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#define | MINIMAP_X (SCREEN_W - TILEMAP_TW - 10) |
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#define | MINIMAP_Y (10) |
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#define | DSEKAI_TITLE_TEXT_COLOR GRAPHICS_COLOR_WHITE |
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#define | DSEKAI_FLAG_INPUT_BLOCKED 0x01 |
| | DSEKAI_STATE::flags indicating no player input should be accepted.
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#define | DSEKAI_FLAG_MENU_BLOCKED 0x02 |
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#define | DSEKAI_FLAG_BLANK_FRAME 0x04 |
| | DSEKAI_STATE::flags indicating every frame should be drawn fresh on a clean black canvas (unless the menu is open).
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#define | DSEKAI_FLAG_UNLOCKED 0x08 |
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#define | ENGINE_STATE_OPENING 1 |
| | DSEKAI_STATE::engine_state indicating engine is has not yet initialized its specific structures.
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#define | ENGINE_STATE_RUNNING 2 |
| | DSEKAI_STATE::engine_state indicating engine is running.
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#define | SERIAL_ERROR -1 |
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| #define | serial_asn_write_seq_start(p_asn_buffer_h, p_mark, desc, idx, cleanup) |
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| #define | serial_asn_write_seq_end(p_asn_buffer_h, p_mark, desc, idx, cleanup) |
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| #define | serial_asn_write_int(p_asn_buffer_h, val, x_val_sz, desc, idx, cleanup) |
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| #define | serial_asn_write_string(p_asn_buffer_h, str, str_sz, desc, idx, cleanup) |
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| #define | serial_asn_read_seq(asn_buffer, p_type, p_sz, desc, idx, read_sz, cleanup) |
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| #define | serial_asn_read_int(asn_buffer, p_val, val_sz, flags, desc, idx, read_sz, cleanup) |
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| #define | serial_asn_read_string(asn_buffer, str_buffer, str_buffer_sz, desc, idx, read_sz, cleanup) |
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void | engines_draw_loading_screen () |
| | Draw a simple loading screen.
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| int16_t | engines_warp_loop (MEMORY_HANDLE state_handle) |
| | Handle transition to a new TILEMAP.
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| void | engines_animate_mobiles (struct DSEKAI_STATE *state) |
| | Do generic mobile animation and execute their scripts.
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| int16_t | engines_loop_iter (MEMORY_HANDLE state_handle) |
| | Central loop iteration handler. Calls engine-specific callbacks.
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| int8_t | engines_input_movement (struct MOBILE *mover, int8_t dir_move, struct DSEKAI_STATE *state) |
| | Handle generic player movement commmand.
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void | engines_exit_to_title (struct DSEKAI_STATE *state) |
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void | engines_set_transition (struct DSEKAI_STATE *state, uint8_t trans_type, uint8_t trans_open) |
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void | engines_draw_transition (struct DSEKAI_STATE *state) |
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| int32_t | serial_save (const char *save_name, struct DSEKAI_STATE *state) SECTION_ASN |
| | Serialize the engine struct to a save state and call the unilayer_save to write that save state to storage.
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| int32_t | serial_load (const char *save_name, struct DSEKAI_STATE *state) SECTION_ASN |
| | Call the unilayer_save to provide the save state with the given name and deserialize it into the given engine struct.
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Central state and subsystem coordination.