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babi_lighthouse.h

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1#ifndef ALCHEMY_UNIT_SCENE_BABI_LIGHTHOUSE_H
2#define ALCHEMY_UNIT_SCENE_BABI_LIGHTHOUSE_H
3
4#include "types.h"
5#include "field_scene.h"
6#include "field_runtime.h"
7
8struct SceneEntrance;
9struct SceneEvent;
10struct ScenePlacement;
11struct SceneRegion;
12
13const struct SceneEntrance *Scene_GetEntrances(void);
14const struct SceneRegion *Scene_GetRegions(void);
15const u32 *BabiLighthouse_GetExits(void);
16const struct ScenePlacement *Scene_GetPlacements(void);
17const struct SceneEvent *Scene_GetEvents(void);
22extern s32 gEffectScript0[];
23extern s32 gEffectScript1[];
24extern s32 gEffectScript2[];
25extern const s32 *gEffectScripts[];
42
43#endif
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const struct SceneRegion * Scene_GetRegions(void)
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
u32 gStagedActor_FootprintKinds[]
struct SceneEntrance gBabiLighthouse_EntrancesOther[]
const u32 * BabiLighthouse_GetExits(void)
The four scenes share one exit table.
struct SceneEvent gBabiLighthouse_Events1[]
struct SceneEvent gBabiLighthouse_EventsOther[]
s32 gEffectScript0[]
u32 gBabiLighthouse_Exits[]
struct SceneRegion gBabiLighthouse_Regions3[]
s32 BabiLighthouse_SetupScene(void)
Sets up the scene being entered: Retreat leads back to room 3; the site's block, room 3's blocks,...
struct ScenePlacement gBabiLighthouse_PlacementsOther[]
const s32 * gEffectScripts[]
struct SceneEntrance gBabiLighthouse_Entrances3[]
struct SceneEvent gBabiLighthouse_Events2[]
struct ScenePlacement gBabiLighthouse_NoPlacements[]
s32 gBabiLighthouse_TrembleScript[]
struct ScenePlacement gBabiLighthouse_Placements2[]
s32 gEffectScript1[]
struct SceneEntrance gBabiLighthouse_Entrances2[]
struct ScenePlacement gBabiLighthouse_Placements1[]
struct SceneEntrance gBabiLighthouse_Entrances1[]
s32 gEffectScript2[]
struct ScenePlacement gBabiLighthouse_Placements3[]
struct SceneEvent gBabiLighthouse_Events3[]
The field's runtime work: map cells, scene records and regions, map markers and FieldWork.
The scene table formats: entrances, exits, placements and events, and the macros that write them.
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
Definition field_scene.h:54
A scene event: its kind and detail, the trigger it answers, its condition and its value (a message or...
An actor a scene places: its sprite, the condition for placing it, how it behaves,...
Definition field_scene.h:81
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
unsigned int u32
Definition types.h:15