Synced src/battle_script_commands.c

This commit is contained in:
Eduardo Quezada
2022-07-29 09:42:03 -04:00
parent 0709da5867
commit 7f53f533bb
90 changed files with 2734 additions and 2058 deletions
+114 -99
View File
@@ -44,39 +44,39 @@
#define BIT_FLANK 2
// Battle Type Flags
#define BATTLE_TYPE_DOUBLE 0x0001
#define BATTLE_TYPE_LINK 0x0002
#define BATTLE_TYPE_IS_MASTER 0x0004 // In not-link battles, it's always set.
#define BATTLE_TYPE_TRAINER 0x0008
#define BATTLE_TYPE_FIRST_BATTLE 0x0010
#define BATTLE_TYPE_LINK_ESTABLISHED 0x0020 // Set when the link battle setup callback finishes.
#define BATTLE_TYPE_MULTI 0x0040
#define BATTLE_TYPE_SAFARI 0x0080
#define BATTLE_TYPE_BATTLE_TOWER 0x0100
#define BATTLE_TYPE_OLD_MAN_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_GHOST_UNVEILED 0x2000 // Re-use of BATTLE_TYPE_LEGENDARY, when combined with BATTLE_TYPE_GHOST
#define BATTLE_TYPE_REGI 0x4000
#define BATTLE_TYPE_GHOST 0x8000
#define BATTLE_TYPE_POKEDUDE 0x10000
#define BATTLE_TYPE_WILD_SCRIPTED 0x20000
#define BATTLE_TYPE_LEGENDARY_FRLG 0x40000
#define BATTLE_TYPE_TRAINER_TOWER 0x80000
#define BATTLE_TYPE_x100000 0x100000
#define BATTLE_TYPE_x200000 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_KYOGRE 0x20000000
#define BATTLE_TYPE_RAYQUAZA 0x40000000
#define BATTLE_TYPE_x80000000 0x80000000
#define BATTLE_TYPE_DOUBLE (1 << 0)
#define BATTLE_TYPE_LINK (1 << 1)
#define BATTLE_TYPE_IS_MASTER (1 << 2) // In not-link battles, it's always set.
#define BATTLE_TYPE_TRAINER (1 << 3)
#define BATTLE_TYPE_FIRST_BATTLE (1 << 4)
#define BATTLE_TYPE_LINK_IN_BATTLE (1 << 5) // Set on battle entry, cleared on exit. Checked rarely
#define BATTLE_TYPE_MULTI (1 << 6)
#define BATTLE_TYPE_SAFARI (1 << 7)
#define BATTLE_TYPE_BATTLE_TOWER (1 << 8)
#define BATTLE_TYPE_OLD_MAN_TUTORIAL (1 << 9) // Used in pokeemerald as BATTLE_TYPE_WALLY_TUTORIAL.
#define BATTLE_TYPE_ROAMER (1 << 10)
#define BATTLE_TYPE_EREADER_TRAINER (1 << 11)
#define BATTLE_TYPE_KYOGRE_GROUDON (1 << 12)
#define BATTLE_TYPE_LEGENDARY (1 << 13)
#define BATTLE_TYPE_GHOST_UNVEILED (1 << 13) // Re-use of BATTLE_TYPE_LEGENDARY, when combined with BATTLE_TYPE_GHOST
#define BATTLE_TYPE_REGI (1 << 14)
#define BATTLE_TYPE_GHOST (1 << 15) // Used in pokeemerald as BATTLE_TYPE_TWO_OPPONENTS.
#define BATTLE_TYPE_POKEDUDE (1 << 16) // Used in pokeemerald as BATTLE_TYPE_DOME.
#define BATTLE_TYPE_WILD_SCRIPTED (1 << 17) // Used in pokeemerald as BATTLE_TYPE_PALACE.
#define BATTLE_TYPE_LEGENDARY_FRLG (1 << 18) // Used in pokeemerald as BATTLE_TYPE_ARENA.
#define BATTLE_TYPE_TRAINER_TOWER (1 << 19) // Used in pokeemerald as BATTLE_TYPE_FACTORY.
#define BATTLE_TYPE_PIKE (1 << 20) // Used in pokeemerald.
#define BATTLE_TYPE_PYRAMID (1 << 21) // Used in pokeemerald.
#define BATTLE_TYPE_INGAME_PARTNER (1 << 22)
#define BATTLE_TYPE_TOWER_LINK_MULTI (1 << 23) // Used in pokeemerald.
#define BATTLE_TYPE_RECORDED (1 << 24)
#define BATTLE_TYPE_RECORDED_LINK (1 << 25) // Used in pokeemerald.
#define BATTLE_TYPE_TRAINER_HILL (1 << 26) // Used in pokeemerald.
#define BATTLE_TYPE_SECRET_BASE (1 << 27)
#define BATTLE_TYPE_GROUDON (1 << 28)
#define BATTLE_TYPE_KYOGRE (1 << 29)
#define BATTLE_TYPE_RAYQUAZA (1 << 30)
#define BATTLE_TYPE_RECORDED_IS_MASTER (1 << 31) // Used in pokeemerald.
#define IS_BATTLE_TYPE_GHOST_WITHOUT_SCOPE(flags) ((flags) & BATTLE_TYPE_GHOST && !((flags) & BATTLE_TYPE_GHOST_UNVEILED))
#define IS_BATTLE_TYPE_GHOST_WITH_SCOPE(flags) ((flags) & BATTLE_TYPE_GHOST && (flags) & BATTLE_TYPE_GHOST_UNVEILED)
@@ -85,54 +85,62 @@
#define RIVAL_BATTLE_TUTORIAL 3
// Battle Outcome defines
#define B_OUTCOME_WON 0x1
#define B_OUTCOME_LOST 0x2
#define B_OUTCOME_DREW 0x3
#define B_OUTCOME_RAN 0x4
#define B_OUTCOME_PLAYER_TELEPORTED 0x5
#define B_OUTCOME_MON_FLED 0x6
#define B_OUTCOME_CAUGHT 0x7
#define B_OUTCOME_NO_SAFARI_BALLS 0x8
#define B_OUTCOME_FORFEITED 0x9
#define B_OUTCOME_MON_TELEPORTED 0xA
#define B_OUTCOME_LINK_BATTLE_RAN 0x80
#define B_OUTCOME_WON 1
#define B_OUTCOME_LOST 2
#define B_OUTCOME_DREW 3
#define B_OUTCOME_RAN 4
#define B_OUTCOME_PLAYER_TELEPORTED 5
#define B_OUTCOME_MON_FLED 6
#define B_OUTCOME_CAUGHT 7
#define B_OUTCOME_NO_SAFARI_BALLS 8
#define B_OUTCOME_FORFEITED 9
#define B_OUTCOME_MON_TELEPORTED 10
#define B_OUTCOME_LINK_BATTLE_RAN (1 << 7) // 128
// Non-volatile status conditions
// These persist remain outside of battle and after switching out
#define STATUS1_NONE 0x0
#define STATUS1_SLEEP 0x7
#define STATUS1_POISON 0x8
#define STATUS1_BURN 0x10
#define STATUS1_FREEZE 0x20
#define STATUS1_PARALYSIS 0x40
#define STATUS1_TOXIC_POISON 0x80
#define STATUS1_TOXIC_COUNTER 0xF00
#define STATUS1_NONE 0
#define STATUS1_SLEEP (1 << 0 | 1 << 1 | 1 << 2) // First 3 bits (Number of turns to sleep)
#define STATUS1_SLEEP_TURN(num) ((num) << 0) // Just for readability (or if rearranging statuses)
#define STATUS1_POISON (1 << 3)
#define STATUS1_BURN (1 << 4)
#define STATUS1_FREEZE (1 << 5)
#define STATUS1_PARALYSIS (1 << 6)
#define STATUS1_TOXIC_POISON (1 << 7)
#define STATUS1_TOXIC_COUNTER (1 << 8 | 1 << 9 | 1 << 10 | 1 << 11)
#define STATUS1_TOXIC_TURN(num) ((num) << 8)
#define STATUS1_PSN_ANY (STATUS1_POISON | STATUS1_TOXIC_POISON)
#define STATUS1_ANY (STATUS1_SLEEP | STATUS1_POISON | STATUS1_BURN | STATUS1_FREEZE | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON)
// Volatile status ailments
// These are removed after exiting the battle or switching out
#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 battler
#define STATUS2_CONFUSION (1 << 0 | 1 << 1 | 1 << 2)
#define STATUS2_CONFUSION_TURN(num) ((num) << 0)
#define STATUS2_FLINCHED (1 << 3)
#define STATUS2_UPROAR (1 << 4 | 1 << 5 | 1 << 6)
#define STATUS2_UPROAR_TURN(num) ((num) << 4)
#define STATUS2_UNUSED (1 << 7)
#define STATUS2_BIDE (1 << 8 | 1 << 9)
#define STATUS2_BIDE_TURN(num) (((num) << 8) & STATUS2_BIDE)
#define STATUS2_LOCK_CONFUSE (1 << 10 | 1 << 11) // e.g. Thrash
#define STATUS2_LOCK_CONFUSE_TURN(num)((num) << 10)
#define STATUS2_MULTIPLETURNS (1 << 12)
#define STATUS2_WRAPPED (1 << 13 | 1 << 14 | 1 << 15)
#define STATUS2_WRAPPED_TURN(num) ((num) << 13)
#define STATUS2_INFATUATION (1 << 16 | 1 << 17 | 1 << 18 | 1 << 19) // 4 bits, one for every battler
#define STATUS2_INFATUATED_WITH(battler) (gBitTable[battler] << 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 STATUS2_FOCUS_ENERGY (1 << 20)
#define STATUS2_TRANSFORMED (1 << 21)
#define STATUS2_RECHARGE (1 << 22)
#define STATUS2_RAGE (1 << 23)
#define STATUS2_SUBSTITUTE (1 << 24)
#define STATUS2_DESTINY_BOND (1 << 25)
#define STATUS2_ESCAPE_PREVENTION (1 << 26)
#define STATUS2_NIGHTMARE (1 << 27)
#define STATUS2_CURSED (1 << 28)
#define STATUS2_FORESIGHT (1 << 29)
#define STATUS2_DEFENSE_CURL (1 << 30)
#define STATUS2_TORMENT (1 << 31)
// Seems like per-battler statuses. Not quite sure how to categorize these
#define STATUS3_LEECHSEED_BATTLER (1 << 0 | 1 << 1) // The battler to receive HP from Leech Seed
@@ -158,32 +166,32 @@
#define STATUS3_SEMI_INVULNERABLE (STATUS3_UNDERGROUND | STATUS3_ON_AIR | STATUS3_UNDERWATER)
// Not really sure what a "hitmarker" is.
#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_SWAP_ATTACKER_TARGET 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_PASSIVE_DAMAGE 0x00100000
#define HITMARKER_x200000 0x00200000
#define HITMARKER_PLAYER_FAINTED 0x00400000
#define HITMARKER_ALLOW_NO_PP 0x00800000
#define HITMARKER_GRUDGE 0x01000000
#define HITMARKER_OBEYS 0x02000000
#define HITMARKER_x4000000 0x04000000
#define HITMARKER_CHARGING 0x08000000
#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 0x1C)
#define HITMARKER_FAINTED2(battler) (0x10000000 << battler)
#define HITMARKER_WAKE_UP_CLEAR (1 << 4) // Cleared when waking up. Never set or checked.
#define HITMARKER_SKIP_DMG_TRACK (1 << 5)
#define HITMARKER_DESTINYBOND (1 << 6)
#define HITMARKER_NO_ANIMATIONS (1 << 7)
#define HITMARKER_IGNORE_SUBSTITUTE (1 << 8)
#define HITMARKER_NO_ATTACKSTRING (1 << 9)
#define HITMARKER_ATTACKSTRING_PRINTED (1 << 10)
#define HITMARKER_NO_PPDEDUCT (1 << 11)
#define HITMARKER_SWAP_ATTACKER_TARGET (1 << 12)
#define HITMARKER_IGNORE_SAFEGUARD (1 << 13)
#define HITMARKER_SYNCHRONISE_EFFECT (1 << 14)
#define HITMARKER_RUN (1 << 15)
#define HITMARKER_IGNORE_ON_AIR (1 << 16)
#define HITMARKER_IGNORE_UNDERGROUND (1 << 17)
#define HITMARKER_IGNORE_UNDERWATER (1 << 18)
#define HITMARKER_UNABLE_TO_USE_MOVE (1 << 19)
#define HITMARKER_PASSIVE_DAMAGE (1 << 20)
#define HITMARKER_DISOBEDIENT_MOVE (1 << 21)
#define HITMARKER_PLAYER_FAINTED (1 << 22)
#define HITMARKER_ALLOW_NO_PP (1 << 23)
#define HITMARKER_GRUDGE (1 << 24)
#define HITMARKER_OBEYS (1 << 25)
#define HITMARKER_NEVER_SET (1 << 26) // Cleared as part of a large group. Never set or checked
#define HITMARKER_CHARGING (1 << 27)
#define HITMARKER_FAINTED(battler) (gBitTable[battler] << 28)
#define HITMARKER_FAINTED2(battler) ((1 << 28) << battler)
// Per-side statuses that affect an entire party
#define SIDE_STATUS_REFLECT (1 << 0)
@@ -219,7 +227,7 @@
#define B_WEATHER_SUN (B_WEATHER_SUN_TEMPORARY | B_WEATHER_SUN_PERMANENT)
#define B_WEATHER_HAIL_TEMPORARY (1 << 7)
#define B_WEATHER_HAIL (B_WEATHER_HAIL_TEMPORARY)
#define WEATHER_ANY (B_WEATHER_RAIN | B_WEATHER_SANDSTORM | B_WEATHER_SUN | B_WEATHER_HAIL)
#define B_WEATHER_ANY (B_WEATHER_RAIN | B_WEATHER_SANDSTORM | B_WEATHER_SUN | B_WEATHER_HAIL)
// Move Effects
#define MOVE_EFFECT_SLEEP 1
@@ -309,6 +317,13 @@
#define BATTLE_TERRAIN_LANCE 18
#define BATTLE_TERRAIN_CHAMPION 19
#define CASTFORM_NORMAL 0
#define CASTFORM_FIRE 1
#define CASTFORM_WATER 2
#define CASTFORM_ICE 3
#define NUM_CASTFORM_FORMS 4
#define CASTFORM_SUBSTITUTE (1 << 7)
// Return value for IsRunningFromBattleImpossible.
#define BATTLE_RUN_SUCCESS 0
#define BATTLE_RUN_FORBIDDEN 1