#ifndef GUARD_BATTLE_H #define GUARD_BATTLE_H // should they be included here or included individually by every file? #include "battle_util.h" #include "battle_script_commands.h" #include "battle_2.h" #include "battle_ai_switch_items.h" /* Banks are a name given to what could be called a 'battlerId' or 'monControllerId'. Each bank has a value consisting of two bits. 0x1 bit is responsible for the side, 0 = player's side, 1 = opponent's side. 0x2 bit is responsible for the id of sent out pokemon. 0 means it's the first sent out pokemon, 1 it's the second one. (Triple battle didn't exist at the time yet.) */ #define BATTLE_BANKS_COUNT 4 #define IDENTITY_PLAYER_MON1 0 #define IDENTITY_OPPONENT_MON1 1 #define IDENTITY_PLAYER_MON2 2 #define IDENTITY_OPPONENT_MON2 3 #define SIDE_PLAYER 0x0 #define SIDE_OPPONENT 0x1 #define BIT_SIDE 0x1 #define BIT_MON 0x2 #define GET_BANK_SIDE(bank)((GetBankIdentity(bank) & BIT_SIDE)) #define BATTLE_TYPE_DOUBLE 0x0001 #define BATTLE_TYPE_LINK 0x0002 #define BATTLE_TYPE_WILD 0x0004 #define BATTLE_TYPE_TRAINER 0x0008 #define BATTLE_TYPE_FIRST_BATTLE 0x0010 #define BATTLE_TYPE_20 0x0020 #define BATTLE_TYPE_MULTI 0x0040 #define BATTLE_TYPE_SAFARI 0x0080 #define BATTLE_TYPE_BATTLE_TOWER 0x0100 #define BATTLE_TYPE_WALLY_TUTORIAL 0x0200 #define BATTLE_TYPE_ROAMER 0x0400 #define BATTLE_TYPE_EREADER_TRAINER 0x0800 #define BATTLE_TYPE_KYOGRE_GROUDON 0x1000 #define BATTLE_TYPE_LEGENDARY 0x2000 #define BATTLE_TYPE_REGI 0x4000 #define BATTLE_TYPE_TWO_OPPONENTS 0x8000 #define BATTLE_TYPE_DOME 0x10000 #define BATTLE_TYPE_PALACE 0x20000 #define BATTLE_TYPE_ARENA 0x40000 #define BATTLE_TYPE_FACTORY 0x80000 #define BATTLE_TYPE_x100000 0x100000 #define BATTLE_TYPE_PYRAMID 0x200000 #define BATTLE_TYPE_INGAME_PARTNER 0x400000 #define BATTLE_TYPE_x800000 0x800000 #define BATTLE_TYPE_RECORDED 0x1000000 #define BATTLE_TYPE_x2000000 0x2000000 #define BATTLE_TYPE_x4000000 0x4000000 #define BATTLE_TYPE_SECRET_BASE 0x8000000 #define BATTLE_TYPE_GROUDON 0x10000000 #define BATTLE_TYPE_KYORGE 0x20000000 #define BATTLE_TYPE_RAYQUAZA 0x40000000 #define BATTLE_TYPE_x80000000 0x80000000 #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 #define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_x100000 | 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_x100000) #define BATTLE_WON 0x1 #define BATTLE_LOST 0x2 #define BATTLE_DREW 0x3 #define BATTLE_RAN 0x4 #define BATTLE_PLAYER_TELEPORTED 0x5 #define BATTLE_POKE_FLED 0x6 #define BATTLE_CAUGHT 0x7 #define BATTLE_SAFARI_OUT_OF_BALLS 0x8 #define BATTLE_FORFEITED 0x9 #define BATTLE_OPPONENT_TELEPORTED 0xA #define BATTLE_OUTCOME_BIT_x80 0x80 #define STATUS_SLEEP 0x7 #define STATUS_POISON 0x8 #define STATUS_BURN 0x10 #define STATUS_FREEZE 0x20 #define STATUS_PARALYSIS 0x40 #define STATUS_TOXIC_POISON 0x80 #define STATUS_TOXIC_COUNTER 0xF00 #define STATUS_PSN_ANY ((STATUS_POISON | STATUS_TOXIC_POISON)) #define STATUS_ANY ((STATUS_SLEEP | STATUS_POISON | STATUS_BURN | STATUS_FREEZE | STATUS_PARALYSIS | STATUS_TOXIC_POISON)) #define STATUS2_CONFUSION 0x00000007 #define STATUS2_FLINCHED 0x00000008 #define STATUS2_UPROAR 0x00000070 #define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200 #define STATUS2_LOCK_CONFUSE 0x00000C00 #define STATUS2_MULTIPLETURNS 0x00001000 #define STATUS2_WRAPPED 0x0000E000 #define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every bank #define STATUS2_INFATUATED_WITH(bank)((gBitTable[bank] << 16)) #define STATUS2_FOCUS_ENERGY 0x00100000 #define STATUS2_TRANSFORMED 0x00200000 #define STATUS2_RECHARGE 0x00400000 #define STATUS2_RAGE 0x00800000 #define STATUS2_SUBSTITUTE 0x01000000 #define STATUS2_DESTINY_BOND 0x02000000 #define STATUS2_ESCAPE_PREVENTION 0x04000000 #define STATUS2_NIGHTMARE 0x08000000 #define STATUS2_CURSED 0x10000000 #define STATUS2_FORESIGHT 0x20000000 #define STATUS2_DEFENSE_CURL 0x40000000 #define STATUS2_TORMENT 0x80000000 #define STATUS3_LEECHSEED_BANK 0x3 #define STATUS3_LEECHSEED 0x4 #define STATUS3_ALWAYS_HITS 0x18 // two bits #define STATUS3_PERISH_SONG 0x20 #define STATUS3_ON_AIR 0x40 #define STATUS3_UNDERGROUND 0x80 #define STATUS3_MINIMIZED 0x100 #define STATUS3_ROOTED 0x400 #define STATUS3_CHARGED_UP 0x200 #define STATUS3_YAWN 0x1800 // two bits #define STATUS3_IMPRISONED_OTHERS 0x2000 #define STATUS3_GRUDGE 0x4000 #define STATUS3_CANT_SCORE_A_CRIT 0x8000 #define STATUS3_MUDSPORT 0x10000 #define STATUS3_WATERSPORT 0x20000 #define STATUS3_UNDERWATER 0x40000 #define STATUS3_INTIMIDATE_POKES 0x80000 #define STATUS3_TRACE 0x100000 #define STATUS3_SEMI_INVULNERABLE ((STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER)) #define HITMARKER_x10 0x00000010 #define HITMARKER_x20 0x00000020 #define HITMARKER_DESTINYBOND 0x00000040 #define HITMARKER_NO_ANIMATIONS 0x00000080 #define HITMARKER_IGNORE_SUBSTITUTE 0x00000100 #define HITMARKER_NO_ATTACKSTRING 0x00000200 #define HITMARKER_ATTACKSTRING_PRINTED 0x00000400 #define HITMARKER_NO_PPDEDUCT 0x00000800 #define HITMARKER_PURSUIT_TRAP 0x00001000 #define HITMARKER_IGNORE_SAFEGUARD 0x00002000 #define HITMARKER_SYNCHRONISE_EFFECT 0x00004000 #define HITMARKER_RUN 0x00008000 #define HITMARKER_IGNORE_ON_AIR 0x00010000 #define HITMARKER_IGNORE_UNDERGROUND 0x00020000 #define HITMARKER_IGNORE_UNDERWATER 0x00040000 #define HITMARKER_UNABLE_TO_USE_MOVE 0x00080000 #define HITMARKER_x100000 0x00100000 #define HITMARKER_x200000 0x00200000 #define HITMARKER_x400000 0x00400000 #define HITMARKER_x800000 0x00800000 #define HITMARKER_GRUDGE 0x01000000 #define HITMARKER_OBEYS 0x02000000 #define HITMARKER_x4000000 0x04000000 #define HITMARKER_x8000000 0x08000000 #define HITMARKER_FAINTED(bank) ((gBitTable[bank] << 0x1C)) #define HITMARKER_UNK(bank) ((0x10000000 << bank)) #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) #define ACTION_USE_MOVE 0 #define ACTION_USE_ITEM 1 #define ACTION_SWITCH 2 #define ACTION_RUN 3 #define ACTION_WATCHES_CAREFULLY 4 #define ACTION_SAFARI_ZONE_BALL 5 #define ACTION_POKEBLOCK_CASE 6 #define ACTION_GO_NEAR 7 #define ACTION_SAFARI_ZONE_RUN 8 #define ACTION_9 9 #define ACTION_RUN_BATTLESCRIPT 10 // when executing an action #define ACTION_CANCEL_PARTNER 12 // when choosing an action #define ACTION_FINISHED 12 // when executing an action #define ACTION_NOTHING_FAINTED 13 // when choosing an action #define ACTION_INIT_VALUE 0xFF #define MOVESTATUS_MISSED (1 << 0) #define MOVESTATUS_SUPEREFFECTIVE (1 << 1) #define MOVESTATUS_NOTVERYEFFECTIVE (1 << 2) #define MOVESTATUS_NOTAFFECTED (1 << 3) #define MOVESTATUS_ONEHITKO (1 << 4) #define MOVESTATUS_FAILED (1 << 5) #define MOVESTATUS_ENDURED (1 << 6) #define MOVESTATUS_HUNGON (1 << 7) #define MOVESTATUS_NOEFFECT ((MOVESTATUS_MISSED | MOVESTATUS_NOTAFFECTED | MOVESTATUS_FAILED)) #define MAX_TRAINER_ITEMS 4 #define MAX_MON_MOVES 4 #define WEATHER_RAIN_TEMPORARY (1 << 0) #define WEATHER_RAIN_DOWNPOUR (1 << 1) #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)) #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_ROCK 6 #define BATTLE_TERRAIN_CAVE 7 #define BATTLE_TERRAIN_INSIDE 8 // 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 0x2 #define MOVE_TARGET_RANDOM 0x4 #define MOVE_TARGET_x10 0x10 #define MOVE_TARGET_BOTH 0x8 #define MOVE_TARGET_FOES_AND_ALLY 0x20 #define MOVE_TARGET_OPPONENTS_FIELD 0x40 #define TYPE_MUL_NO_EFFECT 0 #define TYPE_MUL_NOT_EFFECTIVE 5 #define TYPE_MUL_NORMAL 10 #define TYPE_MUL_SUPER_EFFECTIVE 20 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; }; #define PARTY_FLAG_CUSTOM_MOVES 0x1 #define PARTY_FLAG_HAS_ITEM 0x2 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 unk0; /*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 perishSong1 : 4; /*0x0F*/ u8 perishSong2 : 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 bankPreventingEscape; /*0x15*/ u8 bankWithSureHit; /*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]; }; extern struct DisableStruct gDisableStructs[BATTLE_BANKS_COUNT]; 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 physicalBank; /* field_D */ u8 specialBank; /* field_E */ u16 fieldE; }; extern struct ProtectStruct gProtectStructs[BATTLE_BANKS_COUNT]; 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 moveturnLostHP; s32 moveturnLostHP_physical; s32 moveturnLostHP_special; u8 moveturnPhysicalBank; u8 moveturnSpecialBank; u8 field12; u8 field13; }; extern struct SpecialStatus gSpecialStatuses[BATTLE_BANKS_COUNT]; struct SideTimer { /*0x00*/ u8 reflectTimer; /*0x01*/ u8 reflectBank; /*0x02*/ u8 lightscreenTimer; /*0x03*/ u8 lightscreenBank; /*0x04*/ u8 mistTimer; /*0x05*/ u8 mistBank; /*0x06*/ u8 safeguardTimer; /*0x07*/ u8 safeguardBank; /*0x08*/ u8 followmeTimer; /*0x09*/ u8 followmeTarget; /*0x0A*/ u8 spikesAmount; /*0x0B*/ u8 fieldB; }; extern struct SideTimer gSideTimers[]; struct WishFutureKnock { u8 futureSightCounter[BATTLE_BANKS_COUNT]; u8 futureSightAttacker[BATTLE_BANKS_COUNT]; s32 futureSightDmg[BATTLE_BANKS_COUNT]; u16 futureSightMove[BATTLE_BANKS_COUNT]; u8 wishCounter[BATTLE_BANKS_COUNT]; u8 wishUserID[BATTLE_BANKS_COUNT]; u8 weatherDuration; u8 knockedOffPokes[2]; }; extern struct WishFutureKnock gWishFutureKnock; 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[BATTLE_BANKS_COUNT]; u16 unknown[BATTLE_BANKS_COUNT]; }; struct BattleHistory { struct UsedMoves usedMoves[BATTLE_BANKS_COUNT]; u8 abilities[BATTLE_BANKS_COUNT]; u8 itemEffects[BATTLE_BANKS_COUNT]; u16 trainerItems[BATTLE_BANKS_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; }; extern struct BattleResources* gBattleResources; #define BATTLESCRIPTS_STACK (gBattleResources->battleScriptsStack) #define BATTLE_CALLBACKS_STACK (gBattleResources->battleCallbackStack) #define BATTLE_LVLUP_STATS (gBattleResources->statsBeforeLvlUp) 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]; u8 catchAttempts[11]; // 0x36 }; extern struct BattleResults gBattleResults; struct BattleStruct { u8 turnEffectsTracker; u8 turnEffectsBank; u8 filler2; u8 turncountersTracker; u8 wrappedMove[8]; // ask gamefreak why they declared it that way u8 moveTarget[4]; u8 expGetterId; 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 focusPunchBank; u8 field_49; u8 moneyMultiplier; u8 field_4B; u8 switchInAbilitiesCounter; u8 field_4D; u8 field_4E; u8 field_4F; u16 expValue; u8 field_52; u8 sentInPokes; bool8 selectionScriptFinished[BATTLE_BANKS_COUNT]; u8 field_58[4]; u8 field_5C[4]; 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[BATTLE_BANKS_COUNT]; u8 stateIdAfterSelScript[BATTLE_BANKS_COUNT]; u8 field_88; u8 field_89; u8 field_8A; u8 field_8B; u8 field_8C; u8 field_8D; u8 stringMoveType; u8 expGetterBank; u8 field_90; u8 field_91; u8 field_92; u8 field_93; u8 field_94; u8 field_95; u8 field_96; u8 field_97; 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; u8 field_B3; void (*savedCallback)(void); u16 usedHeldItems[BATTLE_BANKS_COUNT]; u8 field_C0[4]; u8 AI_itemType[2]; u8 AI_itemFlags[2]; u16 choicedMove[BATTLE_BANKS_COUNT]; u16 changedItems[BATTLE_BANKS_COUNT]; u8 intimidateBank; u8 switchInItemsCounter; u8 field_DA; u8 turnSideTracker; u8 fillerDC[0xDF-0xDC]; u8 field_DF; u8 mirrorMoveArrays[32]; u16 castformPalette[4][16]; u8 field_180; u8 field_181; u8 field_182; u8 field_183; struct BattleEnigmaBerry battleEnigmaBerry; u8 field_1A0; u8 field_1A1; bool8 overworldWeatherDone; u8 atkCancellerTracker; u8 field_1A4[240]; u8 field_294[4]; u8 field_298[8]; u8 field_2A0; u8 field_2A1; u8 field_2A2; }; extern struct BattleStruct* gBattleStruct; #define MEME_ACCESS_U8(structName, structPtr, arrayId, offsetField, value) \ { \ u8* var2 = (u8*)((u32)(arrayId)); \ var2 = (u32)(structPtr) + var2; \ var2[offsetof(struct structName, offsetField)] = value; \ } #define GET_MOVE_TYPE(move, typeArg) \ { \ if (gBattleStruct->dynamicMoveType) \ typeArg = gBattleStruct->dynamicMoveType & 0x3F; \ else \ typeArg = gBattleMoves[move].type; \ } #define MOVE_EFFECT_SLEEP 0x1 #define MOVE_EFFECT_POISON 0x2 #define MOVE_EFFECT_BURN 0x3 #define MOVE_EFFECT_FREEZE 0x4 #define MOVE_EFFECT_PARALYSIS 0x5 #define MOVE_EFFECT_TOXIC 0x6 #define MOVE_EFFECT_CONFUSION 0x7 #define MOVE_EFFECT_FLINCH 0x8 #define MOVE_EFFECT_TRI_ATTACK 0x9 #define MOVE_EFFECT_UPROAR 0xA #define MOVE_EFFECT_PAYDAY 0xB #define MOVE_EFFECT_CHARGING 0xC #define MOVE_EFFECT_WRAP 0xD #define MOVE_EFFECT_RECOIL_25 0xE #define MOVE_EFFECT_ATK_PLUS_1 0xF #define MOVE_EFFECT_DEF_PLUS_1 0x10 #define MOVE_EFFECT_SPD_PLUS_1 0x11 #define MOVE_EFFECT_SP_ATK_PLUS_1 0x12 #define MOVE_EFFECT_SP_DEF_PLUS_1 0x13 #define MOVE_EFFECT_ACC_PLUS_1 0x14 #define MOVE_EFFECT_EVS_PLUS_1 0x15 #define MOVE_EFFECT_ATK_MINUS_1 0x16 #define MOVE_EFFECT_DEF_MINUS_1 0x17 #define MOVE_EFFECT_SPD_MINUS_1 0x18 #define MOVE_EFFECT_SP_ATK_MINUS_1 0x19 #define MOVE_EFFECT_SP_DEF_MINUS_1 0x1A #define MOVE_EFFECT_ACC_MINUS_1 0x1B #define MOVE_EFFECT_EVS_MINUS_1 0x1C #define MOVE_EFFECT_RECHARGE 0x1D #define MOVE_EFFECT_RAGE 0x1E #define MOVE_EFFECT_STEAL_ITEM 0x1F #define MOVE_EFFECT_PREVENT_ESCAPE 0x20 #define MOVE_EFFECT_NIGHTMARE 0x21 #define MOVE_EFFECT_ALL_STATS_UP 0x22 #define MOVE_EFFECT_RAPIDSPIN 0x23 #define MOVE_EFFECT_REMOVE_PARALYSIS 0x24 #define MOVE_EFFECT_ATK_DEF_DOWN 0x25 #define MOVE_EFFECT_RECOIL_33_PARALYSIS 0x26 #define MOVE_EFFECT_ATK_PLUS_2 0x27 #define MOVE_EFFECT_DEF_PLUS_2 0x28 #define MOVE_EFFECT_SPD_PLUS_2 0x29 #define MOVE_EFFECT_SP_ATK_PLUS_2 0x2A #define MOVE_EFFECT_SP_DEF_PLUS_2 0x2B #define MOVE_EFFECT_ACC_PLUS_2 0x2C #define MOVE_EFFECT_EVS_PLUS_2 0x2D #define MOVE_EFFECT_ATK_MINUS_2 0x2E #define MOVE_EFFECT_DEF_MINUS_2 0x2F #define MOVE_EFFECT_SPD_MINUS_2 0x30 #define MOVE_EFFECT_SP_ATK_MINUS_2 0x31 #define MOVE_EFFECT_SP_DEF_MINUS_2 0x32 #define MOVE_EFFECT_ACC_MINUS_2 0x33 #define MOVE_EFFECT_EVS_MINUS_2 0x34 #define MOVE_EFFECT_THRASH 0x35 #define MOVE_EFFECT_KNOCK_OFF 0x36 #define MOVE_EFFECT_NOTHING_37 0x37 #define MOVE_EFFECT_NOTHING_38 0x38 #define MOVE_EFFECT_NOTHING_39 0x39 #define MOVE_EFFECT_NOTHING_3A 0x3A #define MOVE_EFFECT_SP_ATK_TWO_DOWN 0x3B #define MOVE_EFFECT_NOTHING_3C 0x3C #define MOVE_EFFECT_NOTHING_3D 0x3D #define MOVE_EFFECT_NOTHING_3E 0x3E #define MOVE_EFFECT_NOTHING_3F 0x3F #define MOVE_EFFECT_AFFECTS_USER 0x40 #define MOVE_EFFECT_CERTAIN 0x80 // battle animations ids #define B_ANIM_CASTFORM_CHANGE 0x0 #define B_ANIM_STATS_CHANGE 0x1 #define B_ANIM_SUBSTITUTE_FADE 0x2 #define B_ANIM_SUBSTITUTE_APPEAR 0x3 #define B_ANIM_x4 0x4 #define B_ANIM_ITEM_KNOCKOFF 0x5 #define B_ANIM_TURN_TRAP 0x6 #define B_ANIM_ITEM_EFFECT 0x7 #define B_ANIM_SMOKEBALL_ESCAPE 0x8 #define B_ANIM_HANGED_ON 0x9 #define B_ANIM_RAIN_CONTINUES 0xA #define B_ANIM_SUN_CONTINUES 0xB #define B_ANIM_SANDSTORM_CONTINUES 0xC #define B_ANIM_HAIL_CONTINUES 0xD #define B_ANIM_LEECH_SEED_DRAIN 0xE #define B_ANIM_MON_HIT 0xF #define B_ANIM_ITEM_STEAL 0x10 #define B_ANIM_SNATCH_MOVE 0x11 #define B_ANIM_FUTURE_SIGHT_HIT 0x12 #define B_ANIM_x13 0x13 #define B_ANIM_x14 0x14 #define B_ANIM_INGRAIN_HEAL 0x15 #define B_ANIM_WISH_HEAL 0x16 #define B_ANIM_x17 0x17 #define B_ANIM_x18 0x18 #define B_ANIM_x19 0x19 #define B_ANIM_x1A 0x1A #define B_ANIM_x1B 0x1B #define B_ANIM_x1C 0x1C #define B_ANIM_x1D 0x1D #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_ID(n)((n & 0xF)) #define SET_STAT_BUFF_VALUE(n)(((s8)(((s8)(n) << 4)) & 0xF0)) struct BattleScripting { s32 painSplitHp; s32 bideDmg; u8 multihitString[6]; u8 dmgMultiplier; u8 field_F; u8 animArg1; u8 animArg2; u8 field_12; u8 field_13; u8 atk49_state; u8 field_15; u8 field_16; u8 bank; 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; }; extern struct BattleScripting gBattleScripting; // functions // battle_1 void LoadBattleTextboxAndBackground(void); void LoadBattleEntryBackground(void); void ApplyPlayerChosenFrameToBattleMenu(void); bool8 LoadChosenBattleElement(u8 caseId); void task00_0800F6FC(u8 taskId); // battle_5 void AllocateBattleResrouces(void); void FreeBattleResources(void); void AdjustFriendshipOnBattleFaint(u8 bank); void sub_80571DC(u8 bank, u8 arg1); u32 sub_805725C(u8 bank); // battle 7 void AllocateBattleSpritesData(void); void FreeBattleSpritesData(void); void AllocateMonSpritesGfx(void); void FreeMonSpritesGfx(void); void BattleMusicStop(void); void sub_805E990(struct Pokemon *mon, u8 bank); void sub_805EF14(void); bool8 BattleInitAllSprites(u8 *state1, u8 *state2); void sub_805E350(void); bool8 BattleLoadAllHealthBoxesGfx(u8 state); void LoadAndCreateEnemyShadowSprites(void); void SetBankEnemyShadowSpriteCallback(u8 bank, u16 species); void BattleLoadPlayerMonSpriteGfx(struct Pokemon *mon, u8 bank); void BattleLoadOpponentMonSpriteGfx(struct Pokemon *mon, u8 bank); void BattleLoadSubstituteSpriteGfx(u8 bank, bool8 arg1); 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 }; void LoadBackTrainerBankSpriteGfx(u8 backPicId, u8 bank); // rom_80A5C6C u8 GetBankSide(u8 bank); u8 GetBankIdentity(u8 bank); u8 GetBankByIdentity(u8 bank); struct BattleSpriteInfo { u16 invisible : 1; // 0x1 u16 flag_x2 : 1; // 0x2 u16 behindSubstitute : 1; // 0x4 u16 flag_x8 : 1; // 0x8 u16 hpNumbersNoBars : 1; // 0x10 u16 transformSpecies; }; struct BattleAnimationInfo { u16 field; // to fill up later }; struct BattleHealthboxInfo { u8 flag_x1 : 1; u8 flag_x2 : 1; u8 flag_x4 : 1; u8 field_1; u8 field_2; u8 field_3; u8 field_4; u8 field_5; u8 field_6; u8 field_7; u8 field_8; u8 field_9; u8 field_A; u8 field_B; }; struct BattleBarInfo { u8 healthboxSpriteId; u32 maxValue; u32 currentValue; bool32 isDoubleBattle; s32 field_10; }; struct BattleSpriteData { struct BattleSpriteInfo *bankData; struct BattleHealthboxInfo *healthBoxesData; struct BattleAnimationInfo *animationData; struct BattleBarInfo *battleBars; }; extern struct BattleSpriteData *gBattleSpritesDataPtr; // Move this somewhere else #include "sprite.h" struct MonSpritesGfx { void* firstDecompressed; // ptr to the decompressed sprite of the first pokemon void* sprites[4]; struct SpriteTemplate templates[4]; }; extern struct BattleSpritesGfx* gMonSpritesGfx; extern u8 gBattleOutcome; extern u16 gLastUsedItem; extern u32 gBattleTypeFlags; extern struct MonSpritesGfx* gMonSpritesGfxPtr; #endif // GUARD_BATTLE_H