Digimon World 3 decomp
The European version, SLES_039.36
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game.h
Go to the documentation of this file.
1#ifndef GAME_H
2#define GAME_H
3
4#include "common.h"
5#include <sys/types.h>
6#include <libgte.h>
7#include <libgpu.h>
8#include <libcd.h>
9
10#include "engine/task.h"
11#include "engine/heap.h"
12#include "engine/gfx.h"
13#include "engine/file.h"
14#include "engine/pad.h"
15#include "engine/random.h"
16#include "engine/sound.h"
17#include "engine/overlay.h"
18#include "engine/text.h"
19#include "engine/game_state.h"
20#include "engine/memcard.h"
21#include "engine/menu.h"
22
23/* SDK functions declared here rather than from their PsyQ headers:
24 strings.h and memory.h declare these without prototypes, strlen as
25 unsigned */
26int strlen(const char *);
27char *strcpy(char *dst, const char *src);
28char *strncpy(char *dst, const char *src, s32 n);
29void *memcpy(void *dst, const void *src, int size);
30int atoi(u8 *s); /* stdlib.h's; SHOCKTST parses its text file with these two */
31int strcspn(u8 *s, char *reject);
32
33/* The kernel's file functions (libapi.h); the sim: device is the PC's */
34long open(char *name, unsigned long mode);
35long read(long fd, void *buf, long n);
36long write(long fd, void *buf, long n);
37long close(long fd);
38
39#endif /* GAME_H */
signed int s32
Definition common.h:11
unsigned char u8
Definition common.h:8
The inn and the field menu (menu/)
The task system and its registry (task/)
The disc file table, the CD reader, the file cache and the decompressor (file/)
int strcspn(u8 *s, char *reject)
long read(long fd, void *buf, long n)
char * strncpy(char *dst, const char *src, s32 n)
long write(long fd, void *buf, long n)
int strlen(const char *)
SDK functions declared here rather than from their PsyQ headers: strings.h and memory....
char * strcpy(char *dst, const char *src)
void * memcpy(void *dst, const void *src, int size)
int atoi(u8 *s)
stdlib.h's; SHOCKTST parses its text file with these two
long close(long fd)
long open(char *name, unsigned long mode)
The kernel's file functions (libapi.h); the sim: device is the PC's.
The game state: modes, party, items, cards, flags (game/)
Display, drawing layers, the drawing helpers and the screen fade (gfx/)
The heap (system/heap.c)
Memory card saves (memcard/)
The game modes' overlays and the task that runs them (system/overlay.c)
Controllers and the demo recorder (pad/)
Random numbers (system/random.c)
Sound banks (sound/)
Text windows, the cursor, the message and talk boxes, the font and the text helpers (text/)