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gondowan_cave.c File Reference

Gondowan Cave: the soldiers guarding the bridge to Gondowan, Iodem waiting there on the way to Babi Lighthouse, and the cave's moving puzzles. More...

Go to the source code of this file.

Macros

#define SOLDIER_1   8
#define SOLDIER_2   9
#define SOLDIER_3   10
#define IODEM   11
#define FIRST_OBJECT   8
#define SECOND_OBJECT   9
#define SECOND_OBJECT_MOVED   10
#define DIRECTION_STEP(dx, dz)
 Packs signed pixel steps with X in the upper halfword and Z in the lower.

Functions

static void Event_MoveSecondObject (void)
 Move on the second object, and after each push: past column 42 it drops into its place for good.
static void GondowanCave_RunSpinningLeap (s32 actorId)
 The object 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)
 All cave sections share the exit table.
const struct ScenePlacement * Scene_GetPlacements (void)
 Iodem waits in the first room once he is on his way to Babi Lighthouse.
const struct SceneEvent * Scene_GetEvents (void)
 Each room's events, with Iodem's in the first room when he is there.
static void Event_IodemAsksWhyTurningBack (void)
 Walking back (trigger 10) with Iodem in the party: he steps out and asks why Isaac is going back.
static void Event_IodemRejoins (void)
 Talking to Iodem where he waits, or walking up to him (trigger 11): he joins the party again.
static void Event_SoldierAsksAboutCrossing (void)
 Talking to the first soldier, who asks whether the party will cross into Gondowan.
static void Event_ReadSoldierMind (void)
 Mind Read on the second soldier: once flag 0x950 is set and until Iodem waits here, he grumbles that guard duty made him miss all of Colosso; before, that the warriors fight while he guards the bridge.
static void Event_LeaveThroughEntrance (void)
 Leaving the third room by its first exit (trigger 1).
static void Event_CheckAhead (void)
 Walking into the second object from the east or the west (triggers 10 and 11): look at what is ahead, which starts the push.
static void Event_MoveFirstObject (void)
 Move on the first object: from column 30 or less it spins and leaps across, freeing the cell where it stood.
static void Event_PushSecondObject (void)
 Pushing the second object (trigger 50): it moves a step, then may have reached its place.
static void GondowanCave_PlaceMovedSecondObject (s32 animation)
 Hides the second object and shows the one that stands in for it in its place.
static UNUSED void GondowanCave_UnusedActorCallback (void)
static void GondowanCave_RotateLeapingObject (union FieldObject *fieldObject)
 Rotates the sprite during the airborne part of the leap.
static void GondowanCave_WaitForDescent (struct FieldActor *actor, s32 heightLimit)
 Waits at most forty frames for the actor to descend to the height limit.
static UNUSED void GondowanCave_UnusedSceneCallback (void)
static void Event_LiftObject (void)
 Lift on the third room's actor 11 also takes away actor 12 beside it.
s32 Scene_Initialize (void)
 The first room keeps Iodem out of sight while he travels with the party; the third puts the moved objects where the party left them.

Variables

s32 gEffectScript0 []
s32 gEffectScript1 []
s32 gEffectScript2 []
s32 gStagedActor_DirectionSteps []
 Pixel step by direction: X in the upper halfword, Z in the lower.
u32 gStagedActor_FootprintKinds []
s32 gStagedActor_FootprintBounds []
const s32 * gEffectScripts []
struct SceneEntrance gGondowanCaveEntrancesOther []
struct SceneEntrance gGondowanCaveEntrances1 []
struct SceneEntrance gGondowanCaveEntrances2 []
struct SceneEntrance gGondowanCaveEntrances3 []
u32 gGondowanCaveExits []
struct ScenePlacement gGondowanCavePlacementsOther []
struct ScenePlacement gGondowanCavePlacements1 []
struct ScenePlacement gGondowanCavePlacements1WithIodem []
struct ScenePlacement gGondowanCavePlacements2 []
struct ScenePlacement gGondowanCavePlacements3 []
struct SceneEvent gGondowanCaveEventsOther []
struct SceneEvent gGondowanCaveEvents1 []
struct SceneEvent gGondowanCaveEvents1WithIodem []
struct SceneEvent gGondowanCaveEvents2 []
struct SceneEvent gGondowanCaveEvents3 []
 Temporary flag 0x205 ends Move on the second object.

Detailed Description

Gondowan Cave: the soldiers guarding the bridge to Gondowan, Iodem waiting there on the way to Babi Lighthouse, and the cave's moving puzzles.

Definition in file gondowan_cave.c.

Macro Definition Documentation

◆ SOLDIER_1

#define SOLDIER_1   8

◆ SOLDIER_2

#define SOLDIER_2   9

Definition at line 36 of file gondowan_cave.c.

Referenced by Event_ReadSoldierMind(), and HammetPalace_IvanReportsToLayana().

◆ SOLDIER_3

#define SOLDIER_3   10

Definition at line 37 of file gondowan_cave.c.

◆ IODEM

◆ FIRST_OBJECT

#define FIRST_OBJECT   8

Definition at line 42 of file gondowan_cave.c.

Referenced by Event_MoveFirstObject(), and Scene_Initialize().

◆ SECOND_OBJECT

#define SECOND_OBJECT   9

Definition at line 43 of file gondowan_cave.c.

Referenced by Event_MoveSecondObject(), and GondowanCave_PlaceMovedSecondObject().

◆ SECOND_OBJECT_MOVED

#define SECOND_OBJECT_MOVED   10

Definition at line 44 of file gondowan_cave.c.

Referenced by GondowanCave_PlaceMovedSecondObject().

◆ DIRECTION_STEP

#define DIRECTION_STEP ( dx,
dz )
Value:
(((u32)(dx) << 16) | ((dz) & 0xffff))
unsigned int u32
Definition types.h:15

Packs signed pixel steps with X in the upper halfword and Z in the lower.

Shift the unsigned representation so westward steps remain defined C.

Definition at line 435 of file gondowan_cave.c.

Function Documentation

◆ Event_MoveSecondObject()

void Event_MoveSecondObject ( void )
static

Move on the second object, and after each push: past column 42 it drops into its place for good.

Definition at line 294 of file gondowan_cave.c.

Referenced by Event_MoveSecondObject(), and Event_PushSecondObject().

◆ GondowanCave_RunSpinningLeap()

void GondowanCave_RunSpinningLeap ( s32 actorId)
static

The object 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 332 of file gondowan_cave.c.

Referenced by Event_MoveFirstObject(), and GondowanCave_RunSpinningLeap().

◆ Scene_GetEntrances()

const struct SceneEntrance * Scene_GetEntrances ( void )

Definition at line 60 of file gondowan_cave.c.

◆ Scene_GetRegions()

const struct SceneRegion * Scene_GetRegions ( void )

Definition at line 75 of file gondowan_cave.c.

◆ Scene_GetExits()

const u32 * Scene_GetExits ( void )

All cave sections share the exit table.

Both scenes share one exit table.

Definition at line 78 of file gondowan_cave.c.

◆ Scene_GetPlacements()

const struct ScenePlacement * Scene_GetPlacements ( void )

Iodem waits in the first room once he is on his way to Babi Lighthouse.

Definition at line 81 of file gondowan_cave.c.

◆ Scene_GetEvents()

const struct SceneEvent * Scene_GetEvents ( void )

Each room's events, with Iodem's in the first room when he is there.

Definition at line 100 of file gondowan_cave.c.

◆ Event_IodemAsksWhyTurningBack()

void Event_IodemAsksWhyTurningBack ( void )
static

Walking back (trigger 10) with Iodem in the party: he steps out and asks why Isaac is going back.

Yes: he waits here for the party's return. No: he rejoins the party and Isaac steps away from the trigger.

Definition at line 121 of file gondowan_cave.c.

Referenced by Event_IodemAsksWhyTurningBack().

◆ Event_IodemRejoins()

void Event_IodemRejoins ( void )
static

Talking to Iodem where he waits, or walking up to him (trigger 11): he joins the party again.

"I've been waiting for you, Isaac! We should go to Babi Lighthouse soon."

Definition at line 175 of file gondowan_cave.c.

Referenced by Event_IodemRejoins().

◆ Event_SoldierAsksAboutCrossing()

void Event_SoldierAsksAboutCrossing ( void )
static

Talking to the first soldier, who asks whether the party will cross into Gondowan.

"Do you wish to cross into Gondowan?" Yes: "I won't stop you, but I wouldn't go unless I had business there." No: "That's a good idea. They wouldn't let you into Babi Lighthouse, anyway."

Definition at line 203 of file gondowan_cave.c.

Referenced by Event_SoldierAsksAboutCrossing().

◆ Event_ReadSoldierMind()

void Event_ReadSoldierMind ( void )
static

Mind Read on the second soldier: once flag 0x950 is set and until Iodem waits here, he grumbles that guard duty made him miss all of Colosso; before, that the warriors fight while he guards the bridge.

Definition at line 226 of file gondowan_cave.c.

Referenced by Event_ReadSoldierMind().

◆ Event_LeaveThroughEntrance()

void Event_LeaveThroughEntrance ( void )
static

Leaving the third room by its first exit (trigger 1).

With temporary flag 0x204 set, the puzzle's saved flags return to one arrangement first.

Definition at line 237 of file gondowan_cave.c.

Referenced by Event_LeaveThroughEntrance().

◆ Event_CheckAhead()

void Event_CheckAhead ( void )
static

Walking into the second object from the east or the west (triggers 10 and 11): look at what is ahead, which starts the push.

Definition at line 258 of file gondowan_cave.c.

◆ Event_MoveFirstObject()

void Event_MoveFirstObject ( void )
static

Move on the first object: from column 30 or less it spins and leaps across, freeing the cell where it stood.

Definition at line 262 of file gondowan_cave.c.

Referenced by Event_MoveFirstObject().

◆ Event_PushSecondObject()

void Event_PushSecondObject ( void )
static

Pushing the second object (trigger 50): it moves a step, then may have reached its place.

Definition at line 279 of file gondowan_cave.c.

Referenced by Event_PushSecondObject().

◆ GondowanCave_PlaceMovedSecondObject()

void GondowanCave_PlaceMovedSecondObject ( s32 animation)
inlinestatic

Hides the second object and shows the one that stands in for it in its place.

Definition at line 286 of file gondowan_cave.c.

Referenced by Event_MoveSecondObject(), GondowanCave_PlaceMovedSecondObject(), and Scene_Initialize().

◆ GondowanCave_UnusedActorCallback()

UNUSED void GondowanCave_UnusedActorCallback ( void )
static

Definition at line 309 of file gondowan_cave.c.

Referenced by GondowanCave_UnusedActorCallback().

◆ GondowanCave_RotateLeapingObject()

void GondowanCave_RotateLeapingObject ( union FieldObject * fieldObject)
static

Rotates the sprite during the airborne part of the leap.

Definition at line 312 of file gondowan_cave.c.

Referenced by GondowanCave_RotateLeapingObject(), and GondowanCave_RunSpinningLeap().

◆ GondowanCave_WaitForDescent()

void GondowanCave_WaitForDescent ( struct FieldActor * actor,
s32 heightLimit )
static

Waits at most forty frames for the actor to descend to the height limit.

Definition at line 317 of file gondowan_cave.c.

Referenced by GondowanCave_RunSpinningLeap(), and GondowanCave_WaitForDescent().

◆ GondowanCave_UnusedSceneCallback()

UNUSED void GondowanCave_UnusedSceneCallback ( void )
static

Definition at line 384 of file gondowan_cave.c.

Referenced by GondowanCave_UnusedSceneCallback().

◆ Event_LiftObject()

void Event_LiftObject ( void )
static

Lift on the third room's actor 11 also takes away actor 12 beside it.

Definition at line 387 of file gondowan_cave.c.

Referenced by Event_LiftObject().

◆ Scene_Initialize()

s32 Scene_Initialize ( void )

The first room keeps Iodem out of sight while he travels with the party; the third puts the moved objects where the party left them.

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

Definition at line 391 of file gondowan_cave.c.

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 418 of file gondowan_cave.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 423 of file gondowan_cave.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 428 of file gondowan_cave.c.

◆ gStagedActor_DirectionSteps

s32 gStagedActor_DirectionSteps[]
Initial value:
= {
DIRECTION_STEP(0, 16), DIRECTION_STEP(-16, 0), DIRECTION_STEP(-16, 0),
DIRECTION_STEP(-16, 0), DIRECTION_STEP(-16, 0), DIRECTION_STEP(0, -16),
DIRECTION_STEP(0, -16), DIRECTION_STEP(0, -16), DIRECTION_STEP(0, -16),
}
#define DIRECTION_STEP(dx, dz)
Pixel step by direction: X in the upper halfword, Z in the lower.

Pixel step by direction: X in the upper halfword, Z in the lower.

Definition at line 437 of file gondowan_cave.c.

◆ gStagedActor_FootprintKinds

u32 gStagedActor_FootprintKinds[]
Initial value:
= {
207, 205, 228, 229, 298, 297,
}

Definition at line 447 of file gondowan_cave.c.

◆ gStagedActor_FootprintBounds

s32 gStagedActor_FootprintBounds[]
Initial value:
= {
-32, -8, 32, 8,
-8, -32, 8, 32,
-32, -16, 32, 0,
-8, -32, 8, 32,
-32, -8, 32, 8,
-8, -32, 8, 32,
}

Definition at line 451 of file gondowan_cave.c.

◆ gEffectScripts

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

Definition at line 460 of file gondowan_cave.c.

◆ gGondowanCaveEntrancesOther

struct SceneEntrance gGondowanCaveEntrancesOther[]
Initial value:
= {
{ 0, CONDITION_ALWAYS, 120, 0, 152, FACING_SOUTH, 0, -1, -1, -1, -1, 0 },
}
@ SCENE_TABLE_END
Definition field_scene.h:43
@ CONDITION_ALWAYS
Definition field_scene.h:44
@ FACING_SOUTH
Definition field_scene.h:28

Definition at line 466 of file gondowan_cave.c.

Referenced by Scene_GetEntrances().

◆ gGondowanCaveEntrances1

struct SceneEntrance gGondowanCaveEntrances1[]
Initial value:
= {
{ 1, CONDITION_ALWAYS, 152, 0, 120, FACING_SOUTH, 0, 32, 32, 272, 480, 0 },
{ 2, CONDITION_ALWAYS, 152, 0, 440, FACING_NORTH, 0, 32, 32, 272, 480, 0 },
}
@ FACING_NORTH
Definition field_scene.h:32

Definition at line 471 of file gondowan_cave.c.

Referenced by Scene_GetEntrances().

◆ gGondowanCaveEntrances2

struct SceneEntrance gGondowanCaveEntrances2[]
Initial value:
= {
{ 1, CONDITION_ALWAYS, 728, 0, 312, FACING_NORTH, 0, 96, 48, 768, 432, 0 },
{ 2, CONDITION_ALWAYS, 168, 0, 408, FACING_NORTH, 0, 96, 48, 768, 432, 0 },
{ 3, CONDITION_ALWAYS, 168, 0, 520, FACING_SOUTH, 0, 112, 464, 576, 704, 0 },
{ 4, CONDITION_ALWAYS, 504, 0, 664, FACING_NORTH, 0, 112, 464, 576, 704, 0 },
}

Definition at line 477 of file gondowan_cave.c.

Referenced by Scene_GetEntrances().

◆ gGondowanCaveEntrances3

struct SceneEntrance gGondowanCaveEntrances3[]
Initial value:
= {
{ 1, CONDITION_ALWAYS, 792, 0, 456, FACING_NORTH, 0, 240, 48, 864, 464, 0 },
{ 2, CONDITION_ALWAYS, 360, 0, 152, FACING_SOUTH, 0, 240, 48, 864, 464, 0 },
{ 3, CONDITION_ALWAYS, 344, 0, 440, FACING_NORTH, 0, 240, 48, 864, 464, 0 },
{ 4, CONDITION_ALWAYS, 344, 0, 584, FACING_SOUTH, 0, 48, 432, 408, 896, 0 },
{ 5, CONDITION_ALWAYS, 136, 0, 504, FACING_SOUTH, 0, 48, 432, 408, 896, 0 },
{ 6, CONDITION_ALWAYS, 216, 0, 888, FACING_NORTH, 0, 48, 432, 408, 896, 0 },
}

Definition at line 485 of file gondowan_cave.c.

Referenced by Scene_GetEntrances().

◆ gGondowanCaveExits

u32 gGondowanCaveExits[]
Initial value:
= {
SCENE_EXIT(1, 2, 25),
SCENE_EXIT(2, 2, 54),
SCENE_EXIT(0, 157, 0),
SCENE_EXIT(1, 158, 2),
SCENE_EXIT(2, 157, 3),
SCENE_EXIT(3, 157, 2),
SCENE_EXIT(4, 158, 5),
SCENE_EXIT(0, 158, 0),
SCENE_EXIT(1, 2, 26),
SCENE_EXIT(2, 157, 1),
SCENE_EXIT(3, 158, 4),
SCENE_EXIT(4, 158, 3),
SCENE_EXIT(5, 157, 4),
SCENE_EXIT(6, 2, 41),
}
#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 495 of file gondowan_cave.c.

Referenced by Scene_GetExits().

◆ gGondowanCavePlacementsOther

struct ScenePlacement gGondowanCavePlacementsOther[]
Initial value:
= {
}

Definition at line 514 of file gondowan_cave.c.

Referenced by Scene_GetPlacements().

◆ gGondowanCavePlacements1

struct ScenePlacement gGondowanCavePlacements1[]
Initial value:
= {
}
@ FACING_STEP
Definition field_scene.h:36
@ TALK_FACE_PARTY
@ TALK_FACE_PARTY_AND_BACK
@ ACTOR_WANDER
@ ACTOR_STAND
@ FACING_SOUTHEAST
Definition field_scene.h:27
#define PIXELS(value)

Definition at line 518 of file gondowan_cave.c.

Referenced by Scene_GetPlacements().

◆ gGondowanCavePlacements1WithIodem

struct ScenePlacement gGondowanCavePlacements1WithIodem[]

◆ gGondowanCavePlacements2

struct ScenePlacement gGondowanCavePlacements2[]
Initial value:

Definition at line 541 of file gondowan_cave.c.

Referenced by Scene_GetPlacements().

◆ gGondowanCavePlacements3

struct ScenePlacement gGondowanCavePlacements3[]

◆ gGondowanCaveEventsOther

struct SceneEvent gGondowanCaveEventsOther[]
Initial value:
= {
}
#define SCENE_EVENTS_END

Definition at line 565 of file gondowan_cave.c.

Referenced by Scene_GetEvents().

◆ gGondowanCaveEvents1

struct SceneEvent gGondowanCaveEvents1[]
Initial value:
= {
{ EVENT_TALK, SOLDIER_2, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveUsWereTheSoldiersWhoGuard) },
{ EVENT_TALK, SOLDIER_3, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveEvenIfYouHeadEastYou) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), SOLDIER_1, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveThoseWhoGoToGondowanRarely) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), SOLDIER_3, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveYoudThinkYouCouldGetThrough) },
}
@ ABILITY_MIND_READ
Definition ability_ids.h:16
#define FIND_ITEM(item)
@ EVENT_EXIT
@ EVENT_TALK
#define PSYNERGY_ON_ACTOR(ability)
#define EVENT_SCRIPT(script)
#define SEARCH(target)
@ SEARCH_CHEST
#define SOLDIER_3
#define SOLDIER_2
#define SOLDIER_1
static void Event_ReadSoldierMind(void)
Mind Read on the second soldier: once flag 0x950 is set and until Iodem waits here,...
static void Event_SoldierAsksAboutCrossing(void)
Talking to the first soldier, who asks whether the party will cross into Gondowan.
@ ITEM_APPLE
Definition item_ids.h:52
@ ITEM_LUCKY_MEDAL
Definition item_ids.h:70

Definition at line 569 of file gondowan_cave.c.

Referenced by Scene_GetEvents().

◆ gGondowanCaveEvents1WithIodem

struct SceneEvent gGondowanCaveEvents1WithIodem[]
Initial value:
= {
{ EVENT_TALK, SOLDIER_1, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveWhyWouldIodemChooseToWait) },
{ EVENT_TALK, SOLDIER_2, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveWeHaventSeenAnybodyUnusualCrossing) },
{ EVENT_TALK, SOLDIER_3, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveEvenIfYouGoEastFrom) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), SOLDIER_1, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveIodemIsGoingToBabiLighthouse) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), SOLDIER_2, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveItsALotOfStressBut) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), SOLDIER_3, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveEveryoneComesDownThisWayWhen) },
{ PSYNERGY_ON_ACTOR(ABILITY_MIND_READ), IODEM, CONDITION_ALWAYS, MSGNO(MsgGondowanCaveWeHaveToHeadForThe) },
}
@ EVENT_TOUCH
#define FLAG_IODEM_FOLLOWING_PARTY
Definition flags.h:127
#define IODEM
static void Event_IodemAsksWhyTurningBack(void)
Walking back (trigger 10) with Iodem in the party: he steps out and asks why Isaac is going back.
static void Event_IodemRejoins(void)
Talking to Iodem where he waits, or walking up to him (trigger 11): he joins the party again.

Definition at line 583 of file gondowan_cave.c.

Referenced by Scene_GetEvents().

◆ gGondowanCaveEvents2

struct SceneEvent gGondowanCaveEvents2[]
Initial value:

Definition at line 601 of file gondowan_cave.c.

Referenced by Scene_GetEvents().

◆ gGondowanCaveEvents3

struct SceneEvent gGondowanCaveEvents3[]
Initial value:
= {
}
@ ABILITY_MOVE
Definition ability_ids.h:15
static void Event_CheckAhead(void)
Checks the blocked direction before allowing another movement step.
Definition bilibin.c:331
#define EVENT_TOUCH_WALKING
#define TOUCH_WALKING_INTO(facing)
@ FACING_EAST
Definition field_scene.h:26
@ FACING_WEST
Definition field_scene.h:30
#define FLAG_SCENE_TEMP_05
Definition flags.h:718
#define FLAG_GONDOWAN_CAVE_FIRST_LEAP_COMPLETE
Definition flags.h:128
static void Event_LiftObject(void)
Lift on the third room's actor 11 also takes away actor 12 beside it.
static void Event_LeaveThroughEntrance(void)
Leaving the third room by its first exit (trigger 1).
#define SECOND_OBJECT
static void Event_PushSecondObject(void)
Pushing the second object (trigger 50): it moves a step, then may have reached its place.
#define FIRST_OBJECT
static void Event_MoveSecondObject(void)
Move on the second object, and after each push: past column 42 it drops into its place for good.
static void Event_MoveFirstObject(void)
Move on the first object: from column 30 or less it spins and leaps across, freeing the cell where it...

Temporary flag 0x205 ends Move on the second object.

Definition at line 613 of file gondowan_cave.c.

Referenced by Scene_GetEvents().