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goma_cave_waterway.c File Reference

Goma Cave: the waterway rooms, where a stump leaps away under Move. More...

Go to the source code of this file.

Macros

#define STUMP   8

Functions

static void GomaCaveWaterway_LeapStump (s32 no)
 The stump spins in place, leaps and lands with a shake and a ring of dust, then comes to rest a little further on.
const struct SceneEntrance * Scene_GetEntrances (void)
const struct SceneRegion * Scene_GetRegions (void)
const u32 * Scene_GetExits (void)
 Both scenes share one exit table.
const struct ScenePlacement * Scene_GetPlacements (void)
static void Event_MoveStump (void)
 Move on the stump: from column 24 it spins, leaps away and lies where it lands.
const struct SceneEvent * Scene_GetEvents (void)
s32 Scene_Initialize (void)
 Arriving by entrance 5 shows no place name; otherwise the stump lies where the party moved it.
static void GomaCaveWaterway_SpinStump (union FieldObject *object)
 The leaping stump's update hook turns its sprite a fixed amount per frame.

Variables

s32 gEffectScript0 []
s32 gEffectScript1 []
s32 gEffectScript2 []
const s32 * gEffectScripts []
struct SceneEntrance gGomaCaveWaterwayEntrancesOther []
struct SceneEntrance gGomaCaveWaterwayEntrances2 []
u32 gGomaCaveWaterwayExits []
struct ScenePlacement gGomaCaveWaterwayPlacementsOther []
struct ScenePlacement gGomaCaveWaterwayPlacements2 []
struct SceneEvent gGomaCaveWaterwayEventsOther []
struct SceneEvent gGomaCaveWaterwayEvents2 []

Detailed Description

Goma Cave: the waterway rooms, where a stump leaps away under Move.

Definition in file goma_cave_waterway.c.

Macro Definition Documentation

◆ STUMP

#define STUMP   8

Definition at line 34 of file goma_cave_waterway.c.

Function Documentation

◆ GomaCaveWaterway_LeapStump()

void GomaCaveWaterway_LeapStump ( s32 no)
static

The stump spins in place, leaps and lands with a shake and a ring of dust, then comes to rest a little further on.

Definition at line 121 of file goma_cave_waterway.c.

Referenced by Event_MoveStump(), and GomaCaveWaterway_LeapStump().

◆ Scene_GetEntrances()

const struct SceneEntrance * Scene_GetEntrances ( void )

Definition at line 42 of file goma_cave_waterway.c.

◆ Scene_GetRegions()

const struct SceneRegion * Scene_GetRegions ( void )

Definition at line 49 of file goma_cave_waterway.c.

◆ Scene_GetExits()

const u32 * Scene_GetExits ( void )

Both scenes share one exit table.

Definition at line 51 of file goma_cave_waterway.c.

◆ Scene_GetPlacements()

const struct ScenePlacement * Scene_GetPlacements ( void )

Definition at line 53 of file goma_cave_waterway.c.

◆ Event_MoveStump()

void Event_MoveStump ( void )
static

Move on the stump: from column 24 it spins, leaps away and lies where it lands.

Definition at line 62 of file goma_cave_waterway.c.

◆ Scene_GetEvents()

const struct SceneEvent * Scene_GetEvents ( void )

Definition at line 79 of file goma_cave_waterway.c.

◆ Scene_Initialize()

s32 Scene_Initialize ( void )

Arriving by entrance 5 shows no place name; otherwise the stump lies where the party moved it.

Sets up whichever scene is being entered and runs its arrival events.

Definition at line 88 of file goma_cave_waterway.c.

◆ GomaCaveWaterway_SpinStump()

void GomaCaveWaterway_SpinStump ( union FieldObject * object)
static

The leaping stump's update hook turns its sprite a fixed amount per frame.

Definition at line 111 of file goma_cave_waterway.c.

Referenced by GomaCaveWaterway_LeapStump(), and GomaCaveWaterway_SpinStump().

Variable Documentation

◆ gEffectScript0

s32 gEffectScript0[]
Initial value:
= {
SC_WAIT(1), SC_LOOP(22, SC_TOP), SC_WAIT(1),
SC_POS(0, 0, 0), SC_WAIT(1), SC_FREE,
}
#define SC_LOOP(n, to)
Repeat up to n times.
Definition objcmd.h:28
#define SC_POS(x, y, z)
Set position.
Definition objcmd.h:18
#define SC_FREE
Release.
Definition objcmd.h:43
#define SC_WAIT(n)
Wait n frames.
Definition objcmd.h:16
#define SC_TOP
Script start.
Definition objcmd.h:13

Definition at line 180 of file goma_cave_waterway.c.

◆ gEffectScript1

s32 gEffectScript1[]
Initial value:
= {
SC_WAIT(1), SC_LOOP(44, SC_TOP), SC_WAIT(1),
SC_POS(0, 0, 0), SC_WAIT(1), SC_FREE,
}

Definition at line 185 of file goma_cave_waterway.c.

◆ gEffectScript2

s32 gEffectScript2[]
Initial value:
= {
SC_WAIT(1), SC_LOOP(126, SC_TOP), SC_WAIT(1),
SC_POS(0, 0, 0), SC_WAIT(1), SC_FREE,
}

Definition at line 190 of file goma_cave_waterway.c.

◆ gEffectScripts

const s32* gEffectScripts[]
Initial value:
= {
}
s32 gEffectScript0[]
s32 gEffectScript1[]
s32 gEffectScript2[]

Definition at line 195 of file goma_cave_waterway.c.

◆ gGomaCaveWaterwayEntrancesOther

struct SceneEntrance gGomaCaveWaterwayEntrancesOther[]
Initial value:
= {
{0, CONDITION_ALWAYS, 172, 0, 149, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{1, CONDITION_ALWAYS, 376, 0, 776, FACING_NORTH, 0, 88, 8, 664, 832, 0},
{2, CONDITION_ALWAYS, 168, 0, 552, FACING_SOUTH, 0, 88, 8, 664, 832, 0},
{3, CONDITION_ALWAYS, 600, 0, 520, FACING_SOUTH, 0, 88, 8, 664, 832, 0},
{4, CONDITION_ALWAYS, 376, 0, 168, FACING_SOUTH, 0, 88, 8, 664, 832, 0},
{5, CONDITION_ALWAYS, 614, 0, 848, FACING_NORTH, 0, 480, 605, 720, 900, 0},
{99, CONDITION_ALWAYS, 424, 0, 280, FACING_WEST, 0, 88, 8, 664, 832, 0},
}
@ SCENE_TABLE_END
Definition field_scene.h:43
@ CONDITION_ALWAYS
Definition field_scene.h:44
@ FACING_NORTH
Definition field_scene.h:32
@ FACING_SOUTH
Definition field_scene.h:28
@ FACING_WEST
Definition field_scene.h:30

Definition at line 201 of file goma_cave_waterway.c.

Referenced by Scene_GetEntrances().

◆ gGomaCaveWaterwayEntrances2

struct SceneEntrance gGomaCaveWaterwayEntrances2[]
Initial value:
= {
{1, CONDITION_ALWAYS, 154, 0, 350, FACING_NORTH, 0, 16, 48, 632, 360, 0},
{2, CONDITION_ALWAYS, 552, 0, 312, FACING_NORTH, 0, 16, 48, 632, 360, 0},
}

Definition at line 212 of file goma_cave_waterway.c.

Referenced by Scene_GetEntrances().

◆ gGomaCaveWaterwayExits

u32 gGomaCaveWaterwayExits[]
Initial value:
= {
SCENE_EXITS(28), SCENE_EXIT(1, 25, 2), SCENE_EXIT(2, 27, 1),
SCENE_EXIT(3, 27, 2), SCENE_EXIT(4, 29, 1), SCENE_EXIT(5, 5, 11),
SCENE_EXIT(0, 29, 0), SCENE_EXIT(1, 28, 4), SCENE_EXIT(2, 2, 40),
}
#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 218 of file goma_cave_waterway.c.

Referenced by Scene_GetExits().

◆ gGomaCaveWaterwayPlacementsOther

struct ScenePlacement gGomaCaveWaterwayPlacementsOther[]
Initial value:
= {
}
@ TALK_KEEP_FACING
@ ACTOR_STAND
#define PIXELS(value)

Definition at line 226 of file goma_cave_waterway.c.

Referenced by Scene_GetPlacements().

◆ gGomaCaveWaterwayPlacements2

struct ScenePlacement gGomaCaveWaterwayPlacements2[]
Initial value:
= {
}

Definition at line 233 of file goma_cave_waterway.c.

Referenced by Scene_GetPlacements().

◆ gGomaCaveWaterwayEventsOther

struct SceneEvent gGomaCaveWaterwayEventsOther[]
Initial value:
= {
{0x31, 6, CONDITION_ALWAYS, 2},
{0x31, 7, CONDITION_ALWAYS, 3},
}
@ ABILITY_MOVE
Definition ability_ids.h:15
#define SCENE_EVENTS_END
#define FIND_ITEM(item)
@ EVENT_EXIT
#define PSYNERGY_ON_ACTOR(ability)
#define EVENT_SCRIPT(script)
#define SEARCH(target)
@ SEARCH_CHEST
#define FLAG_GOMA_CAVE_WATERWAY_STUMP_MOVED
Definition flags.h:597
static void Event_MoveStump(void)
Move on the freed stump: from column 11 it spins, leaps away and lies where it lands.
#define STUMP
@ ITEM_POWER_BREAD
Definition item_ids.h:50

Definition at line 237 of file goma_cave_waterway.c.

Referenced by Scene_GetEvents().

◆ gGomaCaveWaterwayEvents2

struct SceneEvent gGomaCaveWaterwayEvents2[]
Initial value:

Definition at line 249 of file goma_cave_waterway.c.

Referenced by Scene_GetEvents().