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flags.h

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1#ifndef ALCHEMY_FLAGS_H
2#define ALCHEMY_FLAGS_H
3
4/// @file
5/// Game flags, named where their meaning is shown.
6
7/// Flags 0 to 7: the character with that id (character_ids.h) is in the party
8/// (Party_AddActiveOwner).
9#define FLAG_IN_PARTY(character) (character)
10#define FLAG_CHILDHOOD 0x20 ///< the prologue: Isaac and Garet are children
11/// The young Isaac wears the tunic Dora made him take on the stormy night:
12/// placed child sprites get its child part (226), and Isaac's grown sprite is
13/// 0x11. Party_EndChildhood clears it.
14#define FLAG_ISAAC_WEARS_TUNIC 0x21
15#define FLAG_DJINNI_0 48 ///< the flag of Djinni 0, set once it is caught
16/// The next scene change is silent: the scene loader clears it in place of
17/// playing SE_288, once. The world map sets it after its lighthouse
18/// transition.
19#define FLAG_SKIP_SCENE_CHANGE_SOUND 0x101
20/// Set as a battle starts, cleared as a field scene starts.
21#define FLAG_IN_BATTLE 0x103
22/// Set while the field menu is open; scenes hold their moving actors still.
23#define FLAG_MENU_OPEN 0x106
24/// While set, opening the field menu or the pause menu, or pressing a shortcut,
25/// raises event 250 instead (Field_RunScene, Field_RequestShortcut); Vault's
26/// inn sets it while the party corners the suspects.
27#define FLAG_MENUS_RAISE_EVENT 0x107
28// Lit lighthouses: the adepts of a lit element regain PP faster
29#define FLAG_VENUS_LIGHTHOUSE_LIT 0x110
30#define FLAG_MERCURY_LIGHTHOUSE_LIT 0x111
31#define FLAG_MARS_LIGHTHOUSE_LIT 0x112
32#define FLAG_JUPITER_LIGHTHOUSE_LIT 0x113
33/// The next scene keeps the music that is playing; scene.c clears
34/// FLAG_KEEP_MUSIC as it does, and leaves FLAG_KEEP_MUSIC_HELD set.
35#define FLAG_KEEP_MUSIC 0x11a
36#define FLAG_KEEP_MUSIC_HELD 0x11b
37#define FLAG_NOT_ON_MAP 0x11c ///< the current place is not on the world map
38/// The leader left through an exit of kind 0x20 (SE_128, animation 26); the
39/// next scene plays the leader's arrival, animation 24
40/// (ObjectEffect_RunPendingFlagEvent), unless its setup clears this first.
41#define FLAG_EXIT_ARRIVAL_PENDING 0x120
42/// The leader falls into the next scene from 160 pixels above
43/// (ObjectEffect_RunPendingFlagEvent), as when the world map's airborne
44/// travel ends.
45#define FLAG_ARRIVE_FALLING 0x122
46/// The current scene's record has variant 2; the scene loader sets and clears
47/// it.
48#define FLAG_SCENE_VARIANT_2 0x123
49/// Set before an action on the field; still set afterwards, nothing came of it
50/// and the game says so. "But nothing happens." An event that acts clears it.
51#define FLAG_NOTHING_HAPPENS 0x142
52#define FLAG_ITEM_USED_UP 0x143 ///< the item just used is removed afterwards
53/// Retreat is blocked, from Psynergy or an item. It "does not work here".
54/// Cleared on every scene entrance; the scenes that forbid Retreat set it.
55#define FLAG_RETREAT_BLOCKED 0x144
56#define FLAG_ITEM_USE 0x145 ///< the Psynergy comes from an item
57/// No random encounters while set (Encounter_SelectEnemyGroup), unless flag
58/// 0x15f is set; debug entrances set it.
59#define FLAG_NO_ENCOUNTERS 0x160
60#define FLAG_DEBUG_BATTLE 0x162 ///< set before every debug battle
61/// In debug mode, steps on the field are not processed (Field_RunScene) and
62/// the world map's places do not react to the leader; debug entrances set it.
63#define FLAG_DEBUG_STEPS_OFF 0x163
64/// Set while the Lure Cap is worn: random encounters come twice as fast.
65#define FLAG_LURE_CAP 0x167
66#define FLAG_AUTO_BATTLE 0x16a
67#define FLAG_CHOOSING_COMMANDS 0x16b ///< set while the commands are chosen
68#define FLAG_LINK_BATTLE 0x16c
69#define FLAG_DJINN_TUTORIAL 0x16e
70/// With FLAG_DJINN_TUTORIAL set, these two choose the part of the tutorial the
71/// Djinn menu plays: neither, step 1; only the second, step 14; only the first,
72/// step 27; both, step 28 (DjinnMenu_Open).
73#define FLAG_DJINN_TUTORIAL_PART_A 0x16f
74#define FLAG_DJINN_TUTORIAL_PART_B 0x171
75/// The link lobby's battle against a monster when no opponent is linked:
76/// formations matched to the party's level, and no spoils.
77#define FLAG_MONSTER_BATTLE 0x173
78/// Set when the cleared game's menu goes to the link lobby: there Psynergy has
79/// no effect and the system menu offers only Change settings.
80#define FLAG_IN_LINK_LOBBY 0x17e
81// Flags 0x300 to 0x3ff are place flags: Scene_ResetFlagsOnEnter clears them
82// when the party enters another place group, and each place uses the numbers
83// for its own, so the scenes name them. These two are the link lobby's.
84// Byte flags, read and written eight at a time.
85#define FLAG_LINK_PARTY_COUNT 0x3f0 ///< the members the linked opponent sent
86/// Monster battles won in a row, added to the monsters' level; -1 after the
87/// series ends.
88#define FLAG_MONSTER_BATTLE_WINS 0x3f8
89/// Plus a row of the shop stock table: that place's artifacts are in stock.
90#define FLAG_SHOP_ARTIFACTS_STOCKED 0x400
91/// Set while the Colosso holds the party's equipment (the inventory snapshot).
92#define FLAG_INVENTORY_SNAPSHOT 0x952
93#define FLAG_KEEP_PARTY_POSITION 0x109
94#define FLAG_SHOW_LOCATION_NAME 0x12f
95#define FLAG_KEEP_LAYER_GRAPHICS 0x170
96#define FLAG_SANCTUM_VISIT_PLANNED 0x801
97#define FLAG_SOL_SANCTUM_ENTERED 0x802
98#define FLAG_SEARCHING_FOR_HIDDEN_PASSAGE 0x804
99#define FLAG_MET_SATUROS_AND_MENARDI 0x808
100#define FLAG_SOL_SANCTUM_FIRST_GEM_PLACED 0x81a
101#define FLAG_SOL_SANCTUM_SECOND_GEM_PLACED 0x821
102#define FLAG_TRET_DEFEATED 0x844
103#define FLAG_KOLIMA_CURSE_LIFTED 0x845
104#define FLAG_MET_LAUREL 0x84c
105#define FLAG_MCCOY_PALACE_REWARD_TAKEN 0x84e
106#define FLAG_VAULT_THIEVES_JAILED 0x855
107#define FLAG_VAULT_DOG_SHOWN_PASSAGE 0x858
108#define FLAG_VAULT_BONE_RECEIVED 0x85b
109#define FLAG_VAULT_DJINNI_CALLED_BY_BELL 0x867
110#define FLAG_BILIBIN_CAVE_SECOND_DOUSE_TARGET_CLEARED 0x882
111#define FLAG_BILIBIN_CAVE_FIRST_DOUSE_TARGET_CLEARED 0x883
112#define FLAG_XIAN_HEARD_HSU_TRAPPED 0x895
113#define FLAG_FEIZHI_WENT_TO_HSU 0x89a
114#define FLAG_HSU_RESCUED 0x8b2
115#define FLAG_ALTIN_MINE_FIRST_DRAIN 0x8fd
116#define FLAG_ALTIN_MINE_SECOND_DRAIN 0x8fe
117#define FLAG_ALTIN_MINE_THIRD_DRAIN 0x907
118#define FLAG_HYDROS_STATUES_DEFEATED 0x909
119#define FLAG_TOLBI_SHIP_WARRIORS_SEEK_CAPTAIN 0x922
120#define FLAG_TOLBI_SHIP_CREWMAN_CONFRONTED 0x923
121#define FLAG_TOLBI_SHIP_ANCHOR_CHARM_FOUND 0x924
122#define FLAG_LUNPA_HEARD_OF_PRISONER 0x940
123#define FLAG_LUNPA_TRADE_REOPENED 0x941
124#define FLAG_LUNPA_CAVE_REUNION_SEEN 0x94d
125/// Bunza's wagon has left West Lunpa Cave, with the party aboard or without.
126#define FLAG_BUNZAS_WAGON_LEFT 0x94f
127#define FLAG_IODEM_FOLLOWING_PARTY 0x9a0
128#define FLAG_GONDOWAN_CAVE_FIRST_LEAP_COMPLETE 0x9a2
129#define FLAG_GONDOWAN_CAVE_SECOND_OBJECT_MOVED 0x9a5
130
131// Alpine Crossing and Lama Temple
132/// Feizhi has found the road blocked and run ahead to look for Hsu.
133#define FLAG_FEIZHI_SAW_ROCKSLIDE 0x8b0
134/// Hama has reached Hsu and spoken with him and Feizhi.
135#define FLAG_HAMA_REACHED_HSU 0x8b1
136/// Hsu was freed without the party: set with FLAG_HSU_RESCUED when the party
137/// comes back from Lama Temple after Xian has heard of the accident. While it
138/// is set, Xian's people do not thank the party for the rescue.
139#define FLAG_HSU_RESCUED_WITHOUT_PARTY 0x8b3
140#define FLAG_ALPINE_CROSSING_POWER_BREAD 0xf71 ///< the crossing's chest
141#define FLAG_LAMA_TEMPLE_WATER_OF_LIFE 0xf7a ///< the temple's chest
142
143// Altin
144#define FLAG_ALTIN_WATER_BEAST_LEFT 0x8ff ///< jumped back into the flood
145#define FLAG_ALTIN_BLOCK_MOVED 0x906 ///< pushed to its place by Move
146#define FLAG_ALTIN_NUT 0xf73 ///< a barrel in the houses
147#define FLAG_ALTIN_COINS 0xf74 ///< a barrel in the houses
148#define FLAG_ALTIN_SLEEP_BOMB 0xf75 ///< a bed in the houses
149
150// Altin Peak, numbered by its rooms (SceneId_AltinPeak1 to 11)
151/// Room 1's water beast has been seen hopping along its first and its second
152/// route.
153#define FLAG_ALTIN_PEAK_FIRST_BEAST_ROUTE_SEEN 0x904
154#define FLAG_ALTIN_PEAK_SECOND_BEAST_ROUTE_SEEN 0x905
155/// Room 9's boulder has fallen and rolled down after the party leader.
156#define FLAG_ALTIN_PEAK_BOULDER_FALLEN 0x908
157#define FLAG_ALTIN_PEAK_COOKIE 0xf76 ///< room 3's chest
158#define FLAG_ALTIN_PEAK_DRAGON_SHIELD 0xf77 ///< room 5's chest
159#define FLAG_ALTIN_PEAK_LUCKY_MEDAL 0xf78 ///< room 8's chest
160#define FLAG_ALTIN_PEAK_VIAL 0xf79 ///< room 11's chest
161#define FLAG_ALTIN_PEAK_PSY_CRYSTAL 0xf07 ///< room 7's chest
162#define FLAG_ALTIN_PEAK_LIFTING_GEM 0xf08 ///< room 10's chest
163
164// Altmiller Cave
165#define FLAG_MET_INVISIBLE_BABI 0x960 ///< Babi has asked for his draught
166/// Babi has called the party back once as it made to leave without him.
167#define FLAG_BABI_CALLED_PARTY_BACK 0x961
168/// The party has saved Babi in Altmiller Cave with his Mystic Draught; Tolbi
169/// then holds the Colosso finals, and its scenes read this as the finals day.
170#define FLAG_BABI_SAVED 0x962
171#define FLAG_ALTMILLER_CAVE_MYSTIC_DRAUGHT 0xf30 ///< behind the rocks' wall
172#define FLAG_ALTMILLER_CAVE_VIAL 0xf9c ///< room 3's chest
173#define FLAG_ALTMILLER_CAVE_COOKIE 0xf9d ///< room 5's chest
174
175// Babi Lighthouse
176/// Arrival through room 2's entrance 10 changes its tiles and collision;
177/// entrances 10 and 11 restore those changes on later visits.
178#define FLAG_BABI_LIGHTHOUSE_ROOM2_ENTRANCE_10_USED 0x980
179/// The stone door that Reveal's switch opens stands open.
180#define FLAG_BABI_LIGHTHOUSE_DOOR_OPEN 0x985
181/// Iodem and Faran have asked the party to follow Sheba's kidnappers.
182#define FLAG_BABI_LIGHTHOUSE_PURSUIT_ASKED 0x988
183/// Set with it: Iodem has come to Babi Lighthouse, and from then on he no
184/// longer leaves the party in Suhalla's inn or Gondowan Cave.
185#define FLAG_IODEM_AT_BABI_LIGHTHOUSE 0x98a
186/// The party has opened the door before Iodem and Faran, who stay behind.
187#define FLAG_BABI_LIGHTHOUSE_DOOR_SHOWN 0x989
188#define FLAG_BABI_LIGHTHOUSE_LUCKY_PEPPER 0xfbc ///< the building site's chest
189
190// Babi Palace
191#define FLAG_COLOSSO_OVER 0x950 ///< the Colosso finals have been fought
192#define FLAG_WON_COLOSSO 0x951 ///< the party won the finals
193/// The attendant has offered the beds for the night before the finals.
194#define FLAG_BABI_PALACE_FINALS_REST_OFFERED 0x966
195/// While set, the beds can be used during the finals.
196#define FLAG_BABI_PALACE_FINALS_BEDS_OPEN 0x967
197/// Sheba has felt the party read her mind.
198#define FLAG_SHEBA_NOTICED_MIND_READ 0x968
199/// While set, the beds can be used before the finals.
200#define FLAG_BABI_PALACE_BEDS_OPEN 0x969
201#define FLAG_BABI_PALACE_FIRST_NIGHT 0x96a ///< the party has slept there once
202/// The soldiers have come back from Altmiller Cave to Iodem without Babi.
203#define FLAG_IODEM_HEARD_SOLDIERS 0x96b
204/// A courtyard guard has passed on Babi's word to go to the colosseum.
205#define FLAG_BABI_PALACE_GUARD_GAVE_WORD 0x96c
206/// The other courtyard guard has thanked the party for saving Babi.
207#define FLAG_BABI_PALACE_GUARD_THANKED_PARTY 0x96d
208/// Babi and Iodem have spoken with the party after Colosso.
209#define FLAG_BABI_SPOKE_AFTER_COLOSSO 0x96f
210#define FLAG_BABI_PALACE_CLOAK_BALL 0xf31 ///< lent by Babi after Colosso
211#define FLAG_BABI_PALACE_LUCKY_MEDAL 0xf9f ///< in a barrel
212/// A jar in the scholars' room, which is drawn on Vale's map (vale_babi.c).
213#define FLAG_BABI_PALACE_HARD_NUT 0xf9e
214// Bilibin
215#define FLAG_BILIBIN_JILL_RESCUED 0x848 ///< Jill, a tree, pulled from the river
216#define FLAG_BILIBIN_JILL_GIFT_RECEIVED 0x849 ///< her thanks, a Hard Nut
217
218// Colosso
219#define FLAG_COLOSSO_FAILED_TRIAL_SEEN 0x8a3 ///< a warrior failed his trial
220#define FLAG_COLOSSO_CLEARED_TRIAL_SEEN 0x8a4 ///< a warrior cleared his trial
221#define FLAG_COLOSSO_FIRST_MATCH_WON 0x90e
222#define FLAG_COLOSSO_SECOND_MATCH_WON 0x90f
223// Also FLAG_COLOSSO_OVER (0x950): the colosseum is closed until next year.
224// Also FLAG_BABI_SAVED (0x962): the trials are over, the finals day.
225
226// Kalay
227/// The inn's guests told the party about the Colosso tour to Tolbi.
228#define FLAG_KALAY_HEARD_OF_COLOSSO_TOUR 0x910
229#define FLAG_KALAY_COLOSSO_TOUR_LEFT 0x911 ///< the tour group has left town
230#define FLAG_KALAY_TOWN_NUT_CAUGHT 0x916 ///< the Nut circling in the town
231
232// Imil
233/// Mia's second apprentice told the party Mia went to the old couple's house.
234#define FLAG_IMIL_HEARD_MIA_WENT_TO_COUPLE 0x82a
235/// Mia healed the old man, and the party saw the Mercury Lighthouse lit.
236#define FLAG_IMIL_MET_MIA 0x82b
237/// Her apprentice told the party she can act as its healer in the sanctum.
238#define FLAG_IMIL_APPRENTICE_OFFERED_HEALING 0x82d
239#define FLAG_IMIL_MIA_SAID_FAREWELL 0x82e ///< to her two apprentices
240
241// Fuchin Falls
242/// The Dragon's Eye is set in the dragon statue, which opened the hidden path.
243#define FLAG_FUCHIN_FALLS_DRAGONS_EYE_SET 0x820
244
245// Kalay and Tolbi docks
246#define FLAG_KALAY_DOCKS_TICKET_BOUGHT 0x8a5
247/// The father on the Kalay docks asked the party to take a message to his
248/// daughter in Tolbi, and the party agreed.
249#define FLAG_KALAY_DOCKS_CARRYING_MESSAGE 0x8a6
250#define FLAG_KALAY_DOCKS_TICKET_HANDED_OVER 0x8a7 ///< the party may board
251#define FLAG_TOLBI_DOCKS_MESSAGE_DELIVERED 0x8a8
252#define FLAG_KALAY_DOCKS_WENT_ASHORE 0x8a9 ///< off the ship after boarding
253/// A passenger on the Tolbi docks walked up to the party as it arrived.
254#define FLAG_TOLBI_DOCKS_PASSENGER_MET_PARTY 0x8aa
255/// The passengers confronted the tour guides and their bodyguard.
256#define FLAG_TOLBI_DOCKS_CONFRONTATION_SEEN 0x8ab
257#define FLAG_KALAY_DOCKS_GARET_SAW_KARAGOL 0x8ac
258// Kolima
259/// The party has seen the curse fall, in Kolima or on the forest bridge.
260#define FLAG_KOLIMA_CURSE_WITNESSED 0x843
261/// Kolima's bridge fell as the party crossed it.
262#define FLAG_KOLIMA_BRIDGE_COLLAPSED 0x847
263
264// Kolima Forest
265#define FLAG_KOLIMA_FOREST_NUT_CAUGHT 0xfd3 ///< Catch took the clearing's Nut
266
267// Lamakan Desert
268#define FLAG_LAMAKAN_SAND_MONSTER_BEATEN 0x90a ///< on the third map
269
270// Lalivero
271/// The party is back from Venus Lighthouse, by the aerie's exit.
272#define FLAG_RETURNED_FROM_VENUS_LIGHTHOUSE 0x9a7
273/// The party saw the ship from Venus Lighthouse before coming back.
274#define FLAG_SAW_SHIP_FROM_VENUS_LIGHTHOUSE 0x9bf
275#define FLAG_LALIVERO_WOUNDED_SOLDIERS_SEEN 0x9b8
276#define FLAG_IODEM_FAREWELL_SEEN 0x9ba ///< Iodem gave the Black Orb
277#define FLAG_LALIVERO_WHARF_OPEN 0x9bb ///< the guard lets the party to the ship
278/// Iodem asked the party to wait for him outside.
279#define FLAG_IODEM_ASKED_TO_MEET 0x9bc
280// Lunpa
281/// Set on the world map; from then on the east guard asks whether the party
282/// came from Kalay.
283#define FLAG_GUARDS_SUSPECT_KALAY 0x85a
284/// The gate's left guard has recognized Hammet with the party.
285#define FLAG_LUNPA_GATE_GUARD_SAW_HAMMET 0x9af
286#define FLAG_LUNPA_PSYNERGY_STONE 0xf27
287#define FLAG_LUNPA_GRAVE_SLEEP_BOMB 0xf88
288#define FLAG_LUNPA_BARREL_NUT 0xf89
289#define FLAG_LUNPA_WOODEN_BOX_LUCKY_MEDAL 0xf8a ///< in the town's buildings
290#define FLAG_LUNPA_BARREL_VIAL 0xf8b ///< in the town's buildings
291#define FLAG_LUNPA_NUT_CAUGHT 0xfd1 ///< the nut floating over the town
292
293// Lunpa Fortress. From FLAG_LUNPA_FORTRESS_COLUMN_LOWERED to
294// FLAG_LUNPA_FORTRESS_WEST_GUARD_BEATEN, the fortress's state is cleared
295// whenever the party comes back to the gate below it.
296/// The party has seen Hammet's rescue up to Dodonpa's trap; a retry after
297/// losing the battle skips to the trap.
298#define FLAG_LUNPA_FORTRESS_TRAP_SEEN 0x942
299#define FLAG_LUNPA_FORTRESS_COLUMN_LOWERED 0x943
300/// Whirlwind has blown away what hid the first switch, the passage and the
301/// second switch.
302#define FLAG_LUNPA_FORTRESS_FIRST_SWITCH_UNCOVERED 0x944
303#define FLAG_LUNPA_FORTRESS_PASSAGE_UNCOVERED 0x945
304#define FLAG_LUNPA_FORTRESS_SECOND_SWITCH_UNCOVERED 0x946
305#define FLAG_LUNPA_FORTRESS_FIRST_SWITCH_FLIPPED 0x947
306#define FLAG_LUNPA_FORTRESS_SECOND_SWITCH_FLIPPED 0x948
307#define FLAG_LUNPA_FORTRESS_HALL_GUARD_BEATEN 0x949
308#define FLAG_LUNPA_FORTRESS_THREE_GUARDS_BEATEN 0x94a
309#define FLAG_LUNPA_FORTRESS_EAST_GUARD_BEATEN 0x94b
310#define FLAG_LUNPA_FORTRESS_WEST_GUARD_BEATEN 0x94c
311/// Donpa's reward, the Djinni in his room, has joined the party.
312#define FLAG_LUNPA_FORTRESS_REWARD_TAKEN 0x94e
313#define FLAG_LUNPA_FORTRESS_CHEST_ELIXIR 0xfa2
314#define FLAG_LUNPA_FORTRESS_CHEST_LUCKY_MEDAL 0xfa3
315#define FLAG_LUNPA_FORTRESS_THIRD_CHEST 0xfa4 ///< item 0xaa
316#define FLAG_LUNPA_FORTRESS_CHEST_COINS 0xfa5
317#define FLAG_LUNPA_FORTRESS_BARREL_VIAL 0xfa6
318#define FLAG_LUNPA_FORTRESS_CHEST_POWER_BREAD 0xfa7
319#define FLAG_LUNPA_FORTRESS_CELL_KEY 0xf2e ///< caught or taken from its hook
320
321// McCoy Palace and its garden, in Bilibin
322/// The gate guards have let the party into the palace.
323#define FLAG_MCCOY_PALACE_ADMITTED 0x84a
324#define FLAG_MCCOY_PALACE_VISITED 0x84b ///< set on every entry to the palace
325/// After McCoy turned the party away, his escort let slip that the
326/// barricade may not need a key.
327#define FLAG_MCCOY_PALACE_BARRICADE_HINT 0x84f
328/// The escort has seen the party off after McCoy's reward.
329#define FLAG_MCCOY_PALACE_PARTY_REWARDED 0x85e
330/// The party refused McCoy's job at the first audience.
331#define FLAG_MCCOY_PALACE_JOB_REFUSED 0x85f
332#define FLAG_MCCOY_PALACE_BARREL_ELIXIR 0xf55
333#define FLAG_MCCOY_PALACE_BARREL_SMOKE_BOMB 0xf56
334#define FLAG_MCCOY_PALACE_GARDEN_NUT_CAUGHT 0xfd2 ///< the floating nut
335// Mercury Lighthouse
336/// Mia has told the party she senses someone inside the lighthouse.
337#define FLAG_MIA_SENSED_SOMEONE_INSIDE 0x870
338/// The statue is moved and Mia's Ply has opened the lighthouse door.
339#define FLAG_MIA_OPENED_MERCURY_LIGHTHOUSE 0x871
340/// Past the Lizard Man, Mia has gone on into the lighthouse.
341#define FLAG_MIA_ENTERED_MERCURY_LIGHTHOUSE 0x872
342#define FLAG_MIA_JOINED_PARTY 0x873 ///< rescued again, Mia joins with Fizz
343/// The block rests on the floor switch and holds the gate open.
344#define FLAG_MERCURY_LIGHTHOUSE_GATE_HELD_OPEN 0x874
345/// Ply in the entrance hall: the lights cycle and the pillar routes open.
346#define FLAG_MERCURY_LIGHTHOUSE_PLY_ACTIVATED 0x875
347/// All three channel blocks are in place and the water runs.
348#define FLAG_MERCURY_LIGHTHOUSE_CHANNELS_OPEN 0x876
349/// The sliding statue has fallen through to the floor below.
350#define FLAG_MERCURY_LIGHTHOUSE_STATUE_FELL 0x877
351/// The block rests on the stair gate's floor switch and holds it open.
352#define FLAG_MERCURY_LIGHTHOUSE_STAIR_GATE_HELD_OPEN 0x878
353/// The aerie's confrontation with Saturos, the battle and Alex's visit are
354/// over; set with FLAG_SATUROS_BEATEN_AT_MERCURY.
355#define FLAG_MERCURY_AERIE_CONFRONTATION_DONE 0x880
356/// Saturos is beaten at Mercury Lighthouse: the Hermes fountain at its foot
357/// flows again.
358#define FLAG_SATUROS_BEATEN_AT_MERCURY 0x881
359
360// Mogall Forest
361#define FLAG_MOGALL_FOREST_FIRST_APE_SEEN 0x89c ///< an ape hides on arrival
362/// The last guiding ape has led the party to the Killer Ape's hiding place.
363#define FLAG_MOGALL_FOREST_LED_TO_KILLER_APE 0x89d
364#define FLAG_MOGALL_FOREST_KILLER_APE_BEATEN 0x89e
365// Suhalla
366/// Set at Babi's palace as his audience after Colosso begins; afterwards
367/// Suhalla's people talk of the Tolbi soldiers the sandstorms brought there.
368/// Also uses FLAG_BABI_SPOKE_AFTER_COLOSSO.
369/// Iodem has found the wounded soldiers at Suhalla's inn and asked for Sheba.
370#define FLAG_IODEM_MET_WOUNDED_SOLDIERS 0x9b0
371
372// Suhalla Gate
373#define FLAG_SUHALLA_GATE_SOLDIER_VANISHED 0x897 ///< after his last words
374#define FLAG_SUHALLA_GATE_ATTACK_SEEN 0x89f ///< Iodem has questioned the guards
375/// The side the party last came through, which Retreat returns them to.
376#define FLAG_SUHALLA_GATE_ENTERED_FROM_SOUTH 0x8fb
377#define FLAG_SUHALLA_GATE_ENTERED_FROM_EAST 0x8fc
378
379// Suhalla Desert
380/// search on or go to Lalivero
381#define FLAG_SUHALLA_DESERT_TALKED_OF_SHEBA 0x9b5
382/// Iodem warned of a sandstorm. "A sandstorm!"
383#define FLAG_SUHALLA_DESERT_IODEM_WARNED 0x9b6
384#define FLAG_SUHALLA_DESERT_CHASING_STORM_DOUSED 0x9b7
385// Tolbi
386#define FLAG_TOLBI_CORN_GIVEN 0x8bf ///< the snack vendor gave away her corn
387#define FLAG_TOLBI_SEARCHERS_MET 0x8c0 ///< the soldiers asked about Babi
388#define FLAG_TOLBI_SPRING_OPENED 0x8c1 ///< the gambler let the party go first
389
390// Tolbi interiors: the woman who finds a Lucky Medal after Colosso
391#define FLAG_TOLBI_INTERIORS_MEDAL_HIDDEN 0x8bc ///< she hid it in the barrel
392#define FLAG_TOLBI_INTERIORS_MEDAL_TAKEN 0x8bd ///< the party took it
393#define FLAG_TOLBI_INTERIORS_MEDAL_MISSED 0x8be ///< she has greeted them since
394
395// Tolbi ship: the crossing of the Karagol Sea from Kalay to Tolbi
396#define FLAG_TOLBI_SHIP_AT_ISLAND 0x8a0 ///< at anchor off the island
397/// The ship's place plays music 29, the monsters' theme, instead of 41.
398#define FLAG_TOLBI_SHIP_MONSTERS_SIGHTED 0x8f0
399#define FLAG_TOLBI_SHIP_ISLAND_SCOUT_AGREED 0x903 ///< the party will scout it
400/// The crew have wondered what became of the replacement ship.
401#define FLAG_TOLBI_SHIP_CREW_WONDERED_AT_DELAY 0x920
402/// The party has heard that the captain decided to sail.
403/// "But the captain decided to set sail just a second ago."
404#define FLAG_TOLBI_SHIP_CAPTAIN_DECIDED_TO_SAIL 0x921
405/// The party gave back the captain's Anchor Charm and agreed to protect the
406/// ship.
407#define FLAG_TOLBI_SHIP_ANCHOR_CHARM_RETURNED 0x925
408/// The ship has set sail without its replacement.
409/// "Our replacement never arrived, but we're shoving off just the same."
410#define FLAG_TOLBI_SHIP_SAILING_WITHOUT_REPLACEMENT 0x926
411#define FLAG_TOLBI_SHIP_ROWING 0x927 ///< the oars are moving
412/// The monster attacks fought off. After the first an oarsman is hurt, and
413/// from then on passengers the party chooses take the empty seats.
414#define FLAG_TOLBI_SHIP_FIRST_ATTACK_REPELLED 0x928
415#define FLAG_TOLBI_SHIP_SECOND_ATTACK_REPELLED 0x929
416#define FLAG_TOLBI_SHIP_THIRD_ATTACK_REPELLED 0x92a
417#define FLAG_TOLBI_SHIP_KRAKEN_DEFEATED 0x92b
418/// The passengers chosen to row: a group of nine flags for each empty seat,
419/// one flag for each passenger, in the order of their actors from 8.
420#define FLAG_TOLBI_SHIP_FIRST_SEAT_ROWERS 0x92c
421#define FLAG_TOLBI_SHIP_SECOND_SEAT_ROWERS 0x935
422#define FLAG_TOLBI_SHIP_THIRD_SEAT_ROWERS 0x917
423#define FLAG_TOLBI_SHIP_FOURTH_SEAT_ROWERS 0x990
424/// The ship reached Tolbi. "The ship has arrived safely"
425#define FLAG_TOLBI_SHIP_REACHED_TOLBI 0x93e
426// Tunnel Ruins
427#define FLAG_TUNNEL_RUINS_BUSH_BLOWN_AWAY 0x970
428#define FLAG_TUNNEL_RUINS_PILLAR_A_SUNK 0x971
429#define FLAG_TUNNEL_RUINS_PILLAR_B_SUNK 0x972
430#define FLAG_TUNNEL_RUINS_EAST_PILLAR_A_PUSHED_WEST 0x974
431#define FLAG_TUNNEL_RUINS_EAST_PILLAR_B_PUSHED_WEST 0x975
432#define FLAG_TUNNEL_RUINS_STATUE_DOOR_OPEN 0x984
433#define FLAG_TUNNEL_RUINS_ORACLES_ROBE 0xf32 ///< a chest in the second scene
434#define FLAG_TUNNEL_RUINS_ASURAS_ARMOR 0xf33 ///< a chest in the second scene
435// Vale
436/// The prologue's stormy night: lightning over Vale, the rockslide and the
437/// monsters loose in the village.
438#define FLAG_VALE_STORM 0x834
439/// Set whenever Kalay is entered; Vale's villagers then talk of the party's
440/// journey.
441#define FLAG_REACHED_KALAY 0x87a
442
443// Vale, Kraden's cottage
444/// Kraden wondered aloud about the strangers
445#define FLAG_OVERHEARD_KRADEN 0x800
446/// The man hurt in the rockslide believes he will die.
447#define FLAG_VALE_ROCKSLIDE_SURVIVOR_GAVE_UP 0x82f
448/// He found he was unhurt and ran to the plaza.
449#define FLAG_VALE_ROCKSLIDE_SURVIVOR_ESCAPED 0x839
450#define FLAG_VALE_STORM_FIRST_MONSTER_FOUGHT 0x87d
451#define FLAG_VALE_STORM_SECOND_MONSTER_FOUGHT 0x87e
452/// A monster was fought on the stormy night: Vale's music changes (song 23).
453#define FLAG_VALE_STORM_MONSTER_FOUGHT 0x900
454/// The jar's Elixir by the cottage; after Kalay it is searchable only from the
455/// third patch.
456#define FLAG_VALE_KRADEN_JAR_ELIXIR 0xf41
457
458// Vale, the plaza
459/// A villager asked whether Isaac is going to Kraden's cottage.
460/// "Do you need to go past here? You must be going to Kraden's cottage..."
461#define FLAG_VALE_ASKED_IF_GOING_TO_KRADEN 0x806
462/// A villager has scolded Garet once.
463/// "Garet, you make me so mad sometimes!"
464#define FLAG_VALE_ANGRY_VILLAGER_ARGUED 0x807
465/// Back from Kalay, a villager asked whether Jenna is back yet.
466#define FLAG_VALE_ASKED_IF_JENNA_IS_BACK 0x81f
467/// A villager stopped Isaac and warned him off the mountain.
468/// "You're not planning on sneaking up to Mt. Aleph..."
469#define FLAG_VALE_WARNED_AGAINST_MT_ALEPH 0x823
470
471// Vale on the stormy night, the paths outside
472/// The four rocks that fall across the paths (actors 11 to 14).
473#define FLAG_VALE_STORM_FIRST_ROCK_FELL 0x830
474#define FLAG_VALE_STORM_SECOND_ROCK_FELL 0x831
475#define FLAG_VALE_STORM_THIRD_ROCK_FELL 0x832
476#define FLAG_VALE_STORM_FOURTH_ROCK_FELL 0x833
477/// A villager running out of his house shoved Isaac.
478/// "Huh? Isaac?"
479#define FLAG_VALE_STORM_BUMPED_INTO_VILLAGER 0x835
480/// Isaac heard Garet struggling with his things.
481/// "Ugh... Hrnghhh..."
482#define FLAG_VALE_STORM_HEARD_GARET 0x836
483#define FLAG_VALE_STORM_GARET_JOINED 0x837
484#define FLAG_VALE_BOULDER_FELL 0x838
485/// Isaac saw the villagers trying to pull Felix from the river.
486#define FLAG_VALE_STORM_SAW_RIVER_RESCUE 0x83a
487/// Jenna came back to the river and the scene there ended with
488/// ValeStorm_ShowBoulderSweepingDownriver. "Mom! Dad! We're back!"
489#define FLAG_VALE_STORM_RIVER_GATHERING_SEEN 0x841
490/// Garet ran off, leaving Isaac alone. "Isaac!"
491#define FLAG_VALE_STORM_GARET_LEFT 0x842
492/// Dora and Kyle sent Isaac to the plaza.
493#define FLAG_VALE_STORM_SENT_TO_PLAZA 0x87b
494#define FLAG_VALE_STORM_THIRD_MONSTER_FOUGHT 0x87c
495#define FLAG_VALE_STORM_FOURTH_MONSTER_FOUGHT 0x87f
496
497// Vale, the village
498/// On the stormy night, the villagers sent Isaac to aid the elders holding
499/// back the Boulder.
500#define FLAG_VALE_STORM_SENT_TO_AID_ELDERS 0x840
501/// Whirlwind cleared the three targets (actors 8 to 10) in the village.
502#define FLAG_VALE_FIRST_WHIRLWIND_TARGET_CLEARED 0x90b
503#define FLAG_VALE_SECOND_WHIRLWIND_TARGET_CLEARED 0x90c
504#define FLAG_VALE_THIRD_WHIRLWIND_TARGET_CLEARED 0x90d
505
506// Vale, around Isaac's house
507/// Back from Kalay, Mind Read showed that Dora is ill.
508#define FLAG_READ_THOUGHTS_ABOUT_DORA 0x81c
509/// Isaac visited Dora in her sickbed and she got up.
510#define FLAG_VISITED_SICK_DORA 0x81e
511/// The containers, set once each is searched; the last three hold their finds
512/// only once the party is back from Kalay.
513#define FLAG_VALE_WOODEN_BOX_HERB 0xf47
514#define FLAG_VALE_JAR_COINS 0xf48 ///< 5 coins
515#define FLAG_VALE_BARREL_COIN 0xf49 ///< 1 coin
516#define FLAG_VALE_JAR_VIAL 0x8ad
517#define FLAG_VALE_BARREL_COINS 0x8ae ///< 123 coins
518#define FLAG_VALE_PSYNERGY_STONE 0x8af
519
520// Vale, houses and shops
521/// The item shopkeeper gave Isaac a Herb as a farewell gift.
522#define FLAG_VALE_FAREWELL_HERB_RECEIVED 0x81b
523/// Back from Kalay, Garet surprised his family at home.
524#define FLAG_GARET_CAME_HOME 0x81d
525// The houses' containers, set once each is searched (not on the stormy night)
526#define FLAG_VALE_INTERIORS_BARREL_ANTIDOTE 0xf42
527#define FLAG_VALE_INTERIORS_JAR_6_COINS 0xf43
528#define FLAG_VALE_INTERIORS_JAR_2_COINS 0xf44
529#define FLAG_VALE_INTERIORS_JAR_SMOKE_BOMB 0xf45
530#define FLAG_VALE_INTERIORS_JAR_3_COINS 0xf46
531
532// Vale during the eruption
533/// Isaac and Garet followed the elders into the sanctum. They came down
534/// Mt. Aleph to do so.
535#define FLAG_VALE_RETURNED_FROM_MT_ALEPH 0x879
536
537// Vale Cave, where Kite hides
538#define FLAG_VALE_CAVE_HALT_GEM 0xfc2 ///< the second room's chest
539#define FLAG_VALE_CAVE_NUT 0xfc3 ///< the second room's other chest
540// Vault: the stolen Shaman's Rod, and its containers, set once each is
541// searched
542/// Set when Ivan first shows the party his strange powers at the mayor's.
543#define FLAG_VAULT_MET_IVAN 0x850
544/// Set once the mayor has thanked the party for helping Ivan.
545#define FLAG_VAULT_MAYOR_THANKED_PARTY 0x851
546/// Set when the party first approaches the two suspects at the inn.
547#define FLAG_VAULT_SUSPECTS_APPROACHED 0x852
548/// Set once the mayor has given the party the Water of Life.
549#define FLAG_VAULT_WATER_OF_LIFE_RECEIVED 0x857
550/// Set once the crate is pushed aside, opening the passage behind it.
551#define FLAG_VAULT_CRATE_MOVED 0x859
552/// Set when the party agrees to help Ivan find the rod; while it is set and
553/// the thieves are free, Ivan waits in Vault whenever the party leaves town.
554#define FLAG_VAULT_IVAN_JOINED_ROD_SEARCH 0x856
555/// Set once Ivan has read the minds of the two cornered suspects.
556#define FLAG_VAULT_SUSPECTS_MIND_READ 0x853
557/// Set as the three thieves are confronted in the attic, before the battle.
558#define FLAG_VAULT_THIEVES_CONFRONTED 0x854
559/// Set when, back in Vault after the thieves broke out, the mayor or the
560/// villager who spoke with him has warned the party of them.
561/// XXX: no scene here reads it; its reader would say what it gates.
562#define FLAG_VAULT_WARNED_OF_ESCAPED_THIEVES 0x868
563#define FLAG_VAULT_BOX_NUT 0xf4a
564
565// Vault interiors: their containers, set once each is searched
566#define FLAG_VAULT_INTERIORS_JAR_COINS 0xf4b
567#define FLAG_VAULT_INTERIORS_BARREL_COINS 0xf4c
568#define FLAG_VAULT_INTERIORS_BARREL_SLEEP_BOMB 0xf4d
569#define FLAG_VAULT_INTERIORS_BOX_MINT 0xf4e
570
571// Vault cave: its switches, and its chests, set once each is opened
572#define FLAG_VAULT_CAVE_SWITCH_FLIPPED 0x9a8
573#define FLAG_VAULT_CAVE_SOUTH_BLOCK_ON_SWITCH 0x9a9
574#define FLAG_VAULT_CAVE_NORTH_BLOCK_ON_SWITCH 0x9aa
575#define FLAG_VAULT_CAVE_1_CHEST 0xef3
576#define FLAG_VAULT_CAVE_2_CHEST 0xfc4
577
578// Vault Jail: its chests, set once each is opened
579#define FLAG_JAIL_CHEST_WATER_OF_LIFE 0xf8c
580#define FLAG_JAIL_CHEST_SMOKE_BOMB 0xf8d
581#define FLAG_JAIL_CHEST_LUCKY_MEDAL 0xf8e
582#define FLAG_JAIL_CHEST_ANTIDOTE 0xf8f
583#define FLAG_JAIL_CHEST_COINS 0xf90
584#define FLAG_JAIL_CHEST_ELIXIR 0xf91
585/// Xian: set once the jar's Lucky Medal is taken.
586#define FLAG_XIAN_LUCKY_MEDAL_JAR 0xf6e
587
588// Xian interiors: set once each find is taken.
589#define FLAG_XIAN_INTERIORS_ELIXIR_BARREL 0xf6f
590#define FLAG_XIAN_INTERIORS_SLEEP_BOMB_JAR 0xf70
591
592// Goma Cave
593#define FLAG_GOMA_CAVE_ENTRANCE_STUMP_MOVED 0x860
594#define FLAG_GOMA_CAVE_ENTRANCE_WEST_PILLAR_ONE_STEP 0x861
595#define FLAG_GOMA_CAVE_ENTRANCE_WEST_PILLAR_TWO_STEPS 0x862
596#define FLAG_GOMA_CAVE_ENTRANCE_EAST_PILLAR_IN_PLACE 0x863
597#define FLAG_GOMA_CAVE_WATERWAY_STUMP_MOVED 0x864
598/// Ivan has blown the ivy off the stump and rejoined the party.
599#define FLAG_GOMA_CAVE_IVAN_REJOINED 0x865
600#define FLAG_GOMA_CAVE_ENTRANCE_IVY_BLOWN_AWAY 0x866
601#define FLAG_GOMA_CAVE_WITNESS_LEFT 0x869 ///< after the party caught Forge
602
603// Hammet's palace
604#define FLAG_IVAN_REPORTED_TO_LAYANA 0x912 ///< that Hammet is still in Lunpa
605#define FLAG_LAYANA_SCOLDED_LUNPA_VISIT 0x913
606#define FLAG_HAMMET_HOMECOMING_SEEN 0x914
607
608// Fuchin Temple and Master Feh's school
609/// Nyunpa is enlightened, beyond words: he has passed away.
610#define FLAG_NYUNPA_ENLIGHTENED 0x88f
611/// The visitor from Kolima heard that the bridge is open again.
612#define FLAG_FUCHIN_TEMPLE_VISITOR_HEARD_BRIDGE_OPEN 0x890
613#define FLAG_NYUNPA_TEST_ACCEPTED 0x891 ///< the test of the waterfall grotto
614#define FLAG_FUCHIN_FALLS_GROTTO_OPENED 0x892 ///< the monk stepped aside
615#define FLAG_NYUNPA_TAUGHT_FORCE 0x893 ///< the power the monks call Ki
616#define FLAG_FUCHIN_FALLS_MONK_ASKED_ABOUT_TEST 0x894
617/// The Orb of Force's chest in Fuchin Falls has been opened.
618#define FLAG_FUCHIN_FALLS_ORB_OF_FORCE_FOUND 0xf14
619#define FLAG_FEH_WAITS_TO_SEE_CHI 0x898
620#define FLAG_FEH_CHI_DEMONSTRATION_DECLINED 0x899
621#define FLAG_FEH_SAW_CHI 0x89b
622
623// Crossbone Isle
624/// The four blue doors in a row, then the red door.
625#define FLAG_CROSSBONE_ISLE_FIRST_BLUE_DOOR_OPEN 0x9c0
626#define FLAG_CROSSBONE_ISLE_RED_DOOR_OPEN 0x9c4
627/// Bane's three escapes in the block room.
628#define FLAG_CROSSBONE_ISLE_BANE_FIRST_ESCAPE 0x9c8
629#define FLAG_CROSSBONE_ISLE_BANE_SECOND_ESCAPE 0x9c9
630#define FLAG_CROSSBONE_ISLE_BANE_LAST_ESCAPE 0x9ca
631/// The ivy in the first room: four flags from this one.
632#define FLAG_CROSSBONE_ISLE_FIRST_IVY_BLOWN_AWAY 0x8c4
633/// The nine guarded rooms: one flag each from these, in room order.
634#define FLAG_CROSSBONE_ISLE_FIRST_GUARDS_DEFEATED 0x8c8
635#define FLAG_CROSSBONE_ISLE_FIRST_PASSAGE_OPENED 0x8d2
636#define FLAG_CROSSBONE_ISLE_FINAL_GUARDS_DEFEATED 0x8d1
637/// Crossbone Isle's pursuer room: a pursuer is after the leader.
638
639// Sol Sanctum
640/// Kraden has found the hall of statues. "This is it! We've found it!"
641#define FLAG_SOL_SANCTUM_FOUND 0x809
642/// Kraden has seen the Luna and Sol rooms and asked the party to search on.
643#define FLAG_SOL_SANCTUM_LUNA_SOL_ROOMS_SEEN 0x80a
644/// A statue stands on its seal and the seal's light shines.
645#define FLAG_SOL_SANCTUM_NORTHWEST_SEAL_OPEN 0x80b
646#define FLAG_SOL_SANCTUM_NORTHEAST_SEAL_OPEN 0x80c
647#define FLAG_SOL_SANCTUM_SOUTHWEST_SEAL_OPEN 0x80d
648#define FLAG_SOL_SANCTUM_SOUTHEAST_SEAL_OPEN 0x80e
649#define FLAG_SOL_SANCTUM_ALL_SEALS_OPEN 0x80f
650/// Kraden has seen the picture of Luna change to Sol.
651#define FLAG_SOL_SANCTUM_LUNA_PICTURE_CHANGED 0x810
652/// Kraden has seen the symbol on the floor change.
653#define FLAG_SOL_SANCTUM_FLOOR_SYMBOL_SEEN 0x811
654/// The statues' lights have flashed and fallen through the Luna room.
655#define FLAG_SOL_SANCTUM_FALLING_LIGHTS_SEEN 0x812
656/// The statues' lights have flashed as Kraden stood among them.
657#define FLAG_SOL_SANCTUM_STATUE_TRAP_SPRUNG 0x813
658/// The volcano has erupted and the sanctum's rooms rumble and shake. The
659/// volcano is Mt. Aleph.
660#define FLAG_SOL_SANCTUM_ERUPTED 0x814
661/// The statues beside the hall's centre shine their beams.
662#define FLAG_SOL_SANCTUM_LEFT_BEAM_SHINING 0x816
663#define FLAG_SOL_SANCTUM_RIGHT_BEAM_SHINING 0x817
664#define FLAG_SOL_SANCTUM_CENTER_STATUE_MOVED 0x818
665/// The floor has opened over the way up to the Elemental Star room.
666#define FLAG_SOL_SANCTUM_STAR_ROOM_PASSAGE_OPEN 0x819
667/// Kraden has praised Isaac after the seals' lights flashed.
668/// "You found it, Isaac."
669#define FLAG_SOL_SANCTUM_KRADEN_SAID_YOU_FOUND_IT 0x822
670/// Kraden has seen the statues out of his reach behind the blocks.
671#define FLAG_SOL_SANCTUM_INNER_STATUES_SEEN 0x825
672/// The light each seal shows in the Luna and Sol rooms, lit or dark.
673#define FLAG_SOL_SANCTUM_NORTHWEST_LIGHT_SHOWN 0x826
674#define FLAG_SOL_SANCTUM_NORTHEAST_LIGHT_SHOWN 0x827
675#define FLAG_SOL_SANCTUM_SOUTHWEST_LIGHT_SHOWN 0x828
676#define FLAG_SOL_SANCTUM_SOUTHEAST_LIGHT_SHOWN 0x829
677#define FLAG_SOL_SANCTUM_STAR_ROOM_EXPLAINED 0x83b
678#define FLAG_SOL_SANCTUM_VENUS_STAR_BAGGED 0x83c
679#define FLAG_SOL_SANCTUM_MERCURY_STAR_BAGGED 0x83d
680/// The Jupiter Star is bagged and Alex holds the four Elemental Stars.
681#define FLAG_SOL_SANCTUM_STARS_GIVEN_TO_ALEX 0x83e
682#define FLAG_SOL_SANCTUM_STAR_ROOM_COLLAPSED 0x83f
683/// Isaac agreed to look farther on while Kraden studies the rooms.
684#define FLAG_SOL_SANCTUM_ISAAC_SEARCHING_FOR_KRADEN 0x896
685/// The chests: the Small Jewel for each minotaur relief, and a Herb.
686#define FLAG_SOL_SANCTUM_FIRST_SMALL_JEWEL_FOUND 0xf01
687#define FLAG_SOL_SANCTUM_SECOND_SMALL_JEWEL_FOUND 0xf02
688#define FLAG_SOL_SANCTUM_HERB_FOUND 0xf40
689
690// Sanctum
691/// Isaac accepted the Great Healer's request to go to Sol Sanctum.
692#define FLAG_SANCTUM_QUEST_ACCEPTED 0x9f0
693
694// Venus Lighthouse
695/// The man at the entrance has told of the attack and is gone.
696#define FLAG_VENUS_LIGHTHOUSE_ATTACK_TOLD 0x981
697/// The path the statue opened: the first or the second of its two.
698#define FLAG_VENUS_LIGHTHOUSE_FIRST_PATH 0x982
699#define FLAG_VENUS_LIGHTHOUSE_SECOND_PATH 0x983
700/// Garet has said the block by the wall can go no farther.
701#define FLAG_VENUS_LIGHTHOUSE_BLOCK_AT_WALL 0x986
702/// Carry has set that block down beyond the wall.
703#define FLAG_VENUS_LIGHTHOUSE_BLOCK_CARRIED 0x987
704
705// World map
706/// The Black Orb did nothing on Babi's ship and was handed back.
707#define FLAG_BLACK_ORB_RETURNED 0x85d
708#define FLAG_WORLD_MAP_TURTLE_BOOTS 0xfcf ///< buried, found by searching
709
710// Scene flags, 0x200 to 0x2ff: Scene_ResetFlagsOnEnter clears them on every
711// ordinary entrance, and each scene keeps its own puzzle and event states in
712// them. A scene says beside its uses what each one holds there.
713#define FLAG_SCENE_TEMP_00 0x200
714#define FLAG_SCENE_TEMP_01 0x201
715#define FLAG_SCENE_TEMP_02 0x202
716#define FLAG_SCENE_TEMP_03 0x203
717#define FLAG_SCENE_TEMP_04 0x204
718#define FLAG_SCENE_TEMP_05 0x205
719#define FLAG_SCENE_TEMP_06 0x206
720#define FLAG_SCENE_TEMP_07 0x207
721#define FLAG_SCENE_TEMP_08 0x208
722#define FLAG_SCENE_TEMP_09 0x209
723#define FLAG_SCENE_TEMP_0A 0x20a
724#define FLAG_SCENE_TEMP_0B 0x20b
725#define FLAG_SCENE_TEMP_0C 0x20c
726#define FLAG_SCENE_TEMP_0D 0x20d
727#define FLAG_SCENE_TEMP_0E 0x20e
728#define FLAG_SCENE_TEMP_0F 0x20f
729#define FLAG_SCENE_TEMP_10 0x210
730#define FLAG_SCENE_TEMP_11 0x211
731#define FLAG_SCENE_TEMP_12 0x212
732#define FLAG_SCENE_TEMP_13 0x213
733#define FLAG_SCENE_TEMP_14 0x214
734#define FLAG_SCENE_TEMP_15 0x215
735#define FLAG_SCENE_TEMP_16 0x216
736#define FLAG_SCENE_TEMP_17 0x217
737#define FLAG_SCENE_TEMP_18 0x218
738#define FLAG_SCENE_TEMP_19 0x219
739#define FLAG_SCENE_TEMP_1A 0x21a
740#define FLAG_SCENE_TEMP_1B 0x21b
741#define FLAG_SCENE_TEMP_1C 0x21c
742#define FLAG_SCENE_TEMP_1D 0x21d
743#define FLAG_SCENE_TEMP_1E 0x21e
744#define FLAG_SCENE_TEMP_1F 0x21f
745#define FLAG_SCENE_TEMP_20 0x220
746#define FLAG_SCENE_TEMP_21 0x221
747#define FLAG_SCENE_TEMP_22 0x222
748#define FLAG_SCENE_TEMP_23 0x223
749#define FLAG_SCENE_TEMP_24 0x224
750#define FLAG_SCENE_TEMP_25 0x225
751#define FLAG_SCENE_TEMP_26 0x226
752#define FLAG_SCENE_TEMP_27 0x227
753#define FLAG_SCENE_TEMP_28 0x228
754#define FLAG_SCENE_TEMP_29 0x229
755#define FLAG_SCENE_TEMP_2A 0x22a
756#define FLAG_SCENE_TEMP_2B 0x22b
757#define FLAG_SCENE_TEMP_2C 0x22c
758#define FLAG_SCENE_TEMP_2D 0x22d
759#define FLAG_SCENE_TEMP_2E 0x22e
760#define FLAG_SCENE_TEMP_2F 0x22f
761#define FLAG_SCENE_TEMP_30 0x230
762#define FLAG_SCENE_TEMP_31 0x231
763#define FLAG_SCENE_TEMP_32 0x232
764#define FLAG_SCENE_TEMP_33 0x233
765#define FLAG_SCENE_TEMP_34 0x234
766#define FLAG_SCENE_TEMP_35 0x235
767#define FLAG_SCENE_TEMP_36 0x236
768#define FLAG_SCENE_TEMP_37 0x237
769#define FLAG_SCENE_TEMP_38 0x238
770#define FLAG_SCENE_TEMP_39 0x239
771#define FLAG_SCENE_TEMP_3A 0x23a
772#define FLAG_SCENE_TEMP_3B 0x23b
773#define FLAG_SCENE_TEMP_3C 0x23c
774#define FLAG_SCENE_TEMP_3D 0x23d
775#define FLAG_SCENE_TEMP_3E 0x23e
776#define FLAG_SCENE_TEMP_3F 0x23f
777#define FLAG_SCENE_TEMP_40 0x240
778#define FLAG_SCENE_TEMP_41 0x241
779#define FLAG_SCENE_TEMP_42 0x242
780#define FLAG_SCENE_TEMP_43 0x243
781#define FLAG_SCENE_TEMP_44 0x244
782#define FLAG_SCENE_TEMP_45 0x245
783#define FLAG_SCENE_TEMP_46 0x246
784#define FLAG_SCENE_TEMP_47 0x247
785#define FLAG_SCENE_TEMP_48 0x248
786#define FLAG_SCENE_TEMP_49 0x249
787#define FLAG_SCENE_TEMP_4A 0x24a
788#define FLAG_SCENE_TEMP_4B 0x24b
789#define FLAG_SCENE_TEMP_4C 0x24c
790#define FLAG_SCENE_TEMP_4D 0x24d
791#define FLAG_SCENE_TEMP_4E 0x24e
792#define FLAG_SCENE_TEMP_4F 0x24f
793#define FLAG_SCENE_TEMP_50 0x250
794#define FLAG_SCENE_TEMP_51 0x251
795#define FLAG_SCENE_TEMP_52 0x252
796#define FLAG_SCENE_TEMP_53 0x253
797#define FLAG_SCENE_TEMP_54 0x254
798#define FLAG_SCENE_TEMP_55 0x255
799#define FLAG_SCENE_TEMP_56 0x256
800#define FLAG_SCENE_TEMP_57 0x257
801#define FLAG_SCENE_TEMP_58 0x258
802#define FLAG_SCENE_TEMP_59 0x259
803#define FLAG_SCENE_TEMP_5A 0x25a
804#define FLAG_SCENE_TEMP_5B 0x25b
805#define FLAG_SCENE_TEMP_5C 0x25c
806#define FLAG_SCENE_TEMP_5D 0x25d
807#define FLAG_SCENE_TEMP_5E 0x25e
808#define FLAG_SCENE_TEMP_5F 0x25f
809#define FLAG_SCENE_TEMP_60 0x260
810#define FLAG_SCENE_TEMP_61 0x261
811#define FLAG_SCENE_TEMP_62 0x262
812#define FLAG_SCENE_TEMP_63 0x263
813#define FLAG_SCENE_TEMP_64 0x264
814#define FLAG_SCENE_TEMP_65 0x265
815#define FLAG_SCENE_TEMP_66 0x266
816#define FLAG_SCENE_TEMP_67 0x267
817#define FLAG_SCENE_TEMP_68 0x268
818#define FLAG_SCENE_TEMP_69 0x269
819#define FLAG_SCENE_TEMP_6A 0x26a
820#define FLAG_SCENE_TEMP_6B 0x26b
821#define FLAG_SCENE_TEMP_6C 0x26c
822#define FLAG_SCENE_TEMP_6D 0x26d
823#define FLAG_SCENE_TEMP_6E 0x26e
824#define FLAG_SCENE_TEMP_6F 0x26f
825#define FLAG_SCENE_TEMP_70 0x270
826#define FLAG_SCENE_TEMP_71 0x271
827#define FLAG_SCENE_TEMP_72 0x272
828#define FLAG_SCENE_TEMP_73 0x273
829#define FLAG_SCENE_TEMP_74 0x274
830#define FLAG_SCENE_TEMP_75 0x275
831#define FLAG_SCENE_TEMP_76 0x276
832#define FLAG_SCENE_TEMP_77 0x277
833#define FLAG_SCENE_TEMP_78 0x278
834#define FLAG_SCENE_TEMP_79 0x279
835#define FLAG_SCENE_TEMP_7A 0x27a
836#define FLAG_SCENE_TEMP_7B 0x27b
837#define FLAG_SCENE_TEMP_7C 0x27c
838#define FLAG_SCENE_TEMP_7D 0x27d
839#define FLAG_SCENE_TEMP_7E 0x27e
840#define FLAG_SCENE_TEMP_7F 0x27f
841#define FLAG_SCENE_TEMP_80 0x280
842#define FLAG_SCENE_TEMP_81 0x281
843#define FLAG_SCENE_TEMP_82 0x282
844#define FLAG_SCENE_TEMP_83 0x283
845#define FLAG_SCENE_TEMP_84 0x284
846#define FLAG_SCENE_TEMP_85 0x285
847#define FLAG_SCENE_TEMP_86 0x286
848#define FLAG_SCENE_TEMP_87 0x287
849#define FLAG_SCENE_TEMP_88 0x288
850#define FLAG_SCENE_TEMP_89 0x289
851#define FLAG_SCENE_TEMP_8A 0x28a
852#define FLAG_SCENE_TEMP_8B 0x28b
853#define FLAG_SCENE_TEMP_8C 0x28c
854#define FLAG_SCENE_TEMP_8D 0x28d
855#define FLAG_SCENE_TEMP_8E 0x28e
856#define FLAG_SCENE_TEMP_8F 0x28f
857#define FLAG_SCENE_TEMP_90 0x290
858#define FLAG_SCENE_TEMP_91 0x291
859#define FLAG_SCENE_TEMP_92 0x292
860#define FLAG_SCENE_TEMP_93 0x293
861#define FLAG_SCENE_TEMP_94 0x294
862#define FLAG_SCENE_TEMP_95 0x295
863#define FLAG_SCENE_TEMP_96 0x296
864#define FLAG_SCENE_TEMP_97 0x297
865#define FLAG_SCENE_TEMP_98 0x298
866#define FLAG_SCENE_TEMP_99 0x299
867#define FLAG_SCENE_TEMP_9A 0x29a
868#define FLAG_SCENE_TEMP_9B 0x29b
869#define FLAG_SCENE_TEMP_9C 0x29c
870#define FLAG_SCENE_TEMP_9D 0x29d
871#define FLAG_SCENE_TEMP_9E 0x29e
872#define FLAG_SCENE_TEMP_9F 0x29f
873#define FLAG_SCENE_TEMP_A0 0x2a0
874#define FLAG_SCENE_TEMP_A1 0x2a1
875#define FLAG_SCENE_TEMP_A2 0x2a2
876#define FLAG_SCENE_TEMP_A3 0x2a3
877#define FLAG_SCENE_TEMP_A4 0x2a4
878#define FLAG_SCENE_TEMP_A5 0x2a5
879#define FLAG_SCENE_TEMP_A6 0x2a6
880#define FLAG_SCENE_TEMP_A7 0x2a7
881#define FLAG_SCENE_TEMP_A8 0x2a8
882#define FLAG_SCENE_TEMP_A9 0x2a9
883#define FLAG_SCENE_TEMP_AA 0x2aa
884#define FLAG_SCENE_TEMP_AB 0x2ab
885#define FLAG_SCENE_TEMP_AC 0x2ac
886#define FLAG_SCENE_TEMP_AD 0x2ad
887#define FLAG_SCENE_TEMP_AE 0x2ae
888#define FLAG_SCENE_TEMP_AF 0x2af
889#define FLAG_SCENE_TEMP_B0 0x2b0
890#define FLAG_SCENE_TEMP_B1 0x2b1
891#define FLAG_SCENE_TEMP_B2 0x2b2
892#define FLAG_SCENE_TEMP_B3 0x2b3
893#define FLAG_SCENE_TEMP_B4 0x2b4
894#define FLAG_SCENE_TEMP_B5 0x2b5
895#define FLAG_SCENE_TEMP_B6 0x2b6
896#define FLAG_SCENE_TEMP_B7 0x2b7
897#define FLAG_SCENE_TEMP_B8 0x2b8
898#define FLAG_SCENE_TEMP_B9 0x2b9
899#define FLAG_SCENE_TEMP_BA 0x2ba
900#define FLAG_SCENE_TEMP_BB 0x2bb
901#define FLAG_SCENE_TEMP_BC 0x2bc
902#define FLAG_SCENE_TEMP_BD 0x2bd
903#define FLAG_SCENE_TEMP_BE 0x2be
904#define FLAG_SCENE_TEMP_BF 0x2bf
905#define FLAG_SCENE_TEMP_C0 0x2c0
906#define FLAG_SCENE_TEMP_C1 0x2c1
907#define FLAG_SCENE_TEMP_C2 0x2c2
908#define FLAG_SCENE_TEMP_C3 0x2c3
909#define FLAG_SCENE_TEMP_C4 0x2c4
910#define FLAG_SCENE_TEMP_C5 0x2c5
911#define FLAG_SCENE_TEMP_C6 0x2c6
912#define FLAG_SCENE_TEMP_C7 0x2c7
913#define FLAG_SCENE_TEMP_C8 0x2c8
914#define FLAG_SCENE_TEMP_C9 0x2c9
915#define FLAG_SCENE_TEMP_CA 0x2ca
916#define FLAG_SCENE_TEMP_CB 0x2cb
917#define FLAG_SCENE_TEMP_CC 0x2cc
918#define FLAG_SCENE_TEMP_CD 0x2cd
919#define FLAG_SCENE_TEMP_CE 0x2ce
920#define FLAG_SCENE_TEMP_CF 0x2cf
921#define FLAG_SCENE_TEMP_D0 0x2d0
922#define FLAG_SCENE_TEMP_D1 0x2d1
923#define FLAG_SCENE_TEMP_D2 0x2d2
924#define FLAG_SCENE_TEMP_D3 0x2d3
925#define FLAG_SCENE_TEMP_D4 0x2d4
926#define FLAG_SCENE_TEMP_D5 0x2d5
927#define FLAG_SCENE_TEMP_D6 0x2d6
928#define FLAG_SCENE_TEMP_D7 0x2d7
929#define FLAG_SCENE_TEMP_D8 0x2d8
930#define FLAG_SCENE_TEMP_D9 0x2d9
931#define FLAG_SCENE_TEMP_DA 0x2da
932#define FLAG_SCENE_TEMP_DB 0x2db
933#define FLAG_SCENE_TEMP_DC 0x2dc
934#define FLAG_SCENE_TEMP_DD 0x2dd
935#define FLAG_SCENE_TEMP_DE 0x2de
936#define FLAG_SCENE_TEMP_DF 0x2df
937#define FLAG_SCENE_TEMP_E0 0x2e0
938#define FLAG_SCENE_TEMP_E1 0x2e1
939#define FLAG_SCENE_TEMP_E2 0x2e2
940#define FLAG_SCENE_TEMP_E3 0x2e3
941#define FLAG_SCENE_TEMP_E4 0x2e4
942#define FLAG_SCENE_TEMP_E5 0x2e5
943#define FLAG_SCENE_TEMP_E6 0x2e6
944#define FLAG_SCENE_TEMP_E7 0x2e7
945#define FLAG_SCENE_TEMP_E8 0x2e8
946#define FLAG_SCENE_TEMP_E9 0x2e9
947#define FLAG_SCENE_TEMP_EA 0x2ea
948#define FLAG_SCENE_TEMP_EB 0x2eb
949#define FLAG_SCENE_TEMP_EC 0x2ec
950#define FLAG_SCENE_TEMP_ED 0x2ed
951#define FLAG_SCENE_TEMP_EE 0x2ee
952#define FLAG_SCENE_TEMP_EF 0x2ef
953#define FLAG_SCENE_TEMP_F0 0x2f0
954#define FLAG_SCENE_TEMP_F1 0x2f1
955#define FLAG_SCENE_TEMP_F2 0x2f2
956#define FLAG_SCENE_TEMP_F3 0x2f3
957#define FLAG_SCENE_TEMP_F4 0x2f4
958#define FLAG_SCENE_TEMP_F5 0x2f5
959#define FLAG_SCENE_TEMP_F6 0x2f6
960#define FLAG_SCENE_TEMP_F7 0x2f7
961#define FLAG_SCENE_TEMP_F8 0x2f8
962#define FLAG_SCENE_TEMP_F9 0x2f9
963#define FLAG_SCENE_TEMP_FA 0x2fa
964#define FLAG_SCENE_TEMP_FB 0x2fb
965#define FLAG_SCENE_TEMP_FC 0x2fc
966#define FLAG_SCENE_TEMP_FD 0x2fd
967#define FLAG_SCENE_TEMP_FE 0x2fe
968#define FLAG_SCENE_TEMP_FF 0x2ff
969
970#endif