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lemurian_ship.h

Go to the documentation of this file.
1#ifndef ALCHEMY_UNIT_SCENE_LEMURIAN_SHIP_H
2#define ALCHEMY_UNIT_SCENE_LEMURIAN_SHIP_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneRegion;
8
10const struct SceneRegion *LemurianShip_GetRegions(void);
11const u32 *LemurianShip_GetExits(void);
13const struct SceneEvent *LemurianShip_GetEvents(void);
17extern u16 gShipGlowPalettes[];
18extern s32 gSprayFallScript[];
19extern s16 gRippleSine[256];
21extern u32 gLemurianShipExits[];
23extern struct SceneEvent gLemurianShipEvents[];
24extern s32 gOrbGlowActive;
25extern s32 gOrbGlowPhase;
28extern s32 gSprayActive;
29extern s32 gSwellActive;
30extern s32 gSwellPhase;
31extern s32 gShipHullY;
32extern s32 gShipDeckY;
33extern s32 gLeaderDeckY;
34extern s32 gGaretDeckY;
35extern s32 gMiaDeckY;
36extern s32 gIvanDeckY;
37extern u32 gShipGlowStep[];
38extern s32 gLeaderBoardsShip[];
39extern s32 gGaretBoardsShip[];
40extern s32 gIvanBoardsShip[];
41extern s32 gMiaBoardsShip[];
42
43#endif
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 gShipDeckY
s32 gIvanDeckY
s32 gLeaderDeckY
s32 gMiaBoardsShip[]
const struct SceneEntrance * LemurianShip_GetEntrances(void)
const u32 * LemurianShip_GetExits(void)
s32 gGaretDeckY
s32 gOrbGlowPhase
u32 gLemurianShipExits[]
s32 gSprayActive
s32 gSwellActive
u32 gShipGlowStep[]
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)
s32 gIvanBoardsShip[]
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[]
s32 gOrbGlowFadeFrames
struct ScenePlacement gLemurianShipPlacements[]
s32 gMiaDeckY
s16 gRippleSine[256]
s32 gOrbGlowStrength
s32 gShipHullY
s32 gGaretBoardsShip[]
s32 gOrbGlowActive
s32 gSwellPhase
const struct SceneEvent * LemurianShip_GetEvents(void)
The exit, Reveal and the Black Orb at the water's edge (cell code 10).
s32 gLeaderBoardsShip[]
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
signed short s16
Definition types.h:12
unsigned short u16
Definition types.h:13
void DisplayScroll_ArmHBlankDma(void)
Scheduler callback for the wavy background: restarts DMA 0 each frame to copy the current page's BG1 ...
Definition wave_scroll.c:11
void DisplayScroll_BuildAndSwapHBlankPage(void)
Scheduler callback for the wavy background: fills the hidden page with each scanline's BG3,...
Definition wave_scroll.c:44