Alchemy
Loading...
Searching...
No Matches

mercury_lighthouse_entrance.c File Reference

Mercury Lighthouse's entrance: Mia's doorway scene, the Ply mechanism, and the rising pillars used to cross the interior pools. More...

Go to the source code of this file.

Macros

#define NULL   ((void *)0)
#define DIRECTION_STEP(dx, dz)
 Pixel step by direction: X in the upper halfword, Z in the lower.

Enumerations

enum  MercuryLighthouseEntranceActor { ACTOR_LIZARD_MAN = ACTOR_FIRST_PLACED , ACTOR_PLY_TARGET = ACTOR_FIRST_PLACED + 8 }
 The entrance's actors. More...
enum  MercuryLighthouseEntranceEntrance { ENTRANCE_DROP_FROM_ABOVE = 6 , ENTRANCE_RISE_FROM_CHANNELS = 25 , ENTRANCE_BEFORE_LIZARD_MAN = 30 , ENTRANCE_AFTER_LIZARD_MAN = 31 }
 Entrances with a scene of their own. More...
enum  MercuryLighthouseEntranceExit { EXIT_TO_LIZARD_MAN = 20 , EXIT_AFTER_RISING = 50 , EXIT_TO_DOORWAY = 63 }
 Exits the events take: the doorway scenes at entrances 30 and 31, and on to Mercury Lighthouse after rising from the channels. More...
enum  { FLAG_MIA_GOES_IN_SEEN = FLAG_SCENE_TEMP_50 , FLAG_DROP_FROM_ABOVE_SEEN = FLAG_SCENE_TEMP_00 + 0x51 , FLAG_LIZARD_MAN_STEPPED_ASIDE = FLAG_SCENE_TEMP_05 }
 Scene flags, kept while the party stays here. More...
enum  { FLAG_CHEST_ITEM_4C = 0xf65 , FLAG_CHEST_EF0 = 0xef0 }
 The chests: an unnamed item (0x4c) and a chest whose find kind is 5. More...

Functions

static void MercuryLighthouseEntrance_LizardManBlocksMia (void)
 Entrance 30, unless resuming: Mia tries to get past the Lizard Man in the doorway, who steps across to block her each time; then she waits, watching the leader come up.
static void MercuryLighthouseEntrance_MiaEntersLighthouse (void)
 Entrance 31, back from the Lizard Man battle and once only: Mia nods to the leader and goes on into the lighthouse.
static s32 MercuryLighthouseEntrance_PlayStepSound (struct ScriptInterpreter *interpreter)
 The sound of the Lizard Man's sidestep, played by all three step scripts as he lands.
static s32 MercuryLighthouseEntrance_MiaWatchesLeader (union FieldObject *fieldObject)
static void MercuryLighthouseEntrance_SpawnTimedRiseEffect (void)
 Touching trigger 21 once Ply has worked: rising sparks keep appearing while the leader stands on the pillar.
static void MercuryLighthouseEntrance_ReleaseRaisedPillar (void)
 Touching trigger 31 once Ply has worked: the raised pillar is let go.
static void MercuryLighthouseEntrance_TryPillarStep (void)
 Walking into trigger 11, 21 or 31 once Ply has worked: one step across the water pillars in the pressed direction.
static void MercuryLighthouseEntrance_RaiseTouchedPillar (void)
 Touching trigger 11 once Ply has worked: the pillar underfoot rises to its full height.
const struct SceneEntrance * MercuryLighthouseEntrance_GetEntrances (void)
const struct SceneRegion * MercuryLighthouseEntrance_GetRegions (void)
const u32 * MercuryLighthouseEntrance_GetExits (void)
const struct ScenePlacement * MercuryLighthouseEntrance_GetPlacements (void)
 Mia, the Lizard Man, the actors at the doorway and the Ply target.
static void MercuryLighthouseEntrance_ReadHeartInscription (void)
 Searching the inscription (trigger 1).
static void MercuryLighthouseEntrance_RiseToSouthernLanding (void)
 Walking north into trigger 67: the leader rises to the southern landing.
static void MercuryLighthouseEntrance_RiseToNorthernLanding (void)
 Walking north into trigger 68: the leader rises to the northern landing.
static void MercuryLighthouseEntrance_RiseToMiddleLanding (void)
 Walking north into trigger 69: the leader rises to the middle landing.
const struct SceneEvent * MercuryLighthouseEntrance_GetEvents (void)
 The touch, search, talk and Psynergy events.
static void MercuryLighthouseEntrance_ActivateWithPly (void)
 Ply on the Ply target, from cell (12, 32) only: the room dims, fifteen sparks rise from the pool, the lights start to cycle and the pillar triggers come into play.
static void MercuryLighthouseEntrance_ReturnToDoorway (void)
 Touching trigger 10 by the doorway: the scene starts again at the doorway, where Mia goes in if she has not yet.
static void MercuryLighthouseEntrance_LizardManReturnsToCentre (void)
 Touching trigger 40 or 42 while the Lizard Man stands aside: he steps back in front of the doorway.
static void MercuryLighthouseEntrance_LizardManBlocksLeader (void)
 Touching trigger 41 while he stands in the doorway: the Lizard Man steps into the leader's way, west from column 7 and east otherwise.
static void MercuryLighthouseEntrance_FightLizardMan (void)
 Talking to the Lizard Man, Mind Read on him, or walking north into trigger 40 or 41: he stirs and the battle begins.
s32 MercuryLighthouseEntrance_Initialize (void)
 On entering: the lights, the Retreat point and the pillar routes Ply has opened, then the scene of the entrance taken.
static void OverlayObject_SpawnKind24AtObject (struct FieldActor *source)
 Spawns the short-lived rising effect at an actor's position.

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 []
s32 gMercuryLighthouseEntrance_RiseScript []
s32 gMercuryLighthouse_SparkScript []
s32 gMercuryLighthouse_RampScript []
s32 gMercuryLighthouse_ScaleCounterScript []
s32 gMercuryLighthouse_PillarScript []
u16 gMercuryLighthouse_MoveAngles []
const s32 * gEffectScripts []
s32 gMercuryLighthouseEntrance_LizardManStepCentre []
s32 gMercuryLighthouseEntrance_LizardManStepWest []
s32 gMercuryLighthouseEntrance_LizardManStepEast []
s32 gPaletteCycleRed = 0
s32 gPaletteCycleGreen = 0
s32 gPaletteCycleBlue = 0
struct SceneEntrance gMercuryLighthouseEntrance_Entrances []
u32 gMercuryLighthouseEntrance_Exits []
struct ScenePlacement gMercuryLighthouseEntrance_Placements []
struct SceneEvent gMercuryLighthouseEntrance_Events []
s32 gMercuryLighthouseEntrance_SparkBurstScript []
 Each spark pulses in size four times, then is released.

Detailed Description

Mercury Lighthouse's entrance: Mia's doorway scene, the Ply mechanism, and the rising pillars used to cross the interior pools.

Definition in file mercury_lighthouse_entrance.c.

Macro Definition Documentation

◆ NULL

#define NULL   ((void *)0)

Definition at line 25 of file mercury_lighthouse_entrance.c.

◆ DIRECTION_STEP

#define DIRECTION_STEP ( dx,
dz )
Value:
(((dx) << 16) | ((dz) & 0xffff))

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

Definition at line 633 of file mercury_lighthouse_entrance.c.

Enumeration Type Documentation

◆ MercuryLighthouseEntranceActor

The entrance's actors.

Mia stands in her own party slot; the Lizard Man is the monster she cannot get past (encounter table 36 fights him as "Lizard Man"); the Ply target is the invisible actor Ply is cast on.

Enumerator
ACTOR_LIZARD_MAN 
ACTOR_PLY_TARGET 

Definition at line 59 of file mercury_lighthouse_entrance.c.

◆ MercuryLighthouseEntranceEntrance

Entrances with a scene of their own.

Enumerator
ENTRANCE_DROP_FROM_ABOVE 

the leader drops in from above

ENTRANCE_RISE_FROM_CHANNELS 
ENTRANCE_BEFORE_LIZARD_MAN 
ENTRANCE_AFTER_LIZARD_MAN 

the return from the Lizard Man battle

Definition at line 65 of file mercury_lighthouse_entrance.c.

◆ MercuryLighthouseEntranceExit

Exits the events take: the doorway scenes at entrances 30 and 31, and on to Mercury Lighthouse after rising from the channels.

Enumerator
EXIT_TO_LIZARD_MAN 
EXIT_AFTER_RISING 
EXIT_TO_DOORWAY 

Definition at line 74 of file mercury_lighthouse_entrance.c.

◆ anonymous enum

anonymous enum

Scene flags, kept while the party stays here.

Enumerator
FLAG_MIA_GOES_IN_SEEN 
FLAG_DROP_FROM_ABOVE_SEEN 
FLAG_LIZARD_MAN_STEPPED_ASIDE 

The Lizard Man has stepped into the leader's column.

Definition at line 81 of file mercury_lighthouse_entrance.c.

◆ anonymous enum

anonymous enum

The chests: an unnamed item (0x4c) and a chest whose find kind is 5.

Enumerator
FLAG_CHEST_ITEM_4C 
FLAG_CHEST_EF0 

Definition at line 89 of file mercury_lighthouse_entrance.c.

Function Documentation

◆ MercuryLighthouseEntrance_LizardManBlocksMia()

void MercuryLighthouseEntrance_LizardManBlocksMia ( void )
static

Entrance 30, unless resuming: Mia tries to get past the Lizard Man in the doorway, who steps across to block her each time; then she waits, watching the leader come up.

Definition at line 480 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_Initialize(), and MercuryLighthouseEntrance_LizardManBlocksMia().

◆ MercuryLighthouseEntrance_MiaEntersLighthouse()

void MercuryLighthouseEntrance_MiaEntersLighthouse ( void )
static

Entrance 31, back from the Lizard Man battle and once only: Mia nods to the leader and goes on into the lighthouse.

Definition at line 561 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_Initialize(), and MercuryLighthouseEntrance_MiaEntersLighthouse().

◆ MercuryLighthouseEntrance_PlayStepSound()

s32 MercuryLighthouseEntrance_PlayStepSound ( struct ScriptInterpreter * interpreter)
static

The sound of the Lizard Man's sidestep, played by all three step scripts as he lands.

Definition at line 103 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_PlayStepSound().

◆ MercuryLighthouseEntrance_MiaWatchesLeader()

s32 MercuryLighthouseEntrance_MiaWatchesLeader ( union FieldObject * fieldObject)
static

◆ MercuryLighthouseEntrance_SpawnTimedRiseEffect()

void MercuryLighthouseEntrance_SpawnTimedRiseEffect ( void )
static

Touching trigger 21 once Ply has worked: rising sparks keep appearing while the leader stands on the pillar.

Definition at line 138 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_SpawnTimedRiseEffect().

◆ MercuryLighthouseEntrance_ReleaseRaisedPillar()

void MercuryLighthouseEntrance_ReleaseRaisedPillar ( void )
static

Touching trigger 31 once Ply has worked: the raised pillar is let go.

Definition at line 143 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_ReleaseRaisedPillar().

◆ MercuryLighthouseEntrance_TryPillarStep()

void MercuryLighthouseEntrance_TryPillarStep ( void )
static

Walking into trigger 11, 21 or 31 once Ply has worked: one step across the water pillars in the pressed direction.

Definition at line 149 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_TryPillarStep().

◆ MercuryLighthouseEntrance_RaiseTouchedPillar()

void MercuryLighthouseEntrance_RaiseTouchedPillar ( void )
static

Touching trigger 11 once Ply has worked: the pillar underfoot rises to its full height.

Definition at line 155 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_RaiseTouchedPillar().

◆ MercuryLighthouseEntrance_GetEntrances()

const struct SceneEntrance * MercuryLighthouseEntrance_GetEntrances ( void )

◆ MercuryLighthouseEntrance_GetRegions()

const struct SceneRegion * MercuryLighthouseEntrance_GetRegions ( void )

Definition at line 163 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_GetRegions().

◆ MercuryLighthouseEntrance_GetExits()

const u32 * MercuryLighthouseEntrance_GetExits ( void )

Definition at line 167 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_GetExits().

◆ MercuryLighthouseEntrance_GetPlacements()

const struct ScenePlacement * MercuryLighthouseEntrance_GetPlacements ( void )

Mia, the Lizard Man, the actors at the doorway and the Ply target.

Definition at line 172 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_GetPlacements().

◆ MercuryLighthouseEntrance_ReadHeartInscription()

void MercuryLighthouseEntrance_ReadHeartInscription ( void )
static

Searching the inscription (trigger 1).

"He who honors the heart of the goddess..."

Definition at line 178 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_ReadHeartInscription().

◆ MercuryLighthouseEntrance_RiseToSouthernLanding()

void MercuryLighthouseEntrance_RiseToSouthernLanding ( void )
static

Walking north into trigger 67: the leader rises to the southern landing.

Definition at line 188 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_RiseToSouthernLanding().

◆ MercuryLighthouseEntrance_RiseToNorthernLanding()

void MercuryLighthouseEntrance_RiseToNorthernLanding ( void )
static

Walking north into trigger 68: the leader rises to the northern landing.

Definition at line 193 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_RiseToNorthernLanding().

◆ MercuryLighthouseEntrance_RiseToMiddleLanding()

void MercuryLighthouseEntrance_RiseToMiddleLanding ( void )
static

Walking north into trigger 69: the leader rises to the middle landing.

Definition at line 198 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_RiseToMiddleLanding().

◆ MercuryLighthouseEntrance_GetEvents()

const struct SceneEvent * MercuryLighthouseEntrance_GetEvents ( void )

The touch, search, talk and Psynergy events.

Definition at line 203 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_GetEvents().

◆ MercuryLighthouseEntrance_ActivateWithPly()

void MercuryLighthouseEntrance_ActivateWithPly ( void )
static

Ply on the Ply target, from cell (12, 32) only: the room dims, fifteen sparks rise from the pool, the lights start to cycle and the pillar triggers come into play.

Definition at line 210 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_ActivateWithPly().

◆ MercuryLighthouseEntrance_ReturnToDoorway()

void MercuryLighthouseEntrance_ReturnToDoorway ( void )
static

Touching trigger 10 by the doorway: the scene starts again at the doorway, where Mia goes in if she has not yet.

Definition at line 273 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_ReturnToDoorway().

◆ MercuryLighthouseEntrance_LizardManReturnsToCentre()

void MercuryLighthouseEntrance_LizardManReturnsToCentre ( void )
static

Touching trigger 40 or 42 while the Lizard Man stands aside: he steps back in front of the doorway.

Definition at line 279 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_LizardManReturnsToCentre().

◆ MercuryLighthouseEntrance_LizardManBlocksLeader()

void MercuryLighthouseEntrance_LizardManBlocksLeader ( void )
static

Touching trigger 41 while he stands in the doorway: the Lizard Man steps into the leader's way, west from column 7 and east otherwise.

Definition at line 287 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_LizardManBlocksLeader().

◆ MercuryLighthouseEntrance_FightLizardMan()

void MercuryLighthouseEntrance_FightLizardMan ( void )
static

Talking to the Lizard Man, Mind Read on him, or walking north into trigger 40 or 41: he stirs and the battle begins.

The party returns to the doorway afterwards.

Definition at line 308 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_FightLizardMan().

◆ MercuryLighthouseEntrance_Initialize()

s32 MercuryLighthouseEntrance_Initialize ( void )

On entering: the lights, the Retreat point and the pillar routes Ply has opened, then the scene of the entrance taken.

Definition at line 325 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_Initialize().

◆ OverlayObject_SpawnKind24AtObject()

void OverlayObject_SpawnKind24AtObject ( struct FieldActor * source)
static

Spawns the short-lived rising effect at an actor's position.

Definition at line 596 of file mercury_lighthouse_entrance.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 617 of file mercury_lighthouse_entrance.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 622 of file mercury_lighthouse_entrance.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 627 of file mercury_lighthouse_entrance.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 635 of file mercury_lighthouse_entrance.c.

◆ gStagedActor_FootprintKinds

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

Definition at line 645 of file mercury_lighthouse_entrance.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 649 of file mercury_lighthouse_entrance.c.

◆ gMercuryLighthouseEntrance_RiseScript

s32 gMercuryLighthouseEntrance_RiseScript[]
Initial value:
= {
SC_WAIT(30),
}

Definition at line 658 of file mercury_lighthouse_entrance.c.

Referenced by OverlayObject_SpawnKind24AtObject().

◆ gMercuryLighthouse_SparkScript

s32 gMercuryLighthouse_SparkScript[]
Initial value:
= {
SC_CALL(SceneEffect_AdvanceAnchoredRiseFrame),
}
#define SC_CALL(fn)
Definition objcmd.h:50

Definition at line 663 of file mercury_lighthouse_entrance.c.

◆ gMercuryLighthouse_RampScript

s32 gMercuryLighthouse_RampScript[]
Initial value:
= {
SC_CALL(OverlayObject_RampWords24And28Over16Frames),
}
#define SC_END
Return to the main script.
Definition objcmd.h:32

Definition at line 668 of file mercury_lighthouse_entrance.c.

◆ gMercuryLighthouse_ScaleCounterScript

s32 gMercuryLighthouse_ScaleCounterScript[]
Initial value:
= {
SC_CALL(OverlayObject_AdvanceScaleCounter),
}

Definition at line 673 of file mercury_lighthouse_entrance.c.

◆ gMercuryLighthouse_PillarScript

s32 gMercuryLighthouse_PillarScript[]
Initial value:
= {
SC_CALL(MercuryLighthouse_FollowLeader),
}

Definition at line 678 of file mercury_lighthouse_entrance.c.

◆ gMercuryLighthouse_MoveAngles

u16 gMercuryLighthouse_MoveAngles[]
Initial value:
= {
0xffff, FACING_EAST, FACING_WEST, 0xffff, FACING_NORTH, 0xffff, 0xffff, FACING_NORTH,
FACING_SOUTH, 0xffff, 0xffff, FACING_SOUTH, 0xffff, FACING_EAST, FACING_WEST, 0xffff,
}
@ FACING_EAST
Definition field_scene.h:26
@ FACING_NORTH
Definition field_scene.h:32
@ FACING_SOUTH
Definition field_scene.h:28
@ FACING_WEST
Definition field_scene.h:30

Definition at line 683 of file mercury_lighthouse_entrance.c.

◆ gEffectScripts

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

Definition at line 688 of file mercury_lighthouse_entrance.c.

◆ gMercuryLighthouseEntrance_LizardManStepCentre

s32 gMercuryLighthouseEntrance_LizardManStepCentre[]
Initial value:
= {
SC_SET(SW_SPEED, 0x20000),
SC_SET(SW_ACCEL, 0x20000),
SC_ARG(2),
SC_MOVE(PIXELS(136), 0, PIXELS(152)),
SC_ARG(1),
}
#define PIXELS(value)
static s32 MercuryLighthouseEntrance_PlayStepSound(struct ScriptInterpreter *interpreter)
The sound of the Lizard Man's sidestep, played by all three step scripts as he lands.
#define SC_SET(w, v)
Write a work value.
Definition objcmd.h:37
#define SC_SYNC
Wait for arrival.
Definition objcmd.h:17
#define SC_ARG(v)
Definition objcmd.h:44
#define SC_MOVE(x, y, z)
Move toward the target.
Definition objcmd.h:19
@ SW_ACCEL
Definition objcmd.h:68
@ SW_SPEED
Definition objcmd.h:67
@ SW_STEERING
Definition objcmd.h:80

Definition at line 694 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_LizardManBlocksMia(), and MercuryLighthouseEntrance_LizardManReturnsToCentre().

◆ gMercuryLighthouseEntrance_LizardManStepWest

s32 gMercuryLighthouseEntrance_LizardManStepWest[]

◆ gMercuryLighthouseEntrance_LizardManStepEast

s32 gMercuryLighthouseEntrance_LizardManStepEast[]

◆ gPaletteCycleRed

s32 gPaletteCycleRed = 0

Definition at line 730 of file mercury_lighthouse_entrance.c.

◆ gPaletteCycleGreen

s32 gPaletteCycleGreen = 0

Definition at line 732 of file mercury_lighthouse_entrance.c.

◆ gPaletteCycleBlue

s32 gPaletteCycleBlue = 0

Definition at line 734 of file mercury_lighthouse_entrance.c.

◆ gMercuryLighthouseEntrance_Entrances

struct SceneEntrance gMercuryLighthouseEntrance_Entrances[]

◆ gMercuryLighthouseEntrance_Exits

u32 gMercuryLighthouseEntrance_Exits[]
Initial value:
= {
SCENE_EXIT(1, 57, 12),
SCENE_EXIT(2, 53, 3),
SCENE_EXIT(3, 53, 2),
SCENE_EXIT(4, 53, 9),
SCENE_EXIT(5, 53, 8),
SCENE_EXIT(6, 53, 17),
SCENE_EXIT(7, 53, 4),
SCENE_EXIT(8, 53, 5),
SCENE_EXIT(9, 53, 19),
SCENE_EXIT(10, 54, 1),
SCENE_EXIT(11, 54, 2),
SCENE_EXIT(12, 54, 7),
SCENE_EXIT(13, 54, 4),
SCENE_EXIT(14, 53, 18),
SCENE_EXIT(15, 53, 20),
SCENE_EXIT(16, 53, 7),
SCENE_EXIT(17, 53, 13),
SCENE_EXIT(18, 53, 10),
SCENE_EXIT(19, 53, 16),
}
#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
@ ENTRANCE_AFTER_LIZARD_MAN
the return from the Lizard Man battle
@ ENTRANCE_BEFORE_LIZARD_MAN

Definition at line 769 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_GetExits().

◆ gMercuryLighthouseEntrance_Placements

struct ScenePlacement gMercuryLighthouseEntrance_Placements[]
Initial value:
= {
{ 0xe0, CONDITION_ALWAYS, 7,
{ 0xe0, CONDITION_ALWAYS, 7,
{ 0xe0, CONDITION_ALWAYS, 7,
{ 0xe0, CONDITION_ALWAYS, 7,
{ 0xe0, CONDITION_ALWAYS, 7,
{ 0xe0, CONDITION_ALWAYS, 7,
{ 0x16, CONDITION_ALWAYS, 7,
}
#define MIA
Mary.
@ SCENE_TABLE_END
Definition field_scene.h:43
@ CONDITION_ALWAYS
Definition field_scene.h:44
@ TALK_KEEP_FACING
@ ACTOR_STAND
#define PLACEMENT_SHARE_PREVIOUS_SPRITE

Definition at line 796 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_GetPlacements().

◆ gMercuryLighthouseEntrance_Events

struct SceneEvent gMercuryLighthouseEntrance_Events[]

Definition at line 820 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_GetEvents().

◆ gMercuryLighthouseEntrance_SparkBurstScript

s32 gMercuryLighthouseEntrance_SparkBurstScript[]
Initial value:
= {
SC_SET(SW_SCALE_Y, 0x10000),
SC_SET(SW_SCALE_X, 0x10000),
SC_WAIT(6),
SC_SET(SW_SCALE_Y, 0xa000),
SC_SET(SW_SCALE_X, 0xa000),
SC_WAIT(6),
SC_SET(SW_SCALE_Y, 0x4000),
SC_SET(SW_SCALE_X, 0x4000),
SC_WAIT(6),
SC_SET(SW_SCALE_Y, 0xa000),
SC_SET(SW_SCALE_X, 0xa000),
SC_WAIT(6),
SC_WAIT(1),
SC_POS(0, 0, 0),
SC_WAIT(1),
}
@ SW_SCALE_Y
Definition objcmd.h:63
@ SW_SCALE_X
Definition objcmd.h:62

Each spark pulses in size four times, then is released.

Definition at line 865 of file mercury_lighthouse_entrance.c.

Referenced by MercuryLighthouseEntrance_ActivateWithPly().