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Diffstat (limited to 'include/battle.h')
-rw-r--r-- | include/battle.h | 1008 |
1 files changed, 1008 insertions, 0 deletions
diff --git a/include/battle.h b/include/battle.h new file mode 100644 index 000000000..7c8c81f52 --- /dev/null +++ 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 |