Auto battle: the actions it builds and plays, without the command menu. More...
Go to the source code of this file.
Macros | |
| #define | TARGET_SIDE_DEFEATED 0x100 |
| BattleTarget_ReplaceDefeated's result when the target's side is all down. | |
Functions | |
| s32 | BattlePresentation_BuildSortedUnitEntries (struct BattleActionRecord *entries) |
| Auto battle: gives every living unit a plain attack and sorts them into turn order. | |
| void | BattlePres_AdjustCameraByShoulderKeys (void) |
| Turns the camera while L or R is held. Nothing in the source calls it. | |
| s32 | BattlePres_RunAction (struct BattleActionRecord *action) |
| Auto battle: plays one action. | |
| s32 | BattleObject_IsValidId (u32 unitId) |
| Returns 0 for a party member's or an enemy's unit id, -1 for any other. | |
| s32 | BattleEscape_PlayRun (struct BattleActionRecord *action) |
| Auto battle: the party tries to run, and gets away 15 times in 16, each living member running off in turn. | |
| s32 | BattlePres_ShowDefendMessage (const struct BattleActionRecord *action) |
| Auto battle: shows that a standing unit is defending. | |
| s32 | BattlePresentation_RunPairedUnitTransition (struct BattleActionRecord *action) |
| Auto battle: casts Psynergy. | |
| s32 | BattlePres_RunApproachAction (struct BattleActionRecord *input) |
| Auto battle: an attack. | |
| s32 | BattlePres_RunUnitAction (struct BattleActionRecord *action) |
| Auto battle: an attack or an item. | |
| void | BattlePresentation_ApplyUnitDamage (u32 unitId, s32 damage, s32 showMessage, u8 *context) |
| Auto battle: deals damage HP to unit unitId and shows it. | |
| void | BattleMotion_SetMode5AndActivateSlot (s32 unitId) |
| For a unit whose HP has run out: plays its falling animation to the last frame and marks its object for release (BattleObj_MarkForRelease). | |
| s32 | BattleTarget_ReplaceDefeated (const struct BattleActionRecord *action) |
| Returns the action's target, or a random living unit of its side when the target is down; TARGET_SIDE_DEFEATED when none is left. | |
Auto battle: the actions it builds and plays, without the command menu.
Part of battle.c, the battle object, compiled only through it.
Definition in file auto_battle.c.
| #define TARGET_SIDE_DEFEATED 0x100 |
BattleTarget_ReplaceDefeated's result when the target's side is all down.
Definition at line 543 of file auto_battle.c.
Referenced by BattleTarget_ReplaceDefeated().
| s32 BattlePresentation_BuildSortedUnitEntries | ( | struct BattleActionRecord * | entries | ) |
Auto battle: gives every living unit a plain attack and sorts them into turn order.
The party act at their Agility and target the first enemy; enemies act at half their Agility plus a random part of it and target a random party member. Returns how many actions there are. Called by Battle_RunEncounter each round under FLAG_AUTO_BATTLE; fills entries.
Definition at line 12 of file auto_battle.c.
Referenced by Battle_RunEncounter(), and BattlePresentation_BuildSortedUnitEntries().
| void BattlePres_AdjustCameraByShoulderKeys | ( | void | ) |
Turns the camera while L or R is held. Nothing in the source calls it.
Definition at line 83 of file auto_battle.c.
Referenced by BattlePres_AdjustCameraByShoulderKeys().
| s32 BattlePres_RunAction | ( | struct BattleActionRecord * | action | ) |
Auto battle: plays one action.
A unit already down does nothing (-1); a defeated target is replaced by a living unit of its side first. Returns 1 when the party got away, 0 otherwise. Called by Battle_RunEncounter for each action under FLAG_AUTO_BATTLE. Turns the camera to the actor's side (gTransitionWork) and rewrites action->target.
Definition at line 90 of file auto_battle.c.
Referenced by Battle_RunEncounter(), and BattlePres_RunAction().
Returns 0 for a party member's or an enemy's unit id, -1 for any other.
Called by the auto battle's action players.
Definition at line 145 of file auto_battle.c.
Referenced by BattleObject_IsValidId(), BattlePres_RunApproachAction(), BattlePres_RunUnitAction(), BattlePres_ShowDefendMessage(), and BattlePresentation_RunPairedUnitTransition().
| s32 BattleEscape_PlayRun | ( | struct BattleActionRecord * | action | ) |
Auto battle: the party tries to run, and gets away 15 times in 16, each living member running off in turn.
Returns 1 when they got away; else shows MsgCannotEscape and returns 0. Called by BattlePres_RunAction.
Definition at line 158 of file auto_battle.c.
Referenced by BattleEscape_PlayRun(), and BattlePres_RunAction().
| s32 BattlePres_ShowDefendMessage | ( | const struct BattleActionRecord * | action | ) |
Auto battle: shows that a standing unit is defending.
The message is <unit> is defending. Returns -1 for an invalid unit id, 0 otherwise. Called by BattlePres_RunAction.
Definition at line 188 of file auto_battle.c.
Referenced by BattlePres_RunAction(), and BattlePres_ShowDefendMessage().
| s32 BattlePresentation_RunPairedUnitTransition | ( | struct BattleActionRecord * | action | ) |
Auto battle: casts Psynergy.
The camera turns to the caster's side and the caster raises its hand; the target side fades out, its living units are readied alone, the Psynergy's effect (kind action->parameter) plays on them, and everyone fades back in. Returns -1 for an invalid actor or target. Called by BattlePres_RunAction for CMD_PSYNERGY. Writes REG_BLDCNT and REG_BLDALPHA and the actors' record modes, and leaves the battle objects readied again.
Definition at line 215 of file auto_battle.c.
Referenced by BattlePres_RunAction(), and BattlePresentation_RunPairedUnitTransition().
| s32 BattlePres_RunApproachAction | ( | struct BattleActionRecord * | input | ) |
Auto battle: an attack.
Shows <unit> attacks!, sends the attacker up to its target, plays the blow and sends both back. Returns -1 for an invalid attacker or target. Nothing in the source calls it.
Definition at line 332 of file auto_battle.c.
Referenced by BattlePres_RunApproachAction().
| s32 BattlePres_RunUnitAction | ( | struct BattleActionRecord * | action | ) |
Auto battle: an attack or an item.
Turns the camera to the actor's side, poses the actor and plays the effect (kind action->parameter) on the first living unit of the target's side, then sends both back. Returns -1 for an invalid actor. Called by BattlePres_RunAction for CMD_ATTACK, CMD_ITEM and any other command but fleeing, defending and Psynergy.
Definition at line 383 of file auto_battle.c.
Referenced by BattlePres_RunAction(), and BattlePres_RunUnitAction().
Auto battle: deals damage HP to unit unitId and shows it.
When showMessage is set, "A bitter blow!" (to the party) or "A critical hit!" (to an enemy) comes first; then <unit> takes <damage> damage!, and <unit> goes down... or <unit> has been downed! when the HP runs out. context, if null, is replaced by four cleared bytes nothing reads. Nothing in the source calls it. Lowers unit->hp, no lower than 0.
Definition at line 469 of file auto_battle.c.
Referenced by BattlePresentation_ApplyUnitDamage().
| void BattleMotion_SetMode5AndActivateSlot | ( | s32 | unitId | ) |
For a unit whose HP has run out: plays its falling animation to the last frame and marks its object for release (BattleObj_MarkForRelease).
Called by BattlePresentation_ApplyUnitDamage.
Definition at line 526 of file auto_battle.c.
Referenced by BattleMotion_SetMode5AndActivateSlot(), and BattlePresentation_ApplyUnitDamage().
| s32 BattleTarget_ReplaceDefeated | ( | const struct BattleActionRecord * | action | ) |
Returns the action's target, or a random living unit of its side when the target is down; TARGET_SIDE_DEFEATED when none is left.
Called by BattlePres_RunAction.
Definition at line 548 of file auto_battle.c.
Referenced by BattlePres_RunAction(), and BattleTarget_ReplaceDefeated().