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tunnel_ruins.h

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1#ifndef ALCHEMY_UNIT_SCENE_TUNNEL_RUINS_H
2#define ALCHEMY_UNIT_SCENE_TUNNEL_RUINS_H
3
4#include "types.h"
5#include "field_scene.h"
6#include "field_coordinate.h"
7#include "field_runtime.h"
8
9struct SceneEntrance;
10struct SceneRegion;
11
12const struct SceneEntrance *TunnelRuins_GetEntrances(void);
13const struct SceneRegion *TunnelRuins_GetRegions(void);
14const u32 *TunnelRuins_GetExits(void);
16const struct SceneEvent *TunnelRuins_GetEvents(void);
21extern s32 gEffectScript0[];
22extern s32 gEffectScript1[];
23extern s32 gEffectScript2[];
25extern const s32 *gEffectScripts[];
34extern struct SceneRegion gTunnelRuinsRegions2[];
35extern u32 gTunnelRuinsExits[];
38extern struct SceneEvent gTunnelRuinsEvents1[];
40
41#endif
s32 gStagedActor_DirectionSteps[]
Pixel step by direction: X in the upper halfword, Z in the lower.
s32 gStagedActor_FootprintBounds[]
u32 gStagedActor_FootprintKinds[]
s32 gEffectScript0[]
const s32 * gEffectScripts[]
s32 gEffectScript1[]
s32 gEffectScript2[]
FieldCoordinate, a position on the field.
The field's runtime work: map cells, scene records and regions, map markers and FieldWork.
The scene table formats: entrances, exits, placements and events, and the macros that write them.
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...
u16 gTunnelRuins_DoorCloseSteps[]
struct SceneEntrance gTunnelRuinsEntrances2[]
struct SceneEntrance gTunnelRuinsEntrances1[]
s32 gTunnelRuins_StretchScript[]
The bushes stand 8/5 as tall as their sprite.
s32 gTunnelRuins_ShrinkScript[]
struct ScenePlacement gTunnelRuinsPlacementsOther[]
struct SceneEntrance gTunnelRuinsEntrancesOther[]
s32 TunnelRuins_Initialize(void)
On entering a room: the puzzle as it was left, and the route the statue at Venus Lighthouse chose (fl...
s32 gTunnelRuins_DouseSplashScript[]
Douse: splashes on the pillar from frame 35 for 130 frames.
u16 gTunnelRuins_DoorOpenSteps[]
const struct SceneEvent * TunnelRuins_GetEvents(void)
The first ruins' events, or the other ruins'.
const struct SceneEntrance * TunnelRuins_GetEntrances(void)
The entrances of the first ruins, the second, or the rooms beyond.
const struct SceneRegion * TunnelRuins_GetRegions(void)
struct SceneEvent gTunnelRuinsEventsOther[]
struct SceneEvent gTunnelRuinsEvents1[]
struct ScenePlacement gTunnelRuinsPlacements1[]
const struct ScenePlacement * TunnelRuins_GetPlacements(void)
The first ruins' actors or the other ruins' (the enums above), each prepared to appear only when it l...
struct SceneRegion gTunnelRuinsRegions2[]
const u32 * TunnelRuins_GetExits(void)
u32 gTunnelRuinsExits[]
u32 gTunnelRuins_BalanceHeights[]
A balance platform's height by its weight (its timer): each block on it takes it 16 pixels further do...
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 short u16
Definition types.h:13