Digimon World 3 decomp
The European version, SLES_039.36
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battle_steps.c File Reference

CARDGAME's battle steps that wait on the screen: a message, the panels closing and opening, the slots' values counted, and the conditions of a play. More...

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Go to the source code of this file.

Functions

void CARDGAME_startMessage (CardBattle *battle, CardScreen *screen, s32 text)
 Opens message text for a step.
 
s32 CARDGAME_waitMessage (CardBattle *battle, CardScreen *screen)
 Waits for the message window to open, for cross or triangle, then for the window to close; 1 once it has.
 
void CARDGAME_startClosePanels (CardBattle *battle, CardScreen *screen, s32 force)
 When the last card was the player's (or force): takes its play off for a while and closes the panels.
 
s32 CARDGAME_stepClosePanels (CardBattle *battle, CardScreen *screen)
 Waits for the panels to close and puts the play back; 1 once done.
 
void CARDGAME_startOpenPanels (CardBattle *battle, CardScreen *screen, s32 force)
 When the last card was the player's (or force): takes its play off for a while and opens the panels.
 
s32 CARDGAME_stepOpenPanels (CardBattle *battle, CardScreen *screen)
 Waits for the panels to open and puts the play back; 1 once done.
 
s32 CARDGAME_countSlotValues (CardBattle *battle, CardScreen *screen)
 Steps each slot's shown values (its sprite's ap and hp) one unit toward the slot's ap and hp, with a sound; 1 once all are there, 2 if a slot's hp reached 0 (marked in effectStep.marked)
 
s32 CARDGAME_checkPlayCondition (CardBattle *battle, CardScreen *screen, s32 kind)
 Whether the condition kind (1-11) of the card being played holds for its side: 1 if it does.
 

Detailed Description

CARDGAME's battle steps that wait on the screen: a message, the panels closing and opening, the slots' values counted, and the conditions of a play.

Definition in file battle_steps.c.

Function Documentation

◆ CARDGAME_startMessage()

void CARDGAME_startMessage ( CardBattle *  battle,
CardScreen *  screen,
s32  text 
)

Opens message text for a step.

Definition at line 8 of file battle_steps.c.

Referenced by startEffectStep().

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◆ CARDGAME_waitMessage()

s32 CARDGAME_waitMessage ( CardBattle *  battle,
CardScreen *  screen 
)

Waits for the message window to open, for cross or triangle, then for the window to close; 1 once it has.

Definition at line 15 of file battle_steps.c.

Referenced by CARDGAME_runEffectStep().

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◆ CARDGAME_startClosePanels()

void CARDGAME_startClosePanels ( CardBattle *  battle,
CardScreen *  screen,
s32  force 
)

When the last card was the player's (or force): takes its play off for a while and closes the panels.

Definition at line 44 of file battle_steps.c.

Referenced by startEffectStep().

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◆ CARDGAME_stepClosePanels()

s32 CARDGAME_stepClosePanels ( CardBattle *  battle,
CardScreen *  screen 
)

Waits for the panels to close and puts the play back; 1 once done.

Definition at line 56 of file battle_steps.c.

Referenced by CARDGAME_runEffectStep().

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◆ CARDGAME_startOpenPanels()

void CARDGAME_startOpenPanels ( CardBattle *  battle,
CardScreen *  screen,
s32  force 
)

When the last card was the player's (or force): takes its play off for a while and opens the panels.

Definition at line 75 of file battle_steps.c.

Referenced by startEffectStep().

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◆ CARDGAME_stepOpenPanels()

s32 CARDGAME_stepOpenPanels ( CardBattle *  battle,
CardScreen *  screen 
)

Waits for the panels to open and puts the play back; 1 once done.

Definition at line 88 of file battle_steps.c.

Referenced by CARDGAME_runEffectStep().

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◆ CARDGAME_countSlotValues()

s32 CARDGAME_countSlotValues ( CardBattle *  battle,
CardScreen *  screen 
)

Steps each slot's shown values (its sprite's ap and hp) one unit toward the slot's ap and hp, with a sound; 1 once all are there, 2 if a slot's hp reached 0 (marked in effectStep.marked)

< SYSTEM10: a number counts up or down

Definition at line 106 of file battle_steps.c.

Referenced by CARDGAME_runEffectStep().

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◆ CARDGAME_checkPlayCondition()

s32 CARDGAME_checkPlayCondition ( CardBattle *  battle,
CardScreen *  screen,
s32  kind 
)

Whether the condition kind (1-11) of the card being played holds for its side: 1 if it does.

Definition at line 167 of file battle_steps.c.

Referenced by checkPlayedCard().

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