Alchemy
Loading...
Searching...
No Matches

import.h File Reference

The main-image routines scene overlays import. More...

Go to the source code of this file.

Functions

void Effect_SoundAndFlash (void)
s32 Engine_BattleFxPlayCueAndStartEmitterOnTarget (s32 effect, s32 target, s32 mode)
void Engine_BattleFxRunPageEffectForSlot (s32 slot, s32 element, s32 djinn)
void Engine_BattleFxSetWeightedResult (s32 zone_no, s32 slot_no)
struct UiWindow * Engine_DebugCreateWindow (s32 x, s32 y, s32 width, s32 height, s32 attrs)
void Engine_DebugFinalizeWindow (struct UiWindow *work, s32 release)
void Engine_DisplayScrollStartHBlankDma (s32 mode, s32 freqX, s32 stepX, s32 ampX, s32 freqY, s32 stepY, s32 ampY)
s32 Engine_InnCheckIn (s32 mode, s32 objectId)
void Engine_InventorySnapshotRestore (void)
void Engine_MapSetWorkFlagBits9To11 (u32 v)
void Engine_OwnerRecalculateRatios (s32 owner_id)
s32 Engine_PartyInventoryFindOwner (s32 item_id)
void Engine_EventSetNextDestination (s32 first, s32 second)
void Engine_ResetSceneEffectCounter (void)
s32 Engine_ShopConfirmAct (s32 unitId)
void Engine_UiTextDrawQuantity (u32 value, u32 kind)
void Event_LoadAreaScript (const struct SceneEvent *events)
s32 GetPartyMemberCount (void)
void InventorySnapshot_Take (void)
s32 DjinnMenu_Open (void)
s32 Object_CheckMovementCollision (struct ObjectRuntime *object, struct FieldPosition *position)
void SceneEvents_UpdateInView (struct ScenePlacement *entry)
void UiText_DrawQuantity (u32 value, u32 kind)

Detailed Description

The main-image routines scene overlays import.

Definition in file import.h.

Function Documentation

◆ Effect_SoundAndFlash()

◆ Engine_BattleFxPlayCueAndStartEmitterOnTarget()

s32 Engine_BattleFxPlayCueAndStartEmitterOnTarget ( s32 effect,
s32 target,
s32 mode )

◆ Engine_BattleFxRunPageEffectForSlot()

void Engine_BattleFxRunPageEffectForSlot ( s32 slot,
s32 element,
s32 djinn )

◆ Engine_BattleFxSetWeightedResult()

◆ Engine_DebugCreateWindow()

struct UiWindow * Engine_DebugCreateWindow ( s32 x,
s32 y,
s32 width,
s32 height,
s32 attrs )

◆ Engine_DebugFinalizeWindow()

void Engine_DebugFinalizeWindow ( struct UiWindow * work,
s32 release )

◆ Engine_DisplayScrollStartHBlankDma()

void Engine_DisplayScrollStartHBlankDma ( s32 mode,
s32 freqX,
s32 stepX,
s32 ampX,
s32 freqY,
s32 stepY,
s32 ampY )

◆ Engine_InnCheckIn()

s32 Engine_InnCheckIn ( s32 mode,
s32 objectId )

◆ Engine_InventorySnapshotRestore()

void Engine_InventorySnapshotRestore ( void )

◆ Engine_MapSetWorkFlagBits9To11()

◆ Engine_OwnerRecalculateRatios()

void Engine_OwnerRecalculateRatios ( s32 owner_id)

◆ Engine_PartyInventoryFindOwner()

◆ Engine_EventSetNextDestination()

void Engine_EventSetNextDestination ( s32 first,
s32 second )

◆ Engine_ResetSceneEffectCounter()

void Engine_ResetSceneEffectCounter ( void )

◆ Engine_ShopConfirmAct()

s32 Engine_ShopConfirmAct ( s32 unitId)

◆ Engine_UiTextDrawQuantity()

void Engine_UiTextDrawQuantity ( u32 value,
u32 kind )

◆ Event_LoadAreaScript()

void Event_LoadAreaScript ( const struct SceneEvent * events)

◆ GetPartyMemberCount()

s32 GetPartyMemberCount ( void )

◆ InventorySnapshot_Take()

void InventorySnapshot_Take ( void )

◆ DjinnMenu_Open()

s32 DjinnMenu_Open ( void )

◆ Object_CheckMovementCollision()

s32 Object_CheckMovementCollision ( struct ObjectRuntime * object,
struct FieldPosition * position )

◆ SceneEvents_UpdateInView()

void SceneEvents_UpdateInView ( struct ScenePlacement * entry)

◆ UiText_DrawQuantity()