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kolima_interiors.c File Reference

Kolima's houses and shops, whose residents stand as trees while the curse lasts. More...

Go to the source code of this file.

Enumerations

enum  KolimaInteriorActor {
  ACTOR_FIRST_VILLAGER = 8 , ACTOR_WEAPON_MERCHANT = 16 , ACTOR_ARMOR_MERCHANT = 17 , ACTOR_ITEM_MERCHANT = 18 ,
  ACTOR_INNKEEPER = 19 , ACTOR_LAST_VILLAGER = 22
}

Functions

static void KolimaInteriors_TurnVillagersIntoTrees (struct ScenePlacement *placement)
 Replaces the cursed residents' sprites and disables their movement and turning.
const struct SceneEntrance * KolimaInteriors_GetEntrances (void)
const struct SceneRegion * KolimaInteriors_GetRegions (void)
const u32 * KolimaInteriors_GetExits (void)
 Returns the doors and stairs linking the interiors.
const struct ScenePlacement * KolimaInteriors_GetPlacements (void)
 Applies the curse before preparing the residents' placement records.
static void KolimaInteriors_TalkToWeaponMerchant (void)
 Offers weapons at the counter or discusses Fuchin Temple.
static void KolimaInteriors_TalkToArmorMerchant (void)
 Offers armor at the counter or discusses the bridge.
static void KolimaInteriors_TalkToItemMerchant (void)
 Offers items at the counter or discusses life after the curse.
static void KolimaInteriors_TalkToInnkeeper (void)
 Offers a room at the counter or discusses McCoy's construction.
const struct SceneEvent * KolimaInteriors_GetEvents (void)
 Returns the residents' conversations, thoughts and searchable objects.
s32 KolimaInteriors_Initialize (void)
 Clears resident sprite flags and selects the room layout for this entrance.

Variables

struct SceneEntrance gKolimaInteriors_Entrances []
u32 gKolimaInteriors_Exits []
struct ScenePlacement gKolimaInteriors_Placements []
struct SceneEvent gKolimaInteriors_Events []

Detailed Description

Kolima's houses and shops, whose residents stand as trees while the curse lasts.

Definition in file kolima_interiors.c.

Enumeration Type Documentation

◆ KolimaInteriorActor

Enumerator
ACTOR_FIRST_VILLAGER 
ACTOR_WEAPON_MERCHANT 
ACTOR_ARMOR_MERCHANT 
ACTOR_ITEM_MERCHANT 
ACTOR_INNKEEPER 
ACTOR_LAST_VILLAGER 

Definition at line 27 of file kolima_interiors.c.

Function Documentation

◆ KolimaInteriors_TurnVillagersIntoTrees()

void KolimaInteriors_TurnVillagersIntoTrees ( struct ScenePlacement * placement)
static

Replaces the cursed residents' sprites and disables their movement and turning.

Definition at line 39 of file kolima_interiors.c.

Referenced by KolimaInteriors_GetPlacements(), and KolimaInteriors_TurnVillagersIntoTrees().

◆ KolimaInteriors_GetEntrances()

const struct SceneEntrance * KolimaInteriors_GetEntrances ( void )

Definition at line 63 of file kolima_interiors.c.

Referenced by KolimaInteriors_GetEntrances().

◆ KolimaInteriors_GetRegions()

const struct SceneRegion * KolimaInteriors_GetRegions ( void )

Definition at line 67 of file kolima_interiors.c.

Referenced by KolimaInteriors_GetRegions().

◆ KolimaInteriors_GetExits()

const u32 * KolimaInteriors_GetExits ( void )

Returns the doors and stairs linking the interiors.

Definition at line 70 of file kolima_interiors.c.

Referenced by KolimaInteriors_GetExits().

◆ KolimaInteriors_GetPlacements()

const struct ScenePlacement * KolimaInteriors_GetPlacements ( void )

Applies the curse before preparing the residents' placement records.

Definition at line 73 of file kolima_interiors.c.

Referenced by KolimaInteriors_GetPlacements().

◆ KolimaInteriors_TalkToWeaponMerchant()

void KolimaInteriors_TalkToWeaponMerchant ( void )
static

Offers weapons at the counter or discusses Fuchin Temple.

Definition at line 85 of file kolima_interiors.c.

Referenced by KolimaInteriors_TalkToWeaponMerchant().

◆ KolimaInteriors_TalkToArmorMerchant()

void KolimaInteriors_TalkToArmorMerchant ( void )
static

Offers armor at the counter or discusses the bridge.

Definition at line 99 of file kolima_interiors.c.

Referenced by KolimaInteriors_TalkToArmorMerchant().

◆ KolimaInteriors_TalkToItemMerchant()

void KolimaInteriors_TalkToItemMerchant ( void )
static

Offers items at the counter or discusses life after the curse.

Definition at line 113 of file kolima_interiors.c.

Referenced by KolimaInteriors_TalkToItemMerchant().

◆ KolimaInteriors_TalkToInnkeeper()

void KolimaInteriors_TalkToInnkeeper ( void )
static

Offers a room at the counter or discusses McCoy's construction.

Definition at line 127 of file kolima_interiors.c.

Referenced by KolimaInteriors_TalkToInnkeeper().

◆ KolimaInteriors_GetEvents()

const struct SceneEvent * KolimaInteriors_GetEvents ( void )

Returns the residents' conversations, thoughts and searchable objects.

Definition at line 143 of file kolima_interiors.c.

Referenced by KolimaInteriors_GetEvents().

◆ KolimaInteriors_Initialize()

s32 KolimaInteriors_Initialize ( void )

Clears resident sprite flags and selects the room layout for this entrance.

Definition at line 148 of file kolima_interiors.c.

Referenced by KolimaInteriors_Initialize().

Variable Documentation

◆ gKolimaInteriors_Entrances

struct SceneEntrance gKolimaInteriors_Entrances[]
Initial value:
= {
{0, CONDITION_ALWAYS, 172, 0, 149, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{1, CONDITION_ALWAYS, 128, 0, 192, FACING_EAST, 0, 16, 56, 256, 216, 0},
{2, CONDITION_ALWAYS, 192, 0, 168, FACING_SOUTHWEST, 0, 16, 56, 256, 216,
0},
{3, CONDITION_ALWAYS, 392, 0, 200, FACING_NORTH, 0, 288, 64, 512, 232, 0},
{4, CONDITION_ALWAYS, 648, 0, 200, FACING_NORTH, 0, 528, 64, 768, 232, 0},
{5, CONDITION_ALWAYS, 704, 0, 168, FACING_SOUTHWEST, 0, 528, 64, 768, 224,
0},
{6, CONDITION_ALWAYS, 128, 0, 416, FACING_EAST, 0, 16, 280, 256, 440, 0},
{7, CONDITION_ALWAYS, 392, 0, 472, FACING_NORTH, 0, 288, 264, 512, 504, 0},
{8, CONDITION_ALWAYS, 392, 0, 328, FACING_SOUTH, 0, 288, 264, 512, 496, 0},
{9, CONDITION_ALWAYS, 392, 0, 344, FACING_NORTH, 0, 288, 264, 512, 496, 0},
{10, CONDITION_ALWAYS, 648, 0, 424, FACING_NORTH, 0, 528, 288, 768, 456, 0},
{11, CONDITION_ALWAYS, 704, 0, 392, FACING_SOUTHWEST, 0, 528, 288, 768, 448,
0},
{12, CONDITION_ALWAYS, 128, 0, 688, FACING_EAST, 0, 16, 552, 256, 712, 0},
{13, CONDITION_ALWAYS, 192, 0, 664, FACING_SOUTHWEST, 0, 16, 552, 256, 712,
0},
{14, CONDITION_ALWAYS, 400, 0, 688, FACING_NORTH, 0, 288, 552, 528, 712, 0},
}
@ SCENE_TABLE_END
Definition field_scene.h:43
@ CONDITION_ALWAYS
Definition field_scene.h:44
@ FACING_EAST
Definition field_scene.h:26
@ FACING_NORTH
Definition field_scene.h:32
@ FACING_SOUTHWEST
Definition field_scene.h:29
@ FACING_SOUTH
Definition field_scene.h:28

Definition at line 193 of file kolima_interiors.c.

Referenced by KolimaInteriors_GetEntrances().

◆ gKolimaInteriors_Exits

u32 gKolimaInteriors_Exits[]
Initial value:
= {
SCENE_EXITS(37), SCENE_EXIT(1, 37, 11), SCENE_EXIT(2, 37, 14),
SCENE_EXIT(3, 36, 4), SCENE_EXIT(4, 36, 3), SCENE_EXIT(5, 37, 12),
SCENE_EXIT(6, 37, 13), SCENE_EXIT(7, 36, 5), SCENE_EXIT(8, 36, 7),
SCENE_EXIT(9, 36, 6), SCENE_EXIT(10, 37, 1), SCENE_EXIT(11, 37, 5),
SCENE_EXIT(12, 37, 6), SCENE_EXIT(13, 37, 2), SCENE_EXIT(14, 38, 1),
}
#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 216 of file kolima_interiors.c.

Referenced by KolimaInteriors_GetExits().

◆ gKolimaInteriors_Placements

struct ScenePlacement gKolimaInteriors_Placements[]

Definition at line 226 of file kolima_interiors.c.

Referenced by KolimaInteriors_GetPlacements().

◆ gKolimaInteriors_Events

struct SceneEvent gKolimaInteriors_Events[]

Definition at line 260 of file kolima_interiors.c.

Referenced by KolimaInteriors_GetEvents().