Alchemy
Loading...
Searching...
No Matches

lunpa.h

Go to the documentation of this file.
1#ifndef GUARD_LUNPA_H
2#define GUARD_LUNPA_H
3
4#include "types.h"
5#include "text/msg_ids.h"
6#include "ability_ids.h"
7#include "field_effect.h"
8#include "field_event.h"
9#include "field_scene.h"
10#include "flags.h"
11#include "item_ids.h"
12#include "songs.h"
13
27};
28
42};
43
49};
50
55};
56
57enum {
63};
64
65#define ROOM_ENTRANCE(exit) \
66 ((exit) - LUNPA_EXIT_TO_FIRST_HOME + ROOM_ENTRANCE_FIRST)
67
86};
87
95};
96
97enum {
100};
101
116};
117
118enum { ACTOR_LAST_PLACED = 65 };
119
124};
125
139};
140
141enum { ACTOR_FLOAT = 7 };
142
144
145enum {
147 GLINT_SCALE_X = 0x13333,
149};
150
152
158};
159
161
162enum { ANIM_SPRAWLED = 19 };
163
165
167
168enum {
173};
174
175/// One house door: the cell animation that opens it and where it plays.
176struct LunpaDoor {
177 const u16 *steps;
178 u16 x; ///< map cells
179 u16 y; ///< map cells
180};
181
182extern struct LunpaDoor gLunpaDoors[];
183
184#endif
Ability numbers, named from the English release.
@ ACTOR_LAST_PLACED
Definition altin.c:137
Field effects, their scripts and the flags that spawn them.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
The scene table formats: entrances, exits, placements and events, and the macros that write them.
@ ACTOR_FIRST_PLACED
#define PIXELS(value)
Game flags, named where their meaning is shown.
Item numbers, named from the English release.
@ ITEM_ICON_TILE_BYTES
Definition lalivero.c:66
@ ITEM_ICON_BUFFER_SIZE
Definition lalivero.c:64
@ HEAP_ITEM_ICON
Definition lalivero.c:63
@ ITEM_ICON_TILES
Definition lalivero.c:65
struct LunpaDoor gLunpaDoors[]
Definition lunpa.c:1114
Song and sound effect ids, indices into gSound_SongTable.
@ GATE_RETREAT_ENTRANCE
Definition lunpa.h:151
LunpaExit
Definition lunpa.h:29
@ LUNPA_EXIT_TO_ARMS_SHOP
Definition lunpa.h:36
@ LUNPA_EXIT_TO_FIRST_HOME
Definition lunpa.h:33
@ LUNPA_EXIT_TO_THIRD_HOME
Definition lunpa.h:35
@ LUNPA_EXIT_TO_JAIL
Definition lunpa.h:41
@ LUNPA_EXIT_TO_EIGHTH_ROOM
Definition lunpa.h:40
@ LUNPA_EXIT_TO_ITEM_SHOP
Definition lunpa.h:37
@ LUNPA_EXIT_TO_SECOND_HOME
Definition lunpa.h:34
@ LUNPA_EXIT_TO_GATE
Definition lunpa.h:31
@ LUNPA_EXIT_TO_TEMPLE
Definition lunpa.h:39
@ LUNPA_EXIT_TO_WORLD_MAP
Definition lunpa.h:30
@ LUNPA_EXIT_TO_INN
Definition lunpa.h:38
@ LUNPA_EXIT_TO_CAVE
Definition lunpa.h:32
@ JAIL_ENTRANCE_FROM_LUNPA
Definition lunpa.h:61
@ FORTRESS_ENTRANCE_FROM_GATE
Definition lunpa.h:62
@ WORLD_MAP_ENTRANCE_FROM_LUNPA
Definition lunpa.h:58
@ ROOM_ENTRANCE_FIRST
Definition lunpa.h:60
@ CAVE_ENTRANCE_FROM_LUNPA
Definition lunpa.h:59
LunpaSprite
Definition lunpa.h:126
@ SPRITE_TOWNSPERSON_B
Definition lunpa.h:129
@ SPRITE_TOWNSPERSON_C
Definition lunpa.h:130
@ SPRITE_TOWNSPERSON_D
Definition lunpa.h:132
@ SPRITE_GUARD
Definition lunpa.h:136
@ SPRITE_TOWNSPERSON_J
Definition lunpa.h:135
@ SPRITE_PUDDLE
Definition lunpa.h:137
@ SPRITE_TOWNSPERSON_G
Definition lunpa.h:128
@ SPRITE_TOWNSPERSON_H
Definition lunpa.h:131
@ SPRITE_GLINT
Definition lunpa.h:138
@ SPRITE_TOWNSPERSON_I
Definition lunpa.h:133
@ SPRITE_ITEM_ICON
Definition lunpa.h:127
@ SPRITE_TOWNSPERSON_E
Definition lunpa.h:134
@ CLOAK_FADED
Definition lunpa.h:143
@ REVEAL_SHOWN
Definition lunpa.h:143
@ REVEAL_FADED
Definition lunpa.h:143
@ CLOAK_CAST
Definition lunpa.h:143
@ GLINT_MOTION_FLAGS
Definition lunpa.h:146
@ GLINT_SCALE_X
Definition lunpa.h:147
@ GLINT_SCALE_Y
Definition lunpa.h:148
RecognitionLine
Definition lunpa.h:160
@ RECOGNITION_SEEN_THAT_MAN
Definition lunpa.h:160
@ RECOGNITION_IMPOSSIBLE
Definition lunpa.h:160
CatchLine
Definition lunpa.h:153
@ CATCH_LEFT_GUARD_REFUSES_ENTRY
Definition lunpa.h:156
@ CATCH_RIGHT_GUARD_SENDS_PARTY_OFF
Definition lunpa.h:157
@ CATCH_LEFT_GUARD_CHALLENGES
Definition lunpa.h:154
@ CATCH_RIGHT_GUARD_WONDERS
Definition lunpa.h:155
GateActor
Definition lunpa.h:120
@ ACTOR_RIGHT_GUARD
Definition lunpa.h:122
@ ACTOR_LEFT_GUARD
Definition lunpa.h:121
@ ACTOR_GATE_GARET
Definition lunpa.h:123
GateTrigger
Definition lunpa.h:88
@ TRIGGER_PARTY_SPOTTED
Definition lunpa.h:94
@ TRIGGER_FORTRESS_APPROACH
Definition lunpa.h:93
@ TRIGGER_THIRD_ROAD
Definition lunpa.h:91
@ TRIGGER_LUNPA_ROAD
Definition lunpa.h:90
@ TRIGGER_FORTRESS_DOOR
Definition lunpa.h:89
@ TRIGGER_GUARDED_GROUND
Definition lunpa.h:92
@ MAP_OBJECT_PSYNERGY_STONE
Definition lunpa.h:166
GateExit
Definition lunpa.h:51
@ GATE_EXIT_THIRD
Definition lunpa.h:54
@ GATE_EXIT_TO_LUNPA
Definition lunpa.h:53
@ GATE_EXIT_TO_FORTRESS
Definition lunpa.h:52
@ DOOR_TEMPLE
Definition lunpa.h:99
@ DOOR_COUNT
Definition lunpa.h:98
@ ANIM_SPRAWLED
Definition lunpa.h:162
@ ACTOR_FLOAT
Definition lunpa.h:141
@ PILLAR_TOP_HEIGHT
Definition lunpa.h:164
@ CELL_SIZE
Definition lunpa.h:164
GateEntrance
Definition lunpa.h:44
@ GATE_ENTRANCE_THROWN_OUT
Definition lunpa.h:48
@ GATE_ENTRANCE_FROM_LUNPA
Definition lunpa.h:46
@ GATE_ENTRANCE_SNEAKING_OUT
Definition lunpa.h:47
@ GATE_ENTRANCE_FROM_FORTRESS
Definition lunpa.h:45
LunpaActor
Definition lunpa.h:102
@ ACTOR_FLOATING_NUT
Definition lunpa.h:115
@ ACTOR_VILLAGER_H
Definition lunpa.h:111
@ ACTOR_HIDDEN_PUDDLE
Definition lunpa.h:103
@ ACTOR_VILLAGER_G
Definition lunpa.h:110
@ ACTOR_VILLAGER_E
Definition lunpa.h:108
@ ACTOR_VILLAGER_F
Definition lunpa.h:109
@ ACTOR_EAST_GUARD
Definition lunpa.h:113
@ ACTOR_SWITCH_GLINT
Definition lunpa.h:114
@ ACTOR_WEST_GUARD
Definition lunpa.h:112
@ ACTOR_VILLAGER_D
Definition lunpa.h:107
@ ACTOR_VILLAGER_B
Definition lunpa.h:105
@ ACTOR_VILLAGER_C
Definition lunpa.h:106
@ ACTOR_VILLAGER_A
Definition lunpa.h:104
LunpaEntrance
Definition lunpa.h:14
@ LUNPA_ENTRANCE_FROM_ITEM_SHOP
Definition lunpa.h:22
@ LUNPA_ENTRANCE_FROM_JAIL
Definition lunpa.h:26
@ LUNPA_ENTRANCE_FROM_THIRD_HOME
Definition lunpa.h:20
@ LUNPA_ENTRANCE_FROM_FIRST_HOME
Definition lunpa.h:18
@ LUNPA_ENTRANCE_FROM_GATE
Definition lunpa.h:16
@ LUNPA_ENTRANCE_FROM_CAVE
Definition lunpa.h:17
@ LUNPA_ENTRANCE_FROM_TEMPLE
Definition lunpa.h:24
@ LUNPA_ENTRANCE_FROM_INN
Definition lunpa.h:23
@ LUNPA_ENTRANCE_FROM_SECOND_HOME
Definition lunpa.h:19
@ LUNPA_ENTRANCE_FROM_WORLD_MAP
Definition lunpa.h:15
@ LUNPA_ENTRANCE_FROM_EIGHTH_ROOM
Definition lunpa.h:25
@ LUNPA_ENTRANCE_FROM_ARMS_SHOP
Definition lunpa.h:21
LunpaTrigger
Definition lunpa.h:68
@ TRIGGER_GRAVE_SLEEP_BOMB
Definition lunpa.h:83
@ TRIGGER_GATE_ROAD
Definition lunpa.h:70
@ TRIGGER_EIGHTH_ROOM_DOOR
Definition lunpa.h:79
@ TRIGGER_PSYNERGY_STONE
Definition lunpa.h:85
@ TRIGGER_HIDDEN_PASSAGE
Definition lunpa.h:80
@ TRIGGER_SECOND_HOME_DOOR
Definition lunpa.h:73
@ TRIGGER_WORLD_MAP_ROAD
Definition lunpa.h:69
@ TRIGGER_INN_DOOR
Definition lunpa.h:77
@ TRIGGER_ARMS_SHOP_DOOR
Definition lunpa.h:75
@ TRIGGER_WELL
Definition lunpa.h:82
@ TRIGGER_ITEM_SHOP_DOOR
Definition lunpa.h:76
@ TRIGGER_THIRD_HOME_DOOR
Definition lunpa.h:74
@ TRIGGER_FIRST_HOME_DOOR
Definition lunpa.h:72
@ TRIGGER_CAVE_ROAD
Definition lunpa.h:71
@ TRIGGER_BARREL_NUT
Definition lunpa.h:84
@ TRIGGER_HIDDEN_SWITCH
Definition lunpa.h:81
One house door: the cell animation that opens it and where it plays.
Definition lunpa.h:176
const u16 * steps
Definition lunpa.h:177
u16 x
map cells
Definition lunpa.h:178
u16 y
map cells
Definition lunpa.h:179
The integer types, TRUE, UNUSED and the fixed-address macros.
unsigned short u16
Definition types.h:13