diff options
Diffstat (limited to 'include/battle.h')
-rw-r--r-- | include/battle.h | 165 |
1 files changed, 61 insertions, 104 deletions
diff --git a/include/battle.h b/include/battle.h index 7c8c81f52..f98b2231a 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_2.h" @@ -26,9 +27,6 @@ #define SIDE_PLAYER 0x0 #define SIDE_OPPONENT 0x1 -#define BIT_SIDE 0x1 -#define BIT_MON 0x2 - #define GET_BANK_IDENTITY(bank)((gBanksByIdentity[bank])) #define GET_BANK_SIDE(bank)((GetBankIdentity(bank) & BIT_SIDE)) #define GET_BANK_SIDE2(bank)((GET_BANK_IDENTITY(bank) & BIT_SIDE)) @@ -72,9 +70,6 @@ #define STEVEN_PARTNER_ID 0xC03 #define SECRET_BASE_OPPONENT 0x400 -#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_x100000 | BATTLE_TYPE_PYRAMID) -#define BATTLE_TYPE_FRONTIER_NO_PYRAMID (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_x100000) - #define BATTLE_WON 0x1 #define BATTLE_LOST 0x2 #define BATTLE_DREW 0x3 @@ -100,76 +95,6 @@ #define STATUS_PSN_ANY ((STATUS_POISON | STATUS_TOXIC_POISON)) #define STATUS_ANY ((STATUS_SLEEP | STATUS_POISON | STATUS_BURN | STATUS_FREEZE | STATUS_PARALYSIS | STATUS_TOXIC_POISON)) -#define STATUS2_CONFUSION 0x00000007 -#define STATUS2_FLINCHED 0x00000008 -#define STATUS2_UPROAR 0x00000070 -#define STATUS2_BIDE 0x00000300 // two bits 0x100, 0x200 -#define STATUS2_LOCK_CONFUSE 0x00000C00 -#define STATUS2_MULTIPLETURNS 0x00001000 -#define STATUS2_WRAPPED 0x0000E000 -#define STATUS2_INFATUATION 0x000F0000 // 4 bits, one for every bank -#define STATUS2_INFATUATED_WITH(bank)((gBitTable[bank] << 16)) -#define STATUS2_FOCUS_ENERGY 0x00100000 -#define STATUS2_TRANSFORMED 0x00200000 -#define STATUS2_RECHARGE 0x00400000 -#define STATUS2_RAGE 0x00800000 -#define STATUS2_SUBSTITUTE 0x01000000 -#define STATUS2_DESTINY_BOND 0x02000000 -#define STATUS2_ESCAPE_PREVENTION 0x04000000 -#define STATUS2_NIGHTMARE 0x08000000 -#define STATUS2_CURSED 0x10000000 -#define STATUS2_FORESIGHT 0x20000000 -#define STATUS2_DEFENSE_CURL 0x40000000 -#define STATUS2_TORMENT 0x80000000 - -#define STATUS3_LEECHSEED_BANK 0x3 -#define STATUS3_LEECHSEED 0x4 -#define STATUS3_ALWAYS_HITS 0x18 // two bits -#define STATUS3_PERISH_SONG 0x20 -#define STATUS3_ON_AIR 0x40 -#define STATUS3_UNDERGROUND 0x80 -#define STATUS3_MINIMIZED 0x100 -#define STATUS3_ROOTED 0x400 -#define STATUS3_CHARGED_UP 0x200 -#define STATUS3_YAWN 0x1800 // two bits -#define STATUS3_IMPRISONED_OTHERS 0x2000 -#define STATUS3_GRUDGE 0x4000 -#define STATUS3_CANT_SCORE_A_CRIT 0x8000 -#define STATUS3_MUDSPORT 0x10000 -#define STATUS3_WATERSPORT 0x20000 -#define STATUS3_UNDERWATER 0x40000 -#define STATUS3_INTIMIDATE_POKES 0x80000 -#define STATUS3_TRACE 0x100000 - -#define STATUS3_SEMI_INVULNERABLE ((STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER)) - -#define HITMARKER_x10 0x00000010 -#define HITMARKER_x20 0x00000020 -#define HITMARKER_DESTINYBOND 0x00000040 -#define HITMARKER_NO_ANIMATIONS 0x00000080 -#define HITMARKER_IGNORE_SUBSTITUTE 0x00000100 -#define HITMARKER_NO_ATTACKSTRING 0x00000200 -#define HITMARKER_ATTACKSTRING_PRINTED 0x00000400 -#define HITMARKER_NO_PPDEDUCT 0x00000800 -#define HITMARKER_PURSUIT_TRAP 0x00001000 -#define HITMARKER_IGNORE_SAFEGUARD 0x00002000 -#define HITMARKER_SYNCHRONISE_EFFECT 0x00004000 -#define HITMARKER_RUN 0x00008000 -#define HITMARKER_IGNORE_ON_AIR 0x00010000 -#define HITMARKER_IGNORE_UNDERGROUND 0x00020000 -#define HITMARKER_IGNORE_UNDERWATER 0x00040000 -#define HITMARKER_UNABLE_TO_USE_MOVE 0x00080000 -#define HITMARKER_x100000 0x00100000 -#define HITMARKER_x200000 0x00200000 -#define HITMARKER_x400000 0x00400000 -#define HITMARKER_x800000 0x00800000 -#define HITMARKER_GRUDGE 0x01000000 -#define HITMARKER_OBEYS 0x02000000 -#define HITMARKER_x4000000 0x04000000 -#define HITMARKER_x8000000 0x08000000 -#define HITMARKER_FAINTED(bank) ((gBitTable[bank] << 0x1C)) -#define HITMARKER_UNK(bank) ((0x10000000 << bank)) - #define SIDE_STATUS_REFLECT (1 << 0) #define SIDE_STATUS_LIGHTSCREEN (1 << 1) #define SIDE_STATUS_X4 (1 << 2) @@ -209,20 +134,6 @@ #define MAX_TRAINER_ITEMS 4 #define MAX_MON_MOVES 4 -#define WEATHER_RAIN_TEMPORARY (1 << 0) -#define WEATHER_RAIN_DOWNPOUR (1 << 1) -#define WEATHER_RAIN_PERMANENT (1 << 2) -#define WEATHER_RAIN_ANY ((WEATHER_RAIN_TEMPORARY | WEATHER_RAIN_DOWNPOUR | WEATHER_RAIN_PERMANENT)) -#define WEATHER_SANDSTORM_TEMPORARY (1 << 3) -#define WEATHER_SANDSTORM_PERMANENT (1 << 4) -#define WEATHER_SANDSTORM_ANY ((WEATHER_SANDSTORM_TEMPORARY | WEATHER_SANDSTORM_PERMANENT)) -#define WEATHER_SUN_TEMPORARY (1 << 5) -#define WEATHER_SUN_PERMANENT (1 << 6) -#define WEATHER_SUN_ANY ((WEATHER_SUN_TEMPORARY | WEATHER_SUN_PERMANENT)) -#define WEATHER_HAIL (1 << 7) -#define WEATHER_HAIL_ANY ((WEATHER_HAIL)) -#define WEATHER_ANY ((WEATHER_RAIN_ANY | WEATHER_SANDSTORM_ANY | WEATHER_SUN_ANY | WEATHER_HAIL_ANY)) - #define BATTLE_TERRAIN_GRASS 0 #define BATTLE_TERRAIN_LONG_GRASS 1 #define BATTLE_TERRAIN_SAND 2 @@ -507,19 +418,39 @@ struct AI_ThinkingStruct u8 simulatedRNG[4]; }; -struct UsedMoves -{ - u16 moves[BATTLE_BANKS_COUNT]; - u16 unknown[BATTLE_BANKS_COUNT]; -}; +extern u8 gActiveBattler; +extern u8 gBattlerTarget; +extern u8 gAbsentBattlerFlags; + +// TODO: move these to constants/battle.h +#define MAX_BATTLERS_COUNT 4 +#define BIT_FLANK 2 + +// script's table id to bit +#define AI_SCRIPT_CHECK_BAD_MOVE (1 << 0) +#define AI_SCRIPT_TRY_TO_FAINT (1 << 1) +#define AI_SCRIPT_CHECK_VIABILITY (1 << 2) +#define AI_SCRIPT_SETUP_FIRST_TURN (1 << 3) +#define AI_SCRIPT_RISKY (1 << 4) +#define AI_SCRIPT_PREFER_STRONGEST_MOVE (1 << 5) +#define AI_SCRIPT_PREFER_BATON_PASS (1 << 6) +#define AI_SCRIPT_DOUBLE_BATTLE (1 << 7) +#define AI_SCRIPT_HP_AWARE (1 << 8) +#define AI_SCRIPT_UNKNOWN (1 << 9) +// 10 - 28 are not used +#define AI_SCRIPT_ROAMING (1 << 29) +#define AI_SCRIPT_SAFARI (1 << 30) +#define AI_SCRIPT_FIRST_BATTLE (1 << 31) + +extern struct BattlePokemon gBattleMons[MAX_BATTLERS_COUNT]; struct BattleHistory { - struct UsedMoves usedMoves[BATTLE_BANKS_COUNT]; - u8 abilities[BATTLE_BANKS_COUNT]; - u8 itemEffects[BATTLE_BANKS_COUNT]; - u16 trainerItems[BATTLE_BANKS_COUNT]; - u8 itemsNo; + /*0x00*/ u16 usedMoves[2][8]; // 0xFFFF means move not used (confuse self hit, etc) + /*0x20*/ u8 abilities[MAX_BATTLERS_COUNT / 2]; + /*0x22*/ u8 itemEffects[MAX_BATTLERS_COUNT / 2]; + /*0x24*/ u16 trainerItems[MAX_BATTLERS_COUNT]; + /*0x2C*/ u8 itemsNo; }; struct BattleScriptsStack @@ -631,10 +562,10 @@ struct BattleStruct u8 runTries; u8 caughtMonNick[11]; u8 field_78; - u8 field_79; - u8 field_7A; - u8 field_7B; - u8 field_7C; + u8 safariGoNearCounter; + u8 safariPkblThrowCounter; + u8 safariEscapeFactor; + u8 safariCatchFactor; u8 field_7D; u8 field_7E; u8 formToChangeInto; @@ -835,6 +766,32 @@ extern struct BattleStruct* gBattleStruct; #define SET_STATCHANGER(statId, stage, goesDown)(gBattleScripting.statChanger = (statId) + (stage << 4) + (goesDown << 7)) +// used in many battle files, it seems as though Hisashi Sogabe wrote +// some sort of macro to replace the use of actually calling memset. +// Perhaps it was thought calling memset was much slower? + +// The compiler wont allow us to locally declare ptr in this macro; some +// functions that invoke this macro will not match without this egregeous +// assumption about the variable names, so in order to avoid this assumption, +// we opt to pass the variables themselves, even though it is likely that +// Sogabe assumed the variables were named src and dest. Trust me: I tried to +// avoid assuming variable names, but the ROM just will not match without the +// assumptions. Therefore, these macros are bad practice, but I'm putting them +// here anyway. +#define MEMSET_ALT(data, c, size, var, dest) \ +{ \ + dest = (u8 *)data; \ + for(var = 0; var < (u32)size; var++) \ + dest[var] = c; \ +} \ + +#define MEMCPY_ALT(data, dest, size, var, src) \ +{ \ + src = (u8 *)data; \ + for(var = 0; var < (u32)size; var++) \ + dest[var] = src[var]; \ +} \ + struct BattleScripting { s32 painSplitHp; |