1#ifndef _BATTLE_BATTLE_H_
2#define _BATTLE_BATTLE_H_
5#include "message_ids.h"
8#define STAGE_MODEL_LIST_END 0
114#define BTL_MOVE(name, script) \
116 .romStart = battle_move_##name##_ROM_START, \
117 .romEnd = battle_move_##name##_ROM_END, \
118 .vramStart = battle_move_##name##_VRAM, \
119 .mainScript = &battle_move_##name##_##script \
122#define BTL_ITEM(name) \
124 .romStart = name##_ROM_START, \
125 .romEnd = name##_ROM_END, \
126 .vramStart = name##_VRAM, \
127 .mainScript = &battle_item_##name##_##EVS_UseItem \
226#define BATTLE(formation, stage, name) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage }
227#define BATTLE_WITH_SCRIPT(formation, stage, script, name) { name, ARRAY_COUNT(formation), (Formation*) formation, &stage, &script }
229#define ACTOR_BY_IDX(_name, _idx, _priority, args...) { .actor = &_name, .home = { .index = _idx }, .priority = _priority, args }
230#define ACTOR_BY_POS(_name, _pos, _priority, args...) { .actor = &_name, .home = { .vec = &_pos }, .priority = _priority, args }
232#define STAGE(_name, _stage) { .name = _name, .stage = &_stage }
263#define EXEC_DEATH_NO_SPINNING -12345
264#define ACTOR_API_SKIP_ARG -12345678
266#define DANGER_THRESHOLD 5
267#define PERIL_THRESHOLD 1
ActorOffsets bActorOffsets[]
ActorSounds bActorSoundTable[]
union FormationRow::@102 home
BattleArea gBattleAreas[0x30]
s32 * foregroundModelList
struct ActorPartBlueprint * partsData
Battle * gCurrentBattlePtr
s32 priority
Actors with higher priority values take their turn first.
s16 delay[2]
Number of frames to wait between walk/fly sounds. Negative values are in distance.
char * name
JP debug name.
@ AVAR_JungleFuzzy_Generation
@ AVAR_SpearGuy_Generation
@ AVAR_DryBones_Collapsed
Formation * stageFormation
void load_demo_battle(u32 index)
StaticFormationActor * actors
@ BTL_VAR_KoopatrolSummonCount_2
@ BTL_VAL_HyperSync_Active
@ BTL_VAR_DuplighostCopyFlags
@ BTL_VAR_KoopatrolSummonCount_0
@ BTL_VAR_LastCopiedPartner
@ BTL_VAR_Magikoopa_LastIndexBoosted
@ BTL_VAR_KoopatrolSummonCount_1
@ BTL_VAL_Duplighost_HasCopied
@ BTL_VAR_KoopatrolSummonCount_3
EvtScript * onBattleStart
const char * name
Debug SJIS name.
Actor * create_actor(Formation formation)