21#include "text/msg_ids.h"
90 const s32 *actionScript;
461 {0,
CONDITION_ALWAYS, 110, 0, 270,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
462 {15,
CONDITION_ALWAYS, 103, 0, 284,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
void Object_RefreshSelectorById(u32 objectId)
Waits, at most 300 frames, for an actor's script to reach its end (command 0x10).
The engine calls the debug menus import, and their palette swatch tiles.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
static s32 Event_OpenMessage(s32 speaker, s32 flags)
static void Actor_SetDestination(s32 actor, s32 x, s32 z)
static void Actor_FaceDirection(s32 actor, s32 facing, s32 frames)
void Engine_ActorSetAnimationAndWait(s32 actor, s32 animation)
static void Map_AnimateCells(const u16 *steps, s32 destX, s32 destY)
s32 Engine_EventChooseYesNo(s32 actor, s32 flags)
static void Actor_WalkToAndWait(s32 actor, s32 x, s32 z)
static void Camera_SetSpeed(s32 speed, s32 acceleration)
void Engine_CameraMoveToActor(s32 actor, s32 pan)
static void Actor_MoveToAndWait(s32 actor, s32 x, s32 z)
#define MAP_CELL_STEP(srcX, srcY, width, height, frames)
void Engine_EventCloseScreen(void)
static void Event_SkipMessages(s32 count)
static void Actor_FaceActor(s32 actor, s32 target, s32 frames)
static void Actor_WalkTo(s32 actor, s32 x, s32 z)
static void Actor_ShowEmote(s32 actor, s32 emote, s32 frames)
void Engine_EventOpenScreen(void)
void Engine_MapRenderWaitForValues(void)
void Engine_CameraWaitForMove(void)
static void Actor_SetActionScript(s32 actor, const s32 *script)
The engine encodes either a built-in action or an action-script address.
void Engine_ActorRunRepeatedMotion(s32 actor, s32 repeats)
static void Event_ShowMessage(s32 speaker, s32 flags)
static void Event_PlayCue(s32 cue)
static void Map_SetShake(s32 horizontal, s32 vertical, s32 decay)
Sets shake amplitudes in fixed-point pixels and the per-frame decay factor.
#define MAP_CELL_STEPS_END
void Engine_ActorStartRepeatedMotion(s32 actor, s32 repeats)
static void Actor_SetSpeed(s32 actor, s32 speed, s32 acceleration)
void Engine_MapRedraw(void)
static void Camera_MoveTo(s32 fixed_x, s32 fixed_y, s32 fixed_z, s32 pan)
static void Actor_SetPosition(s32 actor, s32 fixed_x, s32 fixed_z)
void Engine_ActorFaceEachOther(s32 actor, s32 other, s32 frames)
void Engine_EventWait(s32 frames)
static void Actor_SetAttachedEffect(s32 actor, s32 effect)
The scene table formats: entrances, exits, placements and events, and the macros that write them.
#define SCENE_EXITS(scene)
#define SCENE_EXIT(exit, scene, entrance)
16.16 fixed-point constants, sine and cosine, and the library division.
#define Q16_ONE
One in the engine's signed 16.16 fixed-point format.
Game flags, named where their meaning is shown.
#define FLAG_SHOW_LOCATION_NAME
#define FLAG_VALE_RETURNED_FROM_MT_ALEPH
Isaac and Garet followed the elders into the sanctum.
GameState, the game's state: play time, coins, the scene and the leader's position,...
struct GameState gGameState
The screen blend's globals and the graphics routines.
The reel game's title lettering.
Field object scripts: one s32 command word, then its operands, as gScriptObject_CommandTable runs the...
#define SC_SYNC
Wait for arrival.
#define SC_MOVE(x, y, z)
Move toward the target.
#define SC_END
Return to the main script.
Song and sound effect ids, indices into gSound_SongTable.
void Engine_ActorSetAnimation()
struct EventWork * gEventWork
void Engine_EventRequestExit()
void Engine_EventEnd(void)
void Engine_EventBegin(void)
void Engine_EventSetMessage()
The running scene's event work: its placement and event tables, its actors, the triggers and exit it ...
s32 startTransition
SCENE_TRANSITION(style, variant).
s32 transitionFrames
frames
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
A scene event: its kind and detail, the trigger it answers, its condition and its value (a message or...
An actor a scene places: its sprite, the condition for placing it, how it behaves,...
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.
const struct SceneEntrance * ValeEruption_GetEntrances(void)
Returns where the party appears: entrance 15 is the path down from the mountain, Mt.
s32 ValeEruption_Initialize(void)
Plays the return from the mountain when the party arrives by entrance 15.
const struct SceneRegion * ValeEruption_GetRegions(void)
u16 gValeEruption_SanctumDoorOpens[]
The sanctum's door, two cells wide, opening in two steps.
u32 gValeEruption_Exits[]
const struct ScenePlacement * ValeEruption_GetPlacements(void)
Returns Garet and the villagers gathered before the sanctum.
static void Event_ReturnFromMtAleph(void)
The volcano shakes the square while the villagers wonder where Isaac and Garet are; the two come down...
ValeEruptionActor
The placed actors, numbered in the order of gValeEruption_Placements; Garet's row places the party's ...
@ ACTOR_GUARD
The guard. "They were hanging around here while I was on guard duty.".
@ ACTOR_GARETS_SISTER
She calls the mayor Grandpa, and actor 12 calls her Sis.
@ ACTOR_GREAT_HEALER
The Great Healer (sprite 0x79, the healer of sanctum.c), who leads the villagers into the sanctum.
@ ACTOR_GARETS_GRANDFATHER
Garet's grandfather, the mayor (sprite 0x75, whom the Great Healer calls Mayor in sanctum....
struct ScenePlacement gValeEruption_Placements[]
s32 gValeEruption_LeaderWalksDown[]
Isaac walks down from the path to the villagers before the sanctum.
struct SceneEntrance gValeEruption_Entrances[]
s32 gValeEruption_GaretWalksDown[]
Garet follows him, stopping a little above.
struct SceneEvent gValeEruption_Events[]
const struct SceneEvent * ValeEruption_GetEvents(void)
The square has no events of its own: everything happens on arrival.
s32 gValeEruption_EnterSanctum[]
Isaac, then Garet, walk through the sanctum's door.
const u32 * ValeEruption_GetExits(void)
Returns the one exit, into the sanctum (Sanctum's entrance 20), which Event_ReturnFromMtAleph takes.
void BattleFx_StartBufferBlend(s32 from, s32 to)
Flashes the palette once, 120 frames from now, from palette from to palette to (BattleFx_BuildBuffer ...
void FieldFx_LastLightning(void)
One last flash of lightning in 12 frames, then no more.