#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_IMPRISION (1 << 5) #define ABILITYEFFECT_ON_SWITCHIN 0x0 #define ABILITYEFFECT_ENDTURN 0x1 #define ABILITYEFFECT_MOVES_BLOCK 0x2 #define ABILITYEFFECT_ABSORBING 0x3 #define ABILITYEFFECT_CONTACT 0x4 #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_TRACE 0xB #define ABILITYEFFECT_CHECK_OTHER_SIDE 0xC #define ABILITYEFFECT_CHECK_BANK_SIDE 0xD #define ABILITYEFFECT_FIELD_SPORT 0xE #define ABILITYEFFECT_CHECK_FIELD_EXCEPT_BANK 0xF #define ABILITYEFFECT_COUNT_OTHER_SIDE 0x10 #define ABILITYEFFECT_COUNT_BANK_SIDE 0x11 #define ABILITYEFFECT_COUNT_ON_FIELD 0x12 #define ABILITYEFFECT_CHECK_ON_FIELD 0x13 #define ABILITYEFFECT_SWITCH_IN_WEATHER 0xFF #define ITEMEFFECT_ON_SWITCH_IN 0x0 #define WEATHER_HAS_EFFECT ((!AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, ABILITY_CLOUD_NINE, 0, 0) && !AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, ABILITY_AIR_LOCK, 0, 0))) #define WEATHER_HAS_EFFECT2 ((!AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, ABILITY_CLOUD_NINE, 0, 0) && !AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, ABILITY_AIR_LOCK, 0, 0))) #define BS_GET_TARGET 0 #define BS_GET_ATTACKER 1 #define BS_GET_EFFECT_BANK 2 #define BS_GET_SCRIPTING_BANK 10 #define BS_GET_PLAYER1 11 #define BS_GET_OPPONENT1 12 #define BS_GET_PLAYER2 13 #define BS_GET_OPPONENT2 14 u8 GetBattleBank(u8 caseId); void PressurePPLose(u8 bankDef, u8 bankAtk, u16 move); void PressurePPLoseOnUsingPerishSong(u8 bankAtk); void PressurePPLoseOnUsingImprision(u8 bankAtk); void MarkAllBufferBanksForExecution(void); // unused void MarkBufferBankForExecution(u8 bank); void sub_803F850(u8 arg0); void CancelMultiTurnMoves(u8 bank); bool8 WasUnableToUseMove(u8 bank); void PrepareStringBattle(u16 stringId, u8 bank); void ResetSentPokesToOpponentValue(void); void sub_803F9EC(u8 bank); void sub_803FA70(u8 bank); void BattleScriptPush(const u8* bsPtr); void BattleScriptPushCursor(void); void BattleScriptPop(void); u8 TrySetCantSelectMoveBattleScript(void); u8 CheckMoveLimitations(u8 bank, u8 unusableMoves, u8 check); bool8 AreAllMovesUnusable(void); u8 GetImprisonedMovesCount(u8 bank, u16 move); u8 UpdateTurnCounters(void); u8 TurnBasedEffects(void); bool8 HandleWishPerishSongOnTurnEnd(void); bool8 HandleFaintedMonActions(void); void TryClearRageStatuses(void); u8 AtkCanceller_UnableToUseMove(void); bool8 sub_80423F4(u8 bank, u8 r1, u8 r2); u8 CastformDataTypeChange(u8 bank); u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg); void BattleScriptExecute(const u8* BS_ptr); void BattleScriptPushCursorAndCallback(const u8* BS_ptr); u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn); void ClearFuryCutterDestinyBondGrudge(u8 bank); void HandleAction_RunBattleScript(void); u8 GetMoveTarget(u16 move, u8 useMoveTarget); u8 IsMonDisobedient(void); #endif // GUARD_BATTLE_UTIL_H