fireemblem8u/include/bmbattle.h

290 lines
11 KiB
C

#ifndef GUARD_BMBATTLE_H
#define GUARD_BMBATTLE_H
#include "constants/terrains.h"
#include "bmunit.h"
enum {
// Battle-related magic constants
// Maximum amount of hits that can happen in a battle (-1, because of the terminating "hit")
BATTLE_HIT_MAX = 7,
// Followup attack (double attack) attack speed difference threshold
BATTLE_FOLLOWUP_SPEED_THRESHOLD = 4,
// Maximum battle damage
BATTLE_MAX_DAMAGE = 127,
};
struct BattleUnit {
/* 00 */ struct Unit unit;
/* 48 */ u16 weapon;
/* 4A */ u16 weaponBefore;
/* 4C */ u32 weaponAttributes;
/* 50 */ u8 weaponType;
/* 51 */ u8 weaponSlotIndex;
/* 52 */ s8 canCounter;
/* 53 */ s8 wTriangleHitBonus;
/* 54 */ s8 wTriangleDmgBonus;
/* 55 */ u8 terrainId;
/* 56 */ s8 terrainDefense;
/* 57 */ s8 terrainAvoid;
/* 58 */ s8 terrainResistance;
/* 59 */ /* pad */
/* 5A */ short battleAttack;
/* 5C */ short battleDefense;
/* 5E */ short battleSpeed;
/* 60 */ short battleHitRate;
/* 62 */ short battleAvoidRate;
/* 64 */ short battleEffectiveHitRate;
/* 66 */ short battleCritRate;
/* 68 */ short battleDodgeRate;
/* 6A */ short battleEffectiveCritRate;
/* 6C */ short battleSilencerRate;
/* 6E */ s8 expGain;
/* 6F */ s8 statusOut;
/* 70 */ s8 levelPrevious;
/* 71 */ s8 expPrevious;
/* 72 */ s8 hpInitial;
/* 73 */ s8 changeHP;
/* 74 */ s8 changePow;
/* 75 */ s8 changeSkl;
/* 76 */ s8 changeSpd;
/* 77 */ s8 changeDef;
/* 78 */ s8 changeRes;
/* 79 */ s8 changeLck;
/* 7A */ s8 changeCon;
/* 7B */ s8 wexpMultiplier;
/* 7C */ s8 nonZeroDamage;
/* 7D */ s8 weaponBroke;
/* 7E */ s8 hasItemEffectTarget;
/* 7F */ /* pad */
};
struct BattleStats {
/* 00 */ u16 config;
/* 02 */ u8 range;
/* 04 */ short damage;
/* 06 */ short attack;
/* 08 */ short defense;
/* 0A */ short hitRate;
/* 0C */ short critRate;
/* 0E */ short silencerRate;
/* 10 */ struct Unit* taUnitA;
/* 14 */ struct Unit* taUnitB;
};
enum {
// For use with BattleStats:config
BATTLE_CONFIG_REAL = (1 << 0),
BATTLE_CONFIG_SIMULATE = (1 << 1),
BATTLE_CONFIG_BIT2 = (1 << 2),
BATTLE_CONFIG_BALLISTA = (1 << 3),
BATTLE_CONFIG_PROMOTION = (1 << 4),
BATTLE_CONFIG_ARENA = (1 << 5),
BATTLE_CONFIG_REFRESH = (1 << 6),
BATTLE_CONFIG_MAPANIMS = (1 << 7),
BATTLE_CONFIG_PROMOTION_PREP = (1 << 8),
BATTLE_CONFIG_DANCERING = (1 << 9),
};
struct BattleHit {
/* 00:18 */ unsigned attributes : 19;
/* 19:23 */ unsigned info : 5;
/* 24:31 */ signed hpChange : 8;
};
enum {
BATTLE_HIT_ATTR_CRIT = (1 << 0),
BATTLE_HIT_ATTR_MISS = (1 << 1),
BATTLE_HIT_ATTR_FOLLOWUP = (1 << 2),
BATTLE_HIT_ATTR_RETALIATE = (1 << 3),
BATTLE_HIT_ATTR_BRAVE = (1 << 4),
BATTLE_HIT_ATTR_5 = (1 << 5), // unused?
BATTLE_HIT_ATTR_POISON = (1 << 6),
BATTLE_HIT_ATTR_DEVIL = (1 << 7),
BATTLE_HIT_ATTR_HPSTEAL = (1 << 8),
BATTLE_HIT_ATTR_HPHALVE = (1 << 9),
BATTLE_HIT_ATTR_TATTACK = (1 << 10), // triangle attack!
BATTLE_HIT_ATTR_SILENCER = (1 << 11),
BATTLE_HIT_ATTR_12 = (1 << 12), // unused?
BATTLE_HIT_ATTR_PETRIFY = (1 << 13),
BATTLE_HIT_ATTR_SURESHOT = (1 << 14),
BATTLE_HIT_ATTR_GREATSHLD = (1 << 15),
BATTLE_HIT_ATTR_PIERCE = (1 << 16),
BATTLE_HIT_ATTR_17 = (1 << 17), // unused?
BATTLE_HIT_ATTR_18 = (1 << 18), // unused?
};
enum {
BATTLE_HIT_INFO_BEGIN = (1 << 0),
BATTLE_HIT_INFO_FINISHES = (1 << 1),
BATTLE_HIT_INFO_KILLS_TARGET = (1 << 2),
BATTLE_HIT_INFO_RETALIATION = (1 << 3),
BATTLE_HIT_INFO_END = (1 << 4),
};
enum {
// Special item slot identifiers understood by SetBattleUnitWeapon and other functions
BU_ISLOT_AUTO = -1,
BU_ISLOT_5 = UNIT_ITEM_COUNT + 0,
BU_ISLOT_ARENA_PLAYER = UNIT_ITEM_COUNT + 1,
BU_ISLOT_ARENA_OPPONENT = UNIT_ITEM_COUNT + 2,
BU_ISLOT_BALLISTA = UNIT_ITEM_COUNT + 3,
};
// Public objects
extern struct BattleStats gBattleStats;
extern struct BattleUnit gBattleActor;
extern struct BattleUnit gBattleTarget;
extern struct BattleHit gBattleHitArray[BATTLE_HIT_MAX];
extern struct BattleHit* gBattleHitIterator;
// Public functions
void BattleApplyGameStateUpdates(void);
void BattleGenerateSimulation(struct Unit* actor, struct Unit* target, int x, int y, int actorWpnSlot);
void BattleGenerateReal(struct Unit* actor, struct Unit* target);
void BattleGenerateBallistaSimulation(struct Unit* actor, struct Unit* target, int x, int y);
void BattleGenerateBallistaReal(struct Unit* actor, struct Unit* target);
void BattleGenerate(struct Unit* actor, struct Unit* target);
void BattleGenerateUiStats(struct Unit* unit, s8 itemSlot);
void InitBattleUnit(struct BattleUnit* bUnit, struct Unit* unit);
void InitBattleUnitWithoutBonuses(struct BattleUnit* bu, struct Unit* unit);
void SetBattleUnitTerrainBonuses(struct BattleUnit* bu, int terrain);
void SetBattleUnitTerrainBonusesAuto(struct BattleUnit* bu);
void SetBattleUnitWeapon(struct BattleUnit* bu, int itemSlot);
void SetBattleUnitWeaponBallista(struct BattleUnit* bu);
void sub_802A958(void); // unused?
void ClearBattleHits(void);
void BattleUnwind(void);
void BattleGetBattleUnitOrder(struct BattleUnit** outAttacker, struct BattleUnit** outDefender);
s8 BattleGetFollowUpOrder(struct BattleUnit** outAttacker, struct BattleUnit** outDefender);
void BattleApplyExpGains(void);
int GetAutoleveledStatIncrease(int growth, int levelCount);
s8 CanBattleUnitGainLevels(struct BattleUnit* bu);
void CheckBattleUnitLevelUp(struct BattleUnit* bu);
void ApplyUnitDefaultPromotion(struct Unit* unit);
void ApplyUnitPromotion(struct Unit* unit, u8 classId);
void GenerateBattleUnitStatGainsComparatively(struct BattleUnit* bu, struct Unit* unit);
void CheckBattleUnitStatCaps(struct Unit* unit, struct BattleUnit* bu);
void BattleApplyUnitUpdates(void);
s8 sub_802C0B0(void); // unused?
s8 HasBattleUnitGainedWeaponLevel(struct BattleUnit* bu);
void UpdateUnitFromBattle(struct Unit* unit, struct BattleUnit* bu);
void UpdateUnitDuringBattle(struct Unit* unit, struct BattleUnit* bu);
void BattleApplyBallistaUpdates(void);
void sub_802C334(void);
void BattleUnitTargetSetEquippedWeapon(struct BattleUnit* bu);
void BattleUnitTargetCheckCanCounter(struct BattleUnit* bu);
void BattleApplyWeaponTriangleEffect(struct BattleUnit* actor, struct BattleUnit* target);
void BattleInitTargetCanCounter(void);
void InitObstacleBattleUnit(void);
void UpdateObstacleFromBattle(struct BattleUnit* bu);
void BeginBattleAnimations(void);
int GetSoloAnimPreconfType(struct Unit* unit);
int GetBattleAnimPreconfType(void);
void BattleInitItemEffect(struct Unit* actor, int itemSlot);
void BattleInitItemEffectTarget(struct Unit* unit);
void BattleApplyMiscAction(struct Proc* proc);
void BattleApplyItemEffect(struct Proc* proc);
int GetOffensiveStaffAccuracy(struct Unit* actor, struct Unit* target);
void BattleGenerateArena(struct Unit* unit);
s8 BattleIsTriangleAttack(void);
s8 DidBattleUnitBreakWeapon(struct BattleUnit* bu);
void SetScriptedBattle(struct BattleHit* hits);
void UnitLevelUp(struct Unit* unit);
void BattleHitAdvance(void);
void BattleHitTerminate(void);
void UpdateActorFromBattle(void);
void BattleGenerateSimulationInternal(struct Unit* actor, struct Unit* target, int x, int y, int actorWpnSlot);
void BattleGenerateRealInternal(struct Unit* actor, struct Unit* target);
s8 BattleRoll1RN(u16 threshold, s8 simResult);
s8 BattleRoll2RN(u16 threshold, s8 simResult);
void ComputeBattleUnitStats(struct BattleUnit* attacker, struct BattleUnit* defender);
void ComputeBattleUnitEffectiveStats(struct BattleUnit* attacker, struct BattleUnit* defender);
void ComputeBattleUnitSupportBonuses(struct BattleUnit* attacker, struct BattleUnit* defender);
void ComputeBattleUnitDefense(struct BattleUnit* attacker, struct BattleUnit* defender);
void ComputeBattleUnitBaseDefense(struct BattleUnit* bu);
void ComputeBattleUnitAttack(struct BattleUnit* attacker, struct BattleUnit* defender);
void ComputeBattleUnitSpeed(struct BattleUnit* bu);
void ComputeBattleUnitHitRate(struct BattleUnit* bu);
void ComputeBattleUnitAvoidRate(struct BattleUnit* bu);
void ComputeBattleUnitCritRate(struct BattleUnit* bu);
void ComputeBattleUnitDodgeRate(struct BattleUnit* bu);
void ComputeBattleUnitEffectiveHitRate(struct BattleUnit* attacker, struct BattleUnit* defender);
void ComputeBattleUnitEffectiveCritRate(struct BattleUnit* attacker, struct BattleUnit* defender);
void ComputeBattleUnitSilencerRate(struct BattleUnit* attacker, struct BattleUnit* defender);
void ComputeBattleUnitWeaponRankBonuses(struct BattleUnit* bu);
void ComputeBattleUnitStatusBonuses(struct BattleUnit* bu);
void ComputeBattleUnitSpecialWeaponStats(struct BattleUnit* attacker, struct BattleUnit* defender);
s8 BattleGenerateRoundHits(struct BattleUnit* attacker, struct BattleUnit* defender);
int GetBattleUnitHitCount(struct BattleUnit* attacker);
int BattleCheckBraveEffect(struct BattleUnit* bu);
s8 BattleCheckTriangleAttack(struct BattleUnit* attacker, struct BattleUnit* defender);
void BattleUpdateBattleStats(struct BattleUnit* attacker, struct BattleUnit* defender);
void BattleCheckSureShot(struct BattleUnit* attacker);
void BattleCheckPierce(struct BattleUnit* attacker, struct BattleUnit* defender);
void BattleCheckGreatShield(struct BattleUnit* attacker, struct BattleUnit* defender);
s8 BattleCheckSilencer(struct BattleUnit* attacker, struct BattleUnit* defender);
void BattleCheckPetrify(struct BattleUnit* attacker, struct BattleUnit* defender);
void BattleGenerateHitAttributes(struct BattleUnit* attacker, struct BattleUnit* defender);
void BattleGenerateHitTriangleAttack(struct BattleUnit* attacker, struct BattleUnit* defender);
void BattleGenerateHitEffects(struct BattleUnit* attacker, struct BattleUnit* defender);
s8 BattleGenerateHit(struct BattleUnit* attacker, struct BattleUnit* defender);
int GetStatIncrease(int growth);
int GetBattleUnitUpdatedWeaponExp(struct BattleUnit* bu);
int GetUnitExpLevel(struct Unit* unit);
int GetUnitRoundExp(struct Unit* actor, struct Unit* target);
int GetUnitPowerLevel(struct Unit* unit);
int GetUnitClassKillExpBonus(struct Unit* actor, struct Unit* target);
int GetUnitExpMultiplier(struct Unit* actor, struct Unit* target);
int GetUnitKillExpBonus(struct Unit* actor, struct Unit* target);
void ModifyUnitSpecialExp(struct Unit* actor, struct Unit* target, int* exp);
int GetBattleUnitExpGain(struct BattleUnit* actor, struct BattleUnit* target);
void BattleApplyItemExpGains(void);
int GetBattleUnitStaffExp(struct BattleUnit* bu);
void BattleApplyMiscActionExpGains(void);
void BattleApplyReaverEffect(struct BattleUnit* attacker, struct BattleUnit* defender);
void ComputeBattleObstacleStats(void);
void BattlePrintDebugUnitInfo(struct BattleUnit* actor, struct BattleUnit* target);
void BattlePrintDebugHitInfo(void);
void BattleGenerateHitScriptedDamage(struct BattleUnit* bu);
void BattleUnwindScripted(void);
#define BUNIT_IS_OBSTACLE(aBu) (((aBu)->terrainId == TERRAIN_WALL_1B) || ((aBu)->terrainId == TERRAIN_SNAG))
#endif // GUARD_BMBATTLE_H