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diff --git a/include/battle.h b/include/battle.h
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+++ b/include/battle.h
@@ -0,0 +1,1008 @@
+#ifndef GUARD_BATTLE_H
+#define GUARD_BATTLE_H
+
+// should they be included here or included individually by every file?
+#include "battle_util.h"
+#include "battle_script_commands.h"
+#include "battle_2.h"
+#include "battle_ai_switch_items.h"
+#include "battle_gfx_sfx_util.h"
+#include "battle_util2.h"
+
+/*
+ Banks are a name given to what could be called a 'battlerId' or 'monControllerId'.
+ Each bank has a value consisting of two bits.
+ 0x1 bit is responsible for the side, 0 = player's side, 1 = opponent's side.
+ 0x2 bit is responsible for the id of sent out pokemon. 0 means it's the first sent out pokemon, 1 it's the second one. (Triple battle didn't exist at the time yet.)
+*/
+
+#define BATTLE_BANKS_COUNT 4
+
+#define IDENTITY_PLAYER_MON1 0
+#define IDENTITY_OPPONENT_MON1 1
+#define IDENTITY_PLAYER_MON2 2
+#define IDENTITY_OPPONENT_MON2 3
+
+#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))
+
+#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_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_KYORGE 0x20000000
+#define BATTLE_TYPE_RAYQUAZA 0x40000000
+#define BATTLE_TYPE_x80000000 0x80000000
+
+#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 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
+#define BATTLE_RAN 0x4
+#define BATTLE_PLAYER_TELEPORTED 0x5
+#define BATTLE_POKE_FLED 0x6
+#define BATTLE_CAUGHT 0x7
+#define BATTLE_SAFARI_OUT_OF_BALLS 0x8
+#define BATTLE_FORFEITED 0x9
+#define BATTLE_OPPONENT_TELEPORTED 0xA
+
+#define OUTCOME_LINK_BATTLE_RUN 0x80
+
+#define STATUS_NONE 0x0
+#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 // 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)
+#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 ACTION_USE_MOVE 0
+#define ACTION_USE_ITEM 1
+#define ACTION_SWITCH 2
+#define ACTION_RUN 3
+#define ACTION_WATCHES_CAREFULLY 4
+#define ACTION_SAFARI_ZONE_BALL 5
+#define ACTION_POKEBLOCK_CASE 6
+#define ACTION_GO_NEAR 7
+#define ACTION_SAFARI_ZONE_RUN 8
+#define ACTION_9 9
+#define ACTION_RUN_BATTLESCRIPT 10 // when executing an action
+#define ACTION_CANCEL_PARTNER 12 // when choosing an action
+#define ACTION_FINISHED 12 // when executing an action
+#define ACTION_NOTHING_FAINTED 13 // when choosing an action
+#define ACTION_INIT_VALUE 0xFF
+
+#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 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
+#define BATTLE_TERRAIN_UNDERWATER 3
+#define BATTLE_TERRAIN_WATER 4
+#define BATTLE_TERRAIN_POND 5
+#define BATTLE_TERRAIN_ROCK 6
+#define BATTLE_TERRAIN_CAVE 7
+#define BATTLE_TERRAIN_INSIDE 8
+#define BATTLE_TERRAIN_PLAIN 9
+
+// array entries for battle communication
+#define MULTIUSE_STATE 0x0
+#define CURSOR_POSITION 0x1
+#define TASK_ID 0x1 // task Id and cursor position share the same field
+#define SPRITES_INIT_STATE1 0x1 // shares the Id as well
+#define SPRITES_INIT_STATE2 0x2
+#define MOVE_EFFECT_BYTE 0x3
+#define ACTIONS_CONFIRMED_COUNT 0x4
+#define MULTISTRING_CHOOSER 0x5
+#define MSG_DISPLAY 0x7
+#define BATTLE_COMMUNICATION_ENTRIES_COUNT 0x8
+
+#define MOVE_TARGET_SELECTED 0x0
+#define MOVE_TARGET_DEPENDS 0x1
+#define MOVE_TARGET_USER 0x2
+#define MOVE_TARGET_RANDOM 0x4
+#define MOVE_TARGET_x10 0x10
+#define MOVE_TARGET_BOTH 0x8
+#define MOVE_TARGET_FOES_AND_ALLY 0x20
+#define MOVE_TARGET_OPPONENTS_FIELD 0x40
+
+// defines for the u8 array gTypeEffectiveness
+#define TYPE_EFFECT_ATK_TYPE(i)((gTypeEffectiveness[i + 0]))
+#define TYPE_EFFECT_DEF_TYPE(i)((gTypeEffectiveness[i + 1]))
+#define TYPE_EFFECT_MULTIPLIER(i)((gTypeEffectiveness[i + 2]))
+
+// defines for the gTypeEffectiveness multipliers
+#define TYPE_MUL_NO_EFFECT 0
+#define TYPE_MUL_NOT_EFFECTIVE 5
+#define TYPE_MUL_NORMAL 10
+#define TYPE_MUL_SUPER_EFFECTIVE 20
+
+// special type table Ids
+#define TYPE_FORESIGHT 0xFE
+#define TYPE_ENDTABLE 0xFF
+
+#define BS_GET_TARGET 0
+#define BS_GET_ATTACKER 1
+#define BS_GET_EFFECT_BANK 2
+#define BS_GET_gBank1 3
+#define BS_GET_BANK_0 7
+#define BS_ATTACKER_WITH_PARTNER 4 // for atk98_status_icon_update
+#define BS_GET_ATTACKER_SIDE 8 // for atk1E_jumpifability
+#define BS_GET_NOT_ATTACKER_SIDE 9 // for atk1E_jumpifability
+#define BS_GET_SCRIPTING_BANK 10
+#define BS_GET_OPPONENT1 12
+#define BS_GET_PLAYER2 13
+#define BS_GET_OPPONENT2 14
+
+// for battle script commands
+#define CMP_EQUAL 0x0
+#define CMP_NOT_EQUAL 0x1
+#define CMP_GREATER_THAN 0x2
+#define CMP_LESS_THAN 0x3
+#define CMP_COMMON_BITS 0x4
+#define CMP_NO_COMMON_BITS 0x5
+
+struct TrainerMonNoItemDefaultMoves
+{
+ u16 iv;
+ u8 lvl;
+ u16 species;
+};
+
+u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg);
+u8 GetBankSide(u8 bank);
+
+struct TrainerMonItemDefaultMoves
+{
+ u16 iv;
+ u8 lvl;
+ u16 species;
+ u16 heldItem;
+};
+
+struct TrainerMonNoItemCustomMoves
+{
+ u16 iv;
+ u8 lvl;
+ u16 species;
+ u16 moves[4];
+};
+
+struct TrainerMonItemCustomMoves
+{
+ u16 iv;
+ u8 lvl;
+ u16 species;
+ u16 heldItem;
+ u16 moves[4];
+};
+
+union TrainerMonPtr
+{
+ struct TrainerMonNoItemDefaultMoves* NoItemDefaultMoves;
+ struct TrainerMonNoItemCustomMoves* NoItemCustomMoves;
+ struct TrainerMonItemDefaultMoves* ItemDefaultMoves;
+ struct TrainerMonItemCustomMoves* ItemCustomMoves;
+};
+
+struct Trainer
+{
+ /*0x00*/ u8 partyFlags;
+ /*0x01*/ u8 trainerClass;
+ /*0x02*/ u8 encounterMusic_gender; // last bit is gender
+ /*0x03*/ u8 trainerPic;
+ /*0x04*/ u8 trainerName[12];
+ /*0x10*/ u16 items[4];
+ /*0x18*/ bool8 doubleBattle;
+ /*0x1C*/ u32 aiFlags;
+ /*0x20*/ u8 partySize;
+ /*0x24*/ union TrainerMonPtr party;
+};
+
+#define PARTY_FLAG_CUSTOM_MOVES 0x1
+#define PARTY_FLAG_HAS_ITEM 0x2
+
+extern const struct Trainer gTrainers[];
+
+#define TRAINER_ENCOUNTER_MUSIC(trainer)((gTrainers[trainer].encounterMusic_gender & 0x7F))
+
+struct UnknownFlags
+{
+ u32 flags[4];
+};
+
+#define UNKNOWN_FLAG_FLASH_FIRE 1
+
+struct DisableStruct
+{
+ /*0x00*/ u32 transformedMonPersonality;
+ /*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 bankPreventingEscape;
+ /*0x15*/ u8 bankWithSureHit;
+ /*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[BATTLE_BANKS_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 physicalBank;
+ /* field_D */ u8 specialBank;
+ /* field_E */ u16 fieldE;
+};
+
+extern struct ProtectStruct gProtectStructs[BATTLE_BANKS_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 moveturnLostHP;
+ s32 moveturnLostHP_physical;
+ s32 moveturnLostHP_special;
+ u8 moveturnPhysicalBank;
+ u8 moveturnSpecialBank;
+ u8 field12;
+ u8 field13;
+};
+
+extern struct SpecialStatus gSpecialStatuses[BATTLE_BANKS_COUNT];
+
+struct SideTimer
+{
+ /*0x00*/ u8 reflectTimer;
+ /*0x01*/ u8 reflectBank;
+ /*0x02*/ u8 lightscreenTimer;
+ /*0x03*/ u8 lightscreenBank;
+ /*0x04*/ u8 mistTimer;
+ /*0x05*/ u8 mistBank;
+ /*0x06*/ u8 safeguardTimer;
+ /*0x07*/ u8 safeguardBank;
+ /*0x08*/ u8 followmeTimer;
+ /*0x09*/ u8 followmeTarget;
+ /*0x0A*/ u8 spikesAmount;
+ /*0x0B*/ u8 fieldB;
+};
+
+extern struct SideTimer gSideTimers[];
+
+struct WishFutureKnock
+{
+ u8 futureSightCounter[BATTLE_BANKS_COUNT];
+ u8 futureSightAttacker[BATTLE_BANKS_COUNT];
+ s32 futureSightDmg[BATTLE_BANKS_COUNT];
+ u16 futureSightMove[BATTLE_BANKS_COUNT];
+ u8 wishCounter[BATTLE_BANKS_COUNT];
+ u8 wishUserID[BATTLE_BANKS_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[BATTLE_BANKS_COUNT];
+ u16 unknown[BATTLE_BANKS_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;
+};
+
+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;
+
+#define BATTLESCRIPTS_STACK (gBattleResources->battleScriptsStack)
+#define BATTLE_CALLBACKS_STACK (gBattleResources->battleCallbackStack)
+#define BATTLE_LVLUP_STATS (gBattleResources->statsBeforeLvlUp)
+
+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];
+ u8 catchAttempts[11]; // 0x36
+};
+
+extern struct BattleResults gBattleResults;
+
+struct BattleStruct
+{
+ u8 turnEffectsTracker;
+ u8 turnEffectsBank;
+ u8 filler2;
+ u8 turncountersTracker;
+ u8 wrappedMove[8]; // ask gamefreak why they declared it that way
+ u8 moveTarget[4];
+ u8 expGetterId;
+ 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 focusPunchBank;
+ u8 field_49;
+ u8 moneyMultiplier;
+ u8 savedTurnActionNumber;
+ u8 switchInAbilitiesCounter;
+ u8 faintedActionsState;
+ u8 faintedActionsBank;
+ u8 field_4F;
+ u16 expValue;
+ u8 field_52;
+ u8 sentInPokes;
+ bool8 selectionScriptFinished[BATTLE_BANKS_COUNT];
+ u8 field_58[4];
+ u8 monToSwitchIntoId[BATTLE_BANKS_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[BATTLE_BANKS_COUNT];
+ u8 stateIdAfterSelScript[BATTLE_BANKS_COUNT];
+ u8 field_88;
+ u8 field_89;
+ u8 field_8A;
+ u8 field_8B;
+ u8 field_8C;
+ u8 field_8D;
+ u8 stringMoveType;
+ u8 expGetterBank;
+ 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[BATTLE_BANKS_COUNT];
+ u8 chosenItem[4]; // why is this an u8?
+ u8 AI_itemType[2];
+ u8 AI_itemFlags[2];
+ u16 choicedMove[BATTLE_BANKS_COUNT];
+ u16 changedItems[BATTLE_BANKS_COUNT];
+ u8 intimidateBank;
+ u8 switchInItemsCounter;
+ u8 field_DA;
+ u8 turnSideTracker;
+ u8 fillerDC[0xDF-0xDC];
+ u8 field_DF;
+ u8 mirrorMoveArrays[32];
+ u16 castformPalette[BATTLE_BANKS_COUNT][16];
+ u8 field_180;
+ u8 field_181;
+ u8 field_182;
+ u8 field_183;
+ struct BattleEnigmaBerry battleEnigmaBerry;
+ u8 wishPerishSongState;
+ u8 wishPerishSongBank;
+ bool8 overworldWeatherDone;
+ u8 atkCancellerTracker;
+ u8 field_1A4[96];
+ u8 field_204[104];
+ u8 field_26C[40];
+ u8 AI_monToSwitchIntoId[BATTLE_BANKS_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
+
+// table ids for general animations
+#define B_ANIM_CASTFORM_CHANGE 0x0
+#define B_ANIM_STATS_CHANGE 0x1
+#define B_ANIM_SUBSTITUTE_FADE 0x2
+#define B_ANIM_SUBSTITUTE_APPEAR 0x3
+#define B_ANIM_x4 0x4
+#define B_ANIM_ITEM_KNOCKOFF 0x5
+#define B_ANIM_TURN_TRAP 0x6
+#define B_ANIM_ITEM_EFFECT 0x7
+#define B_ANIM_SMOKEBALL_ESCAPE 0x8
+#define B_ANIM_HANGED_ON 0x9
+#define B_ANIM_RAIN_CONTINUES 0xA
+#define B_ANIM_SUN_CONTINUES 0xB
+#define B_ANIM_SANDSTORM_CONTINUES 0xC
+#define B_ANIM_HAIL_CONTINUES 0xD
+#define B_ANIM_LEECH_SEED_DRAIN 0xE
+#define B_ANIM_MON_HIT 0xF
+#define B_ANIM_ITEM_STEAL 0x10
+#define B_ANIM_SNATCH_MOVE 0x11
+#define B_ANIM_FUTURE_SIGHT_HIT 0x12
+#define B_ANIM_DOOM_DESIRE_HIT 0x13
+#define B_ANIM_x14 0x14
+#define B_ANIM_INGRAIN_HEAL 0x15
+#define B_ANIM_WISH_HEAL 0x16
+
+// special animations table
+#define B_ANIM_LVL_UP 0x0
+#define B_ANIM_SWITCH_OUT_PLAYER_MON 0x1
+#define B_ANIM_SWITCH_OUT_OPPONENT_MON 0x2
+#define B_ANIM_BALL_THROW 0x3
+#define B_ANIM_SAFARI_BALL_THROW 0x4
+#define B_ANIM_SUBSTITUTE_TO_MON 0x5
+#define B_ANIM_MON_TO_SUBSTITUTE 0x6
+
+// status animation table
+#define B_ANIM_STATUS_PSN 0x0
+#define B_ANIM_STATUS_CONFUSION 0x1
+#define B_ANIM_STATUS_BRN 0x2
+#define B_ANIM_STATUS_INFATUATION 0x3
+#define B_ANIM_STATUS_SLP 0x4
+#define B_ANIM_STATUS_PRZ 0x5
+#define B_ANIM_STATUS_FRZ 0x6
+#define B_ANIM_STATUS_CURSED 0x7
+#define B_ANIM_STATUS_NIGHTMARE 0x8
+#define B_ANIM_STATUS_WRAPPED 0x9
+
+#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 bankWithAbility;
+ u8 multihitMoveEffect;
+ u8 bank;
+ 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;
+
+// functions
+
+// battle_1
+void LoadBattleTextboxAndBackground(void);
+void LoadBattleEntryBackground(void);
+void ApplyPlayerChosenFrameToBattleMenu(void);
+bool8 LoadChosenBattleElement(u8 caseId);
+void DrawMainBattleBackground(void);
+void task00_0800F6FC(u8 taskId);
+
+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 GetBankSide(u8 bank);
+u8 GetBankIdentity(u8 bank);
+u8 GetBankByIdentity(u8 bank);
+
+struct BattleSpriteInfo
+{
+ u16 invisible : 1; // 0x1
+ u16 lowHpSong : 1; // 0x2
+ u16 behindSubstitute : 1; // 0x4
+ u16 flag_x8 : 1; // 0x8
+ u16 hpNumbersNoBars : 1; // 0x10
+ u16 transformSpecies;
+};
+
+struct BattleAnimationInfo
+{
+ u16 animArg; // to fill up later
+ u8 field_2;
+ u8 field_3;
+ u8 field_4;
+ u8 field_5;
+ u8 field_6;
+ u8 field_7;
+ u8 ballThrowCaseId;
+ 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 *bankData;
+ 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