Alchemy
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lunpa_suhalla.h

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1#ifndef ALCHEMY_LUNPA_SUHALLA_H
2#define ALCHEMY_LUNPA_SUHALLA_H
3
4#include "types.h"
5#include "text/msg_ids.h"
6#include "ability_ids.h"
7#include "field_event.h"
8#include "field_scene.h"
9#include "flags.h"
10#include "item_ids.h"
11
24};
25
26#define ROOM_DOOR(room) {EVENT_EXIT, (room), CONDITION_ALWAYS, (room)}
27
37};
38
40
46};
47
67};
68
83};
84
85enum {
90};
91
92#endif
Ability numbers, named from the English release.
@ ACTOR_INNKEEPER
Definition altin.c:82
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
Game flags, named where their meaning is shown.
@ ACTOR_ITEM_MERCHANT
Definition imil.c:62
@ ACTOR_ARMOR_MERCHANT
Definition imil.c:60
@ ACTOR_WEAPON_MERCHANT
Definition imil.c:59
Item numbers, named from the English release.
@ SPRITE_TOWNSPERSON_B
Definition lunpa.h:129
@ SPRITE_TOWNSPERSON_C
Definition lunpa.h:130
@ SPRITE_TOWNSPERSON_D
Definition lunpa.h:132
@ SPRITE_TOWNSPERSON_E
Definition lunpa.h:134
LunpaEntrance
Definition lunpa.h:14
@ LUNPA_ENTRANCE_FROM_ITEM_SHOP
Definition lunpa.h:22
@ LUNPA_ENTRANCE_FROM_THIRD_HOME
Definition lunpa.h:20
@ LUNPA_ENTRANCE_FROM_FIRST_HOME
Definition lunpa.h:18
@ 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_EIGHTH_ROOM
Definition lunpa.h:25
@ LUNPA_ENTRANCE_FROM_ARMS_SHOP
Definition lunpa.h:21
InteriorRoom
@ ROOM_TEMPLE_SECOND_ENTRANCE
@ ROOM_EIGHTH
@ ROOM_INN
@ ROOM_NINTH
@ ROOM_SECOND_HOME
@ ROOM_SUHALLA_GATE_HOUSE
@ ROOM_ITEM_SHOP
@ ROOM_TEMPLE
@ ROOM_THIRD_HOME
@ ROOM_FIRST_HOME
@ ROOM_ARMS_SHOP
InteriorTrigger
@ TRIGGER_BARREL
@ TRIGGER_WOODEN_BOX
@ TRIGGER_FIRST_OVEN
@ TRIGGER_SECOND_OVEN
@ SHOP_LUNPA_WEAPONS
@ SHOP_LUNPA_ARMOR
@ SHOP_LUNPA_ITEMS
@ INN_LUNPA
InteriorSprite
@ SPRITE_CHEF
@ SPRITE_COUNTER
@ SPRITE_INNKEEPER
@ SPRITE_TOWNSPERSON_A
@ SPRITE_ITEM_MERCHANT
@ SPRITE_WEAPON_MERCHANT
@ SPRITE_ARMOR_MERCHANT
@ SPRITE_PRIEST
@ SPRITE_TOWNSPERSON_F
InteriorActor
@ ACTOR_TEMPLE_PRIEST
@ ACTOR_ITEM_COUNTER
@ ACTOR_CHEF
@ ACTOR_FIRST_HOME_RESIDENT_A
@ ACTOR_THIRD_HOME_RESIDENT_A
@ ACTOR_SECOND_HOME_RESIDENT_B
@ ACTOR_FIRST_HOME_RESIDENT_B
@ ACTOR_TRAVELING_PRIEST
@ ACTOR_ARMOR_COUNTER
@ ACTOR_SECOND_HOME_RESIDENT_A
@ ACTOR_WEAPON_COUNTER
@ ACTOR_THIRD_HOME_RESIDENT_B
@ ACTOR_INN_WORKER
@ ACTOR_INN_CLERK
@ SUHALLA_GATE_ENTRANCE_FROM_LUNPA
The integer types, TRUE, UNUSED and the fixed-address macros.