1#ifndef ALCHEMY_UNIT_SCENE_KOLIMA_INTERIORS_H
2#define ALCHEMY_UNIT_SCENE_KOLIMA_INTERIORS_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 KolimaInteriors_Initialize(void)
Clears resident sprite flags and selects the room layout for this entrance.
const struct ScenePlacement * KolimaInteriors_GetPlacements(void)
Applies the curse before preparing the residents' placement records.
struct ScenePlacement gKolimaInteriors_Placements[]
struct SceneEvent gKolimaInteriors_Events[]
struct SceneEntrance gKolimaInteriors_Entrances[]
const struct SceneEvent * KolimaInteriors_GetEvents(void)
Returns the residents' conversations, thoughts and searchable objects.
u32 gKolimaInteriors_Exits[]
const struct SceneRegion * KolimaInteriors_GetRegions(void)
const struct SceneEntrance * KolimaInteriors_GetEntrances(void)
const u32 * KolimaInteriors_GetExits(void)
Returns the doors and stairs linking the interiors.
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 integer types, TRUE, UNUSED and the fixed-address macros.