#ifndef GUARD_BATTLE_MAIN_H
#define GUARD_BATTLE_MAIN_H

struct TrainerMoney
{
    u8 classId;
    u8 value;
};

#define TYPE_NAME_LENGTH 6
#define ABILITY_NAME_LENGTH 12

// defines for the u8 array gTypeEffectiveness
#define TYPE_EFFECT_ATK_TYPE(i)((gTypeEffectiveness[i + 0]))
#define TYPE_EFFECT_DEF_TYPE(i)((gTypeEffectiveness[i + 1]))
#define TYPE_EFFECT_MULTIPLIER(i)((gTypeEffectiveness[i + 2]))

// defines for the gTypeEffectiveness multipliers
#define TYPE_MUL_NO_EFFECT          0
#define TYPE_MUL_NOT_EFFECTIVE      5
#define TYPE_MUL_NORMAL             10
#define TYPE_MUL_SUPER_EFFECTIVE    20

// special type table Ids
#define TYPE_FORESIGHT  0xFE
#define TYPE_ENDTABLE   0xFF

// defines for the 'DoBounceEffect' function
#define BOUNCE_MON          0x0
#define BOUNCE_HEALTHBOX    0x1

void CB2_InitBattle(void);
void BattleMainCB2(void);
void CB2_QuitRecordedBattle(void);
void sub_8038528(struct Sprite* sprite);
void sub_8038A04(void); // unused
void VBlankCB_Battle(void);
void nullsub_17(void);
void sub_8038B74(struct Sprite *sprite);
void sub_8038D64(void);
u32 sub_80391E0(u8 arrayId, u8 caseId);
u32 sub_80397C4(u32 setId, u32 tableId);
void oac_poke_opponent(struct Sprite *sprite);
void SpriteCallbackDummy_2(struct Sprite *sprite);
void SpriteCB_FaintOpponentMon(struct Sprite *sprite);
void sub_8039AD8(struct Sprite *sprite);
void sub_8039B2C(struct Sprite *sprite);
void sub_8039B58(struct Sprite *sprite);
void sub_8039BB4(struct Sprite *sprite);
void sub_80105DC(struct Sprite *sprite);
void sub_8039C00(struct Sprite *sprite);
void DoBounceEffect(u8 battlerId, u8 b, s8 c, s8 d);
void EndBounceEffect(u8 battlerId, bool8 b);
void sub_8039E44(struct Sprite *sprite);
void sub_8039E60(struct Sprite *sprite);
void sub_8039E84(struct Sprite *sprite);
void sub_8039E9C(struct Sprite *sprite);
void nullsub_20(void);
void BeginBattleIntro(void);
void SwitchInClearSetData(void);
void FaintClearSetData(void);
void sub_803B3AC(void); // unused
void sub_803B598(void); // unused
void BattleTurnPassed(void);
u8 IsRunningFromBattleImpossible(void);
void sub_803BDA0(u8 battlerId);
void SwapTurnOrder(u8 id1, u8 id2);
u8 GetWhoStrikesFirst(u8 battlerId1, u8 battlerId2, bool8 ignoreChosenMoves);
void RunBattleScriptCommands_PopCallbacksStack(void);
void RunBattleScriptCommands(void);
bool8 TryRunFromBattle(u8 battlerId);

extern const u8 gTypeEffectiveness[336];
extern const u8 gTypeNames[][TYPE_NAME_LENGTH + 1];
extern const struct TrainerMoney gTrainerMoneyTable[];
extern const u8 gAbilityNames[][ABILITY_NAME_LENGTH + 1];
extern const u8 *const gAbilityDescriptionPointers[];

extern const u8 gStatusConditionString_PoisonJpn[8];
extern const u8 gStatusConditionString_SleepJpn[8];
extern const u8 gStatusConditionString_ParalysisJpn[8];
extern const u8 gStatusConditionString_BurnJpn[8];
extern const u8 gStatusConditionString_IceJpn[8];
extern const u8 gStatusConditionString_ConfusionJpn[8];
extern const u8 gStatusConditionString_LoveJpn[8];

extern const u8 *const gStatusConditionStringsTable[7][2];

#endif // GUARD_BATTLE_MAIN_H