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98 lines
3.3 KiB
C
98 lines
3.3 KiB
C
#ifndef POKEHEARTGOLD_CONSTANTS_BATTLE_H
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#define POKEHEARTGOLD_CONSTANTS_BATTLE_H
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enum BattleSide {
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B_SIDE_ALL,
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B_SIDE_1,
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B_SIDE_2,
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B_SIDE_PLAYER,
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B_SIDE_OPPONENT,
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B_SIDE_5,
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B_SIDE_6,
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B_SIDE_7,
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B_SIDE_8,
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B_SIDE_9,
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B_SIDE_10,
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B_SIDE_11,
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B_SIDE_12,
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B_SIDE_13,
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B_SIDE_14,
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B_SIDE_15,
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B_SIDE_16,
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B_SIDE_17,
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B_SIDE_18
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};
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enum Terrain {
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TERRAIN_PLAIN,
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TERRAIN_SAND,
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TERRAIN_GRASS,
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TERRAIN_PUDDLE,
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TERRAIN_ROCKS,
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TERRAIN_CAVE,
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TERRAIN_SNOW,
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TERRAIN_WATER,
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TERRAIN_ICE,
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TERRAIN_BUILDING,
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TERRAIN_MARSH,
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TERRAIN_BRIDGE,
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TERRAIN_LINK,
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TERRAIN_MAX
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};
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//Battle Type
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#define BATTLE_TYPE_TRAINER (1 << 0)
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#define BATTLE_TYPE_DOUBLES (1 << 1)
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#define BATTLE_TYPE_2 (1 << 2)
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#define BATTLE_TYPE_MULTI (1 << 3)
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#define BATTLE_TYPE_INGAME_PARTNER (1 << 4)
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#define BATTLE_TYPE_5 (1 << 5)
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#define BATTLE_TYPE_6 (1 << 6)
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#define BATTLE_TYPE_7 (1 << 7)
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#define BATTLE_TYPE_9 (1 << 9)
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#define BATTLE_TYPE_DEMO (1 << 10)
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//Move Effects
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#define MOVE_EFFECT_0 (1 << 0)
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#define MOVE_EFFECT_1 (1 << 1)
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#define MOVE_EFFECT_LEECH_SEED (1 << 2)
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#define MOVE_EFFECT_3 (1 << 3)
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#define MOVE_EFFECT_4 (1 << 4)
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#define MOVE_EFFECT_PERISH_SONG (1 << 5)
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#define MOVE_EFFECT_YAWN (1 << 12)
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#define MOVE_EFFECT_IMPRISON_USER (1 << 13)
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#define MOVE_EFFECT_14 (1 << 14)
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#define MOVE_EFFECT_IMPRISON (1 << 30)
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//Field Side Conditions
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#define SIDE_CONDITION_REFLECT (1 << 0)
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#define SIDE_CONDITION_LIGHT_SCREEN (1 << 1)
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#define SIDE_CONDITION_SPIKES (1 << 2)
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#define SIDE_CONDITION_SAFEGUARD (1 << 3)
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#define SIDE_CONDITION_FUTURE_SIGHT (1 << 4)
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#define SIDE_CONDITION_5 (1 << 5)
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#define SIDE_CONDITION_MIST (1 << 6)
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#define SIDE_CONDITION_STEALTH_ROCKS (1 << 7)
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#define SIDE_CONDITION_8 (1 << 8)
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#define SIDE_CONDITION_9 (1 << 9)
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#define SIDE_CONDITION_TOXIC_SPIKES (1 << 10)
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//Status 2
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#define STATUS2_12 (1 << 12)
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#define STATUS2_13 (1 << 13)
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#define STATUS2_14 (1 << 14)
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#define STATUS2_15 (1 << 15)
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#define STATUS2_ATTRACT_BATTLER1 (1 << 16)
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#define STATUS2_ATTRACT_BATTLER2 (1 << 17)
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#define STATUS2_ATTRACT_BATTLER3 (1 << 18)
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#define STATUS2_ATTRACT_BATTLER4 (1 << 19)
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#define STATUS2_FOCUS_ENERGY (1 << 20)
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#define STATUS2_TRANSFORMED (1 << 21)
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#define STATUS2_24 (1 << 24)
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#define STATUS2_27 (1 << 27)
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#define STATUS2_DEFENCE_CURL (1 << 30)
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#define STATUS2_BINDING_ALL (STATUS2_13 | STATUS2_14 | STATUS2_15)
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#define STATUS2_ATTRACT_ALL (STATUS2_ATTRACT_BATTLER1 | STATUS2_ATTRACT_BATTLER2 | STATUS2_ATTRACT_BATTLER3 | STATUS2_ATTRACT_BATTLER4)
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#endif |