30#define FLAG_GOMA_CAVE_STUMP_FELL 0x300
69 {0,
CONDITION_ALWAYS, 172, 0, 149,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
70 {1,
CONDITION_ALWAYS, 120, 0, 88,
FACING_SOUTH, 0, 24, 8, 504, 424, 0},
71 {2,
CONDITION_ALWAYS, 424, 0, 344,
FACING_SOUTH, 0, 24, 8, 504, 424, 0},
72 {3,
CONDITION_ALWAYS, 408, 0, 136,
FACING_SOUTH, 0, 24, 8, 504, 424, 0},
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
s32 Scene_Initialize(void)
Sets up whichever scene is being entered and runs its arrival events.
The engine calls the debug menus import, and their palette swatch tiles.
Scene commands: the all-caps macros the scene scripts are written in.
#define OBJ_POS_SET(no, x, z)
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
static void Map_CopyCellAttributes(s32 srcX, s32 srcY, s32 width, s32 height, s32 destX, s32 destY)
s32 Engine_GameFlagIsSet(s32 flag)
Field objects and actors, and the scene transition styles.
@ ACTOR_PRIORITY_UNDERFOOT
The depth sort treats it as 320 pixels higher on the screen.
#define SCENE_TRANSITION(style, variant)
The scene table formats: entrances, exits, placements and events, and the macros that write them.
#define SCENE_EXITS(scene)
#define SCENE_EXIT(exit, scene, entrance)
Game flags, named where their meaning is shown.
#define FLAG_GOMA_CAVE_STUMP_FELL
pushed over into the room below
#define FALLEN_STUMP
The stump the party pushes over in the room above, lying in this room.
struct SceneEvent gGomaCavePondEvents[]
struct ScenePlacement gGomaCavePondPlacements[]
struct SceneEntrance gGomaCavePondEntrances[]
The screen blend's globals and the graphics routines.
The reel game's title lettering.
The views a scene overlay takes of its runtime work and slots; most fields are still unnamed.
FIELD_AT_OFFSET and the entity and camera views older scene code reads.
struct EventWork * gEventWork
The running scene's event work: its placement and event tables, its actors, the triggers and exit it ...
s32 startTransition
SCENE_TRANSITION(style, variant).
s32 transitionFrames
frames
u8 priorityFlags
ActorPriorityFlag bits, read by the scrolling camera.
u8 collisionFlags
bits: 7 refuses to move into a solid object | 4 nearer for Psynergy targets | 3 never a talk or Psyne...
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
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,...
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.