern s32 gHpDealt;
extern s32 gTakenDmg[MAX_BATTLERS_COUNT];
extern u16 gLastUsedItem;
extern u8 gLastUsedAbility;
extern u8 gBattlerAttacker;
extern u8 gBattlerTarget;
extern u8 gBattlerFainted;
extern u8 gEffectBattler;
extern u8 gPotentialItemEffectBattler;
extern u8 gAbsentBattlerFlags;
extern u8 gCritMultiplier;
extern u8 gMultiHitCounter;
extern const u8 *gBattlescriptCurrInstr;
extern u32 gUnusedBattleMainVar;
extern u8 gChosenActionByBattler[MAX_BATTLERS_COUNT];
extern const u8 *gSelectionBattleScripts[MAX_BATTLERS_COUNT];
extern const u8 *gPalaceSelectionBattleScripts[MAX_BATTLERS_COUNT];
extern u16 gLastPrintedMoves[MAX_BATTLERS_COUNT];
extern u16 gLastMoves[MAX_BATTLERS_COUNT];
extern u16 gLastLandedMoves[MAX_BATTLERS_COUNT];
extern u16 gLastHitByType[MAX_BATTLERS_COUNT];
extern u16 gLastResultingMoves[MAX_BATTLERS_COUNT];
extern u16 gLockedMoves[MAX_BATTLERS_COUNT];
extern u8 gLastHitBy[MAX_BATTLERS_COUNT];
extern u16 gChosenMoveByBattler[MAX_BATTLERS_COUNT];
extern u8 gMoveResultFlags;
extern u32 gHitMarker;
extern u8 gTakenDmgByBattler[MAX_BATTLERS_COUNT];
extern u8 gUnknown_0202428C;
extern u16 gSideStatuses[2];
extern struct SideTimer gSideTimers[2];
extern u32 gStatuses3[MAX_BATTLERS_COUNT];
extern struct DisableStruct gDisableStructs[MAX_BATTLERS_COUNT];
extern u16 gPauseCounterBattle;
extern u16 gPaydayMoney;
extern u16 gRandomTurnNumber;
extern u8 gBattleCommunication[BATTLE_COMMUNICATION_ENTRIES_COUNT];
extern u8 gBattleOutcome;
extern struct ProtectStruct gProtectStructs[MAX_BATTLERS_COUNT];
extern struct SpecialStatus gSpecialStatuses[MAX_BATTLERS_COUNT];
extern u16 gBattleWeather;
extern struct WishFutureKnock gWishFutureKnock;
extern u16 gIntroSlideFlags;
extern u8 gSentPokesToOpponent[2];
extern u16 gDynamicBasePower;
extern u16 gExpShareExp;
extern struct BattleEnigmaBerry gEnigmaBerries[MAX_BATTLERS_COUNT];
extern struct BattleScripting gBattleScripting;
extern struct BattleStruct *gBattleStruct;
extern u8 *gLinkBattleSendBuffer;
extern u8 *gLinkBattleRecvBuffer;
extern struct BattleResources *gBattleResources;
extern u8 gActionSelectionCursor[MAX_BATTLERS_COUNT];
extern u8 gMoveSelectionCursor[MAX_BATTLERS_COUNT];
extern u8 gBattlerStatusSummaryTaskId[MAX_BATTLERS_COUNT];
extern u8 gBattlerInMenuId;
extern bool8 gDoingBattleAnim;
extern u32 gTransformedPersonalities[MAX_BATTLERS_COUNT];
extern u8 gPlayerDpadHoldFrames;
extern struct BattleSpriteData *gBattleSpritesDataPtr;
extern struct MonSpritesGfx *gMonSpritesGfxPtr;
extern struct BattleHealthboxInfo *gUnknown_020244D8;
extern struct BattleHealthboxInfo *gUnknown_020244DC;
extern u16 gBattleMovePower;
extern u16 gMoveToLearn;
extern u8 gBattleMonForms[MAX_BATTLERS_COUNT];

extern void (*gPreBattleCallback1)(void);
extern void (*gBattleMainFunc)(void);
extern struct BattleResults gBattleResults;
extern u8 gLeveledUpInBattle;
extern void (*gBattlerControllerFuncs[MAX_BATTLERS_COUNT])(void);
extern u8 gHealthboxSpriteIds[MAX_BATTLERS_COUNT];
extern u8 gMultiUsePlayerCursor;
extern u8 gNumberOfMovesToChoose;
extern u8 gUnknown_03005D7C[MAX_BATTLERS_COUNT];

#endif // GUARD_BATTLE_H