1#ifndef ALCHEMY_BATTLE_EVENT_H
2#define ALCHEMY_BATTLE_EVENT_H
BattlePlaybackPhase
BattleEventState.phase: how far BattleEvent_Playback has got through the plan's targets.
@ BATTLE_PLAYBACK_RESOLVE_TARGET
resolves the next target's events
@ BATTLE_PLAYBACK_READY
every target has been played
@ BATTLE_PLAYBACK_IDLE
paused until the effect resumes it
@ BATTLE_PLAYBACK_DISPATCH
plays the queued events in order
BattleEventOpcode
The battle events BattleEvPush queues, each with one operand, for BattleEvent_Playback (or BattleEv_D...
@ BATTLE_EVENT_DEFEAT
the unit falls; an enemy fades out
@ BATTLE_EVENT_UNIT_NAME
a unit's name for the next message
@ BATTLE_EVENT_MARK
sets gBattleDisplayWork->marked
@ BATTLE_EVENT_DRAW_STATUS
redraws the party's status
@ BATTLE_EVENT_DJINN_BONUS
later defeats give the Djinn bonus
@ BATTLE_EVENT_HIT
the unit flinches and flashes
@ BATTLE_EVENT_CLEAR_ARGUMENTS
forgets the names and numbers pushed
@ BATTLE_EVENT_ABILITY_NAME
an ability's name for the next message
@ BATTLE_EVENT_REFRESH_UNIT
the unit's status icons, colour, pose
@ BATTLE_EVENT_REMOVE_UNIT
an enemy leaves the battle
@ BATTLE_EVENT_MESSAGE
a message, waiting for the player
@ BATTLE_EVENT_MESSAGE_NO_WAIT
a message, going straight on
@ BATTLE_EVENT_ITEM_NAME
an item's name for the next message
@ BATTLE_EVENT_NUMBER
a number for the next message
@ BATTLE_EVENT_SOUND
plays a sound
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN).
STATIC_ASSERT, a compile-time check that emits nothing.
#define STATIC_ASSERT(condition)
C89 permits repeated extern declarations of the same array.
#define offsetof(type, member)
The battle event queue: up to 64 events, each an opcode (enum BattleEventOpcode) and one operand,...
s32 targetIndex
the plan's next target to resolve
u32 operands[BATTLE_EVENT_CAPACITY]
u8 opcodes[BATTLE_EVENT_CAPACITY]