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sol_sanctum_corridor.c

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1/// @file
2/// A corridor of Sol Sanctum, scene 15: two exits to scene 16 and nothing else.
3
6#include "battle.h"
7#include "debug.h"
8#include "field.h"
9#include "game.h"
10#include "graphics.h"
11#include "menu.h"
12#include "minigame.h"
13#include "sound.h"
14#include "system.h"
15#include "types.h"
16#include "scene.h"
17
18#include "resource_37de_scene.h"
19#include "field_scene.h"
20#include "field_obj.h"
21
22#include "field_event.h"
23
24const struct SceneEntrance *Scene_GetEntrances(void) {
26}
27
28const struct SceneRegion *Scene_GetRegions(void) { return NULL; }
29
31
34}
35
36/// The two exits.
37const struct SceneEvent *Scene_GetEvents(void) {
39}
40
42
44 {0, CONDITION_ALWAYS, 120, 0, 100, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
45 {1, CONDITION_ALWAYS, 727, 0, 92, FACING_NORTH, 0, -1, -1, -1, -1, 0},
46 {2, CONDITION_ALWAYS, 56, 0, 616, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
48};
49
51 SCENE_EXITS(15),
52 SCENE_EXIT(1, 16, 5),
53 SCENE_EXIT(2, 16, 1),
55};
56
59};
60
65};
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
The engine calls the debug menus import, and their palette swatch tiles.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
Field objects and actors, and the scene transition styles.
The scene table formats: entrances, exits, placements and events, and the macros that write them.
#define SCENE_EVENTS_END
@ EVENT_EXIT
#define SCENE_EXITS(scene)
Definition field_scene.h:72
#define SCENE_EXIT(exit, scene, entrance)
Definition field_scene.h:73
@ SCENE_TABLE_END
Definition field_scene.h:43
@ CONDITION_ALWAYS
Definition field_scene.h:44
#define SCENE_EXITS_END
Definition field_scene.h:77
@ FACING_NORTH
Definition field_scene.h:32
@ FACING_SOUTH
Definition field_scene.h:28
The screen blend's globals and the graphics routines.
The reel game's title lettering.
A scene overlay's imports: queueing a scene sound and setting up its record buffer.
FIELD_AT_OFFSET and the entity and camera views older scene code reads.
struct SceneEntrance gSolSanctumCorridorEntrances[]
struct ScenePlacement gSolSanctumCorridorPlacements[]
struct SceneEvent gSolSanctumCorridorEvents[]
u32 gSolSanctumCorridorExits[]
#define NULL
Definition bilibin.h:6
Sol Sanctum's corridor and maze: the scenes' initialization.
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 system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.
unsigned int u32
Definition types.h:15