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-rw-r--r--include/battle_util.h98
1 files changed, 49 insertions, 49 deletions
diff --git a/include/battle_util.h b/include/battle_util.h
index a062f0743..797f0ef52 100644
--- a/include/battle_util.h
+++ b/include/battle_util.h
@@ -8,35 +8,37 @@
#define MOVE_LIMITATION_DISABLED (1 << 2)
#define MOVE_LIMITATION_TORMENTED (1 << 3)
#define MOVE_LIMITATION_TAUNT (1 << 4)
-#define MOVE_LIMITATION_IMPRISION (1 << 5)
+#define MOVE_LIMITATION_IMPRISON (1 << 5)
-#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_SIDE 0x10
-#define ABILITYEFFECT_COUNT_BANK_SIDE 0x11
-#define ABILITYEFFECT_COUNT_ON_FIELD 0x12
-#define ABILITYEFFECT_CHECK_ON_FIELD 0x13
-#define ABILITYEFFECT_SWITCH_IN_WEATHER 0xFF
+#define ABILITYEFFECT_ON_SWITCHIN 0x0
+#define ABILITYEFFECT_ENDTURN 0x1
+#define ABILITYEFFECT_MOVES_BLOCK 0x2
+#define ABILITYEFFECT_ABSORBING 0x3
+#define ABILITYEFFECT_MOVE_END 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_BATTLER_SIDE 0xD
+#define ABILITYEFFECT_FIELD_SPORT 0xE
+#define ABILITYEFFECT_CHECK_FIELD_EXCEPT_BATTLER 0xF // TODO: Is it correct?
+#define ABILITYEFFECT_COUNT_OTHER_SIDE 0x10
+#define ABILITYEFFECT_COUNT_BATTLER_SIDE 0x11
+#define ABILITYEFFECT_COUNT_ON_FIELD 0x12
+#define ABILITYEFFECT_CHECK_ON_FIELD 0x13
+#define ABILITYEFFECT_SWITCH_IN_WEATHER 0xFF
#define ABILITY_ON_OPPOSING_FIELD(battlerId, abilityId)(AbilityBattleEffects(ABILITYEFFECT_CHECK_OTHER_SIDE, battlerId, abilityId, 0, 0))
#define ABILITY_ON_FIELD(abilityId)(AbilityBattleEffects(ABILITYEFFECT_CHECK_ON_FIELD, 0, abilityId, 0, 0))
#define ABILITY_ON_FIELD2(abilityId)(AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, abilityId, 0, 0))
#define ITEMEFFECT_ON_SWITCH_IN 0x0
+#define ITEMEFFECT_MOVE_END 0x3
+#define ITEMEFFECT_KINGSROCK_SHELLBELL 0x4
#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 WEATHER_HAS_EFFECT2 ((!AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, ABILITY_CLOUD_NINE, 0, 0) && !AbilityBattleEffects(ABILITYEFFECT_FIELD_SPORT, 0, ABILITY_AIR_LOCK, 0, 0)))
@@ -50,43 +52,41 @@
#define BS_GET_PLAYER2 13
#define BS_GET_OPPONENT2 14
-u8 GetBattleBank(u8 caseId);
-void PressurePPLose(u8 bankDef, u8 bankAtk, u16 move);
-void PressurePPLoseOnUsingPerishSong(u8 bankAtk);
-void PressurePPLoseOnUsingImprision(u8 bankAtk);
-void MarkAllBufferBanksForExecution(void); // unused
-void MarkBufferBankForExecution(u8 bank);
-void sub_803F850(u8 arg0);
-void CancelMultiTurnMoves(u8 bank);
-bool8 WasUnableToUseMove(u8 bank);
-void PrepareStringBattle(u16 stringId, u8 bank);
+u8 GetBattlerForBattleScript(u8 caseId);
+void PressurePPLose(u8 target, u8 attacker, u16 move);
+void PressurePPLoseOnUsingImprison(u8 attacker);
+void PressurePPLoseOnUsingPerishSong(u8 attacker);
+void MarkAllBattlersForControllerExec(void);
+void MarkBattlerForControllerExec(u8 battlerId);
+void sub_8017298(u8 arg0);
+void CancelMultiTurnMoves(u8 battler);
+bool8 WasUnableToUseMove(u8 battler);
+void PrepareStringBattle(u16 stringId, u8 battler);
void ResetSentPokesToOpponentValue(void);
-void sub_803F9EC(u8 bank);
-void sub_803FA70(u8 bank);
-void BattleScriptPush(const u8* bsPtr);
+void sub_8017434(u8 battler);
+void sub_80174B8(u8 battler);
+void BattleScriptPush(const u8 *bsPtr);
void BattleScriptPushCursor(void);
void BattleScriptPop(void);
u8 TrySetCantSelectMoveBattleScript(void);
-u8 CheckMoveLimitations(u8 bank, u8 unusableMoves, u8 check);
+u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check);
bool8 AreAllMovesUnusable(void);
-u8 GetImprisonedMovesCount(u8 bank, u16 move);
-u8 UpdateTurnCounters(void);
-u8 TurnBasedEffects(void);
+u8 GetImprisonedMovesCount(u8 battlerId, u16 move);
+u8 DoFieldEndTurnEffects(void);
+u8 DoBattlerEndTurnEffects(void);
bool8 HandleWishPerishSongOnTurnEnd(void);
bool8 HandleFaintedMonActions(void);
void TryClearRageStatuses(void);
u8 AtkCanceller_UnableToUseMove(void);
-bool8 sub_80423F4(u8 bank, u8 r1, u8 r2);
-u8 CastformDataTypeChange(u8 bank);
-u8 AbilityBattleEffects(u8 caseID, u8 bank, u8 ability, u8 special, u16 moveArg);
-void BattleScriptExecute(const u8* BS_ptr);
-void BattleScriptPushCursorAndCallback(const u8* BS_ptr);
-u8 ItemBattleEffects(u8 caseID, u8 bank, bool8 moveTurn);
-void ClearFuryCutterDestinyBondGrudge(u8 bank);
+bool8 HasNoMonsToSwitch(u8 battler, u8 partyIdBattlerOn1, u8 partyIdBattlerOn2);
+u8 CastformDataTypeChange(u8 battler);
+u8 AbilityBattleEffects(u8 caseID, u8 battler, u8 ability, u8 special, u16 moveArg);
+void BattleScriptExecute(const u8 *BS_ptr);
+void BattleScriptPushCursorAndCallback(const u8 *BS_ptr);
+u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn);
+void ClearFuryCutterDestinyBondGrudge(u8 battlerId);
void HandleAction_RunBattleScript(void);
-u8 GetMoveTarget(u16 move, u8 useMoveTarget);
+u8 GetMoveTarget(u16 move, u8 setTarget);
u8 IsMonDisobedient(void);
-void MarkBufferBankForExecution(u8 battlerId);
-void sub_80174B8(u8 battlerId);
#endif // GUARD_BATTLE_UTIL_H