Crossbone Isle's pillar rooms: pillars to push, jump across, Move and Carry, the switch that raises the water in room 3, and the pools Frost freezes in room 5. More...
Go to the source code of this file.
Data Structures | |
| union | CrossboneIslePillarCell |
| A copied map cell, also read in the two flag pairs the pillar redraw keeps. More... | |
| struct | CrossboneIslePillarCell::CrossboneIslePillarCellBits |
| struct | PillarPlacement |
| A pillar slot's place and ground cell, without its flag; it holds one slot while two are swapped. More... | |
| struct | PillarSlot |
| Where one of room 4's pillars stands, the ground cell saved under it and its footprint flag. More... | |
Macros | |
| #define | WATER_ACTOR 16 |
| #define | WATER_RAISED_FLAG FLAG_SCENE_TEMP_00 |
| Room 3: the water has been raised. | |
| #define | FIRST_FROZEN_POOL_FLAG FLAG_SCENE_TEMP_00 |
| #define | LEADER_ON_THIRD_POOL_FLAG FLAG_SCENE_TEMP_03 |
| #define | PILLAR_SUNK_FLAG FLAG_SCENE_TEMP_04 |
| #define | DIRECTION_STEP(dx, dz) |
| Pixel step by direction: X in the upper halfword, Z in the lower. | |
Functions | |
| STATIC_ASSERT (sizeof(union CrossboneIslePillarCell)==sizeof(struct MapCell)) | |
| STATIC_ASSERT (offsetof(union CrossboneIslePillarCell, bits.collisionCode)==2) | |
| STATIC_ASSERT (offsetof(union CrossboneIslePillarCell, bits.attributeB)==3) | |
| static void | CrossboneIslePillarRooms_SettleActorOnGround (struct FieldActor *actor) |
| Waits up to sixty frames for landing, then stops vertical movement on the ground. | |
| static void | CrossboneIslePillarRooms_StopAtGroundOrHeight (struct FieldActor *actor, s32 limit) |
| Waits until the actor reaches the ground or height limit, then stops its descent. | |
| static s32 | CrossboneIslePillarRooms_QueryFootprint (s32 id, u32 *width, u32 *depth, struct StagedActorProbe *probe, s32 *layerOriginX, s32 *layerOriginZ) |
| Finds the actor's footprint dimensions, grid position, and map-layer origin. | |
| static s32 | CrossboneIslePillarRooms_DrawRaisedFootprint (s32 actorId) |
| Draws the raised pillar's footprint and puts its actor under the leader. | |
| static void | CrossboneIslePillarRooms_DrawRaisedPillars (void) |
| Redraws all seven pillars at the raised water level. | |
| static s32 | CrossboneIslePillarRooms_RestoreGroundFootprint (s32 actorId) |
| Restores the ground tiles and collision attributes under the actor's footprint. | |
| static void | CrossboneIslePillarRooms_ReadMapCell (s32 layer, s32 x, s32 y, union CrossboneIslePillarCell *dst) |
| Reads one map cell through DMA, waiting until the transfer finishes. | |
| static void | CrossboneIslePillarRooms_SetCellAttributes (s32 layer, s32 x, s32 y, const union CrossboneIslePillarCell *source) |
| Copies the cell's flags and collision attributes without replacing its tile. | |
| static s32 | CrossboneIslePillarRooms_LowerActorToLedge (s32 id, s32 far) |
| Finds the next terrain ledge and stops the falling actor at its projected height. | |
| static void | CrossboneIslePillarRooms_ShrinkPillar (s32 index) |
| Shrinks the pillar and lowers its height for up to thirty-two frames. | |
| static UNUSED void | CrossboneIslePillarRooms_SpawnUnusedLeaderParticle (void) |
| Spawns the unused particle near the leader once every four frames. | |
| static s32 | CrossboneIslePillarRooms_TryJumpAcrossPillar (void) |
| Jumps two cells forward when both the intervening and landing cells permit it. | |
| static void | CrossboneIslePillarRooms_UpdateDampedParticle (union FieldObject *object) |
| Moves the particle while damping its velocity, growing it, and advancing rotation. | |
| static s32 | CrossboneIslePillarRooms_SetChildValueFromTimer (struct ScriptInterpreter *interpreter) |
| Applies the actor timer's low four bits to its child sprite value. | |
| const struct SceneEntrance * | Scene_GetEntrances (void) |
| const struct SceneRegion * | Scene_GetRegions (void) |
| const u32 * | Scene_GetExits (void) |
| Returns the shared exits for the pillar rooms. | |
| const struct ScenePlacement * | Scene_GetPlacements (void) |
| static void | Event_JumpOrPushPillar (void) |
| Walking into a pillar in room 1: jump two cells across it where the cells allow, otherwise push it. | |
| static void | Event_PushPillar (void) |
| Walking into a pillar in rooms 2 and 3: push it if the cell beyond is clear. | |
| static void | CrossboneIslePillarRooms_JitterBackgroundScroll (void) |
| Randomly substitutes the shifted background scroll during the water transition. | |
| static __inline__ void | Dma_Wait (volatile u32 *dma) |
| Waits until the DMA channel clears its enable bit. | |
| static void | CrossboneIslePillarRooms_PrepareWaterScroll (void) |
| Copies the three background scroll pairs and shifts their vertical offsets by 192 pixels. | |
| static void | CrossboneIslePillarRooms_AnimateWaterLevel (void) |
| Reveals the alternate water tiles through a gradually randomized scroll transition. | |
| static void | Event_FlipWaterSwitch (void) |
| Searching the switch in room 3 flips it. | |
| static s32 | CrossboneIslePillarRooms_SyncPriorityIfBehind (struct FieldActor *actor, struct FieldActor *front) |
| Matches a nearby actor's draw priority when it is behind the comparison actor. | |
| static s32 | CrossboneIslePillarRooms_SyncPriorityIfAhead (struct FieldActor *front, struct FieldActor *actor) |
| Matches the comparison actor's draw priority when it overlaps the actor in front. | |
| static s32 | CrossboneIslePillarRooms_UpdateActorPriority (union FieldObject *fieldObject) |
| Keeps each moving pillar's priority and collision flags consistent with the leader. | |
| static void | CrossboneIslePillarRooms_SortPillarActors (void) |
| Sorts the four pillars by height and depth, carrying their saved cell state with them. | |
| static void | Event_MovePillar (void) |
| Move or Carry on one of room 4's pillars, and after each push there: the pillars settle, and their footprints follow them. | |
| static void | Event_JumpOrPushRoom4Pillar (void) |
| Walking into a pillar in room 4: jump across if possible, otherwise push it, and the pillars settle. | |
| static void | Event_ClimbUp (void) |
| Walking north at room 4's ladder: climb up. | |
| static void | Event_PushOrClimbDown (void) |
| Walking south at room 4's ladder: push the pillar below, jump, or climb down. | |
| static void | Event_StartRising (void) |
| Stepping on trigger 40 in room 4: the fade overlay follows the leader, and the leader's rise counter starts. | |
| static void | Event_StopRising (void) |
| Stepping on trigger 41 in room 4: the overlay lets the leader go, and the rise counter stops. | |
| static s32 | CrossboneIslePillarRooms_UpdateFrozenPoolPriority (union FieldObject *fieldObject) |
| Puts the frozen pool under the leader when it is behind and below the leader. | |
| static void | CrossboneIslePillarRooms_FreezePool (s32 id) |
| Remembers the frozen pool, installs its priority callback, and starts its flicker script. | |
| static void | Event_FreezeFirstPool (void) |
| Frost on the first pool in room 5: it freezes into a pillar of ice. | |
| static void | Event_FreezeSecondPool (void) |
| Frost on the second pool in room 5. | |
| static void | Event_FrostBeginsOnThirdPool (void) |
| Frost begins on the third pool: note whether the leader stands on it. | |
| static void | Event_FrostRaisesPillar (void) |
| Later in the same Frost: the third pool shrinks back, and the pillar beside it (actor 14) rises 32 pixels. | |
| static void | CrossboneIslePillarRooms_SpawnFrostParticle (void) |
| Emits growing, rotating particles during the third pool's Frost sequence. | |
| static s32 | CrossboneIslePillarRooms_SpawnThawParticle (union FieldObject *fieldObject) |
| Emits a randomized particle from the thawing pool every eight frames. | |
| static void | Event_FreezeThirdPool (void) |
| Frost ends on the third pool: unless the leader stood on it, it freezes, and a frozen second pool thaws back to water. | |
| static void | Event_StartMovingSinkingPillar (void) |
| Move begins on room 5's sinking pillar: its cell is cleared. | |
| static void | Event_MoveSinkingPillar (void) |
| Move on room 5's sinking pillar, and after each push: once it reaches column 16 it sinks two pixels into place for good. | |
| static void | Event_PushSinkingPillar (void) |
| Walking into room 5's sinking pillar: push it if the cell beyond is clear. | |
| const struct SceneEvent * | Scene_GetEvents (void) |
| static void | CrossboneIslePillarRooms_PrepLoweredActor (s32 id) |
| Prepares the lowered actor's collision and draw priority below the leader. | |
| static void | CrossboneIslePillarRooms_RestoreFlaggedPillar (s32 actorId) |
| Restores a previously frozen pillar's mode, map cell, priority hook, and script. | |
| static void | CrossboneIslePillarRooms_InitializePillarPriority (s32 id) |
| Uses terrain layer 2 and installs the moving pillar's priority callback. | |
| static void | CrossboneIslePillarRooms_UpdateLeaderPriority (void) |
| Matches the leader's draw priority to a nearby pillar in front. | |
| s32 | Scene_Initialize (void) |
| Restores each room's pillar footprints, water state, and persistent puzzle state. | |
Crossbone Isle's pillar rooms: pillars to push, jump across, Move and Carry, the switch that raises the water in room 3, and the pools Frost freezes in room 5.
Definition in file crossbone_isle_pillar_rooms.c.
| #define WATER_ACTOR 16 |
Definition at line 55 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FlipWaterSwitch().
| #define WATER_RAISED_FLAG FLAG_SCENE_TEMP_00 |
Room 3: the water has been raised.
Definition at line 57 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_AnimateWaterLevel(), Event_FlipWaterSwitch(), and Scene_Initialize().
| #define FIRST_FROZEN_POOL_FLAG FLAG_SCENE_TEMP_00 |
Definition at line 61 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_FreezePool(), CrossboneIslePillarRooms_RestoreFlaggedPillar(), Event_FreezeThirdPool(), and Scene_Initialize().
| #define LEADER_ON_THIRD_POOL_FLAG FLAG_SCENE_TEMP_03 |
Definition at line 62 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FreezeThirdPool(), and Event_FrostBeginsOnThirdPool().
| #define PILLAR_SUNK_FLAG FLAG_SCENE_TEMP_04 |
Definition at line 63 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_MoveSinkingPillar().
| #define DIRECTION_STEP | ( | dx, | |
| dz ) |
Pixel step by direction: X in the upper halfword, Z in the lower.
Definition at line 1594 of file crossbone_isle_pillar_rooms.c.
| STATIC_ASSERT | ( | sizeof(union CrossboneIslePillarCell) | = =sizeof(struct MapCell) | ) |
| STATIC_ASSERT | ( | offsetof(union CrossboneIslePillarCell, bits.collisionCode) | = =2 | ) |
| STATIC_ASSERT | ( | offsetof(union CrossboneIslePillarCell, bits.attributeB) | = =3 | ) |
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Waits up to sixty frames for landing, then stops vertical movement on the ground.
Definition at line 90 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SettleActorOnGround(), and Event_MovePillar().
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Waits until the actor reaches the ground or height limit, then stops its descent.
Definition at line 112 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_LowerActorToLedge(), CrossboneIslePillarRooms_StopAtGroundOrHeight(), and Event_MovePillar().
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Finds the actor's footprint dimensions, grid position, and map-layer origin.
Definition at line 136 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_DrawRaisedFootprint(), CrossboneIslePillarRooms_QueryFootprint(), and CrossboneIslePillarRooms_RestoreGroundFootprint().
Draws the raised pillar's footprint and puts its actor under the leader.
Definition at line 196 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_DrawRaisedFootprint(), and CrossboneIslePillarRooms_DrawRaisedPillars().
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Redraws all seven pillars at the raised water level.
Definition at line 229 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_DrawRaisedPillars(), Event_FlipWaterSwitch(), and Scene_Initialize().
Restores the ground tiles and collision attributes under the actor's footprint.
Definition at line 241 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_RestoreGroundFootprint(), and Event_FlipWaterSwitch().
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Reads one map cell through DMA, waiting until the transfer finishes.
Definition at line 270 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_ReadMapCell(), and Event_MovePillar().
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Copies the cell's flags and collision attributes without replacing its tile.
Definition at line 291 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SetCellAttributes(), and Event_MovePillar().
Finds the next terrain ledge and stops the falling actor at its projected height.
Definition at line 321 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_LowerActorToLedge(), and Event_MovePillar().
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Shrinks the pillar and lowers its height for up to thirty-two frames.
Definition at line 384 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_ShrinkPillar(), and Event_MovePillar().
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Spawns the unused particle near the leader once every four frames.
Definition at line 406 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SpawnUnusedLeaderParticle().
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Jumps two cells forward when both the intervening and landing cells permit it.
Definition at line 440 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_TryJumpAcrossPillar(), Event_JumpOrPushPillar(), Event_JumpOrPushRoom4Pillar(), and Event_PushOrClimbDown().
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Moves the particle while damping its velocity, growing it, and advancing rotation.
Definition at line 516 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SpawnFrostParticle(), and CrossboneIslePillarRooms_UpdateDampedParticle().
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Applies the actor timer's low four bits to its child sprite value.
Definition at line 536 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SetChildValueFromTimer().
| const struct SceneEntrance * Scene_GetEntrances | ( | void | ) |
Definition at line 543 of file crossbone_isle_pillar_rooms.c.
| const struct SceneRegion * Scene_GetRegions | ( | void | ) |
Definition at line 564 of file crossbone_isle_pillar_rooms.c.
| const u32 * Scene_GetExits | ( | void | ) |
Returns the shared exits for the pillar rooms.
Both scenes share one exit table.
Definition at line 567 of file crossbone_isle_pillar_rooms.c.
| const struct ScenePlacement * Scene_GetPlacements | ( | void | ) |
Definition at line 569 of file crossbone_isle_pillar_rooms.c.
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Walking into a pillar in room 1: jump two cells across it where the cells allow, otherwise push it.
Definition at line 589 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_JumpOrPushPillar().
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Walking into a pillar in rooms 2 and 3: push it if the cell beyond is clear.
Definition at line 597 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_PushPillar().
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Randomly substitutes the shifted background scroll during the water transition.
Definition at line 632 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_AnimateWaterLevel(), and CrossboneIslePillarRooms_JitterBackgroundScroll().
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Waits until the DMA channel clears its enable bit.
Definition at line 649 of file crossbone_isle_pillar_rooms.c.
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Copies the three background scroll pairs and shifts their vertical offsets by 192 pixels.
Definition at line 656 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_AnimateWaterLevel(), and CrossboneIslePillarRooms_PrepareWaterScroll().
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Reveals the alternate water tiles through a gradually randomized scroll transition.
Definition at line 674 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_AnimateWaterLevel(), and Event_FlipWaterSwitch().
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Searching the switch in room 3 flips it.
"Isaac flipped the switch." The water rises, or drains, and the pillars stand higher or lower with it.
Definition at line 717 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FlipWaterSwitch().
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Matches a nearby actor's draw priority when it is behind the comparison actor.
Definition at line 775 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SyncPriorityIfBehind(), and CrossboneIslePillarRooms_UpdateActorPriority().
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Matches the comparison actor's draw priority when it overlaps the actor in front.
Definition at line 801 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SyncPriorityIfAhead(), and CrossboneIslePillarRooms_UpdateActorPriority().
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Keeps each moving pillar's priority and collision flags consistent with the leader.
Definition at line 835 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_InitializePillarPriority(), and CrossboneIslePillarRooms_UpdateActorPriority().
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Sorts the four pillars by height and depth, carrying their saved cell state with them.
Definition at line 886 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SortPillarActors(), and Event_MovePillar().
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Move or Carry on one of room 4's pillars, and after each push there: the pillars settle, and their footprints follow them.
Definition at line 953 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_JumpOrPushRoom4Pillar(), Event_MovePillar(), and Scene_Initialize().
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Walking into a pillar in room 4: jump across if possible, otherwise push it, and the pillars settle.
Definition at line 1045 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_JumpOrPushRoom4Pillar(), and Event_PushOrClimbDown().
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Walking north at room 4's ladder: climb up.
Definition at line 1065 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_ClimbUp().
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Walking south at room 4's ladder: push the pillar below, jump, or climb down.
Definition at line 1069 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_PushOrClimbDown().
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Stepping on trigger 40 in room 4: the fade overlay follows the leader, and the leader's rise counter starts.
Definition at line 1086 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_StartRising().
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Stepping on trigger 41 in room 4: the overlay lets the leader go, and the rise counter stops.
Definition at line 1094 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_StopRising(), and Scene_Initialize().
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Puts the frozen pool under the leader when it is behind and below the leader.
Definition at line 1111 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_FreezePool(), CrossboneIslePillarRooms_RestoreFlaggedPillar(), and CrossboneIslePillarRooms_UpdateFrozenPoolPriority().
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Remembers the frozen pool, installs its priority callback, and starts its flicker script.
Definition at line 1132 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_FreezePool(), Event_FreezeFirstPool(), and Event_FreezeSecondPool().
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Frost on the first pool in room 5: it freezes into a pillar of ice.
Definition at line 1151 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FreezeFirstPool().
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Frost on the second pool in room 5.
Definition at line 1156 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FreezeSecondPool().
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Frost begins on the third pool: note whether the leader stands on it.
Definition at line 1161 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FrostBeginsOnThirdPool().
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Later in the same Frost: the third pool shrinks back, and the pillar beside it (actor 14) rises 32 pixels.
Definition at line 1180 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FrostRaisesPillar().
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Emits growing, rotating particles during the third pool's Frost sequence.
Definition at line 1196 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SpawnFrostParticle(), and Event_FreezeThirdPool().
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Emits a randomized particle from the thawing pool every eight frames.
Definition at line 1243 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SpawnThawParticle(), and Event_FreezeThirdPool().
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Frost ends on the third pool: unless the leader stood on it, it freezes, and a frozen second pool thaws back to water.
Definition at line 1283 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FreezeThirdPool().
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Move begins on room 5's sinking pillar: its cell is cleared.
Definition at line 1326 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_PushSinkingPillar(), and Event_StartMovingSinkingPillar().
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Move on room 5's sinking pillar, and after each push: once it reaches column 16 it sinks two pixels into place for good.
Definition at line 1342 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_MoveSinkingPillar(), Event_PushSinkingPillar(), and Scene_Initialize().
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Walking into room 5's sinking pillar: push it if the cell beyond is clear.
Definition at line 1365 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_PushSinkingPillar().
| const struct SceneEvent * Scene_GetEvents | ( | void | ) |
Definition at line 1379 of file crossbone_isle_pillar_rooms.c.
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Prepares the lowered actor's collision and draw priority below the leader.
Definition at line 1401 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_PrepLoweredActor(), and Scene_Initialize().
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Restores a previously frozen pillar's mode, map cell, priority hook, and script.
Definition at line 1413 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_RestoreFlaggedPillar(), and Scene_Initialize().
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Uses terrain layer 2 and installs the moving pillar's priority callback.
Definition at line 1432 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_InitializePillarPriority(), and Scene_Initialize().
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Matches the leader's draw priority to a nearby pillar in front.
Definition at line 1446 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_UpdateLeaderPriority(), and Scene_Initialize().
| s32 Scene_Initialize | ( | void | ) |
Restores each room's pillar footprints, water state, and persistent puzzle state.
Sets up whichever scene is being entered and runs its arrival events.
Definition at line 1471 of file crossbone_isle_pillar_rooms.c.
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Definition at line 625 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_SortPillarActors(), Event_MovePillar(), and Scene_Initialize().
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Definition at line 626 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_MovePillar().
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Definition at line 627 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_JitterBackgroundScroll(), and CrossboneIslePillarRooms_PrepareWaterScroll().
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Definition at line 628 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_AnimateWaterLevel(), and CrossboneIslePillarRooms_JitterBackgroundScroll().
| s32 gEffectScript0[] |
Definition at line 1578 of file crossbone_isle_pillar_rooms.c.
| s32 gEffectScript1[] |
| s32 gEffectScript2[] |
| s32 gStagedActor_DirectionSteps[] |
Pixel step by direction: X in the upper halfword, Z in the lower.
Definition at line 1596 of file crossbone_isle_pillar_rooms.c.
| u32 gStagedActor_FootprintKinds[] |
Definition at line 1606 of file crossbone_isle_pillar_rooms.c.
| s32 gStagedActor_FootprintBounds[] |
Definition at line 1610 of file crossbone_isle_pillar_rooms.c.
| const s32* gEffectScripts[] |
Definition at line 1619 of file crossbone_isle_pillar_rooms.c.
| s32 gCrossboneIslePillarRooms_ActionTable[] |
Definition at line 1625 of file crossbone_isle_pillar_rooms.c.
Referenced by CrossboneIslePillarRooms_FreezePool(), and CrossboneIslePillarRooms_RestoreFlaggedPillar().
| u16 gCrossboneIslePillarRooms_ShiftSteps1[] |
Definition at line 1635 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FlipWaterSwitch().
| u16 gCrossboneIslePillarRooms_ShiftSteps2[] |
Definition at line 1639 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FlipWaterSwitch().
| u16 gCrossboneIslePillarRooms_ShiftSteps3[] |
Definition at line 1643 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FlipWaterSwitch().
| u16 gCrossboneIslePillarRooms_ShiftSteps4[] |
Definition at line 1647 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FlipWaterSwitch().
| u16 gCrossboneIslePillarRooms_ShiftSteps5[] |
Definition at line 1651 of file crossbone_isle_pillar_rooms.c.
Referenced by Event_FlipWaterSwitch().
| struct SceneEntrance gCrossboneIslePillarRoomsEntrancesOther[] |
Definition at line 1655 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEntrances().
| struct SceneEntrance gCrossboneIslePillarRoomsEntrances1[] |
Definition at line 1660 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEntrances().
| struct SceneEntrance gCrossboneIslePillarRoomsEntrances2[] |
Definition at line 1666 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEntrances().
| struct SceneEntrance gCrossboneIslePillarRoomsEntrances3[] |
Definition at line 1672 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEntrances().
| struct SceneEntrance gCrossboneIslePillarRoomsEntrances4[] |
Definition at line 1678 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEntrances().
| struct SceneEntrance gCrossboneIslePillarRoomsEntrances5[] |
Definition at line 1684 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEntrances().
| u32 gCrossboneIslePillarRoomsExits[] |
Definition at line 1690 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetExits().
| struct ScenePlacement gCrossboneIslePillarRoomsNoPlacements[] |
Definition at line 1709 of file crossbone_isle_pillar_rooms.c.
| struct ScenePlacement gCrossboneIslePillarRoomsPlacements1[] |
Definition at line 1713 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetPlacements().
| struct ScenePlacement gCrossboneIslePillarRoomsPlacements2[] |
Definition at line 1725 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetPlacements().
| struct ScenePlacement gCrossboneIslePillarRoomsPlacements3[] |
Definition at line 1739 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetPlacements().
| struct ScenePlacement gCrossboneIslePillarRoomsPlacementsOther[] |
Definition at line 1761 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetPlacements().
| struct ScenePlacement gCrossboneIslePillarRoomsPlacements5[] |
Definition at line 1773 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetPlacements().
| struct SceneEvent gCrossboneIslePillarRoomsEventsOther[] |
Definition at line 1791 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEvents().
| struct SceneEvent gCrossboneIslePillarRoomsEvents1[] |
Definition at line 1795 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEvents().
| struct SceneEvent gCrossboneIslePillarRoomsEvents2[] |
Definition at line 1810 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEvents().
| struct SceneEvent gCrossboneIslePillarRoomsEvents3[] |
Definition at line 1821 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEvents().
| struct SceneEvent gCrossboneIslePillarRoomsEvents4[] |
Definition at line 1835 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEvents().
| struct SceneEvent gCrossboneIslePillarRoomsEvents5[] |
Definition at line 1860 of file crossbone_isle_pillar_rooms.c.
Referenced by Scene_GetEvents().