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Pokemon-Firered/include/constants/battle.h
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Eduardo Quezada 0709da5867 Multiple changes 2
2022-07-28 01:20:05 -04:00

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#ifndef GUARD_CONSTANTS_BATTLE_H
#define GUARD_CONSTANTS_BATTLE_H
/*
* A battler may be in one of four positions on the field. The first bit determines
* what side the battler is on, either the player's side or the opponent's side.
* The second bit determines what flank the battler is on, either the left or right.
* Note that the opponent's flanks are drawn corresponding to their perspective, so
* their right mon appears on the left, and their left mon appears on the right.
* The battler ID is usually the same as the position, except in the case of link battles.
*
* + ------------------------- +
* | Opponent's side |
* | Right Left |
* | 3 1 |
* | |
* | Player's side |
* | Left Right |
* | 0 2 |
* ----------------------------+
* | |
* | |
* +---------------------------+
*/
#define MAX_BATTLERS_COUNT 4
#define B_POSITION_PLAYER_LEFT 0
#define B_POSITION_OPPONENT_LEFT 1
#define B_POSITION_PLAYER_RIGHT 2
#define B_POSITION_OPPONENT_RIGHT 3
// These macros can be used with either battler ID or positions to get the partner or the opposite mon
#define BATTLE_OPPOSITE(id) ((id) ^ 1)
#define BATTLE_PARTNER(id) ((id) ^ 2)
#define B_SIDE_PLAYER 0
#define B_SIDE_OPPONENT 1
#define B_FLANK_LEFT 0
#define B_FLANK_RIGHT 1
#define BIT_SIDE 1
#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 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)
#define RIVAL_BATTLE_HEAL_AFTER 1
#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
// 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_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_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
// 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
#define STATUS3_LEECHSEED (1 << 2)
#define STATUS3_ALWAYS_HITS (1 << 3 | 1 << 4)
#define STATUS3_ALWAYS_HITS_TURN(num) (((num) << 3) & STATUS3_ALWAYS_HITS) // "Always Hits" is set as a 2 turn timer, i.e. next turn is the last turn when it's active
#define STATUS3_PERISH_SONG (1 << 5)
#define STATUS3_ON_AIR (1 << 6)
#define STATUS3_UNDERGROUND (1 << 7)
#define STATUS3_MINIMIZED (1 << 8)
#define STATUS3_CHARGED_UP (1 << 9)
#define STATUS3_ROOTED (1 << 10)
#define STATUS3_YAWN (1 << 11 | 1 << 12) // Number of turns to sleep
#define STATUS3_YAWN_TURN(num) (((num) << 11) & STATUS3_YAWN)
#define STATUS3_IMPRISONED_OTHERS (1 << 13)
#define STATUS3_GRUDGE (1 << 14)
#define STATUS3_CANT_SCORE_A_CRIT (1 << 15)
#define STATUS3_MUDSPORT (1 << 16)
#define STATUS3_WATERSPORT (1 << 17)
#define STATUS3_UNDERWATER (1 << 18)
#define STATUS3_INTIMIDATE_POKES (1 << 19)
#define STATUS3_TRACE (1 << 20)
#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)
// Per-side statuses that affect an entire party
#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)
// Flags describing move's result
#define MOVE_RESULT_MISSED (1 << 0)
#define MOVE_RESULT_SUPER_EFFECTIVE (1 << 1)
#define MOVE_RESULT_NOT_VERY_EFFECTIVE (1 << 2)
#define MOVE_RESULT_DOESNT_AFFECT_FOE (1 << 3)
#define MOVE_RESULT_ONE_HIT_KO (1 << 4)
#define MOVE_RESULT_FAILED (1 << 5)
#define MOVE_RESULT_FOE_ENDURED (1 << 6)
#define MOVE_RESULT_FOE_HUNG_ON (1 << 7)
#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_DOESNT_AFFECT_FOE | MOVE_RESULT_FAILED)
// Battle Weather flags
#define B_WEATHER_RAIN_TEMPORARY (1 << 0)
#define B_WEATHER_RAIN_DOWNPOUR (1 << 1) // unused
#define B_WEATHER_RAIN_PERMANENT (1 << 2)
#define B_WEATHER_RAIN (B_WEATHER_RAIN_TEMPORARY | B_WEATHER_RAIN_DOWNPOUR | B_WEATHER_RAIN_PERMANENT)
#define B_WEATHER_SANDSTORM_TEMPORARY (1 << 3)
#define B_WEATHER_SANDSTORM_PERMANENT (1 << 4)
#define B_WEATHER_SANDSTORM (B_WEATHER_SANDSTORM_TEMPORARY | B_WEATHER_SANDSTORM_PERMANENT)
#define B_WEATHER_SUN_TEMPORARY (1 << 5)
#define B_WEATHER_SUN_PERMANENT (1 << 6)
#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)
// Move Effects
#define MOVE_EFFECT_SLEEP 1
#define MOVE_EFFECT_POISON 2
#define MOVE_EFFECT_BURN 3
#define MOVE_EFFECT_FREEZE 4
#define MOVE_EFFECT_PARALYSIS 5
#define MOVE_EFFECT_TOXIC 6
#define PRIMARY_STATUS_MOVE_EFFECT MOVE_EFFECT_TOXIC // All above move effects apply primary status
#define MOVE_EFFECT_CONFUSION 7
#define MOVE_EFFECT_FLINCH 8
#define MOVE_EFFECT_TRI_ATTACK 9
#define MOVE_EFFECT_UPROAR 10
#define MOVE_EFFECT_PAYDAY 11
#define MOVE_EFFECT_CHARGING 12
#define MOVE_EFFECT_WRAP 13
#define MOVE_EFFECT_RECOIL_25 14
#define MOVE_EFFECT_ATK_PLUS_1 15
#define MOVE_EFFECT_DEF_PLUS_1 16
#define MOVE_EFFECT_SPD_PLUS_1 17
#define MOVE_EFFECT_SP_ATK_PLUS_1 18
#define MOVE_EFFECT_SP_DEF_PLUS_1 19
#define MOVE_EFFECT_ACC_PLUS_1 20
#define MOVE_EFFECT_EVS_PLUS_1 21
#define MOVE_EFFECT_ATK_MINUS_1 22
#define MOVE_EFFECT_DEF_MINUS_1 23
#define MOVE_EFFECT_SPD_MINUS_1 24
#define MOVE_EFFECT_SP_ATK_MINUS_1 25
#define MOVE_EFFECT_SP_DEF_MINUS_1 26
#define MOVE_EFFECT_ACC_MINUS_1 27
#define MOVE_EFFECT_EVS_MINUS_1 28
#define MOVE_EFFECT_RECHARGE 29
#define MOVE_EFFECT_RAGE 30
#define MOVE_EFFECT_STEAL_ITEM 31
#define MOVE_EFFECT_PREVENT_ESCAPE 32
#define MOVE_EFFECT_NIGHTMARE 33
#define MOVE_EFFECT_ALL_STATS_UP 34
#define MOVE_EFFECT_RAPIDSPIN 35
#define MOVE_EFFECT_REMOVE_PARALYSIS 36
#define MOVE_EFFECT_ATK_DEF_DOWN 37
#define MOVE_EFFECT_RECOIL_33 38
#define MOVE_EFFECT_ATK_PLUS_2 39
#define MOVE_EFFECT_DEF_PLUS_2 40
#define MOVE_EFFECT_SPD_PLUS_2 41
#define MOVE_EFFECT_SP_ATK_PLUS_2 42
#define MOVE_EFFECT_SP_DEF_PLUS_2 43
#define MOVE_EFFECT_ACC_PLUS_2 44
#define MOVE_EFFECT_EVS_PLUS_2 45
#define MOVE_EFFECT_ATK_MINUS_2 46
#define MOVE_EFFECT_DEF_MINUS_2 47
#define MOVE_EFFECT_SPD_MINUS_2 48
#define MOVE_EFFECT_SP_ATK_MINUS_2 49
#define MOVE_EFFECT_SP_DEF_MINUS_2 50
#define MOVE_EFFECT_ACC_MINUS_2 51
#define MOVE_EFFECT_EVS_MINUS_2 52
#define MOVE_EFFECT_THRASH 53
#define MOVE_EFFECT_KNOCK_OFF 54
#define MOVE_EFFECT_NOTHING_37 55
#define MOVE_EFFECT_NOTHING_38 56
#define MOVE_EFFECT_NOTHING_39 57
#define MOVE_EFFECT_NOTHING_3A 58
#define MOVE_EFFECT_SP_ATK_TWO_DOWN 59
#define NUM_MOVE_EFFECTS 60
#define MOVE_EFFECT_AFFECTS_USER (1 << 6) // 64
#define MOVE_EFFECT_CERTAIN (1 << 7) // 128
// Battle terrain defines for gBattleTerrain.
#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_MOUNTAIN 6
#define BATTLE_TERRAIN_CAVE 7
#define BATTLE_TERRAIN_BUILDING 8
#define BATTLE_TERRAIN_PLAIN 9
#define BATTLE_TERRAIN_LINK 10
#define BATTLE_TERRAIN_GYM 11
#define BATTLE_TERRAIN_LEADER 12
#define BATTLE_TERRAIN_INDOOR_2 13
#define BATTLE_TERRAIN_INDOOR_1 14
#define BATTLE_TERRAIN_LORELEI 15
#define BATTLE_TERRAIN_BRUNO 16
#define BATTLE_TERRAIN_AGATHA 17
#define BATTLE_TERRAIN_LANCE 18
#define BATTLE_TERRAIN_CHAMPION 19
// Return value for IsRunningFromBattleImpossible.
#define BATTLE_RUN_SUCCESS 0
#define BATTLE_RUN_FORBIDDEN 1
#define BATTLE_RUN_FAILURE 2
// Window Ids for sStandardBattleWindowTemplates
#define B_WIN_MSG 0
#define B_WIN_ACTION_PROMPT 1 // "What will {x} do?"
#define B_WIN_ACTION_MENU 2 // "Fight/Pokémon/Bag/Run" menu
#define B_WIN_MOVE_NAME_1 3 // Top left
#define B_WIN_MOVE_NAME_2 4 // Top right
#define B_WIN_MOVE_NAME_3 5 // Bottom left
#define B_WIN_MOVE_NAME_4 6 // Bottom right
#define B_WIN_PP 7
#define B_WIN_MOVE_TYPE 8
#define B_WIN_PP_REMAINING 9
#define B_WIN_DUMMY 10
#define B_WIN_SWITCH_PROMPT 11 // "Switch which?"
#define B_WIN_LEVEL_UP_BOX 12
#define B_WIN_LEVEL_UP_BANNER 13
#define B_WIN_YESNO 14
#define B_WIN_VS_PLAYER 15
#define B_WIN_VS_OPPONENT 16
#define B_WIN_VS_MULTI_PLAYER_1 17
#define B_WIN_VS_MULTI_PLAYER_2 18
#define B_WIN_VS_MULTI_PLAYER_3 19
#define B_WIN_VS_MULTI_PLAYER_4 20
#define B_WIN_VS_OUTCOME_DRAW 21
#define B_WIN_VS_OUTCOME_LEFT 22
#define B_WIN_VS_OUTCOME_RIGHT 23
#define B_WIN_OAK_OLD_MAN 24
#define B_TEXT_FLAG_NONE (0 << 0)
#define B_TEXT_FLAG_NPC_CONTEXT_FONT (1 << 6)
#define B_TEXT_FLAG_WINDOW_CLEAR (1 << 7)
#define B_TEXT_FLAG_BOTH (B_TEXT_FLAG_NPC_CONTEXT_FONT | B_TEXT_FLAG_WINDOW_CLEAR)
#endif // GUARD_CONSTANTS_BATTLE_H