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field_service.h File Reference

The scene service layer: one typed inline for each engine service a scene calls by its own name, passing it on to the main image's import (Actor_Jump calls Engine_ActorJump). More...

Go to the source code of this file.

Functions

static void Actor_FaceEachOther (s32 actor, s32 other, s32 frames)
static void Actor_Jump (s32 actor, s32 height, s32 frames)
static void Actor_RunRepeatedMotion (s32 actor, s32 repeats)
static void Actor_SetAnimation (s32 actor, s32 animation)
static void Actor_SetAnimationAndWait (s32 actor, s32 animation)
static void Actor_SetSpriteFlags (struct FieldActor *actor, s32 flags)
static void Actor_SetSpritePriority (s32 actor, s32 priority)
static void Actor_StartRepeatedMotion (s32 actor, s32 repeats)
static void Actor_Stop (s32 actor)
static void Actor_WaitForMove (s32 actor)
static void Camera_WaitForMove (void)
static void ColorBuffer_Interpolate (s32 frames)
static void Event_Begin (void)
static s32 Event_ChooseYesNo (s32 actor, s32 flags)
static void Event_End (void)
static struct FieldActor * Event_GetViewCenter (void)
static void Event_OpenScreen (void)
static void Event_RequestExit (s32 exit)
static void Event_SetMessage (s32 message)
static void Event_Wait (s32 frames)
static void Event_WaitForScreen (void)
static void FieldObject_SetPosition (struct FieldActor *object, s32 fixed_x, s32 fixed_y, s32 fixed_z)
static void * Heap_Allocate (s32 slot, s32 size)
static void Heap_Release (s32 slot)
static void Item_LoadIcon (s32 item)
static void Item_ShowFound (s32 item, s32 height)
static void Map_Redraw (void)
static s32 Math_Cos (s32 angle)
static s32 Math_Sin (s32 angle)
static void Message_ShowCentered (s32 message, s32 flags)
static s32 Party_GiveItem (s32 item, s32 flags)
static void Psynergy_Cancel (void)
static s32 Task_AddCallback (void(*callback)(void), s32 priority)
 Calls the main-image scheduler through engine_call.h.
static void Task_Wait (s32 frames)
static s32 Vram_Load (s32 block, s32 size, const void *data)
static void FieldObjectMotion_CommitPositionAndActivate (s32 a0, s32 a1, s32 a2)
static void FieldObjectMotion_OffsetPositionAndResetMotion (s32 a0, s32 a1, s32 a2)
static void FieldObjectMotion_CenterOnColumn (s32 a0, s32 a1, s32 a2)
static void FieldObjectMotion_ResetAndSetPosition (s32 a0, s32 a1, s32 a2)
static void FieldObject_MotionSetPositionAndCommit (s32 actor, s32 x, s32 z)
static s32 FieldScheduler_AddOrUpdateCallback (SchedulerCallback callback, s32 priority)
 Calls the main-image scheduler through engine_call.h.
static void Field_SetMapCellCollision (s32 a0, s32 a1, s32 a2, s32 a3)
static void FieldMap_SetWindowCellTile (s32 a0, s32 a1, s32 a2, s32 a3)
static void FieldMotion_LaunchFromFocusedObject (s32 actor, s32 dx, s32 dz, s32 facing)
static void FieldObject_SetTargetAndCallback (s32 object, s32 target, const s32 *actions)
static void FieldVector_AddPolarOffset (s32 radius, s32 heading, struct FieldPosition *probe)

Detailed Description

The scene service layer: one typed inline for each engine service a scene calls by its own name, passing it on to the main image's import (Actor_Jump calls Engine_ActorJump).

It is a habit of the whole game written once: a layer, not a compiler-steering device (AGENTS.md S2). A scene writes Actor_Jump(ACTOR_VENUS_DJINNI, 4, 30); and the inline makes the call.

Definition in file field_service.h.

Function Documentation

◆ Actor_FaceEachOther()

◆ Actor_Jump()

◆ Actor_RunRepeatedMotion()

◆ Actor_SetAnimation()

◆ Actor_SetAnimationAndWait()

◆ Actor_SetSpriteFlags()

◆ Actor_SetSpritePriority()

void Actor_SetSpritePriority ( s32 actor,
s32 priority )
inlinestatic

◆ Actor_StartRepeatedMotion()

◆ Actor_Stop()

◆ Actor_WaitForMove()

◆ Camera_WaitForMove()

◆ ColorBuffer_Interpolate()

void ColorBuffer_Interpolate ( s32 frames)
inlinestatic

◆ Event_Begin()

◆ Event_ChooseYesNo()

◆ Event_End()

◆ Event_GetViewCenter()

struct FieldActor * Event_GetViewCenter ( void )
inlinestatic

◆ Event_OpenScreen()

void Event_OpenScreen ( void )
inlinestatic

◆ Event_RequestExit()

void Event_RequestExit ( s32 exit)
inlinestatic

◆ Event_SetMessage()

◆ Event_Wait()

◆ Event_WaitForScreen()

void Event_WaitForScreen ( void )
inlinestatic

◆ FieldObject_SetPosition()

◆ Heap_Allocate()

void * Heap_Allocate ( s32 slot,
s32 size )
inlinestatic

◆ Heap_Release()

void Heap_Release ( s32 slot)
inlinestatic

◆ Item_LoadIcon()

void Item_LoadIcon ( s32 item)
inlinestatic

◆ Item_ShowFound()

void Item_ShowFound ( s32 item,
s32 height )
inlinestatic

Definition at line 105 of file field_service.h.

Referenced by BabiPalace_MeetBabiAfterColosso(), and Item_ShowFound().

◆ Map_Redraw()

void Map_Redraw ( void )
inlinestatic

Definition at line 109 of file field_service.h.

Referenced by Map_Redraw(), and VenusLighthouseAerie_CombineSaturosAndMenardi().

◆ Math_Cos()

s32 Math_Cos ( s32 angle)
inlinestatic

Definition at line 111 of file field_service.h.

Referenced by AltinPeak_ForceRockOver(), and Math_Cos().

◆ Math_Sin()

s32 Math_Sin ( s32 angle)
inlinestatic

Definition at line 113 of file field_service.h.

Referenced by AltinPeak_ForceRockOver(), and Math_Sin().

◆ Message_ShowCentered()

void Message_ShowCentered ( s32 message,
s32 flags )
inlinestatic

Definition at line 115 of file field_service.h.

Referenced by Event_MeetFlint(), Event_UseBlackOrb(), and Message_ShowCentered().

◆ Party_GiveItem()

s32 Party_GiveItem ( s32 item,
s32 flags )
inlinestatic

Definition at line 119 of file field_service.h.

Referenced by BabiPalace_MeetBabiAfterColosso(), and Party_GiveItem().

◆ Psynergy_Cancel()

void Psynergy_Cancel ( void )
inlinestatic

Definition at line 123 of file field_service.h.

Referenced by BabiPalace_ReadShebasMind(), and Psynergy_Cancel().

◆ Task_AddCallback()

◆ Task_Wait()

◆ Vram_Load()

s32 Vram_Load ( s32 block,
s32 size,
const void * data )
inlinestatic

◆ FieldObjectMotion_CommitPositionAndActivate()

void FieldObjectMotion_CommitPositionAndActivate ( s32 a0,
s32 a1,
s32 a2 )
inlinestatic

Definition at line 136 of file field_service.h.

Referenced by FieldObjectMotion_CommitPositionAndActivate(), and SetSail().

◆ FieldObjectMotion_OffsetPositionAndResetMotion()

void FieldObjectMotion_OffsetPositionAndResetMotion ( s32 a0,
s32 a1,
s32 a2 )
inlinestatic

◆ FieldObjectMotion_CenterOnColumn()

void FieldObjectMotion_CenterOnColumn ( s32 a0,
s32 a1,
s32 a2 )
inlinestatic

Definition at line 146 of file field_service.h.

Referenced by FieldObjectMotion_CenterOnColumn(), and TolbiShipDeck_GoBelow().

◆ FieldObjectMotion_ResetAndSetPosition()

void FieldObjectMotion_ResetAndSetPosition ( s32 a0,
s32 a1,
s32 a2 )
inlinestatic

◆ FieldObject_MotionSetPositionAndCommit()

void FieldObject_MotionSetPositionAndCommit ( s32 actor,
s32 x,
s32 z )
inlinestatic

◆ FieldScheduler_AddOrUpdateCallback()

s32 FieldScheduler_AddOrUpdateCallback ( SchedulerCallback callback,
s32 priority )
inlinestatic

◆ Field_SetMapCellCollision()

◆ FieldMap_SetWindowCellTile()

void FieldMap_SetWindowCellTile ( s32 a0,
s32 a1,
s32 a2,
s32 a3 )
inlinestatic

Definition at line 170 of file field_service.h.

Referenced by FieldMap_SetWindowCellTile(), and WorldMap_Initialize().

◆ FieldMotion_LaunchFromFocusedObject()

◆ FieldObject_SetTargetAndCallback()

◆ FieldVector_AddPolarOffset()