1#ifndef ALCHEMY_UNIT_SCENE_LEMURIAN_SHIP_H
2#define ALCHEMY_UNIT_SCENE_LEMURIAN_SHIP_H
The scene table formats: entrances, exits, placements and events, and the macros that write them.
const struct SceneEntrance * LemurianShip_GetEntrances(void)
const u32 * LemurianShip_GetExits(void)
const struct ScenePlacement * LemurianShip_GetPlacements(void)
The ship's two pieces; the party's own actors fill the first three rows.
s32 gSprayFallScript[]
A drop of spray, at the end of its rise: freed.
const struct SceneRegion * LemurianShip_GetRegions(void)
u16 gShipGlowPalettes[]
The ship's glow: ShipGlow_CyclePalette shows six of these colours at a time, from a start that moves ...
struct SceneEvent gLemurianShipEvents[]
s32 LemurianShip_SetupScene(void)
Sets the harbor up: the ship sunk 90 pixels, its pieces and the party drawn behind the water layers,...
struct SceneEntrance gLemurianShipEntrances[]
struct ScenePlacement gLemurianShipPlacements[]
const struct SceneEvent * LemurianShip_GetEvents(void)
The exit, Reveal and the Black Orb at the water's edge (cell code 10).
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.