An actor a scene places: its sprite, the condition for placing it, how it behaves, where it stands and which way it faces, and how it turns to talk. More...
#include <field_scene.h>
Data Fields | |
| s16 | sprite |
| The actor's sprite; 0 to 7 are the party's characters, each in its own actor slot, and -1 ends the table. | |
| s16 | condition |
| -1 always, a flag | 0x1000 set, else the flag clear; off the world map, 48 to 127 also need condition + 80 to hold. | |
| s32 | behavior |
| A built-in action (enum ActorBehavior, 1 to 7) or an action script, for ObjectMotion_SetActionCallback. | |
| s32 | x |
| 16.16 fixed-point pixels | |
| s32 | y |
| 16.16 fixed-point pixels | |
| s32 | z |
| 16.16 fixed-point pixels | |
| u16 | facing |
| 1/65536 turns (enum Facing) | |
| u8 | talkFacing |
| enum ActorTalkFacing; 3 follows the leader afterwards | |
| u8 | flags |
| PLACEMENT_SHARE_PREVIOUS_SPRITE. | |
An actor a scene places: its sprite, the condition for placing it, how it behaves, where it stands and which way it faces, and how it turns to talk.
Definition at line 81 of file field_scene.h.
| s16 ScenePlacement::sprite |
The actor's sprite; 0 to 7 are the party's characters, each in its own actor slot, and -1 ends the table.
Definition at line 84 of file field_scene.h.
Referenced by BattleFx_CopyLinkedObjectPosition(), Event_AskYesNoWithActorAnimation(), Event_SpawnObjectTable(), FieldFx_UpdateMindReadWave(), Kolima_InitializeCursedVillagers(), KolimaInteriors_TurnVillagersIntoTrees(), ObjectTable_ResetForObject(), Scene_AssignViewFlags(), and Scene_FindActorPlacement().
| s16 ScenePlacement::condition |
-1 always, a flag | 0x1000 set, else the flag clear; off the world map, 48 to 127 also need condition + 80 to hold.
Definition at line 87 of file field_scene.h.
Referenced by Djinn_ResolvePendingEvent(), Event_SpawnObjectTable(), FieldObject_PlaceSceneActors(), ObjectTable_ResetForObject(), Scene_AssignViewFlags(), and Scene_GetPlacements().
| s32 ScenePlacement::behavior |
A built-in action (enum ActorBehavior, 1 to 7) or an action script, for ObjectMotion_SetActionCallback.
Definition at line 90 of file field_scene.h.
Referenced by Event_SpawnObjectTable(), Imil_GetPlacements(), Kolima_InitializeCursedVillagers(), and KolimaInteriors_TurnVillagersIntoTrees().
| s32 ScenePlacement::x |
16.16 fixed-point pixels
Definition at line 91 of file field_scene.h.
Referenced by Event_SpawnObjectTable(), FieldObject_PlaceSceneActors(), Imil_GetPlacements(), Scene_AssignViewFlags(), Scene_GetPlacements(), and WorldMap_ActivateSite138().
| s32 ScenePlacement::y |
16.16 fixed-point pixels
Definition at line 92 of file field_scene.h.
Referenced by Event_SpawnObjectTable(), and FieldObject_PlaceSceneActors().
| s32 ScenePlacement::z |
16.16 fixed-point pixels
Definition at line 93 of file field_scene.h.
Referenced by Event_SpawnObjectTable(), FieldObject_PlaceSceneActors(), Imil_GetPlacements(), Scene_AssignViewFlags(), Scene_GetPlacements(), and WorldMap_ActivateSite138().
| u16 ScenePlacement::facing |
1/65536 turns (enum Facing)
Definition at line 94 of file field_scene.h.
Referenced by Event_SpawnObjectTable(), Event_TalkToInnkeeper(), Event_TalkToPriest(), Event_TalkToShopkeeper(), KolimaInteriors_TalkToArmorMerchant(), KolimaInteriors_TalkToInnkeeper(), KolimaInteriors_TalkToItemMerchant(), KolimaInteriors_TalkToWeaponMerchant(), Leader_GetSide(), ObjectTable_ResetForObject(), and WorldMap_ActivateSite138().
| u8 ScenePlacement::talkFacing |
enum ActorTalkFacing; 3 follows the leader afterwards
Definition at line 95 of file field_scene.h.
Referenced by Kolima_InitializeCursedVillagers(), KolimaInteriors_TurnVillagersIntoTrees(), Scene_GetPlacements(), Scene_TalkToActor(), TolbiShipDeck_GetPlacements(), TolbiShipInteriors_SelectPlacements(), and Xian_GetPlacements().
| u8 ScenePlacement::flags |
PLACEMENT_SHARE_PREVIOUS_SPRITE.
Definition at line 96 of file field_scene.h.
Referenced by Event_SpawnObjectTable().