Lunpa, the town under Dodonpa's fortress, on two maps: the town itself (Lunpa 1), with its well, its hidden passage to the jail and Reveal's secrets, and the gate below the fortress (Lunpa 2), where two guards turn the party away until Cloak gets them past. More...
Go to the source code of this file.
Macros | |
| #define | LUNPA_ENTRANCE(entrance, x, z, facing) |
| #define | GATE_ENTRANCE(entrance, x, z, facing) |
| #define | ROOM_EXIT(exit) |
| #define | TALK(actor, value) |
| #define | MIND_READ(actor, value) |
| #define | DOOR(trigger) |
| #define | LUNPA_ROADS_AND_DOORS |
| #define | LUNPA_SECRETS |
Enumerations | |
| enum | { PALETTE_TRANSLUCENT_EFFECT = 14 , PALETTE_EFFECT = 15 } |
Functions | |
| static void | Lunpa_WatchForUncloakedParty (void) |
| Every frame at the gate: an uncloaked leader in front of the guards is spotted. | |
| 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) |
| The townsfolk, or the gate's guards. | |
| static void | Event_CatchFloatingNut (void) |
| Catch on the nut floating over the town: the party gets it. | |
| static void | Lunpa_ApplyFrozenPuddleCollision (void) |
| Restores the frozen pillar's three collision cells, including its sides. | |
| static void | Event_FreezeHiddenPuddle (void) |
| Frost on the puddle Reveal shows: it freezes into a pillar the party can stand on. | |
| static void | Lunpa_UpdateIcePillarDrawOrder (void) |
| Every frame while the pillar stands: draw it under the leader once the leader is on top. | |
| static void | Lunpa_DrawHiddenPassageFrame (s32 sourceColumn, s32 sourceRow) |
| Draws the three map regions that make one frame of the hidden passage. | |
| static void | Event_RevealSecrets (void) |
| Reveal: the Psynergy Stone's spot, the hidden switch's glint, the puddle and, once opened, the passage show. | |
| static void | Event_HideSecrets (void) |
| Reveal's end, and every entry to the town: the secrets hide again. | |
| static void | Event_SearchWell (void) |
| const struct SceneEvent * | Scene_GetEvents (void) |
| The gate's events, or the town's before and after trade reopens. | |
| static void | Event_TalkToWestGuard (void) |
| The west guard of the town asks whether the party wants in. | |
| static void | Event_TalkToEastGuard (void) |
| The east guard: wants authorization, or once the guards suspect Kalay, asks twice whether the party came from there. | |
| static void | Event_ReadEastGuardsThoughts (void) |
| static void | Event_AskAboutLengthOfStay (void) |
| Asks how long the party has been in Lunpa. | |
| static void | Event_AskAboutHammetsKidnapping (void) |
| Asks whether Dodonpa kidnapped Hammet for ransom. | |
| static void | Event_AskAboutSeeingDonpa (void) |
| Asks whether the party wants to see Donpa. | |
| static void | Event_ComplainAboutCold (void) |
| Shivers and complains that the weather has become colder. | |
| static void | Event_AskAboutFortressCommotion (void) |
| Offers to explain the commotion at the fortress. | |
| static void | Event_TalkToLeftGuard (void) |
| The gate's left guard: hears someone while the party is cloaked; after trade reopens, nearly recognizes Hammet with the party. | |
| static void | Event_TalkToRightGuard (void) |
| The gate's right guard. | |
| static void | Event_ReadLeftGuardsThoughts (void) |
| Mind Read on the left guard: before the cave reunion he thinks the man with the party looks like that merchant, and Mind Read is cut short the first time as he turns to look. | |
| static void | Event_ReadRightGuardsThoughts (void) |
| static void | Lunpa_WatchForFortressApproach (void) |
| Every frame at the gate after trade reopens: stepping up to row 10 raises Garet's warning (trigger TRIGGER_FORTRESS_APPROACH). | |
| static void | Event_GaretTurnsLeaderBack (void) |
| Garet reminds the leader they cannot go into the fortress, and the leader steps back. | |
| static void | Event_EnterDoor (void) |
| The leader walks into a doorway: the door opens and the leader goes in. | |
| static void | Event_EnterHiddenPassage (void) |
| The hidden passage to the jail, once opened and while Reveal shows it. | |
| static void | Event_EnterFortress (void) |
| Through the fortress door, out of the gate's top. | |
| static void UNUSED | Lunpa_CheckAhead (void) |
| static UNUSED void | Lunpa_PlayRevealCue (void) |
| Reveal's sound when it uncovers something. | |
| static void | Event_PressHiddenSwitch (void) |
| Searching the switch Reveal shows: the passage opens in five steps. | |
| static void | Lunpa_CopyGatewayCollision (s32 sourceColumn, s32 sourceRow) |
| Copies one open or blocked source cell across the three-cell gateway. | |
| static void | Event_GuardsBlockGate (void) |
| Coming close uncloaked, the guards step in front of the fortress door and the gateway closes. | |
| static void UNUSED | Lunpa_DoNothing (void) |
| static void | Event_CastCloak (void) |
| Cloak: the gateway closes behind the guards. | |
| static void | Event_GuardsCatchParty (void) |
| Raised when the guards spot the party: they recognize the man with them, and march the party back down to the gate's foot. | |
| static void | Lunpa_ReopenGateway (void) |
| static void | Event_CloakFades (void) |
| Cloak fades: if the leader is still among the guards, they are caught. | |
| static void | Lunpa_KickUpLeaderDust (void) |
| Every 16 frames while the leader is thrown: a puff of dust. | |
| static void | Event_GuardsThrowLeaderOut (void) |
| Entering the gate after being caught inside: the guards throw the leader out and down the steps. | |
| static void | Event_LeaderSneaksOut (void) |
| Entering the gate after sneaking out of the fortress: the leader casts Cloak and slips around the guards. | |
| s32 | Scene_Initialize (void) |
| Sets either map up: Reveal's secrets hidden and the floating nut in the town; at the gate, the thrown-out or sneaking-out scene, the watchers and the fortress visit flags cleared. | |
Variables | |
| s32 | gShortEffectScript [] |
| How long an effect of common/effect_spawn.h lasts: 22, 44 or 126 frames, then it moves away and is freed. | |
| s32 | gMediumEffectScript [] |
| s32 | gLongEffectScript [] |
| const s32 * | gEffectScripts [] |
| struct SceneEntrance | gLunpaEntrances [] |
| struct SceneEntrance | gGateEntrances [] |
| u32 | gLunpaExits [] |
| u32 | gGateExits [] |
| struct ScenePlacement | gLunpaPlacements [] |
| struct ScenePlacement | gGatePlacements [] |
| struct SceneEvent | gLunpaSealedEvents [] |
| struct SceneEvent | gLunpaReopenedEvents [] |
| struct SceneEvent | gGateEvents [] |
| u16 | gLunpaDoorSteps [DOOR_COUNT][11] |
| struct LunpaDoor | gLunpaDoors [] |
| u32 | gLunpaUnusedWord = 0 |
Lunpa, the town under Dodonpa's fortress, on two maps: the town itself (Lunpa 1), with its well, its hidden passage to the jail and Reveal's secrets, and the gate below the fortress (Lunpa 2), where two guards turn the party away until Cloak gets them past.
Scene flags in the town: FLAG_SCENE_TEMP_00, the puddle is frozen into a pillar; FLAG_SCENE_TEMP_01, Reveal's secrets are hidden; FLAG_SCENE_TEMP_02, the hidden passage to the jail is open. At the gate, FLAG_SCENE_TEMP_40 to _44, as flags.h describes them.
Definition in file lunpa.c.
| #define LUNPA_ENTRANCE | ( | entrance, | |
| x, | |||
| z, | |||
| facing ) |
| #define GATE_ENTRANCE | ( | entrance, | |
| x, | |||
| z, | |||
| facing ) |
| #define ROOM_EXIT | ( | exit | ) |
| #define TALK | ( | actor, | |
| value ) |
| #define MIND_READ | ( | actor, | |
| value ) |
| #define DOOR | ( | trigger | ) |
| #define LUNPA_ROADS_AND_DOORS |
| #define LUNPA_SECRETS |
| anonymous enum |
|
static |
Every frame at the gate: an uncloaked leader in front of the guards is spotted.
Definition at line 669 of file lunpa.c.
Referenced by Event_CloakFades(), Event_GuardsCatchParty(), Lunpa_WatchForUncloakedParty(), and Scene_Initialize().
| const struct SceneEntrance * Scene_GetEntrances | ( | void | ) |
| const struct SceneRegion * Scene_GetRegions | ( | void | ) |
| const u32 * Scene_GetExits | ( | void | ) |
| const struct ScenePlacement * Scene_GetPlacements | ( | void | ) |
|
static |
Catch on the nut floating over the town: the party gets it.
Definition at line 105 of file lunpa.c.
Referenced by Event_CatchFloatingNut(), and Event_CatchFloatingNut().
|
inlinestatic |
Restores the frozen pillar's three collision cells, including its sides.
Definition at line 115 of file lunpa.c.
Referenced by Event_FreezeHiddenPuddle(), Event_RevealSecrets(), and Lunpa_ApplyFrozenPuddleCollision().
|
static |
Frost on the puddle Reveal shows: it freezes into a pillar the party can stand on.
Definition at line 123 of file lunpa.c.
Referenced by Event_FreezeHiddenPuddle(), and Event_FreezeHiddenPuddle().
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static |
Every frame while the pillar stands: draw it under the leader once the leader is on top.
Definition at line 139 of file lunpa.c.
Referenced by Event_HideSecrets(), Event_RevealSecrets(), and Lunpa_UpdateIcePillarDrawOrder().
Draws the three map regions that make one frame of the hidden passage.
Definition at line 150 of file lunpa.c.
Referenced by Event_PressHiddenSwitch(), Event_RevealSecrets(), and Lunpa_DrawHiddenPassageFrame().
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static |
Reveal: the Psynergy Stone's spot, the hidden switch's glint, the puddle and, once opened, the passage show.
Definition at line 159 of file lunpa.c.
Referenced by Event_RevealSecrets().
|
static |
Reveal's end, and every entry to the town: the secrets hide again.
Definition at line 205 of file lunpa.c.
Referenced by Event_HideSecrets(), and Scene_Initialize().
|
static |
Definition at line 226 of file lunpa.c.
Referenced by Event_SearchWell(), and Event_SearchWell().
| const struct SceneEvent * Scene_GetEvents | ( | void | ) |
|
static |
The west guard of the town asks whether the party wants in.
Definition at line 249 of file lunpa.c.
Referenced by Event_TalkToWestGuard(), and Event_TalkToWestGuard().
|
static |
The east guard: wants authorization, or once the guards suspect Kalay, asks twice whether the party came from there.
Definition at line 259 of file lunpa.c.
Referenced by Event_TalkToEastGuard(), Event_TalkToEastGuard(), and Event_TalkToEastGuard().
|
static |
Definition at line 279 of file lunpa.c.
Referenced by Event_ReadEastGuardsThoughts().
|
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Asks how long the party has been in Lunpa.
Definition at line 298 of file lunpa.c.
Referenced by Event_AskAboutLengthOfStay().
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Asks whether Dodonpa kidnapped Hammet for ransom.
Definition at line 306 of file lunpa.c.
Referenced by Event_AskAboutHammetsKidnapping().
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Asks whether the party wants to see Donpa.
Definition at line 314 of file lunpa.c.
Referenced by Event_AskAboutSeeingDonpa().
|
static |
Shivers and complains that the weather has become colder.
Definition at line 322 of file lunpa.c.
Referenced by Event_ComplainAboutCold().
|
static |
Offers to explain the commotion at the fortress.
Definition at line 331 of file lunpa.c.
Referenced by Event_AskAboutFortressCommotion().
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static |
The gate's left guard: hears someone while the party is cloaked; after trade reopens, nearly recognizes Hammet with the party.
Definition at line 340 of file lunpa.c.
Referenced by Event_TalkToLeftGuard().
|
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The gate's right guard.
Definition at line 361 of file lunpa.c.
Referenced by Event_TalkToRightGuard().
|
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Mind Read on the left guard: before the cave reunion he thinks the man with the party looks like that merchant, and Mind Read is cut short the first time as he turns to look.
Definition at line 375 of file lunpa.c.
Referenced by Event_ReadLeftGuardsThoughts().
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static |
Definition at line 401 of file lunpa.c.
Referenced by Event_ReadRightGuardsThoughts().
|
static |
Every frame at the gate after trade reopens: stepping up to row 10 raises Garet's warning (trigger TRIGGER_FORTRESS_APPROACH).
Definition at line 412 of file lunpa.c.
Referenced by Lunpa_WatchForFortressApproach(), and Scene_Initialize().
|
static |
Garet reminds the leader they cannot go into the fortress, and the leader steps back.
Definition at line 423 of file lunpa.c.
Referenced by Event_GaretTurnsLeaderBack().
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static |
The leader walks into a doorway: the door opens and the leader goes in.
Definition at line 438 of file lunpa.c.
Referenced by Event_EnterDoor(), and Event_EnterDoor().
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The hidden passage to the jail, once opened and while Reveal shows it.
Definition at line 471 of file lunpa.c.
Referenced by Event_EnterHiddenPassage().
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Through the fortress door, out of the gate's top.
Definition at line 485 of file lunpa.c.
Referenced by Event_EnterFortress().
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Definition at line 503 of file lunpa.c.
Referenced by Lunpa_CheckAhead().
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Reveal's sound when it uncovers something.
Definition at line 506 of file lunpa.c.
Referenced by Lunpa_PlayRevealCue().
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Searching the switch Reveal shows: the passage opens in five steps.
Definition at line 513 of file lunpa.c.
Referenced by Event_PressHiddenSwitch().
Copies one open or blocked source cell across the three-cell gateway.
Definition at line 538 of file lunpa.c.
Referenced by Event_CastCloak(), Event_GuardsBlockGate(), Lunpa_CopyGatewayCollision(), and Lunpa_ReopenGateway().
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Coming close uncloaked, the guards step in front of the fortress door and the gateway closes.
Definition at line 546 of file lunpa.c.
Referenced by Event_GuardsBlockGate().
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Definition at line 570 of file lunpa.c.
Referenced by Lunpa_DoNothing().
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Cloak: the gateway closes behind the guards.
Definition at line 573 of file lunpa.c.
Referenced by Event_CastCloak(), and Scene_Initialize().
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Raised when the guards spot the party: they recognize the man with them, and march the party back down to the gate's foot.
Definition at line 580 of file lunpa.c.
Referenced by Event_CloakFades(), and Event_GuardsCatchParty().
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Definition at line 639 of file lunpa.c.
Referenced by Event_CloakFades(), and Lunpa_ReopenGateway().
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Cloak fades: if the leader is still among the guards, they are caught.
Definition at line 642 of file lunpa.c.
Referenced by Event_CloakFades().
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Every 16 frames while the leader is thrown: a puff of dust.
Definition at line 684 of file lunpa.c.
Referenced by Event_GuardsThrowLeaderOut(), and Lunpa_KickUpLeaderDust().
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Entering the gate after being caught inside: the guards throw the leader out and down the steps.
Definition at line 701 of file lunpa.c.
Referenced by Event_GuardsThrowLeaderOut(), and Scene_Initialize().
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Entering the gate after sneaking out of the fortress: the leader casts Cloak and slips around the guards.
Definition at line 780 of file lunpa.c.
Referenced by Event_LeaderSneaksOut(), and Scene_Initialize().
| s32 Scene_Initialize | ( | void | ) |
| s32 gShortEffectScript[] |
How long an effect of common/effect_spawn.h lasts: 22, 44 or 126 frames, then it moves away and is freed.
| s32 gMediumEffectScript[] |
| s32 gLongEffectScript[] |
| const s32* gEffectScripts[] |
| struct SceneEntrance gLunpaEntrances[] |
Definition at line 872 of file lunpa.c.
Referenced by Scene_GetEntrances().
| struct SceneEntrance gGateEntrances[] |
Definition at line 889 of file lunpa.c.
Referenced by Scene_GetEntrances().
| u32 gLunpaExits[] |
| u32 gGateExits[] |
| struct ScenePlacement gLunpaPlacements[] |
| struct ScenePlacement gGatePlacements[] |
Definition at line 960 of file lunpa.c.
Referenced by Scene_GetPlacements().
| struct SceneEvent gLunpaSealedEvents[] |
Definition at line 1014 of file lunpa.c.
Referenced by Scene_GetEvents().
| struct SceneEvent gLunpaReopenedEvents[] |
Definition at line 1039 of file lunpa.c.
Referenced by Scene_GetEvents().
| struct SceneEvent gGateEvents[] |
Definition at line 1074 of file lunpa.c.
Referenced by Scene_GetEvents().
| u16 gLunpaDoorSteps[DOOR_COUNT][11] |
| struct LunpaDoor gLunpaDoors[] |
Definition at line 1114 of file lunpa.c.
Referenced by Event_EnterDoor().