Alchemy
Loading...
Searching...
No Matches

halt.c File Reference

Halt. More...

Go to the source code of this file.

Functions

void BattleFx_UpdateRadialCamera (struct EffectSlot *effect)
 Effect slot callback: state 0 heads for a point 40 to 70 pixels from where the particle appeared; state 1 waits to arrive, then goes on to 2; state 2 heads for a point 4 pixels round 8 pixels above the effect's position on screen; state 3 frees the slot on arrival.
void BattleFx_MarkChildAndRunFallbackTransition (s32 unused)
 Pauses the target (scene->child) and runs BattleEffect_RunFallbackObjectTransition.
void BattleEffect_RunFallbackObjectTransition (void)
 Throws an object from the caster to the effect's position over 10 frames and scatters it into 16 particles.
void BattleEffect_SetRandomTableValueOnObject (union FieldObject *fieldObject)
 Per-frame update of a paused object: gives its sprite one of the table's eight params at random.
void BattleEffect_PauseObject (s32 actorId)
 Pauses object id, keeping its per-frame update and, if it is animated, its first animation's param in gGameState.
void BattleFx_ResumeObject (s32 actorId)
 Resumes object id with the update and param kept by BattleEffect_PauseObject.
s32 BattleFx_FilterObjectIdByFlags (s32 id)
 Returns id, or -1 (no target) when the current effect's definition has flags 0xff.

Detailed Description

Halt.

Part of psynergy_effects.c, compiled only through it.

Definition in file halt.c.

Function Documentation

◆ BattleFx_UpdateRadialCamera()

void BattleFx_UpdateRadialCamera ( struct EffectSlot * effect)

Effect slot callback: state 0 heads for a point 40 to 70 pixels from where the particle appeared; state 1 waits to arrive, then goes on to 2; state 2 heads for a point 4 pixels round 8 pixels above the effect's position on screen; state 3 frees the slot on arrival.

Set on the 16 particles of BattleEffect_RunFallbackObjectTransition.

Definition at line 12 of file halt.c.

Referenced by BattleEffect_RunFallbackObjectTransition(), BattleFx_UpdateRadialCamera(), and Djinn_ResolvePendingEvent().

◆ BattleFx_MarkChildAndRunFallbackTransition()

void BattleFx_MarkChildAndRunFallbackTransition ( s32 unused)

Pauses the target (scene->child) and runs BattleEffect_RunFallbackObjectTransition.

Called by BattleFx_Run and BattleFx_DispatchRequestKind for Halt on a target; sets the target's paused field.

Definition at line 65 of file halt.c.

Referenced by BattleFx_DispatchRequestKind(), BattleFx_MarkChildAndRunFallbackTransition(), BattleFx_Run(), and Djinn_ResolvePendingEvent().

◆ BattleEffect_RunFallbackObjectTransition()

void BattleEffect_RunFallbackObjectTransition ( void )

Throws an object from the caster to the effect's position over 10 frames and scatters it into 16 particles.

Halt's visible effect: called by BattleFx_Run when no target with a talk event is near, and through BattleFx_MarkChildAndRunFallbackTransition otherwise. Fills effect slots 0 to 15 and sets scene->y to the caster's height.

Definition at line 77 of file halt.c.

Referenced by BattleEffect_RunFallbackObjectTransition(), BattleFx_MarkChildAndRunFallbackTransition(), BattleFx_Run(), and Djinn_ResolvePendingEvent().

◆ BattleEffect_SetRandomTableValueOnObject()

void BattleEffect_SetRandomTableValueOnObject ( union FieldObject * fieldObject)

Per-frame update of a paused object: gives its sprite one of the table's eight params at random.

BattleEffect_PauseObject sets it, and BattleFx_ResumeObject looks for it to know the object was paused this way.

Definition at line 160 of file halt.c.

Referenced by BattleEffect_PauseObject(), BattleEffect_SetRandomTableValueOnObject(), BattleFx_ResumeObject(), and Djinn_ResolvePendingEvent().

◆ BattleEffect_PauseObject()

void BattleEffect_PauseObject ( s32 actorId)

Pauses object id, keeping its per-frame update and, if it is animated, its first animation's param in gGameState.

Called by BattleFx_Run and BattleFx_DispatchRequestKind for Halt, which then record the id in gGameState.pausedObject, and by the Colosso scenes to stop their operators. Sets gGameState.pausedUpdate and pausedPose, the object's update and paused fields, and stops its animation.

Definition at line 173 of file halt.c.

Referenced by BattleEffect_PauseObject(), BattleFx_DispatchRequestKind(), BattleFx_Run(), ColossoLog_Initialize(), ColossoWall_Initialize(), Djinn_ResolvePendingEvent(), Event_HaltLifts(), and Event_HaltWall().

◆ BattleFx_ResumeObject()

void BattleFx_ResumeObject ( s32 actorId)

Resumes object id with the update and param kept by BattleEffect_PauseObject.

Called for gGameState.pausedObject by BattleFx_Run and BattleFx_DispatchRequestKind before Halt stops another object, and by Scene_TalkToActor after talking to the paused actor. Clears gGameState.pausedUpdate and the object's paused field, and restarts its animation at speed 16.

Definition at line 199 of file halt.c.

Referenced by BattleFx_DispatchRequestKind(), BattleFx_ResumeObject(), BattleFx_Run(), Djinn_ResolvePendingEvent(), and Scene_TalkToActor().

◆ BattleFx_FilterObjectIdByFlags()

s32 BattleFx_FilterObjectIdByFlags ( s32 id)

Returns id, or -1 (no target) when the current effect's definition has flags 0xff.

Called by BattleFx_Run on the nearest Halt target.

Definition at line 216 of file halt.c.

Referenced by BattleFx_FilterObjectIdByFlags(), BattleFx_Run(), and Djinn_ResolvePendingEvent().