pokeemerald/include/battle_util.h

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#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_IMPRISION (1 << 5)
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#define ABILITYEFFECT_ON_SWITCHIN 0x0
#define ABILITYEFFECT_ENDTURN 0x1
#define ABILITYEFFECT_MOVES_BLOCK 0x2
#define ABILITYEFFECT_ABSORBING 0x3
#define ABILITYEFFECT_CONTACT 0x4
#define ABILITYEFFECT_IMMUNITY 0x5
#define ABILITYEFFECT_FORECAST 0x6
#define ABILITYEFFECT_SYNCHRONIZE 0x7
#define ABILITYEFFECT_ATK_SYNCHRONIZE 0x8
#define ABILITYEFFECT_INTIMIDATE1 0x9
#define ABILITYEFFECT_INTIMIDATE2 0xA
#define ABILITYEFFECT_TRACE 0xB
#define ABILITYEFFECT_CHECK_OTHER_SIDE 0xC
#define ABILITYEFFECT_CHECK_BATTLER_SIDE 0xD
#define ABILITYEFFECT_FIELD_SPORT 0xE
#define ABILITYEFFECT_CHECK_FIELD_EXCEPT_BATTLER 0xF
#define ABILITYEFFECT_COUNT_OTHER_SIDE 0x10
#define ABILITYEFFECT_COUNT_BATTLER_SIDE 0x11
#define ABILITYEFFECT_COUNT_ON_FIELD 0x12
#define ABILITYEFFECT_CHECK_ON_FIELD 0x13
#define ABILITYEFFECT_SWITCH_IN_WEATHER 0xFF
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#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))
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#define ITEMEFFECT_ON_SWITCH_IN 0x0
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#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)))
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u8 GetBattlerForBattleScript(u8 caseId);
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void PressurePPLose(u8 bankDef, u8 bankAtk, u16 move);
void PressurePPLoseOnUsingPerishSong(u8 bankAtk);
void PressurePPLoseOnUsingImprision(u8 bankAtk);
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void MarkAllBattlersForControllerExec(void); // unused
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void MarkBattlerForControllerExec(u8 battlerId);
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void sub_803F850(u8 arg0);
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void CancelMultiTurnMoves(u8 battlerId);
bool8 WasUnableToUseMove(u8 battlerId);
void PrepareStringBattle(u16 stringId, u8 battlerId);
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void ResetSentPokesToOpponentValue(void);
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void sub_803F9EC(u8 battlerId);
void sub_803FA70(u8 battlerId);
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void BattleScriptPush(const u8* bsPtr);
void BattleScriptPushCursor(void);
void BattleScriptPop(void);
u8 TrySetCantSelectMoveBattleScript(void);
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u8 CheckMoveLimitations(u8 battlerId, u8 unusableMoves, u8 check);
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bool8 AreAllMovesUnusable(void);
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u8 GetImprisonedMovesCount(u8 battlerId, u16 move);
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u8 UpdateTurnCounters(void);
u8 TurnBasedEffects(void);
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bool8 HandleWishPerishSongOnTurnEnd(void);
bool8 HandleFaintedMonActions(void);
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void TryClearRageStatuses(void);
u8 AtkCanceller_UnableToUseMove(void);
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bool8 HasNoMonsToSwitch(u8 battlerId, u8 r1, u8 r2);
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u8 CastformDataTypeChange(u8 battlerId);
u8 AbilityBattleEffects(u8 caseID, u8 battlerId, u8 ability, u8 special, u16 moveArg);
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void BattleScriptExecute(const u8* BS_ptr);
void BattleScriptPushCursorAndCallback(const u8* BS_ptr);
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u8 ItemBattleEffects(u8 caseID, u8 battlerId, bool8 moveTurn);
void ClearFuryCutterDestinyBondGrudge(u8 battlerId);
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void HandleAction_RunBattleScript(void);
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u8 GetMoveTarget(u16 move, u8 setTarget);
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u8 IsMonDisobedient(void);
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#endif // GUARD_BATTLE_UTIL_H