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vale_cave.h

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1#ifndef ALCHEMY_UNIT_SCENE_VALE_CAVE_H
2#define ALCHEMY_UNIT_SCENE_VALE_CAVE_H
3
4#include "types.h"
5#include "field_scene.h"
6
7struct SceneEntrance;
8struct SceneEvent;
9struct ScenePlacement;
10struct SceneRegion;
11
12const struct SceneEntrance *ValeCave_GetEntrances(void);
13const struct SceneRegion *ValeCave_GetRegions(void);
14const u32 *ValeCave_GetExits(void);
15const struct ScenePlacement *ValeCave_GetPlacements(void);
16const struct SceneEvent *ValeCave_GetEvents(void);
18extern s32 gEffectScript0[];
19extern s32 gEffectScript1[];
20extern s32 gEffectScript2[];
25extern const s32 *gEffectScripts[];
30extern u32 gValeCave_Exits[];
34extern struct SceneEvent gValeCave_EventsOther[];
35extern struct SceneEvent gValeCave_Events1[];
36extern struct SceneEvent gValeCave_Events2[];
37extern struct SceneEvent gValeCave_Events3[];
38
39#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.
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
struct SceneEvent gValeCave_Events3[]
Definition vale_cave.c:1031
s32 ValeCave_Initialize(void)
Chooses the entry transition and restores the room's puzzle state.
Definition vale_cave.c:617
u32 gValeCave_Exits[]
Definition vale_cave.c:906
struct SceneEvent gValeCave_Events1[]
Definition vale_cave.c:981
const struct SceneEvent * ValeCave_GetEvents(void)
Selects the current room's touch, Psynergy and search bindings.
Definition vale_cave.c:597
struct SceneEvent gValeCave_EventsOther[]
Definition vale_cave.c:977
struct ScenePlacement gValeCave_Placements2[]
Definition vale_cave.c:945
struct SceneEntrance gValeCave_Entrances1[]
Definition vale_cave.c:873
const struct ScenePlacement * ValeCave_GetPlacements(void)
Selects the current room's actors and movable objects.
Definition vale_cave.c:153
struct SceneEntrance gValeCave_Entrances2[]
Definition vale_cave.c:881
struct SceneEvent gValeCave_Events2[]
Definition vale_cave.c:988
struct ScenePlacement gValeCave_Placements3[]
Definition vale_cave.c:965
s32 gValeCave_WalkTargets[]
Definition vale_cave.c:847
struct SceneEntrance gValeCave_EntrancesOther[]
Definition vale_cave.c:868
const struct SceneRegion * ValeCave_GetRegions(void)
Definition vale_cave.c:147
const u32 * ValeCave_GetExits(void)
Returns the shared packed exits for all cave rooms.
Definition vale_cave.c:150
const struct SceneEntrance * ValeCave_GetEntrances(void)
Selects entrance positions and camera bounds for the current cave room.
Definition vale_cave.c:132
struct ScenePlacement gValeCave_Placements1[]
Definition vale_cave.c:931
struct SceneEntrance gValeCave_Entrances3[]
Definition vale_cave.c:896