Go to the source code of this file.
Macros | |
| #define | MAP_CELLS ((struct MapCell *)Ram_MapCellBuffer) |
Functions | |
| static s32 | SceneEffect_AdvanceAnchoredRiseFrame (struct ScriptInterpreter *interpreter) |
| Raises the spark while its scale follows a half-sine pulse. | |
| static s32 | OverlayObject_RampWords24And28Over16Frames (struct ScriptInterpreter *interpreter) |
| Grows the moving light over the first sixteen script frames. | |
| static s32 | OverlayObject_AdvanceScaleCounter (struct ScriptInterpreter *interpreter) |
| Expands the released light before its script removes it. | |
| static s32 | MercuryLighthouse_FollowLeader (struct ScriptInterpreter *interpreter) |
| Follows the linked actor and alternates the light's animation parameter. | |
| static void | MercuryLighthouse_SpawnSparkPair (void) |
| Places the two spark animations on the selected actor. | |
| void | MercuryLighthouse_ChargeLights (void) |
| Touch trigger 11, the pool's heart: the column of light appears over the leader if it is not there, and grows a stage with each pair of sparks, half a second apart, up to three lights. | |
| void | MercuryLighthouse_LoseLights (void) |
| Touch trigger 31: the leader loses their lights, and the column swells and fades away. | |
| void | MercuryLighthouse_HopAcrossPool (void) |
| Pushing against the pool's edge (triggers 11, 21 and 31): the leader hops two cells the way the pad points, unless the hop leads into the pool without a light or is blocked. | |
| void | MercuryLighthouse_SparkleAtLeader (void) |
| Touch trigger 21: while the leader stands there, a sparkle rises from them every 10 to 39 frames. | |
| static void | MercuryLighthouse_RemoveColumnOnRetreat (void) |
| Retreat (PSYNERGY_IN_AREA(ABILITY_RETREAT, 1)): remove the column of light. | |
| #define MAP_CELLS ((struct MapCell *)Ram_MapCellBuffer) |
Definition at line 244 of file mercury_lighthouse_pillar.h.
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Raises the spark while its scale follows a half-sine pulse.
Definition at line 35 of file mercury_lighthouse_pillar.h.
Referenced by SceneEffect_AdvanceAnchoredRiseFrame().
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Grows the moving light over the first sixteen script frames.
Definition at line 55 of file mercury_lighthouse_pillar.h.
Referenced by OverlayObject_RampWords24And28Over16Frames().
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Expands the released light before its script removes it.
Definition at line 71 of file mercury_lighthouse_pillar.h.
Referenced by OverlayObject_AdvanceScaleCounter().
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Follows the linked actor and alternates the light's animation parameter.
Definition at line 86 of file mercury_lighthouse_pillar.h.
Referenced by MercuryLighthouse_FollowLeader().
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Places the two spark animations on the selected actor.
Definition at line 149 of file mercury_lighthouse_pillar.h.
Referenced by MercuryLighthouse_ChargeLights(), and MercuryLighthouse_SpawnSparkPair().
| void MercuryLighthouse_ChargeLights | ( | void | ) |
Touch trigger 11, the pool's heart: the column of light appears over the leader if it is not there, and grows a stage with each pair of sparks, half a second apart, up to three lights.
The column's cell is where a sinking leader comes back to; flag 0x161 is set while the leader has lights.
Definition at line 192 of file mercury_lighthouse_pillar.h.
Referenced by MercuryLighthouse_ChargeLights(), MercuryLighthouse_RaiseTouchedPillar(), and MercuryLighthouseEntrance_RaiseTouchedPillar().
| void MercuryLighthouse_LoseLights | ( | void | ) |
Touch trigger 31: the leader loses their lights, and the column swells and fades away.
Definition at line 248 of file mercury_lighthouse_pillar.h.
Referenced by MercuryLighthouse_LoseLights(), MercuryLighthouse_ReleaseRaisedPillar(), and MercuryLighthouseEntrance_ReleaseRaisedPillar().
| void MercuryLighthouse_HopAcrossPool | ( | void | ) |
Pushing against the pool's edge (triggers 11, 21 and 31): the leader hops two cells the way the pad points, unless the hop leads into the pool without a light or is blocked.
A hop into the pool spends a light, which flies ahead to the landing cell; the column shrinks a stage, or goes with the last light. Landing in the pool with no light under them, the leader sinks until a key is pressed after half a second, and is put back at the heart.
Definition at line 275 of file mercury_lighthouse_pillar.h.
Referenced by MercuryLighthouse_HopAcrossPool(), MercuryLighthouse_TryPillarStep(), and MercuryLighthouseEntrance_TryPillarStep().
| void MercuryLighthouse_SparkleAtLeader | ( | void | ) |
Touch trigger 21: while the leader stands there, a sparkle rises from them every 10 to 39 frames.
Definition at line 395 of file mercury_lighthouse_pillar.h.
Referenced by MercuryLighthouse_SparkleAtLeader(), MercuryLighthouse_SpawnTimedRiseEffect(), and MercuryLighthouseEntrance_SpawnTimedRiseEffect().
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Retreat (PSYNERGY_IN_AREA(ABILITY_RETREAT, 1)): remove the column of light.
Definition at line 411 of file mercury_lighthouse_pillar.h.
Referenced by MercuryLighthouse_RemoveColumnOnRetreat().