Alchemy
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import.h

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1#ifndef ALCHEMY_UNIT_IMPORT_H
2#define ALCHEMY_UNIT_IMPORT_H
3
4/// @file
5/// The main-image routines scene overlays import.
6
7#include "types.h"
8
9struct FieldPosition;
10struct ObjectRuntime;
11struct SceneEvent;
12struct ScenePlacement;
13struct UiWindow;
14
17 s32 mode);
21 s32 attrs);
22void Engine_DebugFinalizeWindow(struct UiWindow *work, s32 release);
24 s32 ampX, s32 freqY, s32 stepY,
25 s32 ampY);
26s32 Engine_InnCheckIn(s32 mode, s32 objectId);
35void Event_LoadAreaScript(const struct SceneEvent *events);
40 struct FieldPosition *position);
42void UiText_DrawQuantity(u32 value, u32 kind);
43
44#endif
void Engine_EventSetNextDestination(s32 first, s32 second)
void Engine_DebugFinalizeWindow(struct UiWindow *work, s32 release)
struct UiWindow * Engine_DebugCreateWindow(s32 x, s32 y, s32 width, s32 height, s32 attrs)
void Effect_SoundAndFlash(void)
s32 GetPartyMemberCount(void)
void Engine_BattleFxSetWeightedResult(s32 zone_no, s32 slot_no)
s32 Engine_InnCheckIn(s32 mode, s32 objectId)
void Engine_MapSetWorkFlagBits9To11(u32 v)
void Engine_OwnerRecalculateRatios(s32 owner_id)
void SceneEvents_UpdateInView(struct ScenePlacement *entry)
void Engine_DisplayScrollStartHBlankDma(s32 mode, s32 freqX, s32 stepX, s32 ampX, s32 freqY, s32 stepY, s32 ampY)
void UiText_DrawQuantity(u32 value, u32 kind)
void InventorySnapshot_Take(void)
void Engine_BattleFxRunPageEffectForSlot(s32 slot, s32 element, s32 djinn)
void Engine_UiTextDrawQuantity(u32 value, u32 kind)
void Engine_ResetSceneEffectCounter(void)
void Event_LoadAreaScript(const struct SceneEvent *events)
s32 Engine_BattleFxPlayCueAndStartEmitterOnTarget(s32 effect, s32 target, s32 mode)
s32 DjinnMenu_Open(void)
s32 Engine_PartyInventoryFindOwner(s32 item_id)
s32 Object_CheckMovementCollision(struct ObjectRuntime *object, struct FieldPosition *position)
s32 Engine_ShopConfirmAct(s32 unitId)
void Engine_InventorySnapshotRestore(void)
A position on the field.
One of the 64 field objects in the object pool (heap slot 5): its script, position,...
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,...
Definition field_scene.h:81
A window: a framed rectangle of the tilemap with its sprite outputs, its opening or closing animation...
Definition uiwindow.h:11
u16 y
tiles
Definition uiwindow.h:16
u16 effect
The effect a message's TEXT_WINDOW_STATE code sets.
Definition uiwindow.h:21
u16 x
tiles
Definition uiwindow.h:15
u16 height
tiles
Definition uiwindow.h:14
u16 width
tiles
Definition uiwindow.h:13
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
unsigned int u32
Definition types.h:15