Digimon World 3 decomp
The European version, SLES_039.36
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types.h File Reference

FIGHTSTG's shared declarations: the headers it builds on, the ids its tasks register with, and the types the other headers point to first. More...

#include "engine/game.h"
#include <libgs.h>
#include "engine/menu.h"
#include "engine/file.h"
Include dependency graph for types.h:
This graph shows which files directly or indirectly include this file:

Go to the source code of this file.

Macros

#define BATTLE_TASK_MENU   0xC
 The ids that the battle's tasks register with, for the others to find them (TASK_REGISTRY.funcs.find)
 
#define BATTLE_TASK_PLAYER_TURN   0xE
 
#define BATTLE_TASK_MODEL   0x11
 a model (FIGHTSTG_updateModel)
 
#define BATTLE_TASK_CAMERA   0x12
 
#define BATTLE_TASK_LIGHTS   0x13
 
#define BATTLE_TASK_MODELS   0x14
 the fighters'
 
#define BATTLE_TASK_STAGE   0x15
 
#define BATTLE_LAYER_CAMERA   0x1001
 The battle's layers, over the screen's (SCREEN_LAYER)
 
#define BATTLE_LAYER_STAGE   0x1002
 
#define BATTLE_LAYER_WIREFRAME   0x1003
 the models' wireframe copies, in a Digimon change
 
#define BATTLE_LAYER_MODELS   0x1004
 
#define BATTLE_LAYER_MENUS   0x1005
 the HUD, the menus and the messages
 
#define BATTLE_LAYER_FRONT   0x1006
 the fades, the flashes and the sprite effects over all
 
#define FIGHTSTG_CREATE_LAYERS(screen, frontCallbacks)
 The body of WFIGHTMN's and WFIGHTTS's layer setups: the display and the battle's layers on SCREEN (a RECT), the front one with FRONTCALLBACKS callbacks.
 

Detailed Description

FIGHTSTG's shared declarations: the headers it builds on, the ids its tasks register with, and the types the other headers point to first.

Definition in file types.h.

Macro Definition Documentation

◆ BATTLE_TASK_MENU

#define BATTLE_TASK_MENU   0xC

The ids that the battle's tasks register with, for the others to find them (TASK_REGISTRY.funcs.find)

WFIGHTMN's battle menu

Definition at line 18 of file types.h.

◆ BATTLE_TASK_PLAYER_TURN

#define BATTLE_TASK_PLAYER_TURN   0xE

Definition at line 19 of file types.h.

◆ BATTLE_TASK_MODEL

#define BATTLE_TASK_MODEL   0x11

a model (FIGHTSTG_updateModel)

Definition at line 20 of file types.h.

◆ BATTLE_TASK_CAMERA

#define BATTLE_TASK_CAMERA   0x12

Definition at line 21 of file types.h.

◆ BATTLE_TASK_LIGHTS

#define BATTLE_TASK_LIGHTS   0x13

Definition at line 22 of file types.h.

◆ BATTLE_TASK_MODELS

#define BATTLE_TASK_MODELS   0x14

the fighters'

Definition at line 23 of file types.h.

◆ BATTLE_TASK_STAGE

#define BATTLE_TASK_STAGE   0x15

Definition at line 24 of file types.h.

◆ BATTLE_LAYER_CAMERA

#define BATTLE_LAYER_CAMERA   0x1001

The battle's layers, over the screen's (SCREEN_LAYER)

the battle camera's and the lights'

Definition at line 27 of file types.h.

◆ BATTLE_LAYER_STAGE

#define BATTLE_LAYER_STAGE   0x1002

Definition at line 28 of file types.h.

◆ BATTLE_LAYER_WIREFRAME

#define BATTLE_LAYER_WIREFRAME   0x1003

the models' wireframe copies, in a Digimon change

Definition at line 29 of file types.h.

◆ BATTLE_LAYER_MODELS

#define BATTLE_LAYER_MODELS   0x1004

Definition at line 30 of file types.h.

◆ BATTLE_LAYER_MENUS

#define BATTLE_LAYER_MENUS   0x1005

the HUD, the menus and the messages

Definition at line 31 of file types.h.

◆ BATTLE_LAYER_FRONT

#define BATTLE_LAYER_FRONT   0x1006

the fades, the flashes and the sprite effects over all

Definition at line 32 of file types.h.

◆ FIGHTSTG_CREATE_LAYERS

#define FIGHTSTG_CREATE_LAYERS (   screen,
  frontCallbacks 
)
Value:
Layer *layer; \
\
layer = GFX.funcs.createLayer(&(screen), 1, SCREEN_LAYER); \
layer->setOffset(layer, 0xA0, 0x78); \
layer = GFX.funcs.createLayer(&(screen), 1, BATTLE_LAYER_CAMERA); \
layer->setOffset(layer, 0xA0, 0x78); \
layer->allocCallbacks(layer, 100); \
layer = GFX.funcs.createLayer(&(screen), 8, BATTLE_LAYER_STAGE); \
layer->setOffset(layer, (screen).w / 2, (screen).h / 2); \
layer->allocCallbacks(layer, 40); \
layer = GFX.funcs.createLayer(&(screen), 1, BATTLE_LAYER_WIREFRAME); \
layer->setOffset(layer, 0xA0, 0x78); \
layer->allocCallbacks(layer, 100); \
layer = GFX.funcs.createLayer(&(screen), 12, BATTLE_LAYER_MODELS); \
layer->setOffset(layer, 0xA0, 0x78); \
layer->allocCallbacks(layer, 100); \
layer = GFX.funcs.createLayer(&(screen), 1, BATTLE_LAYER_MENUS); \
layer->setOffset(layer, 0, 0); \
layer = GFX.funcs.createLayer(&(screen), 1, BATTLE_LAYER_FRONT); \
layer->setOffset(layer, 0, 0); \
layer->allocCallbacks(layer, frontCallbacks)
#define BATTLE_LAYER_MENUS
the HUD, the menus and the messages
Definition types.h:31
#define BATTLE_LAYER_STAGE
Definition types.h:28
#define BATTLE_LAYER_CAMERA
The battle's layers, over the screen's (SCREEN_LAYER)
Definition types.h:27
#define BATTLE_LAYER_WIREFRAME
the models' wireframe copies, in a Digimon change
Definition types.h:29
#define BATTLE_LAYER_FRONT
the fades, the flashes and the sprite effects over all
Definition types.h:32
#define BATTLE_LAYER_MODELS
Definition types.h:30
GfxState GFX
GFX: the graphics state and its methods.
Definition display.c:209
#define SCREEN_WIDTH
The screen the modes draw on (setDisplayMode, their layers' rects)
Definition gfx.h:36
#define SCREEN_HEIGHT
Definition gfx.h:37
#define SCREEN_LAYER
The layer over the whole screen that most modes create first and draw their menus on (FIELDSTG and ST...
Definition gfx.h:45
void(* reset)(void)
Definition gfx.h:17
void(* allocPrimBuffers)(s32 size)
Definition gfx.h:18
struct Layer *(* createLayer)(RECT *rect, s32 otShift, s32 id)
Definition gfx.h:24
void(* setDisplayMode)(s32 w, s32 h, s32 hires, s32 interlace)
Definition gfx.h:26
GfxFuncs funcs
Definition gfx.h:77
A drawing layer (GFX.funcs.createLayer): a DRAWENV with a pair of ordering tables,...
Definition gfx.h:128
void(* setOffset)()
no prototype: callers would truncate s16 args
Definition gfx.h:147
void(* allocCallbacks)()
Definition gfx.h:159

The body of WFIGHTMN's and WFIGHTTS's layer setups: the display and the battle's layers on SCREEN (a RECT), the front one with FRONTCALLBACKS callbacks.

A macro, as an inline's pointer to SCREEN is taken before the calls, which moves its load

Definition at line 38 of file types.h.