#ifndef GUARD_BATTLE_H #define GUARD_BATTLE_H // should they be included here or included individually by every file? #include "constants/battle.h" #include "battle_main.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" #define GET_BATTLER_POSITION(battler) (gBattlerPositions[battler]) #define GET_BATTLER_SIDE(battler) (GetBattlerPosition(battler) & BIT_SIDE) #define GET_BATTLER_SIDE2(battler) (GET_BATTLER_POSITION(battler) & BIT_SIDE) #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 // 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 // The exact purposes of these are unclear #define B_ACTION_UNKNOWN9 9 #define B_ACTION_EXEC_SCRIPT 10 // when executing an action #define B_ACTION_CANCEL_PARTNER 12 // when choosing an action #define B_ACTION_FINISHED 12 // when executing an action #define B_ACTION_NOTHING_FAINTED 13 // when choosing an action #define B_ACTION_NONE 0xFF #define MAX_TRAINER_ITEMS 4 #define MAX_MON_MOVES 4 #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_MOUNTAIN 6 #define BATTLE_TERRAIN_CAVE 7 #define BATTLE_TERRAIN_BUILDING 8 #define BATTLE_TERRAIN_PLAIN 9 // 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_OR_SELECTED 0x2 #define MOVE_TARGET_RANDOM 0x4 #define MOVE_TARGET_BOTH 0x8 #define MOVE_TARGET_USER 0x10 #define MOVE_TARGET_FOES_AND_ALLY 0x20 #define MOVE_TARGET_OPPONENTS_FIELD 0x40 #define BATTLE_BUFFER_LINK_SIZE 0x1000 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; }; 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 transformedMonPersonality; /*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 perishSongTimer1 : 4; /*0x0F*/ u8 perishSongTimer2 : 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 battlerPreventingEscape; /*0x15*/ u8 battlerWithSureHit; /*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]; }; 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 physicalBattlerId; /* field_D */ u8 specialBattlerId; /* field_E */ u16 fieldE; }; 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 dmg; s32 physicalDmg; s32 specialDmg; u8 physicalBattlerId; u8 specialBattlerId; u8 field12; u8 field13; }; struct SideTimer { /*0x00*/ u8 reflectTimer; /*0x01*/ u8 reflectBattlerId; /*0x02*/ u8 lightscreenTimer; /*0x03*/ u8 lightscreenBattlerId; /*0x04*/ u8 mistTimer; /*0x05*/ u8 mistBattlerId; /*0x06*/ u8 safeguardTimer; /*0x07*/ u8 safeguardBattlerId; /*0x08*/ u8 followmeTimer; /*0x09*/ u8 followmeTarget; /*0x0A*/ u8 spikesAmount; /*0x0B*/ u8 fieldB; }; struct WishFutureKnock { u8 futureSightCounter[MAX_BATTLERS_COUNT]; u8 futureSightAttacker[MAX_BATTLERS_COUNT]; s32 futureSightDmg[MAX_BATTLERS_COUNT]; u16 futureSightMove[MAX_BATTLERS_COUNT]; u8 wishCounter[MAX_BATTLERS_COUNT]; u8 wishMonId[MAX_BATTLERS_COUNT]; u8 weatherDuration; u8 knockedOffPokes[2]; }; 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[MAX_BATTLERS_COUNT]; u16 unknown[MAX_BATTLERS_COUNT]; }; struct BattleHistory { struct UsedMoves usedMoves[MAX_BATTLERS_COUNT]; u8 abilities[MAX_BATTLERS_COUNT]; u8 itemEffects[MAX_BATTLERS_COUNT]; u16 trainerItems[MAX_BATTLERS_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; }; 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]; // 0x34 u8 catchAttempts[11]; // 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[2][6]; // [side][partyId] struct BattleTv_Position pos[2][2]; // [side][flank] struct BattleTv_Side side[2]; // [side] }; struct BattleTvMovePoints { s16 points[2][PARTY_SIZE * 4]; }; struct BattleStruct { u8 turnEffectsTracker; u8 turnEffectsBattlerId; u8 filler2; u8 turnCountersTracker; u8 wrappedMove[8]; // ask gamefreak why they declared it that way u8 moveTarget[4]; u8 expGetterMonId; 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 focusPunchBattlerId; u8 field_49; u8 moneyMultiplier; u8 savedTurnActionNumber; u8 switchInAbilitiesCounter; u8 faintedActionsState; u8 faintedActionsBattlerId; u8 field_4F; u16 expValue; u8 field_52; u8 sentInPokes; bool8 selectionScriptFinished[MAX_BATTLERS_COUNT]; u8 field_58[4]; u8 monToSwitchIntoId[MAX_BATTLERS_COUNT]; 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[MAX_BATTLERS_COUNT]; u8 stateIdAfterSelScript[MAX_BATTLERS_COUNT]; u8 field_88; u8 field_89; u8 field_8A; u8 field_8B; u8 field_8C; u8 field_8D; u8 stringMoveType; u8 expGetterBattlerId; u8 field_90; u8 field_91; u8 field_92; u8 field_93; u8 wallyBattleState; u8 wallyMovesState; u8 wallyWaitFrames; u8 wallyMoveFrames; 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; bool8 anyMonHasTransformed; void (*savedCallback)(void); u16 usedHeldItems[MAX_BATTLERS_COUNT]; u8 chosenItem[4]; // why is this an u8? u8 AI_itemType[2]; u8 AI_itemFlags[2]; u16 choicedMove[MAX_BATTLERS_COUNT]; u16 changedItems[MAX_BATTLERS_COUNT]; u8 intimidateBank; u8 switchInItemsCounter; u8 field_DA; u8 turnSideTracker; u8 fillerDC[0xDF-0xDC]; u8 field_DF; u8 mirrorMoveArrays[32]; u16 castformPalette[MAX_BATTLERS_COUNT][16]; u8 field_180; u8 field_181; u8 field_182; u8 field_183; struct BattleEnigmaBerry battleEnigmaBerry; u8 wishPerishSongState; u8 wishPerishSongBattlerId; bool8 overworldWeatherDone; u8 atkCancellerTracker; struct BattleTvMovePoints tvMovePoints; struct BattleTv tv; u8 notSureWhatFieldLol[0x28]; u8 AI_monToSwitchIntoId[MAX_BATTLERS_COUNT]; u8 field_298[8]; u8 field_2A0; u8 field_2A1; u8 field_2A2; }; #define GET_MOVE_TYPE(move, typeArg) \ { \ if (gBattleStruct->dynamicMoveType) \ typeArg = gBattleStruct->dynamicMoveType & 0x3F; \ else \ typeArg = gBattleMoves[move].type; \ } #define IS_MOVE_PHYSICAL(moveType)(moveType < TYPE_MYSTERY) #define IS_MOVE_SPECIAL(moveType)(moveType > TYPE_MYSTERY) #define TARGET_TURN_DAMAGED ((gSpecialStatuses[gBattlerTarget].physicalDmg != 0 || gSpecialStatuses[gBattlerTarget].specialDmg != 0)) #define IS_BATTLER_OF_TYPE(battlerId, type)((gBattleMons[battlerId].type1 == type || gBattleMons[battlerId].type2 == type)) #define SET_BATTLER_TYPE(battlerId, type) \ { \ gBattleMons[battlerId].type1 = type; \ gBattleMons[battlerId].type2 = type; \ } #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_VALUE(n)(((s8)(((s8)(n) << 4)) & 0xF0)) #define SET_STATCHANGER(statId, stage, goesDown)(gBattleScripting.statChanger = (statId) + (stage << 4) + (goesDown << 7)) struct BattleScripting { s32 painSplitHp; s32 bideDmg; u8 multihitString[6]; u8 dmgMultiplier; u8 twoTurnsMoveStringId; u8 animArg1; u8 animArg2; u16 tripleKickPower; u8 atk49_state; u8 battlerWithAbility; u8 multihitMoveEffect; u8 battler; 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; }; 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 }; // rom_80A5C6C u8 GetBattlerSide(u8 battler); u8 GetBattlerPosition(u8 bank); u8 GetBattlerAtPosition(u8 bank); 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; u8 field_9_x1 : 1; u8 field_9_x2 : 1; u8 field_9_x1C : 3; u8 field_9_x20 : 1; u8 field_9_x40 : 1; u8 field_9_x80 : 1; u8 field_A; u8 field_B; u8 field_C; u8 field_D; u8 field_E; u8 field_F; }; struct BattleHealthboxInfo { u8 flag_x1 : 1; u8 flag_x2 : 1; u8 flag_x4 : 1; u8 ballAnimActive : 1; // 0x8 u8 statusAnimActive : 1; // x10 u8 animFromTableActive : 1; // x20 u8 specialAnimActive : 1; //x40 u8 flag_x80 : 1; u8 field_1_x1 : 1; u8 field_1_x1E : 4; u8 field_1_x20 : 1; u8 field_1_x40 : 1; u8 field_1_x80 : 1; u8 field_2; u8 field_3; u8 animationState; u8 field_5; u8 field_6; u8 shadowSpriteId; u8 field_8; u8 field_9; u8 field_A; u8 field_B; }; struct BattleBarInfo { u8 healthboxSpriteId; s32 maxValue; s32 currentValue; s32 receivedValue; s32 field_10; }; 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 void* sprites[4]; struct SpriteTemplate templates[4]; struct SpriteFrameImage field_74[4][4]; u8 field_F4[0x80]; u8 *barFontGfx; void *field_178; void *field_17C; }; // all battle variables are declared in battle_main.c extern u32 gBattleTypeFlags; extern u8 gBattleTerrain; extern u32 gUnknown_02022FF4; extern u8 *gUnknown_0202305C; extern u8 *gUnknown_02023060; extern u8 gBattleBufferA[MAX_BATTLERS_COUNT][0x200]; extern u8 gBattleBufferB[MAX_BATTLERS_COUNT][0x200]; 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 gBattleTurnOrder[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 gRandomMove; extern s32 gBattleMoveDamage; extern s32 gHpDealt; extern s32 gTakenDmg[MAX_BATTLERS_COUNT]; extern u16 gLastUsedItem; extern u8 gLastUsedAbility; extern u8 gBattlerAttacker; extern u8 gBattlerTarget; extern u8 gBattlerFainted; extern u8 gEffectBattler; extern u8 gPotentialItemEffectBattler; extern u8 gAbsentBattlerFlags; extern u8 gCritMultiplier; extern u8 gMultiHitCounter; extern const u8 *gBattlescriptCurrInstr; extern u32 gUnusedBattleMainVar; 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 u8 gLastHitBy[MAX_BATTLERS_COUNT]; extern u16 gChosenMoveByBattler[MAX_BATTLERS_COUNT]; extern u8 gMoveResultFlags; extern u32 gHitMarker; extern u8 gTakenDmgByBattler[MAX_BATTLERS_COUNT]; extern u8 gUnknown_0202428C; extern u16 gSideStatuses[2]; extern struct SideTimer gSideTimers[2]; extern u32 gStatuses3[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 gDynamicBasePower; 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 u8 gPlayerDpadHoldFrames; extern struct BattleSpriteData *gBattleSpritesDataPtr; extern struct MonSpritesGfx *gMonSpritesGfxPtr; extern struct BattleHealthboxInfo *gUnknown_020244D8; extern struct BattleHealthboxInfo *gUnknown_020244DC; extern u16 gBattleMovePower; extern u16 gMoveToLearn; extern u8 gBattleMonForms[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 gUnknown_03005D7C[MAX_BATTLERS_COUNT]; #endif // GUARD_BATTLE_H