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https://github.com/Ninjdai1/pokeemerald.git
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993 lines
30 KiB
C
993 lines
30 KiB
C
#ifndef GUARD_BATTLE_H
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#define GUARD_BATTLE_H
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// should they be included here or included individually by every file?
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#include "battle_util.h"
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#include "battle_script_commands.h"
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#include "battle_main.h"
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#include "battle_ai_switch_items.h"
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#include "battle_gfx_sfx_util.h"
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#include "battle_util2.h"
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#include "battle_bg.h"
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/*
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* A battler may be in one of four positions on the field. The first bit determines
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* what side the battler is on, either the player's side or the opponent's side.
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* The second bit determines what flank the battler is on, either the left or right.
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* Note that the opponent's flanks are drawn corresponding to their perspective, so
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* their right mon appears on the left, and their left mon appears on the right.
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* The battler ID is usually the same as the position, except in the case of link battles.
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*
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* + ------------------------- +
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* | Opponent's side |
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* | Right Left |
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* | 3 1 |
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* | |
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* | Player's side |
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* | Left Right |
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* | 0 2 |
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* ----------------------------+
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* | |
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* | |
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* +---------------------------+
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*/
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#define MAX_BATTLERS_COUNT 4
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#define B_POSITION_PLAYER_LEFT 0
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#define B_POSITION_OPPONENT_LEFT 1
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#define B_POSITION_PLAYER_RIGHT 2
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#define B_POSITION_OPPONENT_RIGHT 3
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// These macros can be used with either battler ID or positions to get the partner or the opposite mon
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#define BATTLE_OPPOSITE(id) ((id) ^ 1)
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#define BATTLE_PARTNER(id) ((id) ^ 2)
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#define B_SIDE_PLAYER 0
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#define B_SIDE_OPPONENT 1
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#define B_FLANK_LEFT 0
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#define B_FLANK_RIGHT 1
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#define BIT_SIDE 1
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#define BIT_FLANK 2
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#define GET_BATTLER_POSITION(battler) (gBattlerPositions[battler])
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#define GET_BATTLER_SIDE(battler) (GetBattlerPosition(battler) & BIT_SIDE)
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#define GET_BATTLER_SIDE2(battler) (GET_BATTLER_POSITION(battler) & BIT_SIDE)
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// Battle Type Flags
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#define BATTLE_TYPE_DOUBLE 0x0001
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#define BATTLE_TYPE_LINK 0x0002
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#define BATTLE_TYPE_WILD 0x0004
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#define BATTLE_TYPE_TRAINER 0x0008
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#define BATTLE_TYPE_FIRST_BATTLE 0x0010
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#define BATTLE_TYPE_20 0x0020
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#define BATTLE_TYPE_MULTI 0x0040
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#define BATTLE_TYPE_SAFARI 0x0080
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#define BATTLE_TYPE_BATTLE_TOWER 0x0100
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#define BATTLE_TYPE_WALLY_TUTORIAL 0x0200
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#define BATTLE_TYPE_ROAMER 0x0400
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#define BATTLE_TYPE_EREADER_TRAINER 0x0800
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#define BATTLE_TYPE_KYOGRE_GROUDON 0x1000
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#define BATTLE_TYPE_LEGENDARY 0x2000
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#define BATTLE_TYPE_REGI 0x4000
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#define BATTLE_TYPE_TWO_OPPONENTS 0x8000
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#define BATTLE_TYPE_DOME 0x10000
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#define BATTLE_TYPE_PALACE 0x20000
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#define BATTLE_TYPE_ARENA 0x40000
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#define BATTLE_TYPE_FACTORY 0x80000
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#define BATTLE_TYPE_PIKE 0x100000
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#define BATTLE_TYPE_PYRAMID 0x200000
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#define BATTLE_TYPE_INGAME_PARTNER 0x400000
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#define BATTLE_TYPE_x800000 0x800000
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#define BATTLE_TYPE_RECORDED 0x1000000
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#define BATTLE_TYPE_x2000000 0x2000000
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#define BATTLE_TYPE_x4000000 0x4000000
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#define BATTLE_TYPE_SECRET_BASE 0x8000000
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#define BATTLE_TYPE_GROUDON 0x10000000
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#define BATTLE_TYPE_KYOGRE 0x20000000
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#define BATTLE_TYPE_RAYQUAZA 0x40000000
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#define BATTLE_TYPE_x80000000 0x80000000
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#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | BATTLE_TYPE_PYRAMID)
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#define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE)
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extern u32 gBattleTypeFlags;
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#define TRAINER_OPPONENT_3FE 0x3FE
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#define TRAINER_OPPONENT_C00 0xC00
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#define TRAINER_OPPONENT_800 0x800
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#define STEVEN_PARTNER_ID 0xC03
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#define SECRET_BASE_OPPONENT 0x400
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#define B_OUTCOME_WON 0x1
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#define B_OUTCOME_LOST 0x2
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#define B_OUTCOME_DREW 0x3
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#define B_OUTCOME_RAN 0x4
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#define B_OUTCOME_PLAYER_TELEPORTED 0x5
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#define B_OUTCOME_POKE_FLED 0x6
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#define B_OUTCOME_CAUGHT_POKE 0x7
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#define B_OUTCOME_NO_SAFARI_BALLS 0x8
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#define B_OUTCOME_FORFEITED 0x9
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#define B_OUTCOME_POKE_TELEPORTED 0xA
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#define B_OUTCOME_LINK_BATTLE_RAN 0x80
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extern u8 gBattleOutcome;
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// Non-volatile status conditions
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// These persist remain outside of battle and after switching out
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#define STATUS1_NONE 0x0
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#define STATUS1_SLEEP 0x7
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#define STATUS1_POISON 0x8
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#define STATUS1_BURN 0x10
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#define STATUS1_FREEZE 0x20
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#define STATUS1_PARALYSIS 0x40
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#define STATUS1_TOXIC_POISON 0x80
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#define STATUS1_TOXIC_COUNTER 0xF00
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#define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON)
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#define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON)
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// Volatile status ailments
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// These are removed after exiting the battle or switching out
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#define STATUS2_CONFUSION 0x00000007
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#define STATUS2_FLINCHED 0x00000008
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#define STATUS2_UPROAR 0x00000070
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#define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200
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#define STATUS2_LOCK_CONFUSE 0x00000C00
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#define STATUS2_MULTIPLETURNS 0x00001000
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#define STATUS2_WRAPPED 0x0000E000
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#define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every battler
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#define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 16)
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#define STATUS2_FOCUS_ENERGY 0x00100000
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#define STATUS2_TRANSFORMED 0x00200000
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#define STATUS2_RECHARGE 0x00400000
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#define STATUS2_RAGE 0x00800000
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#define STATUS2_SUBSTITUTE 0x01000000
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#define STATUS2_DESTINY_BOND 0x02000000
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#define STATUS2_ESCAPE_PREVENTION 0x04000000
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#define STATUS2_NIGHTMARE 0x08000000
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#define STATUS2_CURSED 0x10000000
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#define STATUS2_FORESIGHT 0x20000000
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#define STATUS2_DEFENSE_CURL 0x40000000
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#define STATUS2_TORMENT 0x80000000
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// Seems like per-battler statuses. Not quite sure how to categorize these
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#define STATUS3_LEECHSEED_BANK 0x3
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#define STATUS3_LEECHSEED 0x4
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#define STATUS3_ALWAYS_HITS 0x18 // two bits
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#define STATUS3_PERISH_SONG 0x20
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#define STATUS3_ON_AIR 0x40
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#define STATUS3_UNDERGROUND 0x80
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#define STATUS3_MINIMIZED 0x100
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#define STATUS3_ROOTED 0x400
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#define STATUS3_CHARGED_UP 0x200
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#define STATUS3_YAWN 0x1800 // two bits
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#define STATUS3_IMPRISONED_OTHERS 0x2000
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#define STATUS3_GRUDGE 0x4000
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#define STATUS3_CANT_SCORE_A_CRIT 0x8000
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#define STATUS3_MUDSPORT 0x10000
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#define STATUS3_WATERSPORT 0x20000
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#define STATUS3_UNDERWATER 0x40000
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#define STATUS3_INTIMIDATE_POKES 0x80000
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#define STATUS3_TRACE 0x100000
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#define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER)
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extern u32 gStatuses3[MAX_BATTLERS_COUNT];
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// Not really sure what a "hitmarker" is.
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#define HITMARKER_x10 0x00000010
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#define HITMARKER_x20 0x00000020
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#define HITMARKER_DESTINYBOND 0x00000040
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#define HITMARKER_NO_ANIMATIONS 0x00000080
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#define HITMARKER_IGNORE_SUBSTITUTE 0x00000100
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#define HITMARKER_NO_ATTACKSTRING 0x00000200
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#define HITMARKER_ATTACKSTRING_PRINTED 0x00000400
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#define HITMARKER_NO_PPDEDUCT 0x00000800
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#define HITMARKER_PURSUIT_TRAP 0x00001000
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#define HITMARKER_IGNORE_SAFEGUARD 0x00002000
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#define HITMARKER_SYNCHRONISE_EFFECT 0x00004000
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#define HITMARKER_RUN 0x00008000
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#define HITMARKER_IGNORE_ON_AIR 0x00010000
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#define HITMARKER_IGNORE_UNDERGROUND 0x00020000
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#define HITMARKER_IGNORE_UNDERWATER 0x00040000
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#define HITMARKER_UNABLE_TO_USE_MOVE 0x00080000
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#define HITMARKER_x100000 0x00100000
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#define HITMARKER_x200000 0x00200000
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#define HITMARKER_x400000 0x00400000
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#define HITMARKER_x800000 0x00800000
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#define HITMARKER_GRUDGE 0x01000000
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#define HITMARKER_OBEYS 0x02000000
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#define HITMARKER_x4000000 0x04000000
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#define HITMARKER_x8000000 0x08000000
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#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 0x1C)
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#define HITMARKER_UNK(battler) (0x10000000 << battler)
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extern u32 gHitMarker;
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// Per-side statuses that affect an entire party
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#define SIDE_STATUS_REFLECT (1 << 0)
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#define SIDE_STATUS_LIGHTSCREEN (1 << 1)
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#define SIDE_STATUS_X4 (1 << 2)
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#define SIDE_STATUS_SPIKES (1 << 4)
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#define SIDE_STATUS_SAFEGUARD (1 << 5)
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#define SIDE_STATUS_FUTUREATTACK (1 << 6)
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#define SIDE_STATUS_MIST (1 << 8)
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#define SIDE_STATUS_SPIKES_DAMAGED (1 << 9)
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extern u16 gSideStatuses[2];
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// Battle Actions
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// These determine what each battler will do in a turn
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#define B_ACTION_USE_MOVE 0
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#define B_ACTION_USE_ITEM 1
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#define B_ACTION_SWITCH 2
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#define B_ACTION_RUN 3
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#define B_ACTION_SAFARI_WATCH_CAREFULLY 4
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#define B_ACTION_SAFARI_BALL 5
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#define B_ACTION_SAFARI_POKEBLOCK 6
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#define B_ACTION_SAFARI_GO_NEAR 7
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#define B_ACTION_SAFARI_RUN 8
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// The exact purposes of these are unclear
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#define B_ACTION_UNKNOWN9 9
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#define B_ACTION_EXEC_SCRIPT 10 // when executing an action
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#define B_ACTION_CANCEL_PARTNER 12 // when choosing an action
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#define B_ACTION_FINISHED 12 // when executing an action
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#define B_ACTION_NOTHING_FAINTED 13 // when choosing an action
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#define B_ACTION_NONE 0xFF
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#define MOVE_RESULT_MISSED (1 << 0)
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#define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1)
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#define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2)
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#define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3)
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#define MOVE_RESULT_ONE_HIT_KO (1 << 4)
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#define MOVE_RESULT_FAILED (1 << 5)
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#define MOVE_RESULT_FOE_ENDURED (1 << 6)
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#define MOVE_RESULT_FOE_HUNG_ON (1 << 7)
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#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
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#define MAX_TRAINER_ITEMS 4
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#define MAX_MON_MOVES 4
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// Battle Weather flags
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#define WEATHER_RAIN_TEMPORARY (1 << 0)
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#define WEATHER_RAIN_DOWNPOUR (1 << 1) // unused
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#define WEATHER_RAIN_PERMANENT (1 << 2)
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#define WEATHER_RAIN_ANY (WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT)
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#define WEATHER_SANDSTORM_TEMPORARY (1 << 3)
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#define WEATHER_SANDSTORM_PERMANENT (1 << 4)
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#define WEATHER_SANDSTORM_ANY (WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT)
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#define WEATHER_SUN_TEMPORARY (1 << 5)
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#define WEATHER_SUN_PERMANENT (1 << 6)
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#define WEATHER_SUN_ANY (WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT)
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#define WEATHER_HAIL (1 << 7)
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#define WEATHER_HAIL_ANY (WEATHER_HAIL)
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#define WEATHER_ANY (WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY)
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extern u16 gBattleWeather;
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#define BATTLE_TERRAIN_GRASS 0
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#define BATTLE_TERRAIN_LONG_GRASS 1
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#define BATTLE_TERRAIN_SAND 2
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#define BATTLE_TERRAIN_UNDERWATER 3
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#define BATTLE_TERRAIN_WATER 4
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#define BATTLE_TERRAIN_POND 5
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#define BATTLE_TERRAIN_MOUNTAIN 6
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#define BATTLE_TERRAIN_CAVE 7
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#define BATTLE_TERRAIN_BUILDING 8
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#define BATTLE_TERRAIN_PLAIN 9
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extern u8 gBattleTerrain;
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// array entries for battle communication
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#define MULTIUSE_STATE 0x0
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#define CURSOR_POSITION 0x1
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#define TASK_ID 0x1 // task Id and cursor position share the same field
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#define SPRITES_INIT_STATE1 0x1 // shares the Id as well
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#define SPRITES_INIT_STATE2 0x2
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#define MOVE_EFFECT_BYTE 0x3
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#define ACTIONS_CONFIRMED_COUNT 0x4
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#define MULTISTRING_CHOOSER 0x5
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#define MSG_DISPLAY 0x7
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#define BATTLE_COMMUNICATION_ENTRIES_COUNT 0x8
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#define MOVE_TARGET_SELECTED 0x0
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#define MOVE_TARGET_DEPENDS 0x1
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#define MOVE_TARGET_USER 0x2
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#define MOVE_TARGET_RANDOM 0x4
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#define MOVE_TARGET_x10 0x10
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#define MOVE_TARGET_BOTH 0x8
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#define MOVE_TARGET_FOES_AND_ALLY 0x20
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#define MOVE_TARGET_OPPONENTS_FIELD 0x40
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// defines for the u8 array gTypeEffectiveness
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#define TYPE_EFFECT_ATK_TYPE(i)((gTypeEffectiveness[i + 0]))
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#define TYPE_EFFECT_DEF_TYPE(i)((gTypeEffectiveness[i + 1]))
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#define TYPE_EFFECT_MULTIPLIER(i)((gTypeEffectiveness[i + 2]))
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// defines for the gTypeEffectiveness multipliers
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#define TYPE_MUL_NO_EFFECT 0
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#define TYPE_MUL_NOT_EFFECTIVE 5
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#define TYPE_MUL_NORMAL 10
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#define TYPE_MUL_SUPER_EFFECTIVE 20
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// special type table Ids
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#define TYPE_FORESIGHT 0xFE
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#define TYPE_ENDTABLE 0xFF
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#define BS_GET_TARGET 0
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#define BS_GET_ATTACKER 1
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#define BS_GET_EFFECT_BANK 2
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#define BS_GET_gBank1 3
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#define BS_GET_BANK_0 7
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#define BS_ATTACKER_WITH_PARTNER 4 // for atk98_status_icon_update
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#define BS_GET_ATTACKER_SIDE 8 // for atk1E_jumpifability
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#define BS_GET_NOT_ATTACKER_SIDE 9 // for atk1E_jumpifability
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#define BS_GET_SCRIPTING_BANK 10
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#define BS_GET_OPPONENT1 12
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#define BS_GET_PLAYER2 13
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#define BS_GET_OPPONENT2 14
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// for battle script commands
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#define CMP_EQUAL 0x0
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#define CMP_NOT_EQUAL 0x1
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#define CMP_GREATER_THAN 0x2
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#define CMP_LESS_THAN 0x3
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#define CMP_COMMON_BITS 0x4
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#define CMP_NO_COMMON_BITS 0x5
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struct TrainerMonNoItemDefaultMoves
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{
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u16 iv;
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u8 lvl;
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u16 species;
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};
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u8 GetBattlerSide(u8 battler);
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struct TrainerMonItemDefaultMoves
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{
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u16 iv;
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u8 lvl;
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u16 species;
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u16 heldItem;
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};
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struct TrainerMonNoItemCustomMoves
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{
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u16 iv;
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u8 lvl;
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u16 species;
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u16 moves[4];
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};
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struct TrainerMonItemCustomMoves
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{
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u16 iv;
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u8 lvl;
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u16 species;
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u16 heldItem;
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u16 moves[4];
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};
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union TrainerMonPtr
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{
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struct TrainerMonNoItemDefaultMoves *NoItemDefaultMoves;
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struct TrainerMonNoItemCustomMoves *NoItemCustomMoves;
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struct TrainerMonItemDefaultMoves *ItemDefaultMoves;
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struct TrainerMonItemCustomMoves *ItemCustomMoves;
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};
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struct Trainer
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{
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/*0x00*/ u8 partyFlags;
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/*0x01*/ u8 trainerClass;
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/*0x02*/ u8 encounterMusic_gender; // last bit is gender
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/*0x03*/ u8 trainerPic;
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/*0x04*/ u8 trainerName[12];
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/*0x10*/ u16 items[4];
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/*0x18*/ bool8 doubleBattle;
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/*0x1C*/ u32 aiFlags;
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/*0x20*/ u8 partySize;
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/*0x24*/ union TrainerMonPtr party;
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};
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extern const struct Trainer gTrainers[];
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#define TRAINER_ENCOUNTER_MUSIC(trainer)((gTrainers[trainer].encounterMusic_gender & 0x7F))
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struct UnknownFlags
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{
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u32 flags[4];
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};
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#define UNKNOWN_FLAG_FLASH_FIRE 1
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struct DisableStruct
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{
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/*0x00*/ u32 transformedMonPersonality;
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/*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];
|
|
};
|
|
|
|
extern struct DisableStruct gDisableStructs[MAX_BATTLERS_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 physicalBattlerId;
|
|
/* field_D */ u8 specialBattlerId;
|
|
/* field_E */ u16 fieldE;
|
|
};
|
|
|
|
extern struct ProtectStruct gProtectStructs[MAX_BATTLERS_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 dmg;
|
|
s32 physicalDmg;
|
|
s32 specialDmg;
|
|
u8 physicalBattlerId;
|
|
u8 specialBattlerId;
|
|
u8 field12;
|
|
u8 field13;
|
|
};
|
|
|
|
extern struct SpecialStatus gSpecialStatuses[MAX_BATTLERS_COUNT];
|
|
|
|
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;
|
|
};
|
|
|
|
extern struct SideTimer gSideTimers[];
|
|
|
|
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];
|
|
};
|
|
|
|
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[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;
|
|
};
|
|
|
|
extern struct BattleResources* gBattleResources;
|
|
|
|
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
|
|
};
|
|
|
|
extern struct BattleResults gBattleResults;
|
|
|
|
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;
|
|
u8 field_B3;
|
|
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;
|
|
u8 field_1A4[96];
|
|
u8 field_204[104];
|
|
u8 field_26C[40];
|
|
u8 AI_monToSwitchIntoId[MAX_BATTLERS_COUNT];
|
|
u8 field_298[8];
|
|
u8 field_2A0;
|
|
u8 field_2A1;
|
|
u8 field_2A2;
|
|
};
|
|
|
|
extern struct BattleStruct* gBattleStruct;
|
|
|
|
#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
|
|
|
|
#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;
|
|
};
|
|
|
|
extern struct BattleScripting gBattleScripting;
|
|
|
|
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 bank);
|
|
u8 GetBattlerPosition(u8 bank);
|
|
u8 GetBattlerAtPosition(u8 bank);
|
|
|
|
struct BattleSpriteInfo
|
|
{
|
|
u16 invisible : 1; // 0x1
|
|
u16 lowHpSong : 1; // 0x2
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|
u16 behindSubstitute : 1; // 0x4
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|
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;
|
|
};
|
|
|
|
extern struct BattleSpriteData *gBattleSpritesDataPtr;
|
|
|
|
#define BATTLE_BUFFER_LINK_SIZE 0x1000
|
|
|
|
extern u8 *gLinkBattleSendBuffer;
|
|
extern u8 *gLinkBattleRecvBuffer;
|
|
|
|
extern u8 *gUnknown_0202305C;
|
|
extern u8 *gUnknown_02023060;
|
|
|
|
// 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];
|
|
struct SpriteFrameImage field_74[4][4];
|
|
u8 field_F4[0x80];
|
|
u8 *barFontGfx;
|
|
void *field_178;
|
|
void *field_17C;
|
|
};
|
|
|
|
extern struct BattleSpritesGfx* gMonSpritesGfx;
|
|
extern u8 gBattleOutcome;
|
|
extern u16 gLastUsedItem;
|
|
extern u32 gBattleTypeFlags;
|
|
extern struct MonSpritesGfx* gMonSpritesGfxPtr;
|
|
extern u16 gTrainerBattleOpponent_A;
|
|
|
|
#endif // GUARD_BATTLE_H
|