35 6, 17, 110, 19, 34, 16, 109, 19,
45 switch (task->
state) {
Battle FIGHTSTG_battle
the battle: its fighters, speed and drawing functions
#define FIGHTER_NO_DIGIVOLVE
can't digivolve or use a switch-in technique (TECH_EFFECT_NO_DIGIVOLVE)
#define FIGHTER_ASLEEP
can't act or run away; a hit may wake it up
MenuCursor * FIGHTSTG_createCursor(CursorLayout *layout)
Creates a menu cursor laid out by layout.
#define BATTLE_LAYER_MENUS
the HUD, the menus and the messages
FIGHTSTG.PRO: the battle.
CursorLayout FIGHTSTG_commandCursor
the battle commands' cursor (FIGHTSTG_createCursor makes the menus' cursors from these layouts)
CommandMenu * FIGHTSTG_createCommandMenu(s32 start, s32 *result)
Opens the battle's command menu with the cursor on start; *result gets the command (PlayerTurn....
void FIGHTSTG_updateCommandMenu(CommandMenu *task, CommandMenuWindows *w)
The command menu's task: puts a cursor (FIGHTSTG_commandCursor) on the lines, starting on start; cros...
void FIGHTSTG_showCommands(CommandMenu *task)
Shows the six commands once, greying out attack, techniques and digivolve when the active fighter is ...
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
#define TEXT_BATTLE_MENU
MFIGHT: WFIGHTMN's.
FileCache FILE_CACHE
The file cache.
PadState PAD
Controller input: cleared by initPad, then the methods.
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
#define SOUND_MENU_CONFIRM
SYSTEM07.
Task * start(void)
The mode's entry point (MODE_ENTRY_POINTS): starts its root task (update_scene.inc....
One of the battle's fighters, three on each side (WFIGHTMN's BattleUnit): a partner's HP and MP go ba...
s32 active[2]
each side's fighter
BattleFighter fighters[2][3]
FIGHTSTG_updateCommandMenu's children: a cursor over six lines.
struct MenuCursor * cursor
The battle's command menu (FIGHTSTG_createCommandMenu)
void(* nextState)(struct CommandMenu *task)
s32 start
the line the cursor starts on
void(* setState)(struct CommandMenu *task, s32 state)
s32 * result
-1 until it is done
A menu cursor's layout, which FIGHTSTG_createCursor copies into its task: a highlight bar over count ...
s32(* getPressed)(s32 pad)
short(* playSound)(s32 id)
returns the voice of a key-on
void(* setPalette)(struct TextWindow *obj, u8 arg)
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find
#define PALETTE_GREY
what is unavailable
TextWindow * createTextWindow(s16 layerId, s16 style, s16 x, s16 y)
A text window on a layer, in a font style, at (x, y)