28 actor->moveRateX = 0x30000;
29 actor->moveRateZ = 0x20000;
30 actor->elevationRate = 0x40000;
39 actor->positionX += 0xffff0000;
40 actor->positionZ += 0xffff0000;
42 actor->positionX += 0xffff0000;
43 actor->positionZ += 0xffff0000;
45 actor->positionX += 0x10000;
46 actor->positionZ += 0x10000;
48 actor->positionX += 0x10000;
49 actor->positionZ += 0x10000;
72 buf[0] = base + 0x80000;
74 buf[2] = (p->
z.
fixed & 0xfff00000) + 0x80000;
75 buf[0] = base + 0x280000;
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
The engine call layer: one typed inline for each of the thirteen main-image routines below that the s...
static s32 FieldObject_CheckMovementCollision(struct FieldActor *actor, struct FieldPosition *position)
void Object_SetMode(struct FieldActor *object, s32 animation)
void Engine_ActorMoveToAndWait(s32 actor, s32 x, s32 z)
Field objects and actors, and the scene transition styles.
GameState, the game's state: play time, coins, the scene and the leader's position,...
struct GameState gGameState
static void KolimaForest_HopEast(void)
Touch trigger 11, walking east: hop 30 pixels east of the leader.
static s32 StagedActor_RunStepEffect(struct StagedActorEffectRequest *request)
Hops the leader to the pixel of the 16.16 position request, unless something blocks the way: the lead...
Song and sound effect ids, indices into gSound_SongTable.
#define SE_JUMP
An actor jumps: ObjectMotion_Launch plays the high jump above 5 pixels a frame.
void Engine_ActorSetAnimation()
void Engine_EventEnd(void)
void Engine_AudioPlayCue()
void Engine_EventBegin(void)
A staged actor's effect and its request.
A field actor: a person or thing on the field with a position, motion toward a target,...
union FieldCoordinate x
16.16 fixed-point pixels
union FieldCoordinate y
16.16 fixed-point pixels
union FieldCoordinate z
16.16 fixed-point pixels
The hop's destination, a 16.16 position read as its whole pixels.
The party leader's actor as Kolima Forest's hop sees it: the coordinates it nudges,...
u8 motionFlags
ActorMotionFlag bits: the hop clears bits 7 and 0, zeroes them all when it lands, then restores them.
The integer types, TRUE, UNUSED and the fixed-address macros.
s32 fixed
16.16 fixed-point pixels