#ifndef GUARD_BATTLE_H #define GUARD_BATTLE_H // should they be included here or included individually by every file? #include "constants/battle.h" #include "constants/form_change_types.h" #include "battle_main.h" #include "battle_message.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" #include "pokeball.h" #include "battle_debug.h" #define GET_BATTLER_SIDE(battler) (GetBattlerPosition(battler) & BIT_SIDE) #define GET_BATTLER_SIDE2(battler) (gBattlerPositions[battler] & BIT_SIDE) // Used to exclude moves learned temporarily by Transform or Mimic #define MOVE_IS_PERMANENT(battler, moveSlot) \ (!(gBattleMons[battler].status2 & STATUS2_TRANSFORMED) \ && !(gDisableStructs[battler].mimickedMoves & gBitTable[moveSlot])) // 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 #define B_ACTION_WALLY_THROW 9 #define B_ACTION_EXEC_SCRIPT 10 #define B_ACTION_TRY_FINISH 11 #define B_ACTION_FINISHED 12 #define B_ACTION_CANCEL_PARTNER 12 // when choosing an action #define B_ACTION_NOTHING_FAINTED 13 // when choosing an action #define B_ACTION_DEBUG 20 #define B_ACTION_THROW_BALL 21 // R to throw last used ball #define B_ACTION_NONE 0xFF #define BATTLE_BUFFER_LINK_SIZE 0x1000 struct ResourceFlags { u32 flags[MAX_BATTLERS_COUNT]; }; #define RESOURCE_FLAG_FLASH_FIRE 0x1 #define RESOURCE_FLAG_ROOST 0x2 #define RESOURCE_FLAG_UNBURDEN 0x4 #define RESOURCE_FLAG_UNUSED 0x8 #define RESOURCE_FLAG_TRACED 0x10 #define RESOURCE_FLAG_EMERGENCY_EXIT 0x20 #define RESOURCE_FLAG_NEUTRALIZING_GAS 0x40 struct DisableStruct { u32 transformedMonPersonality; u32 transformedMonOtId; u16 disabledMove; u16 encoredMove; u8 protectUses; u8 stockpileCounter; s8 stockpileDef; s8 stockpileSpDef; s8 stockpileBeforeDef; s8 stockpileBeforeSpDef; u8 substituteHP; u8 encoredMovePos; u8 disableTimer:4; u8 encoreTimer:4; u8 perishSongTimer:4; u8 furyCutterCounter; u8 rolloutTimer:4; u8 rolloutTimerStartValue:4; u8 chargeTimer:4; u8 tauntTimer:4; u8 battlerPreventingEscape; u8 battlerWithSureHit; u8 isFirstTurn; u8 truantCounter:1; u8 truantSwitchInHack:1; u8 mimickedMoves:4; u8 rechargeTimer; u8 autotomizeCount; u8 slowStartTimer; u8 embargoTimer; u8 magnetRiseTimer; u8 telekinesisTimer; u8 healBlockTimer; u8 laserFocusTimer; u8 throatChopTimer; u8 wrapTurns; u8 usedMoves:4; u8 noRetreat:1; u8 tarShot:1; u8 octolock:1; u8 cudChew:1; }; struct ProtectStruct { u32 protected:1; u32 spikyShielded:1; u32 kingsShielded:1; u32 banefulBunkered:1; u32 obstructed:1; u32 endured:1; u32 noValidMoves:1; u32 helpingHand:1; u32 bounceMove:1; u32 stealMove:1; u32 prlzImmobility:1; u32 confusionSelfDmg:1; u32 targetAffected:1; u32 chargingTurn:1; u32 fleeType:2; // 0: Normal, 1: FLEE_ITEM, 2: FLEE_ABILITY u32 usedImprisonedMove:1; u32 loveImmobility:1; u32 usedDisabledMove:1; u32 usedTauntedMove:1; u32 flag2Unknown:1; // Only set to 0 once. Checked in 'WasUnableToUseMove' function. u32 flinchImmobility:1; u32 notFirstStrike:1; u32 palaceUnableToUseMove:1; u32 usesBouncedMove:1; u32 usedHealBlockedMove:1; u32 usedGravityPreventedMove:1; u32 powderSelfDmg:1; u32 usedThroatChopPreventedMove:1; u32 statRaised:1; u32 usedMicleBerry:1; u32 usedCustapBerry:1; // also quick claw u32 touchedProtectLike:1; // End of 32-bit bitfield u16 disableEjectPack:1; u16 statFell:1; u16 pranksterElevated:1; u16 quickDraw:1; u16 beakBlastCharge:1; u16 quash:1; u16 shellTrap:1; u16 silkTrapped:1; u16 eatMirrorHerb:1; u32 physicalDmg; u32 specialDmg; u8 physicalBattlerId; u8 specialBattlerId; }; struct SpecialStatus { s32 dmg; s32 physicalDmg; s32 specialDmg; u8 physicalBattlerId; u8 specialBattlerId; u8 changedStatsBattlerId; // Battler that was responsible for the latest stat change. Can be self. u8 statLowered:1; u8 lightningRodRedirected:1; u8 restoredBattlerSprite: 1; u8 traced:1; u8 ppNotAffectedByPressure:1; u8 faintedHasReplacement:1; u8 focusBanded:1; u8 focusSashed:1; // End of byte u8 sturdied:1; u8 stormDrainRedirected:1; u8 switchInAbilityDone:1; u8 switchInItemDone:1; u8 instructedChosenTarget:3; u8 berryReduced:1; // End of byte u8 gemParam; // End of byte u8 gemBoost:1; u8 rototillerAffected:1; // to be affected by rototiller u8 parentalBondState:2; u8 multiHitOn:1; u8 announceNeutralizingGas:1; // See Cmd_switchineffects u8 neutralizingGasRemoved:1; // See VARIOUS_TRY_END_NEUTRALIZING_GAS u8 affectionEndured:1; // End of byte u8 damagedMons:4; // Mons that have been damaged directly by using a move, includes substitute. u8 dancerUsedMove:1; u8 dancerOriginalTarget:3; // End of byte u8 weatherAbilityDone:1; u8 terrainAbilityDone:1; u8 emergencyExited:1; u8 afterYou:1; }; struct SideTimer { u8 reflectTimer; u8 reflectBattlerId; u8 lightscreenTimer; u8 lightscreenBattlerId; u8 mistTimer; u8 mistBattlerId; u8 safeguardTimer; u8 safeguardBattlerId; u8 spikesAmount; u8 toxicSpikesAmount; u8 stealthRockAmount; u8 stickyWebAmount; u8 stickyWebBattlerSide; // Used for Court Change u8 auroraVeilTimer; u8 auroraVeilBattlerId; u8 tailwindTimer; u8 tailwindBattlerId; u8 luckyChantTimer; u8 luckyChantBattlerId; // Timers below this point are not swapped by Court Change u8 followmeTimer; u8 followmeTarget:3; u8 followmePowder:1; // Rage powder, does not affect grass type pokemon. u8 retaliateTimer; }; struct FieldTimer { u8 mudSportTimer; u8 waterSportTimer; u8 wonderRoomTimer; u8 magicRoomTimer; u8 trickRoomTimer; u8 terrainTimer; u8 gravityTimer; u8 fairyLockTimer; }; struct WishFutureKnock { u8 futureSightCounter[MAX_BATTLERS_COUNT]; u8 futureSightAttacker[MAX_BATTLERS_COUNT]; u16 futureSightMove[MAX_BATTLERS_COUNT]; u8 wishCounter[MAX_BATTLERS_COUNT]; u8 wishPartyId[MAX_BATTLERS_COUNT]; u8 weatherDuration; u8 knockedOffMons[NUM_BATTLE_SIDES]; // Each battler is represented by a bit. }; struct AI_SavedBattleMon { u16 ability; u16 moves[MAX_MON_MOVES]; u16 heldItem; u16 species; u8 types[3]; }; struct AiPartyMon { u16 species; u16 item; u16 heldEffect; u16 ability; u16 gender; u16 level; u16 moves[MAX_MON_MOVES]; u32 status; bool8 isFainted; bool8 wasSentInBattle; u8 switchInCount; // Counts how many times this Pokemon has been sent out or switched into in a battle. }; struct AIPartyData // Opposing battlers - party mons. { struct AiPartyMon mons[NUM_BATTLE_SIDES][PARTY_SIZE]; // 2 parties(player, opponent). Used to save information on opposing party. u8 count[NUM_BATTLE_SIDES]; }; struct AiLogicData { u16 abilities[MAX_BATTLERS_COUNT]; u16 items[MAX_BATTLERS_COUNT]; u16 holdEffects[MAX_BATTLERS_COUNT]; u8 holdEffectParams[MAX_BATTLERS_COUNT]; u16 predictedMoves[MAX_BATTLERS_COUNT]; u8 hpPercents[MAX_BATTLERS_COUNT]; u16 partnerMove; s32 simulatedDmg[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // attacker, target, moveIndex u8 effectiveness[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // attacker, target, moveIndex u8 moveLimitations[MAX_BATTLERS_COUNT]; }; struct AI_ThinkingStruct { u8 aiState; u8 movesetIndex; u16 moveConsidered; s8 score[MAX_MON_MOVES]; u32 funcResult; u32 aiFlags; u8 aiAction; u8 aiLogicId; struct AI_SavedBattleMon saved[4]; bool8 switchMon; // Because all available moves have no/little effect. }; #define AI_MOVE_HISTORY_COUNT 3 struct BattleHistory { u16 abilities[MAX_BATTLERS_COUNT]; u8 itemEffects[MAX_BATTLERS_COUNT]; u16 usedMoves[MAX_BATTLERS_COUNT][MAX_MON_MOVES]; u16 moveHistory[MAX_BATTLERS_COUNT][AI_MOVE_HISTORY_COUNT]; // 3 last used moves for each battler u8 moveHistoryIndex[MAX_BATTLERS_COUNT]; u16 trainerItems[MAX_BATTLERS_COUNT]; u8 itemsNo; u16 heldItems[MAX_BATTLERS_COUNT]; }; struct BattleScriptsStack { const u8 *ptr[8]; u8 size; }; struct BattleCallbacksStack { void (*function[8])(void); u8 size; }; struct StatsArray { u16 stats[NUM_STATS]; }; struct BattleResources { struct SecretBase* secretBase; struct ResourceFlags *flags; struct BattleScriptsStack* battleScriptsStack; struct BattleCallbacksStack* battleCallbackStack; struct StatsArray* beforeLvlUp; struct AI_ThinkingStruct *ai; struct AiLogicData *aiData; struct AIPartyData *aiParty; struct BattleHistory *battleHistory; u8 bufferA[MAX_BATTLERS_COUNT][0x200]; u8 bufferB[MAX_BATTLERS_COUNT][0x200]; }; #define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai)) #define AI_DATA ((struct AiLogicData *)(gBattleResources->aiData)) #define AI_PARTY ((struct AIPartyData *)(gBattleResources->aiParty)) #define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory)) struct BattleResults { u8 playerFaintCounter; // 0x0 u8 opponentFaintCounter; // 0x1 u8 playerSwitchesCounter; // 0x2 u8 numHealingItemsUsed; // 0x3 u8 numRevivesUsed; // 0x4 u8 playerMonWasDamaged:1; // 0x5 u8 caughtMonBall:4; // 0x5 u8 shinyWildMon:1; // 0x5 u16 playerMon1Species; // 0x6 u8 playerMon1Name[POKEMON_NAME_LENGTH + 1]; // 0x8 u8 battleTurnCounter; // 0x13 u8 playerMon2Name[POKEMON_NAME_LENGTH + 1]; // 0x14 u8 pokeblockThrows; // 0x1F u16 lastOpponentSpecies; // 0x20 u16 lastUsedMovePlayer; // 0x22 u16 lastUsedMoveOpponent; // 0x24 u16 playerMon2Species; // 0x26 u16 caughtMonSpecies; // 0x28 u8 caughtMonNick[POKEMON_NAME_LENGTH + 1]; // 0x2A u8 filler35; // 0x35 u8 catchAttempts[POKEBALL_COUNT]; // 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[NUM_BATTLE_SIDES][PARTY_SIZE]; struct BattleTv_Position pos[NUM_BATTLE_SIDES][2]; // [side][flank] struct BattleTv_Side side[NUM_BATTLE_SIDES]; }; struct BattleTvMovePoints { s16 points[2][PARTY_SIZE * 4]; }; struct LinkBattlerHeader { u8 versionSignatureLo; u8 versionSignatureHi; u8 vsScreenHealthFlagsLo; u8 vsScreenHealthFlagsHi; struct BattleEnigmaBerry battleEnigmaBerry; }; struct MegaEvolutionData { u8 toEvolve; // As flags using gBitTable. bool8 alreadyEvolved[4]; // Array id is used for mon position. u8 battlerId; bool8 playerSelect; u8 triggerSpriteId; }; struct Illusion { u8 on; u8 set; u8 broken; u8 partyId; struct Pokemon *mon; }; struct ZMoveData { u8 viable:1; // current move can become a z move u8 viewing:1; // if player is viewing the z move name instead of regular moves u8 active:1; // is z move being used this turn u8 zStatusActive:1; u8 healReplacement:1; u8 activeSplit:2; // active z move split u8 zUnused:1; u8 triggerSpriteId; u8 possibleZMoves[MAX_BATTLERS_COUNT]; u16 chosenZMove; // z move of move cursor is on u8 effect; u8 used[MAX_BATTLERS_COUNT]; //one per bank for multi-battles u16 toBeUsed[MAX_BATTLERS_COUNT]; // z moves per battler to be used u16 baseMoves[MAX_BATTLERS_COUNT]; u8 splits[MAX_BATTLERS_COUNT]; }; struct LostItem { u16 originalItem:15; u16 stolen:1; }; struct BattleStruct { u8 turnEffectsTracker; u8 turnEffectsBattlerId; u8 turnCountersTracker; u16 wrappedMove[MAX_BATTLERS_COUNT]; u16 moveTarget[MAX_BATTLERS_COUNT]; u8 expGetterMonId; u8 wildVictorySong; u8 dynamicMoveType; u8 wrappedBy[MAX_BATTLERS_COUNT]; u8 focusPunchBattlers; // as bits u8 battlerPreventingSwitchout; u8 moneyMultiplier:6; u8 moneyMultiplierItem:1; u8 moneyMultiplierMove:1; u8 savedTurnActionNumber; u8 switchInAbilitiesCounter; u8 faintedActionsState; u8 faintedActionsBattlerId; u32 expValue; u8 scriptPartyIdx; // for printing the nickname u8 sentInPokes; bool8 selectionScriptFinished[MAX_BATTLERS_COUNT]; u8 battlerPartyIndexes[MAX_BATTLERS_COUNT]; u8 monToSwitchIntoId[MAX_BATTLERS_COUNT]; u8 battlerPartyOrders[MAX_BATTLERS_COUNT][PARTY_SIZE / 2]; u8 runTries; u8 caughtMonNick[POKEMON_NAME_LENGTH + 1]; u8 safariGoNearCounter; u8 safariPkblThrowCounter; u8 safariEscapeFactor; u8 safariCatchFactor; u8 linkBattleVsSpriteId_V; // The letter "V" u8 linkBattleVsSpriteId_S; // The letter "S" u8 formToChangeInto; u8 chosenMovePositions[MAX_BATTLERS_COUNT]; u8 stateIdAfterSelScript[MAX_BATTLERS_COUNT]; u8 prevSelectedPartySlot; u8 stringMoveType; u8 expGetterBattlerId; u8 absentBattlerFlags; u8 palaceFlags; // First 4 bits are "is < 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI u8 field_93; // related to choosing pokemon? u8 wallyBattleState; u8 wallyMovesState; u8 wallyWaitFrames; u8 wallyMoveFrames; u16 lastTakenMove[MAX_BATTLERS_COUNT]; // Last move that a battler was hit with. u16 hpOnSwitchout[NUM_BATTLE_SIDES]; u32 savedBattleTypeFlags; u16 abilityPreventingSwitchout; u8 hpScale; u16 synchronizeMoveEffect; bool8 anyMonHasTransformed; void (*savedCallback)(void); u16 usedHeldItems[PARTY_SIZE][NUM_BATTLE_SIDES]; // For each party member and side. For harvest, recycle u16 chosenItem[MAX_BATTLERS_COUNT]; u16 choicedMove[MAX_BATTLERS_COUNT]; u16 changedItems[MAX_BATTLERS_COUNT]; u8 switchInItemsCounter; u8 arenaTurnCounter; u8 turnSideTracker; u8 givenExpMons; // Bits for enemy party's pokemon that gave exp to player's party. u16 lastTakenMoveFrom[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT]; // a 2-D array [target][attacker] union { struct LinkBattlerHeader linkBattlerHeader; u32 battleVideo[2]; } multiBuffer; u8 wishPerishSongState; u8 wishPerishSongBattlerId; bool8 overworldWeatherDone; bool8 terrainDone; u8 atkCancellerTracker; struct BattleTvMovePoints tvMovePoints; struct BattleTv tv; u8 AI_monToSwitchIntoId[MAX_BATTLERS_COUNT]; s8 arenaMindPoints[2]; s8 arenaSkillPoints[2]; u16 arenaStartHp[2]; u8 arenaLostPlayerMons; // Bits for party member, lost as in referee's decision, not by fainting. u8 arenaLostOpponentMons; u8 alreadyStatusedMoveAttempt; // As bits for battlers; For example when using Thunder Wave on an already paralyzed pokemon. u8 debugBattler; u8 magnitudeBasePower; u8 presentBasePower; u8 roostTypes[MAX_BATTLERS_COUNT][2]; u8 savedBattlerTarget; bool8 ateBoost[MAX_BATTLERS_COUNT]; u8 activeAbilityPopUps; // as bits for each battler u8 abilityPopUpSpriteIds[MAX_BATTLERS_COUNT][2]; // two per battler bool8 throwingPokeBall; struct MegaEvolutionData mega; struct ZMoveData zmove; const u8 *trainerSlideMsg; bool8 trainerSlideLowHpMsgDone; u8 introState; u8 ateBerry[2]; // array id determined by side, each party pokemon as bit u8 stolenStats[NUM_BATTLE_STATS]; // hp byte is used for which stats to raise, other inform about by how many stages u8 lastMoveFailed; // as bits for each battler, for the sake of Stomping Tantrum u8 lastMoveTarget[MAX_BATTLERS_COUNT]; // The last target on which each mon used a move, for the sake of Instruct u8 debugHoldEffects[MAX_BATTLERS_COUNT]; // These override actual items' hold effects. u16 tracedAbility[MAX_BATTLERS_COUNT]; u16 hpBefore[MAX_BATTLERS_COUNT]; // Hp of battlers before using a move. For Berserk bool8 spriteIgnore0Hp; struct Illusion illusion[MAX_BATTLERS_COUNT]; s8 aiFinalScore[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // AI, target, moves to make debugging easier u8 aiMoveOrAction[MAX_BATTLERS_COUNT]; u8 aiChosenTarget[MAX_BATTLERS_COUNT]; u8 soulheartBattlerId; u8 friskedBattler; // Frisk needs to identify 2 battlers in double battles. bool8 friskedAbility; // If identifies two mons, show the ability pop-up only once. u8 sameMoveTurns[MAX_BATTLERS_COUNT]; // For Metronome, number of times the same moves has been SUCCESFULLY used. u16 moveEffect2; // For Knock Off u16 changedSpecies[PARTY_SIZE]; // For Zygarde or future forms when multiple mons can change into the same pokemon. u8 quickClawBattlerId; struct LostItem itemLost[PARTY_SIZE]; // Player's team that had items consumed or stolen (two bytes per party member) u8 blunderPolicy:1; // should blunder policy activate u8 swapDamageCategory:1; // Photon Geyser, Shell Side Arm, Light That Burns the Sky u8 forcedSwitch:4; // For each battler u8 switchInAbilityPostponed:4; // To not activate against an empty field, each bit for battler u8 ballSpriteIds[2]; // item gfx, window gfx u8 stickyWebUser; u8 appearedInBattle; // Bitfield to track which Pokemon appeared in battle. Used for Burmy's form change u8 skyDropTargets[MAX_BATTLERS_COUNT]; // For Sky Drop, to account for if multiple Pokemon use Sky Drop in a double battle. // When using a move which hits multiple opponents which is then bounced by a target, we need to make sure, the move hits both opponents, the one with bounce, and the one without. u8 attackerBeforeBounce:2; u8 beatUpSlot:3; bool8 hitSwitchTargetFailed:1; bool8 effectsBeforeUsingMoveDone:1; // Mega Evo and Focus Punch/Shell Trap effects. u8 targetsDone[MAX_BATTLERS_COUNT]; // Each battler as a bit. u16 overwrittenAbilities[MAX_BATTLERS_COUNT]; // abilities overwritten during battle (keep separate from battle history in case of switching) bool8 allowedToChangeFormInWeather[PARTY_SIZE][2]; // For each party member and side, used by Ice Face. u8 battleBondTransformed[NUM_BATTLE_SIDES]; // Bitfield for each party. u8 storedHealingWish:4; // Each battler as a bit. u8 storedLunarDance:4; // Each battler as a bit. u16 supremeOverlordModifier[MAX_BATTLERS_COUNT]; u8 itemPartyIndex[MAX_BATTLERS_COUNT]; u8 itemMoveIndex[MAX_BATTLERS_COUNT]; bool8 trainerSlideHalfHpMsgDone; u8 trainerSlideFirstCriticalHitMsgState:2; u8 trainerSlideFirstSuperEffectiveHitMsgState:2; u8 trainerSlideFirstSTABMoveMsgState:2; u8 trainerSlidePlayerMonUnaffectedMsgState:2; bool8 trainerSlideMegaEvolutionMsgDone; bool8 trainerSlideZMoveMsgDone; bool8 trainerSlideBeforeFirstTurnMsgDone; }; #define F_DYNAMIC_TYPE_1 (1 << 6) #define F_DYNAMIC_TYPE_2 (1 << 7) #define DYNAMIC_TYPE_MASK (F_DYNAMIC_TYPE_1 - 1) #define GET_MOVE_TYPE(move, typeArg) \ { \ if (gBattleStruct->dynamicMoveType) \ typeArg = gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK; \ else \ typeArg = gBattleMoves[move].type; \ } #define IS_MOVE_PHYSICAL(move)(GetBattleMoveSplit(move) == SPLIT_PHYSICAL) #define IS_MOVE_SPECIAL(move)(GetBattleMoveSplit(move) == SPLIT_SPECIAL) #define IS_MOVE_STATUS(move)(gBattleMoves[move].split == SPLIT_STATUS) #define BATTLER_MAX_HP(battlerId)(gBattleMons[battlerId].hp == gBattleMons[battlerId].maxHP) #define TARGET_TURN_DAMAGED ((gSpecialStatuses[gBattlerTarget].physicalDmg != 0 || gSpecialStatuses[gBattlerTarget].specialDmg != 0)) #define BATTLER_DAMAGED(battlerId) ((gSpecialStatuses[battlerId].physicalDmg != 0 || gSpecialStatuses[battlerId].specialDmg != 0)) #define IS_BATTLER_OF_TYPE(battlerId, type)((gBattleMons[battlerId].type1 == type || gBattleMons[battlerId].type2 == type || (gBattleMons[battlerId].type3 != TYPE_MYSTERY && gBattleMons[battlerId].type3 == type))) #define SET_BATTLER_TYPE(battlerId, type) \ { \ gBattleMons[battlerId].type1 = type; \ gBattleMons[battlerId].type2 = type; \ gBattleMons[battlerId].type3 = TYPE_MYSTERY; \ } #define RESTORE_BATTLER_TYPE(battlerId) \ { \ gBattleMons[battlerId].type1 = gSpeciesInfo[gBattleMons[battlerId].species].types[0]; \ gBattleMons[battlerId].type2 = gSpeciesInfo[gBattleMons[battlerId].species].types[1]; \ gBattleMons[battlerId].type3 = TYPE_MYSTERY; \ } #define IS_BATTLER_PROTECTED(battlerId)(gProtectStructs[battlerId].protected \ || gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_WIDE_GUARD \ || gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_QUICK_GUARD \ || gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_CRAFTY_SHIELD \ || gSideStatuses[GetBattlerSide(battlerId)] & SIDE_STATUS_MAT_BLOCK \ || gProtectStructs[battlerId].spikyShielded \ || gProtectStructs[battlerId].kingsShielded \ || gProtectStructs[battlerId].banefulBunkered \ || gProtectStructs[battlerId].obstructed \ || gProtectStructs[battlerId].silkTrapped) #define GET_STAT_BUFF_ID(n)((n & 7)) // first three bits 0x1, 0x2, 0x4 #define GET_STAT_BUFF_VALUE_WITH_SIGN(n)((n & 0xF8)) #define GET_STAT_BUFF_VALUE(n)(((n >> 3) & 0xF)) // 0x8, 0x10, 0x20, 0x40 #define STAT_BUFF_NEGATIVE 0x80 // 0x80, the sign bit #define SET_STAT_BUFF_VALUE(n)((((n) << 3) & 0xF8)) #define SET_STATCHANGER(statId, stage, goesDown)(gBattleScripting.statChanger = (statId) + ((stage) << 3) + (goesDown << 7)) #define SET_STATCHANGER2(dst, statId, stage, goesDown)(dst = (statId) + ((stage) << 3) + (goesDown << 7)) static inline struct Pokemon *GetSideParty(u32 side) { return side == B_SIDE_PLAYER ? gPlayerParty : gEnemyParty; } static inline struct Pokemon *GetBattlerParty(u32 battlerId) { extern u8 GetBattlerSide(u8 battler); return GetSideParty(GetBattlerSide(battlerId)); } // NOTE: The members of this struct have hard-coded offsets // in include/constants/battle_script_commands.h struct BattleScripting { s32 painSplitHp; s32 bideDmg; u8 multihitString[6]; bool8 expOnCatch; u8 twoTurnsMoveStringId; u8 animArg1; u8 animArg2; u16 tripleKickPower; u8 moveendState; u8 savedStatChanger; // For further use, if attempting to change stat two times(ex. Moody) u8 shiftSwitched; // When the game tells you the next enemy's pokemon and you switch. Option for noobs but oh well. u8 battler; u8 animTurn; u8 animTargetsHit; u8 statChanger; bool8 statAnimPlayed; u8 getexpState; u8 battleStyle; u8 drawlvlupboxState; u8 learnMoveState; u8 savedBattler; u8 reshowMainState; u8 reshowHelperState; u8 levelUpHP; u8 windowsType; // B_WIN_TYPE_* u8 multiplayerId; u8 specialTrainerBattleType; bool8 monCaught; s32 savedDmg; u16 savedMoveEffect; // For moves hitting multiple targets. u16 moveEffect; u16 multihitMoveEffect; u8 illusionNickHack; // To properly display nick in STRINGID_ENEMYABOUTTOSWITCHPKMN. bool8 fixedPopup; // Force ability popup to stick until manually called back u16 abilityPopupOverwrite; u8 switchCase; // Special switching conditions, eg. red card u8 overrideBerryRequirements; u8 stickyWebStatDrop; // To prevent Defiant activating on a Court Change'd Sticky Web }; 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:6; u8 isCriticalCapture:1; u8 criticalCaptureSuccess:1; u8 introAnimActive:1; u8 wildMonInvisible:1; u8 field_9_x1C:3; u8 field_9_x20:1; u8 field_9_x40:1; u8 field_9_x80:1; u8 numBallParticles; u8 field_B; s16 ballSubpx; u8 field_E; u8 field_F; }; struct BattleHealthboxInfo { u8 partyStatusSummaryShown:1; u8 healthboxIsBouncing:1; u8 battlerIsBouncing:1; u8 ballAnimActive:1; // 0x8 u8 statusAnimActive:1; // x10 u8 animFromTableActive:1; // x20 u8 specialAnimActive:1; // x40 u8 triedShinyMonAnim:1; u8 finishedShinyMonAnim:1; u8 opponentDrawPartyStatusSummaryDelay:4; u8 bgmRestored:1; u8 waitForCry:1; u8 healthboxSlideInStarted:1; u8 healthboxBounceSpriteId; u8 battlerBounceSpriteId; u8 animationState; u8 partyStatusDelayTimer; u8 matrixNum; u8 shadowSpriteId; u8 soundTimer; u8 introEndDelay; u8 field_A; u8 field_B; }; struct BattleBarInfo { u8 healthboxSpriteId; s32 maxValue; s32 oldValue; s32 receivedValue; s32 currValue; }; 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 union { void *ptr[MAX_BATTLERS_COUNT]; u8 *byte[MAX_BATTLERS_COUNT]; } sprites; struct SpriteTemplate templates[MAX_BATTLERS_COUNT]; struct SpriteFrameImage frameImages[MAX_BATTLERS_COUNT][MAX_MON_PIC_FRAMES]; u8 unusedArr[0x80]; u8 *barFontGfx; void *unusedPtr; u16 *buffer; }; struct TotemBoost { u8 stats; // bitfield for each battle stat that is set if the stat changes s8 statChanges[NUM_BATTLE_STATS - 1]; // highest bit being set decreases the stat }; /* size = 8 */ // All battle variables are declared in battle_main.c extern u16 gBattle_BG0_X; extern u16 gBattle_BG0_Y; extern u16 gBattle_BG1_X; extern u16 gBattle_BG1_Y; extern u16 gBattle_BG2_X; extern u16 gBattle_BG2_Y; extern u16 gBattle_BG3_X; extern u16 gBattle_BG3_Y; extern u16 gBattle_WIN0H; extern u16 gBattle_WIN0V; extern u16 gBattle_WIN1H; extern u16 gBattle_WIN1V; extern u8 gDisplayedStringBattle[400]; extern u8 gBattleTextBuff1[TEXT_BUFF_ARRAY_COUNT]; extern u8 gBattleTextBuff2[TEXT_BUFF_ARRAY_COUNT]; extern u8 gBattleTextBuff3[30]; //to handle stupidly large z move names extern u32 gBattleTypeFlags; extern u8 gBattleTerrain; extern u32 gUnusedFirstBattleVar1; extern u8 *gBattleAnimBgTileBuffer; extern u8 *gBattleAnimBgTilemapBuffer; 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 gBattlerByTurnOrder[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 gCalledMove; extern s32 gBattleMoveDamage; extern s32 gHpDealt; extern s32 gTakenDmg[MAX_BATTLERS_COUNT]; extern u16 gLastUsedItem; extern u16 gLastUsedAbility; extern u8 gBattlerAttacker; extern u8 gBattlerTarget; extern u8 gBattlerFainted; extern u8 gEffectBattler; extern u8 gPotentialItemEffectBattler; extern u8 gAbsentBattlerFlags; extern u8 gIsCriticalHit; extern u8 gMultiHitCounter; extern const u8 *gBattlescriptCurrInstr; 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 u16 gLastUsedMove; extern u8 gLastHitBy[MAX_BATTLERS_COUNT]; extern u16 gChosenMoveByBattler[MAX_BATTLERS_COUNT]; extern u16 gMoveResultFlags; extern u32 gHitMarker; extern u8 gTakenDmgByBattler[MAX_BATTLERS_COUNT]; extern u8 gUnusedFirstBattleVar2; extern u32 gSideStatuses[NUM_BATTLE_SIDES]; extern struct SideTimer gSideTimers[NUM_BATTLE_SIDES]; extern u32 gStatuses3[MAX_BATTLERS_COUNT]; extern u32 gStatuses4[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 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 u32 gTransformedOtIds[MAX_BATTLERS_COUNT]; extern u8 gPlayerDpadHoldFrames; extern struct BattleSpriteData *gBattleSpritesDataPtr; extern struct MonSpritesGfx *gMonSpritesGfxPtr; extern struct BattleHealthboxInfo *gBattleControllerOpponentHealthboxData; extern struct BattleHealthboxInfo *gBattleControllerOpponentFlankHealthboxData; extern u16 gBattleMovePower; extern u16 gMoveToLearn; extern u32 gFieldStatuses; extern struct FieldTimer gFieldTimers; extern u8 gBattlerAbility; extern u16 gPartnerSpriteId; extern struct TotemBoost gTotemBoosts[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 gBattleControllerData[MAX_BATTLERS_COUNT]; extern bool8 gHasFetchedBall; extern u8 gLastUsedBall; extern u16 gLastThrownBall; extern u8 gPartyCriticalHits[PARTY_SIZE]; #endif // GUARD_BATTLE_H