pokeemerald/include/battle.h

730 lines
22 KiB
C

#ifndef GUARD_BATTLE_H
#define GUARD_BATTLE_H
// should they be included here or included individually by every file?
#include "constants/battle.h"
#include "battle_main.h"
#include "battle_message.h"
#include "battle_util.h"
#include "battle_script_commands.h"
#include "battle_ai_switch_items.h"
#include "battle_gfx_sfx_util.h"
#include "battle_util2.h"
#include "battle_bg.h"
#include "pokeball.h"
#define GET_BATTLER_SIDE(battler) (GetBattlerPosition(battler) & BIT_SIDE)
#define GET_BATTLER_SIDE2(battler) (gBattlerPositions[battler] & BIT_SIDE)
// Used to exclude moves learned temporarily by Transform or Mimic
#define MOVE_IS_PERMANENT(battler, moveSlot) \
(!(gBattleMons[battler].status2 & STATUS2_TRANSFORMED) \
&& !(gDisableStructs[battler].mimickedMoves & gBitTable[moveSlot]))
// Battle Actions
// These determine what each battler will do in a turn
#define B_ACTION_USE_MOVE 0
#define B_ACTION_USE_ITEM 1
#define B_ACTION_SWITCH 2
#define B_ACTION_RUN 3
#define B_ACTION_SAFARI_WATCH_CAREFULLY 4
#define B_ACTION_SAFARI_BALL 5
#define B_ACTION_SAFARI_POKEBLOCK 6
#define B_ACTION_SAFARI_GO_NEAR 7
#define B_ACTION_SAFARI_RUN 8
#define B_ACTION_WALLY_THROW 9
#define B_ACTION_EXEC_SCRIPT 10
#define B_ACTION_TRY_FINISH 11
#define B_ACTION_FINISHED 12
#define B_ACTION_CANCEL_PARTNER 12 // when choosing an action
#define B_ACTION_NOTHING_FAINTED 13 // when choosing an action
#define B_ACTION_NONE 0xFF
#define MOVE_TARGET_SELECTED 0
#define MOVE_TARGET_DEPENDS (1 << 0)
#define MOVE_TARGET_USER_OR_SELECTED (1 << 1)
#define MOVE_TARGET_RANDOM (1 << 2)
#define MOVE_TARGET_BOTH (1 << 3)
#define MOVE_TARGET_USER (1 << 4)
#define MOVE_TARGET_FOES_AND_ALLY (1 << 5)
#define MOVE_TARGET_OPPONENTS_FIELD (1 << 6)
// For the second argument of GetMoveTarget, when no target override is needed
#define NO_TARGET_OVERRIDE 0
#define BATTLE_BUFFER_LINK_SIZE 0x1000
// Special indicator value for shellBellDmg in SpecialStatus
#define IGNORE_SHELL_BELL 0xFFFF
struct ResourceFlags
{
u32 flags[MAX_BATTLERS_COUNT];
};
#define RESOURCE_FLAG_FLASH_FIRE 1
struct DisableStruct
{
u32 transformedMonPersonality;
u16 disabledMove;
u16 encoredMove;
u8 protectUses;
u8 stockpileCounter;
u8 substituteHP;
u8 disableTimer:4;
u8 disableTimerStartValue:4;
u8 encoredMovePos;
u8 filler_D; // Unused field.
u8 encoreTimer:4;
u8 encoreTimerStartValue:4;
u8 perishSongTimer:4;
u8 perishSongTimerStartValue:4;
u8 furyCutterCounter;
u8 rolloutTimer:4;
u8 rolloutTimerStartValue:4;
u8 chargeTimer:4;
u8 chargeTimerStartValue:4;
u8 tauntTimer:4;
u8 tauntTimer2:4;
u8 battlerPreventingEscape;
u8 battlerWithSureHit;
u8 isFirstTurn;
u8 filler_17; // Unused field.
u8 truantCounter:1;
u8 truantSwitchInHack:1;
u8 filler_18_2:2; // Unused field.
u8 mimickedMoves:4;
u8 rechargeTimer;
};
struct ProtectStruct
{
u32 protected:1;
u32 endured:1;
u32 noValidMoves:1;
u32 helpingHand:1;
u32 bounceMove:1;
u32 stealMove:1;
u32 flag0Unknown:1; // Only set to 0 once.
u32 prlzImmobility:1;
u32 confusionSelfDmg:1;
u32 targetNotAffected:1;
u32 chargingTurn:1;
u32 fleeType:2; // 0: Normal, 1: FLEE_ITEM, 2: FLEE_ABILITY
u32 usedImprisonedMove:1;
u32 loveImmobility:1;
u32 usedDisabledMove:1;
u32 usedTauntedMove:1;
u32 flag2Unknown:1; // Only set to 0 once. Checked in 'WasUnableToUseMove' function.
u32 flinchImmobility:1;
u32 notFirstStrike:1;
u32 palaceUnableToUseMove:1;
u32 physicalDmg;
u32 specialDmg;
u8 physicalBattlerId;
u8 specialBattlerId;
};
struct SpecialStatus
{
u32 statLowered:1;
u32 lightningRodRedirected:1;
u32 restoredBattlerSprite: 1;
u32 intimidatedMon:1;
u32 traced:1;
u32 ppNotAffectedByPressure:1;
u32 faintedHasReplacement:1;
u32 focusBanded:1;
s32 shellBellDmg;
s32 physicalDmg;
s32 specialDmg;
u8 physicalBattlerId;
u8 specialBattlerId;
};
struct SideTimer
{
u8 reflectTimer;
u8 reflectBattlerId;
u8 lightscreenTimer;
u8 lightscreenBattlerId;
u8 mistTimer;
u8 mistBattlerId;
u8 safeguardTimer;
u8 safeguardBattlerId;
u8 followmeTimer;
u8 followmeTarget;
u8 spikesAmount;
};
struct WishFutureKnock
{
u8 futureSightCounter[MAX_BATTLERS_COUNT];
u8 futureSightAttacker[MAX_BATTLERS_COUNT];
s32 futureSightDmg[MAX_BATTLERS_COUNT];
u16 futureSightMove[MAX_BATTLERS_COUNT];
u8 wishCounter[MAX_BATTLERS_COUNT];
u8 wishMonId[MAX_BATTLERS_COUNT];
u8 weatherDuration;
u8 knockedOffMons[NUM_BATTLE_SIDES]; // Each battler is represented by a bit.
};
struct AI_ThinkingStruct
{
u8 aiState;
u8 movesetIndex;
u16 moveConsidered;
s8 score[MAX_MON_MOVES];
u32 funcResult;
u32 aiFlags;
u8 aiAction;
u8 aiLogicId;
u8 filler12[6];
u8 simulatedRNG[MAX_MON_MOVES];
};
struct UsedMoves
{
u16 moves[MAX_MON_MOVES];
u16 unknown[MAX_MON_MOVES];
};
struct BattleHistory
{
struct UsedMoves usedMoves[MAX_BATTLERS_COUNT];
u8 abilities[MAX_BATTLERS_COUNT];
u8 itemEffects[MAX_BATTLERS_COUNT];
u16 trainerItems[MAX_BATTLERS_COUNT];
u8 itemsNo;
};
struct BattleScriptsStack
{
const u8 *ptr[8];
u8 size;
};
struct BattleCallbacksStack
{
void (*function[8])(void);
u8 size;
};
struct StatsArray
{
u16 stats[NUM_STATS];
};
struct BattleResources
{
struct SecretBase* secretBase;
struct ResourceFlags *flags;
struct BattleScriptsStack* battleScriptsStack;
struct BattleCallbacksStack* battleCallbackStack;
struct StatsArray* beforeLvlUp;
struct AI_ThinkingStruct *ai;
struct BattleHistory *battleHistory;
struct BattleScriptsStack *AI_ScriptsStack;
};
struct BattleResults
{
u8 playerFaintCounter; // 0x0
u8 opponentFaintCounter; // 0x1
u8 playerSwitchesCounter; // 0x2
u8 numHealingItemsUsed; // 0x3
u8 numRevivesUsed; // 0x4
u8 playerMonWasDamaged:1; // 0x5
u8 usedMasterBall:1; // 0x5
u8 caughtMonBall:4; // 0x5
u8 shinyWildMon:1; // 0x5
u16 playerMon1Species; // 0x6
u8 playerMon1Name[POKEMON_NAME_LENGTH + 1]; // 0x8
u8 battleTurnCounter; // 0x13
u8 playerMon2Name[POKEMON_NAME_LENGTH + 1]; // 0x14
u8 pokeblockThrows; // 0x1F
u16 lastOpponentSpecies; // 0x20
u16 lastUsedMovePlayer; // 0x22
u16 lastUsedMoveOpponent; // 0x24
u16 playerMon2Species; // 0x26
u16 caughtMonSpecies; // 0x28
u8 caughtMonNick[POKEMON_NAME_LENGTH + 1]; // 0x2A
u8 filler35; // 0x35
u8 catchAttempts[POKEBALL_COUNT - 1]; // 0x36 Doesn't include Master ball
};
struct BattleTv_Side
{
u32 spikesMonId:3;
u32 reflectMonId:3;
u32 lightScreenMonId:3;
u32 safeguardMonId:3;
u32 mistMonId:3;
u32 futureSightMonId:3;
u32 doomDesireMonId:3;
u32 perishSongMonId:3;
u32 wishMonId:3;
u32 grudgeMonId:3;
u32 usedMoveSlot:2;
u32 spikesMoveSlot:2;
u32 reflectMoveSlot:2;
u32 lightScreenMoveSlot:2;
u32 safeguardMoveSlot:2;
u32 mistMoveSlot:2;
u32 futureSightMoveSlot:2;
u32 doomDesireMoveSlot:2;
u32 perishSongMoveSlot:2;
u32 wishMoveSlot:2;
u32 grudgeMoveSlot:2;
u32 destinyBondMonId:3;
u32 destinyBondMoveSlot:2;
u32 faintCause:4;
u32 faintCauseMonId:3;
u32 explosion:1;
u32 explosionMoveSlot:2;
u32 explosionMonId:3;
u32 perishSong:1;
};
struct BattleTv_Position
{
u32 curseMonId:3;
u32 leechSeedMonId:3;
u32 nightmareMonId:3;
u32 wrapMonId:3;
u32 attractMonId:3;
u32 confusionMonId:3;
u32 curseMoveSlot:2;
u32 leechSeedMoveSlot:2;
u32 nightmareMoveSlot:2;
u32 wrapMoveSlot:2;
u32 attractMoveSlot:2;
u32 confusionMoveSlot:2;
u32 waterSportMoveSlot:2;
u32 waterSportMonId:3;
u32 mudSportMonId:3;
u32 mudSportMoveSlot:2;
u32 ingrainMonId:3;
u32 ingrainMoveSlot:2;
u32 attackedByMonId:3;
u32 attackedByMoveSlot:2;
};
struct BattleTv_Mon
{
u32 psnMonId:3;
u32 badPsnMonId:3;
u32 brnMonId:3;
u32 prlzMonId:3;
u32 slpMonId:3;
u32 frzMonId:3;
u32 psnMoveSlot:2;
u32 badPsnMoveSlot:2;
u32 brnMoveSlot:2;
u32 prlzMoveSlot:2;
u32 slpMoveSlot:2;
u32 frzMoveSlot:2;
};
struct BattleTv
{
struct BattleTv_Mon mon[NUM_BATTLE_SIDES][PARTY_SIZE];
struct BattleTv_Position pos[NUM_BATTLE_SIDES][2]; // [side][flank]
struct BattleTv_Side side[NUM_BATTLE_SIDES];
};
struct BattleTvMovePoints
{
s16 points[2][PARTY_SIZE * 4];
};
struct LinkBattlerHeader
{
u8 versionSignatureLo;
u8 versionSignatureHi;
u8 vsScreenHealthFlagsLo;
u8 vsScreenHealthFlagsHi;
struct BattleEnigmaBerry battleEnigmaBerry;
};
struct BattleStruct
{
u8 turnEffectsTracker;
u8 turnEffectsBattlerId;
u8 unused_0;
u8 turnCountersTracker;
u8 wrappedMove[MAX_BATTLERS_COUNT * 2]; // Leftover from Ruby's ewram access.
u8 moveTarget[MAX_BATTLERS_COUNT];
u8 expGetterMonId;
u8 unused_1;
u8 wildVictorySong;
u8 dynamicMoveType;
u8 wrappedBy[MAX_BATTLERS_COUNT];
u16 assistPossibleMoves[PARTY_SIZE * MAX_MON_MOVES]; // Each of mons can know max 4 moves.
u8 focusPunchBattlerId;
u8 battlerPreventingSwitchout;
u8 moneyMultiplier;
u8 savedTurnActionNumber;
u8 switchInAbilitiesCounter;
u8 faintedActionsState;
u8 faintedActionsBattlerId;
u16 expValue;
u8 scriptPartyIdx; // for printing the nickname
u8 sentInPokes;
bool8 selectionScriptFinished[MAX_BATTLERS_COUNT];
u8 battlerPartyIndexes[MAX_BATTLERS_COUNT];
u8 monToSwitchIntoId[MAX_BATTLERS_COUNT];
u8 battlerPartyOrders[MAX_BATTLERS_COUNT][PARTY_SIZE / 2];
u8 runTries;
u8 caughtMonNick[POKEMON_NAME_LENGTH + 1];
u8 unused_2;
u8 safariGoNearCounter;
u8 safariPkblThrowCounter;
u8 safariEscapeFactor;
u8 safariCatchFactor;
u8 linkBattleVsSpriteId_V; // The letter "V"
u8 linkBattleVsSpriteId_S; // The letter "S"
u8 formToChangeInto;
u8 chosenMovePositions[MAX_BATTLERS_COUNT];
u8 stateIdAfterSelScript[MAX_BATTLERS_COUNT];
u8 unused_3[3];
u8 prevSelectedPartySlot;
u8 unused_4[2];
u8 stringMoveType;
u8 expGetterBattlerId;
u8 unused_5;
u8 absentBattlerFlags;
u8 palaceFlags; // First 4 bits are "is <= 50% HP and not asleep" for each battler, last 4 bits are selected moves to pass to AI
u8 field_93; // related to choosing pokemon?
u8 wallyBattleState;
u8 wallyMovesState;
u8 wallyWaitFrames;
u8 wallyMoveFrames;
u8 lastTakenMove[MAX_BATTLERS_COUNT * 2 * 2]; // Last move that a battler was hit with. This field seems to erroneously take 16 bytes instead of 8.
u16 hpOnSwitchout[NUM_BATTLE_SIDES];
u32 savedBattleTypeFlags;
u8 abilityPreventingSwitchout;
u8 hpScale;
u8 synchronizeMoveEffect;
bool8 anyMonHasTransformed;
void (*savedCallback)(void);
u16 usedHeldItems[MAX_BATTLERS_COUNT];
u8 chosenItem[MAX_BATTLERS_COUNT]; // why is this an u8?
u8 AI_itemType[2];
u8 AI_itemFlags[2];
u16 choicedMove[MAX_BATTLERS_COUNT];
u16 changedItems[MAX_BATTLERS_COUNT];
u8 intimidateBattler;
u8 switchInItemsCounter;
u8 arenaTurnCounter;
u8 turnSideTracker;
u8 unused_6[3];
u8 givenExpMons; // Bits for enemy party's Pokémon that gave exp to player's party.
u8 lastTakenMoveFrom[MAX_BATTLERS_COUNT * MAX_BATTLERS_COUNT * 2]; // a 3-D array [target][attacker][byte]
u16 castformPalette[NUM_CASTFORM_FORMS][16];
union {
struct LinkBattlerHeader linkBattlerHeader;
u32 battleVideo[2];
} multiBuffer;
u8 wishPerishSongState;
u8 wishPerishSongBattlerId;
bool8 overworldWeatherDone;
u8 atkCancellerTracker;
struct BattleTvMovePoints tvMovePoints;
struct BattleTv tv;
u8 unused_7[0x28];
u8 AI_monToSwitchIntoId[MAX_BATTLERS_COUNT];
s8 arenaMindPoints[2];
s8 arenaSkillPoints[2];
u16 arenaStartHp[2];
u8 arenaLostPlayerMons; // Bits for party member, lost as in referee's decision, not by fainting.
u8 arenaLostOpponentMons;
u8 alreadyStatusedMoveAttempt; // As bits for battlers; For example when using Thunder Wave on an already paralyzed Pokémon.
};
// The palaceFlags member of struct BattleStruct contains 1 flag per move to indicate which moves the AI should consider,
// and 1 flag per battler to indicate whether the battler is awake and at <= 50% HP (which affects move choice).
// The assert below is to ensure palaceFlags is large enough to store these flags without overlap.
STATIC_ASSERT(sizeof(((struct BattleStruct *)0)->palaceFlags) * 8 >= MAX_BATTLERS_COUNT + MAX_MON_MOVES, PalaceFlagsTooSmall)
#define DYNAMIC_TYPE_MASK ((1 << 6) - 1)
#define F_DYNAMIC_TYPE_IGNORE_PHYSICALITY (1 << 6) // If set, the dynamic type's physicality won't be used for certain move effects.
#define F_DYNAMIC_TYPE_SET (1 << 7) // Set for all dynamic types to distinguish a dynamic type of Normal (0) from no dynamic type.
#define GET_MOVE_TYPE(move, typeArg) \
{ \
if (gBattleStruct->dynamicMoveType) \
typeArg = gBattleStruct->dynamicMoveType & DYNAMIC_TYPE_MASK; \
else \
typeArg = gBattleMoves[move].type; \
}
#define IS_TYPE_PHYSICAL(moveType) (moveType < TYPE_MYSTERY)
#define IS_TYPE_SPECIAL(moveType) (moveType > TYPE_MYSTERY)
#define TARGET_TURN_DAMAGED ((gSpecialStatuses[gBattlerTarget].physicalDmg != 0 || gSpecialStatuses[gBattlerTarget].specialDmg != 0))
#define IS_BATTLER_OF_TYPE(battlerId, type) ((gBattleMons[battlerId].types[0] == type || gBattleMons[battlerId].types[1] == type))
#define SET_BATTLER_TYPE(battlerId, type) \
{ \
gBattleMons[battlerId].types[0] = type; \
gBattleMons[battlerId].types[1] = type; \
}
#define GET_STAT_BUFF_ID(n) ((n & 0xF)) // first four bits 0x1, 0x2, 0x4, 0x8
#define GET_STAT_BUFF_VALUE2(n) ((n & 0xF0))
#define GET_STAT_BUFF_VALUE(n) (((n >> 4) & 7)) // 0x10, 0x20, 0x40
#define STAT_BUFF_NEGATIVE 0x80 // 0x80, the sign bit
#define SET_STAT_BUFF_VALUE(n) ((((n) << 4) & 0xF0))
#define SET_STATCHANGER(statId, stage, goesDown) (gBattleScripting.statChanger = (statId) + (stage << 4) + (goesDown << 7))
// NOTE: The members of this struct have hard-coded offsets
// in include/constants/battle_script_commands.h
struct BattleScripting
{
s32 painSplitHp;
s32 bideDmg;
u8 multihitString[6];
u8 dmgMultiplier;
u8 twoTurnsMoveStringId;
u8 animArg1;
u8 animArg2;
u16 tripleKickPower;
u8 moveendState;
u8 battlerWithAbility;
u8 multihitMoveEffect;
u8 battler;
u8 animTurn;
u8 animTargetsHit;
u8 statChanger;
bool8 statAnimPlayed;
u8 getexpState;
u8 battleStyle;
u8 drawlvlupboxState;
u8 learnMoveState;
u8 pursuitDoublesAttacker;
u8 reshowMainState;
u8 reshowHelperState;
u8 levelUpHP;
u8 windowsType; // B_WIN_TYPE_*
u8 multiplayerId;
u8 specialTrainerBattleType;
};
struct BattleSpriteInfo
{
u16 invisible:1; // 0x1
u16 lowHpSong:1; // 0x2
u16 behindSubstitute:1; // 0x4
u16 flag_x8:1; // 0x8
u16 hpNumbersNoBars:1; // 0x10
u16 transformSpecies;
};
struct BattleAnimationInfo
{
u16 animArg; // to fill up later
u8 field_2;
u8 field_3;
u8 field_4;
u8 field_5;
u8 field_6;
u8 field_7;
u8 ballThrowCaseId;
u8 introAnimActive:1;
u8 wildMonInvisible:1;
u8 field_9_x1C:3;
u8 field_9_x20:1;
u8 field_9_x40:1;
u8 field_9_x80:1;
u8 numBallParticles;
u8 field_B;
s16 ballSubpx;
u8 field_E;
u8 field_F;
};
struct BattleHealthboxInfo
{
u8 partyStatusSummaryShown:1;
u8 healthboxIsBouncing:1;
u8 battlerIsBouncing:1;
u8 ballAnimActive:1; // 0x8
u8 statusAnimActive:1; // x10
u8 animFromTableActive:1; // x20
u8 specialAnimActive:1; // x40
u8 triedShinyMonAnim:1;
u8 finishedShinyMonAnim:1;
u8 opponentDrawPartyStatusSummaryDelay:4;
u8 bgmRestored:1;
u8 waitForCry:1;
u8 healthboxSlideInStarted:1;
u8 healthboxBounceSpriteId;
u8 battlerBounceSpriteId;
u8 animationState;
u8 partyStatusDelayTimer;
u8 matrixNum;
u8 shadowSpriteId;
u8 soundTimer;
u8 introEndDelay;
u8 field_A;
u8 field_B;
};
struct BattleBarInfo
{
u8 healthboxSpriteId;
s32 maxValue;
s32 oldValue;
s32 receivedValue;
s32 currValue;
};
struct BattleSpriteData
{
struct BattleSpriteInfo *battlerData;
struct BattleHealthboxInfo *healthBoxesData;
struct BattleAnimationInfo *animationData;
struct BattleBarInfo *battleBars;
};
#include "sprite.h"
struct MonSpritesGfx
{
void *firstDecompressed; // ptr to the decompressed sprite of the first Pokémon
union {
void *ptr[MAX_BATTLERS_COUNT];
u8 *byte[MAX_BATTLERS_COUNT];
} sprites;
struct SpriteTemplate templates[MAX_BATTLERS_COUNT];
struct SpriteFrameImage frameImages[MAX_BATTLERS_COUNT][MAX_MON_PIC_FRAMES];
u8 unusedArr[0x80];
u8 *barFontGfx;
void *unusedPtr;
u16 *buffer;
};
// All battle variables are declared in battle_main.c
extern u16 gBattle_BG0_X;
extern u16 gBattle_BG0_Y;
extern u16 gBattle_BG1_X;
extern u16 gBattle_BG1_Y;
extern u16 gBattle_BG2_X;
extern u16 gBattle_BG2_Y;
extern u16 gBattle_BG3_X;
extern u16 gBattle_BG3_Y;
extern u16 gBattle_WIN0H;
extern u16 gBattle_WIN0V;
extern u16 gBattle_WIN1H;
extern u16 gBattle_WIN1V;
extern u8 gDisplayedStringBattle[300];
extern u8 gBattleTextBuff1[TEXT_BUFF_ARRAY_COUNT];
extern u8 gBattleTextBuff2[TEXT_BUFF_ARRAY_COUNT];
extern u8 gBattleTextBuff3[TEXT_BUFF_ARRAY_COUNT];
extern u32 gBattleTypeFlags;
extern u8 gBattleTerrain;
extern u32 gUnusedFirstBattleVar1;
extern u8 *gBattleAnimBgTileBuffer;
extern u8 *gBattleAnimBgTilemapBuffer;
extern u8 gBattleBufferA[MAX_BATTLERS_COUNT][0x200];
extern u8 gBattleBufferB[MAX_BATTLERS_COUNT][0x200];
extern u8 gActiveBattler;
extern u32 gBattleControllerExecFlags;
extern u8 gBattlersCount;
extern u16 gBattlerPartyIndexes[MAX_BATTLERS_COUNT];
extern u8 gBattlerPositions[MAX_BATTLERS_COUNT];
extern u8 gActionsByTurnOrder[MAX_BATTLERS_COUNT];
extern u8 gBattlerByTurnOrder[MAX_BATTLERS_COUNT];
extern u8 gCurrentTurnActionNumber;
extern u8 gCurrentActionFuncId;
extern struct BattlePokemon gBattleMons[MAX_BATTLERS_COUNT];
extern u8 gBattlerSpriteIds[MAX_BATTLERS_COUNT];
extern u8 gCurrMovePos;
extern u8 gChosenMovePos;
extern u16 gCurrentMove;
extern u16 gChosenMove;
extern u16 gCalledMove;
extern s32 gBattleMoveDamage;
extern s32 gHpDealt;
extern s32 gBideDmg[MAX_BATTLERS_COUNT];
extern u16 gLastUsedItem;
extern u8 gLastUsedAbility;
extern u8 gBattlerAttacker;
extern u8 gBattlerTarget;
extern u8 gBattlerFainted;
extern u8 gEffectBattler;
extern u8 gPotentialItemEffectBattler;
extern u8 gAbsentBattlerFlags;
extern u8 gCritMultiplier;
extern u8 gMultiHitCounter;
extern const u8 *gBattlescriptCurrInstr;
extern u32 gUnusedBattleMainVar;
extern u8 gChosenActionByBattler[MAX_BATTLERS_COUNT];
extern const u8 *gSelectionBattleScripts[MAX_BATTLERS_COUNT];
extern const u8 *gPalaceSelectionBattleScripts[MAX_BATTLERS_COUNT];
extern u16 gLastPrintedMoves[MAX_BATTLERS_COUNT];
extern u16 gLastMoves[MAX_BATTLERS_COUNT];
extern u16 gLastLandedMoves[MAX_BATTLERS_COUNT];
extern u16 gLastHitByType[MAX_BATTLERS_COUNT];
extern u16 gLastResultingMoves[MAX_BATTLERS_COUNT];
extern u16 gLockedMoves[MAX_BATTLERS_COUNT];
extern u8 gLastHitBy[MAX_BATTLERS_COUNT];
extern u16 gChosenMoveByBattler[MAX_BATTLERS_COUNT];
extern u8 gMoveResultFlags;
extern u32 gHitMarker;
extern u8 gBideTarget[MAX_BATTLERS_COUNT];
extern u8 gUnusedFirstBattleVar2;
extern u16 gSideStatuses[NUM_BATTLE_SIDES];
extern struct SideTimer gSideTimers[NUM_BATTLE_SIDES];
extern u32 gStatuses3[MAX_BATTLERS_COUNT];
extern struct DisableStruct gDisableStructs[MAX_BATTLERS_COUNT];
extern u16 gPauseCounterBattle;
extern u16 gPaydayMoney;
extern u16 gRandomTurnNumber;
extern u8 gBattleCommunication[BATTLE_COMMUNICATION_ENTRIES_COUNT];
extern u8 gBattleOutcome;
extern struct ProtectStruct gProtectStructs[MAX_BATTLERS_COUNT];
extern struct SpecialStatus gSpecialStatuses[MAX_BATTLERS_COUNT];
extern u16 gBattleWeather;
extern struct WishFutureKnock gWishFutureKnock;
extern u16 gIntroSlideFlags;
extern u8 gSentPokesToOpponent[2];
extern u16 gDynamicBasePower;
extern u16 gExpShareExp;
extern struct BattleEnigmaBerry gEnigmaBerries[MAX_BATTLERS_COUNT];
extern struct BattleScripting gBattleScripting;
extern struct BattleStruct *gBattleStruct;
extern u8 *gLinkBattleSendBuffer;
extern u8 *gLinkBattleRecvBuffer;
extern struct BattleResources *gBattleResources;
extern u8 gActionSelectionCursor[MAX_BATTLERS_COUNT];
extern u8 gMoveSelectionCursor[MAX_BATTLERS_COUNT];
extern u8 gBattlerStatusSummaryTaskId[MAX_BATTLERS_COUNT];
extern u8 gBattlerInMenuId;
extern bool8 gDoingBattleAnim;
extern u32 gTransformedPersonalities[MAX_BATTLERS_COUNT];
extern u8 gPlayerDpadHoldFrames;
extern struct BattleSpriteData *gBattleSpritesDataPtr;
extern struct MonSpritesGfx *gMonSpritesGfxPtr;
extern struct BattleHealthboxInfo *gBattleControllerOpponentHealthboxData;
extern struct BattleHealthboxInfo *gBattleControllerOpponentFlankHealthboxData;
extern u16 gBattleMovePower;
extern u16 gMoveToLearn;
extern u8 gBattleMonForms[MAX_BATTLERS_COUNT];
extern void (*gPreBattleCallback1)(void);
extern void (*gBattleMainFunc)(void);
extern struct BattleResults gBattleResults;
extern u8 gLeveledUpInBattle;
extern void (*gBattlerControllerFuncs[MAX_BATTLERS_COUNT])(void);
extern u8 gHealthboxSpriteIds[MAX_BATTLERS_COUNT];
extern u8 gMultiUsePlayerCursor;
extern u8 gNumberOfMovesToChoose;
extern u8 gBattleControllerData[MAX_BATTLERS_COUNT];
#endif // GUARD_BATTLE_H