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vale_storm.h

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1#ifndef ALCHEMY_UNIT_SCENE_VALE_STORM_H
2#define ALCHEMY_UNIT_SCENE_VALE_STORM_H
3
4#include "types.h"
5#include "field_scene.h"
6
7const struct SceneEntrance *ValeStorm_GetEntrances(void);
8const struct SceneRegion *ValeStorm_GetRegions(void);
9const u32 *ValeStorm_GetExits(void);
10const struct ScenePlacement *ValeStorm_GetPlacements(void);
11const struct SceneEvent *ValeStorm_GetEvents(void);
37extern u32 gValeStorm_Exits[];
40extern struct SceneEvent gValeStorm_Events[];
47
48#endif
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
unsigned short u16
Definition types.h:13
unsigned char u8
Definition types.h:11
struct SceneEvent gValeStorm_Events[]
u8 gValeStorm_FrameModes[]
s32 gValeStorm_ActorTwentySixScriptC[]
s32 ValeStorm_Initialize(void)
Restores the fallen rocks, the river scene and the Boulder from their flags, starts the storm,...
Definition vale_storm.c:324
u16 gValeStorm_CellSteps4[]
s32 gValeStorm_ActorNineteenScript[]
u16 gValeStorm_CellSteps3[]
u16 gValeStorm_CellSteps5[]
s32 gValeStorm_ActorTwentySixScriptB[]
u16 gValeStorm_CellSteps1[]
u32 gValeStorm_Exits[]
struct ScenePlacement gValeStorm_Placements[]
const struct SceneRegion * ValeStorm_GetRegions(void)
Definition vale_storm.c:146
const struct SceneEntrance * ValeStorm_GetEntrances(void)
Returns where the party appears; entrance 15 is where Dora and Isaac run in from the south-west of Va...
Definition vale_storm.c:142
const u32 * ValeStorm_GetExits(void)
Definition vale_storm.c:148
const struct ScenePlacement * ValeStorm_GetPlacements(void)
Definition vale_storm.c:150
s32 gValeStorm_GatherPath22[]
struct SceneEntrance gValeStorm_Entrances[]
s32 gValeStorm_ActorNineteenRiseScript[]
struct ScenePlacement gValeStorm_BoulderWatchers[]
s32 gValeStorm_ActorTwentyTwoScript[]
s32 gValeStorm_ActorNineScriptD[]
s32 gValeStorm_ArriveScript[]
s32 gValeStorm_LookAroundScript[]
u16 gValeStorm_CellSteps2[]
s32 gValeStorm_ActorTwentySixScriptA[]
s32 gValeStorm_ActorTwentyTwoScriptA[]
s32 gValeStorm_ActorEightScript[]
s32 gValeStorm_StormRunActions[]
s32 gValeStorm_GatherPath0[]
s32 gValeStorm_LeaderScript[]
s32 gValeStorm_GatherPath26[]
const struct SceneEvent * ValeStorm_GetEvents(void)
Definition vale_storm.c:154
s32 gValeStorm_ActorNineScriptC[]
s32 gValeStorm_ActorNineScriptB[]
s32 gValeStorm_GatherPath8[]
s32 gValeStorm_ActorTwentyScript[]
s32 gValeStorm_ActorNineScriptA[]
s32 gValeStorm_ActorTwentyTwoScriptB[]
u16 gValeStorm_CellSteps0[]