pokeemerald-expansion/include/constants/battle.h
2026-02-27 23:53:24 +01:00

837 lines
43 KiB
C

#ifndef GUARD_CONSTANTS_BATTLE_H
#define GUARD_CONSTANTS_BATTLE_H
#include "constants/moves.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 |
* ----------------------------+
* | |
* | |
* +---------------------------+
*/
enum BattlerPosition
{
B_POSITION_PLAYER_LEFT,
B_POSITION_OPPONENT_LEFT,
B_POSITION_PLAYER_RIGHT,
B_POSITION_OPPONENT_RIGHT,
MAX_POSITION_COUNT,
B_POSITION_ABSENT = 0xFF,
};
enum __attribute__((packed)) BattlerId
{
B_BATTLER_0,
B_BATTLER_1,
B_BATTLER_2,
B_BATTLER_3,
MAX_BATTLERS_COUNT,
};
enum __attribute__((packed)) BattleTrainer
{
B_TRAINER_0,
B_TRAINER_1,
B_TRAINER_2,
B_TRAINER_3,
MAX_BATTLE_TRAINERS,
};
// These macros can be used with either battler ID or positions to get the partner or the opposite mon
#define BATTLE_OPPOSITE(id) ((id) ^ BIT_SIDE)
#define BATTLE_PARTNER(id) ((id) ^ BIT_FLANK)
// Left and right are determined by how they're referred to in tests and everywhere else.
// Left is battlers 0 and 1, right 2 and 3; if you assume the battler referencing them is south, left is to the northeast and right to the northwest.
#define LEFT_FOE(battler) ((BATTLE_OPPOSITE(battler)) & BIT_SIDE)
#define RIGHT_FOE(battler) (((BATTLE_OPPOSITE(battler)) & BIT_SIDE) | BIT_FLANK)
enum BattleSide
{
B_SIDE_PLAYER = 0,
B_SIDE_OPPONENT = 1,
NUM_BATTLE_SIDES = 2,
};
#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 (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_CATCH_TUTORIAL (1 << 9)
#define BATTLE_TYPE_ROAMER (1 << 10)
#define BATTLE_TYPE_EREADER_TRAINER (1 << 11)
#define BATTLE_TYPE_RAID (1 << 12)
#define BATTLE_TYPE_LEGENDARY (1 << 13)
#define BATTLE_TYPE_14 (1 << 14)
#define BATTLE_TYPE_TWO_OPPONENTS (1 << 15)
#define BATTLE_TYPE_DOME (1 << 16)
#define BATTLE_TYPE_PALACE (1 << 17)
#define BATTLE_TYPE_ARENA (1 << 18)
#define BATTLE_TYPE_FACTORY (1 << 19)
#define BATTLE_TYPE_PIKE (1 << 20)
#define BATTLE_TYPE_PYRAMID (1 << 21)
#define BATTLE_TYPE_INGAME_PARTNER (1 << 22)
#define BATTLE_TYPE_TOWER_LINK_MULTI (1 << 23)
#define BATTLE_TYPE_RECORDED (1 << 24)
#define BATTLE_TYPE_RECORDED_LINK (1 << 25)
#define BATTLE_TYPE_TRAINER_HILL (1 << 26)
#define BATTLE_TYPE_TRAINER_TOWER BATTLE_TYPE_TRAINER_HILL
#define BATTLE_TYPE_SECRET_BASE (1 << 27)
#define BATTLE_TYPE_GHOST (1 << 28)
#define BATTLE_TYPE_POKEDUDE (1 << 29)
#define BATTLE_TYPE_30 (1 << 30)
#define BATTLE_TYPE_RECORDED_IS_MASTER (1 << 31)
#define BATTLE_TYPE_FRONTIER (BATTLE_TYPE_BATTLE_TOWER | BATTLE_TYPE_DOME | BATTLE_TYPE_PALACE | BATTLE_TYPE_ARENA | BATTLE_TYPE_FACTORY | BATTLE_TYPE_PIKE | 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_PIKE)
#define BATTLE_TYPE_RECORDED_INVALID ((BATTLE_TYPE_LINK | BATTLE_TYPE_SAFARI | BATTLE_TYPE_FIRST_BATTLE \
| BATTLE_TYPE_CATCH_TUTORIAL | BATTLE_TYPE_ROAMER | BATTLE_TYPE_EREADER_TRAINER \
| BATTLE_TYPE_LEGENDARY \
| BATTLE_TYPE_RECORDED | BATTLE_TYPE_TRAINER_HILL | BATTLE_TYPE_SECRET_BASE))
#define WILD_DOUBLE_BATTLE ((gBattleTypeFlags & BATTLE_TYPE_DOUBLE && !(gBattleTypeFlags & (BATTLE_TYPE_LINK | BATTLE_TYPE_TRAINER))))
#define RECORDED_WILD_BATTLE ((gBattleTypeFlags & BATTLE_TYPE_RECORDED) && !(gBattleTypeFlags & (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FRONTIER)))
#define BATTLE_TWO_VS_ONE_OPPONENT ((gBattleTypeFlags & BATTLE_TYPE_INGAME_PARTNER && TRAINER_BATTLE_PARAM.opponentB == 0xFFFF))
#define BATTLE_TYPE_HAS_AI (BATTLE_TYPE_TRAINER | BATTLE_TYPE_FIRST_BATTLE | BATTLE_TYPE_SAFARI | BATTLE_TYPE_ROAMER | BATTLE_TYPE_INGAME_PARTNER)
#define BATTLE_TYPE_MORE_THAN_TWO_BATTLERS (BATTLE_TYPE_DOUBLE | BATTLE_TYPE_MULTI | BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_TWO_OPPONENTS)
#define BATTLE_TYPE_PLAYER_HAS_PARTNER (BATTLE_TYPE_MULTI | BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_TOWER_LINK_MULTI)
// Multibattle test composite flags
#define BATTLE_MULTI_TEST (BATTLE_TYPE_IS_MASTER | BATTLE_TYPE_TRAINER | BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_MULTI | BATTLE_TYPE_TWO_OPPONENTS)
#define BATTLE_TWO_VS_ONE_TEST (BATTLE_TYPE_IS_MASTER | BATTLE_TYPE_TRAINER | BATTLE_TYPE_INGAME_PARTNER | BATTLE_TYPE_MULTI)
#define RIVAL_BATTLE_HEAL_AFTER 1
#define RIVAL_BATTLE_TUTORIAL 3
// Battle Outcome defines
#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 remain outside of battle and after switching out.
// If a new STATUS1 is added here, it should also be added to
// sCompressedStatuses in src/pokemon.c or else it will be lost outside
// of battle.
#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_FROSTBITE (1 << 12)
#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 | STATUS1_FROSTBITE)
#define STATUS1_CAN_MOVE (STATUS1_POISON | STATUS1_BURN | STATUS1_PARALYSIS | STATUS1_TOXIC_POISON | STATUS1_FROSTBITE)
#define STATUS1_INCAPACITATED (STATUS1_SLEEP | STATUS1_FREEZE)
#define STATUS1_ICY_ANY (STATUS1_FREEZE | STATUS1_FROSTBITE)
#define STATUS1_DAMAGING (STATUS1_PSN_ANY | STATUS1_BURN | STATUS1_FROSTBITE)
enum VolatileFlags
{
V_BATON_PASSABLE = (1 << 0),
};
/* Volatile status ailments
* These are removed after exiting the battle or switching
* Enum, Type Type, max value, flags */
#define VOLATILE_DEFINITIONS(F) \
F(VOLATILE_CONFUSION, confusionTurns, (u32, B_CONFUSION_TURNS + 1), V_BATON_PASSABLE) \
F(VOLATILE_FLINCHED, flinched, (u32, 1)) \
F(VOLATILE_UPROAR, uproarTurns, (u32, 5)) \
F(VOLATILE_TORMENT, torment, (u32, 1)) \
F(VOLATILE_BIDE, bideTurns, (u32, 3)) \
F(VOLATILE_RAMPAGE_TURNS, rampageTurns, (u32, B_RAMPAGE_TURNS + 1)) \
F(VOLATILE_MULTIPLETURNS, multipleTurns, (u32, 1)) \
F(VOLATILE_WRAPPED, wrapped, (u32, 1)) \
F(VOLATILE_WRAPPED_BY, wrappedBy, (enum BattlerId, MAX_BITS(MAX_BATTLERS_COUNT))) \
F(VOLATILE_WRAPPED_MOVE, wrappedMove, (u32, MOVES_COUNT_ALL - 1)) \
F(VOLATILE_POWDER, powder, (u32, 1)) \
F(VOLATILE_UNUSED, padding, (u32, 1)) \
F(VOLATILE_INFATUATION, infatuation, (enum BattlerId, MAX_BITS(MAX_BATTLERS_COUNT))) \
F(VOLATILE_DEFENSE_CURL, defenseCurl, (u32, 1)) \
F(VOLATILE_TRANSFORMED, transformed, (u32, 1)) \
F(VOLATILE_RAGE, rage, (u32, 1)) \
F(VOLATILE_SUBSTITUTE, substitute, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_DESTINY_BOND, destinyBond, (u32, 2)) \
F(VOLATILE_ESCAPE_PREVENTION, escapePrevention, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_NIGHTMARE, nightmare, (u32, 1)) \
F(VOLATILE_CURSED, cursed, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_FORESIGHT, foresight, (u32, 1)) \
F(VOLATILE_DRAGON_CHEER, dragonCheer, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_FOCUS_ENERGY, focusEnergy, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_BONUS_CRIT_STAGES, bonusCritStages, (u32, 4)) \
F(VOLATILE_SEMI_INVULNERABLE, semiInvulnerable, (enum SemiInvulnerableState, SEMI_INVULNERABLE_COUNT)) \
F(VOLATILE_ELECTRIFIED, electrified, (u32, 1)) \
F(VOLATILE_MUD_SPORT, mudSport, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_WATER_SPORT, waterSport, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_INFINITE_CONFUSION, infiniteConfusion, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_SALT_CURE, saltCure, (u32, 1)) \
F(VOLATILE_SYRUP_BOMB, syrupBomb, (u32, 1)) \
F(VOLATILE_STICKY_SYRUPED_BY, stickySyrupedBy, (enum BattlerId, MAX_BITS(MAX_BATTLERS_COUNT))) \
F(VOLATILE_GLAIVE_RUSH, glaiveRush, (u32, 1)) \
F(VOLATILE_LEECH_SEED, leechSeed, (enum BattlerId, MAX_BITS(MAX_BATTLERS_COUNT)), V_BATON_PASSABLE) \
F(VOLATILE_LOCK_ON, lockOn, (u32, 2), V_BATON_PASSABLE) \
F(VOLATILE_PERISH_SONG, perishSong, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_MINIMIZE, minimize, (u32, 1)) \
F(VOLATILE_CHARGE_TIMER, chargeTimer, (u32, 3)) \
F(VOLATILE_ROOT, root, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_YAWN, yawn, (u32, 2)) \
F(VOLATILE_IMPRISON, imprison, (u32, 1)) \
F(VOLATILE_GRUDGE, grudge, (u32, 1)) \
F(VOLATILE_GASTRO_ACID, gastroAcid, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_EMBARGO, embargo, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_SMACK_DOWN, smackDown, (u32, 1)) \
F(VOLATILE_TELEKINESIS, telekinesis, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_MIRACLE_EYE, miracleEye, (u32, 1)) \
F(VOLATILE_MAGNET_RISE, magnetRise, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_HEAL_BLOCK, healBlock, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_AQUA_RING, aquaRing, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_LASER_FOCUS, laserFocus, (u32, 1)) \
F(VOLATILE_POWER_TRICK, powerTrick, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_NO_RETREAT, noRetreat, (u32, 1), V_BATON_PASSABLE) \
F(VOLATILE_VESSEL_OF_RUIN, vesselOfRuin, (u32, 1)) \
F(VOLATILE_SWORD_OF_RUIN, swordOfRuin, (u32, 1)) \
F(VOLATILE_TABLETS_OF_RUIN, tabletsOfRuin, (u32, 1)) \
F(VOLATILE_BEADS_OF_RUIN, beadsOfRuin, (u32, 1)) \
F(VOLATILE_IS_TRANSFORMED_MON_SHINY, isTransformedMonShiny, (u32, 1)) \
F(VOLATILE_TRANSFORMED_MON_PID, transformedMonPID, (u32, UINT32_MAX)) \
F(VOLATILE_TRANSFORMED_MON_SPECIES, transformedMonSpecies, (u32, NUM_SPECIES)) \
F(VOLATILE_DISABLED_MOVE, disabledMove, (u32, MOVES_COUNT_ALL)) \
F(VOLATILE_ENCORED_MOVE, encoredMove, (u32, MOVES_COUNT_ALL)) \
F(VOLATILE_PROTECT_USES, consecutiveMoveUses, (u32, UINT8_MAX)) \
F(VOLATILE_STOCKPILE_COUNTER, stockpileCounter, (u32, MAX_STAT_STAGE)) \
F(VOLATILE_STOCKPILE_DEF, stockpileDef, (u32, MAX_STAT_STAGE)) \
F(VOLATILE_STOCKPILE_SP_DEF, stockpileSpDef, (u32, MAX_STAT_STAGE)) \
F(VOLATILE_STOCKPILE_BEFORE_DEF, stockpileBeforeDef, (u32, MAX_STAT_STAGE)) \
F(VOLATILE_STOCKPILE_BEFORE_SP_DEF, stockpileBeforeSpDef, (u32, MAX_STAT_STAGE)) \
F(VOLATILE_SUBSTITUTE_HP, substituteHP, (u32, UINT8_MAX)) \
F(VOLATILE_ENCORED_MOVE_POS, encoredMovePos, (u32, MAX_BITS(MAX_MON_MOVES))) \
F(VOLATILE_DISABLE_TIMER, disableTimer, (u32, B_DISABLE_TIMER)) \
F(VOLATILE_ENCORE_TIMER, encoreTimer, (u32, B_ENCORE_TIMER)) \
F(VOLATILE_PERISH_SONG_TIMER, perishSongTimer, (u32, B_PERISH_SONG_TIMER)) \
F(VOLATILE_ROLLOUT_TIMER, rolloutTimer, (u32, UINT8_MAX)) \
F(VOLATILE_FURY_CUTTER_COUNTER, furyCutterCounter, (u32, UINT8_MAX)) \
F(VOLATILE_METRONOME_ITEM_COUNTER, metronomeItemCounter, (u32, UINT8_MAX)) \
F(VOLATILE_BATTLER_PREVENTING_ESCAPE, battlerPreventingEscape, (enum BattlerId, MAX_BITS(MAX_BATTLERS_COUNT))) \
F(VOLATILE_BATTLER_WITH_SURE_HIT, battlerWithSureHit, (enum BattlerId, MAX_BITS(MAX_BATTLERS_COUNT))) \
F(VOLATILE_MIMICKED_MOVES, mimickedMoves, (u32, MAX_BITS(MAX_MON_MOVES))) \
F(VOLATILE_RECHARGE_TIMER, rechargeTimer, (u32, 2)) \
F(VOLATILE_AUTOTOMIZE_COUNT, autotomizeCount, (u32, UINT8_MAX)) \
F(VOLATILE_SLOW_START_TIMER, slowStartTimer, (u32, B_SLOW_START_TIMER)) \
F(VOLATILE_EMBARGO_TIMER, embargoTimer, (u32, B_EMBARGO_TIMER)) \
F(VOLATILE_MAGNET_RISE_TIMER, magnetRiseTimer, (u32, B_MAGNET_RISE_TIMER)) \
F(VOLATILE_TELEKINESIS_TIMER, telekinesisTimer, (u32, B_TELEKINESIS_TIMER)) \
F(VOLATILE_HEAL_BLOCK_TIMER, healBlockTimer, (u32, B_HEAL_BLOCK_TIMER)) \
F(VOLATILE_TAUNT_TIMER, tauntTimer, (u32, B_TAUNT_TIMER)) \
F(VOLATILE_TORMENT_TIMER, tormentTimer, (u32, B_TORMENT_TIMER)) \
F(VOLATILE_LASER_FOCUS_TIMER, laserFocusTimer, (u32, B_LASER_FOCUS_TIMER)) \
F(VOLATILE_THROAT_CHOP_TIMER, throatChopTimer, (u32, B_THROAT_CHOP_TIMER)) \
F(VOLATILE_WRAP_TURNS, wrapTurns, (u32, B_WRAP_TURNS)) \
F(VOLATILE_SYRUP_BOMB_TIMER, syrupBombTimer, (u32, B_SYRUP_BOMB_TIMER)) \
F(VOLATILE_USED_MOVES, usedMoves, (u32, MAX_BITS(MAX_MON_MOVES))) \
F(VOLATILE_TRUANT_COUNTER, truantCounter, (u32, 1)) \
F(VOLATILE_TRUANT_SWITCH_IN_HACK, truantSwitchInHack, (u32, 1)) \
F(VOLATILE_TAR_SHOT, tarShot, (u32, 1)) \
F(VOLATILE_OCTOLOCK, octolock, (u32, 1)) \
F(VOLATILE_CUD_CHEW, cudChew, (u32, 1)) \
F(VOLATILE_WEATHER_ABILITY_DONE, weatherAbilityDone, (u32, 1)) \
F(VOLATILE_TERRAIN_ABILITY_DONE, terrainAbilityDone, (u32, 1)) \
F(VOLATILE_SYRUP_BOMB_IS_SHINY, syrupBombIsShiny, (u32, 1)) \
F(VOLATILE_USED_PROTEAN_LIBERO, usedProteanLibero, (u32, 1)) \
F(VOLATILE_FLASH_FIRE_BOOSTED, flashFireBoosted, (u32, 1)) \
F(VOLATILE_BOOSTER_ENERGY_ACTIVATED, boosterEnergyActivated, (u32, 1)) \
F(VOLATILE_OVERWRITTEN_ABILITY, overwrittenAbility, (enum Ability, ABILITIES_COUNT)) \
F(VOLATILE_ROOST_ACTIVE, roostActive, (u32, 1)) \
F(VOLATILE_UNBURDEN_ACTIVE, unburdenActive, (u32, 1)) \
F(VOLATILE_NEUTRALIZING_GAS, neutralizingGas, (u32, 1)) \
F(VOLATILE_UNNERVE_ACTIVATED, unnerveActivated, (u32, 1)) \
F(VOLATILE_ENDURED, endured, (u32, 1)) \
F(VOLATILE_TRY_EJECT_PACK, tryEjectPack, (u32, 1)) \
F(VOLATILE_OCTOLOCKED_BY, octolockedBy, (enum BattlerId, MAX_BITS(MAX_BATTLERS_COUNT))) \
F(VOLATILE_PARADOX_BOOSTED_STAT, paradoxBoostedStat, (enum Stat, NUM_STATS - 1)) \
F(VOLATILE_UNABLE_TO_USE_MOVE, unableToUseMove, (u32, 1)) \
F(VOLATILE_ACTIVATE_DANCER, activateDancer, (u32, 1))
/* Use within a macro to get the maximum allowed value for a volatile. Requires _typeMaxValue as input. */
#define GET_VOLATILE_MAXIMUM(_typeMaxValue, ...) INVOKE_WITH_B(GET_VOLATILE_MAXIMUM_, _typeMaxValue)
#define GET_VOLATILE_MAXIMUM_(_type, ...) FIRST(__VA_OPT__(FIRST(__VA_ARGS__),) MAX_BITS((sizeof(_type) * 8)))
#define UNPACK_VOLATILE_ENUMS(_enum, ...) _enum,
enum Volatile
{
VOLATILE_NONE,
VOLATILE_DEFINITIONS(UNPACK_VOLATILE_ENUMS)
/* Expands to VOLATILE_CONFUSION, VOLATILE_FLINCHED, etc. */
};
// Helper macros
#define INFATUATED_WITH(battler) (battler + 1)
#define LEECHSEEDED_BY(battler) (battler + 1)
enum SemiInvulnerableState
{
STATE_NONE,
STATE_UNDERGROUND,
STATE_UNDERWATER,
STATE_ON_AIR,
STATE_PHANTOM_FORCE,
STATE_SKY_DROP,
STATE_COMMANDER,
SEMI_INVULNERABLE_COUNT
};
enum SemiInvulnerableExclusion
{
CHECK_ALL,
EXCLUDE_COMMANDER,
};
#define HITMARKER_NO_ANIMATIONS (1 << 7) // set from battleSceneOff. Never changed during battle
#define HITMARKER_UNUSED_8 (1 << 8)
#define HITMARKER_UNUSED_9 (1 << 9)
#define HITMARKER_UNUSED_10 (1 << 10)
#define HITMARKER_UNUSED_11 (1 << 11)
#define HITMARKER_UNUSED_12 (1 << 12)
#define HITMARKER_UNUSED_13 (1 << 13)
#define HITMARKER_UNUSED_14 (1 << 14)
#define HITMARKER_RUN (1 << 15)
#define HITMARKER_UNUSED_16 (1 << 16)
#define HITMARKER_DISABLE_ANIMATION (1 << 17) // disable animations during battle scripts, e.g. for Bug Bite
#define HITMARKER_UNUSED_18 (1 << 18)
#define HITMARKER_UNUSED_19 (1 << 19)
#define HITMARKER_UNUSED_20 (1 << 20)
#define HITMARKER_UNUSED_21 (1 << 21)
#define HITMARKER_PLAYER_FAINTED (1 << 22)
#define HITMARKER_UNUSED_23 (1 << 23)
#define HITMARKER_UNUSED_24 (1 << 24)
#define HITMARKER_UNUSED_25 (1 << 25)
#define HITMARKER_UNUSED_26 (1 << 26)
#define HITMARKER_UNUSED_27 (1 << 27)
#define HITMARKER_FAINTED(battler) (1u << (battler + 28)) // Also uses bits 29, 30 and 31
// Per-side statuses that affect an entire party
#define SIDE_STATUS_REFLECT (1 << 0)
#define SIDE_STATUS_LIGHTSCREEN (1 << 1)
#define SIDE_STATUS_SAFEGUARD (1 << 2)
#define SIDE_STATUS_MIST (1 << 3)
#define SIDE_STATUS_TAILWIND (1 << 4)
#define SIDE_STATUS_AURORA_VEIL (1 << 5)
#define SIDE_STATUS_LUCKY_CHANT (1 << 6)
#define SIDE_STATUS_DAMAGE_NON_TYPES (1 << 7)
#define SIDE_STATUS_RAINBOW (1 << 8)
#define SIDE_STATUS_SEA_OF_FIRE (1 << 9)
#define SIDE_STATUS_SWAMP (1 << 10)
#define SIDE_STATUS_SCREEN_ANY (SIDE_STATUS_REFLECT | SIDE_STATUS_LIGHTSCREEN | SIDE_STATUS_AURORA_VEIL)
#define SIDE_STATUS_PLEDGE_ANY (SIDE_STATUS_RAINBOW | SIDE_STATUS_SEA_OF_FIRE | SIDE_STATUS_SWAMP)
#define SIDE_STATUS_GOOD_FOG (SIDE_STATUS_SCREEN_ANY | SIDE_STATUS_SAFEGUARD | SIDE_STATUS_MIST)
#define SIDE_STATUS_GOOD_COURT (SIDE_STATUS_GOOD_FOG | SIDE_STATUS_TAILWIND | SIDE_STATUS_LUCKY_CHANT | SIDE_STATUS_RAINBOW)
#define SIDE_STATUS_BAD_COURT (SIDE_STATUS_DAMAGE_NON_TYPES | SIDE_STATUS_SEA_OF_FIRE | SIDE_STATUS_SWAMP)
enum Hazards
{
HAZARDS_NONE,
HAZARDS_SPIKES,
HAZARDS_STICKY_WEB,
HAZARDS_TOXIC_SPIKES,
HAZARDS_STEALTH_ROCK,
HAZARDS_STEELSURGE,
HAZARDS_MAX_COUNT,
};
// Used for damaging entry hazards based on type
enum TypeSideHazard
{
TYPE_SIDE_HAZARD_POINTED_STONES = TYPE_ROCK,
TYPE_SIDE_HAZARD_SHARP_STEEL = TYPE_STEEL,
};
// Field affecting statuses.
#define STATUS_FIELD_MAGIC_ROOM (1 << 0)
#define STATUS_FIELD_TRICK_ROOM (1 << 1)
#define STATUS_FIELD_WONDER_ROOM (1 << 2)
#define STATUS_FIELD_MUDSPORT (1 << 3)
#define STATUS_FIELD_WATERSPORT (1 << 4)
#define STATUS_FIELD_GRAVITY (1 << 5)
#define STATUS_FIELD_GRASSY_TERRAIN (1 << 6)
#define STATUS_FIELD_MISTY_TERRAIN (1 << 7)
#define STATUS_FIELD_ELECTRIC_TERRAIN (1 << 8)
#define STATUS_FIELD_PSYCHIC_TERRAIN (1 << 9)
#define STATUS_FIELD_ION_DELUGE (1 << 10)
#define STATUS_FIELD_FAIRY_LOCK (1 << 11)
#define STATUS_FIELD_TERRAIN_ANY (STATUS_FIELD_GRASSY_TERRAIN | STATUS_FIELD_MISTY_TERRAIN | STATUS_FIELD_ELECTRIC_TERRAIN | STATUS_FIELD_PSYCHIC_TERRAIN)
// 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_ONE_HIT_KO_NO_AFFECT (1 << 5)
#define MOVE_RESULT_ONE_HIT_KO_STURDY (1 << 6)
#define MOVE_RESULT_FAILED (1 << 7)
#define MOVE_RESULT_FOE_ENDURED (1 << 8)
#define MOVE_RESULT_FOE_HUNG_ON (1 << 9)
#define MOVE_RESULT_STURDIED (1 << 10)
#define MOVE_RESULT_FOE_ENDURED_AFFECTION (1 << 11)
#define MOVE_RESULT_AVOIDED_ATTACK (MOVE_RESULT_MISSED | MOVE_RESULT_FAILED)
#define MOVE_RESULT_NO_EFFECT (MOVE_RESULT_MISSED | MOVE_RESULT_FAILED | MOVE_RESULT_DOESNT_AFFECT_FOE)
enum BattleWeather
{
BATTLE_WEATHER_RAIN,
BATTLE_WEATHER_RAIN_PRIMAL,
BATTLE_WEATHER_RAIN_DOWNPOUR,
BATTLE_WEATHER_SUN,
BATTLE_WEATHER_SUN_PRIMAL,
BATTLE_WEATHER_SANDSTORM,
BATTLE_WEATHER_HAIL,
BATTLE_WEATHER_SNOW,
BATTLE_WEATHER_FOG,
BATTLE_WEATHER_STRONG_WINDS,
BATTLE_WEATHER_COUNT,
};
// Battle Weather flags
#define B_WEATHER_NONE 0
#define B_WEATHER_RAIN_NORMAL (1 << BATTLE_WEATHER_RAIN)
#define B_WEATHER_RAIN_PRIMAL (1 << BATTLE_WEATHER_RAIN_PRIMAL)
#define B_WEATHER_RAIN_DOWNPOUR (1 << BATTLE_WEATHER_RAIN_DOWNPOUR) // unused
#define B_WEATHER_RAIN (B_WEATHER_RAIN_NORMAL | B_WEATHER_RAIN_PRIMAL | B_WEATHER_RAIN_DOWNPOUR)
#define B_WEATHER_SUN_NORMAL (1 << BATTLE_WEATHER_SUN)
#define B_WEATHER_SUN_PRIMAL (1 << BATTLE_WEATHER_SUN_PRIMAL)
#define B_WEATHER_SUN (B_WEATHER_SUN_NORMAL | B_WEATHER_SUN_PRIMAL)
#define B_WEATHER_SANDSTORM (1 << BATTLE_WEATHER_SANDSTORM)
#define B_WEATHER_HAIL (1 << BATTLE_WEATHER_HAIL)
#define B_WEATHER_SNOW (1 << BATTLE_WEATHER_SNOW)
#define B_WEATHER_FOG (1 << BATTLE_WEATHER_FOG)
#define B_WEATHER_STRONG_WINDS (1 << BATTLE_WEATHER_STRONG_WINDS)
#define B_WEATHER_DAMAGING_ANY (B_WEATHER_HAIL | B_WEATHER_SANDSTORM)
#define B_WEATHER_ICY_ANY (B_WEATHER_HAIL | B_WEATHER_SNOW)
#define B_WEATHER_LOW_LIGHT (B_WEATHER_FOG | B_WEATHER_ICY_ANY | B_WEATHER_RAIN | B_WEATHER_SANDSTORM)
#define B_WEATHER_PRIMAL_ANY (B_WEATHER_RAIN_PRIMAL | B_WEATHER_SUN_PRIMAL | B_WEATHER_STRONG_WINDS)
#define B_WEATHER_ANY (B_WEATHER_RAIN | B_WEATHER_SANDSTORM | B_WEATHER_SUN | B_WEATHER_ICY_ANY | B_WEATHER_STRONG_WINDS | B_WEATHER_FOG)
// Explicit numbers until frostbite because those shouldn't be shifted
enum __attribute__((packed)) MoveEffect
{
MOVE_EFFECT_NONE = 0,
MOVE_EFFECT_SLEEP = 1,
MOVE_EFFECT_POISON = 2,
MOVE_EFFECT_BURN = 3,
MOVE_EFFECT_FREEZE = 4,
MOVE_EFFECT_PARALYSIS = 5,
MOVE_EFFECT_TOXIC = 6,
MOVE_EFFECT_FROSTBITE = 7,
MOVE_EFFECT_CONFUSION,
MOVE_EFFECT_FLINCH,
MOVE_EFFECT_TRI_ATTACK,
MOVE_EFFECT_UPROAR,
MOVE_EFFECT_PAYDAY,
MOVE_EFFECT_WRAP,
MOVE_EFFECT_ATK_PLUS_1,
MOVE_EFFECT_DEF_PLUS_1,
MOVE_EFFECT_SPD_PLUS_1,
MOVE_EFFECT_SP_ATK_PLUS_1,
MOVE_EFFECT_SP_DEF_PLUS_1,
MOVE_EFFECT_ACC_PLUS_1,
MOVE_EFFECT_EVS_PLUS_1,
MOVE_EFFECT_ATK_MINUS_1,
MOVE_EFFECT_DEF_MINUS_1,
MOVE_EFFECT_SPD_MINUS_1,
MOVE_EFFECT_SP_ATK_MINUS_1,
MOVE_EFFECT_SP_DEF_MINUS_1,
MOVE_EFFECT_ACC_MINUS_1,
MOVE_EFFECT_EVS_MINUS_1,
MOVE_EFFECT_REMOVE_ARG_TYPE,
MOVE_EFFECT_RECHARGE,
MOVE_EFFECT_RAGE,
MOVE_EFFECT_PREVENT_ESCAPE,
MOVE_EFFECT_NIGHTMARE,
MOVE_EFFECT_GLAIVE_RUSH,
MOVE_EFFECT_ALL_STATS_UP,
MOVE_EFFECT_REMOVE_STATUS,
MOVE_EFFECT_ATK_DEF_DOWN,
MOVE_EFFECT_ATK_PLUS_2,
MOVE_EFFECT_DEF_PLUS_2,
MOVE_EFFECT_SPD_PLUS_2,
MOVE_EFFECT_SP_ATK_PLUS_2,
MOVE_EFFECT_SP_DEF_PLUS_2,
MOVE_EFFECT_ACC_PLUS_2,
MOVE_EFFECT_EVS_PLUS_2,
MOVE_EFFECT_ATK_MINUS_2,
MOVE_EFFECT_DEF_MINUS_2,
MOVE_EFFECT_SPD_MINUS_2,
MOVE_EFFECT_SP_ATK_MINUS_2,
MOVE_EFFECT_SP_DEF_MINUS_2,
MOVE_EFFECT_ACC_MINUS_2,
MOVE_EFFECT_EVS_MINUS_2,
MOVE_EFFECT_SCALE_SHOT,
MOVE_EFFECT_THRASH,
MOVE_EFFECT_DEF_SPDEF_DOWN,
MOVE_EFFECT_CLEAR_SMOG,
MOVE_EFFECT_FLAME_BURST,
MOVE_EFFECT_FEINT,
MOVE_EFFECT_V_CREATE,
MOVE_EFFECT_HAPPY_HOUR,
MOVE_EFFECT_CORE_ENFORCER,
MOVE_EFFECT_THROAT_CHOP,
MOVE_EFFECT_INCINERATE,
MOVE_EFFECT_BUG_BITE,
MOVE_EFFECT_RECOIL_HP_25,
MOVE_EFFECT_TRAP_BOTH,
MOVE_EFFECT_ROUND,
MOVE_EFFECT_DIRE_CLAW,
MOVE_EFFECT_SYRUP_BOMB,
MOVE_EFFECT_FLORAL_HEALING,
MOVE_EFFECT_SECRET_POWER,
MOVE_EFFECT_PSYCHIC_NOISE,
MOVE_EFFECT_TERA_BLAST,
MOVE_EFFECT_ORDER_UP,
MOVE_EFFECT_ION_DELUGE,
MOVE_EFFECT_HAZE,
MOVE_EFFECT_LEECH_SEED,
MOVE_EFFECT_REFLECT,
MOVE_EFFECT_LIGHT_SCREEN,
MOVE_EFFECT_SALT_CURE,
MOVE_EFFECT_EERIE_SPELL,
// Max move effects happen earlier in the execution chain.
// For example stealth rock from G-Max Stonesurge is set up before abilities but from Stone Axe after.
// Stone Axe can also fail to set up rocks if user faints where as Stonesurge will always go up.
// This means we need to be careful if we want to re-use those effects for (new) vanilla moves
MOVE_EFFECT_RAISE_TEAM_ATTACK,
MOVE_EFFECT_RAISE_TEAM_DEFENSE,
MOVE_EFFECT_RAISE_TEAM_SPEED,
MOVE_EFFECT_RAISE_TEAM_SP_ATK,
MOVE_EFFECT_RAISE_TEAM_SP_DEF,
MOVE_EFFECT_LOWER_ATTACK_SIDE,
MOVE_EFFECT_LOWER_DEFENSE_SIDE,
MOVE_EFFECT_LOWER_SPEED_SIDE,
MOVE_EFFECT_LOWER_SP_ATK_SIDE,
MOVE_EFFECT_LOWER_SP_DEF_SIDE,
MOVE_EFFECT_SUN,
MOVE_EFFECT_RAIN,
MOVE_EFFECT_SANDSTORM,
MOVE_EFFECT_HAIL,
MOVE_EFFECT_MISTY_TERRAIN,
MOVE_EFFECT_GRASSY_TERRAIN,
MOVE_EFFECT_ELECTRIC_TERRAIN,
MOVE_EFFECT_PSYCHIC_TERRAIN,
MOVE_EFFECT_VINE_LASH,
MOVE_EFFECT_WILDFIRE,
MOVE_EFFECT_CANNONADE,
MOVE_EFFECT_EFFECT_SPORE_SIDE,
MOVE_EFFECT_PARALYZE_SIDE,
MOVE_EFFECT_CONFUSE_PAY_DAY_SIDE,
MOVE_EFFECT_CRIT_PLUS_SIDE,
MOVE_EFFECT_PREVENT_ESCAPE_SIDE,
MOVE_EFFECT_AURORA_VEIL,
MOVE_EFFECT_INFATUATE_SIDE,
MOVE_EFFECT_RECYCLE_BERRIES,
MOVE_EFFECT_POISON_SIDE,
MOVE_EFFECT_DEFOG,
MOVE_EFFECT_POISON_PARALYZE_SIDE,
MOVE_EFFECT_HEAL_TEAM,
MOVE_EFFECT_SPITE,
MOVE_EFFECT_GRAVITY,
MOVE_EFFECT_VOLCALITH,
MOVE_EFFECT_SANDBLAST_SIDE,
MOVE_EFFECT_YAWN_FOE,
MOVE_EFFECT_LOWER_EVASIVENESS_SIDE,
MOVE_EFFECT_AROMATHERAPY,
MOVE_EFFECT_CONFUSE_SIDE,
MOVE_EFFECT_STEELSURGE, // Steel type rocks
MOVE_EFFECT_STEALTH_ROCK, // Max Move rocks, not to be confused for rocks set up from Ceasless Edge (same but differ in execution order)
MOVE_EFFECT_TORMENT_SIDE,
MOVE_EFFECT_LOWER_SPEED_2_SIDE,
MOVE_EFFECT_FIRE_SPIN_SIDE,
MOVE_EFFECT_FIXED_POWER,
// Max move effects end. They can be used for (custom) normal moves.
// Move effects that happen before the move hits. Set in SetPreAttackMoveEffect
MOVE_EFFECT_BREAK_SCREEN,
MOVE_EFFECT_STEAL_STATS,
MOVE_EFFECT_BEAT_UP_MESSAGE, // Handles the message printing for gen2,3 and 4
NUM_MOVE_EFFECTS
};
#if B_USE_FROSTBITE == TRUE
#define MOVE_EFFECT_FREEZE_OR_FROSTBITE MOVE_EFFECT_FROSTBITE
#else
#define MOVE_EFFECT_FREEZE_OR_FROSTBITE MOVE_EFFECT_FREEZE
#endif
// Battle environment defines for gBattleEnvironment.
enum BattleEnvironments
{
BATTLE_ENVIRONMENT_GRASS,
BATTLE_ENVIRONMENT_LONG_GRASS,
BATTLE_ENVIRONMENT_SAND,
BATTLE_ENVIRONMENT_UNDERWATER,
BATTLE_ENVIRONMENT_WATER,
BATTLE_ENVIRONMENT_POND,
BATTLE_ENVIRONMENT_MOUNTAIN,
BATTLE_ENVIRONMENT_CAVE,
BATTLE_ENVIRONMENT_BUILDING,
BATTLE_ENVIRONMENT_PLAIN,
BATTLE_ENVIRONMENT_FRONTIER,
BATTLE_ENVIRONMENT_GYM,
BATTLE_ENVIRONMENT_LEADER,
BATTLE_ENVIRONMENT_MAGMA,
BATTLE_ENVIRONMENT_AQUA,
BATTLE_ENVIRONMENT_SIDNEY,
BATTLE_ENVIRONMENT_PHOEBE,
BATTLE_ENVIRONMENT_GLACIA,
BATTLE_ENVIRONMENT_DRAKE,
BATTLE_ENVIRONMENT_CHAMPION,
BATTLE_ENVIRONMENT_GROUDON,
BATTLE_ENVIRONMENT_KYOGRE,
BATTLE_ENVIRONMENT_RAYQUAZA,
// New battle environments are used for Secret Power and Nature Power but not fully implemented.
BATTLE_ENVIRONMENT_SOARING,
BATTLE_ENVIRONMENT_SKY_PILLAR,
BATTLE_ENVIRONMENT_BURIAL_GROUND,
BATTLE_ENVIRONMENT_PUDDLE,
BATTLE_ENVIRONMENT_MARSH,
BATTLE_ENVIRONMENT_SWAMP,
BATTLE_ENVIRONMENT_SNOW,
BATTLE_ENVIRONMENT_ICE,
BATTLE_ENVIRONMENT_VOLCANO,
BATTLE_ENVIRONMENT_DISTORTION_WORLD,
BATTLE_ENVIRONMENT_SPACE,
BATTLE_ENVIRONMENT_ULTRA_SPACE,
BATTLE_ENVIRONMENT_COUNT,
};
#define B_WAIT_TIME_LONG (B_WAIT_TIME_MULTIPLIER * 4)
#define B_WAIT_TIME_MED (B_WAIT_TIME_MULTIPLIER * 3)
#define B_WAIT_TIME_SHORT (B_WAIT_TIME_MULTIPLIER * 2)
#define B_WAIT_TIME_SHORTEST (B_WAIT_TIME_MULTIPLIER)
#define FLEE_ITEM 1
#define FLEE_ABILITY 2
// Return value for IsRunningFromBattleImpossible.
#define BATTLE_RUN_SUCCESS 0
#define BATTLE_RUN_FORBIDDEN 1
#define BATTLE_RUN_FAILURE 2
#define B_WIN_TYPE_NORMAL 0
#define B_WIN_TYPE_ARENA 1
#define B_WIN_TYPE_KANTO_TUTORIAL 2
// Window Ids for sStandardBattleWindowTemplates / sBattleArenaWindowTemplates
#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_DUMMY 8
#define B_WIN_PP_REMAINING 9
#define B_WIN_MOVE_TYPE 10
#define B_WIN_SWITCH_PROMPT 11 // "Switch which?"
#define B_WIN_YESNO 12
#define B_WIN_LEVEL_UP_BOX 13
#define B_WIN_LEVEL_UP_BANNER 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_MOVE_DESCRIPTION 24
#define B_WIN_OAK_OLD_MAN 25
// The following are duplicate id values for windows that Battle Arena uses differently.
#define ARENA_WIN_PLAYER_NAME 15
#define ARENA_WIN_VS 16
#define ARENA_WIN_OPPONENT_NAME 17
#define ARENA_WIN_MIND 18
#define ARENA_WIN_SKILL 19
#define ARENA_WIN_BODY 20
#define ARENA_WIN_JUDGMENT_TITLE 21
#define ARENA_WIN_JUDGMENT_TEXT 22
// Flag for BattlePutTextOnWindow. Never set
#define B_WIN_COPYTOVRAM (1 << 7)
// Indicator for the party summary bar to display an empty slot.
#define HP_EMPTY_SLOT 0xFFFF
enum MoveTarget
{
TARGET_NONE,
TARGET_SELECTED,
TARGET_SMART, // Like target select but can also smartly redirect to partner. Works only with strikeCount > 1 moves
TARGET_DEPENDS,
TARGET_OPPONENT,
TARGET_RANDOM,
TARGET_BOTH,
TARGET_USER,
TARGET_ALLY,
TARGET_USER_AND_ALLY,
TARGET_USER_OR_ALLY, // Acupressure
TARGET_FOES_AND_ALLY,
TARGET_FIELD, // Moves that target the field, e.g. Rain Dance
TARGET_OPPONENTS_FIELD, // Targets all other battlers and self, e.g. Teatime
TARGET_ALL_BATTLERS,
};
// Constants for Parental Bond
#define PARENTAL_BOND_1ST_HIT 2
#define PARENTAL_BOND_2ND_HIT 1
#define PARENTAL_BOND_OFF 0
// Constants for Torment
#define PERMANENT_TORMENT 0xF
enum FaintedActions
{
FAINTED_ACTIONS_NO_MONS_TO_SWITCH,
FAINTED_ACTIONS_GIVE_EXP,
FAINTED_ACTIONS_SET_ABSENT_FLAGS,
FAINTED_ACTIONS_WAIT_STATE,
FAINTED_ACTIONS_HANDLE_FAINTED_MON,
FAINTED_ACTIONS_HANDLE_NEXT_BATTLER,
FAINTED_ACTIONS_MAX_CASE,
};
// Enum, fieldName, Type, max value
#define STARTING_STATUS_DEFINITIONS(F) \
F(STARTING_STATUS_ELECTRIC_TERRAIN, electricTerrain, (u32, 1)) /* Electric Terrain (Permanent) */ \
F(STARTING_STATUS_ELECTRIC_TERRAIN_TEMPORARY, electricTerrainTemporary, (u32, 1)) /* Electric Terrain Temporary (5 turns) */ \
F(STARTING_STATUS_MISTY_TERRAIN, mistyTerrain, (u32, 1)) /* Misty Terrain (Permanent) */ \
F(STARTING_STATUS_MISTY_TERRAIN_TEMPORARY, mistyTerrainTemporary, (u32, 1)) /* Misty Terrain Temporary (5 turns) */ \
F(STARTING_STATUS_GRASSY_TERRAIN, grassyTerrain, (u32, 1)) /* Grassy Terrain (Permanent) */ \
F(STARTING_STATUS_GRASSY_TERRAIN_TEMPORARY, grassyTerrainTemporary, (u32, 1)) /* Grassy Terrain Temporary (5 turns) */ \
F(STARTING_STATUS_PSYCHIC_TERRAIN, psychicTerrain, (u32, 1)) /* Psychic Terrain (Permanent) */ \
F(STARTING_STATUS_PSYCHIC_TERRAIN_TEMPORARY, psychicTerrainTemporary, (u32, 1)) /* Psychic Terrain Temporary (5 turns) */ \
F(STARTING_STATUS_TRICK_ROOM, trickRoom, (u32, 1)) /* Trick Room (Permanent) */ \
F(STARTING_STATUS_TRICK_ROOM_TEMPORARY, trickRoomTemporary, (u32, 1)) /* Trick Room Temporary (5 turns) */ \
F(STARTING_STATUS_MAGIC_ROOM, magicRoom, (u32, 1)) /* Magic Room (Permanent) */ \
F(STARTING_STATUS_MAGIC_ROOM_TEMPORARY, magicRoomTemporary, (u32, 1)) /* Magic Room Temporary (5 turns) */ \
F(STARTING_STATUS_WONDER_ROOM, wonderRoom, (u32, 1)) /* Wonder Room (Permanent) */ \
F(STARTING_STATUS_WONDER_ROOM_TEMPORARY, wonderRoomTemporary, (u32, 1)) /* Wonder Room Temporary (5 turns) */ \
F(STARTING_STATUS_TAILWIND_PLAYER, tailwindPlayer, (u32, 1)) /* Tailwind Player (Permanent) */ \
F(STARTING_STATUS_TAILWIND_PLAYER_TEMPORARY, tailwindPlayerTemporary, (u32, 1)) /* Tailwind Player Temporary (4/3 turns) */ \
F(STARTING_STATUS_TAILWIND_OPPONENT, tailwindOpponent, (u32, 1)) /* Tailwind Opponent (Permanent) */ \
F(STARTING_STATUS_TAILWIND_OPPONENT_TEMPORARY, tailwindOpponentTemporary, (u32, 1)) /* Tailwind Opponent Temporary (4/3 turns) */ \
F(STARTING_STATUS_RAINBOW_PLAYER, rainbowPlayer, (u32, 1)) /* Rainbow Player (Permanent) */ \
F(STARTING_STATUS_RAINBOW_PLAYER_TEMPORARY, rainbowPlayerTemporary, (u32, 1)) /* Rainbow Player Temporary (4 turns) */ \
F(STARTING_STATUS_RAINBOW_OPPONENT, rainbowOpponent, (u32, 1)) /* Rainbow Opponent (Permanent) */ \
F(STARTING_STATUS_RAINBOW_OPPONENT_TEMPORARY, rainbowOpponentTemporary, (u32, 1)) /* Rainbow Opponent Temporary (4 turns) */ \
F(STARTING_STATUS_SEA_OF_FIRE_PLAYER, seaOfFirePlayer, (u32, 1)) /* Sea Of Fire Player (Permanent) */ \
F(STARTING_STATUS_SEA_OF_FIRE_PLAYER_TEMPORARY, seaOfFirePlayerTemporary, (u32, 1)) /* Sea Of Fire Player Temporary (4 turns) */ \
F(STARTING_STATUS_SEA_OF_FIRE_OPPONENT, seaOfFireOpponent, (u32, 1)) /* Sea Of Fire Opponent (Permanent) */ \
F(STARTING_STATUS_SEA_OF_FIRE_OPPONENT_TEMPORARY, seaOfFireOpponentTemporary, (u32, 1)) /* Sea Of Fire Opponent Temporary (4 turns) */ \
F(STARTING_STATUS_SWAMP_PLAYER, swampPlayer, (u32, 1)) /* Swamp Player (Permanent) */ \
F(STARTING_STATUS_SWAMP_PLAYER_TEMPORARY, swampPlayerTemporary, (u32, 1)) /* Swamp Player Temporary (4 turns) */ \
F(STARTING_STATUS_SWAMP_OPPONENT, swampOpponent, (u32, 1)) /* Swamp Opponent (Permanent) */ \
F(STARTING_STATUS_SWAMP_OPPONENT_TEMPORARY, swampOpponentTemporary, (u32, 1)) /* Swamp Opponent Temporary (4 turns) */ \
/* Hazards */ \
F(STARTING_STATUS_SPIKES_PLAYER_L1, spikesPlayerL1, (u32, 1)) /* Spikes Player Layer 1 */ \
F(STARTING_STATUS_SPIKES_PLAYER_L2, spikesPlayerL2, (u32, 1)) /* Spikes Player Layer 2 */ \
F(STARTING_STATUS_SPIKES_PLAYER_L3, spikesPlayerL3, (u32, 1)) /* Spikes Player Layer 3 */ \
F(STARTING_STATUS_SPIKES_OPPONENT_L1, spikesOpponentL1, (u32, 1)) /* Spikes Opponent Layer 1 */ \
F(STARTING_STATUS_SPIKES_OPPONENT_L2, spikesOpponentL2, (u32, 1)) /* Spikes Opponent Layer 2 */ \
F(STARTING_STATUS_SPIKES_OPPONENT_L3, spikesOpponentL3, (u32, 1)) /* Spikes Opponent Layer 3 */ \
F(STARTING_STATUS_TOXIC_SPIKES_PLAYER_L1, toxicSpikesPlayerL1, (u32, 1)) /* Toxic Spikes Player Layer 1 */ \
F(STARTING_STATUS_TOXIC_SPIKES_PLAYER_L2, toxicSpikesPlayerL2, (u32, 1)) /* Toxic Spikes Player Layer 2 */ \
F(STARTING_STATUS_TOXIC_SPIKES_OPPONENT_L1, toxicSpikesOpponentL1, (u32, 1)) /* Toxic Spikes Opponent Layer 1 */ \
F(STARTING_STATUS_TOXIC_SPIKES_OPPONENT_L2, toxicSpikesOpponentL2, (u32, 1)) /* Toxic Spikes Opponent Layer 2 */ \
F(STARTING_STATUS_STICKY_WEB_PLAYER, stickyWebPlayer, (u32, 1)) /* Sticky Web Player */ \
F(STARTING_STATUS_STICKY_WEB_OPPONENT, stickyWebOpponent, (u32, 1)) /* Sticky Web Opponent */ \
F(STARTING_STATUS_STEALTH_ROCK_PLAYER, stealthRockPlayer, (u32, 1)) /* Stealth Rock Player */ \
F(STARTING_STATUS_STEALTH_ROCK_OPPONENT, stealthRockOpponent, (u32, 1)) /* Stealth Rock Opponent */ \
F(STARTING_STATUS_SHARP_STEEL_PLAYER, sharpSteelPlayer, (u32, 1)) /* Sharp Steel Player */ \
F(STARTING_STATUS_SHARP_STEEL_OPPONENT, sharpSteelOpponent, (u32, 1)) /* Sharp Steel Opponent */ \
#define UNPACK_STARTING_STATUS_ENUMS(_enum, ...) _enum,
// Constants for SetStartingStatus
enum StartingStatus
{
STARTING_STATUS_DEFINITIONS(UNPACK_STARTING_STATUS_ENUMS)
};
enum SlideMsgStates
{
PRINT_SLIDE_MESSAGE,
RESTORE_BATTLER_SLIDE_CONTROL,
};
enum MonState
{
MON_IN_BATTLE,
MON_OUTSIDE_BATTLE,
};
enum __attribute__((packed)) CalcDamageState
{
CAN_DAMAGE,
WILL_FAIL,
CHECK_ACCURACY,
};
enum SubmoveState
{
SUBMOVE_NO_EFFECT,
SUBMOVE_SUCCESS,
SUBMOVE_FAILURE,
};
#endif // GUARD_CONSTANTS_BATTLE_H