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battle_effect_runtime.h
Go to the documentation of this file.
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#ifndef ALCHEMY_BATTLE_EFFECT_RUNTIME_H
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#define ALCHEMY_BATTLE_EFFECT_RUNTIME_H
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/// @file
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/// The battle animation state, render objects and effect entries, and the
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/// palette buffer work.
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#include "
unit/object/object.h
"
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#include "
object_lookup.h
"
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#include "
types.h
"
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#include "
static_assert.h
"
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#include "
palbuf.h
"
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/// An actor's animated sprite, as far as the pointer to its sprite id.
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struct
BattleAnimationState
{
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u8
unk00
[0x28];
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s16
*
value28
;
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};
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/// A field actor as the speaker lookup reads it: its kind (1 for an animated
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/// sprite) and that sprite.
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struct
BattleRenderObject
{
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u8
unk00
[0x24];
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s32
unk24
;
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u8
unk28
[4];
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s32
unk2c
;
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s32
unk30
;
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s32
unk34
;
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s32
unk38
;
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u8
unk3c
[4];
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s32
unk40
;
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u8
unk44
[0x0c];
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struct
BattleAnimationState
*
animation
;
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u8
kind
;
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};
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/// A speaker definition, a row of gBattleFx_DefinitionTable: a sprite, its
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/// portrait (0xff for none) and the flags that choose its idle line.
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struct
BattleEffectEntry
{
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u16
id
;
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u8
value
;
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u8
flags
;
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};
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extern
struct
BattleEffectBuffers
*
gPaletteBufferWork
;
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#endif
gPaletteBufferWork
struct BattleEffectBuffers * gPaletteBufferWork
object_lookup.h
Declares nothing: an empty header kept for the files that include it.
palbuf.h
Palette fades, the battle effect palette buffers and the colour channel curves.
static_assert.h
STATIC_ASSERT, a compile-time check that emits nothing.
BattleAnimationState
An actor's animated sprite, as far as the pointer to its sprite id.
Definition
battle_effect_runtime.h:15
BattleAnimationState::value28
s16 * value28
Definition
battle_effect_runtime.h:17
BattleAnimationState::unk00
u8 unk00[0x28]
Definition
battle_effect_runtime.h:16
BattleEffectBuffers
The colour buffer (heap block 32) that fades the BG and OBJ palettes: the source palette,...
Definition
palbuf.h:40
BattleEffectEntry
A speaker definition, a row of gBattleFx_DefinitionTable: a sprite, its portrait (0xff for none) and ...
Definition
battle_effect_runtime.h:39
BattleEffectEntry::value
u8 value
Definition
battle_effect_runtime.h:41
BattleEffectEntry::id
u16 id
Definition
battle_effect_runtime.h:40
BattleEffectEntry::flags
u8 flags
Definition
battle_effect_runtime.h:42
BattleRenderObject
A field actor as the speaker lookup reads it: its kind (1 for an animated sprite) and that sprite.
Definition
battle_effect_runtime.h:22
BattleRenderObject::unk28
u8 unk28[4]
Definition
battle_effect_runtime.h:25
BattleRenderObject::animation
struct BattleAnimationState * animation
Definition
battle_effect_runtime.h:33
BattleRenderObject::unk2c
s32 unk2c
Definition
battle_effect_runtime.h:26
BattleRenderObject::unk34
s32 unk34
Definition
battle_effect_runtime.h:28
BattleRenderObject::unk38
s32 unk38
Definition
battle_effect_runtime.h:29
BattleRenderObject::unk00
u8 unk00[0x24]
Definition
battle_effect_runtime.h:23
BattleRenderObject::kind
u8 kind
Definition
battle_effect_runtime.h:34
BattleRenderObject::unk24
s32 unk24
Definition
battle_effect_runtime.h:24
BattleRenderObject::unk30
s32 unk30
Definition
battle_effect_runtime.h:27
BattleRenderObject::unk3c
u8 unk3c[4]
Definition
battle_effect_runtime.h:30
BattleRenderObject::unk40
s32 unk40
Definition
battle_effect_runtime.h:31
BattleRenderObject::unk44
u8 unk44[0x0c]
Definition
battle_effect_runtime.h:32
types.h
The integer types, TRUE, UNUSED and the fixed-address macros.
s32
signed int s32
Definition
types.h:14
s16
signed short s16
Definition
types.h:12
u16
unsigned short u16
Definition
types.h:13
u8
unsigned char u8
Definition
types.h:11
object.h
include
battle_effect_runtime.h