Alchemy
Loading...
Searching...
No Matches

mercury_lighthouse.h

Go to the documentation of this file.
1#ifndef ALCHEMY_UNIT_SCENE_MERCURY_LIGHTHOUSE_H
2#define ALCHEMY_UNIT_SCENE_MERCURY_LIGHTHOUSE_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneEntrance;
8struct SceneEvent;
9struct ScenePlacement;
10
15const struct SceneEvent *MercuryLighthouse_GetEvents(void);
17extern s32 gEffectScript0[];
18extern s32 gEffectScript1[];
19extern s32 gEffectScript2[];
29extern const s32 *gEffectScripts[];
57
58#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[]
The scene table formats: entrances, exits, placements and events, and the macros that write them.
s32 gMercuryLighthouse_PillarScript[]
struct ScenePlacement gMercuryLighthousePlacements4[]
struct SceneEntrance gMercuryLighthouseEntrances4[]
const struct SceneEntrance * MercuryLighthouse_GetEntrances(void)
const u32 * MercuryLighthouse_GetExits(void)
Returns the packed exits shared by the lighthouse scenes.
u16 gMercuryLighthouse_GateCells[]
struct SceneEvent gMercuryLighthouseEvents3[]
const struct SceneEvent * MercuryLighthouse_GetEvents(void)
Selects the puzzle interactions and dialogue for the current scene.
s32 gPaletteCycleGreen
const struct SceneRegion * MercuryLighthouse_GetRegions(void)
struct SceneEvent gMercuryLighthouseEvents2[]
s32 gMercuryLighthouse_ScaleCounterScript[]
s32 MercuryLighthouse_Initialize(void)
Restores each lighthouse scene's puzzle state and entrance sequence.
s32 gMercuryLighthouse_PushScriptD[]
struct ScenePlacement gMercuryLighthousePlacements1[]
s32 gMercuryLighthouse_PushScriptB[]
struct SceneEntrance gMercuryLighthouseEntrancesOther[]
struct SceneEvent gMercuryLighthouseEventsOther[]
u16 gMercuryLighthouse_ColumnCells[]
struct SceneEvent gMercuryLighthouseEvents1[]
s32 gMercuryLighthouse_PushScriptA[]
s32 gPaletteCycleRed
s32 gMercuryLighthouse_RampScript[]
s32 gPaletteCycleBlue
struct SceneEntrance gMercuryLighthouseEntrances3[]
s32 gMercuryLighthouse_SparkBurstScript[]
u16 gMercuryLighthouse_GateCloseCells[]
struct SceneEntrance gMercuryLighthouseEntrances2[]
u32 gMercuryLighthouse_Exits[]
s32 gMercuryLighthouse_RiseScript[]
s32 gMercuryLighthouse_SparkScript[]
struct ScenePlacement gMercuryLighthousePlacements3[]
struct ScenePlacement gMercuryLighthousePlacements2[]
u16 gMercuryLighthouse_FloorSwitchCloseCells[]
s32 gMercuryLighthouse_PushScriptC[]
u16 gMercuryLighthouse_MoveAngles[]
const struct ScenePlacement * MercuryLighthouse_GetPlacements(void)
Selects the actors and obstacles for the current lighthouse scene.
struct ScenePlacement gMercuryLighthousePlacementsOther[]
u16 gMercuryLighthouse_FloorSwitchCells[]
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 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