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vale.h

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1#ifndef ALCHEMY_UNIT_SCENE_VALE_H
2#define ALCHEMY_UNIT_SCENE_VALE_H
3
4#include "types.h"
5#include "field_scene.h"
6
7const struct SceneEntrance *Vale_GetEntrances(void);
8const struct SceneRegion *Vale_GetRegions(void);
9const u32 *Vale_GetExits(void);
10const struct ScenePlacement *Vale_GetPlacements(void);
11const struct SceneEvent *Vale_GetEvents(void);
18extern s32 gGaretAction[];
19extern s32 gVillagerAction[];
20extern s32 gDustBurstScript[];
21extern struct SceneEntrance gVale_Entrances[];
22extern u32 gVale_Exits[];
23extern struct ScenePlacement gVale_Placements[];
27extern struct SceneEvent gVale_Events[];
29extern u16 gValeCellAnimC[];
30extern u16 gValeCellAnimA[];
31extern u16 gValeCellAnimB[];
32extern u16 gValeCellAnimD[];
35extern s32 gValePairTableA[];
36extern s32 gValePairTableB[];
37extern s32 gValePairTableC[];
38extern s32 gValePairTableD[];
39
40#endif
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
u32 gStagedActor_FootprintKinds[]
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
unsigned short u16
Definition types.h:13
u16 gValeCellAnimB[]
Definition vale.c:3352
s32 gLeaderHammerAction[]
Definition vale.c:2961
const struct SceneRegion * Vale_GetRegions(void)
Definition vale.c:113
s32 gVillagerAction[]
Definition vale.c:2993
struct ScenePlacement gVale_Placements[]
Definition vale.c:3053
s32 gValePairTableC[]
Definition vale.c:3414
const struct ScenePlacement * Vale_GetPlacements(void)
Places the villagers for the story so far, or for the roof repair (entrance 16).
Definition vale.c:119
struct SceneEvent gVale_EventsAfterLeaving[]
Definition vale.c:3242
s32 gDustBurstScript[]
Definition vale.c:3009
const struct SceneEntrance * Vale_GetEntrances(void)
Definition vale.c:111
s32 gValePairTableD[]
Definition vale.c:3430
s32 gValeActor22WalkActions[]
Definition vale.c:3372
u16 gValeCellAnimC[]
Definition vale.c:3340
const u32 * Vale_GetExits(void)
Definition vale.c:115
struct ScenePlacement gVale_RepairPlacements[]
Definition vale.c:3179
u16 gValeCellAnimA[]
Definition vale.c:3346
u16 gValeCellAnimD[]
Definition vale.c:3358
struct ScenePlacement gVale_PlacementsAfterLeaving[]
Definition vale.c:3099
s32 gGaretAction[]
Definition vale.c:2971
s32 gValePairTableA[]
Definition vale.c:3380
struct SceneEvent gVale_Events[]
Definition vale.c:3201
s32 gValeActor22Actions[]
Definition vale.c:2872
s32 gValePairTableB[]
Definition vale.c:3398
struct ScenePlacement gVale_PlacementsAfterKalay[]
Definition vale.c:3145
const struct SceneEvent * Vale_GetEvents(void)
The villagers talk of the story so far.
Definition vale.c:151
u32 gVale_Exits[]
Definition vale.c:3036
s32 Vale_Initialize(void)
Arriving: play the roof mending (entrance 16) or its end (entrance 17, once), place the Nut and the m...
Definition vale.c:1179
s32 gValeLeaderWalkActions[]
Definition vale.c:3364
struct SceneEntrance gVale_Entrances[]
Definition vale.c:3018