6#define FULLY_EXTENDED_Y 18
7#define FULLY_RETRACTED_Y -100
156 if (item_is_key(itemID)) {
172 if (item_is_badge(itemID)) {
208 if (item_is_key(itemID)) {
224 if (item_is_badge(itemID)) {
268 if (item_is_key(itemID)) {
282 if (item_is_badge(itemID)) {
315 if (item_is_key(itemID)) {
325 if (item_is_badge(itemID)) {
347 if (item_is_key(itemID)) {
357 if (item_is_badge(itemID)) {
396 if (!item_is_badge(itemID)) {
670 s32
baseX = startX + 8;
671 s32
baseY = startY + 8;
902 draw_box(0,
WINDOW_STYLE_5, x, y, 0, 174, 35, 255, 0, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
NULL,
NULL,
NULL,
SCREEN_WIDTH,
SCREEN_HEIGHT,
NULL);
903 draw_box(0,
WINDOW_STYLE_6, x + 174, y, 0, 122, 25, 255, 0, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
NULL,
NULL,
NULL,
SCREEN_WIDTH,
SCREEN_HEIGHT,
NULL);
985 if (
statusBar->starpointsBlinkAnimTime > 8) {
986 if (
statusBar->starpointsBlinkAnimTime <= 12) {
1013 if (
statusBar->coinsBlinkTimeLeft > 0) {
1015 if (
statusBar->coinsBlinkTimeLeft == 0) {
1022 if (
statusBar->coinsBlinkAnimTime > 8) {
1024 if (
statusBar->coinsBlinkAnimTime > 12) {
1053 if (
statusBar->starPowerBlinkCounter > 5) {
1054 if (
statusBar->starPowerBlinkCounter <= 8) {
1108 i++;
s1++;
if (i >=
limit) {
break; }
1109 i++;
s1++;
if (i >=
limit) {
break; }
1110 i++;
s1++;
if (i >=
limit) {
break; }
1111 i++;
s1++;
if (i >=
limit) {
break; }
1112 i++;
s1++;
if (i >=
limit) {
break; }
1113 i++;
s1++;
if (i >=
limit) {
break; }
1114 i++;
s1++;
if (i >=
limit) {
break; }
1205 limit = maxStarPower * 8;
1320 if (
statusBar->coinCountDisposeTime != 0) {
1330 if (
statusBar->coinCounterHideDelay == 0) {
1340 if (
statusBar->coinCounterHideDelay != 0) {
1351 if (
statusBar->prevIgnoreChanges > -1) {
1376 if (
statusBar->coinCounterHideDelay == 0) {
2174 }
else if (
amt == -1) {
2191 }
else if (
amt == -1) {
BSS s32 PopupMenu_SelectedIndex
@ DRAW_NUMBER_STYLE_ALIGN_RIGHT
drawn to the left of posX
@ DRAW_NUMBER_STYLE_MONOSPACE
@ PS_FLAG_NO_STATIC_COLLISION
@ DRAW_NUMBER_CHARSET_THIN
@ ABILITY_HEALTHY_HEALTHY
s32 evt_get_variable(Evt *script, Bytecode var)
void basic_hidden_window_update(s32 windowIndex, s32 *flags, s32 *posX, s32 *posY, s32 *posZ, f32 *scaleX, f32 *scaleY, f32 *rotX, f32 *rotY, f32 *rotZ, s32 *darkening, s32 *opacity)
void set_window_update(s32 panelID, s32)
void basic_window_update(s32 windowIndex, s32 *flags, s32 *posX, s32 *posY, s32 *posZ, f32 *scaleX, f32 *scaleY, f32 *rotX, f32 *rotY, f32 *rotZ, s32 *darkening, s32 *opacity)
void star_power_shimmer_update(void)
void star_power_shimmer_start(s32, f32, f32, f32)
void set_window_properties(s32 panelID, s32 posX, s32 posY, s32 width, s32 height, u8, void *drawContents, void *drawContentsArg, s8 parent)
void star_power_shimmer_init(void)
void star_power_shimmer_draw(void)
void draw_number(s32 value, s32 x, s32 y, s32 variableWidthChars, s32 palette, s32 opacity, u16 style)
void hud_element_set_script(s32 id, HudScript *anim)
void hud_element_draw_next(s32 id)
void hud_element_set_tint(s32 id, s32 r, s32 g, s32 b)
void hud_element_set_render_pos(s32 id, s32 x, s32 y)
s32 hud_element_create(HudScript *anim)
Creates a new HUD element and returns its ID.
void hud_element_set_flags(s32 id, s32 flags)
Turns on the given flags.
void hud_element_clear_flags(s32 id, s32 flags)
Turns off the given flags.
void hud_element_draw_clipped(s32 id)
void hud_element_free(s32 id)
void copy_world_hud_element_ref_to_battle(s32 worldID, s32 battleID)
@ HUD_ELEMENT_FLAG_DISABLED
@ HUD_ELEMENT_FLAG_FILTER_TEX
b32 can_control_status_bar(void)
void setup_status_bar_for_world(void)
void show_coin_counter(void)
s32 find_item(s32 itemID)
Search player inventory for itemID and return first matching array index.
#define FULLY_RETRACTED_Y
void status_bar_start_blinking_hp(void)
s32 recover_hp(s32 amt)
Recover player HP.
HudScript * TimesHudScript
HudScript HES_StatusHP_de
s32 add_star_pieces(s32 amt)
HudScript * SlashHudScript
HudScript HES_StatusFP_de
HudScript * DigitHudScripts[10]
void status_bar_ignore_changes(void)
void reset_status_bar(void)
s32 store_item(s32 itemID)
Add itemID to player storage and return slot in which it was placed.
void setup_status_bar_for_battle(void)
void enable_status_bar_input(void)
void status_bar_start_blinking_fp(void)
HudScript HES_StatusStar1
s32 recover_fp(s32 amt)
Recover player FP.
s32 is_partner_ability_active(s32 ability)
void sort_consumables(void)
Bubbles up player inventory items such that all ITEM_NONE values are at the bottom.
void decrement_status_bar_disabled(void)
void update_coin_counter(void)
void hide_coin_counter(void)
void sync_status_bar(void)
void status_bar_stop_blinking_hp(void)
void open_status_bar_quickly(void)
s32 get_consumables_empty(void)
HudScript * SPStarHudScripts[]
HudScript HES_StatusStarEmpty
s32 count_item(s32 itemID)
Search player inventory for itemID and count the number matches.
HudScript * SPIncrementHudScripts[]
HudScript HES_StatusSPShine
void close_status_bar(void)
HudScript HES_StatusStarPoint
HudScript HES_StatusHP_es
void status_bar_stop_blinking_sp(void)
void update_status_bar(void)
void increment_max_star_power(void)
b32 is_badge_equipped(s32 itemID)
void status_bar_show_and_ignore_changes(void)
void status_bar_stop_blinking_starpoints(void)
s32 StatusBarSPIncrementOffsets[]
s32 add_star_points(s32 amt)
HudScript HES_StatusCoinSparkle
BSS b16 HidingCoinCounter
void disable_status_bar_input(void)
s32 remove_item(s32 itemID)
Remove first instance of itemID found in player inventory.
void status_bar_start_blinking_starpoints(void)
void status_bar_stop_blinking_fp(void)
void status_bar_draw_number(s32 iconID, s32 startX, s32 startY, s32 value, s32 numDigits)
void status_bar_stop_blinking_coins(void)
HudScript HES_StatusFP_fr
s32 get_stored_empty(void)
s32 get_stored_count(void)
HudScript HES_StatusTimes
void status_bar_start_blinking_sp(void)
void set_max_star_power(s8 newMax)
void subtract_hp(s32 amt)
void status_bar_always_show_off(void)
s32 get_consumables_count(void)
void clear_player_data(void)
void hide_coin_counter_immediately(void)
s32 status_bar_is_ignoring_changes(void)
HudScript HES_StatusHP_fr
void status_bar_draw_stat(s32 id, s32 startX, s32 startY, s32 currentValue, s32 maxValue)
HudScript HES_StatusFP_es
void enforce_hpfp_limits(void)
s32 is_status_bar_visible(void)
void open_status_bar_slowly(void)
void initialize_status_bar(void)
void coin_counter_draw_content(UNK_TYPE arg0, s32 posX, s32 posY)
b32 has_item(s32 itemID)
Check whether player has itemID in their inventory.
HudScript HES_StatusHeart
BSS b16 ShowingCoinCounter
HudScript HES_StatusSPEmptyIncrement
HudScript HES_StatusFlower
void status_bar_start_blinking_coins(void)
s32 is_ability_active(s32 ability)
void status_bar_respond_to_changes(void)
void status_bar_always_show_on(void)
void increment_status_bar_disabled(void)
void draw_status_ui(void)
void status_bar_start_blinking_sp_bars(s32 numBarsToBlink)
void add_star_power(s32 amt)
s32 add_item(s32 itemID)
Add itemID to player inventory and return inventory slot in which it was placed.
void sfx_play_sound(s32 soundID)
ApiStatus ShowCoinCounter(Evt *script, b32 isInitialCall)
GameStatus * gGameStatusPtr
PlayerStatus gPlayerStatus