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psynergy_effects.c
Go to the documentation of this file.
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/// @file
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/// The field Psynergy and event object: the commands scene scripts run (waits,
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/// items, questions, destinations, actors, messages and the camera), moving
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/// on the field (views, jumps and climbing), the field's weather and wavy
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/// backgrounds, Djinn joining the party, each field Psynergy's effect, the
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/// effect slots its particles use, and the world map screen.
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/// psynergy_effects_internal.h holds the includes and the macros, types and
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/// inline helpers more than one part uses; the code is in the files under
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/// psynergy_effects/, included here in ROM order, each opening with what it
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/// holds (head -2 psynergy_effects/*.c). The ROM shows one object; the parts
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/// are ours, cut where one family ends and the next begins.
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///
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/// A field Psynergy reaches its effect through its field kind, the type column
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/// of games/tbs/src/game/actions.tsv; dispatch.c runs the kind's handlers.
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///
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/// README.md in this folder gives the words, prefixes and spellings the parts
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/// share.
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#include "
psynergy_effects_internal.h
"
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// The object's code, in ROM order. Each part is compiled here, as part of
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// this one object, never on its own: the order of these includes is the
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// order of the code in the ROM.
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#include "
psynergy_effects/events.c
"
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#include "
psynergy_effects/requests.c
"
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#include "
psynergy_effects/actor_commands.c
"
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#include "
psynergy_effects/messages.c
"
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#include "
psynergy_effects/camera.c
"
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#include "
psynergy_effects/view.c
"
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#include "
psynergy_effects/actor_motion.c
"
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#include "
psynergy_effects/climbing.c
"
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#include "
psynergy_effects/context.c
"
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#include "
psynergy_effects/wave_scroll.c
"
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#include "
psynergy_effects/weather.c
"
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#include "
psynergy_effects/djinni.c
"
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#include "
psynergy_effects/jupiter.c
"
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#include "
psynergy_effects/mars.c
"
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#include "
psynergy_effects/venus.c
"
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#include "
psynergy_effects/mercury.c
"
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#include "
psynergy_effects/dispatch.c
"
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#include "
psynergy_effects/arcs.c
"
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#include "
psynergy_effects/setup.c
"
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#include "
psynergy_effects/mind_read.c
"
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#include "
psynergy_effects/move.c
"
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#include "
psynergy_effects/reveal.c
"
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#include "
psynergy_effects/growth.c
"
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#include "
psynergy_effects/lift.c
"
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#include "
psynergy_effects/force.c
"
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#include "
psynergy_effects/frost.c
"
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#include "
psynergy_effects/ply.c
"
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#include "
psynergy_effects/cloak.c
"
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#include "
psynergy_effects/douse.c
"
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#include "
psynergy_effects/carry.c
"
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#include "
psynergy_effects/whirlwind.c
"
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#include "
psynergy_effects/halt.c
"
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#include "
psynergy_effects/catch.c
"
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#include "
psynergy_effects/retreat.c
"
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#include "
psynergy_effects/avoid.c
"
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#include "
psynergy_effects/effect_slot.c
"
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#include "
psynergy_effects/world_map.c
"
actor_commands.c
Event commands on actors: placing, moving and animating them.
actor_motion.c
Actor scripts: moving, turning and the built-in actions.
arcs.c
The swelling arcs over the caster.
avoid.c
Avoid.
camera.c
The event camera.
carry.c
Carry: two hands lift the target, move it with the d-pad and drop it.
catch.c
Catch.
climbing.c
Jumping and climbing on the field.
cloak.c
Cloak.
context.c
An actor's screen position, the encounter transition, context effects.
djinni.c
A Djinni's hop before its battle, joining the party, the effect slots.
douse.c
Douse.
effect_slot.c
Effect slots: the particles Psynergy effects move and draw.
force.c
Force.
halt.c
Halt.
jupiter.c
A Jupiter Djinni joining the party.
lift.c
Lift.
mars.c
A Mars Djinni joining the party.
mercury.c
A Mercury Djinni joining the party.
mind_read.c
Mind Read: scanline waves, shifting colours and flowing particles.
move.c
Move: a hand pushes the target, steered with the d-pad.
dispatch.c
Running a field Psynergy by its kind, and helpers its effects share.
events.c
Event commands: waits, received items, questions and destinations.
frost.c
Frost.
growth.c
Growth.
messages.c
Messages shown at an actor, and the speaker's voice.
setup.c
An effect's work: setting it up, its caster and target, cleaning up.
view.c
The view bounds, zoom transitions and objects linked to an actor.
world_map.c
The world map screen: place markers, the cursor and the place name.
ply.c
Ply.
psynergy_effects_internal.h
What every part of psynergy_effects.c shares: its includes and the macros and types more than one par...
requests.c
Battles and destinations an event requests, and the queued sound.
retreat.c
Retreat.
reveal.c
Reveal.
venus.c
A Venus Djinni joining the party.
wave_scroll.c
The wavy background: scanline scroll offsets fed by HBlank DMA.
weather.c
Ground particles, motes, sparkles and lightning on the field.
whirlwind.c
Whirlwind.
src
object
psynergy_effects.c