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lunpa_suhalla.c File Reference

The buildings of Lunpa, and the house by the gate to Suhalla: homes, the weapon, armor and item shops, the inn and the temple. More...

Go to the source code of this file.

Functions

static void Event_TalkToInnkeeper (void)
 Across the counter after Lunpa reopens, a room at the inn; otherwise the innkeeper offers a room or, while Lunpa is sealed, a bed at home.
static void Event_TalkToChef (void)
 The chef offers the story of taking meals to the fortress; either way the party has heard of the prisoner.
static void Event_ReadChefsThoughts (void)
 Mind Read on the chef, who pities the prisoner in the dungeon.
static void Event_TalkToInnClerk (void)
 The inn's clerk asks whether the party is Donpa's guest.
static void Event_TalkToTemplePriest (void)
 Across the counter, the sanctum; otherwise the priest talks about Dodonpa.
static void Event_ReadItemMerchantsThoughts (void)
 Mind Read on the item merchant.
static void Event_TalkToItemMerchant (void)
 Across the counter, the item shop; otherwise small talk.
static void Event_ReadWeaponMerchantsThoughts (void)
 Mind Read on the weapon merchant.
static void Event_TalkToWeaponMerchant (void)
 After Lunpa reopens, across the counter, the weapon shop; otherwise small talk.
static void Event_ReadArmorMerchantsThoughts (void)
 Mind Read on the armor merchant.
static void Event_TalkToArmorMerchant (void)
 After Lunpa reopens, across the counter, the armor shop; otherwise small talk.
static void Event_TalkToTravelingPriest (void)
 The traveling priest: across the counter, the temple priest's sanctum; otherwise his good will.
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, shopkeepers and the counters.
const struct SceneEvent * Scene_GetEvents (void)
 The gate house's events, or the town's before and after it reopens.
s32 Scene_Initialize (void)
 Sets the buildings up: the gate house is where a defeated party wakes, and the counters are drawn behind their keepers.

Variables

const struct SceneEntrance gInteriorEntrances []
const u32 gInteriorExits []
const struct ScenePlacement gInteriorPlacements []
const struct SceneEvent gInteriorSealedEvents []
const struct SceneEvent gInteriorReopenedEvents []
const struct SceneEvent gSuhallaGateHouseEvents []

Detailed Description

The buildings of Lunpa, and the house by the gate to Suhalla: homes, the weapon, armor and item shops, the inn and the temple.

The shops and the inn only trade once Lunpa has reopened.

Definition in file lunpa_suhalla.c.

Function Documentation

◆ Event_TalkToInnkeeper()

void Event_TalkToInnkeeper ( void )
static

Across the counter after Lunpa reopens, a room at the inn; otherwise the innkeeper offers a room or, while Lunpa is sealed, a bed at home.

Definition at line 272 of file lunpa_suhalla.c.

◆ Event_TalkToChef()

void Event_TalkToChef ( void )
static

The chef offers the story of taking meals to the fortress; either way the party has heard of the prisoner.

Definition at line 295 of file lunpa_suhalla.c.

Referenced by Event_TalkToChef().

◆ Event_ReadChefsThoughts()

void Event_ReadChefsThoughts ( void )
static

Mind Read on the chef, who pities the prisoner in the dungeon.

Definition at line 304 of file lunpa_suhalla.c.

Referenced by Event_ReadChefsThoughts().

◆ Event_TalkToInnClerk()

void Event_TalkToInnClerk ( void )
static

The inn's clerk asks whether the party is Donpa's guest.

Definition at line 313 of file lunpa_suhalla.c.

Referenced by Event_TalkToInnClerk().

◆ Event_TalkToTemplePriest()

void Event_TalkToTemplePriest ( void )
static

Across the counter, the sanctum; otherwise the priest talks about Dodonpa.

Definition at line 322 of file lunpa_suhalla.c.

Referenced by Event_TalkToTemplePriest().

◆ Event_ReadItemMerchantsThoughts()

void Event_ReadItemMerchantsThoughts ( void )
static

Mind Read on the item merchant.

Definition at line 342 of file lunpa_suhalla.c.

Referenced by Event_ReadItemMerchantsThoughts().

◆ Event_TalkToItemMerchant()

void Event_TalkToItemMerchant ( void )
static

Across the counter, the item shop; otherwise small talk.

Definition at line 357 of file lunpa_suhalla.c.

Referenced by Event_TalkToItemMerchant(), Event_TalkToItemMerchant(), and Event_TalkToItemMerchant().

◆ Event_ReadWeaponMerchantsThoughts()

void Event_ReadWeaponMerchantsThoughts ( void )
static

Mind Read on the weapon merchant.

Definition at line 377 of file lunpa_suhalla.c.

Referenced by Event_ReadWeaponMerchantsThoughts().

◆ Event_TalkToWeaponMerchant()

void Event_TalkToWeaponMerchant ( void )
static

After Lunpa reopens, across the counter, the weapon shop; otherwise small talk.

Definition at line 389 of file lunpa_suhalla.c.

Referenced by Event_TalkToWeaponMerchant(), Event_TalkToWeaponMerchant(), and Event_TalkToWeaponMerchant().

◆ Event_ReadArmorMerchantsThoughts()

void Event_ReadArmorMerchantsThoughts ( void )
static

Mind Read on the armor merchant.

Definition at line 411 of file lunpa_suhalla.c.

Referenced by Event_ReadArmorMerchantsThoughts().

◆ Event_TalkToArmorMerchant()

void Event_TalkToArmorMerchant ( void )
static

After Lunpa reopens, across the counter, the armor shop; otherwise small talk.

Definition at line 423 of file lunpa_suhalla.c.

Referenced by Event_TalkToArmorMerchant(), Event_TalkToArmorMerchant(), and Event_TalkToArmorMerchant().

◆ Event_TalkToTravelingPriest()

void Event_TalkToTravelingPriest ( void )
static

The traveling priest: across the counter, the temple priest's sanctum; otherwise his good will.

Definition at line 464 of file lunpa_suhalla.c.

Referenced by Event_TalkToTravelingPriest().

◆ Scene_GetEntrances()

const struct SceneEntrance * Scene_GetEntrances ( void )

Definition at line 246 of file lunpa_suhalla.c.

◆ Scene_GetRegions()

const struct SceneRegion * Scene_GetRegions ( void )

Definition at line 250 of file lunpa_suhalla.c.

◆ Scene_GetExits()

const u32 * Scene_GetExits ( void )

Both scenes share one exit table.

Definition at line 252 of file lunpa_suhalla.c.

◆ Scene_GetPlacements()

const struct ScenePlacement * Scene_GetPlacements ( void )

The townsfolk, shopkeepers and the counters.

Definition at line 255 of file lunpa_suhalla.c.

◆ Scene_GetEvents()

const struct SceneEvent * Scene_GetEvents ( void )

The gate house's events, or the town's before and after it reopens.

Definition at line 260 of file lunpa_suhalla.c.

◆ Scene_Initialize()

s32 Scene_Initialize ( void )

Sets the buildings up: the gate house is where a defeated party wakes, and the counters are drawn behind their keepers.

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

Definition at line 446 of file lunpa_suhalla.c.

Variable Documentation

◆ gInteriorEntrances

const struct SceneEntrance gInteriorEntrances[]
Initial value:
= {
{ 0, CONDITION_ALWAYS, 172, 0, 149, FACING_SOUTH, 0, -1, -1, -1, -1, 0 },
{ ROOM_FIRST_HOME, CONDITION_ALWAYS, 192, 0, 184, FACING_NORTH, 0, 16, 0, 256, 224, 0 },
{ ROOM_SECOND_HOME, CONDITION_ALWAYS, 432, 0, 264, FACING_NORTH, 0, 296, 48, 536, 288, 0 },
{ ROOM_THIRD_HOME, CONDITION_ALWAYS, 160, 0, 584, FACING_NORTH, 0, 16, 400, 256, 624, 0 },
{ ROOM_ARMS_SHOP, CONDITION_ALWAYS, 464, 0, 616, FACING_NORTH, 0, 296, 384, 536, 640, 0 },
{ ROOM_ITEM_SHOP, CONDITION_ALWAYS, 704, 0, 584, FACING_NORTH, 0, 576, 352, 816, 608, 0 },
{ ROOM_INN, CONDITION_ALWAYS, 288, 0, 840, FACING_NORTH, 0, 40, 656, 368, 944, 0 },
{ ROOM_TEMPLE, CONDITION_ALWAYS, 688, 0, 280, FACING_NORTH, 0, 568, 32, 808, 304, 0 },
{ ROOM_EIGHTH, CONDITION_ALWAYS, 560, 0, 880, FACING_NORTH, 0, 400, 656, 640, 912, 0 },
{ ROOM_NINTH, CONDITION_ALWAYS, 672, 0, 888, FACING_NORTH, 0, 520, 656, 760, 896, 0 },
{ ROOM_SUHALLA_GATE_HOUSE, CONDITION_ALWAYS, 832, 0, 848, FACING_NORTH, 0, 680, 656, 920, 896, 0 },
{ ROOM_TEMPLE_SECOND_ENTRANCE, CONDITION_ALWAYS, 688, 0, 184, FACING_NORTH, 0, 568, 32, 808, 288, 0 },
}
@ SCENE_TABLE_END
Definition field_scene.h:43
@ CONDITION_ALWAYS
Definition field_scene.h:44
@ FACING_NORTH
Definition field_scene.h:32
@ FACING_SOUTH
Definition field_scene.h:28
@ ROOM_TEMPLE_SECOND_ENTRANCE
@ ROOM_EIGHTH
@ ROOM_INN
@ ROOM_NINTH
@ ROOM_SECOND_HOME
@ ROOM_SUHALLA_GATE_HOUSE
@ ROOM_ITEM_SHOP
@ ROOM_TEMPLE
@ ROOM_THIRD_HOME
@ ROOM_FIRST_HOME
@ ROOM_ARMS_SHOP

Definition at line 29 of file lunpa_suhalla.c.

Referenced by Scene_GetEntrances().

◆ gInteriorExits

const u32 gInteriorExits[]
Initial value:
= {
}
#define SCENE_EXITS(scene)
Definition field_scene.h:72
@ SCENE_SUHALLA_GATE
Definition field_scene.h:22
@ SCENE_LUNPA
Definition field_scene.h:17
@ SCENE_LUNPA_SUHALLA
Definition field_scene.h:18
#define SCENE_EXIT(exit, scene, entrance)
Definition field_scene.h:73
#define SCENE_EXITS_END
Definition field_scene.h:77
@ LUNPA_ENTRANCE_FROM_ITEM_SHOP
Definition lunpa.h:22
@ LUNPA_ENTRANCE_FROM_THIRD_HOME
Definition lunpa.h:20
@ LUNPA_ENTRANCE_FROM_FIRST_HOME
Definition lunpa.h:18
@ LUNPA_ENTRANCE_FROM_TEMPLE
Definition lunpa.h:24
@ LUNPA_ENTRANCE_FROM_INN
Definition lunpa.h:23
@ LUNPA_ENTRANCE_FROM_SECOND_HOME
Definition lunpa.h:19
@ LUNPA_ENTRANCE_FROM_EIGHTH_ROOM
Definition lunpa.h:25
@ LUNPA_ENTRANCE_FROM_ARMS_SHOP
Definition lunpa.h:21
@ SUHALLA_GATE_ENTRANCE_FROM_LUNPA

Definition at line 45 of file lunpa_suhalla.c.

Referenced by Scene_GetExits().

◆ gInteriorPlacements

const struct ScenePlacement gInteriorPlacements[]

Definition at line 59 of file lunpa_suhalla.c.

Referenced by Scene_GetPlacements().

◆ gInteriorSealedEvents

const struct SceneEvent gInteriorSealedEvents[]

Definition at line 99 of file lunpa_suhalla.c.

Referenced by Scene_GetEvents().

◆ gInteriorReopenedEvents

const struct SceneEvent gInteriorReopenedEvents[]

Definition at line 168 of file lunpa_suhalla.c.

Referenced by Scene_GetEvents().

◆ gSuhallaGateHouseEvents

const struct SceneEvent gSuhallaGateHouseEvents[]
Initial value:
= {
CONDITION_ALWAYS, MSGNO(MsgLunpaInteriorsTravelingPriestThoughts)},
}
@ ABILITY_MIND_READ
Definition ability_ids.h:16
#define SCENE_EVENTS_END
@ EVENT_TALK
#define PSYNERGY_ON_ACTOR(ability)
#define EVENT_SCRIPT(script)
static void Event_TalkToTravelingPriest(void)
The traveling priest: across the counter, the temple priest's sanctum; otherwise his good will.
#define ROOM_DOOR(room)
@ ACTOR_TRAVELING_PRIEST

Definition at line 237 of file lunpa_suhalla.c.

Referenced by Scene_GetEvents().