diff options
author | DizzyEggg <jajkodizzy@wp.pl> | 2018-02-08 00:35:13 +0100 |
---|---|---|
committer | DizzyEggg <jajkodizzy@wp.pl> | 2018-02-08 00:35:13 +0100 |
commit | a10fd5a7c4d92551c579baacf07c499b6f434619 (patch) | |
tree | 59ac639704f70fb6ec19e1e0dbb1844241fd8b73 /include | |
parent | caf9af321d913e6938f5c70188ad0aca5e5eefeb (diff) |
create more battle constants
Diffstat (limited to 'include')
-rw-r--r-- | include/battle.h | 289 | ||||
-rw-r--r-- | include/constants/battle.h | 284 | ||||
-rw-r--r-- | include/constants/battle_ai.h | 6 | ||||
-rw-r--r-- | include/constants/battle_string_ids.h (renamed from include/battle_string_ids.h) | 7 |
4 files changed, 291 insertions, 295 deletions
diff --git a/include/battle.h b/include/battle.h index 3933c5bc4..9e755aaec 100644 --- a/include/battle.h +++ b/include/battle.h @@ -2,6 +2,7 @@ #define GUARD_BATTLE_H // should they be included here or included individually by every file? +#include "constants/battle.h" #include "battle_util.h" #include "battle_script_commands.h" #include "battle_main.h" @@ -10,210 +11,16 @@ #include "battle_util2.h" #include "battle_bg.h" -/* - * A battler may be in one of four positions on the field. The first bit determines - * what side the battler is on, either the player's side or the opponent's side. - * The second bit determines what flank the battler is on, either the left or right. - * Note that the opponent's flanks are drawn corresponding to their perspective, so - * their right mon appears on the left, and their left mon appears on the right. - * The battler ID is usually the same as the position, except in the case of link battles. - * - * + ------------------------- + - * | Opponent's side | - * | Right Left | - * | 3 1 | - * | | - * | Player's side | - * | Left Right | - * | 0 2 | - * ----------------------------+ - * | | - * | | - * +---------------------------+ - */ - -#define MAX_BATTLERS_COUNT 4 - -#define B_POSITION_PLAYER_LEFT 0 -#define B_POSITION_OPPONENT_LEFT 1 -#define B_POSITION_PLAYER_RIGHT 2 -#define B_POSITION_OPPONENT_RIGHT 3 - -// These macros can be used with either battler ID or positions to get the partner or the opposite mon -#define BATTLE_OPPOSITE(id) ((id) ^ 1) -#define BATTLE_PARTNER(id) ((id) ^ 2) - -#define B_SIDE_PLAYER 0 -#define B_SIDE_OPPONENT 1 - -#define B_FLANK_LEFT 0 -#define B_FLANK_RIGHT 1 - -#define BIT_SIDE 1 -#define BIT_FLANK 2 - #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 Type Flags - -#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_PIKE 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_KYOGRE 0x20000000 -#define BATTLE_TYPE_RAYQUAZA 0x40000000 -#define BATTLE_TYPE_x80000000 0x80000000 -#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) -#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) - - #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 B_OUTCOME_WON 0x1 -#define B_OUTCOME_LOST 0x2 -#define B_OUTCOME_DREW 0x3 -#define B_OUTCOME_RAN 0x4 -#define B_OUTCOME_PLAYER_TELEPORTED 0x5 -#define B_OUTCOME_POKE_FLED 0x6 -#define B_OUTCOME_CAUGHT_POKE 0x7 -#define B_OUTCOME_NO_SAFARI_BALLS 0x8 -#define B_OUTCOME_FORFEITED 0x9 -#define B_OUTCOME_POKE_TELEPORTED 0xA -#define B_OUTCOME_LINK_BATTLE_RAN 0x80 - - -// Non-volatile status conditions -// These persist remain outside of battle and after switching out -#define STATUS1_NONE 0x0 -#define STATUS1_SLEEP 0x7 -#define STATUS1_POISON 0x8 -#define STATUS1_BURN 0x10 -#define STATUS1_FREEZE 0x20 -#define STATUS1_PARALYSIS 0x40 -#define STATUS1_TOXIC_POISON 0x80 -#define STATUS1_TOXIC_COUNTER 0xF00 -#define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON) -#define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON) - -// Volatile status ailments -// These are removed after exiting the battle or switching out -#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 battler -#define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 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 - -// Seems like per-battler statuses. Not quite sure how to categorize these -#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) - - -// Not really sure what a "hitmarker" is. - -#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(battler) (gBitTable[battler] << 0x1C) -#define HITMARKER_UNK(battler) (0x10000000 << battler) - - -// Per-side statuses that affect an entire party - -#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) - - // Battle Actions // These determine what each battler will do in a turn #define B_ACTION_USE_MOVE 0 @@ -233,36 +40,9 @@ #define B_ACTION_NOTHING_FAINTED 13 // when choosing an action #define B_ACTION_NONE 0xFF -#define MOVE_RESULT_MISSED (1 << 0) -#define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1) -#define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2) -#define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3) -#define MOVE_RESULT_ONE_HIT_KO (1 << 4) -#define MOVE_RESULT_FAILED (1 << 5) -#define MOVE_RESULT_FOE_ENDURED (1 << 6) -#define MOVE_RESULT_FOE_HUNG_ON (1 << 7) -#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED) - #define MAX_TRAINER_ITEMS 4 #define MAX_MON_MOVES 4 -// Battle Weather flags - -#define WEATHER_RAIN_TEMPORARY (1 << 0) -#define WEATHER_RAIN_DOWNPOUR (1 << 1) // unused -#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 @@ -274,7 +54,6 @@ #define BATTLE_TERRAIN_BUILDING 8 #define BATTLE_TERRAIN_PLAIN 9 - // array entries for battle communication #define MULTIUSE_STATE 0x0 #define CURSOR_POSITION 0x1 @@ -732,72 +511,6 @@ struct BattleStruct 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 diff --git a/include/constants/battle.h b/include/constants/battle.h new file mode 100644 index 000000000..f3d7a8e0e --- /dev/null +++ b/include/constants/battle.h @@ -0,0 +1,284 @@ +#ifndef GUARD_CONSTANTS_BATTLE_H +#define GUARD_CONSTANTS_BATTLE_H + +/* + * A battler may be in one of four positions on the field. The first bit determines + * what side the battler is on, either the player's side or the opponent's side. + * The second bit determines what flank the battler is on, either the left or right. + * Note that the opponent's flanks are drawn corresponding to their perspective, so + * their right mon appears on the left, and their left mon appears on the right. + * The battler ID is usually the same as the position, except in the case of link battles. + * + * + ------------------------- + + * | Opponent's side | + * | Right Left | + * | 3 1 | + * | | + * | Player's side | + * | Left Right | + * | 0 2 | + * ----------------------------+ + * | | + * | | + * +---------------------------+ + */ + +#define MAX_BATTLERS_COUNT 4 + +#define B_POSITION_PLAYER_LEFT 0 +#define B_POSITION_OPPONENT_LEFT 1 +#define B_POSITION_PLAYER_RIGHT 2 +#define B_POSITION_OPPONENT_RIGHT 3 + +// These macros can be used with either battler ID or positions to get the partner or the opposite mon +#define BATTLE_OPPOSITE(id) ((id) ^ 1) +#define BATTLE_PARTNER(id) ((id) ^ 2) + +#define B_SIDE_PLAYER 0 +#define B_SIDE_OPPONENT 1 + +#define B_FLANK_LEFT 0 +#define B_FLANK_RIGHT 1 + +#define BIT_SIDE 1 +#define BIT_FLANK 2 + +// Battle Type Flags +#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_PIKE 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_KYOGRE 0x20000000 +#define BATTLE_TYPE_RAYQUAZA 0x40000000 +#define BATTLE_TYPE_x80000000 0x80000000 +#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) +#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) + +// Battle Outcome defines +#define B_OUTCOME_WON 0x1 +#define B_OUTCOME_LOST 0x2 +#define B_OUTCOME_DREW 0x3 +#define B_OUTCOME_RAN 0x4 +#define B_OUTCOME_PLAYER_TELEPORTED 0x5 +#define B_OUTCOME_MON_FLED 0x6 +#define B_OUTCOME_CAUGHT 0x7 +#define B_OUTCOME_NO_SAFARI_BALLS 0x8 +#define B_OUTCOME_FORFEITED 0x9 +#define B_OUTCOME_MON_TELEPORTED 0xA +#define B_OUTCOME_LINK_BATTLE_RAN 0x80 + +// Non-volatile status conditions +// These persist remain outside of battle and after switching out +#define STATUS1_NONE 0x0 +#define STATUS1_SLEEP 0x7 +#define STATUS1_POISON 0x8 +#define STATUS1_BURN 0x10 +#define STATUS1_FREEZE 0x20 +#define STATUS1_PARALYSIS 0x40 +#define STATUS1_TOXIC_POISON 0x80 +#define STATUS1_TOXIC_COUNTER 0xF00 +#define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON) +#define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON) + +// Volatile status ailments +// These are removed after exiting the battle or switching out +#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 battler +#define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 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 + +// Seems like per-battler statuses. Not quite sure how to categorize these +#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) + +// Not really sure what a "hitmarker" is. +#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(battler) (gBitTable[battler] << 0x1C) +#define HITMARKER_UNK(battler) (0x10000000 << battler) + +// Per-side statuses that affect an entire party +#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) + +// Flags describing move's result +#define MOVE_RESULT_MISSED (1 << 0) +#define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1) +#define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2) +#define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3) +#define MOVE_RESULT_ONE_HIT_KO (1 << 4) +#define MOVE_RESULT_FAILED (1 << 5) +#define MOVE_RESULT_FOE_ENDURED (1 << 6) +#define MOVE_RESULT_FOE_HUNG_ON (1 << 7) +#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED) + +// Battle Weather flags +#define WEATHER_RAIN_TEMPORARY (1 << 0) +#define WEATHER_RAIN_DOWNPOUR (1 << 1) // unused +#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) + +// Move Effects +#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 + +#endif // GUARD_CONSTANTS_BATTLE_H diff --git a/include/constants/battle_ai.h b/include/constants/battle_ai.h index 92eac11fa..7d2c70307 100644 --- a/include/constants/battle_ai.h +++ b/include/constants/battle_ai.h @@ -1,5 +1,5 @@ -#ifndef GUARD_BATTLE_AI_H -#define GUARD_BATTLE_AI_H +#ifndef GUARD_CONSTANTS_BATTLE_AI_H +#define GUARD_CONSTANTS_BATTLE_AI_H // battlers #define AI_TARGET 0 @@ -49,4 +49,4 @@ #define AI_SCRIPT_SAFARI (1 << 30) #define AI_SCRIPT_FIRST_BATTLE (1 << 31) -#endif // GUARD_BATTLE_AI_H +#endif // GUARD_CONSTANTS_BATTLE_AI_H diff --git a/include/battle_string_ids.h b/include/constants/battle_string_ids.h index f242284b0..db9ed59bd 100644 --- a/include/battle_string_ids.h +++ b/include/constants/battle_string_ids.h @@ -1,5 +1,5 @@ -#ifndef GUARD_BATTLE_STRING_IDS_H -#define GUARD_BATTLE_STRING_IDS_H +#ifndef GUARD_CONSTANTS_BATTLE_STRING_IDS_H +#define GUARD_CONSTANTS_BATTLE_STRING_IDS_H #define BATTLESTRINGS_COUNT 369 @@ -12,7 +12,6 @@ #define STRINGID_USEDMOVE 4 #define STRINGID_BATTLEEND 5 - // todo: make some of those names less vague: attacker/target vs pkmn, etc. #define STRINGID_TRAINER1LOSETEXT 12 #define STRINGID_PKMNGAINEDEXP 13 @@ -384,4 +383,4 @@ #define STRINGID_TRAINER1WINTEXT 379 #define STRINGID_TRAINER2WINTEXT 380 -#endif // GUARD_BATTLE_STRING_IDS_H +#endif // GUARD_CONSTANTS_BATTLE_STRING_IDS_H |