Dodonpa's fortress above Lunpa, on four maps. More...
Go to the source code of this file.
Macros | |
| #define | PAIRED_PATROL_LAYER_ORIGIN_X (136.0 * 65536) |
| The paired patrol's layer origin across: 136 pixels, in 16.16 fixed point. | |
| #define | PATROL_PSYNERGY_REQUEST(work) |
| #define | PATROL_ITEM_REQUEST(work) |
| #define | PATROL_RAISED_TRIGGER(work) |
| #define | DIRECTION_STEP(dx, dz) |
| The shared source and field.h declarations lack const, but these three tables occupy .rodata. | |
Enumerations | |
| enum | { OUTER_ENTRANCE_GUARD = 12 , OUTER_FIRST_SENTRY = 13 , OUTER_UPPER_HALL_GUARD = 17 , OUTER_PATROL_GUARD = 18 , OUTER_STARTLED_RESIDENT = 20 , OUTER_SECOND_SENTRY = 21 } |
| The outer rooms (map 1). More... | |
| enum | { GUARD_ROOM_CELL_KEY = 8 , GUARD_ROOM_FIRST_PATROL = 9 , GUARD_ROOM_SECOND_PATROL = 10 , GUARD_ROOM_HALL_GUARD = 11 , GUARD_ROOM_GUARD_A = 12 , GUARD_ROOM_GUARD_B = 13 , GUARD_ROOM_GUARD_C = 14 , GUARD_ROOM_WEST_GUARD = 15 , GUARD_ROOM_EAST_GUARD = 16 , GUARD_ROOM_HALL_PATROL = 17 , GUARD_ROOM_DONPA = 24 , GUARD_ROOM_ATTENDANT = 25 , GUARD_ROOM_DJINNI = 26 } |
| The guard rooms and Donpa's chamber (map 2). More... | |
| enum | { COLUMN_ROOM_FIRST_SWITCH_COVER = 8 , COLUMN_ROOM_PASSAGE_COVER = 9 , COLUMN_ROOM_SECOND_SWITCH_COVER = 10 , COLUMN_ROOM_COLUMN = 12 } |
| The column room (map 3). More... | |
| enum | { RESCUE_MONSTER = 11 , RESCUE_HAMMET = 12 , RESCUE_DODONPA = 13 , RESCUE_DONPA = 14 , RESCUE_MONSTER_PART = 15 } |
| The rescue room (map 4). More... | |
| enum | { TRIGGER_LOCKED_DOOR = 99 , TRIGGER_SEALED_DOOR = 98 , DOOR_TRIGGER_FIRST = 40 , TRIGGER_PATROL_PAIR_SPOTTED = 91 , TRIGGER_HALL_PATROL_SPOTTED , TRIGGER_OUTER_PATROL_SPOTTED , TRIGGER_UPPER_HALL_SPOTTED , TRIGGER_ENTRANCE_GUARD_SPOTTED , TRIGGER_SENTRIES_SPOTTED } |
| Triggers: the cell doors count from DOOR_TRIGGER_FIRST in each map, and a watching guard raises one of the TRIGGER_*_SPOTTED triggers. More... | |
| enum | { REVEAL_SHOWN = 5 , REVEAL_FADED = 4 } |
| Reveal's phases: the hidden things show, and hide again. More... | |
| enum | { EXIT_THROWN_OUT = 60 } |
| Where a party caught by a guard is sent: the gate below the fortress. More... | |
| enum | { GUARD_ROOM_ENTRANCE_AFTER_BATTLE = 31 , RESCUE_ENTRANCE_AFTER_BATTLE = 4 } |
| Where the party comes back after the three guards' battle and after the monster's. More... | |
| enum | { CLOAK_NEAR_GUARD = 0x2000 | ABILITY_CLOAK } |
| What a guard close to the cloaked leader requests of Cloak. More... | |
| enum | { RESCUE_DOOR_FLAG = 0x350 , COLUMN_ROOM_DOOR_FLAG = 0x355 , GUARD_ROOM_DOOR_FLAG = 0x358 , OUTER_DOOR_FLAG = 0x35a } |
| The first of the flags that remember which cell doors the Cell Key opened, per map: one for each door trigger from DOOR_TRIGGER_FIRST. More... | |
Functions | |
| static s32 | LunpaFortress_TryCollectDisplayedItem (s32 actorId, s32 itemId) |
| Gives the item an actor shows, with its effect; with no room for it, the actor shows the item is left behind. | |
| static void | LunpaFortress_CheckSecondEntranceSentry (void) |
| The second sentry, as the first. | |
| static s32 | LunpaFortress_CanGuardSeeLeader (s32 actorId) |
| Whether a guard on screen sees the leader along his row or column. | |
| static s32 | LunpaFortress_IsLeaderNearGuard (s32 actorId) |
| Whether the leader is within four cells, walking, of the cell below the guard. | |
| static s32 | LunpaFortress_IsGuardNearViewCenter (s32 actorId) |
| Whether the guard is on screen: within seven columns and five rows of the view's center. | |
| static void | LunpaFortress_GuardThrowsPartyOut (s32 actorId) |
| A guard who caught the party sends it back to the gate below the fortress. | |
| static void | LunpaFortress_ActOutIntruderDialogue (s32 actorId) |
| A guard spots an intruder. "Hey! Intruder!". | |
| static void | LunpaFortress_ActOutWhosThereDialogue (s32 actorId) |
| A guard asks who is there. "Huh? Who's that?". | |
| static void | LunpaFortress_ActOutGuardShiftDialogue (s32 actorId) |
| A guard expects his relief, then sees who it is. "Is my shift up already?". | |
| static void | LunpaFortress_ActOutScoundrelDialogue (s32 actorId) |
| A guard calls the party a scoundrel. "You scoundrel!". | |
| static void | LunpaFortress_InitializeOuterRooms (void) |
| Sets the outer rooms up by entrance: the guards that watch each part, and the cell doors already opened. | |
| static void | LunpaFortress_InitializeGuardRooms (void) |
| Sets the guard rooms up: beaten guards gone or lying where they fell, the Cell Key gone once taken, the patrols by entrance and Donpa's attendant by his reward's place. | |
| static void | LunpaFortress_InitializeColumnRoom (void) |
| Sets the column room up: the doors, the column, the Whirlwind covers and the switches as the party left them. | |
| static void | LunpaFortress_RestoreOuterDoors (void) |
| The outer rooms' cell doors stay open. | |
| static void | LunpaFortress_RestoreGuardRoomDoors (void) |
| The guard rooms' cell doors stay open. | |
| static void | LunpaFortress_RestoreColumnRoomDoors (void) |
| The column room's cell doors stay open. | |
| static void | LunpaFortress_RestoreRescueRoomDoors (void) |
| The rescue room's cell doors stay open. | |
| 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 guards, residents and objects of each map. | |
| const struct SceneEvent * | Scene_GetEvents (void) |
| What the party can talk to, search and use Psynergy on, by map. | |
| static void | LunpaFortress_LowerColumn (void) |
| The column sinks into the floor: the party can walk over it. | |
| static void | Event_PushColumn (void) |
| Pushing the column: it slides one cell along. | |
| static void | Event_ColumnSinks (void) |
| The column, pushed onto its hole, slides in and sinks. | |
| static void | Event_MoveColumn (void) |
| Move on the column: once it is past row 22, over its hole, the room shakes and it sinks. | |
| static void | LunpaFortress_RestoreLoweredColumn (void) |
| The column stays sunk in its hole. | |
| static void | LunpaFortress_OpenRescueRoomDoor (s32 doorIndex) |
| Draws a rescue room cell door open. | |
| static void | Event_UnlockRescueRoomDoor (void) |
| Facing a rescue room cell door with the Cell Key: it opens with a rumble. | |
| static void | LunpaFortress_OpenColumnRoomDoor (s32 doorIndex) |
| Draws a column room cell door open and lets the party through; the middle door opens two cells. | |
| static void | Event_UnlockColumnRoomDoor (void) |
| Facing a column room cell door with the Cell Key: it opens with a rumble. | |
| static void | LunpaFortress_OpenGuardRoomDoor (s32 doorIndex) |
| Draws a guard room cell door open. | |
| static void | Event_UnlockGuardRoomDoor (void) |
| Facing a guard room cell door with the Cell Key: it opens with a rumble. | |
| static void | LunpaFortress_OpenOuterDoor (s32 doorIndex) |
| Draws an outer room cell door open and lets the party through. | |
| static void | Event_UnlockOuterDoor (void) |
| Facing an outer room cell door with the Cell Key: it opens with a rumble. | |
| static void | Event_SearchLockedDoor (void) |
| Searching a cell door without the Cell Key: it stays shut. | |
| static void | Event_SearchSealedDoor (void) |
| Searching the door no key opens. | |
| static void UNUSED | LunpaFortress_TryCollectActorEightItem (void) |
| Unused: four items set out on actors 8 to 11, each taken once, with flags 0xf2a to 0xf2d. | |
| static void UNUSED | LunpaFortress_TryCollectActorNineItem (void) |
| static void UNUSED | LunpaFortress_TryCollectActorTenItem (void) |
| static void UNUSED | LunpaFortress_TryCollectActorElevenItem (void) |
| static void UNUSED | LunpaFortress_DoNothingA (void) |
| static void UNUSED | LunpaFortress_DoNothingB (void) |
| static void UNUSED | LunpaFortress_DoNothingC (void) |
| static void UNUSED | LunpaFortress_DoNothingD (void) |
| static void | Event_TakeCellKey (void) |
| Catch on the Cell Key hanging in the guard rooms, or talking to it: the leader steps up and takes it. | |
| static s32 | LunpaFortress_IsLeaderInPatrolSafeZone (void) |
| Where the patrolling pair cannot see the leader: the west end of their corridor and the cells below its gap. | |
| static void | LunpaFortress_UpdatePairedGuardDetection (void) |
| Every frame in the guard rooms: the pair patrolling the west corridor. | |
| static void | Event_PatrolPairThrowsPartyOut (void) |
| Raised when the patrolling pair spots the leader: the first stops and stares, and the second throws the party out. | |
| static s32 | LunpaFortress_IsLeaderPassingPatrollingGuard (void) |
| Whether the leader and the hall patrol are in the two parallel corridors, where the guard passes without seeing the leader. | |
| static void | LunpaFortress_UpdateHallGuardDetection (void) |
| Every frame in the guard rooms: the patrol in the east hall, as LunpaFortress_UpdatePairedGuardDetection; seeing the leader, it raises TRIGGER_HALL_PATROL_SPOTTED. | |
| static void | Event_HallPatrolThrowsPartyOut (void) |
| Raised when the hall patrol spots the leader: it throws the party out. | |
| static s32 | LunpaFortress_IsLeaderInOuterPatrolSafeZone (void) |
| Where the outer rooms' patrol cannot see the leader: three stretches of its rounds. | |
| static void | LunpaFortress_UpdateOuterGuardDetection (void) |
| Every frame in the outer rooms: the patrolling guard, as LunpaFortress_UpdatePairedGuardDetection; seeing the leader, it raises TRIGGER_OUTER_PATROL_SPOTTED. | |
| static void | Event_OuterPatrolThrowsPartyOut (void) |
| Raised when the outer rooms' patrol spots the leader: it throws the party out. | |
| static s32 | LunpaFortress_IsLeaderOutsideUpperHall (void) |
| Whether the leader is outside the upper hall the guard there watches. | |
| static void | LunpaFortress_CheckUpperHallGuard (void) |
| Every frame in the upper hall: the guard who sees the uncloaked leader raises TRIGGER_UPPER_HALL_SPOTTED. | |
| static void | Event_UpperHallGuardThrowsPartyOut (void) |
| Raised when the upper hall's guard spots the leader: he throws the party out. | |
| static void | LunpaFortress_CheckEntranceGuard (void) |
| Every frame past the entrance: the guard who sees the uncloaked leader raises TRIGGER_ENTRANCE_GUARD_SPOTTED, once. | |
| static void | LunpaFortress_CheckFirstEntranceSentry (void) |
| Every frame past the entrance: either sentry who sees the uncloaked leader raises TRIGGER_SENTRIES_SPOTTED, once for both. | |
| static s32 | LunpaFortress_IsLeaderInGuardVerticalSight (s32 actorId) |
| Whether the leader is in the guard's column, up to six cells away. | |
| static s32 | LunpaFortress_IsLeaderInGuardHorizontalSight (s32 actorId) |
| Whether the leader is within a row of the guard, up to six cells away. | |
| static void | LunpaFortress_CheckOuterDoorApproach (void) |
| Every frame in the outer rooms: walking into the second cell door's column with the Cell Key unlocks it. | |
| static void | LunpaFortress_CheckGuardDoorApproach (void) |
| Every frame in the guard rooms: walking east or west into the first cell door's column with the Cell Key unlocks it. | |
| static void UNUSED | LunpaFortress_FirstPatrolThrowsPartyOut (void) |
| Unused: the first patrol asks who the party is and sends them out. | |
| static void | LunpaFortress_GuardChallengesParty (s32 actorId) |
| A guard faces the leader with one of four challenges, chosen at random when the map was entered. | |
| static void | Event_FightWestGuard (void) |
| Walking up to the west guard: he challenges the party to a battle, and is gone after it. | |
| static void | Event_FightHallGuard (void) |
| Walking up to the hall guard: he challenges the party to a battle, and is gone after it. | |
| static void | Event_FightThreeGuards (void) |
| Walking up to the three guards: they argue, then fight the party together. | |
| static void | LunpaFortress_PlaceThreeBeatenGuards (void) |
| The three guards lie beaten where they fought. | |
| static void | Event_FightEastGuard (void) |
| Walking up to the east guard: he challenges the party to a battle, and is gone after it. | |
| static void | Event_EntranceGuardThrowsPartyOut (void) |
| Walking past the entrance guard, or seen by him: the party is sent back to the gate below the fortress. | |
| static void | Event_SentriesThrowPartyOut (void) |
| Walking between the sentries, or seen by them: the party is sent back to the gate below the fortress. | |
| static void | LunpaFortress_OpenFirstSwitchPassage (void) |
| The first switch's passage opens. | |
| static void | LunpaFortress_OpenSecondSwitchPassage (void) |
| The second switch's passage opens. | |
| static void | LunpaFortress_OpenCoveredPassage (void) |
| The passage behind the second Whirlwind cover opens. | |
| static __inline__ void | LunpaFortress_FlipHiddenSwitch (s32 cellX, s32 cellY, void(*openPassage)(void)) |
| A switch flips in two frames, then its passage opens. | |
| static void | Event_FlipFirstSwitch (void) |
| Searching the first switch while Reveal shows it flips it, and its passage opens. | |
| static void | Event_FlipSecondSwitch (void) |
| Searching the second switch while Reveal shows it flips it, and its passage opens. | |
| static void | Event_RevealSwitches (void) |
| Reveal: both switches show and can be searched. | |
| static void | Event_HideSwitches (void) |
| Reveal's end: both switches hide again. | |
| static void | Event_BlowAwayFirstSwitchCover (void) |
| Whirlwind on what hides the first switch: it blows away. | |
| static void | Event_BlowAwayPassageCover (void) |
| Whirlwind on what hides the passage: it blows away and the passage opens. | |
| static void | Event_BlowAwaySecondSwitchCover (void) |
| Whirlwind on what hides the second switch: it blows away. | |
| static void UNUSED | LunpaFortress_DoNothingE (void) |
| static void | LunpaFortress_GatherPartyAroundHammet (void) |
| Garet, Ivan and Mia step out of the leader and gather around Hammet. | |
| static void | LunpaFortress_ActivateLeverTrap (void) |
| Dodonpa's lever: the room shakes, the floor opens and everyone startles. | |
| static void | LunpaFortress_RevealMonster (void) |
| The camera finds the monster Dodonpa has freed; it lumbers forward. | |
| static void | LunpaFortress_PositionPartyForMonster (void) |
| The party spreads out and faces the monster. | |
| static void | Event_FindHammet (void) |
| Walking into Hammet's cell. | |
| static void | Event_DonpaJudgesDodonpa (void) |
| After the battle: the monster has fallen on Dodonpa. | |
| static void | Event_ReadSentrysThoughts (void) |
| Mind Read on the second sentry: one of eight thoughts, chosen at random when the map was entered; in one he looks around first. | |
| static void | Event_TalkToSentry (void) |
| The second sentry looks around, hearing someone he cannot see. | |
| static void | Event_TalkToAttendant (void) |
| Donpa's attendant. | |
| static void | Event_ReadAttendantsThoughts (void) |
| Mind Read on Donpa's attendant. | |
| static void | Event_ReadDonpasThoughts (void) |
| Mind Read on Donpa. | |
| static void | Event_TalkToDonpa (void) |
| Donpa: asleep before the rescue. | |
| static void | Event_DjinniJoins (void) |
| Talking to the Djinni in Donpa's room: it joins the party. | |
| static void | Event_TalkToBeatenGuardC (void) |
| The third of the beaten guards begs. "Owww! Hey! Don't hurt me again...". | |
| static void | Event_TalkToBeatenGuardB (void) |
| The second of the beaten guards gives up, and Hammet is in the cave. | |
| static void | Event_TalkToBeatenGuardA (void) |
| The first of the beaten guards marvels at the party. | |
| static void | Event_AskWhereDodonpaIs (void) |
| Asks where Dodonpa is. "Do you know where Dodonpa is?". | |
| static void | Event_TalkToStartledResident (void) |
| A resident of the outer rooms, startled the first time, asks whether the party sneaked in in search of something; on yes, promises to keep quiet. | |
| static void | Event_ReadStartledResidentsThoughts (void) |
| Mind Read on the startled resident: once they have promised, a thought about Hammet; before, Mind Read stops and they talk instead. | |
| static void UNUSED | LunpaFortress_DoNothingF (void) |
| static void | Event_TalkToJailedDodonpa (void) |
| Dodonpa behind bars begs his father's forgiveness; with the Cell Key, a further line shows. | |
| static void | Event_ReadJailedDodonpasThoughts (void) |
| Mind Read on the jailed Dodonpa. | |
| s32 | Scene_Initialize (void) |
| Sets each map up: a random pick for the guards' lines, the doors already opened, the watching guards and, in the rescue room, the scene after the monster battle or Dodonpa jailed. | |
Dodonpa's fortress above Lunpa, on four maps.
The outer rooms (map 1) and the guard rooms with Donpa's chamber (map 2) are watched by guards who throw an uncloaked party out; the column room (map 3) hides its passages behind Whirlwind, Reveal and a column to Move; in the rescue room (map 4) the party finds Hammet, Dodonpa springs his trap and Donpa judges his son.
Scene flags: FLAG_SCENE_TEMP_14, a guard has spotted the party and FLAG_SCENE_TEMP_15 with it; FLAG_SCENE_TEMP_17 and _18, the first and second switch are still hidden; FLAG_SCENE_TEMP_24, the entrance guard has thrown the party out; FLAG_SCENE_TEMP_25, the sentries have; FLAG_SCENE_TEMP_26, the startled resident promised to keep quiet; FLAG_SCENE_TEMP_27, the resident was already startled; FLAG_SCENE_TEMP_70, Hammet's rescue has begun.
The flags from 0x300 are reused from place to place: 0x301, Hammet is rescued; 0x313, the attendant has told Donpa's story; 0x314, Donpa has shown his reward; 0x350 to 0x35c, the cell doors the Cell Key opened.
Definition in file lunpa_fortress.c.
| #define PAIRED_PATROL_LAYER_ORIGIN_X (136.0 * 65536) |
The paired patrol's layer origin across: 136 pixels, in 16.16 fixed point.
Definition at line 138 of file lunpa_fortress.c.
Referenced by LunpaFortress_UpdatePairedGuardDetection().
| #define PATROL_PSYNERGY_REQUEST | ( | work | ) |
Definition at line 520 of file lunpa_fortress.c.
Referenced by LunpaFortress_UpdateHallGuardDetection(), LunpaFortress_UpdateOuterGuardDetection(), and LunpaFortress_UpdatePairedGuardDetection().
| #define PATROL_ITEM_REQUEST | ( | work | ) |
Definition at line 521 of file lunpa_fortress.c.
Referenced by LunpaFortress_UpdateHallGuardDetection(), LunpaFortress_UpdateOuterGuardDetection(), and LunpaFortress_UpdatePairedGuardDetection().
| #define PATROL_RAISED_TRIGGER | ( | work | ) |
Definition at line 522 of file lunpa_fortress.c.
Referenced by LunpaFortress_UpdateHallGuardDetection(), LunpaFortress_UpdateOuterGuardDetection(), and LunpaFortress_UpdatePairedGuardDetection().
| #define DIRECTION_STEP | ( | dx, | |
| dz ) |
The shared source and field.h declarations lack const, but these three tables occupy .rodata.
Pixel steps pack X above Z in two halfwords. Unsigned packing also defines the entries with negative X steps.
Definition at line 3108 of file lunpa_fortress.c.
| anonymous enum |
The outer rooms (map 1).
| Enumerator | |
|---|---|
| OUTER_ENTRANCE_GUARD | |
| OUTER_FIRST_SENTRY | |
| OUTER_UPPER_HALL_GUARD | |
| OUTER_PATROL_GUARD | |
| OUTER_STARTLED_RESIDENT | |
| OUTER_SECOND_SENTRY | |
Definition at line 53 of file lunpa_fortress.c.
| anonymous enum |
The guard rooms and Donpa's chamber (map 2).
Definition at line 63 of file lunpa_fortress.c.
| anonymous enum |
The column room (map 3).
| Enumerator | |
|---|---|
| COLUMN_ROOM_FIRST_SWITCH_COVER | |
| COLUMN_ROOM_PASSAGE_COVER | |
| COLUMN_ROOM_SECOND_SWITCH_COVER | |
| COLUMN_ROOM_COLUMN | |
Definition at line 81 of file lunpa_fortress.c.
| anonymous enum |
The rescue room (map 4).
| Enumerator | |
|---|---|
| RESCUE_MONSTER | |
| RESCUE_HAMMET | |
| RESCUE_DODONPA | |
| RESCUE_DONPA | |
| RESCUE_MONSTER_PART | |
Definition at line 89 of file lunpa_fortress.c.
| anonymous enum |
Triggers: the cell doors count from DOOR_TRIGGER_FIRST in each map, and a watching guard raises one of the TRIGGER_*_SPOTTED triggers.
Definition at line 99 of file lunpa_fortress.c.
| anonymous enum |
Reveal's phases: the hidden things show, and hide again.
| Enumerator | |
|---|---|
| REVEAL_SHOWN | |
| REVEAL_FADED | |
Definition at line 112 of file lunpa_fortress.c.
| anonymous enum |
Where a party caught by a guard is sent: the gate below the fortress.
| Enumerator | |
|---|---|
| EXIT_THROWN_OUT | |
Definition at line 115 of file lunpa_fortress.c.
| anonymous enum |
Where the party comes back after the three guards' battle and after the monster's.
| Enumerator | |
|---|---|
| GUARD_ROOM_ENTRANCE_AFTER_BATTLE | |
| RESCUE_ENTRANCE_AFTER_BATTLE | |
Definition at line 119 of file lunpa_fortress.c.
| anonymous enum |
What a guard close to the cloaked leader requests of Cloak.
| Enumerator | |
|---|---|
| CLOAK_NEAR_GUARD | |
Definition at line 125 of file lunpa_fortress.c.
| anonymous enum |
The first of the flags that remember which cell doors the Cell Key opened, per map: one for each door trigger from DOOR_TRIGGER_FIRST.
| Enumerator | |
|---|---|
| RESCUE_DOOR_FLAG | |
| COLUMN_ROOM_DOOR_FLAG | |
| GUARD_ROOM_DOOR_FLAG | |
| OUTER_DOOR_FLAG | |
Definition at line 129 of file lunpa_fortress.c.
Gives the item an actor shows, with its effect; with no room for it, the actor shows the item is left behind.
Returns whether it was given.
Definition at line 445 of file lunpa_fortress.c.
Referenced by LunpaFortress_TryCollectActorEightItem(), LunpaFortress_TryCollectActorElevenItem(), LunpaFortress_TryCollectActorNineItem(), LunpaFortress_TryCollectActorTenItem(), and LunpaFortress_TryCollectDisplayedItem().
|
static |
The second sentry, as the first.
Definition at line 851 of file lunpa_fortress.c.
Referenced by LunpaFortress_CheckFirstEntranceSentry(), LunpaFortress_CheckSecondEntranceSentry(), and LunpaFortress_InitializeOuterRooms().
Whether a guard on screen sees the leader along his row or column.
Definition at line 905 of file lunpa_fortress.c.
Referenced by LunpaFortress_CanGuardSeeLeader(), LunpaFortress_CheckEntranceGuard(), LunpaFortress_CheckFirstEntranceSentry(), LunpaFortress_CheckSecondEntranceSentry(), LunpaFortress_CheckUpperHallGuard(), LunpaFortress_UpdateHallGuardDetection(), LunpaFortress_UpdateOuterGuardDetection(), and LunpaFortress_UpdatePairedGuardDetection().
Whether the leader is within four cells, walking, of the cell below the guard.
Definition at line 922 of file lunpa_fortress.c.
Referenced by LunpaFortress_IsLeaderNearGuard(), LunpaFortress_UpdateHallGuardDetection(), LunpaFortress_UpdateOuterGuardDetection(), and LunpaFortress_UpdatePairedGuardDetection().
Whether the guard is on screen: within seven columns and five rows of the view's center.
Definition at line 948 of file lunpa_fortress.c.
Referenced by LunpaFortress_CanGuardSeeLeader(), LunpaFortress_IsGuardNearViewCenter(), and LunpaFortress_UpdateHallGuardDetection().
|
static |
A guard who caught the party sends it back to the gate below the fortress.
"Who are you? How did you get in here?"
Definition at line 1036 of file lunpa_fortress.c.
Referenced by Event_HallPatrolThrowsPartyOut(), Event_OuterPatrolThrowsPartyOut(), Event_PatrolPairThrowsPartyOut(), Event_UpperHallGuardThrowsPartyOut(), and LunpaFortress_GuardThrowsPartyOut().
|
static |
A guard spots an intruder. "Hey! Intruder!".
Definition at line 1092 of file lunpa_fortress.c.
Referenced by LunpaFortress_ActOutIntruderDialogue(), and LunpaFortress_GuardChallengesParty().
|
static |
A guard asks who is there. "Huh? Who's that?".
Definition at line 1109 of file lunpa_fortress.c.
Referenced by LunpaFortress_ActOutWhosThereDialogue(), and LunpaFortress_GuardChallengesParty().
|
static |
A guard expects his relief, then sees who it is. "Is my shift up already?".
Definition at line 1123 of file lunpa_fortress.c.
Referenced by LunpaFortress_ActOutGuardShiftDialogue(), and LunpaFortress_GuardChallengesParty().
|
static |
A guard calls the party a scoundrel. "You scoundrel!".
Definition at line 1142 of file lunpa_fortress.c.
Referenced by LunpaFortress_ActOutScoundrelDialogue(), and LunpaFortress_GuardChallengesParty().
|
static |
Sets the outer rooms up by entrance: the guards that watch each part, and the cell doors already opened.
Definition at line 2854 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeOuterRooms(), and Scene_Initialize().
|
static |
Sets the guard rooms up: beaten guards gone or lying where they fell, the Cell Key gone once taken, the patrols by entrance and Donpa's attendant by his reward's place.
Definition at line 2911 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeGuardRooms(), and Scene_Initialize().
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Sets the column room up: the doors, the column, the Whirlwind covers and the switches as the party left them.
Definition at line 2995 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeColumnRoom(), and Scene_Initialize().
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The outer rooms' cell doors stay open.
Definition at line 3051 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeOuterRooms(), and LunpaFortress_RestoreOuterDoors().
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The guard rooms' cell doors stay open.
Definition at line 3064 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeGuardRooms(), and LunpaFortress_RestoreGuardRoomDoors().
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The column room's cell doors stay open.
Definition at line 3074 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeColumnRoom(), and LunpaFortress_RestoreColumnRoomDoors().
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The rescue room's cell doors stay open.
Definition at line 3087 of file lunpa_fortress.c.
Referenced by LunpaFortress_RestoreRescueRoomDoors(), and Scene_Initialize().
| const struct SceneEntrance * Scene_GetEntrances | ( | void | ) |
Definition at line 160 of file lunpa_fortress.c.
| const struct SceneRegion * Scene_GetRegions | ( | void | ) |
Definition at line 175 of file lunpa_fortress.c.
| const u32 * Scene_GetExits | ( | void | ) |
Both scenes share one exit table.
Definition at line 177 of file lunpa_fortress.c.
| const struct ScenePlacement * Scene_GetPlacements | ( | void | ) |
The guards, residents and objects of each map.
Definition at line 191 of file lunpa_fortress.c.
| const struct SceneEvent * Scene_GetEvents | ( | void | ) |
What the party can talk to, search and use Psynergy on, by map.
Definition at line 213 of file lunpa_fortress.c.
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The column sinks into the floor: the party can walk over it.
Definition at line 229 of file lunpa_fortress.c.
Referenced by Event_ColumnSinks(), LunpaFortress_LowerColumn(), and LunpaFortress_RestoreLoweredColumn().
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Pushing the column: it slides one cell along.
Definition at line 243 of file lunpa_fortress.c.
Referenced by Event_PushColumn().
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The column, pushed onto its hole, slides in and sinks.
Definition at line 246 of file lunpa_fortress.c.
Referenced by Event_ColumnSinks().
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Move on the column: once it is past row 22, over its hole, the room shakes and it sinks.
Definition at line 258 of file lunpa_fortress.c.
Referenced by Event_MoveColumn().
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The column stays sunk in its hole.
Definition at line 278 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeColumnRoom(), and LunpaFortress_RestoreLoweredColumn().
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Draws a rescue room cell door open.
Definition at line 284 of file lunpa_fortress.c.
Referenced by Event_DonpaJudgesDodonpa(), Event_UnlockRescueRoomDoor(), LunpaFortress_OpenRescueRoomDoor(), and LunpaFortress_RestoreRescueRoomDoors().
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Facing a rescue room cell door with the Cell Key: it opens with a rumble.
After Hammet's rescue the fifth, Dodonpa's cell, stays shut.
Definition at line 295 of file lunpa_fortress.c.
Referenced by Event_UnlockRescueRoomDoor().
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Draws a column room cell door open and lets the party through; the middle door opens two cells.
Definition at line 316 of file lunpa_fortress.c.
Referenced by Event_UnlockColumnRoomDoor(), LunpaFortress_OpenColumnRoomDoor(), and LunpaFortress_RestoreColumnRoomDoors().
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Facing a column room cell door with the Cell Key: it opens with a rumble.
Definition at line 334 of file lunpa_fortress.c.
Referenced by Event_UnlockColumnRoomDoor().
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Draws a guard room cell door open.
Definition at line 350 of file lunpa_fortress.c.
Referenced by Event_UnlockGuardRoomDoor(), LunpaFortress_OpenGuardRoomDoor(), and LunpaFortress_RestoreGuardRoomDoors().
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Facing a guard room cell door with the Cell Key: it opens with a rumble.
Definition at line 360 of file lunpa_fortress.c.
Referenced by Event_UnlockGuardRoomDoor(), and LunpaFortress_CheckGuardDoorApproach().
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Draws an outer room cell door open and lets the party through.
Definition at line 376 of file lunpa_fortress.c.
Referenced by Event_UnlockOuterDoor(), LunpaFortress_OpenOuterDoor(), and LunpaFortress_RestoreOuterDoors().
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Facing an outer room cell door with the Cell Key: it opens with a rumble.
Definition at line 389 of file lunpa_fortress.c.
Referenced by Event_UnlockOuterDoor(), and LunpaFortress_CheckOuterDoorApproach().
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Searching a cell door without the Cell Key: it stays shut.
"The door is tightly locked."
Definition at line 406 of file lunpa_fortress.c.
Referenced by Event_SearchLockedDoor(), Event_SearchLockedDoor(), and Event_SearchLockedDoor().
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Searching the door no key opens.
Definition at line 413 of file lunpa_fortress.c.
Referenced by Event_SearchSealedDoor().
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Unused: four items set out on actors 8 to 11, each taken once, with flags 0xf2a to 0xf2d.
Definition at line 419 of file lunpa_fortress.c.
Referenced by LunpaFortress_TryCollectActorEightItem().
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Definition at line 425 of file lunpa_fortress.c.
Referenced by LunpaFortress_TryCollectActorNineItem().
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Definition at line 431 of file lunpa_fortress.c.
Referenced by LunpaFortress_TryCollectActorTenItem().
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Definition at line 437 of file lunpa_fortress.c.
Referenced by LunpaFortress_TryCollectActorElevenItem().
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Definition at line 464 of file lunpa_fortress.c.
Referenced by LunpaFortress_DoNothingA().
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Definition at line 466 of file lunpa_fortress.c.
Referenced by LunpaFortress_DoNothingB().
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Definition at line 468 of file lunpa_fortress.c.
Referenced by LunpaFortress_DoNothingC().
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Definition at line 470 of file lunpa_fortress.c.
Referenced by LunpaFortress_DoNothingD().
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Catch on the Cell Key hanging in the guard rooms, or talking to it: the leader steps up and takes it.
Definition at line 474 of file lunpa_fortress.c.
Referenced by Event_TakeCellKey().
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Where the patrolling pair cannot see the leader: the west end of their corridor and the cells below its gap.
Definition at line 488 of file lunpa_fortress.c.
Referenced by LunpaFortress_IsLeaderInPatrolSafeZone(), and LunpaFortress_UpdatePairedGuardDetection().
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Every frame in the guard rooms: the pair patrolling the west corridor.
They stand still while flag 0x106 is set or Psynergy or an item is in use; otherwise they walk, with map layer 2 shaking and following the first. Close to a cloaked leader they request CLOAK_NEAR_GUARD; seeing an uncloaked leader, they raise TRIGGER_PATROL_PAIR_SPOTTED.
Definition at line 530 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeGuardRooms(), and LunpaFortress_UpdatePairedGuardDetection().
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Raised when the patrolling pair spots the leader: the first stops and stares, and the second throws the party out.
Definition at line 591 of file lunpa_fortress.c.
Referenced by Event_PatrolPairThrowsPartyOut().
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Whether the leader and the hall patrol are in the two parallel corridors, where the guard passes without seeing the leader.
Definition at line 604 of file lunpa_fortress.c.
Referenced by LunpaFortress_IsLeaderPassingPatrollingGuard(), and LunpaFortress_UpdateHallGuardDetection().
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Every frame in the guard rooms: the patrol in the east hall, as LunpaFortress_UpdatePairedGuardDetection; seeing the leader, it raises TRIGGER_HALL_PATROL_SPOTTED.
Definition at line 640 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeGuardRooms(), and LunpaFortress_UpdateHallGuardDetection().
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Raised when the hall patrol spots the leader: it throws the party out.
Definition at line 690 of file lunpa_fortress.c.
Referenced by Event_HallPatrolThrowsPartyOut().
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Where the outer rooms' patrol cannot see the leader: three stretches of its rounds.
Definition at line 697 of file lunpa_fortress.c.
Referenced by LunpaFortress_IsLeaderInOuterPatrolSafeZone(), and LunpaFortress_UpdateOuterGuardDetection().
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Every frame in the outer rooms: the patrolling guard, as LunpaFortress_UpdatePairedGuardDetection; seeing the leader, it raises TRIGGER_OUTER_PATROL_SPOTTED.
Definition at line 717 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeOuterRooms(), and LunpaFortress_UpdateOuterGuardDetection().
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Raised when the outer rooms' patrol spots the leader: it throws the party out.
Definition at line 766 of file lunpa_fortress.c.
Referenced by Event_OuterPatrolThrowsPartyOut().
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Whether the leader is outside the upper hall the guard there watches.
Definition at line 772 of file lunpa_fortress.c.
Referenced by LunpaFortress_CheckUpperHallGuard(), and LunpaFortress_IsLeaderOutsideUpperHall().
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Every frame in the upper hall: the guard who sees the uncloaked leader raises TRIGGER_UPPER_HALL_SPOTTED.
Definition at line 786 of file lunpa_fortress.c.
Referenced by LunpaFortress_CheckUpperHallGuard(), and LunpaFortress_InitializeOuterRooms().
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Raised when the upper hall's guard spots the leader: he throws the party out.
Definition at line 808 of file lunpa_fortress.c.
Referenced by Event_UpperHallGuardThrowsPartyOut().
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Every frame past the entrance: the guard who sees the uncloaked leader raises TRIGGER_ENTRANCE_GUARD_SPOTTED, once.
Definition at line 815 of file lunpa_fortress.c.
Referenced by LunpaFortress_CheckEntranceGuard(), and LunpaFortress_InitializeOuterRooms().
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Every frame past the entrance: either sentry who sees the uncloaked leader raises TRIGGER_SENTRIES_SPOTTED, once for both.
Definition at line 833 of file lunpa_fortress.c.
Referenced by LunpaFortress_CheckFirstEntranceSentry(), LunpaFortress_CheckSecondEntranceSentry(), and LunpaFortress_InitializeOuterRooms().
Whether the leader is in the guard's column, up to six cells away.
Definition at line 869 of file lunpa_fortress.c.
Referenced by LunpaFortress_CanGuardSeeLeader(), and LunpaFortress_IsLeaderInGuardVerticalSight().
Whether the leader is within a row of the guard, up to six cells away.
Definition at line 886 of file lunpa_fortress.c.
Referenced by LunpaFortress_CanGuardSeeLeader(), and LunpaFortress_IsLeaderInGuardHorizontalSight().
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Every frame in the outer rooms: walking into the second cell door's column with the Cell Key unlocks it.
Definition at line 973 of file lunpa_fortress.c.
Referenced by LunpaFortress_CheckOuterDoorApproach(), and LunpaFortress_InitializeOuterRooms().
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Every frame in the guard rooms: walking east or west into the first cell door's column with the Cell Key unlocks it.
Definition at line 993 of file lunpa_fortress.c.
Referenced by LunpaFortress_CheckGuardDoorApproach(), and LunpaFortress_InitializeGuardRooms().
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Unused: the first patrol asks who the party is and sends them out.
Definition at line 1013 of file lunpa_fortress.c.
Referenced by LunpaFortress_FirstPatrolThrowsPartyOut().
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A guard faces the leader with one of four challenges, chosen at random when the map was entered.
Definition at line 1068 of file lunpa_fortress.c.
Referenced by Event_FightEastGuard(), Event_FightHallGuard(), Event_FightWestGuard(), and LunpaFortress_GuardChallengesParty().
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Walking up to the west guard: he challenges the party to a battle, and is gone after it.
Definition at line 1160 of file lunpa_fortress.c.
Referenced by Event_FightWestGuard().
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Walking up to the hall guard: he challenges the party to a battle, and is gone after it.
Definition at line 1176 of file lunpa_fortress.c.
Referenced by Event_FightHallGuard().
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Walking up to the three guards: they argue, then fight the party together.
"Who are you!?" After the battle the party comes back to this room.
Definition at line 1192 of file lunpa_fortress.c.
Referenced by Event_FightThreeGuards().
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The three guards lie beaten where they fought.
Definition at line 1254 of file lunpa_fortress.c.
Referenced by LunpaFortress_InitializeGuardRooms(), and LunpaFortress_PlaceThreeBeatenGuards().
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Walking up to the east guard: he challenges the party to a battle, and is gone after it.
Definition at line 1269 of file lunpa_fortress.c.
Referenced by Event_FightEastGuard().
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Walking past the entrance guard, or seen by him: the party is sent back to the gate below the fortress.
"Who are you?"
Definition at line 1285 of file lunpa_fortress.c.
Referenced by Event_EntranceGuardThrowsPartyOut().
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Walking between the sentries, or seen by them: the party is sent back to the gate below the fortress.
"Who are you?"
Definition at line 1311 of file lunpa_fortress.c.
Referenced by Event_SentriesThrowPartyOut().
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The first switch's passage opens.
Definition at line 1337 of file lunpa_fortress.c.
Referenced by Event_FlipFirstSwitch(), LunpaFortress_InitializeColumnRoom(), and LunpaFortress_OpenFirstSwitchPassage().
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The second switch's passage opens.
Definition at line 1343 of file lunpa_fortress.c.
Referenced by Event_FlipSecondSwitch(), LunpaFortress_InitializeColumnRoom(), and LunpaFortress_OpenSecondSwitchPassage().
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The passage behind the second Whirlwind cover opens.
Definition at line 1349 of file lunpa_fortress.c.
Referenced by Event_BlowAwayPassageCover(), LunpaFortress_InitializeColumnRoom(), and LunpaFortress_OpenCoveredPassage().
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A switch flips in two frames, then its passage opens.
Definition at line 1356 of file lunpa_fortress.c.
Referenced by Event_FlipFirstSwitch(), Event_FlipSecondSwitch(), and LunpaFortress_FlipHiddenSwitch().
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Searching the first switch while Reveal shows it flips it, and its passage opens.
"You flipped the switch."
Definition at line 1367 of file lunpa_fortress.c.
Referenced by Event_FlipFirstSwitch().
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Searching the second switch while Reveal shows it flips it, and its passage opens.
"You flipped the switch."
Definition at line 1382 of file lunpa_fortress.c.
Referenced by Event_FlipSecondSwitch().
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Reveal: both switches show and can be searched.
Definition at line 1396 of file lunpa_fortress.c.
Referenced by Event_RevealSwitches().
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Reveal's end: both switches hide again.
Definition at line 1404 of file lunpa_fortress.c.
Referenced by Event_HideSwitches().
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Whirlwind on what hides the first switch: it blows away.
Definition at line 1412 of file lunpa_fortress.c.
Referenced by Event_BlowAwayFirstSwitchCover().
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Whirlwind on what hides the passage: it blows away and the passage opens.
Definition at line 1419 of file lunpa_fortress.c.
Referenced by Event_BlowAwayPassageCover().
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Whirlwind on what hides the second switch: it blows away.
Definition at line 1426 of file lunpa_fortress.c.
Referenced by Event_BlowAwaySecondSwitchCover().
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Definition at line 1432 of file lunpa_fortress.c.
Referenced by LunpaFortress_DoNothingE().
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Garet, Ivan and Mia step out of the leader and gather around Hammet.
Definition at line 1435 of file lunpa_fortress.c.
Referenced by Event_FindHammet(), and LunpaFortress_GatherPartyAroundHammet().
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Dodonpa's lever: the room shakes, the floor opens and everyone startles.
Definition at line 1467 of file lunpa_fortress.c.
Referenced by Event_FindHammet(), and LunpaFortress_ActivateLeverTrap().
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The camera finds the monster Dodonpa has freed; it lumbers forward.
Definition at line 1485 of file lunpa_fortress.c.
Referenced by Event_FindHammet(), and LunpaFortress_RevealMonster().
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The party spreads out and faces the monster.
Definition at line 1502 of file lunpa_fortress.c.
Referenced by Event_FindHammet(), and LunpaFortress_PositionPartyForMonster().
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Walking into Hammet's cell.
The first time, Hammet hears the party out and recognizes Ivan, then Dodonpa arrives, gloats, pulls a lever and frees a monster on them; after a lost battle, the scene goes straight to the trap. Either way, the battle follows.
Definition at line 1522 of file lunpa_fortress.c.
Referenced by Event_FindHammet().
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After the battle: the monster has fallen on Dodonpa.
The party may pull it off him; they argue over his punishment until his father Donpa arrives, who orders him locked up, thanks the party, and lets them leave with Hammet.
Definition at line 1791 of file lunpa_fortress.c.
Referenced by Event_DonpaJudgesDodonpa(), and Scene_Initialize().
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Mind Read on the second sentry: one of eight thoughts, chosen at random when the map was entered; in one he looks around first.
Definition at line 2458 of file lunpa_fortress.c.
Referenced by Event_ReadSentrysThoughts().
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The second sentry looks around, hearing someone he cannot see.
Definition at line 2506 of file lunpa_fortress.c.
Referenced by Event_TalkToSentry().
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Donpa's attendant.
Before the rescue the attendant hushes the party, glances at the sleeping Donpa, asks a question and tells of Donpa and his spoiled son; once told, only a line. After the rescue, Donpa is grateful.
Definition at line 2531 of file lunpa_fortress.c.
Referenced by Event_TalkToAttendant().
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Mind Read on Donpa's attendant.
Definition at line 2593 of file lunpa_fortress.c.
Referenced by Event_ReadAttendantsThoughts().
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Mind Read on Donpa.
Definition at line 2604 of file lunpa_fortress.c.
Referenced by Event_ReadDonpasThoughts().
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Donpa: asleep before the rescue.
"ZZZZ..." After it, the first time, he thanks the party and has his attendant show them his reward.
Definition at line 2616 of file lunpa_fortress.c.
Referenced by Event_TalkToDonpa().
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Talking to the Djinni in Donpa's room: it joins the party.
Definition at line 2676 of file lunpa_fortress.c.
Referenced by Event_DjinniJoins().
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The third of the beaten guards begs. "Owww! Hey! Don't hurt me again...".
Definition at line 2682 of file lunpa_fortress.c.
Referenced by Event_TalkToBeatenGuardC().
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The second of the beaten guards gives up, and Hammet is in the cave.
"We give up!"
Definition at line 2690 of file lunpa_fortress.c.
Referenced by Event_TalkToBeatenGuardB().
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The first of the beaten guards marvels at the party.
"Who'd have thought they'd be so tough?"
Definition at line 2698 of file lunpa_fortress.c.
Referenced by Event_TalkToBeatenGuardA().
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Asks where Dodonpa is. "Do you know where Dodonpa is?".
Definition at line 2705 of file lunpa_fortress.c.
Referenced by Event_AskWhereDodonpaIs().
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A resident of the outer rooms, startled the first time, asks whether the party sneaked in in search of something; on yes, promises to keep quiet.
"Wh-Wh-Who goes there!"
Definition at line 2713 of file lunpa_fortress.c.
Referenced by Event_ReadStartledResidentsThoughts(), Event_TalkToStartledResident(), and Event_TalkToStartledResident().
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Mind Read on the startled resident: once they have promised, a thought about Hammet; before, Mind Read stops and they talk instead.
Definition at line 2759 of file lunpa_fortress.c.
Referenced by Event_ReadStartledResidentsThoughts().
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Definition at line 2773 of file lunpa_fortress.c.
Referenced by LunpaFortress_DoNothingF().
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Dodonpa behind bars begs his father's forgiveness; with the Cell Key, a further line shows.
Definition at line 2777 of file lunpa_fortress.c.
Referenced by Event_TalkToJailedDodonpa().
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Mind Read on the jailed Dodonpa.
Definition at line 2788 of file lunpa_fortress.c.
Referenced by Event_ReadJailedDodonpasThoughts().
| s32 Scene_Initialize | ( | void | ) |
Sets each map up: a random pick for the guards' lines, the doors already opened, the watching guards and, in the rescue room, the scene after the monster battle or Dodonpa jailed.
Sets up whichever scene is being entered and runs its arrival events.
Definition at line 2796 of file lunpa_fortress.c.
| s32 gStagedActor_DirectionSteps[] |
Pixel step by direction: X in the upper halfword, Z in the lower.
Definition at line 3113 of file lunpa_fortress.c.
| u32 gStagedActor_FootprintKinds[] |
Definition at line 3123 of file lunpa_fortress.c.
| s32 gStagedActor_FootprintBounds[] |
Definition at line 3127 of file lunpa_fortress.c.
| s32 gLunpaFortressRandomPick = 0 |
Definition at line 3136 of file lunpa_fortress.c.
Referenced by Event_ReadSentrysThoughts(), LunpaFortress_GuardChallengesParty(), and Scene_Initialize().
| s32 gSecondPatrolRoute[] |
Definition at line 3138 of file lunpa_fortress.c.
| s32 gFirstPatrolRoute[] |
| s32 gDonpaSleeps[] |
Definition at line 3164 of file lunpa_fortress.c.
| s32 gOuterPatrolRoute[] |
Definition at line 3169 of file lunpa_fortress.c.
| s32 gHallPatrolRoute[] |
| struct SceneEntrance gLunpaFortressEntrances1[] |
Definition at line 3235 of file lunpa_fortress.c.
Referenced by Scene_GetEntrances().
| struct SceneEntrance gLunpaFortressEntrances2[] |
Definition at line 3260 of file lunpa_fortress.c.
Referenced by Scene_GetEntrances().
| struct SceneEntrance gLunpaFortressEntrances3[] |
Definition at line 3291 of file lunpa_fortress.c.
Referenced by Scene_GetEntrances().
| struct SceneEntrance gLunpaFortressEntrancesOther[] |
Definition at line 3302 of file lunpa_fortress.c.
Referenced by Scene_GetEntrances().
| u32 gLunpaFortressExitsOther[] |
Scenes 161 to 163 are the fortress's maps 2 to 4; field_scene.h has no names for them yet, nor for scene 99.
Definition at line 3313 of file lunpa_fortress.c.
Referenced by Scene_GetExits().
| u32 gLunpaFortressExits2[] |
Definition at line 3343 of file lunpa_fortress.c.
Referenced by Scene_GetExits().
| u32 gLunpaFortressExits3And4[] |
Definition at line 3373 of file lunpa_fortress.c.
Referenced by Scene_GetExits().
| struct ScenePlacement gLunpaFortressPlacementsOther[] |
Definition at line 3391 of file lunpa_fortress.c.
Referenced by Scene_GetPlacements().
| struct ScenePlacement gLunpaFortressPlacementsWestLunpaCave[] |
Definition at line 3395 of file lunpa_fortress.c.
Referenced by Scene_GetPlacements().
| struct ScenePlacement gLunpaFortressPlacements1[] |
Definition at line 3417 of file lunpa_fortress.c.
Referenced by Scene_GetPlacements().
| struct ScenePlacement gLunpaFortressPlacements2[] |
Definition at line 3449 of file lunpa_fortress.c.
Referenced by Scene_GetPlacements().
| struct ScenePlacement gLunpaFortressPlacements3[] |
Definition at line 3491 of file lunpa_fortress.c.
Referenced by Scene_GetPlacements().
| struct ScenePlacement gLunpaFortressPlacements4[] |
Definition at line 3505 of file lunpa_fortress.c.
Referenced by Scene_GetPlacements().
| struct SceneEvent gLunpaFortressNoEvents[] |
Definition at line 3535 of file lunpa_fortress.c.
| struct SceneEvent gLunpaFortressEvents1[] |
Definition at line 3539 of file lunpa_fortress.c.
Referenced by Scene_GetEvents().
| struct SceneEvent gLunpaFortressEvents2[] |
Definition at line 3593 of file lunpa_fortress.c.
Referenced by Scene_GetEvents().
| struct SceneEvent gLunpaFortressEvents3[] |
Definition at line 3656 of file lunpa_fortress.c.
Referenced by Scene_GetEvents().
| struct SceneEvent gLunpaFortressEventsOther[] |
Definition at line 3682 of file lunpa_fortress.c.
Referenced by Scene_GetEvents().
| u32 gRescueRoomDoorCells[] |
Definition at line 3703 of file lunpa_fortress.c.
Referenced by LunpaFortress_OpenRescueRoomDoor().
| u32 gColumnRoomDoorCells[] |
Definition at line 3708 of file lunpa_fortress.c.
Referenced by LunpaFortress_OpenColumnRoomDoor().
| u32 gGuardRoomDoorCells[] |
Definition at line 3712 of file lunpa_fortress.c.
Referenced by LunpaFortress_OpenGuardRoomDoor().
| u32 gOuterDoorCells[] |
Definition at line 3716 of file lunpa_fortress.c.
Referenced by LunpaFortress_OpenOuterDoor().