Go to the source code of this file.
Data Structures | |
struct | BattleMoveEntry |
struct | ActorBlueprint |
struct | FormationRow |
struct | StaticFormationActor |
struct | StaticFormationEntry |
struct | Stage |
struct | Battle |
Zero-terminated. More... | |
struct | StageListRow |
Zero-terminated. More... | |
struct | BattleArea |
struct | ActorSounds |
struct | ActorOffsets |
struct | PlayerCelebrationAnimOptions |
union | FormationRow.home |
Macros | |
#define | STAGE_MODEL_LIST_END 0 |
#define | BTL_MOVE(name, script) |
#define | BTL_ITEM(name) |
#define | BATTLE(formation, stage, name) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage } |
#define | BATTLE_WITH_SCRIPT(formation, stage, script, name) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage, &script } |
#define | ACTOR_BY_IDX(_name, _idx, _priority, args...) { .actor = &_name, .home = { .index = _idx }, .priority = _priority, args } |
#define | ACTOR_BY_POS(_name, _pos, _priority, args...) { .actor = &_name, .home = { .vec = &_pos }, .priority = _priority, args } |
#define | STAGE(_name, _stage) { .name = _name, .stage = &_stage } |
#define | EXEC_DEATH_NO_SPINNING -12345 |
#define | ACTOR_API_SKIP_ARG -12345678 |
#define | DANGER_THRESHOLD 5 |
#define | PERIL_THRESHOLD 1 |
Typedefs | |
typedef FormationRow | Formation[] |
typedef Battle | BattleList[] |
typedef StageListRow | StageList[] |
Functions | |
void | load_demo_battle (u32 index) |
Actor * | create_actor (Formation formation) |
Variables | |
s32 | bActorNames [] |
BattleArea | gBattleAreas [0x30] |
ActorSounds | bActorSoundTable [] |
Battle * | gCurrentBattlePtr |
ActorOffsets | bActorOffsets [] |
struct BattleMoveEntry |
Data Fields | ||
---|---|---|
u8 * | romStart | |
u8 * | romEnd | |
u8 * | vramStart | |
EvtScript * | mainScript |
struct ActorBlueprint |
Data Fields | ||
---|---|---|
s32 | flags | |
s16 | maxHP | |
u8 | type | |
u8 | level | |
s16 | partCount | |
char | unk_0A[2] | |
struct ActorPartBlueprint * | partsData | |
EvtScript * | initScript | |
s32 * | statusTable | |
u8 | escapeChance | |
u8 | airLiftChance | |
u8 | hurricaneChance | |
u8 | spookChance | |
u8 | upAndAwayChance | |
u8 | spinSmashReq | |
u8 | powerBounceChance | |
u8 | coinReward | |
Vec2b | size | |
Vec2b | healthBarOffset | |
Vec2b | statusIconOffset | |
Vec2b | statusTextOffset |
struct FormationRow |
Data Fields | ||
---|---|---|
ActorBlueprint * | actor | |
union FormationRow.home | home | |
s32 | priority | Actors with higher priority values take their turn first. |
s32 | var0 | |
s32 | var1 | |
s32 | var2 | |
s32 | var3 |
struct StaticFormationEntry |
Data Fields | ||
---|---|---|
char * | sjisName | |
s32 | numActors | |
StaticFormationActor * | actors | |
char * | stageName | |
char | unk_10[0x4] |
struct Stage |
struct Battle |
struct StageListRow |
Data Fields | ||
---|---|---|
const char * | name | Map ID. |
Stage * | stage |
struct BattleArea |
Data Fields | ||
---|---|---|
char * | name | JP debug name. |
void * | dmaStart | |
void * | dmaEnd | |
void * | dmaDest | |
BattleList * | battles | |
StageList * | stages | |
s32 | unused_18 | |
DmaTable * | dmaTable |
struct ActorSounds |
struct ActorOffsets |
Data Fields | ||
---|---|---|
Vec3b | tattleCam | |
s8 | shadow |
union FormationRow.home |
Data Fields | ||
---|---|---|
s32 | index | |
Vec3i * | vec |
#define STAGE_MODEL_LIST_END 0 |
Definition at line 8 of file battle.h.
Referenced by hide_foreground_models(), hide_foreground_models_unchecked(), show_foreground_models(), and show_foreground_models_unchecked().
#define BTL_MOVE | ( | name, | |
script ) |
Definition at line 114 of file battle.h.
#define BTL_ITEM | ( | name | ) |
Definition at line 122 of file battle.h.
#define BATTLE | ( | formation, | |
stage, | |||
name ) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage } |
#define BATTLE_WITH_SCRIPT | ( | formation, | |
stage, | |||
script, | |||
name ) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage, &script } |
#define ACTOR_BY_IDX | ( | _name, | |
_idx, | |||
_priority, | |||
args... ) { .actor = &_name, .home = { .index = _idx }, .priority = _priority, args } |
#define ACTOR_BY_POS | ( | _name, | |
_pos, | |||
_priority, | |||
args... ) { .actor = &_name, .home = { .vec = &_pos }, .priority = _priority, args } |
#define STAGE | ( | _name, | |
_stage ) { .name = _name, .stage = &_stage } |
#define DANGER_THRESHOLD 5 |
Definition at line 266 of file battle.h.
Referenced by appendGfx_player_actor(), btl_state_update_begin_player_turn(), btl_state_update_begin_turn(), btl_state_update_first_strike(), and get_player_anim_for_status().
#define PERIL_THRESHOLD 1 |
Definition at line 267 of file battle.h.
Referenced by appendGfx_player_actor(), btl_state_update_begin_player_turn(), btl_state_update_begin_turn(), and btl_state_update_first_strike().
typedef FormationRow Formation[] |
typedef StageListRow StageList[] |
enum BattleAreaIDs |
Definition at line 10 of file battle.h.
enum BattlePositions |
Definition at line 60 of file battle.h.
enum BattleVars |
Definition at line 80 of file battle.h.
enum CommonActorVars |
Enumerator | |
---|---|
AVAR_DryBones_Collapsed | |
AVAR_SpearGuy_Generation | |
AVAR_JungleFuzzy_Generation |
Definition at line 99 of file battle.h.
void load_demo_battle | ( | u32 | index | ) |
Definition at line 190 of file battle.c.
Referenced by state_step_demo().
Definition at line 1676 of file 190B20.c.
Referenced by btl_state_update_normal_start().
|
extern |
Referenced by btl_state_draw_select_target().
|
extern |
|
extern |
Referenced by create_actor(), load_partner_actor(), load_player_actor(), and reset_all_actor_sounds().
|
extern |
Definition at line 19 of file battle.c.
Referenced by btl_state_update_end_battle(), btl_state_update_end_demo_battle(), btl_state_update_normal_start(), load_battle_section(), and reset_battle_status().
|
extern |
Referenced by update_nonplayer_actor_shadow().