15#define DSEKAI_ERROR_ALLOCATE -128 
   21#define ANIMATE_FLAG_BG  0x0400 
   26#define ANIMATE_FLAG_FG  0x0800 
   31#define ANIMATE_FLAG_WEATHER  0x0200 
   36#define ANIMATE_FLAG_SCRIPT   0x0100 
   39#define SECTION_CROP __attribute__ ((section( "cropfns" ))) 
   40#define SECTION_ITEM __attribute__ ((section( "itemfns" ))) 
   41#define SECTION_MOBILE __attribute__ ((section( "mobfns" ))) 
   42#define SECTION_SCRIPT __attribute__ ((section( "scrfns" ))) 
   43#define SECTION_TILEMAP __attribute__ ((section( "tmapfns" ))) 
   49#define SECTION_TILEMAP 
   65#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 );  
   67#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 );  
   81#ifndef NO_SCRIPT_COMPILER 
   95#ifdef TILEMAP_FMT_JSON 
  101#ifdef TILEMAP_FMT_BIN 
Macros, structs, and prototypes for the various engine types.
Contains macros and typedefs for globally unique identifiers.
Definitions, functions, and macros pertaining to inventory objects.
Structs pertaining to inventory objects.
Structs, functions and macros pertaining to interactive objects.
Functions and macros for executing in-world behavior.
Functions for (de)serializing engine structs to save states.
Configuration settings defined at compile time.
Flexible storage for strings in small spaces.
General/shared state of the running engine in memory.
Definition engines.h:196
Functions and macros pertaining to tilemaps.
Definitions and functions for reading an ASN.1-formatted TILEMAP.
Constants and functions for populating a TILEMAP from json.
Structs representing tilemaps and related objects.
Combines platform-specific functionality and loads enablers in the correct order.