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dsekai
World engine for retrocomputers.
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Engine state data and main header, used in every engine file. More...
#include <unilayer.h>
#include "gid.h"
#include "config.h"
#include "winids.h"
#include "itstruct.h"
#include "cropdef.h"
#include "tmstruct.h"
#include "strpool.h"
#include "script.h"
#include "scparse.h"
#include "tilemap.h"
#include "mobile.h"
#include "item.h"
#include "menu.h"
#include "crop.h"
#include "pathfind.h"
#include "tmasn.h"
#include "serial.h"
#include "engines.h"
Go to the source code of this file.
Macros | |
#define | DSEKAI_ERROR_ALLOCATE -128 |
#define | SECTION_CROP |
#define | SECTION_ITEM |
#define | SECTION_MOBILE |
#define | SECTION_SCRIPT |
#define | SECTION_TILEMAP |
#define | window_prefab_dialog(dialog, sprite, dir_flag, fg, bg) window_push( WINDOW_ID_SCRIPT_SPEAK, 0, WINDOW_TYPE_WINDOW, WINDOW_FLAG_MODAL, SCREEN_MAP_X, WINDOW_PLACEMENT_CENTER, SCREEN_MAP_W, WINDOW_SIZE_AUTO, fg, bg, 0, 0, NULL ); window_push( WINDOW_ID_SCRIPT_SPEAK + 1, WINDOW_ID_SCRIPT_SPEAK, WINDOW_TYPE_LABEL, 0, WINDOW_PLACEMENT_CENTER, 30, WINDOW_PLACEMENT_CENTER, WINDOW_PLACEMENT_CENTER, fg, bg, GRAPHICS_STRING_FLAG_FONT_SCRIPT, 0, dialog ); window_push( WINDOW_ID_SCRIPT_SPEAK + 2, WINDOW_ID_SCRIPT_SPEAK, WINDOW_TYPE_SPRITE, dir_flag | WINDOW_FLAG_SPRITE_BORDER_SINGLE, WINDOW_PLACEMENT_CENTER, 6, WINDOW_SIZE_AUTO, WINDOW_SIZE_AUTO, fg, bg, 0, sprite, NULL ); |
Convenience macro for creating a dialog WINDOW with a sprite and text string specified from TILEMAP::strpool. | |
#define | window_prefab_system_dialog(dialog, fg, bg) window_push( WINDOW_ID_SCRIPT_SPEAK, 0, WINDOW_TYPE_WINDOW, WINDOW_FLAG_MODAL, SCREEN_MAP_X, WINDOW_PLACEMENT_CENTER, SCREEN_MAP_W, WINDOW_SIZE_AUTO, fg, bg, 0, 0, NULL ); window_push( WINDOW_ID_SCRIPT_SPEAK + 1, WINDOW_ID_SCRIPT_SPEAK, WINDOW_TYPE_LABEL, 0, WINDOW_PLACEMENT_CENTER, 30, WINDOW_PLACEMENT_CENTER, WINDOW_PLACEMENT_CENTER, fg, bg, 0, 0, dialog ); window_push( WINDOW_ID_SCRIPT_SPEAK + 2, WINDOW_ID_SCRIPT_SPEAK, WINDOW_TYPE_SPRITE, MOBILE_DIR_SOUTH | WINDOW_FLAG_SPRITE_BORDER_SINGLE, WINDOW_PLACEMENT_CENTER, 6, WINDOW_SIZE_AUTO, WINDOW_SIZE_AUTO, fg, bg, 0, state->player.sprite_cache_id, NULL ); |
Engine state data and main header, used in every engine file.
This file should be used to call all other engine headers, to ensure dependencies are kept and in order.
Data types and constants that are used in multiple engine headers should be placed in this file.
#define window_prefab_dialog | ( | dialog, | |
sprite, | |||
dir_flag, | |||
fg, | |||
bg | |||
) | window_push( WINDOW_ID_SCRIPT_SPEAK, 0, WINDOW_TYPE_WINDOW, WINDOW_FLAG_MODAL, SCREEN_MAP_X, WINDOW_PLACEMENT_CENTER, SCREEN_MAP_W, WINDOW_SIZE_AUTO, fg, bg, 0, 0, NULL ); window_push( WINDOW_ID_SCRIPT_SPEAK + 1, WINDOW_ID_SCRIPT_SPEAK, WINDOW_TYPE_LABEL, 0, WINDOW_PLACEMENT_CENTER, 30, WINDOW_PLACEMENT_CENTER, WINDOW_PLACEMENT_CENTER, fg, bg, GRAPHICS_STRING_FLAG_FONT_SCRIPT, 0, dialog ); window_push( WINDOW_ID_SCRIPT_SPEAK + 2, WINDOW_ID_SCRIPT_SPEAK, WINDOW_TYPE_SPRITE, dir_flag | WINDOW_FLAG_SPRITE_BORDER_SINGLE, WINDOW_PLACEMENT_CENTER, 6, WINDOW_SIZE_AUTO, WINDOW_SIZE_AUTO, fg, bg, 0, sprite, NULL ); |
Convenience macro for creating a dialog WINDOW with a sprite and text string specified from TILEMAP::strpool.
dialog | Index of the string to display from TILEMAP::strpool. |
sprite | RESOURCE_NAME of the GRAPHICS_BITMAP to display in this window. |