1#ifndef ALCHEMY_FARCALL_H
2#define ALCHEMY_FARCALL_H
44struct PolarOffsetOutput;
54struct TransitionActorList;
The reel-game entry point.
The display-blanked callback runner.
The task scheduler: tasks, their order and the scheduler's state.
The edition's language, for C to compare (LANGUAGE == LANGUAGE_GERMAN).
Effect slots: the particles Psynergy effects move and draw.
Battle state, unit motion and presentation services.
Battle-effect dispatch, drawing and presentation setup.
Field actors, movement, map drawing and scene services.
Party members, items, Djinn and game-state operations.
Scene events, field Psynergy, objects and effect lifecycles.
Resource animation metadata lookup.
Frame scheduling, memory, resources and core runtime services.
Shops, inns and the cursors used by their screens.
Audio mixing, playback commands and music-player updates.
Window construction, text drawing and selection interfaces.
The hardware's interrupt sources and the interrupt handler table.
Title, introduction and splash-screen presentation.
One animation layer of a sprite: its animation id, frames, running script and timer.
An animated sprite: its image and shadow, scale, rotation, size and up to four animation layers.
An ability's definition, a row of gBattleAction_DefinitionTable: its targeting, kind,...
A unit's chosen action for the turn: its command, the command's parameter, its target and range,...
The command shared by an effect's caller, dispatcher and handlers.
A unit's place on the battlefield: its sprite object, resources and animations, its anchor spot and s...
A unit in battle: a party member's or an enemy's stats, Psynergy, items, Djinn and ailments.
A field object as the object dispatcher's far calls take it.
A point projected onto the screen, with its depth.
A particle a Psynergy effect moves and draws: its sprite, its position and target,...
A world position, as Camera_WorldToScreen converts it to the screen.
An enemy's definition: its level and stats, items, element preset, the actions it chooses from and it...
A field actor: a person or thing on the field with a position, motion toward a target,...
An item's definition: its price, type, who can equip it, its bonuses and unleash, its effects and the...
A level up's result: the level reached, an ability learned and the gain in each stat.
An effect object that moves and draws one sprite: its position, scale, velocity and target,...
One of the 64 field objects in the object pool (heap slot 5): its script, position,...
A render output: a sprite in a window's output list (a character, an icon or a portrait),...
A scene event: its kind and detail, the trigger it answers, its condition and its value (a message or...
An actor a scene places: its sprite, the condition for placing it, how it behaves,...
A field object as the script commands' overlap checks see it.
Cursor that approaches its target, shared by shop, name entry and settings.
A sprite's screen position and its two vertical offsets, in 16.16 pixels.
Horizontal and vertical sprite scale; 0x10000 is the original size.
A summon: its name's message and the Djinn of each element it needs.
A window: a framed rectangle of the tilemap with its sprite outputs, its opening or closing animation...
A position on the world map, as its walkability check reads it.
The integer types, TRUE, UNUSED and the fixed-address macros.