1#ifndef ALCHEMY_BATTLE_SESSION_H
2#define ALCHEMY_BATTLE_SESSION_H
BattleCommand
BattleActionRecord.command and BattlePlan's copy of it: what a unit does on its turn.
@ CMD_ABILITY
an enemy's ability
@ CMD_NONE
nothing this turn
@ CMD_DEFEND2
an enemy's Total Defense (effect 47)
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)
A unit's chosen action for the turn: its command, the command's parameter, its target and range,...
s16 target
the aimed unit's id
s16 parameter
an ability id, or CMD_ITEM's inventory index (-1 gone)
s16 unk0e
not named by TBS code
u16 slot
in a link battle, unitId as the opponent knows it
s16 command
enum BattleCommand
s16 range
the action's range
u16 priority
from the unit's Agility; higher acts first
A unit's place on the battlefield: its sprite object, resources and animations, its anchor spot and s...
struct SpriteEntry * effectEntry
the effect sprite, or NULL
struct MotionObject * object
NULL once released.
u16 animation
the status icon's animation shown; 0 for none
u16 activeConditions
a bit per status with an icon (ICON_)
u8 selectedCondition
the status whose icon is shown
s8 cycleTimer
frames until the next status icon
u16 resource
the unit's sprite
s32 palette
the unit sprite's palette
s16 fading
set while a fallen enemy's picture is being removed
s32 scale
16.16 fixed point, 0x10000 full size
u16 effect
an effect sprite drawn with the unit
s16 active
Set by BattleObj_MarkForRelease: the object is released with the others by BattleMotion_DestroyAllSlo...
struct SpriteEntry * animationEntry
the status icon's sprite, or NULL
s32 anchorZ
16.16 fixed-point pixels
u16 overlay
a second sprite drawn over it, the weapon; 0 for none
s32 anchorX
16.16 fixed-point pixels
A battle's spoils so far: coins, experience, enemies defeated and up to four items.
s32 defeated
enemies defeated
An effect object that moves and draws one sprite: its position, scale, velocity and target,...
A sprite of an animation record, as battle objects set its palette and drawing priority.
The integer types, TRUE, UNUSED and the fixed-address macros.