23#include "text/msg_ids.h"
289 ((
u8 *)actor)[0x23] = bits = 0;
290 record = (
u8 *)actor->sprite;
299 {0,
CONDITION_ALWAYS, 176, 0, 216,
FACING_NORTH, 0, -1, -1, -1, -1, 0},
300 {1,
CONDITION_ALWAYS, 176, 0, 216,
FACING_NORTH, 0, 24, 32, 264, 240, 0},
301 {2,
CONDITION_ALWAYS, 400, 0, 264,
FACING_NORTH, 0, 256, 0, 496, 288, 0},
302 {3,
CONDITION_ALWAYS, 688, 0, 264,
FACING_NORTH, 0, 544, 0, 784, 288, 0},
303 {4,
CONDITION_ALWAYS, 240, 0, 504,
FACING_NORTH, 0, 72, 336, 312, 528, 0},
304 {5,
CONDITION_ALWAYS, 576, 0, 536,
FACING_NORTH, 0, 400, 304, 640, 552, 0},
305 {6,
CONDITION_ALWAYS, 352, 0, 872,
FACING_NORTH, 0, 0, 640, 400, 896, 0},
306 {7,
CONDITION_ALWAYS, 656, 0, 696,
FACING_WEST, 0, 432, 640, 848, 896, 0},
307 {8,
CONDITION_ALWAYS, 344, 0, 696,
FACING_EAST, 0, 0, 640, 400, 896, 0},
Ability numbers, named from the English release.
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
static void Event_TalkToInnkeeper(void)
Opens the inn across the counter, or discusses the curse in Kolima.
static void Event_AskAboutSilk(void)
Asks whether the party knows what silk is.
static void Event_AskAboutHolyTree(void)
Asks whether Kolima's holy tree survived.
static void Event_TalkToWaitress(void)
The waitress works through serving water and laying the silverware.
const struct SceneEntrance * BilibinInteriors_GetEntrances(void)
static void Event_TalkToKitchenWorker(void)
The kitchen worker complains about the chef's renewed energy.
@ BILIBIN_MIA_ADMIRER
wants to see Mia again. "that angelic" Mia
@ BILIBIN_ARMOR_SHOPKEEPER
@ BILIBIN_WEAPON_SHOPKEEPER
@ BILIBIN_ITEM_SHOPKEEPER
static void Event_AskAboutTreeSpirit(void)
Asks whether a tree spirit can curse a person, then turns back to the table.
u32 gBilibinInteriorsExits[]
static void Event_TalkToItemShopkeeper(void)
Opens the item shop from across the counter, or talks about the curse.
struct ScenePlacement gBilibinInteriorsPlacements[]
static void Event_TalkToHungryDiner(void)
A diner's growling stomach leads into a yes/no question about the sound.
const u32 * BilibinInteriors_GetExits(void)
static void Event_TalkToWeaponShopkeeper(void)
Opens the weapon shop from across the counter; otherwise discusses Kolima.
s32 BilibinInteriors_Initialize(void)
The rooms open through a window; the diner at the dining room table is drawn at sprite priority 2,...
struct SceneEvent gBilibinInteriorsEvents[]
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),...
struct SceneEntrance gBilibinInteriorsEntrances[]
static void Event_TalkToBusyChef(void)
The chef calls out orders once, then refers diners to the waitress.
const struct ScenePlacement * BilibinInteriors_GetPlacements(void)
Marks placements outside the current room's view before actors are spawned.
static void Event_TalkToArmorShopkeeper(void)
Opens the armor shop across the counter, or asks about seeing the ocean.
const struct SceneRegion * BilibinInteriors_GetRegions(void)
const struct SceneEvent * BilibinInteriors_GetEvents(void)
Returns both story stages' events; conditions choose the current dialogue.
static void Event_TalkToWorriedChef(void)
The chef cannot concentrate on cooking while his hometown is cursed.
static void Event_TalkAboutMeal(void)
A satisfied diner asks whether the party enjoys the food.
Calls through a function pointer, by argument count.
Character numbers, with each character's Japanese name.
The engine calls the debug menus import, and their palette swatch tiles.
void ScenePlacement_ClipToView(struct ScenePlacement *placements)
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
static s32 Event_OpenMessage(s32 speaker, s32 flags)
void Engine_ActorFaceActor(s32 actor, s32 target, s32 frames)
static void Actor_FaceDirection(s32 actor, s32 facing, s32 frames)
static void Event_ShowMessageAndWait(s32 speaker, s32 flags, s32 frames)
s32 Engine_EventChooseYesNo(s32 actor, s32 flags)
void Engine_ActorFaceDirection(s32 actor, s32 facing, s32 frames)
void Engine_InnOpen(s32 inn, s32 keeper)
static void Actor_FaceActor(s32 actor, s32 target, s32 frames)
s32 Engine_EventAskYesNo(s32 speaker, s32 flags)
static void Event_ShowMessage(s32 speaker, s32 flags)
s32 Engine_GameFlagIsSet(s32 flag)
void Engine_ActorStartRepeatedMotion(s32 actor, s32 repeats)
static s32 Event_AskYesNo(s32 speaker, s32 flags)
void Engine_ShopOpen(s32 shop, s32 keeper)
void Engine_EventWait(s32 frames)
static void Actor_SetAttachedEffect(s32 actor, s32 effect)
#define SCENE_TRANSITION(style, variant)
The scene table formats: entrances, exits, placements and events, and the macros that write them.
#define SCENE_EXITS(scene)
#define FIND_MESSAGE(message)
#define SCENE_EXIT(exit, scene, entrance)
@ TALK_FACE_PARTY_AND_BACK
#define PSYNERGY_ON_ACTOR(ability)
#define EVENT_SCRIPT(script)
#define FACING_IS_NORTH(facing)
Game flags, named where their meaning is shown.
#define FLAG_IN_PARTY(character)
Flags 0 to 7: the character with that id (character_ids.h) is in the party (Party_AddActiveOwner).
#define FLAG_KOLIMA_CURSE_LIFTED
The screen blend's globals and the graphics routines.
Item numbers, named from the English release.
The reel game's title lettering.
struct EventWork * gEventWork
void Engine_EventEnd(void)
void Engine_EventBegin(void)
void Engine_EventSetMessage()
void Engine_EventShowMessage()
s32 startTransition
SCENE_TRANSITION(style, variant).
u16 message
the next message, advanced as each window opens
A field actor: a person or thing on the field with a position, motion toward a target,...
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
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,...
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.