Alchemy
Loading...
Searching...
No Matches

lunpa_fortress.h

Go to the documentation of this file.
1#ifndef ALCHEMY_UNIT_SCENE_LUNPA_FORTRESS_H
2#define ALCHEMY_UNIT_SCENE_LUNPA_FORTRESS_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneEntrance;
8struct SceneRegion;
9struct SceneEvent;
10struct ScenePlacement;
11
12const struct SceneEntrance *Scene_GetEntrances(void);
13const struct SceneRegion *Scene_GetRegions(void);
14const u32 *Scene_GetExits(void);
15const struct ScenePlacement *Scene_GetPlacements(void);
16const struct SceneEvent *Scene_GetEvents(void);
19extern s32 gSecondPatrolRoute[];
20extern s32 gFirstPatrolRoute[];
21extern s32 gDonpaSleeps[];
22extern s32 gOuterPatrolRoute[];
23extern s32 gHallPatrolRoute[];
38extern struct SceneEvent gLunpaFortressEvents1[];
39extern struct SceneEvent gLunpaFortressEvents2[];
40extern struct SceneEvent gLunpaFortressEvents3[];
45extern u32 gOuterDoorCells[];
46
47#endif
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 scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 gLunpaFortressRandomPick
s32 gDonpaSleeps[]
struct SceneEvent gLunpaFortressNoEvents[]
s32 gOuterPatrolRoute[]
struct ScenePlacement gLunpaFortressPlacements1[]
u32 gLunpaFortressExits2[]
s32 gFirstPatrolRoute[]
u32 gColumnRoomDoorCells[]
struct ScenePlacement gLunpaFortressPlacements3[]
struct SceneEvent gLunpaFortressEvents1[]
u32 gGuardRoomDoorCells[]
u32 gLunpaFortressExitsOther[]
Scenes 161 to 163 are the fortress's maps 2 to 4; field_scene.h has no names for them yet,...
struct SceneEntrance gLunpaFortressEntrances2[]
u32 gRescueRoomDoorCells[]
s32 gSecondPatrolRoute[]
struct SceneEvent gLunpaFortressEvents3[]
struct SceneEntrance gLunpaFortressEntrances3[]
struct SceneEntrance gLunpaFortressEntrancesOther[]
s32 gHallPatrolRoute[]
struct SceneEntrance gLunpaFortressEntrances1[]
struct SceneEvent gLunpaFortressEventsOther[]
struct ScenePlacement gLunpaFortressPlacements4[]
u32 gLunpaFortressExits3And4[]
struct ScenePlacement gLunpaFortressPlacements2[]
struct ScenePlacement gLunpaFortressPlacementsOther[]
u32 gOuterDoorCells[]
struct SceneEvent gLunpaFortressEvents2[]
struct ScenePlacement gLunpaFortressPlacementsWestLunpaCave[]
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