Paper Mario DX
Paper Mario (N64) modding
 
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battle.c File Reference

Go to the source code of this file.

Macros

#define BTL_AREA(id, jpName)
 
#define BTL_AREA_DMA(id, jpName)
 
#define BTL_AREA_AUX(id, jpName)
 

Functions

void reset_battle_status (void)
 
void load_battle_section (void)
 
void load_battle (s32 battleID)
 
void set_battle_stage (s32 stageID)
 
void set_battle_formation (Battle *battle)
 
void setup_demo_player (void)
 
void load_demo_battle (u32 index)
 

Variables

BSS StageListRowgCurrentStagePtr
 
BSS s32 gBattleState
 
BSS BattleStatus gBattleStatus
 
BSS s32 gLastDrawBattleState
 
BSS s32 gDefeatedBattleSubstate
 
BSS s32 gBattleSubState
 
BSS s32 gDefeatedBattleState
 
BSS s32 gCurrentBattleID
 
BSS s32 gCurrentStageID
 
BSS BattlegOverrideBattlePtr
 
BSS BattlegCurrentBattlePtr
 
BattleArea gBattleAreas []
 

Macro Definition Documentation

◆ BTL_AREA

#define BTL_AREA ( id,
jpName )
Value:
{ \
.dmaStart = battle_area_##id##_ROM_START, \
.dmaEnd = battle_area_##id##_ROM_END, \
.dmaDest = battle_area_##id##_VRAM, \
.battles = &b_area_##id##_Formations, \
.stages = &b_area_##id##_Stages, \
.name = jpName, \
} \

Definition at line 22 of file battle.c.

22#define BTL_AREA(id, jpName) { \
23 .dmaStart = battle_area_##id##_ROM_START, \
24 .dmaEnd = battle_area_##id##_ROM_END, \
25 .dmaDest = battle_area_##id##_VRAM, \
26 .battles = &b_area_##id##_Formations, \
27 .stages = &b_area_##id##_Stages, \
28 .name = jpName, \
29} \
30

◆ BTL_AREA_DMA

#define BTL_AREA_DMA ( id,
jpName )
Value:
{ \
.dmaStart = battle_area_##id##_ROM_START, \
.dmaEnd = battle_area_##id##_ROM_END, \
.dmaDest = battle_area_##id##_VRAM, \
.battles = &b_area_##id##_Formations, \
.stages = &b_area_##id##_Stages, \
.dmaTable = b_area_##id##_dmaTable, \
.name = jpName, \
} \

Definition at line 32 of file battle.c.

32#define BTL_AREA_DMA(id, jpName) { \
33 .dmaStart = battle_area_##id##_ROM_START, \
34 .dmaEnd = battle_area_##id##_ROM_END, \
35 .dmaDest = battle_area_##id##_VRAM, \
36 .battles = &b_area_##id##_Formations, \
37 .stages = &b_area_##id##_Stages, \
38 .dmaTable = b_area_##id##_dmaTable, \
39 .name = jpName, \
40} \
41

◆ BTL_AREA_AUX

#define BTL_AREA_AUX ( id,
jpName )
Value:
{ \
.dmaStart = battle_area_##id##_ROM_START, \
.dmaEnd = battle_area_##id##_ROM_END, \
.dmaDest = battle_area_##id##_VRAM, \
.name = jpName, \
} \

Definition at line 43 of file battle.c.

43#define BTL_AREA_AUX(id, jpName) { \
44 .dmaStart = battle_area_##id##_ROM_START, \
45 .dmaEnd = battle_area_##id##_ROM_END, \
46 .dmaDest = battle_area_##id##_VRAM, \
47 .name = jpName, \
48} \
49

Function Documentation

◆ reset_battle_status()

void reset_battle_status ( void )

Definition at line 99 of file battle.c.

99 {
104 gCurrentBattlePtr = NULL;
106 gCurrentStagePtr = NULL;
107 gCurrentStageID = 0;
108 gOverrideBattlePtr = NULL;
109}
BSS s32 gBattleSubState
Definition battle.c:14
BSS Battle * gOverrideBattlePtr
Definition battle.c:18
BSS s32 gLastDrawBattleState
Definition battle.c:12
BSS StageListRow * gCurrentStagePtr
Definition battle.c:9
BSS s32 gCurrentBattleID
Definition battle.c:16
BSS s32 gCurrentStageID
Definition battle.c:17
BSS s32 gBattleState
Definition battle.c:10
BSS Battle * gCurrentBattlePtr
Definition battle.c:19
@ BTL_SUBSTATE_INIT
Definition enums.h:3671
@ BATTLE_STATE_0
Definition enums.h:3631
GameStatus * gGameStatusPtr
Definition main_loop.c:32

Referenced by load_demo_battle(), load_map_by_IDs(), state_step_demo(), state_step_intro(), and state_step_startup().

◆ load_battle_section()

void load_battle_section ( void )

Definition at line 111 of file battle.c.

111 {
113 s32 battleIdx = UNPACK_BTL_INDEX(gCurrentBattleID);
114
115 dma_copy(battleArea->dmaStart, battleArea->dmaEnd, battleArea->dmaDest);
116
117 gCurrentBattlePtr = &(*battleArea->battles)[battleIdx];
118
119 if (gCurrentStageID < 0) {
120 gCurrentStagePtr = NULL;
121 } else {
122 gCurrentStagePtr = &(*battleArea->stages)[gCurrentStageID];
123 }
124
127}
BattleArea gBattleAreas[]
Definition battle.c:50
@ BATTLE_STATE_NORMAL_START
Definition enums.h:3632
u32 dma_copy(Addr romStart, Addr romEnd, void *vramDest)
Definition 43F0.c:444
void btl_set_state(s32 battleState)
#define UNPACK_BTL_AREA(battleID)
Definition macros.h:148
#define UNPACK_BTL_INDEX(battleID)
Definition macros.h:149
void * dmaDest
Definition battle.h:217
BattleList * battles
Definition battle.h:218
StageList * stages
Definition battle.h:219
void * dmaEnd
Definition battle.h:216
void * dmaStart
Definition battle.h:215

Referenced by state_step_battle().

◆ load_battle()

void load_battle ( s32 battleID)

Definition at line 129 of file battle.c.

129 {
130 gCurrentBattleID = battleID;
135}
void set_game_mode(s32 modeID)
Definition game_modes.c:127
@ GAME_MODE_BATTLE
Definition game_modes.h:15

Referenced by load_demo_battle(), and update_encounters_pre_battle().

◆ set_battle_stage()

void set_battle_stage ( s32 stageID)

Definition at line 137 of file battle.c.

137 {
138 gCurrentStageID = stageID;
139}

Referenced by load_demo_battle(), and update_encounters_pre_battle().

◆ set_battle_formation()

void set_battle_formation ( Battle * battle)

Definition at line 141 of file battle.c.

141 {
142 gOverrideBattlePtr = battle;
143}

Referenced by update_encounters_pre_battle().

◆ setup_demo_player()

void setup_demo_player ( void )

Definition at line 145 of file battle.c.

145 {
146 PlayerData* playerData = &gPlayerData;
147 s32 i;
148
149 playerData->curHP = 15;
150 playerData->curMaxHP = 15;
151 playerData->hardMaxHP = 15;
152 playerData->curFP = 10;
153 playerData->curMaxFP = 10;
154 playerData->hardMaxFP = 10;
155 playerData->level = 3;
156 playerData->hasActionCommands = TRUE;
157 playerData->starPoints = 55;
158 playerData->bootsLevel = 0;
159 playerData->hammerLevel = 0;
160 playerData->coins = 34;
161
162 for (i = 1; i < ARRAY_COUNT(playerData->partners); i++) {
163 playerData->partners[i].enabled = TRUE;
164 playerData->partners[i].level = 2;
165 }
166
167 playerData->curPartner = PARTNER_GOOMBARIO;
168
169 for (i = 0; i < ARRAY_COUNT(playerData->badges); i++) {
170 playerData->badges[i] = ITEM_NONE;
171 }
172
173 for (i = 0; i < ARRAY_COUNT(playerData->equippedBadges); i++) {
174 playerData->equippedBadges[i] = ITEM_NONE;
175 }
176
177 for (i = 0; i < ARRAY_COUNT(playerData->invItems); i++) {
178 playerData->invItems[i] = ITEM_NONE;
179 }
180
181 playerData->unused_288 = 0;
183 playerData->merleeCastsLeft = 0;
184 playerData->merleeTurnCount = 0;
185 playerData->maxStarPower = 0;
186 playerData->starPower = 0;
187 playerData->starBeamLevel = 0;
188}
s16 equippedBadges[64]
s16 badges[128]
PartnerData partners[12]
s16 invItems[10]
@ MERLEE_SPELL_NONE
Definition enums.h:1910
@ PARTNER_GOOMBARIO
Definition enums.h:2886
#define ARRAY_COUNT(arr)
Definition macros.h:40
PlayerData gPlayerData
Definition 77480.c:40

Referenced by load_demo_battle().

◆ load_demo_battle()

void load_demo_battle ( u32 index)

Definition at line 190 of file battle.c.

190 {
191 PlayerData* playerData = &gPlayerData;
192 u32 mode;
193 s32 battleID;
194
199
207 clear_npcs();
216 clear_entity_data(TRUE);
225
226 switch (index) {
227 case 0: // hammer first strike on Fuzzies
229 mode = 0;
230 playerData->hasActionCommands = FALSE;
231 battleID = BTL_DIG_FORMATION_00;
232 break;
233 case 1: // jump on Monty Mole
235 mode = 0;
236 playerData->curPartner = PARTNER_BOW;
237 battleID = BTL_DIG_FORMATION_01;
238 break;
239 case 2: // Parakarry shell shot against Pokey
241 mode = 0;
242 playerData->curPartner = PARTNER_PARAKARRY;
244 battleID = BTL_DIG_FORMATION_02;
245 break;
246 case 3: // Thunder Rage on Shy Guys at the slot machine
248 mode = 0;
249 playerData->curPartner = PARTNER_WATT;
250 battleID = BTL_DIG_FORMATION_03;
251 break;
252 case 4: // stomped by Tubba Blubba
254 mode = 0;
255 playerData->curPartner = PARTNER_KOOPER;
257 battleID = BTL_DIG_FORMATION_04;
258 break;
259 default:
261 mode = 2;
262 battleID = BTL_DIG_FORMATION_00;
263 }
264
267
268 switch (mode) {
269 case 0:
276 break;
277 case 1:
282 break;
283 case 2:
288 break;
289 case 3:
293 break;
294 case 4:
299 break;
300 }
301
307 gOverrideFlags &= ~GLOBAL_OVERRIDES_DISABLE_DRAW_FRAME;
308 load_battle(battleID);
309}
void set_battle_stage(s32 stageID)
Definition battle.c:137
void setup_demo_player(void)
Definition battle.c:145
void reset_battle_status(void)
Definition battle.c:99
void load_battle(s32 battleID)
Definition battle.c:129
@ BTL_DIG_FORMATION_02
@ BTL_DIG_FORMATION_01
@ BTL_DIG_FORMATION_03
@ BTL_DIG_FORMATION_00
@ BTL_DIG_FORMATION_04
@ OVERLAY_TYPE_9
Definition enums.h:2397
@ DEBUG_CONTACT_NONE
Definition enums.h:4267
@ DEMO_BTL_FLAG_10
Definition enums.h:3546
@ DEMO_BTL_FLAG_20
Definition enums.h:3547
@ DEMO_BTL_FLAG_ENEMY_ACTING
Definition enums.h:3545
@ DEMO_BTL_FLAG_ENABLED
Definition enums.h:3543
@ DEMO_BTL_FLAG_40
Definition enums.h:3548
@ DEMO_BTL_FLAG_PARTNER_ACTING
Definition enums.h:3544
@ ENCOUNTER_TRIGGER_JUMP
Definition enums.h:269
@ ENCOUNTER_TRIGGER_HAMMER
Definition enums.h:271
@ ENCOUNTER_TRIGGER_NONE
Definition enums.h:268
@ ENCOUNTER_TRIGGER_PARTNER
Definition enums.h:273
@ CONTEXT_WORLD
Definition enums.h:3529
@ PARTNER_WATT
Definition enums.h:2891
@ PARTNER_BOW
Definition enums.h:2894
@ PARTNER_PARAKARRY
Definition enums.h:2889
@ PARTNER_KOOPER
Definition enums.h:2887
@ PLAYER_SPRITES_MARIO_WORLD
Definition enums.h:6346
@ FIRST_STRIKE_NONE
Definition enums.h:3458
@ FIRST_STRIKE_ENEMY
Definition enums.h:3460
@ FIRST_STRIKE_PLAYER
Definition enums.h:3459
void clear_script_list(void)
void clear_item_entity_data(void)
void create_cameras(void)
Definition cam_main.c:255
void clear_animator_list(void)
Definition animator.c:222
void clear_model_data(void)
Definition model.c:2364
void clear_trigger_data(void)
Definition trigger.c:13
void clear_sprite_shading_data(void)
void clear_entity_data(b32)
Definition entity.c:787
s32 evt_set_variable(Evt *script, Bytecode var, s32 value)
Definition evt.c:1847
void set_screen_overlay_params_front(u8, f32)
void clear_printers(void)
Definition msg.c:196
void clear_player_status(void)
Definition 77480.c:807
void clear_effect_data(void)
Definition effects.c:37
HeapNode * general_heap_create(void)
Definition heap.c:6
void clear_worker_list(void)
Definition worker.c:10
void clear_player_data(void)
Definition inventory.c:49
void func_80138188(void)
void clear_entity_models(void)
void reset_background_settings(void)
Definition background.c:33
void initialize_status_bar(void)
Definition inventory.c:477
void hud_element_clear_cache(void)
char unk_07
Definition npc.h:370
void clear_npcs(void)
Definition npc.c:60
void clear_encounter_status(void)
Definition npc.c:2224
EncounterStatus gCurrentEncounter
Definition encounter.c:176
s8 instigatorValue
Definition npc.h:378
s8 firstStrikeType
Definition npc.h:367
@ GF_Tutorial_SwapTurnOrder
void spr_init_sprites(s32 playerSpriteSet)
Definition sprite.c:764
#define BTL_STAGE_DEFAULT
Definition stage_names.h:3
s32 gOverrideFlags
Definition main_loop.c:11

Referenced by state_step_demo().

Variable Documentation

◆ gCurrentStagePtr

◆ gBattleState

◆ gBattleStatus

BSS BattleStatus gBattleStatus

Definition at line 11 of file battle.c.

Referenced by action_command_free(), action_command_init_status(), action_command_update(), adjust_action_command_difficulty(), appendGfx_npc_actor(), appendGfx_partner_actor_reflection(), appendGfx_player_actor(), appendGfx_player_actor_reflection(), btl_are_all_enemies_defeated(), btl_cam_move(), btl_cam_use_preset_impl(), btl_check_can_change_partner(), btl_delete_actor(), btl_draw_enemy_health_bars(), btl_draw_upgrade_windows(), btl_init_menu_boots(), btl_init_menu_hammer(), btl_init_menu_items(), btl_init_menu_partner(), btl_main_menu_draw(), btl_main_menu_update(), btl_menu_show_switch_to_peach(), btl_menu_show_switch_to_twink(), btl_merlee_on_first_strike(), btl_merlee_on_start_turn(), btl_render_actors(), btl_restore_world_cameras(), btl_set_player_idle_anims(), btl_set_state(), btl_state_draw_celebration(), btl_state_draw_end_battle(), btl_state_draw_select_target(), btl_state_update_9(), btl_state_update_begin_partner_turn(), btl_state_update_begin_player_turn(), btl_state_update_begin_turn(), btl_state_update_celebration(), btl_state_update_change_partner(), btl_state_update_defeat(), btl_state_update_defend(), btl_state_update_end_battle(), btl_state_update_end_demo_battle(), btl_state_update_end_partner_turn(), btl_state_update_end_player_turn(), btl_state_update_end_training_battle(), btl_state_update_end_turn(), btl_state_update_enemy_move(), btl_state_update_enemy_striking_first(), btl_state_update_first_strike(), btl_state_update_next_enemy(), btl_state_update_normal_start(), btl_state_update_partner_menu(), btl_state_update_partner_move(), btl_state_update_partner_striking_first(), btl_state_update_peach_menu(), btl_state_update_player_menu(), btl_state_update_player_move(), btl_state_update_prepare_menu(), btl_state_update_run_away(), btl_state_update_select_target(), btl_state_update_switch_to_partner(), btl_state_update_switch_to_player(), btl_state_update_twink_menu(), btl_state_update_victory(), btl_submenu_moves_update(), btl_update(), btl_update_ko_status(), btl_update_message_popup(), btl_update_starpoints_display(), btl_update_strats_menu(), calc_enemy_damage_target(), calc_enemy_test_target(), calc_item_check_hit(), calc_item_damage_enemy(), calc_partner_damage_enemy(), calc_partner_test_enemy(), calc_player_damage_enemy(), calc_player_test_enemy(), can_switch_to_partner(), can_switch_to_player(), check_block_input(), count_power_plus(), count_targets(), create_actor(), create_target_list(), deduct_current_move_fp(), disable_partner_blur(), disable_player_blur(), dispatch_damage_event_actor(), dispatch_damage_event_partner(), dispatch_damage_event_player(), dispatch_damage_tick_event_player(), dispatch_event_partner(), dispatch_event_partner_continue_turn(), dispatch_event_player(), dispatch_event_player_continue_turn(), draw(), draw_content_level_up_textbox(), enable_partner_blur(), enable_player_blur(), force_disable_partner_blur(), force_disable_player_blur(), force_disable_player_blur_immediately(), get_actor(), get_cam_subject_properties(), get_flash_damage_intensity(), get_player_anim_for_status(), get_stick_input_radial(), hide_foreground_models(), hide_foreground_models_unchecked(), inflict_status(), initialize_battle(), is_actor_health_bar_visible(), is_actortype_health_bar_visible(), load_partner_actor(), load_player_actor(), load_tattle_flags(), player_team_is_ability_active(), remove_player_buffs(), render_with_player_debuff_palettes(), reset_actor_turn_info(), reset_partner_blur(), reset_player_blur(), save_tattle_flags(), show_action_rating(), show_damage_fx(), show_foreground_models(), show_foreground_models_unchecked(), show_immune_bonk(), try_inflict_status(), update(), update_action_ratings(), update_camera_no_interp(), update_enemy_shadows(), update_health_bars(), update_hero_shadows(), update_nonplayer_actor_shadows(), and update_player_actor_shadow().

◆ gLastDrawBattleState

◆ gDefeatedBattleSubstate

BSS s32 gDefeatedBattleSubstate

Definition at line 13 of file battle.c.

Referenced by btl_check_player_defeated().

◆ gBattleSubState

◆ gDefeatedBattleState

BSS s32 gDefeatedBattleState

Definition at line 15 of file battle.c.

Referenced by btl_check_player_defeated().

◆ gCurrentBattleID

BSS s32 gCurrentBattleID

◆ gCurrentStageID

BSS s32 gCurrentStageID

◆ gOverrideBattlePtr

BSS Battle* gOverrideBattlePtr

◆ gCurrentBattlePtr

◆ gBattleAreas

BattleArea gBattleAreas[]

Definition at line 50 of file battle.c.

50 {
51 [BTL_AREA_KMR_1] BTL_AREA(kmr_part_1, "エリア KMR その1"),
52 [BTL_AREA_KMR_2] BTL_AREA(kmr_part_2, "エリア KMR その2"),
53 [BTL_AREA_KMR_3] BTL_AREA(kmr_part_3, "エリア KMR その3"),
54 [BTL_AREA_MAC] BTL_AREA(mac, "エリア MAC"),
55 [BTL_AREA_HOS] BTL_AREA(hos, "エリア HOS"),
56 [BTL_AREA_NOK] BTL_AREA(nok, "エリア NOK"),
57 [BTL_AREA_TRD_1] BTL_AREA(trd_part_1, "エリア TRD その1"),
58 [BTL_AREA_TRD_2] BTL_AREA(trd_part_2, "エリア TRD その2"),
59 [BTL_AREA_TRD_3] BTL_AREA(trd_part_3, "エリア TRD その3"),
60 [BTL_AREA_IWA] BTL_AREA(iwa, "エリア IWA"),
61 [BTL_AREA_SBK] BTL_AREA(sbk, "エリア SBK"),
62 [BTL_AREA_ISK_1] BTL_AREA(isk_part_1, "エリア ISK その1"),
63 [BTL_AREA_ISK_2] BTL_AREA(isk_part_2, "エリア ISK その2"),
64 [BTL_AREA_MIM] BTL_AREA(mim, "エリア MIM"),
65 [BTL_AREA_ARN] BTL_AREA(arn, "エリア ARN"),
66 [BTL_AREA_DGB] BTL_AREA(dgb, "エリア DGB"),
67 [BTL_AREA_OMO] BTL_AREA(omo, "エリア OMO"),
68 [BTL_AREA_OMO2] BTL_AREA(omo2, "エリア OMO2"),
69 [BTL_AREA_OMO3] BTL_AREA(omo3, "エリア OMO3"),
70 [BTL_AREA_KGR] BTL_AREA(kgr, "エリア KGR"),
71 [BTL_AREA_JAN] BTL_AREA(jan, "エリア JAN"),
72 [BTL_AREA_JAN2] BTL_AREA(jan2, "エリア JAN2"),
73 [BTL_AREA_KZN] BTL_AREA(kzn, "エリア KZN"),
74 [BTL_AREA_KZN2] BTL_AREA_DMA(kzn2, "エリア KZN2"),
75 [BTL_AREA_FLO] BTL_AREA(flo, "エリア FLO"),
76 [BTL_AREA_FLO2] BTL_AREA(flo2, "エリア FLO2"),
77 [BTL_AREA_TIK] BTL_AREA(tik, "エリア TIK"),
78 [BTL_AREA_TIK2] BTL_AREA(tik2, "エリア TIK2"),
79 [BTL_AREA_TIK3] BTL_AREA(tik3, "エリア TIK3"),
80 [BTL_AREA_SAM] BTL_AREA(sam, "エリア SAM"),
81 [BTL_AREA_SAM2] BTL_AREA(sam2, "エリア SAM2"),
82 [BTL_AREA_PRA] BTL_AREA(pra, "エリア PRA"),
83 [BTL_AREA_PRA2] BTL_AREA(pra2, "エリア PRA2"),
84 [BTL_AREA_PRA3] BTL_AREA(pra3, "エリア PRA3"),
85 [BTL_AREA_KPA] BTL_AREA(kpa, "エリア KPA"),
86 [BTL_AREA_KPA2] BTL_AREA(kpa2, "エリア KPA2"),
87 [BTL_AREA_KPA3] BTL_AREA(kpa3, "エリア KPA3"),
88 [BTL_AREA_KPA4] BTL_AREA(kpa4, "エリア KPA4"),
89 [BTL_AREA_KKJ] BTL_AREA(kkj, "エリア KKJ"),
90 [BTL_AREA_DIG] BTL_AREA(dig, "エリア DIG"),
91 [BTL_AREA_OMO2_1] BTL_AREA_AUX(omo2_1, "エリア OMO2_1"),
92 [BTL_AREA_OMO2_2] BTL_AREA_AUX(omo2_2, "エリア OMO2_2"),
93 [BTL_AREA_OMO2_3] BTL_AREA_AUX(omo2_3, "エリア OMO2_3"),
94 [BTL_AREA_OMO2_4] BTL_AREA_AUX(omo2_4, "エリア OMO2_4"),
95 [BTL_AREA_OMO2_5] BTL_AREA_AUX(omo2_5, "エリア OMO2_5"),
96 [BTL_AREA_OMO2_6] BTL_AREA_AUX(omo2_6, "エリア OMO2_6"),
97};
#define BTL_AREA_DMA(id, jpName)
Definition battle.c:32
#define BTL_AREA_AUX(id, jpName)
Definition battle.c:43
#define BTL_AREA(id, jpName)
Definition battle.c:22
@ BTL_AREA_KGR
Definition battle.h:30
@ BTL_AREA_ISK_1
Definition battle.h:22
@ BTL_AREA_TRD_2
Definition battle.h:18
@ BTL_AREA_OMO
Definition battle.h:27
@ BTL_AREA_HOS
Definition battle.h:15
@ BTL_AREA_ISK_2
Definition battle.h:23
@ BTL_AREA_TRD_3
Definition battle.h:19
@ BTL_AREA_KMR_3
Definition battle.h:13
@ BTL_AREA_KZN2
Definition battle.h:34
@ BTL_AREA_TIK2
Definition battle.h:38
@ BTL_AREA_OMO2_5
Definition battle.h:56
@ BTL_AREA_KPA4
Definition battle.h:48
@ BTL_AREA_IWA
Definition battle.h:20
@ BTL_AREA_KPA2
Definition battle.h:46
@ BTL_AREA_NOK
Definition battle.h:16
@ BTL_AREA_KZN
Definition battle.h:33
@ BTL_AREA_MIM
Definition battle.h:24
@ BTL_AREA_KPA3
Definition battle.h:47
@ BTL_AREA_JAN2
Definition battle.h:32
@ BTL_AREA_OMO2_2
Definition battle.h:53
@ BTL_AREA_TIK
Definition battle.h:37
@ BTL_AREA_KKJ
Definition battle.h:49
@ BTL_AREA_SBK
Definition battle.h:21
@ BTL_AREA_KMR_1
Definition battle.h:11
@ BTL_AREA_OMO2_4
Definition battle.h:55
@ BTL_AREA_OMO2_3
Definition battle.h:54
@ BTL_AREA_DIG
Definition battle.h:50
@ BTL_AREA_TRD_1
Definition battle.h:17
@ BTL_AREA_OMO2_6
Definition battle.h:57
@ BTL_AREA_PRA
Definition battle.h:42
@ BTL_AREA_MAC
Definition battle.h:14
@ BTL_AREA_JAN
Definition battle.h:31
@ BTL_AREA_KMR_2
Definition battle.h:12
@ BTL_AREA_TIK3
Definition battle.h:39
@ BTL_AREA_ARN
Definition battle.h:25
@ BTL_AREA_SAM2
Definition battle.h:41
@ BTL_AREA_SAM
Definition battle.h:40
@ BTL_AREA_KPA
Definition battle.h:45
@ BTL_AREA_PRA2
Definition battle.h:43
@ BTL_AREA_FLO
Definition battle.h:35
@ BTL_AREA_OMO2_1
Definition battle.h:52
@ BTL_AREA_OMO2
Definition battle.h:28
@ BTL_AREA_FLO2
Definition battle.h:36
@ BTL_AREA_PRA3
Definition battle.h:44
@ BTL_AREA_OMO3
Definition battle.h:29
@ BTL_AREA_DGB
Definition battle.h:26

Referenced by load_battle_section().