#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_IMPRISON (1 << 5) #define MOVE_LIMITATION_ENCORE (1 << 6) #define MOVE_LIMITATION_CHOICE_ITEM (1 << 7) #define MOVE_LIMITATION_ASSAULT_VEST (1 << 8) #define MOVE_LIMITATION_GRAVITY (1 << 9) #define MOVE_LIMITATION_HEAL_BLOCK (1 << 10) #define MOVE_LIMITATION_BELCH (1 << 11) #define MOVE_LIMITATION_THROAT_CHOP (1 << 12) #define MOVE_LIMITATION_STUFF_CHEEKS (1 << 13) #define MOVE_LIMITATION_GIGATON_HAMMER (1 << 14) #define MOVE_LIMITATION_PLACEHOLDER (1 << 15) #define MOVE_LIMITATIONS_ALL 0xFFFF #define ABILITYEFFECT_ON_SWITCHIN 0 #define ABILITYEFFECT_ENDTURN 1 #define ABILITYEFFECT_MOVES_BLOCK 2 #define ABILITYEFFECT_ABSORBING 3 #define ABILITYEFFECT_MOVE_END_ATTACKER 4 #define ABILITYEFFECT_MOVE_END 5 #define ABILITYEFFECT_IMMUNITY 6 #define ABILITYEFFECT_SYNCHRONIZE 7 #define ABILITYEFFECT_ATK_SYNCHRONIZE 8 #define ABILITYEFFECT_TRACE1 9 #define ABILITYEFFECT_TRACE2 10 #define ABILITYEFFECT_MOVE_END_OTHER 11 #define ABILITYEFFECT_NEUTRALIZINGGAS 12 #define ABILITYEFFECT_FIELD_SPORT 13 // Only used if B_SPORT_TURNS < GEN_6 #define ABILITYEFFECT_ON_WEATHER 14 #define ABILITYEFFECT_ON_TERRAIN 15 #define ABILITYEFFECT_SWITCH_IN_TERRAIN 16 #define ABILITYEFFECT_SWITCH_IN_WEATHER 17 // Special cases #define ABILITYEFFECT_MUD_SPORT 252 // Only used if B_SPORT_TURNS < GEN_6 #define ABILITYEFFECT_WATER_SPORT 253 // Only used if B_SPORT_TURNS < GEN_6 // For the first argument of ItemBattleEffects, to deteremine which block of item effects to try #define ITEMEFFECT_ON_SWITCH_IN 0 #define ITEMEFFECT_NORMAL 1 #define ITEMEFFECT_DUMMY 2 // Unused, empty #define ITEMEFFECT_MOVE_END 3 #define ITEMEFFECT_KINGSROCK 4 #define ITEMEFFECT_TARGET 5 #define ITEMEFFECT_ORBS 6 #define ITEMEFFECT_LIFEORB_SHELLBELL 7 #define ITEMEFFECT_USE_LAST_ITEM 8 // move end effects for just the battler, not whole field #define WEATHER_HAS_EFFECT ((!IsAbilityOnField(ABILITY_CLOUD_NINE) && !IsAbilityOnField(ABILITY_AIR_LOCK))) #define IS_WHOLE_SIDE_ALIVE(battler) ((IsBattlerAlive(battler) && IsBattlerAlive(BATTLE_PARTNER(battler)))) #define IS_ALIVE_AND_PRESENT(battler) (IsBattlerAlive(battler) && IsBattlerSpritePresent(battler)) // for Natural Gift and Fling struct TypePower { u8 type; u8 power; u16 effect; }; enum { CANCELLER_FLAGS, CANCELLER_SKY_DROP, CANCELLER_ASLEEP, CANCELLER_FROZEN, CANCELLER_TRUANT, CANCELLER_RECHARGE, CANCELLER_FLINCH, CANCELLER_DISABLED, CANCELLER_GRAVITY, CANCELLER_HEAL_BLOCKED, CANCELLER_TAUNTED, CANCELLER_IMPRISONED, CANCELLER_CONFUSED, CANCELLER_PARALYSED, CANCELLER_IN_LOVE, CANCELLER_BIDE, CANCELLER_THAW, CANCELLER_POWDER_MOVE, CANCELLER_POWDER_STATUS, CANCELLER_THROAT_CHOP, CANCELLER_MULTIHIT_MOVES, CANCELLER_Z_MOVES, CANCELLER_END, CANCELLER_PSYCHIC_TERRAIN, CANCELLER_END2, }; extern const struct TypePower gNaturalGiftTable[]; void HandleAction_ThrowBall(void); bool32 IsAffectedByFollowMe(u32 battlerAtk, u32 defSide, u32 move); void HandleAction_UseMove(void); void HandleAction_Switch(void); void HandleAction_UseItem(void); bool32 TryRunFromBattle(u32 battler); void HandleAction_Run(void); void HandleAction_WatchesCarefully(void); void HandleAction_SafariZoneBallThrow(void); void HandleAction_ThrowPokeblock(void); void HandleAction_GoNear(void); void HandleAction_SafariZoneRun(void); void HandleAction_WallyBallThrow(void); void HandleAction_TryFinish(void); void HandleAction_NothingIsFainted(void); void HandleAction_ActionFinished(void); u8 GetBattlerForBattleScript(u8 caseId); void PressurePPLose(u8 target, u8 attacker, u16 move); void PressurePPLoseOnUsingPerishSong(u8 attacker); void PressurePPLoseOnUsingImprison(u8 attacker); bool32 IsBattlerMarkedForControllerExec(u32 battler); void MarkBattlerForControllerExec(u32 battler); void MarkBattlerReceivedLinkData(u32 battler); void CancelMultiTurnMoves(u32 battler); bool32 WasUnableToUseMove(u32 battler); void PrepareStringBattle(u16 stringId, u32 battler); void ResetSentPokesToOpponentValue(void); void OpponentSwitchInResetSentPokesToOpponentValue(u32 battler); void UpdateSentPokesToOpponentValue(u32 battler); void BattleScriptPush(const u8 *bsPtr); void BattleScriptPushCursor(void); void BattleScriptPop(void); u32 TrySetCantSelectMoveBattleScript(u32 battler); u8 CheckMoveLimitations(u32 battler, u8 unusableMoves, u16 check); bool32 AreAllMovesUnusable(u32 battler); u8 GetImprisonedMovesCount(u32 battler, u16 move); u8 DoFieldEndTurnEffects(void); s32 GetDrainedBigRootHp(u32 battler, s32 hp); u8 DoBattlerEndTurnEffects(void); bool32 HandleWishPerishSongOnTurnEnd(void); bool32 HandleFaintedMonActions(void); void TryClearRageAndFuryCutter(void); u8 AtkCanceller_UnableToUseMove(u32 moveType); void SetAtkCancellerForCalledMove(void); u8 AtkCanceller_UnableToUseMove2(void); bool32 HasNoMonsToSwitch(u32 battler, u8 r1, u8 r2); bool32 TryChangeBattleWeather(u32 battler, u32 weatherEnumId, bool32 viaAbility); u32 AbilityBattleEffects(u32 caseID, u32 battler, u32 ability, u32 special, u32 moveArg); bool32 TryPrimalReversion(u32 battler); bool32 IsNeutralizingGasOnField(void); u32 GetBattlerAbility(u32 battler); u32 IsAbilityOnSide(u32 battler, u32 ability); u32 IsAbilityOnOpposingSide(u32 battler, u32 ability); u32 IsAbilityOnField(u32 ability); u32 IsAbilityOnFieldExcept(u32 battler, u32 ability); u32 IsAbilityPreventingEscape(u32 battler); bool32 IsBattlerProtected(u32 battler, u32 move); bool32 CanBattlerEscape(u32 battler); // no ability check void BattleScriptExecute(const u8 *BS_ptr); void BattleScriptPushCursorAndCallback(const u8 *BS_ptr); u8 ItemBattleEffects(u8 caseID, u32 battler, bool32 moveTurn); void ClearFuryCutterDestinyBondGrudge(u32 battler); void HandleAction_RunBattleScript(void); u32 SetRandomTarget(u32 battler); u32 GetMoveTarget(u16 move, u8 setTarget); u8 IsMonDisobedient(void); u32 GetBattlerHoldEffect(u32 battler, bool32 checkNegating); u32 GetBattlerHoldEffectParam(u32 battler); bool32 IsMoveMakingContact(u32 move, u32 battlerAtk); bool32 IsBattlerGrounded(u32 battler); bool32 IsBattlerAlive(u32 battler); u32 GetMoveSlot(u16 *moves, u32 move); u32 GetBattlerWeight(u32 battler); u32 CalcRolloutBasePower(u32 battlerAtk, u32 basePower, u32 rolloutTimer); u32 CalcFuryCutterBasePower(u32 basePower, u32 furyCutterCounter); s32 CalculateMoveDamage(u32 move, u32 battlerAtk, u32 battlerDef, u32 moveType, s32 fixedBasePower, bool32 isCrit, bool32 randomFactor, bool32 updateFlags); s32 CalculateMoveDamageVars(u32 move, u32 battlerAtk, u32 battlerDef, u32 moveType, s32 fixedBasePower, uq4_12_t typeEffectivenessModifier, u32 weather, bool32 isCrit, u32 holdEffectAtk, u32 holdEffectDef, u32 abilityAtk, u32 abilityDef); uq4_12_t CalcTypeEffectivenessMultiplier(u32 move, u32 moveType, u32 battlerAtk, u32 battlerDef, u32 defAbility, bool32 recordAbilities); uq4_12_t CalcPartyMonTypeEffectivenessMultiplier(u16 move, u16 speciesDef, u16 abilityDef); uq4_12_t GetTypeModifier(u32 atkType, u32 defType); s32 GetStealthHazardDamage(u8 hazardType, u32 battler); s32 GetStealthHazardDamageByTypesAndHP(u8 hazardType, u8 type1, u8 type2, u32 maxHp); bool32 CanMegaEvolve(u32 battler); bool32 CanUltraBurst(u32 battler); bool32 IsBattlerMegaEvolved(u32 battler); bool32 IsBattlerPrimalReverted(u32 battler); bool32 IsBattlerUltraBursted(u32 battler); u16 GetBattleFormChangeTargetSpecies(u32 battler, u16 method); bool32 TryBattleFormChange(u32 battler, u16 method); bool32 DoBattlersShareType(u32 battler1, u32 battler2); bool32 CanBattlerGetOrLoseItem(u32 battler, u16 itemId); u32 GetIllusionMonSpecies(u32 battler); struct Pokemon *GetIllusionMonPtr(u32 battler); void ClearIllusionMon(u32 battler); bool32 SetIllusionMon(struct Pokemon *mon, u32 battler); bool32 ShouldGetStatBadgeBoost(u16 flagId, u32 battler); u8 GetBattleMoveSplit(u32 moveId); bool32 CanFling(u32 battler); bool32 IsTelekinesisBannedSpecies(u16 species); bool32 IsHealBlockPreventingMove(u32 battler, u32 move); bool32 HasEnoughHpToEatBerry(u32 battler, u32 hpFraction, u32 itemId); bool32 IsPartnerMonFromSameTrainer(u32 battler); u8 GetSplitBasedOnStats(u32 battler); bool32 TestSheerForceFlag(u32 battler, u16 move); void TryRestoreHeldItems(void); bool32 CanStealItem(u32 battlerStealing, u32 battlerItem, u16 item); void TrySaveExchangedItem(u32 battler, u16 stolenItem); bool32 IsPartnerMonFromSameTrainer(u32 battler); u8 TryHandleSeed(u32 battler, u32 terrainFlag, u8 statId, u16 itemId, bool32 execute); bool32 IsBattlerAffectedByHazards(u32 battler, bool32 toxicSpikes); void SortBattlersBySpeed(u8 *battlers, bool32 slowToFast); bool32 CompareStat(u32 battler, u8 statId, u8 cmpTo, u8 cmpKind); bool32 TryRoomService(u32 battler); void BufferStatChange(u32 battler, u8 statId, u8 stringId); bool32 BlocksPrankster(u16 move, u32 battlerPrankster, u32 battlerDef, bool32 checkTarget); u16 GetUsedHeldItem(u32 battler); bool32 IsBattlerWeatherAffected(u32 battler, u32 weatherFlags); u32 GetBattlerMoveTargetType(u32 battler, u32 move); bool32 CanTargetBattler(u32 battlerAtk, u32 battlerDef, u16 move); void CopyMonLevelAndBaseStatsToBattleMon(u32 battler, struct Pokemon *mon); void CopyMonAbilityAndTypesToBattleMon(u32 battler, struct Pokemon *mon); void RecalcBattlerStats(u32 battler, struct Pokemon *mon); bool32 IsAlly(u32 battlerAtk, u32 battlerDef); bool32 IsGen6ExpShareEnabled(void); // Ability checks bool32 IsRolePlayBannedAbilityAtk(u16 ability); bool32 IsRolePlayBannedAbility(u16 ability); bool32 IsSkillSwapBannedAbility(u16 ability); bool32 IsWorrySeedBannedAbility(u16 ability); bool32 IsGastroAcidBannedAbility(u16 ability); bool32 IsEntrainmentBannedAbilityAttacker(u16 ability); bool32 IsEntrainmentTargetOrSimpleBeamBannedAbility(u16 ability); bool32 CanSleep(u32 battler); bool32 CanBePoisoned(u32 battlerAttacker, u32 battlerTarget); bool32 CanBeBurned(u32 battler); bool32 CanBeParalyzed(u32 battler); bool32 CanBeFrozen(u32 battler); bool32 CanGetFrostbite(u32 battler); bool32 CanBeConfused(u32 battler); bool32 IsBattlerTerrainAffected(u32 battler, u32 terrainFlag); u32 GetBattlerFriendshipScore(u32 battler); u32 CountBattlerStatIncreases(u32 battler, bool32 countEvasionAcc); bool32 IsMyceliumMightOnField(void); bool32 ChangeTypeBasedOnTerrain(u32 battler); void RemoveConfusionStatus(u32 battler); u8 GetBattlerGender(u32 battler); bool32 AreBattlersOfOppositeGender(u32 battler1, u32 battler2); u32 CalcSecondaryEffectChance(u32 battler, u8 secondaryEffectChance); u8 GetBattlerType(u32 battler, u8 typeIndex); #endif // GUARD_BATTLE_UTIL_H