Alchemy
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rooms.h

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1#ifndef ALCHEMY_UNIT_DEBUG_ROOMS_H
2#define ALCHEMY_UNIT_DEBUG_ROOMS_H
3
4#include "types.h"
5#include "field_scene.h"
6
15extern u32 gTestRooms_Exits[];
17extern struct SceneEvent gTestRooms_Events[];
18
19#endif
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 SceneData_ReturnZero(void)
Definition level.c:51
s32 Scene_RunEmptyScene(void)
Definition rooms.c:56
u8 * TestRooms_GetEvents(void)
Bind each Djinni actor to its test grant callback.
Definition rooms.c:54
u8 * TestRooms_GetPlacements(void)
Places one Djinni of each element in the test room.
Definition rooms.c:27
struct SceneEntrance gTestRooms_Entrances[]
Definition rooms.c:69
u32 gTestRooms_Exits[]
Definition rooms.c:74
struct SceneEvent gTestRooms_Events[]
Definition rooms.c:91
u8 * TestRooms_GetExits(void)
Definition rooms.c:24
u32 gTestRooms_EntrancesHead[]
Definition rooms.c:58
u8 * TestRooms_GetEntrances(void)
Definition rooms.c:20
struct ScenePlacement gTestRooms_Placements[]
Definition rooms.c:79
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
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 char u8
Definition types.h:11