#ifndef GUARD_BATTLE_UTIL_H #define GUARD_BATTLE_UTIL_H #define MOVE_LIMITATION_ZEROMOVE (1 << 0) #define MOVE_LIMITATION_PP (1 << 1) #define MOVE_LIMITATION_DISABLED (1 << 2) #define MOVE_LIMITATION_TORMENTED (1 << 3) #define MOVE_LIMITATION_TAUNT (1 << 4) #define MOVE_LIMITATION_IMPRISON (1 << 5) #define MOVE_LIMITATIONS_ALL 0xFF #define ABILITYEFFECT_ON_SWITCHIN 0 #define ABILITYEFFECT_ENDTURN 1 #define ABILITYEFFECT_MOVES_BLOCK 2 #define ABILITYEFFECT_ABSORBING 3 #define ABILITYEFFECT_ON_DAMAGE 4 #define ABILITYEFFECT_IMMUNITY 5 #define ABILITYEFFECT_FORECAST 6 #define ABILITYEFFECT_SYNCHRONIZE 7 #define ABILITYEFFECT_ATK_SYNCHRONIZE 8 #define ABILITYEFFECT_INTIMIDATE1 9 #define ABILITYEFFECT_INTIMIDATE2 10 #define ABILITYEFFECT_TRACE 11 #define ABILITYEFFECT_CHECK_OTHER_SIDE 12 #define ABILITYEFFECT_CHECK_BATTLER_SIDE 13 #define ABILITYEFFECT_FIELD_SPORT 14 #define ABILITYEFFECT_CHECK_FIELD_EXCEPT_BATTLER 15 #define ABILITYEFFECT_COUNT_OTHER_SIDE 16 #define ABILITYEFFECT_COUNT_BATTLER_SIDE 17 #define ABILITYEFFECT_COUNT_ON_FIELD 18 #define ABILITYEFFECT_CHECK_ON_FIELD 19 #define ABILITYEFFECT_MUD_SPORT 253 #define ABILITYEFFECT_WATER_SPORT 254 #define ABILITYEFFECT_SWITCH_IN_WEATHER 255 #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)) // For the first argument of ItemBattleEffects, to deteremine which block of item effects to try #define ITEMEFFECT_ON_SWITCH_IN 0 #define ITEMEFFECT_NORMAL 1 #define ITEMEFFECT_DUMMY 2 // Unused, empty #define ITEMEFFECT_MOVE_END 3 #define ITEMEFFECT_KINGSROCK_SHELLBELL 4 #define WEATHER_HAS_EFFECT ((!ABILITY_ON_FIELD(ABILITY_CLOUD_NINE) && !ABILITY_ON_FIELD(ABILITY_AIR_LOCK))) #define WEATHER_HAS_EFFECT2 ((!ABILITY_ON_FIELD2(ABILITY_CLOUD_NINE) && !ABILITY_ON_FIELD2(ABILITY_AIR_LOCK))) void HandleAction_UseMove(void); void HandleAction_Switch(void); void HandleAction_UseItem(void); void HandleAction_Run(void); void HandleAction_WatchesCarefully(void); void HandleAction_SafariZoneBallThrow(void); void HandleAction_ThrowPokeblock(void); void HandleAction_GoNear(void); void HandleAction_SafariZoneRun(void); void HandleAction_WallyBallThrow(void); void HandleAction_TryFinish(void); void HandleAction_NothingIsFainted(void); void HandleAction_ActionFinished(void); u8 GetBattlerForBattleScript(u8 caseId); void PressurePPLose(u8 target, u8 attacker, u16 move); void PressurePPLoseOnUsingPerishSong(u8 attacker); void PressurePPLoseOnUsingImprison(u8 attacker); void MarkAllBattlersForControllerExec(void); // unused void MarkBattlerForControllerExec(u8 battlerId); void MarkBattlerReceivedLinkData(u8 arg0); void CancelMultiTurnMoves(u8 battlerId); bool8 WasUnableToUseMove(u8 battlerId); void PrepareStringBattle(u16 stringId, u8 battlerId); void ResetSentPokesToOpponentValue(void); void OpponentSwitchInResetSentPokesToOpponentValue(u8 battlerId); void UpdateSentPokesToOpponentValue(u8 battlerId); void BattleScriptPush(const u8* bsPtr); void BattleScriptPushCursor(void); void BattleScriptPop(void); u8 TrySetCantSelectMoveBattleScript(void); u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check); bool8 AreAllMovesUnusable(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 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2); u8 CastformDataTypeChange(u8 battlerId); u8 AbilityBattleEffects(u8 caseID, u8 battlerId, 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 setTarget); u8 IsMonDisobedient(void); #endif // GUARD_BATTLE_UTIL_H