papermario
Decompilation of Paper Mario
 
All Data Structures Files Functions Variables Typedefs Enumerations Enumerator Macros Pages
Loading...
Searching...
No Matches
BattleStatus Struct Reference

#include <common_structs.h>

Data Fields

s32 flags1
 
s32 flags2
 
union { 
 
s32 varTable [16]
 
f32 varTableF [16]
 
voidvarTablePtr [16]
 
};  
 
s8 curSubmenu
 
s8 unk_49
 
s8 curPartnerSubmenu
 
s8 unk_4B
 
s8 lastPlayerMenuSelection [16]
 
s8 lastPartnerMenuSelection [16]
 
s16 cancelTargetMenuSubstate
 
s16 acceptTargetMenuSubstate
 
s16 enabledMenusFlags
 
char unk_72 [2]
 
s32 enabledStarPowersFlags
 
s8 totalStarPoints
 
s8 pendingStarPoints
 
s8 incrementStarPointDelay
 
u8 damageTaken
 
s8 changePartnerAllowed
 
s8 menuStatus [4]
 -1 = automatically pick the first move, 0 = disabled, 1 = enabled
 
s8 actionQuality
 
s8 maxActionQuality
 
s8 actionCommandMode
 
s8 actionProgress
 
s8 resultTier
 
s8 actionResult
 
s8 blockResult
 
s8 itemUsesLeft
 
s8 hpDrainCount
 
s8 nextMerleeSpellType
 
s8 hustleTurns
 
s8 stateFreezeCount
 
s8 endBattleFadeOutRate
 
s8 initialEnemyCount
 
char unk_8F [1]
 
s16 unk_90
 
s8 reflectFlags
 
s8 unk_93
 
s8 unk_94
 
s8 waitForState
 
s8 hammerCharge
 
s8 jumpCharge
 
char unk_98
 
u8 rushFlags
 
s8 outtaSightActive
 
s8 turboChargeTurnsLeft
 
u8 turboChargeAmount
 
s8 waterBlockTurnsLeft
 
u8 waterBlockAmount
 
char unk_9F
 
struct EffectInstancewaterBlockEffect
 
s8 cloudNineTurnsLeft
 
s8 cloudNineDodgeChance
 
char unk_A6 [2]
 
struct EffectInstancecloudNineEffect
 
s8 merleeAttackBoost
 
s8 merleeDefenseBoost
 
s8 hammerLossTurns
 
s8 jumpLossTurns
 
s8 itemLossTurns
 
char unk_B1 [3]
 
void(* preUpdateCallback )(void)
 
void(* initBattleCallback )(void)
 
struct EvtcontrolScript
 
s32 controlScriptID
 
struct EvtcamMovementScript
 
s32 camMovementScriptID
 
Vec3f camLookatObjPos
 
struct ActorplayerActor
 
struct ActorpartnerActor
 
struct ActorenemyActors [24]
 
s16 enemyIDs [24]
 
s8 nextEnemyIndex
 
s8 numEnemyActors
 
s16 activeEnemyActorID
 
struct ActorcurTurnEnemy
 
s8 moveCategory
 0 = jump, 1 = hammer, 5 = partner, ...
 
char unk_179
 
s16 moveArgument
 
s16 selectedMoveID
 
s16 curAttackDamage
 
s16 lastAttackDamage
 
char unk_182 [2]
 
s32 curTargetListFlags
 
s32 curAttackElement
 
s32 curAttackEventSuppression
 
s32 curAttackStatus
 
u8 statusChance
 
s8 statusDuration
 
char unk_196
 
s8 sampleTargetHomeIndex
 
s8 powerBounceCounter
 
s8 wasStatusInflicted
 
u8 curDamageSource
 
char unk_19B [5]
 
s16 curTargetID
 
s8 curTargetPart
 
char unk_1A3
 
s16 curTargetID2
 
s8 curTargetPart2
 
s8 battlePhase
 
s16 attackerActorID
 
s16 unk_1AA
 
s8 unk_1AC
 
char unk_1AD
 
s16 submenuIcons [24]
 
u8 submenuMoves [24]
 
s8 submenuStatus [24]
 
u8 submenuMoveCount
 
char unk_20F
 
s32 curButtonsDown
 
s32 curButtonsPressed
 
s32 curButtonsHeld
 
s32 stickX
 
s32 stickY
 
s32 inputBitmask
 
s32 stickAngle
 
s32 stickMagnitude
 
s32 holdInputBuffer [64]
 
s32 pushInputBuffer [64]
 
s8 holdInputBufferPos
 
s8 inputBufferPos
 
s8 darknessMode
 
u8 unk_433
 
s32actionCmdDifficultyTable
 
struct StagecurStage
 
struct EffectInstancebuffEffect
 
u8 tattleFlags [28]
 
char unk_45C [4]
 

Field Documentation

◆ [union]

union { ... } BattleStatus

◆ acceptTargetMenuSubstate

s16 BattleStatus::acceptTargetMenuSubstate

◆ actionCmdDifficultyTable

s32* BattleStatus::actionCmdDifficultyTable

◆ actionCommandMode

s8 BattleStatus::actionCommandMode

Referenced by btl_update_message_popup(), and draw().

◆ actionProgress

s8 BattleStatus::actionProgress

◆ actionQuality

s8 BattleStatus::actionQuality

◆ actionResult

s8 BattleStatus::actionResult

◆ activeEnemyActorID

s16 BattleStatus::activeEnemyActorID

◆ attackerActorID

s16 BattleStatus::attackerActorID

◆ battlePhase

s8 BattleStatus::battlePhase

Referenced by btl_state_update_defend().

◆ blockResult

s8 BattleStatus::blockResult

◆ buffEffect

struct EffectInstance* BattleStatus::buffEffect

◆ camLookatObjPos

Vec3f BattleStatus::camLookatObjPos

Referenced by update_camera_no_interp().

◆ camMovementScript

struct Evt* BattleStatus::camMovementScript

◆ camMovementScriptID

s32 BattleStatus::camMovementScriptID

◆ cancelTargetMenuSubstate

s16 BattleStatus::cancelTargetMenuSubstate

◆ changePartnerAllowed

s8 BattleStatus::changePartnerAllowed

◆ cloudNineDodgeChance

s8 BattleStatus::cloudNineDodgeChance

◆ cloudNineEffect

struct EffectInstance* BattleStatus::cloudNineEffect

◆ cloudNineTurnsLeft

s8 BattleStatus::cloudNineTurnsLeft

◆ controlScript

struct Evt* BattleStatus::controlScript

◆ controlScriptID

s32 BattleStatus::controlScriptID

◆ curAttackDamage

s16 BattleStatus::curAttackDamage

◆ curAttackElement

s32 BattleStatus::curAttackElement

◆ curAttackEventSuppression

s32 BattleStatus::curAttackEventSuppression

◆ curAttackStatus

s32 BattleStatus::curAttackStatus

◆ curButtonsDown

s32 BattleStatus::curButtonsDown

◆ curButtonsHeld

s32 BattleStatus::curButtonsHeld

◆ curButtonsPressed

s32 BattleStatus::curButtonsPressed

◆ curDamageSource

u8 BattleStatus::curDamageSource

◆ curPartnerSubmenu

s8 BattleStatus::curPartnerSubmenu

◆ curStage

◆ curSubmenu

s8 BattleStatus::curSubmenu

◆ curTargetID

s16 BattleStatus::curTargetID

Referenced by calc_enemy_test_target().

◆ curTargetID2

s16 BattleStatus::curTargetID2

◆ curTargetListFlags

s32 BattleStatus::curTargetListFlags

◆ curTargetPart

s8 BattleStatus::curTargetPart

◆ curTargetPart2

s8 BattleStatus::curTargetPart2

◆ curTurnEnemy

struct Actor* BattleStatus::curTurnEnemy

◆ damageTaken

u8 BattleStatus::damageTaken

◆ darknessMode

s8 BattleStatus::darknessMode

◆ enabledMenusFlags

s16 BattleStatus::enabledMenusFlags

◆ enabledStarPowersFlags

s32 BattleStatus::enabledStarPowersFlags

◆ endBattleFadeOutRate

s8 BattleStatus::endBattleFadeOutRate

◆ enemyActors

◆ enemyIDs

s16 BattleStatus::enemyIDs[24]

◆ flags1

s32 BattleStatus::flags1

Referenced by action_command_free(), action_command_init_status(), action_command_update(), adjust_action_command_difficulty(), appendGfx_npc_actor(), appendGfx_player_actor(), btl_draw_enemy_health_bars(), btl_main_menu_draw(), btl_state_draw_end_battle(), btl_state_draw_select_target(), btl_state_update_9(), btl_state_update_begin_partner_turn(), btl_state_update_begin_player_turn(), btl_state_update_begin_turn(), btl_state_update_change_partner(), btl_state_update_end_battle(), btl_state_update_end_demo_battle(), btl_state_update_end_player_turn(), btl_state_update_end_turn(), btl_state_update_enemy_move(), btl_state_update_first_strike(), btl_state_update_next_enemy(), btl_state_update_normal_start(), btl_state_update_partner_menu(), btl_state_update_partner_move(), btl_state_update_partner_striking_first(), btl_state_update_peach_menu(), btl_state_update_player_menu(), btl_state_update_player_move(), btl_state_update_run_away(), btl_state_update_select_target(), btl_state_update_switch_to_partner(), btl_state_update_switch_to_player(), btl_state_update_twink_menu(), btl_state_update_victory(), btl_update_message_popup(), btl_update_starpoints_display(), calc_enemy_damage_target(), calc_item_damage_enemy(), calc_partner_damage_enemy(), calc_player_damage_enemy(), check_block_input(), count_power_plus(), dispatch_damage_event_partner(), dispatch_damage_event_player(), initialize_battle(), load_partner_actor(), remove_player_buffs(), update(), and update_nonplayer_actor_shadows().

◆ flags2

◆ hammerCharge

s8 BattleStatus::hammerCharge

◆ hammerLossTurns

s8 BattleStatus::hammerLossTurns

◆ holdInputBuffer

s32 BattleStatus::holdInputBuffer[64]

◆ holdInputBufferPos

s8 BattleStatus::holdInputBufferPos

◆ hpDrainCount

s8 BattleStatus::hpDrainCount

◆ hustleTurns

s8 BattleStatus::hustleTurns

◆ incrementStarPointDelay

s8 BattleStatus::incrementStarPointDelay

◆ initBattleCallback

void(* BattleStatus::initBattleCallback) (void)

◆ initialEnemyCount

s8 BattleStatus::initialEnemyCount

◆ inputBitmask

s32 BattleStatus::inputBitmask

Referenced by initialize_battle().

◆ inputBufferPos

s8 BattleStatus::inputBufferPos

◆ itemLossTurns

s8 BattleStatus::itemLossTurns

◆ itemUsesLeft

s8 BattleStatus::itemUsesLeft

◆ jumpCharge

s8 BattleStatus::jumpCharge

◆ jumpLossTurns

s8 BattleStatus::jumpLossTurns

◆ lastAttackDamage

s16 BattleStatus::lastAttackDamage

◆ lastPartnerMenuSelection

s8 BattleStatus::lastPartnerMenuSelection[16]

◆ lastPlayerMenuSelection

s8 BattleStatus::lastPlayerMenuSelection[16]

◆ maxActionQuality

s8 BattleStatus::maxActionQuality

◆ menuStatus

s8 BattleStatus::menuStatus[4]

-1 = automatically pick the first move, 0 = disabled, 1 = enabled

◆ merleeAttackBoost

s8 BattleStatus::merleeAttackBoost

◆ merleeDefenseBoost

s8 BattleStatus::merleeDefenseBoost

◆ moveArgument

s16 BattleStatus::moveArgument

◆ moveCategory

s8 BattleStatus::moveCategory

0 = jump, 1 = hammer, 5 = partner, ...

◆ nextEnemyIndex

s8 BattleStatus::nextEnemyIndex

◆ nextMerleeSpellType

s8 BattleStatus::nextMerleeSpellType

◆ numEnemyActors

s8 BattleStatus::numEnemyActors

◆ outtaSightActive

s8 BattleStatus::outtaSightActive

◆ partnerActor

◆ pendingStarPoints

s8 BattleStatus::pendingStarPoints

◆ playerActor

◆ powerBounceCounter

s8 BattleStatus::powerBounceCounter

◆ preUpdateCallback

void(* BattleStatus::preUpdateCallback) (void)

◆ pushInputBuffer

s32 BattleStatus::pushInputBuffer[64]

◆ reflectFlags

s8 BattleStatus::reflectFlags

◆ resultTier

s8 BattleStatus::resultTier

◆ rushFlags

u8 BattleStatus::rushFlags

◆ sampleTargetHomeIndex

s8 BattleStatus::sampleTargetHomeIndex

Referenced by count_targets().

◆ selectedMoveID

s16 BattleStatus::selectedMoveID

◆ stateFreezeCount

s8 BattleStatus::stateFreezeCount

Referenced by btl_state_update_defend().

◆ statusChance

u8 BattleStatus::statusChance

◆ statusDuration

s8 BattleStatus::statusDuration

Referenced by try_inflict_status().

◆ stickAngle

s32 BattleStatus::stickAngle

◆ stickMagnitude

s32 BattleStatus::stickMagnitude

◆ stickX

s32 BattleStatus::stickX

Referenced by get_stick_input_radial().

◆ stickY

s32 BattleStatus::stickY

◆ submenuIcons

s16 BattleStatus::submenuIcons[24]

◆ submenuMoveCount

u8 BattleStatus::submenuMoveCount

◆ submenuMoves

u8 BattleStatus::submenuMoves[24]

◆ submenuStatus

s8 BattleStatus::submenuStatus[24]

◆ tattleFlags

u8 BattleStatus::tattleFlags[28]

◆ totalStarPoints

s8 BattleStatus::totalStarPoints

◆ turboChargeAmount

u8 BattleStatus::turboChargeAmount

◆ turboChargeTurnsLeft

s8 BattleStatus::turboChargeTurnsLeft

◆ unk_179

char BattleStatus::unk_179

◆ unk_182

char BattleStatus::unk_182[2]

◆ unk_196

char BattleStatus::unk_196

◆ unk_19B

char BattleStatus::unk_19B[5]

◆ unk_1A3

char BattleStatus::unk_1A3

◆ unk_1AA

s16 BattleStatus::unk_1AA

◆ unk_1AC

s8 BattleStatus::unk_1AC

◆ unk_1AD

char BattleStatus::unk_1AD

◆ unk_20F

char BattleStatus::unk_20F

◆ unk_433

u8 BattleStatus::unk_433

◆ unk_45C

char BattleStatus::unk_45C[4]

◆ unk_49

s8 BattleStatus::unk_49

◆ unk_4B

s8 BattleStatus::unk_4B

◆ unk_72

char BattleStatus::unk_72[2]

◆ unk_8F

char BattleStatus::unk_8F[1]

◆ unk_90

s16 BattleStatus::unk_90

◆ unk_93

s8 BattleStatus::unk_93

◆ unk_94

s8 BattleStatus::unk_94

◆ unk_98

char BattleStatus::unk_98

◆ unk_9F

char BattleStatus::unk_9F

◆ unk_A6

char BattleStatus::unk_A6[2]

◆ unk_B1

char BattleStatus::unk_B1[3]

◆ waitForState

s8 BattleStatus::waitForState

◆ wasStatusInflicted

s8 BattleStatus::wasStatusInflicted

◆ waterBlockAmount

u8 BattleStatus::waterBlockAmount

◆ waterBlockEffect

struct EffectInstance* BattleStatus::waterBlockEffect

◆ waterBlockTurnsLeft

s8 BattleStatus::waterBlockTurnsLeft

The documentation for this struct was generated from the following file: