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lobbed_shells.c File Reference

Lobbed shells (Mad Spatter, Decompose, Bone Chiller ...). More...

Go to the source code of this file.

Macros

#define LOBBED_SHELLS_BURSTS   ((struct EffectStep *)(Ram_MapCellBuffer + 0x1c00))
 The bursts live after the shells in PARTICLES: 32 slots a target, of which 4 smoke puffs or 16 shards are used.
#define LOBBED_SHELLS_SLOTS   16
 particles reserved for each target
#define LOBBED_SHELLS_BURST_SLOTS   256
 burst particles after the shells
#define LOBBED_SHELLS_SMOKE_CELLS   0x3e80
 the smoke pictures in the sheet
#define LOBBED_SHELLS_SHATTER(mode)
 Nonzero when the style's shells burst into shards instead of smoke: the first of the style's two entries in gLobbedShells_Records; the second is never read.

Functions

void BattleFx_RunMadSpatter (struct BattleEffectArgument *effect)
 Gold shells that burst into shards.
void BattleFx_RunDecompose (struct BattleEffectArgument *effect)
 Green shells that burst into smoke.
void BattleFx_RunBoneChiller (struct BattleEffectArgument *effect)
 Blue shells that burst into smoke.
void BattleFx_RunStickyGoo (struct BattleEffectArgument *effect)
 Shells in the spider web's colours that burst into smoke.
void BattleFx_RunPoisonInk (struct BattleEffectArgument *effect)
 Shells in Mars Djinn colours that burst into smoke.
void BattleFx_RunStickyPoison (struct BattleEffectArgument *effect)
 Lime shells that burst into smoke.
void BattleFx_RunRottenBlood (struct BattleEffectArgument *effect)
 Green shells that burst into shards.
void BattleFx_RunLobbedShells (struct BattleEffectArgument *effect, s32 mode)
 Lobs a shell from the user at each target in turn, 8 frames apart.

Detailed Description

Lobbed shells (Mad Spatter, Decompose, Bone Chiller ...).

Part of effect.c, the battle effect object, compiled only through it.

Definition in file lobbed_shells.c.

Macro Definition Documentation

◆ LOBBED_SHELLS_BURSTS

#define LOBBED_SHELLS_BURSTS   ((struct EffectStep *)(Ram_MapCellBuffer + 0x1c00))

The bursts live after the shells in PARTICLES: 32 slots a target, of which 4 smoke puffs or 16 shards are used.

Definition at line 57 of file lobbed_shells.c.

Referenced by BattleFx_RunLobbedShells().

◆ LOBBED_SHELLS_SLOTS

#define LOBBED_SHELLS_SLOTS   16

particles reserved for each target

Definition at line 58 of file lobbed_shells.c.

Referenced by BattleFx_RunLobbedShells().

◆ LOBBED_SHELLS_BURST_SLOTS

#define LOBBED_SHELLS_BURST_SLOTS   256

burst particles after the shells

Definition at line 59 of file lobbed_shells.c.

Referenced by BattleFx_RunLobbedShells().

◆ LOBBED_SHELLS_SMOKE_CELLS

#define LOBBED_SHELLS_SMOKE_CELLS   0x3e80

the smoke pictures in the sheet

Definition at line 60 of file lobbed_shells.c.

Referenced by BattleFx_RunLobbedShells().

◆ LOBBED_SHELLS_SHATTER

#define LOBBED_SHELLS_SHATTER ( mode)
Value:
s8 gLobbedShells_Records[]
Two bytes for each lobbed shell mode.

Nonzero when the style's shells burst into shards instead of smoke: the first of the style's two entries in gLobbedShells_Records; the second is never read.

Definition at line 65 of file lobbed_shells.c.

Referenced by BattleFx_RunLobbedShells().

Function Documentation

◆ BattleFx_RunMadSpatter()

void BattleFx_RunMadSpatter ( struct BattleEffectArgument * effect)

Gold shells that burst into shards.

Abilities: Mad Spatter (kind 347).

Definition at line 16 of file lobbed_shells.c.

Referenced by BattleFx_RunMadSpatter().

◆ BattleFx_RunDecompose()

void BattleFx_RunDecompose ( struct BattleEffectArgument * effect)

Green shells that burst into smoke.

Abilities: Decompose (kind 350).

Definition at line 22 of file lobbed_shells.c.

Referenced by BattleFx_RunDecompose().

◆ BattleFx_RunBoneChiller()

void BattleFx_RunBoneChiller ( struct BattleEffectArgument * effect)

Blue shells that burst into smoke.

Abilities: Bone Chiller (kind 309).

Definition at line 28 of file lobbed_shells.c.

Referenced by BattleFx_RunBoneChiller().

◆ BattleFx_RunStickyGoo()

void BattleFx_RunStickyGoo ( struct BattleEffectArgument * effect)

Shells in the spider web's colours that burst into smoke.

Abilities: Sticky Goo (kind 315).

Definition at line 34 of file lobbed_shells.c.

Referenced by BattleFx_RunStickyGoo().

◆ BattleFx_RunPoisonInk()

void BattleFx_RunPoisonInk ( struct BattleEffectArgument * effect)

Shells in Mars Djinn colours that burst into smoke.

Abilities: Poison Ink (kind 340).

Definition at line 40 of file lobbed_shells.c.

Referenced by BattleFx_RunPoisonInk().

◆ BattleFx_RunStickyPoison()

void BattleFx_RunStickyPoison ( struct BattleEffectArgument * effect)

Lime shells that burst into smoke.

Abilities: Sticky Poison (kind 322).

Definition at line 46 of file lobbed_shells.c.

Referenced by BattleFx_RunStickyPoison().

◆ BattleFx_RunRottenBlood()

void BattleFx_RunRottenBlood ( struct BattleEffectArgument * effect)

Green shells that burst into shards.

Abilities: Rotten Blood (kind 330).

Definition at line 52 of file lobbed_shells.c.

Referenced by BattleFx_RunRottenBlood().

◆ BattleFx_RunLobbedShells()

void BattleFx_RunLobbedShells ( struct BattleEffectArgument * effect,
s32 mode )

Lobs a shell from the user at each target in turn, 8 frames apart.

Each tumbles through ten images as it flies and, when it lands, the target flashes and the battle shows the damage; the shell bursts into 4 smoke puffs that drift up or 16 shards that fly up and fall.

Called by the seven handlers above, from BattleFx_RunMadSpatter to BattleFx_RunRottenBlood. Loads three palettes over the first 64 background colours in turn, the style's last; uses PARTICLES 0 to 1023 for the shells and LOBBED_SHELLS_BURSTS for the bursts.

mode : the style, 0 to 6: the colours and the row of gLobbedShells_Records.

Definition at line 78 of file lobbed_shells.c.

Referenced by BattleFx_RunBoneChiller(), BattleFx_RunDecompose(), BattleFx_RunLobbedShells(), BattleFx_RunMadSpatter(), BattleFx_RunPoisonInk(), BattleFx_RunRottenBlood(), BattleFx_RunStickyGoo(), and BattleFx_RunStickyPoison().