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#ifndef GUARD_BATTLE_H
#define GUARD_BATTLE_H

#define BATTLE_TYPE_DOUBLE          0x0001
#define BATTLE_TYPE_LINK            0x0002
#define BATTLE_TYPE_WILD            0x0004
#define BATTLE_TYPE_TRAINER         0x0008
#define BATTLE_TYPE_FIRST_BATTLE    0x0010
#define BATTLE_TYPE_20              0x0020
#define BATTLE_TYPE_MULTI           0x0040
#define BATTLE_TYPE_SAFARI          0x0080
#define BATTLE_TYPE_BATTLE_TOWER    0x0100
#define BATTLE_TYPE_WALLY_TUTORIAL  0x0200
#define BATTLE_TYPE_ROAMER          0x0400
#define BATTLE_TYPE_EREADER_TRAINER 0x0800
#define BATTLE_TYPE_KYOGRE_GROUDON  0x1000
#define BATTLE_TYPE_LEGENDARY       0x2000
#define BATTLE_TYPE_REGI            0x4000
#define BATTLE_TYPE_TWO_OPPONENTS   0x8000
#define BATTLE_TYPE_DOME            0x10000
#define BATTLE_TYPE_PALACE          0x20000
#define BATTLE_TYPE_ARENA           0x40000
#define BATTLE_TYPE_FACTORY         0x80000
#define BATTLE_TYPE_x100000         0x100000
#define BATTLE_TYPE_PYRAMID         0x200000
#define BATTLE_TYPE_INGAME_PARTNER  0x400000
#define BATTLE_TYPE_RECORDED        0x1000000
#define BATTLE_TYPE_x2000000        0x2000000
#define BATTLE_TYPE_x4000000        0x4000000
#define BATTLE_TYPE_SECRET_BASE     0x8000000
#define BATTLE_TYPE_GROUDON         0x10000000
#define BATTLE_TYPE_KYORGE          0x20000000
#define BATTLE_TYPE_RAYQUAZA        0x40000000

#define BATTLE_TYPE_FRONTIER        (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_x100000 | BATTLE_TYPE_PYRAMID)

#define STATUS_SLEEP            0x7
#define STATUS_POISON           0x8
#define STATUS_BURN             0x10
#define STATUS_FREEZE           0x20
#define STATUS_PARALYSIS        0x40
#define STATUS_TOXIC_POISON     0x80
#define STATUS_TOXIC_COUNTER    0xF00

#define STATUS_PSN_ANY          ((STATUS_POISON | STATUS_TOXIC_POISON))
#define STATUS_ANY              ((STATUS_SLEEP | STATUS_POISON | STATUS_BURN | STATUS_FREEZE | STATUS_PARALYSIS | STATUS_TOXIC_POISON))

#define STATUS2_CONFUSION           0x00000007
#define STATUS2_FLINCHED            0x00000008
#define STATUS2_UPROAR              0x00000070
#define STATUS2_BIDE                0x00000300  //two bits 0x100 0x200
#define STATUS2_LOCK_CONFUSE        0x00000C00
#define STATUS2_MULTIPLETURNS       0x00001000
#define STATUS2_WRAPPED             0x0000E000
#define STATUS2_INFATUATION         0x000F0000
#define STATUS2_FOCUS_ENERGY        0x00100000
#define STATUS2_TRANSFORMED         0x00200000
#define STATUS2_RECHARGE            0x00400000
#define STATUS2_RAGE                0x00800000
#define STATUS2_SUBSTITUTE          0x01000000
#define STATUS2_DESTINY_BOND        0x02000000
#define STATUS2_ESCAPE_PREVENTION   0x04000000
#define STATUS2_NIGHTMARE           0x08000000
#define STATUS2_CURSED              0x10000000
#define STATUS2_FORESIGHT           0x20000000
#define STATUS2_DEFENSE_CURL        0x40000000
#define STATUS2_TORMENT             0x80000000

#define STATUS3_LEECHSEED_BANK          0x3
#define STATUS3_LEECHSEED               0x4
#define STATUS3_ALWAYS_HITS             0x18    //two bits
#define STATUS3_PERISH_SONG             0x20
#define STATUS3_ON_AIR                  0x40
#define STATUS3_UNDERGROUND             0x80
#define STATUS3_MINIMIZED               0x100
#define STATUS3_ROOTED                  0x400
#define STATUS3_CHARGED_UP              0x200
#define STATUS3_YAWN                    0x1800  //two bits
#define STATUS3_IMPRISIONED             0x2000
#define STATUS3_GRUDGE                  0x4000
#define STATUS3_CANT_SCORE_A_CRIT       0x8000
#define STATUS3_MUDSPORT                0x10000
#define STATUS3_WATERSPORT              0x20000
#define STATUS3_UNDERWATER              0x40000
#define STATUS3_INTIMIDATE_POKES        0x80000
#define STATUS3_TRACE                   0x100000

#define STATUS3_SEMI_INVULNERABLE       ((STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER))

#define HITMARKER_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_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_x8000000              0x08000000
#define HITMARKER_FAINTED(bank)         ((gBitTable[bank] << 0x1C))
#define HITMARKER_UNK(bank)             ((0x10000000 << bank))

#define SIDE_STATUS_REFLECT          (1 << 0)
#define SIDE_STATUS_LIGHTSCREEN      (1 << 1)
#define SIDE_STATUS_X4               (1 << 2)
#define SIDE_STATUS_SPIKES           (1 << 4)
#define SIDE_STATUS_SAFEGUARD        (1 << 5)
#define SIDE_STATUS_FUTUREATTACK     (1 << 6)
#define SIDE_STATUS_MIST             (1 << 8)
#define SIDE_STATUS_SPIKES_DAMAGED   (1 << 9)

#define ABILITYEFFECT_ON_SWITCHIN         0x0
#define ABILITYEFFECT_ENDTURN             0x1
#define ABILITYEFFECT_MOVES_BLOCK         0x2
#define ABILITYEFFECT_ABSORBING           0x3
#define ABILITYEFFECT_CONTACT             0x4
#define ABILITYEFFECT_IMMUNITY            0x5
#define ABILITYEFFECT_FORECAST            0x6
#define ABILITYEFFECT_SYNCHRONIZE         0x7
#define ABILITYEFFECT_ATK_SYNCHRONIZE     0x8
#define ABILITYEFFECT_INTIMIDATE1         0x9
#define ABILITYEFFECT_INTIMIDATE2         0xA
#define ABILITYEFFECT_TRACE               0xB
#define ABILITYEFFECT_CHECK_OTHER_SIDE    0xC
#define ABILITYEFFECT_CHECK_BANK_SIDE     0xD
#define ABILITYEFFECT_FIELD_SPORT         0xE
#define ABILITYEFFECT_CHECK_FIELD_EXCEPT_BANK   0xF
#define ABILITYEFFECT_COUNT_OTHER_SIZE    0x10
#define ABILITYEFFECT_COUNT_BANK_SIDE     0x11
#define ABILITYEFFECT_COUNT_ON_FIELD      0x12
#define ABILITYEFFECT_CHECK_ON_FIELD      0x13

#define WEATHER_HAS_EFFECT ((!AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, ABILITY_CLOUD_NINE, 0, 0) && !AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, ABILITY_AIR_LOCK, 0, 0)))

#define MOVESTATUS_MISSED             (1 << 0)
#define MOVESTATUS_SUPEREFFECTIVE     (1 << 1)
#define MOVESTATUS_NOTVERYEFFECTIVE   (1 << 2)
#define MOVESTATUS_NOTAFFECTED        (1 << 3)
#define MOVESTATUS_ONEHITKO           (1 << 4)
#define MOVESTATUS_FAILED             (1 << 5)
#define MOVESTATUS_ENDURED            (1 << 6)
#define MOVESTATUS_HUNGON             (1 << 7)

#define MOVESTATUS_NOEFFECT ((MOVESTATUS_MISSED | MOVESTATUS_NOTAFFECTED | MOVESTATUS_FAILED))

#define MAX_TRAINER_ITEMS 4
#define MAX_MON_MOVES 4
#define MAX_BANKS_BATTLE 4

#define WEATHER_RAIN_TEMPORARY      (1 << 0)
#define WEATHER_RAIN_DOWNPOUR       (1 << 1)
#define WEATHER_RAIN_PERMANENT      (1 << 2)
#define WEATHER_RAIN_ANY ((WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT))
#define WEATHER_SANDSTORM_TEMPORARY (1 << 3)
#define WEATHER_SANDSTORM_PERMANENT (1 << 4)
#define WEATHER_SANDSTORM_ANY ((WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT))
#define WEATHER_SUN_TEMPORARY       (1 << 5)
#define WEATHER_SUN_PERMANENT       (1 << 6)
#define WEATHER_SUN_ANY ((WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT))
#define WEATHER_HAIL                (1 << 7)
#define WEATHER_HAIL_ANY ((WEATHER_HAIL))

u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg);
u8 GetBankSide(u8 bank);

struct Trainer
{
    /*0x00*/ u8 partyFlags;
    /*0x01*/ u8 trainerClass;
    /*0x02*/ u8 encounterMusic:7;
    /*0x02*/ u8 gender:1;
    /*0x03*/ u8 trainerPic;
    /*0x04*/ u8 trainerName[12];
    /*0x10*/ u16 items[4];
    /*0x18*/ bool8 doubleBattle;
    /*0x1C*/ u32 aiFlags;
    /*0x20*/ u8 partySize;
    /*0x24*/ void *party;
};

extern const struct Trainer gTrainers[];

struct UnknownFlags
{
    u32 flags[4];
};

#define UNKNOWN_FLAG_FLASH_FIRE 1

struct DisableStruct
{
    /*0x00*/ u32 unk0;
    /*0x04*/ u16 disabledMove;
    /*0x06*/ u16 encoredMove;
    /*0x08*/ u8 protectUses;
    /*0x09*/ u8 stockpileCounter;
    /*0x0A*/ u8 substituteHP;
    /*0x0B*/ u8 disableTimer1 : 4;
    /*0x0B*/ u8 disableTimer2 : 4;
    /*0x0C*/ u8 encoredMovePos;
    /*0x0D*/ u8 unkD;
    /*0x0E*/ u8 encoreTimer1 : 4;
    /*0x0E*/ u8 encoreTimer2 : 4;
    /*0x0F*/ u8 perishSong1 : 4;
    /*0x0F*/ u8 perishSong2 : 4;
    /*0x10*/ u8 furyCutterCounter;
    /*0x11*/ u8 rolloutTimer1 : 4;
    /*0x11*/ u8 rolloutTimer2 : 4;
    /*0x12*/ u8 chargeTimer1 : 4;
    /*0x12*/ u8 chargeTimer2 : 4;
    /*0x13*/ u8 tauntTimer1:4;
    /*0x13*/ u8 tauntTimer2:4;
    /*0x14*/ u8 bankPreventingEscape;
    /*0x15*/ u8 bankWithSureHit;
    /*0x16*/ u8 isFirstTurn;
    /*0x17*/ u8 unk17;
    /*0x18*/ u8 truantCounter : 1;
    /*0x18*/ u8 unk18_a : 3;
    /*0x18*/ u8 unk18_b : 4;
    /*0x19*/ u8 rechargeCounter;
    /*0x1A*/ u8 unk1A[2];
};

extern struct DisableStruct gDisableStructs[];

//size should be 0x1C
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[4];
    u16 unknown[4];
};

//size should be 0x54
struct BattleHistory
{
    struct UsedMoves usedMoves[4];
    u8 abilities[4];
    u8 itemEffects[4];
    u16 TrainerItems[4];
    u8 itemsNo;
};

struct BattleScriptsStack
{
    u8 *ptr[8];
    u8 size;
};

struct BattleResources
{
    void* secretBaseOpponent;
    struct UnknownFlags *flags;
    struct BattleScriptsStack* battleScriptsStack;
    void* battleCallbackStack;
    void* 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 unk2;                  // 0x2
    u8 unk3;                  // 0x3
    u8 unk4;                  // 0x4
    u8 unk5_0:1;              // 0x5
    u8 unk5_1:1;              // 0x5
    u16 poke1Species;         // 0x6
    u8 pokeString1[10];       // 0x8
    u8 unk12;
    u8 battleTurnCounter;     // 0x13
    u8 pokeString2[10];       // 0x14
    u8 filler1E[2];
    u16 lastOpponentSpecies;  // 0x20
    u16 lastUsedMove;         // 0x22
    u16 opponentMove;         // 0x24
    u16 opponentSpecies;      // 0x26
    u16 caughtPoke;           // 0x28
    u8 caughtNick[10];        // 0x2A
    u8 filler34[2];
    u8 unk36[10];  // usedBalls?
};

extern struct BattleResults gBattleResults;

struct BattleStruct
{
    u8 field_1;
    u8 field_2;
    u8 field_3;
    u8 field_4;
    u8 wrappedMove1[4];
    u8 wrappedMove2[4];
    u8 moveTarget[4];
    u8 expGetterId;
    u8 field_11;
    u8 wildVictorySong;
    u8 dynamicMoveType;
    u8 wrappedBy[4];
    u8 field_18[0x63]; // TODO: expand
    u8 field_7B;
    u8 field_7C;
    u8 field_7D[60];
    u16 usedHeldItems[4];
};

extern struct BattleStruct* gBattleStruct;

struct BattleScripting
{
    u8 field_0;
    u8 field_1;
    u8 field_2;
    u8 field_3;
    u32 bideDmg;
    u8 field_8;
    u8 field_9;
    u8 field_A;
    u8 field_B;
    u8 field_C;
    u8 field_D;
    u8 dmgMultiplier;
    u8 field_F;
};

extern struct BattleScripting gBattleScripting;

#endif