Alchemy
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sol_sanctum_luna_sol_rooms.h

Go to the documentation of this file.
1#ifndef ALCHEMY_UNIT_SCENE_SOL_SANCTUM_LUNA_SOL_ROOMS_H
2#define ALCHEMY_UNIT_SCENE_SOL_SANCTUM_LUNA_SOL_ROOMS_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneEntrance;
8struct SceneEvent;
9struct ScenePlacement;
10struct SceneRegion;
11
22
23#endif
The scene table formats: entrances, exits, placements and events, and the macros that write them.
const struct ScenePlacement * SolSanctumLunaSolRooms_GetPlacements(void)
Returns the eight statues (actors 8 to 15), Kraden (actor 16), Jenna and Garet, all of them always pl...
struct SceneEvent gSolSanctumLunaSolRoomsEvents[]
const struct SceneEntrance * SolSanctumLunaSolRooms_GetEntrances(void)
const struct SceneEvent * SolSanctumLunaSolRooms_GetEvents(void)
Returns the floor's cell codes that tint the rooms, Kraden's talk and cutscenes, the floor symbol and...
const struct SceneRegion * SolSanctumLunaSolRooms_GetRegions(void)
struct ScenePlacement gSolSanctumLunaSolRoomsPlacements[]
u32 gSolSanctumLunaSolRoomsExits[]
s32 SolSanctumLunaSolRooms_Initialize(void)
Restores puzzle tiles and plays the cutscene this entrance calls for.
struct SceneEntrance gSolSanctumLunaSolRoomsEntrances[]
const u32 * SolSanctumLunaSolRooms_GetExits(void)
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