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imil.h

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1#ifndef ALCHEMY_UNIT_SCENE_IMIL_H
2#define ALCHEMY_UNIT_SCENE_IMIL_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneEntrance;
8struct SceneEvent;
9struct ScenePlacement;
10
11const struct SceneEntrance *Imil_GetEntrances(void);
12const struct SceneRegion *Imil_GetRegions(void);
13const u32 *Imil_GetExits(void);
14const struct ScenePlacement *Imil_GetPlacements(void);
15const struct SceneEvent *Imil_GetEvents(void);
17extern s16 gImil_KeyHeadings[];
18extern s16 gImil_SwayHeadings[];
20extern s32 gImil_ShiverScript[];
23extern s32 gImil_BobScript[];
24extern s32 gImil_SparkScript[];
31extern u32 gImil_Exits[];
35extern struct SceneEvent gImil_TownEvents[];
36extern struct SceneEvent gImil_InteriorEvents[];
43extern u16 *gImil_DoorCellSteps[];
44extern s16 gImil_DoorCellPoints[][2];
45extern u16 gImil_CellStepsA[];
46extern u16 gImil_CellStepsB[];
47
48#endif
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 gImil_FaceTargetScript[]
Definition imil.c:1545
u16 gImil_DoorCellSteps3[]
Definition imil.c:1793
struct SceneEvent gImil_InteriorEvents[]
Definition imil.c:1700
u16 * gImil_DoorCellSteps[]
Definition imil.c:1797
s16 gImil_KeyHeadings[]
Definition imil.c:1430
s32 gImil_MiaCheckRoomScript[]
Definition imil.c:1516
u16 gImil_DoorCellSteps0[]
Definition imil.c:1785
const u32 * Imil_GetExits(void)
Definition imil.c:138
u16 gImil_DoorCellSteps4[]
Definition imil.c:1777
struct SceneEvent gImil_TownEvents[]
Definition imil.c:1671
const struct SceneEvent * Imil_GetEvents(void)
The town's or the interiors' conversations and Psynergy targets.
Definition imil.c:169
s16 gImil_DoorCellPoints[][2]
Cell position (x, y) for each exit.
Definition imil.c:1807
struct ScenePlacement gImil_TownPlacements[]
Definition imil.c:1609
u16 gImil_DoorCellSteps2[]
Definition imil.c:1789
s32 gImil_ColdVillagerScript[]
Definition imil.c:1442
const struct SceneEntrance * Imil_GetEntrances(void)
Imil is two maps: the town and its interiors.
Definition imil.c:129
u16 gImil_DoorCellSteps5[]
Definition imil.c:1772
struct SceneEntrance gImil_InteriorEntrances[]
Definition imil.c:1573
struct ScenePlacement gImil_TownPlacementsCured[]
Definition imil.c:1621
const struct SceneRegion * Imil_GetRegions(void)
Definition imil.c:136
s32 gImil_SparkScript[]
Definition imil.c:1509
u16 gImil_CellStepsA[]
Definition imil.c:1812
struct ScenePlacement gImil_InteriorPlacements[]
Definition imil.c:1633
s32 gImil_FollowMiaOutScript[]
Definition imil.c:1550
s32 gImil_ShiverScript[]
Definition imil.c:1460
s32 gImil_CaretakerHurryScript[]
Definition imil.c:1465
u32 gImil_Exits[]
Definition imil.c:1586
u16 gImil_DoorCellSteps1[]
Definition imil.c:1781
s16 gImil_SwayHeadings[]
Definition imil.c:1437
struct SceneEntrance gImil_TownEntrances[]
Definition imil.c:1559
s32 gImil_MiaRunOutScript[]
Definition imil.c:1531
s32 gImil_LeaderStepAsideScript[]
Definition imil.c:1478
s32 gImil_BobScript[]
Definition imil.c:1496
u16 gImil_CellStepsB[]
Definition imil.c:1818
s32 Imil_Initialize(void)
The town gets its rising effects, map layers and snowman, and the first arrival walks in; each interi...
Definition imil.c:611
const struct ScenePlacement * Imil_GetPlacements(void)
Once the epidemic is cured (flag 0x881), the townspeople are well again and the old man is up and abo...
Definition imil.c:142
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
signed short s16
Definition types.h:12
unsigned short u16
Definition types.h:13