Alchemy
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object.c

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1/// @file
2/// The field object: the main loop and scene changes, random encounters, a
3/// field scene's actors, the leader's steps and the requests they raise, the
4/// scene's events, using items and Psynergy on the field, the map's markers,
5/// and the window transitions and colour buffer that the field and battles
6/// share. object_internal.h holds the includes and the few macros and types
7/// more than one part uses; the code is in the files under object/, included
8/// here in ROM order, each opening with what it holds (head -2 object/*.c).
9/// The ROM shows one object; the parts are ours, cut where one family ends and
10/// the next begins.
11///
12/// README.md in this folder gives the words, prefixes and spellings the parts
13/// share.
14
15#include "object_internal.h"
16
17// The object's code, in ROM order. Each part is compiled here, as part of
18// this one object, never on its own: the order of these includes is the
19// order of the code in the ROM.
20#include "object/scene.c"
21#include "object/encounter.c"
22#include "object/actors.c"
23#include "object/step.c"
24#include "object/run_scene.c"
26#include "object/events.c"
27#include "object/targets.c"
28#include "object/items.c"
29#include "object/psynergy.c"
30#include "object/markers.c"
31#include "object/field_fx.c"
32#include "object/transition.c"
33#include "object/color.c"
34#include "object/fade_overlay.c"
35#include "object/speakers.c"
The party's sprites, placing a scene's actors, and the actor table.
The colour buffer: palettes moved toward target colours.
The fade overlay drawn on the ground beside an actor.
Showing a found item, and Reveal's sparkles on hidden things.
Using an item on the field.
The map's markers: chests and Psynergy stones.
Random encounters, and each scene's music, place name and backdrop.
Finding and running a scene's events: talking, touching, searching.
Using Psynergy on the field.
The actor a field action aims at, and the helpers that follow it.
Window transitions and dissolves between scenes.
What every part of object.c shares: its includes and the macros and types more than one part uses.
The debug palette editor.
Running a field scene until the party leaves it, and its entrance.
Scene changes: exits, returns from battle, the main loop, entering.
Speaker definitions: portraits and idle lines by sprite.
Field requests and each step of the leader: exits, encounters, damage.