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bilibin_interiors.c File Reference

Bilibin's shops, inn and dining room before and after Kolima's curse ends. More...

Go to the source code of this file.

Enumerations

enum  { BILIBIN_WEAPON_SHOP = 7 , BILIBIN_ARMOR_SHOP = 8 , BILIBIN_ITEM_SHOP = 9 , BILIBIN_INN = 2 }
enum  {
  BILIBIN_MIA_ADMIRER = 10 , BILIBIN_WEAPON_SHOPKEEPER = 16 , BILIBIN_ARMOR_SHOPKEEPER = 17 , BILIBIN_ITEM_SHOPKEEPER = 18 ,
  BILIBIN_INNKEEPER = 19 , BILIBIN_CHEF = 21 , BILIBIN_KITCHEN_WORKER = 22 , BILIBIN_WAITRESS = 23 ,
  BILIBIN_HUNGRY_DINER = 24 , BILIBIN_DINER = 27
}
 Actor slots follow the placement rows, starting at ACTOR_FIRST_PLACED. More...

Functions

const struct SceneEntrance * BilibinInteriors_GetEntrances (void)
const struct SceneRegion * BilibinInteriors_GetRegions (void)
const u32 * BilibinInteriors_GetExits (void)
const struct ScenePlacement * BilibinInteriors_GetPlacements (void)
 Marks placements outside the current room's view before actors are spawned.
static void Event_TalkToWeaponShopkeeper (void)
 Opens the weapon shop from across the counter; otherwise discusses Kolima.
static void Event_TalkToItemShopkeeper (void)
 Opens the item shop from across the counter, or talks about the curse.
const struct SceneEvent * BilibinInteriors_GetEvents (void)
 Returns both story stages' events; conditions choose the current dialogue.
static void Event_TalkToArmorShopkeeper (void)
 Opens the armor shop across the counter, or asks about seeing the ocean.
static void Event_TalkToWorriedChef (void)
 The chef cannot concentrate on cooking while his hometown is cursed.
static void Event_TalkToHungryDiner (void)
 A diner's growling stomach leads into a yes/no question about the sound.
static void Event_AskAboutTreeSpirit (void)
 Asks whether a tree spirit can curse a person, then turns back to the table.
static void Event_AskAboutHolyTree (void)
 Asks whether Kolima's holy tree survived.
static void Event_AskAboutSilk (void)
 Asks whether the party knows what silk is.
static void Event_TalkToInnkeeper (void)
 Opens the inn across the counter, or discusses the curse in Kolima.
static void Event_TalkToBusyChef (void)
 The chef calls out orders once, then refers diners to the waitress.
static void Event_TalkToKitchenWorker (void)
 The kitchen worker complains about the chef's renewed energy.
static void Event_TalkToWaitress (void)
 The waitress works through serving water and laying the silverware.
static void Event_TalkAboutMeal (void)
 A satisfied diner asks whether the party enjoys the food.
static void Event_ReadMiaAdmirersMind (void)
 Mind Read on the villager who admires Mia: with Mia in the party (flags 0 to 7 say who is), even frozen Imil must feel warm with her around.
s32 BilibinInteriors_Initialize (void)
 The rooms open through a window; the diner at the dining room table is drawn at sprite priority 2, never by the automatic priority.

Variables

struct SceneEntrance gBilibinInteriorsEntrances []
u32 gBilibinInteriorsExits []
struct ScenePlacement gBilibinInteriorsPlacements []
struct SceneEvent gBilibinInteriorsEvents []

Detailed Description

Bilibin's shops, inn and dining room before and after Kolima's curse ends.

The event table keeps the two sets of conversations in their native order.

Definition in file bilibin_interiors.c.

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
BILIBIN_WEAPON_SHOP 
BILIBIN_ARMOR_SHOP 
BILIBIN_ITEM_SHOP 
BILIBIN_INN 

Definition at line 27 of file bilibin_interiors.c.

◆ anonymous enum

anonymous enum

Actor slots follow the placement rows, starting at ACTOR_FIRST_PLACED.

Enumerator
BILIBIN_MIA_ADMIRER 

wants to see Mia again. "that angelic" Mia

BILIBIN_WEAPON_SHOPKEEPER 
BILIBIN_ARMOR_SHOPKEEPER 
BILIBIN_ITEM_SHOPKEEPER 
BILIBIN_INNKEEPER 
BILIBIN_CHEF 
BILIBIN_KITCHEN_WORKER 
BILIBIN_WAITRESS 
BILIBIN_HUNGRY_DINER 
BILIBIN_DINER 

Definition at line 35 of file bilibin_interiors.c.

Function Documentation

◆ BilibinInteriors_GetEntrances()

const struct SceneEntrance * BilibinInteriors_GetEntrances ( void )

Definition at line 48 of file bilibin_interiors.c.

Referenced by BilibinInteriors_GetEntrances().

◆ BilibinInteriors_GetRegions()

const struct SceneRegion * BilibinInteriors_GetRegions ( void )

Definition at line 52 of file bilibin_interiors.c.

Referenced by BilibinInteriors_GetRegions().

◆ BilibinInteriors_GetExits()

const u32 * BilibinInteriors_GetExits ( void )

Definition at line 54 of file bilibin_interiors.c.

Referenced by BilibinInteriors_GetExits().

◆ BilibinInteriors_GetPlacements()

const struct ScenePlacement * BilibinInteriors_GetPlacements ( void )

Marks placements outside the current room's view before actors are spawned.

Definition at line 57 of file bilibin_interiors.c.

Referenced by BilibinInteriors_GetPlacements().

◆ Event_TalkToWeaponShopkeeper()

void Event_TalkToWeaponShopkeeper ( void )
static

Opens the weapon shop from across the counter; otherwise discusses Kolima.

Definition at line 63 of file bilibin_interiors.c.

Referenced by Event_TalkToWeaponShopkeeper(), and Event_TalkToWeaponShopkeeper().

◆ Event_TalkToItemShopkeeper()

void Event_TalkToItemShopkeeper ( void )
static

Opens the item shop from across the counter, or talks about the curse.

Definition at line 84 of file bilibin_interiors.c.

Referenced by Event_TalkToItemShopkeeper(), and Event_TalkToItemShopkeeper().

◆ BilibinInteriors_GetEvents()

const struct SceneEvent * BilibinInteriors_GetEvents ( void )

Returns both story stages' events; conditions choose the current dialogue.

Definition at line 105 of file bilibin_interiors.c.

Referenced by BilibinInteriors_GetEvents().

◆ Event_TalkToArmorShopkeeper()

void Event_TalkToArmorShopkeeper ( void )
static

Opens the armor shop across the counter, or asks about seeing the ocean.

Definition at line 110 of file bilibin_interiors.c.

Referenced by Event_TalkToArmorShopkeeper(), and Event_TalkToArmorShopkeeper().

◆ Event_TalkToWorriedChef()

void Event_TalkToWorriedChef ( void )
static

The chef cannot concentrate on cooking while his hometown is cursed.

Definition at line 134 of file bilibin_interiors.c.

Referenced by Event_TalkToWorriedChef().

◆ Event_TalkToHungryDiner()

void Event_TalkToHungryDiner ( void )
static

A diner's growling stomach leads into a yes/no question about the sound.

Definition at line 144 of file bilibin_interiors.c.

Referenced by Event_TalkToHungryDiner().

◆ Event_AskAboutTreeSpirit()

void Event_AskAboutTreeSpirit ( void )
static

Asks whether a tree spirit can curse a person, then turns back to the table.

Definition at line 160 of file bilibin_interiors.c.

Referenced by Event_AskAboutTreeSpirit().

◆ Event_AskAboutHolyTree()

void Event_AskAboutHolyTree ( void )
static

Asks whether Kolima's holy tree survived.

Definition at line 175 of file bilibin_interiors.c.

Referenced by Event_AskAboutHolyTree().

◆ Event_AskAboutSilk()

void Event_AskAboutSilk ( void )
static

Asks whether the party knows what silk is.

Definition at line 183 of file bilibin_interiors.c.

Referenced by Event_AskAboutSilk().

◆ Event_TalkToInnkeeper()

void Event_TalkToInnkeeper ( void )
static

Opens the inn across the counter, or discusses the curse in Kolima.

Definition at line 191 of file bilibin_interiors.c.

Referenced by Event_TalkToInnkeeper(), Event_TalkToInnkeeper(), Event_TalkToInnkeeper(), Event_TalkToInnkeeper(), Event_TalkToInnkeeper(), and Event_TalkToInnkeeper().

◆ Event_TalkToBusyChef()

void Event_TalkToBusyChef ( void )
static

The chef calls out orders once, then refers diners to the waitress.

Definition at line 211 of file bilibin_interiors.c.

Referenced by Event_TalkToBusyChef().

◆ Event_TalkToKitchenWorker()

void Event_TalkToKitchenWorker ( void )
static

The kitchen worker complains about the chef's renewed energy.

Definition at line 236 of file bilibin_interiors.c.

Referenced by Event_TalkToKitchenWorker().

◆ Event_TalkToWaitress()

void Event_TalkToWaitress ( void )
static

The waitress works through serving water and laying the silverware.

Definition at line 247 of file bilibin_interiors.c.

Referenced by Event_TalkToWaitress().

◆ Event_TalkAboutMeal()

void Event_TalkAboutMeal ( void )
static

A satisfied diner asks whether the party enjoys the food.

Definition at line 258 of file bilibin_interiors.c.

Referenced by Event_TalkAboutMeal().

◆ Event_ReadMiaAdmirersMind()

void Event_ReadMiaAdmirersMind ( void )
static

Mind Read on the villager who admires Mia: with Mia in the party (flags 0 to 7 say who is), even frozen Imil must feel warm with her around.

Definition at line 267 of file bilibin_interiors.c.

Referenced by Event_ReadMiaAdmirersMind().

◆ BilibinInteriors_Initialize()

s32 BilibinInteriors_Initialize ( void )

The rooms open through a window; the diner at the dining room table is drawn at sprite priority 2, never by the automatic priority.

Definition at line 280 of file bilibin_interiors.c.

Referenced by BilibinInteriors_Initialize().

Variable Documentation

◆ gBilibinInteriorsEntrances

struct SceneEntrance gBilibinInteriorsEntrances[]
Initial value:
= {
{0, CONDITION_ALWAYS, 176, 0, 216, FACING_NORTH, 0, -1, -1, -1, -1, 0},
{1, CONDITION_ALWAYS, 176, 0, 216, FACING_NORTH, 0, 24, 32, 264, 240, 0},
{2, CONDITION_ALWAYS, 400, 0, 264, FACING_NORTH, 0, 256, 0, 496, 288, 0},
{3, CONDITION_ALWAYS, 688, 0, 264, FACING_NORTH, 0, 544, 0, 784, 288, 0},
{4, CONDITION_ALWAYS, 240, 0, 504, FACING_NORTH, 0, 72, 336, 312, 528, 0},
{5, CONDITION_ALWAYS, 576, 0, 536, FACING_NORTH, 0, 400, 304, 640, 552, 0},
{6, CONDITION_ALWAYS, 352, 0, 872, FACING_NORTH, 0, 0, 640, 400, 896, 0},
{7, CONDITION_ALWAYS, 656, 0, 696, FACING_WEST, 0, 432, 640, 848, 896, 0},
{8, CONDITION_ALWAYS, 344, 0, 696, FACING_EAST, 0, 0, 640, 400, 896, 0},
}
@ SCENE_TABLE_END
Definition field_scene.h:43
@ CONDITION_ALWAYS
Definition field_scene.h:44
@ FACING_EAST
Definition field_scene.h:26
@ FACING_NORTH
Definition field_scene.h:32
@ FACING_WEST
Definition field_scene.h:30

Definition at line 298 of file bilibin_interiors.c.

Referenced by BilibinInteriors_GetEntrances().

◆ gBilibinInteriorsExits

u32 gBilibinInteriorsExits[]
Initial value:
= {
SCENE_EXITS(31), SCENE_EXIT(1, 30, 4), SCENE_EXIT(2, 30, 5),
SCENE_EXIT(3, 30, 6), SCENE_EXIT(4, 30, 8), SCENE_EXIT(5, 30, 7),
SCENE_EXIT(6, 30, 3), SCENE_EXIT(7, 31, 8), SCENE_EXIT(8, 31, 7),
}
#define SCENE_EXITS(scene)
Definition field_scene.h:72
#define SCENE_EXIT(exit, scene, entrance)
Definition field_scene.h:73
#define SCENE_EXITS_END
Definition field_scene.h:77

Definition at line 311 of file bilibin_interiors.c.

Referenced by BilibinInteriors_GetExits().

◆ gBilibinInteriorsPlacements

struct ScenePlacement gBilibinInteriorsPlacements[]

Definition at line 319 of file bilibin_interiors.c.

Referenced by BilibinInteriors_GetPlacements().

◆ gBilibinInteriorsEvents

struct SceneEvent gBilibinInteriorsEvents[]

Definition at line 369 of file bilibin_interiors.c.

Referenced by BilibinInteriors_GetEvents().