pokeemerald/include/battle.h
2020-12-20 14:47:20 -07:00

862 lines
26 KiB
C

#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_message.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"
#include "pokeball.h"
#include "battle_debug.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)
// 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
#define B_ACTION_WALLY_THROW 9
#define B_ACTION_EXEC_SCRIPT 10
#define B_ACTION_TRY_FINISH 11
#define B_ACTION_FINISHED 12
#define B_ACTION_CANCEL_PARTNER 12 // when choosing an action
#define B_ACTION_NOTHING_FAINTED 13 // when choosing an action
#define B_ACTION_DEBUG 20
#define B_ACTION_NONE 0xFF
#define MAX_TRAINER_ITEMS 4
// 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 ACTIONS_CONFIRMED_COUNT 0x4
#define MULTISTRING_CHOOSER 0x5
#define MSG_DISPLAY 0x7
#define BATTLE_COMMUNICATION_ENTRIES_COUNT 0x8
#define BATTLE_BUFFER_LINK_SIZE 0x1000
struct ResourceFlags
{
u32 flags[4];
};
#define RESOURCE_FLAG_FLASH_FIRE 0x1
#define RESOURCE_FLAG_ROOST 0x2
#define RESOURCE_FLAG_UNBURDEN 0x4
#define RESOURCE_FLAG_INTIMIDATED 0x8
#define RESOURCE_FLAG_TRACED 0x10
#define RESOURCE_FLAG_EMERGENCY_EXIT 0x20
struct DisableStruct
{
u32 transformedMonPersonality;
u16 disabledMove;
u16 encoredMove;
u8 protectUses;
u8 stockpileCounter;
s8 stockpileDef;
s8 stockpileSpDef;
s8 stockpileBeforeDef;
s8 stockpileBeforeSpDef;
u8 substituteHP;
u8 disableTimer:4;
u8 disableTimerStartValue:4;
u8 encoredMovePos;
u8 encoreTimer:4;
u8 encoreTimerStartValue:4;
u8 perishSongTimer:4;
u8 perishSongTimerStartValue:4;
u8 furyCutterCounter;
u8 rolloutTimer:4;
u8 rolloutTimerStartValue:4;
u8 chargeTimer:4;
u8 chargeTimerStartValue:4;
u8 tauntTimer:4;
u8 tauntTimer2:4;
u8 battlerPreventingEscape;
u8 battlerWithSureHit;
u8 isFirstTurn;
u8 truantCounter:1;
u8 truantSwitchInHack:1;
u8 mimickedMoves:4;
u8 rechargeTimer;
u8 autotomizeCount;
u8 slowStartTimer;
u8 embargoTimer;
u8 magnetRiseTimer;
u8 telekinesisTimer;
u8 healBlockTimer;
u8 laserFocusTimer;
u8 throatChopTimer;
u8 usedMoves:4;
u8 wrapTurns;
};
struct ProtectStruct
{
u32 protected:1;
u32 spikyShielded:1;
u32 kingsShielded:1;
u32 banefulBunkered:1;
u32 endured:1;
u32 noValidMoves:1;
u32 helpingHand:1;
u32 bounceMove:1;
u32 stealMove:1;
u32 prlzImmobility:1;
u32 confusionSelfDmg:1;
u32 targetNotAffected:1;
u32 chargingTurn:1;
u32 fleeFlag:2; // For RunAway and Smoke Ball.
u32 usedImprisonedMove:1;
u32 loveImmobility:1;
u32 usedDisabledMove:1;
u32 usedTauntedMove:1;
u32 flag2Unknown:1; // Only set to 0 once. Checked in 'WasUnableToUseMove' function.
u32 flinchImmobility:1;
u32 notFirstStrike:1;
u32 palaceUnableToUseMove:1;
u32 usesBouncedMove:1;
u32 usedHealBlockedMove:1;
u32 usedGravityPreventedMove:1;
u32 powderSelfDmg:1;
u32 usedThroatChopPreventedMove:1;
u32 physicalDmg;
u32 specialDmg;
u8 physicalBattlerId;
u8 specialBattlerId;
};
struct SpecialStatus
{
u8 statLowered:1;
u8 lightningRodRedirected:1;
u8 restoredBattlerSprite: 1;
u8 intimidatedMon:1;
u8 traced:1;
u8 ppNotAffectedByPressure:1;
u8 flag40:1;
u8 focusBanded:1;
u8 focusSashed:1;
u8 sturdied:1;
u8 stormDrainRedirected:1;
u8 switchInAbilityDone:1;
u8 switchInItemDone:1;
u8 instructedChosenTarget:3;
u8 berryReduced:1;
u8 gemBoost:1;
u8 gemParam;
u8 damagedMons:4; // Mons that have been damaged directly by using a move, includes substitute.
u8 dancerUsedMove:1;
u8 dancerOriginalTarget:3;
s32 dmg;
s32 physicalDmg;
s32 specialDmg;
u8 physicalBattlerId;
u8 specialBattlerId;
u8 changedStatsBattlerId; // Battler that was responsible for the latest stat change. Can be self.
};
struct SideTimer
{
u8 reflectTimer;
u8 reflectBattlerId;
u8 lightscreenTimer;
u8 lightscreenBattlerId;
u8 mistTimer;
u8 mistBattlerId;
u8 safeguardTimer;
u8 safeguardBattlerId;
u8 followmeTimer;
u8 followmeTarget;
u8 spikesAmount;
u8 toxicSpikesAmount;
u8 stealthRockAmount;
u8 stickyWebAmount;
u8 auroraVeilTimer;
u8 auroraVeilBattlerId;
u8 tailwindTimer;
u8 tailwindBattlerId;
u8 luckyChantTimer;
u8 luckyChantBattlerId;
};
struct FieldTimer
{
u8 mudSportTimer;
u8 waterSportTimer;
u8 wonderRoomTimer;
u8 magicRoomTimer;
u8 trickRoomTimer;
u8 grassyTerrainTimer;
u8 mistyTerrainTimer;
u8 electricTerrainTimer;
u8 psychicTerrainTimer;
u8 echoVoiceCounter;
u8 gravityTimer;
u8 fairyLockTimer;
};
struct WishFutureKnock
{
u8 futureSightCounter[MAX_BATTLERS_COUNT];
u8 futureSightAttacker[MAX_BATTLERS_COUNT];
u16 futureSightMove[MAX_BATTLERS_COUNT];
u8 wishCounter[MAX_BATTLERS_COUNT];
u8 wishMonId[MAX_BATTLERS_COUNT];
u8 weatherDuration;
u8 knockedOffMons[2]; // Each battler is represented by a bit. The array entry is dependent on the battler's side.
};
struct AI_SavedBattleMon
{
u16 ability;
u16 moves[MAX_MON_MOVES];
u16 heldItem;
u16 species;
};
struct AiLogicData
{
//attacker data
u16 atkAbility;
u16 atkItem;
u16 atkHoldEffect;
u8 atkParam;
u16 atkSpecies;
// target data
u16 defAbility;
u16 defItem;
u16 defHoldEffect;
u8 defParam;
u16 defSpecies;
// attacker partner data
u8 battlerAtkPartner;
u16 partnerMove;
u16 atkPartnerAbility;
u16 atkPartnerHoldEffect;
bool32 targetSameSide;
// target partner data
u8 battlerDefPartner;
u16 defPartnerAbility;
u16 defPartnerHoldEffect;
};
struct AI_ThinkingStruct
{
struct AiLogicData *data;
u8 aiState;
u8 movesetIndex;
u16 moveConsidered;
s8 score[MAX_MON_MOVES];
u32 funcResult;
u32 aiFlags;
u8 aiAction;
u8 aiLogicId;
s32 simulatedDmg[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // attacker, target, move
struct AI_SavedBattleMon saved[4];
bool8 switchMon; // Because all available moves have no/little effect.
};
#define AI_MOVE_HISTORY_COUNT 3
struct BattleHistory
{
u16 abilities[MAX_BATTLERS_COUNT];
u8 itemEffects[MAX_BATTLERS_COUNT];
u16 usedMoves[MAX_BATTLERS_COUNT][MAX_MON_MOVES];
u16 moveHistory[MAX_BATTLERS_COUNT][AI_MOVE_HISTORY_COUNT]; // 3 last used moves for each battler
u8 moveHistoryIndex[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 stats[NUM_STATS];
};
struct BattleResources
{
struct SecretBase* secretBase;
struct ResourceFlags *flags;
struct BattleScriptsStack* battleScriptsStack;
struct BattleCallbacksStack* battleCallbackStack;
struct StatsArray* beforeLvlUp;
struct AI_ThinkingStruct *ai;
struct BattleHistory *battleHistory;
u8 bufferA[MAX_BATTLERS_COUNT][0x200];
u8 bufferB[MAX_BATTLERS_COUNT][0x200];
};
#define AI_THINKING_STRUCT ((struct AI_ThinkingStruct *)(gBattleResources->ai))
#define AI_DATA ((struct AiLogicData *)(gBattleResources->ai->data))
#define BATTLE_HISTORY ((struct BattleHistory *)(gBattleResources->battleHistory))
struct BattleResults
{
u8 playerFaintCounter; // 0x0
u8 opponentFaintCounter; // 0x1
u8 playerSwitchesCounter; // 0x2
u8 numHealingItemsUsed; // 0x3
u8 numRevivesUsed; // 0x4
u8 playerMonWasDamaged:1; // 0x5
u8 usedMasterBall:1; // 0x5
u8 caughtMonBall:4; // 0x5
u8 shinyWildMon:1; // 0x5
u16 playerMon1Species; // 0x6
u8 playerMon1Name[POKEMON_NAME_LENGTH + 1]; // 0x8
u8 battleTurnCounter; // 0x13
u8 playerMon2Name[POKEMON_NAME_LENGTH + 1]; // 0x14
u8 pokeblockThrows; // 0x1F
u16 lastOpponentSpecies; // 0x20
u16 lastUsedMovePlayer; // 0x22
u16 lastUsedMoveOpponent; // 0x24
u16 playerMon2Species; // 0x26
u16 caughtMonSpecies; // 0x28
u8 caughtMonNick[POKEMON_NAME_LENGTH + 1]; // 0x2A
u8 filler35; // 0x35
u8 catchAttempts[POKEBALL_COUNT - 1]; // 0x36 Doesn't include Master ball
};
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][PARTY_SIZE]; // [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 MegaEvolutionData
{
u8 toEvolve; // As flags using gBitTable.
u8 evolvedPartyIds[2]; // As flags using gBitTable;
bool8 alreadyEvolved[4]; // Array id is used for mon position.
u16 evolvedSpecies[MAX_BATTLERS_COUNT];
u16 playerEvolvedSpecies;
u8 battlerId;
bool8 playerSelect;
u8 triggerSpriteId;
bool8 isWishMegaEvo;
};
struct Illusion
{
u8 on;
u8 set;
u8 broken;
u8 partyId;
struct Pokemon *mon;
};
struct BattleStruct
{
u8 turnEffectsTracker;
u8 turnEffectsBattlerId;
u8 turnCountersTracker;
u16 wrappedMove[MAX_BATTLERS_COUNT];
u8 moveTarget[MAX_BATTLERS_COUNT];
u8 expGetterMonId;
u8 wildVictorySong;
u8 dynamicMoveType;
u8 wrappedBy[MAX_BATTLERS_COUNT];
u16 assistPossibleMoves[PARTY_SIZE * MAX_MON_MOVES]; // Each of mons can know max 4 moves.
u8 focusPunchBattlerId;
u8 battlerPreventingSwitchout;
u8 moneyMultiplier;
u8 savedTurnActionNumber;
u8 switchInAbilitiesCounter;
u8 faintedActionsState;
u8 faintedActionsBattlerId;
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[POKEMON_NAME_LENGTH + 1];
u8 safariGoNearCounter;
u8 safariPkblThrowCounter;
u8 safariEscapeFactor;
u8 safariCatchFactor;
u8 linkBattleVsSpriteId_V; // The letter "V"
u8 linkBattleVsSpriteId_S; // The letter "S"
u8 formToChangeInto;
u8 chosenMovePositions[MAX_BATTLERS_COUNT];
u8 stateIdAfterSelScript[MAX_BATTLERS_COUNT];
u8 field_8B; // related to player's pokemon switching
u8 stringMoveType;
u8 expGetterBattlerId;
u8 field_91; // related to gAbsentBattlerFlags, possibly absent flags turn ago?
u8 palaceFlags; // First 4 bits are "is < 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI
u8 field_93; // related to choosing pokemon?
u8 wallyBattleState;
u8 wallyMovesState;
u8 wallyWaitFrames;
u8 wallyMoveFrames;
u16 lastTakenMove[MAX_BATTLERS_COUNT]; // Last move that a battler was hit with.
u16 hpOnSwitchout[2];
u32 savedBattleTypeFlags;
u16 abilityPreventingSwitchout;
u8 hpScale;
u16 synchronizeMoveEffect;
bool8 anyMonHasTransformed;
void (*savedCallback)(void);
u16 usedHeldItems[MAX_BATTLERS_COUNT];
u16 chosenItem[MAX_BATTLERS_COUNT];
u8 AI_itemType[2];
u8 AI_itemFlags[2];
u16 choicedMove[MAX_BATTLERS_COUNT];
u16 changedItems[MAX_BATTLERS_COUNT];
u8 intimidateBattler;
u8 switchInItemsCounter;
u8 arenaTurnCounter;
u8 turnSideTracker;
u8 givenExpMons; // Bits for enemy party's pokemon that gave exp to player's party.
u16 lastTakenMoveFrom[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT]; // a 2-D array [target][attacker]
u16 castformPalette[MAX_BATTLERS_COUNT][16];
u8 field_180; // weird field, used in battle_main.c, once accessed as an array of u32 overwriting the field below
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 AI_monToSwitchIntoId[MAX_BATTLERS_COUNT];
s8 arenaMindPoints[2];
s8 arenaSkillPoints[2];
u16 arenaStartHp[2];
u8 arenaLostPlayerMons; // Bits for party member, lost as in referee's decision, not by fainting.
u8 arenaLostOpponentMons;
u8 alreadyStatusedMoveAttempt; // As bits for battlers; For example when using Thunder Wave on an already paralyzed pokemon.
u8 debugBattler;
u8 magnitudeBasePower;
u8 presentBasePower;
u8 roostTypes[MAX_BATTLERS_COUNT][3];
u8 savedBattlerTarget;
bool8 ateBoost[MAX_BATTLERS_COUNT];
u8 activeAbilityPopUps; // as bits for each battler
bool8 throwingPokeBall;
struct MegaEvolutionData mega;
const u8 *trainerSlideMsg;
bool8 trainerSlideLowHpMsgDone;
u8 introState;
u8 ateBerry[2]; // array id determined by side, each party pokemon as bit
u8 stolenStats[NUM_BATTLE_STATS]; // hp byte is used for which stats to raise, other inform about by how many stages
u8 lastMoveFailed; // as bits for each battler, for the sake of Stomping Tantrum
u8 lastMoveTarget[MAX_BATTLERS_COUNT]; // The last target on which each mon used a move, for the sake of Instruct
u8 debugHoldEffects[MAX_BATTLERS_COUNT]; // These override actual items' hold effects.
u16 tracedAbility[MAX_BATTLERS_COUNT];
u16 hpBefore[MAX_BATTLERS_COUNT]; // Hp of battlers before using a move. For Berserk
bool8 spriteIgnore0Hp;
struct Illusion illusion[MAX_BATTLERS_COUNT];
s8 aiFinalScore[MAX_BATTLERS_COUNT][MAX_BATTLERS_COUNT][MAX_MON_MOVES]; // AI, target, moves to make debugging easier
u8 soulheartBattlerId;
u8 friskedBattler; // Frisk needs to identify 2 battlers in double battles.
bool8 friskedAbility; // If identifies two mons, show the ability pop-up only once.
u8 sameMoveTurns[MAX_BATTLERS_COUNT]; // For Metronome, number of times the same moves has been SUCCESFULLY used.
u16 moveEffect2; // For Knock Off
u16 changedSpecies[PARTY_SIZE]; // For Zygarde or future forms when multiple mons can change into the same pokemon.
};
#define GET_MOVE_TYPE(move, typeArg) \
{ \
if (gBattleStruct->dynamicMoveType) \
typeArg = gBattleStruct->dynamicMoveType & 0x3F; \
else \
typeArg = gBattleMoves[move].type; \
}
#define IS_MOVE_PHYSICAL(move)(GetBattleMoveSplit(move) == SPLIT_PHYSICAL)
#define IS_MOVE_SPECIAL(move)(GetBattleMoveSplit(move) == SPLIT_SPECIAL)
#define IS_MOVE_STATUS(move)(gBattleMoves[move].split == SPLIT_STATUS)
#define BATTLER_MAX_HP(battlerId)(gBattleMons[battlerId].hp == gBattleMons[battlerId].maxHP)
#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 || gBattleMons[battlerId].type3 == type))
#define SET_BATTLER_TYPE(battlerId, type) \
{ \
gBattleMons[battlerId].type1 = type; \
gBattleMons[battlerId].type2 = type; \
gBattleMons[battlerId].type3 = TYPE_MYSTERY; \
}
#define GET_STAT_BUFF_ID(n)((n & 7)) // first three bits 0x1, 0x2, 0x4
#define GET_STAT_BUFF_VALUE_WITH_SIGN(n)((n & 0xF8))
#define GET_STAT_BUFF_VALUE(n)(((n >> 3) & 0xF)) // 0x8, 0x10, 0x20, 0x40
#define STAT_BUFF_NEGATIVE 0x80 // 0x80, the sign bit
#define SET_STAT_BUFF_VALUE(n)((((n) << 3) & 0xF8))
#define SET_STATCHANGER(statId, stage, goesDown)(gBattleScripting.statChanger = (statId) + ((stage) << 3) + (goesDown << 7))
#define SET_STATCHANGER2(dst, statId, stage, goesDown)(dst = (statId) + ((stage) << 3) + (goesDown << 7))
struct BattleScripting
{
s32 painSplitHp;
s32 bideDmg;
u8 multihitString[6];
bool8 expOnCatch;
u8 twoTurnsMoveStringId;
u8 animArg1;
u8 animArg2;
u16 tripleKickPower;
u8 moveendState;
u8 savedStatChanger; // For further use, if attempting to change stat two times(ex. Moody)
u8 shiftSwitched; // When the game tells you the next enemy's pokemon and you switch. Option for noobs but oh well.
u8 battler;
u8 animTurn;
u8 animTargetsHit;
u8 statChanger;
bool8 statAnimPlayed;
u8 getexpState;
u8 battleStyle;
u8 drawlvlupboxState;
u8 learnMoveState;
u8 savedBattler;
u8 reshowMainState;
u8 reshowHelperState;
u8 levelUpHP;
u8 windowsType; // 0 - normal, 1 - battle arena
u8 multiplayerId;
u8 specialTrainerBattleType;
bool8 monCaught;
s32 savedDmg;
u16 savedMoveEffect; // For moves hitting multiple targets.
u16 moveEffect;
u16 multihitMoveEffect;
u8 illusionNickHack; // To properly display nick in STRINGID_ENEMYABOUTTOSWITCHPKMN.
};
// rom_80A5C6C
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:6;
u8 isCriticalCapture:1;
u8 criticalCaptureSuccess:1;
u8 field_9_x1:1;
u8 wildMonInvisible:1;
u8 field_9_x1C:3;
u8 field_9_x20:1;
u8 field_9_x40:1;
u8 field_9_x80:1;
u8 numBallParticles;
u8 field_B;
s16 ballSubpx;
u8 field_E;
u8 field_F;
};
struct BattleHealthboxInfo
{
u8 partyStatusSummaryShown:1;
u8 healthboxIsBouncing:1;
u8 battlerIsBouncing:1;
u8 ballAnimActive:1; // 0x8
u8 statusAnimActive:1; // x10
u8 animFromTableActive:1; // x20
u8 specialAnimActive:1; // x40
u8 triedShinyMonAnim:1;
u8 finishedShinyMonAnim:1;
u8 field_1_x1E:4;
u8 field_1_x20:1;
u8 field_1_x40:1;
u8 field_1_x80:1;
u8 healthboxBounceSpriteId;
u8 battlerBounceSpriteId;
u8 animationState;
u8 field_5;
u8 matrixNum;
u8 shadowSpriteId;
u8 field_8;
u8 field_9;
u8 field_A;
u8 field_B;
};
struct BattleBarInfo
{
u8 healthboxSpriteId;
s32 maxValue;
s32 oldValue;
s32 receivedValue;
s32 currValue;
};
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;
u16 *buffer;
};
// All battle variables are declared in battle_main.c
extern u16 gBattle_BG0_X;
extern u16 gBattle_BG0_Y;
extern u16 gBattle_BG1_X;
extern u16 gBattle_BG1_Y;
extern u16 gBattle_BG2_X;
extern u16 gBattle_BG2_Y;
extern u16 gBattle_BG3_X;
extern u16 gBattle_BG3_Y;
extern u16 gBattle_WIN0H;
extern u16 gBattle_WIN0V;
extern u16 gBattle_WIN1H;
extern u16 gBattle_WIN1V;
extern u8 gDisplayedStringBattle[400];
extern u8 gBattleTextBuff1[TEXT_BUFF_ARRAY_COUNT];
extern u8 gBattleTextBuff2[TEXT_BUFF_ARRAY_COUNT];
extern u8 gBattleTextBuff3[TEXT_BUFF_ARRAY_COUNT];
extern u32 gBattleTypeFlags;
extern u8 gBattleTerrain;
extern u32 gUnknown_02022FF4;
extern u8 *gUnknown_0202305C;
extern u8 *gUnknown_02023060;
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 gBattlerByTurnOrder[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 gCalledMove;
extern s32 gBattleMoveDamage;
extern s32 gHpDealt;
extern s32 gTakenDmg[MAX_BATTLERS_COUNT];
extern u16 gLastUsedItem;
extern u16 gLastUsedAbility;
extern u8 gBattlerAttacker;
extern u8 gBattlerTarget;
extern u8 gBattlerFainted;
extern u8 gEffectBattler;
extern u8 gPotentialItemEffectBattler;
extern u8 gAbsentBattlerFlags;
extern u8 gIsCriticalHit;
extern u8 gMultiHitCounter;
extern const u8 *gBattlescriptCurrInstr;
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 u16 gLastUsedMove;
extern u8 gLastHitBy[MAX_BATTLERS_COUNT];
extern u16 gChosenMoveByBattler[MAX_BATTLERS_COUNT];
extern u16 gMoveResultFlags;
extern u32 gHitMarker;
extern u8 gTakenDmgByBattler[MAX_BATTLERS_COUNT];
extern u8 gUnknown_0202428C;
extern u32 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 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 u32 gFieldStatuses;
extern struct FieldTimer gFieldTimers;
extern u8 gBattlerAbility;
extern u16 gPartnerSpriteId;
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