pokeemerald/include/battle.h
2017-10-13 12:42:42 -05:00

933 lines
28 KiB
C

#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 BattleSpriteData
{
struct BattleSpriteInfo *bankData;
struct BattleHealthboxInfo *healthBoxesData;
struct BattleAnimationInfo *animationData;
};
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