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battle.h File Reference

Battle state, unit motion and presentation services. More...

Go to the source code of this file.

Functions

void DebugBattle_RunMenuFar (void)
void BattleActor_SpawnObjectsForListFar (s16 *list, s32 refresh)
void BattlePres_SetupTransitionSceneFar (s32 x, s32 depth, s32 y, s32 zoom)
void BattlePres_SetupTransitionAtPairMidpointFar (s32 a, s32 b, s32 zoom)
void BattlePresentation_ConfigurePaletteFadeFar (s32 mode, s32 value, s32 fade)
void BattleBackground_LoadFar (s32 mode, s32 resource, s32 level)
void BattlePresentation_SetPaletteLevelFar (s32 unused, s32 level)
s32 Summon_IsEntrySecondaryFlaggedFar (s32 index)
s32 BattleUnit_GetEffectHeightFar (s32 id)
void BattleMotion_ApproachTargetFar (s32 actorId, s32 targetId, s32 travel_divisor, s32 initial_velocity_y)
void BattleMotion_ApplyVariantMotionFar (s32 id, s32 variant)
s32 BattleParty_ListActorIdsFar (s32 groups, u16 *dst)
struct BattleObj * GetBattleObjectSlotFar (s32 objectId)
 Far call to BattleObjGet.
s32 Battle_RunEncounterFar (s32 enemyGroup)
s32 BattleMotion_ProjectPositionFar (s32 id, s32 *projected)
s32 BattleMotion_ProjectScaledPositionFar (s32 id, s32 *projected)
s32 BattleMotion_ProjectConditionalPositionFar (s32 id, s32 *projected)
s32 BattleParty_PrepareActiveOwnersFar (u16 *owners)
void Camera_ConfigureSceneFar (s32 pos)
void * GetMotionRecordFar (struct MotionObject *object, s32 record_index)
void BattlePres_SetActorModesFar (u16 *actors, s32 mode)
void BattleEventRuntime_BeginPhaseFar (s32 cue)
s32 Graphics_ScaleRgb555ClampedFar (u16 *source, u16 *destination, s32 scale, s32 count)
s32 DjinnRecovery_TickFar (void)
s32 BattleMotion_GetSlotPaletteFar (s32 id)
s32 DjinnRecovery_TickTwentyFar (void)
s32 DebugParty_LoadPresetFar (s32 preset)
void BattleActor_CommitPlacementFar (void)
 Far call to BattleObjPut.
s32 BattlePresentation_WaitForPromptAtFar (s32 x, s32 y)
s32 BattleParty_CountStandbyDjinnFar (u32 unitId, u8 *counts)

Detailed Description

Battle state, unit motion and presentation services.

Far-call interfaces; their ordered jump stubs live in games/tbs/src/system/far_call/BATTLE.S.

Definition in file battle.h.

Function Documentation

◆ DebugBattle_RunMenuFar()

void DebugBattle_RunMenuFar ( void )

Referenced by DebugBattle_RunMenuFar().

◆ BattleActor_SpawnObjectsForListFar()

void BattleActor_SpawnObjectsForListFar ( s16 * list,
s32 refresh )

◆ BattlePres_SetupTransitionSceneFar()

◆ BattlePres_SetupTransitionAtPairMidpointFar()

void BattlePres_SetupTransitionAtPairMidpointFar ( s32 a,
s32 b,
s32 zoom )

◆ BattlePresentation_ConfigurePaletteFadeFar()

◆ BattleBackground_LoadFar()

◆ BattlePresentation_SetPaletteLevelFar()

void BattlePresentation_SetPaletteLevelFar ( s32 unused,
s32 level )

◆ Summon_IsEntrySecondaryFlaggedFar()

s32 Summon_IsEntrySecondaryFlaggedFar ( s32 index)

◆ BattleUnit_GetEffectHeightFar()

◆ BattleMotion_ApproachTargetFar()

◆ BattleMotion_ApplyVariantMotionFar()

◆ BattleParty_ListActorIdsFar()

s32 BattleParty_ListActorIdsFar ( s32 groups,
u16 * dst )

◆ GetBattleObjectSlotFar()

struct BattleObj * GetBattleObjectSlotFar ( s32 objectId)

◆ Battle_RunEncounterFar()

s32 Battle_RunEncounterFar ( s32 enemyGroup)

◆ BattleMotion_ProjectPositionFar()

s32 BattleMotion_ProjectPositionFar ( s32 id,
s32 * projected )

◆ BattleMotion_ProjectScaledPositionFar()

s32 BattleMotion_ProjectScaledPositionFar ( s32 id,
s32 * projected )

◆ BattleMotion_ProjectConditionalPositionFar()

s32 BattleMotion_ProjectConditionalPositionFar ( s32 id,
s32 * projected )

◆ BattleParty_PrepareActiveOwnersFar()

s32 BattleParty_PrepareActiveOwnersFar ( u16 * owners)

◆ Camera_ConfigureSceneFar()

void Camera_ConfigureSceneFar ( s32 pos)

◆ GetMotionRecordFar()

void * GetMotionRecordFar ( struct MotionObject * object,
s32 record_index )

◆ BattlePres_SetActorModesFar()

void BattlePres_SetActorModesFar ( u16 * actors,
s32 mode )

◆ BattleEventRuntime_BeginPhaseFar()

void BattleEventRuntime_BeginPhaseFar ( s32 cue)

◆ Graphics_ScaleRgb555ClampedFar()

s32 Graphics_ScaleRgb555ClampedFar ( u16 * source,
u16 * destination,
s32 scale,
s32 count )

◆ DjinnRecovery_TickFar()

s32 DjinnRecovery_TickFar ( void )

◆ BattleMotion_GetSlotPaletteFar()

s32 BattleMotion_GetSlotPaletteFar ( s32 id)

◆ DjinnRecovery_TickTwentyFar()

s32 DjinnRecovery_TickTwentyFar ( void )

◆ DebugParty_LoadPresetFar()

s32 DebugParty_LoadPresetFar ( s32 preset)

◆ BattleActor_CommitPlacementFar()

void BattleActor_CommitPlacementFar ( void )

Far call to BattleObjPut.

Referenced by BattleActor_CommitPlacementFar(), and BattleFx_RunParticleStreams().

◆ BattlePresentation_WaitForPromptAtFar()

s32 BattlePresentation_WaitForPromptAtFar ( s32 x,
s32 y )

◆ BattleParty_CountStandbyDjinnFar()

s32 BattleParty_CountStandbyDjinnFar ( u32 unitId,
u8 * counts )