Alchemy
Loading...
Searching...
No Matches

vale_interiors.c File Reference

The houses and shops of Vale. More...

Go to the source code of this file.

Enumerations

enum  ValeInteriorsActor {
  ACTOR_GARETS_GRANDFATHER = 8 , ACTOR_GARETS_GRANDMOTHER = 9 , ACTOR_GARETS_FATHER = 10 , ACTOR_GARETS_MOTHER = 11 ,
  ACTOR_JENNAS_GRANDMOTHER = 13 , ACTOR_ITEM_SHOPKEEPER = 20 , ACTOR_WEAPON_SHOPKEEPER = 21 , ACTOR_ARMOR_SHOPKEEPER = 22 ,
  ACTOR_FIRST_DRIFTING_SPRITE = 23
}

Functions

static void Event_GaretComesHome (void)
 Back from Kalay, Garet comes home: his grandfather dozes, his parents argue over whether to look for him, and his grandmother spots him first.
static void ValeInteriors_SpawnDriftingSprite (void)
 Sends a sprite drifting up from Garet's sleeping grandfather, one of the three at frames 10, 20 and 30 of every 180.
static s32 ValeInteriors_AdvanceDriftingSprite (struct ScriptInterpreter *interpreter)
 Moves and grows a sprite drifting up from Garet's sleeping grandfather.
const struct SceneEntrance * ValeInteriors_GetEntrances (void)
const struct SceneRegion * ValeInteriors_GetRegions (void)
const u32 * ValeInteriors_GetExits (void)
 On the stormy night, the doors lead out into the storm.
const struct ScenePlacement * ValeInteriors_GetPlacements (void)
 Selects the placements for the day the story begins, after the party has left Vale (FLAG_PARTY_LEFT_VALE), or after Kalay (FLAG_REACHED_KALAY), and marks which of their actors are in view.
const struct SceneEvent * ValeInteriors_GetEvents (void)
 Selects the events for the current visit to Vale: the stormy night's (FLAG_VALE_STORM), after Kalay, after the party has left, or the day the story begins.
static void Event_AskAboutKradensStudies (void)
 A villager asks whether Isaac knew why Kraden came to Vale.
static void Event_AskToScareVisitors (void)
 A villager asks Isaac to help scare Kraden's visitors.
static void ValeInteriors_GiveFarewellHerb (void)
 After the party has left Vale, the item shopkeeper gives Isaac a Herb as a farewell gift, and afterwards urges him to save Jenna.
static void Event_AskAboutCulpritsPowers (void)
 A villager tells of the culprits' strange powers and asks about them.
static void Event_AskAboutDora (void)
 Back from Kalay, Garet's father asks whether Isaac heard them talking about Dora.
static void Event_WorryAboutTravelersHealth (void)
 Garet's mother hopes the travelers did not get sick on the way.
static void ValeInteriors_RequestWindowExit (s32 exitId)
 Leaves a house through its door: the exit sound plays and the screen closes, stopping the lightning first on the stormy night.
static void Event_LeaveByDoor1 (void)
static void Event_LeaveByDoor2 (void)
static void Event_LeaveByDoor3 (void)
static void Event_LeaveByDoor4 (void)
static void Event_LeaveByDoor5 (void)
static void Event_LeaveByDoor6 (void)
static void Event_LeaveByDoor7 (void)
static void Event_LeaveByDoor8 (void)
s32 ValeInteriors_Initialize (void)
 Arriving in a house: on the stormy night the residents are gone and lightning flashes outside; back from Kalay, entering Garet's house the first time plays his homecoming.
static void Event_TalkToWeaponShopkeeper (void)
 Opens the weapon shop across the counter, or the shopkeeper speaks.
static void Event_TalkToArmorShopkeeper (void)
 Opens the armor shop across the counter, or the shopkeeper speaks.
static void Event_TalkToItemShopkeeper (void)
 Opens the item shop across the counter, or the shopkeeper speaks.
static void ValeInteriors_FamilyNods (void)
 Garet's grandparents and father nod.
static void ValeInteriors_PlayRepeatedAnimationAndWait (s32 actorId, s32 animation)
 Starts the repeated motion before waiting for the requested animation.

Variables

s32 gValeInteriors_FaceTargetScript []
s32 gValeInteriors_FatherPacingScript []
s32 gValeInteriors_PartyLeavesScript []
s32 gValeInteriors_DriftingSpriteScript []
struct SceneEntrance gValeInteriors_Entrances []
u32 gValeInteriors_Exits []
u32 gValeInteriors_StormExits []
struct ScenePlacement gValeInteriors_Placements []
struct ScenePlacement gValeInteriors_PlacementsAfterLeaving []
struct ScenePlacement gValeInteriors_PlacementsAfterKalay []
struct SceneEvent gValeInteriors_StormEvents []
struct SceneEvent gValeInteriors_Events []
struct SceneEvent gValeInteriors_EventsAfterLeaving []
struct SceneEvent gValeInteriors_EventsAfterKalay []

Detailed Description

The houses and shops of Vale.

Garet's family lives in the house at entrance 6: his grandfather, his grandmother, and his parents ("Mom, Dad... I'm home...").

Definition in file vale_interiors.c.

Enumeration Type Documentation

◆ ValeInteriorsActor

Enumerator
ACTOR_GARETS_GRANDFATHER 

Garet's grandfather. "Isaac, please take care of my grandson, Garet.".

ACTOR_GARETS_GRANDMOTHER 

Garet's grandmother. "Grandma! What's the matter? Are you choking?".

ACTOR_GARETS_FATHER 

Garet's father.

"I'm proud of you, Garet. My own son...on such an important quest!"

ACTOR_GARETS_MOTHER 

Garet's mother. "As mothers, Dora and I will always worry about you.".

ACTOR_JENNAS_GRANDMOTHER 

Jenna's grandmother.

"Please return my precious granddaughter, Jenna, to me." Once Jenna is taken, actor 14 says she "grew sick with despair", and she lies in bed.

ACTOR_ITEM_SHOPKEEPER 
ACTOR_WEAPON_SHOPKEEPER 
ACTOR_ARMOR_SHOPKEEPER 
ACTOR_FIRST_DRIFTING_SPRITE 

Three sprites drifting up from Garet's sleeping grandfather.

Definition at line 33 of file vale_interiors.c.

Function Documentation

◆ Event_GaretComesHome()

void Event_GaretComesHome ( void )
static

Back from Kalay, Garet comes home: his grandfather dozes, his parents argue over whether to look for him, and his grandmother spots him first.

Garet introduces Ivan and Mia, the family sees them off, and his father paces.

Called by ValeInteriors_Initialize from entrance 6 after Kalay, until FLAG_GARET_CAME_HOME is set; sets it. Adds and removes the callback ValeInteriors_SpawnDriftingSprite, and leaves the father pacing.

Definition at line 402 of file vale_interiors.c.

Referenced by Event_GaretComesHome(), and ValeInteriors_Initialize().

◆ ValeInteriors_SpawnDriftingSprite()

void ValeInteriors_SpawnDriftingSprite ( void )
static

Sends a sprite drifting up from Garet's sleeping grandfather, one of the three at frames 10, 20 and 30 of every 180.

A callback Event_GaretComesHome adds while the grandfather dozes.

Definition at line 720 of file vale_interiors.c.

Referenced by Event_GaretComesHome(), and ValeInteriors_SpawnDriftingSprite().

◆ ValeInteriors_AdvanceDriftingSprite()

s32 ValeInteriors_AdvanceDriftingSprite ( struct ScriptInterpreter * interpreter)
static

Moves and grows a sprite drifting up from Garet's sleeping grandfather.

Called each frame by gValeInteriors_DriftingSpriteScript; the actor's timer and work are its x and y steps in signed 8.8 pixels, set by ValeInteriors_SpawnDriftingSprite.

Definition at line 66 of file vale_interiors.c.

Referenced by ValeInteriors_AdvanceDriftingSprite().

◆ ValeInteriors_GetEntrances()

const struct SceneEntrance * ValeInteriors_GetEntrances ( void )

Definition at line 78 of file vale_interiors.c.

Referenced by ValeInteriors_GetEntrances().

◆ ValeInteriors_GetRegions()

const struct SceneRegion * ValeInteriors_GetRegions ( void )

Definition at line 82 of file vale_interiors.c.

Referenced by ValeInteriors_GetRegions().

◆ ValeInteriors_GetExits()

const u32 * ValeInteriors_GetExits ( void )

On the stormy night, the doors lead out into the storm.

Definition at line 85 of file vale_interiors.c.

Referenced by ValeInteriors_GetExits().

◆ ValeInteriors_GetPlacements()

const struct ScenePlacement * ValeInteriors_GetPlacements ( void )

Selects the placements for the day the story begins, after the party has left Vale (FLAG_PARTY_LEFT_VALE), or after Kalay (FLAG_REACHED_KALAY), and marks which of their actors are in view.

Definition at line 94 of file vale_interiors.c.

Referenced by ValeInteriors_GetPlacements().

◆ ValeInteriors_GetEvents()

const struct SceneEvent * ValeInteriors_GetEvents ( void )

Selects the events for the current visit to Vale: the stormy night's (FLAG_VALE_STORM), after Kalay, after the party has left, or the day the story begins.

Definition at line 111 of file vale_interiors.c.

Referenced by ValeInteriors_GetEvents().

◆ Event_AskAboutKradensStudies()

void Event_AskAboutKradensStudies ( void )
static

A villager asks whether Isaac knew why Kraden came to Vale.

He came to study Mt. Aleph.

Reached by talking to actor 15 on the day the story begins.

Definition at line 125 of file vale_interiors.c.

Referenced by Event_AskAboutKradensStudies().

◆ Event_AskToScareVisitors()

void Event_AskToScareVisitors ( void )
static

A villager asks Isaac to help scare Kraden's visitors.

Reached by talking to actor 19 on the day the story begins.

Definition at line 136 of file vale_interiors.c.

Referenced by Event_AskToScareVisitors().

◆ ValeInteriors_GiveFarewellHerb()

void ValeInteriors_GiveFarewellHerb ( void )
static

After the party has left Vale, the item shopkeeper gives Isaac a Herb as a farewell gift, and afterwards urges him to save Jenna.

Called by Event_TalkToItemShopkeeper away from the counter, after the party has left and before Kalay. Gives the Herb and sets FLAG_VALE_FAREWELL_HERB_RECEIVED once; afterwards the shopkeeper turns to watch the leader.

Definition at line 151 of file vale_interiors.c.

Referenced by Event_TalkToItemShopkeeper(), and ValeInteriors_GiveFarewellHerb().

◆ Event_AskAboutCulpritsPowers()

void Event_AskAboutCulpritsPowers ( void )
static

A villager tells of the culprits' strange powers and asks about them.

Reached by talking to actor 16 after the party has left Vale.

Definition at line 175 of file vale_interiors.c.

Referenced by Event_AskAboutCulpritsPowers().

◆ Event_AskAboutDora()

void Event_AskAboutDora ( void )
static

Back from Kalay, Garet's father asks whether Isaac heard them talking about Dora.

Reached by talking to Garet's father (actor 10) after Kalay.

Definition at line 186 of file vale_interiors.c.

Referenced by Event_AskAboutDora().

◆ Event_WorryAboutTravelersHealth()

void Event_WorryAboutTravelersHealth ( void )
static

Garet's mother hopes the travelers did not get sick on the way.

Reached by talking to Garet's mother (actor 11) after Kalay.

Definition at line 196 of file vale_interiors.c.

Referenced by Event_WorryAboutTravelersHealth().

◆ ValeInteriors_RequestWindowExit()

void ValeInteriors_RequestWindowExit ( s32 exitId)
static

Leaves a house through its door: the exit sound plays and the screen closes, stopping the lightning first on the stormy night.

Definition at line 205 of file vale_interiors.c.

Referenced by Event_LeaveByDoor1(), Event_LeaveByDoor2(), Event_LeaveByDoor3(), Event_LeaveByDoor4(), Event_LeaveByDoor5(), Event_LeaveByDoor6(), Event_LeaveByDoor7(), Event_LeaveByDoor8(), and ValeInteriors_RequestWindowExit().

◆ Event_LeaveByDoor1()

void Event_LeaveByDoor1 ( void )
static

Definition at line 217 of file vale_interiors.c.

Referenced by Event_LeaveByDoor1().

◆ Event_LeaveByDoor2()

void Event_LeaveByDoor2 ( void )
static

Definition at line 219 of file vale_interiors.c.

Referenced by Event_LeaveByDoor2().

◆ Event_LeaveByDoor3()

void Event_LeaveByDoor3 ( void )
static

Definition at line 221 of file vale_interiors.c.

Referenced by Event_LeaveByDoor3().

◆ Event_LeaveByDoor4()

void Event_LeaveByDoor4 ( void )
static

Definition at line 223 of file vale_interiors.c.

Referenced by Event_LeaveByDoor4().

◆ Event_LeaveByDoor5()

void Event_LeaveByDoor5 ( void )
static

Definition at line 225 of file vale_interiors.c.

Referenced by Event_LeaveByDoor5().

◆ Event_LeaveByDoor6()

void Event_LeaveByDoor6 ( void )
static

Definition at line 227 of file vale_interiors.c.

Referenced by Event_LeaveByDoor6().

◆ Event_LeaveByDoor7()

void Event_LeaveByDoor7 ( void )
static

Definition at line 229 of file vale_interiors.c.

Referenced by Event_LeaveByDoor7().

◆ Event_LeaveByDoor8()

void Event_LeaveByDoor8 ( void )
static

Definition at line 231 of file vale_interiors.c.

Referenced by Event_LeaveByDoor8().

◆ ValeInteriors_Initialize()

s32 ValeInteriors_Initialize ( void )

Arriving in a house: on the stormy night the residents are gone and lightning flashes outside; back from Kalay, entering Garet's house the first time plays his homecoming.

The scene's initialize entry. Runs Event_GaretComesHome from entrance 6 after Kalay until FLAG_GARET_CAME_HOME is set. From entrance 2, once the party has left Vale, Jenna's grandmother lies sick in bed.

Definition at line 240 of file vale_interiors.c.

Referenced by ValeInteriors_Initialize().

◆ Event_TalkToWeaponShopkeeper()

void Event_TalkToWeaponShopkeeper ( void )
static

Opens the weapon shop across the counter, or the shopkeeper speaks.

Reached by talking to the weapon shopkeeper (actor 21) in every table but the stormy night's. Facing north, across the counter, opens shop 1; else the shopkeeper's line follows the story.

Definition at line 299 of file vale_interiors.c.

◆ Event_TalkToArmorShopkeeper()

void Event_TalkToArmorShopkeeper ( void )
static

Opens the armor shop across the counter, or the shopkeeper speaks.

Reached by talking to the armor shopkeeper (actor 22) in every table but the stormy night's; opens shop 2 when facing north.

Definition at line 328 of file vale_interiors.c.

◆ Event_TalkToItemShopkeeper()

void Event_TalkToItemShopkeeper ( void )
static

Opens the item shop across the counter, or the shopkeeper speaks.

Reached by talking to the item shopkeeper (actor 20) in every table but the stormy night's; opens shop 3 when facing north. After the party has left and before Kalay, ValeInteriors_GiveFarewellHerb speaks instead.

Definition at line 355 of file vale_interiors.c.

◆ ValeInteriors_FamilyNods()

void ValeInteriors_FamilyNods ( void )
inlinestatic

Garet's grandparents and father nod.

Definition at line 381 of file vale_interiors.c.

Referenced by Event_GaretComesHome(), and ValeInteriors_FamilyNods().

◆ ValeInteriors_PlayRepeatedAnimationAndWait()

void ValeInteriors_PlayRepeatedAnimationAndWait ( s32 actorId,
s32 animation )
inlinestatic

Starts the repeated motion before waiting for the requested animation.

Definition at line 389 of file vale_interiors.c.

Referenced by Event_GaretComesHome(), and ValeInteriors_PlayRepeatedAnimationAndWait().

Variable Documentation

◆ gValeInteriors_FaceTargetScript

s32 gValeInteriors_FaceTargetScript[]
Initial value:
= {
SC_CALL(Scene_TurnTowardTarget),
}
#define SC_LOOP(n, to)
Repeat up to n times.
Definition objcmd.h:28
#define SC_FOREVER
Definition objcmd.h:14
#define SC_TOP
Script start.
Definition objcmd.h:13
#define SC_CALL(fn)
Definition objcmd.h:50

Definition at line 763 of file vale_interiors.c.

Referenced by Event_GaretComesHome(), and ValeInteriors_GiveFarewellHerb().

◆ gValeInteriors_FatherPacingScript

s32 gValeInteriors_FatherPacingScript[]
Initial value:
= {
SC_SET(SW_ACCEL, PIXELS(3) / 10),
SC_ARG(2),
SC_MOVE(PIXELS(784), 0, PIXELS(405)),
SC_ARG(1),
SC_WAIT(40),
SC_ADD(SW_FACING, -1024),
SC_WAIT(1),
SC_LOOP(16, SC_TO(1)),
SC_WAIT(40),
SC_ADD(SW_FACING, -1024),
SC_WAIT(1),
SC_LOOP(16, SC_TO(3)),
SC_ARG(2),
SC_MOVE(PIXELS(819), 0, PIXELS(405)),
SC_ARG(1),
SC_ADD(SW_FACING, -2048),
SC_WAIT(1),
SC_LOOP(16, SC_TO(2)),
SC_WAIT(40),
}
#define PIXELS(value)
#define SC_LABEL(n)
Branch destination.
Definition objcmd.h:11
#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_TO(n)
Definition objcmd.h:12
#define SC_ADD(w, v)
Definition objcmd.h:38
#define SC_ARG(v)
Definition objcmd.h:44
#define SC_MOVE(x, y, z)
Move toward the target.
Definition objcmd.h:19
#define SC_WAIT(n)
Wait n frames.
Definition objcmd.h:16
@ SW_ACCEL
Definition objcmd.h:68
@ SW_SPEED
Definition objcmd.h:67
@ SW_FACING
Definition objcmd.h:57

Definition at line 768 of file vale_interiors.c.

Referenced by Event_GaretComesHome().

◆ gValeInteriors_PartyLeavesScript

s32 gValeInteriors_PartyLeavesScript[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(808), 0, PIXELS(508)),
SC_POS(0, 0, 0), SC_WAIT(1),
}
#define SC_POS(x, y, z)
Set position.
Definition objcmd.h:18
#define SC_END
Return to the main script.
Definition objcmd.h:32

Definition at line 797 of file vale_interiors.c.

Referenced by Event_GaretComesHome().

◆ gValeInteriors_DriftingSpriteScript

s32 gValeInteriors_DriftingSpriteScript[]
Initial value:
= {
SC_WAIT(1),
SC_POS(0, 0, 0),
SC_WAIT(1),
}
static s32 ValeInteriors_AdvanceDriftingSprite(struct ScriptInterpreter *interpreter)
Moves and grows a sprite drifting up from Garet's sleeping grandfather.

Definition at line 804 of file vale_interiors.c.

Referenced by ValeInteriors_SpawnDriftingSprite().

◆ gValeInteriors_Entrances

struct SceneEntrance gValeInteriors_Entrances[]
Initial value:
= {
{0, CONDITION_ALWAYS, 120, 0, 100, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{1, CONDITION_ALWAYS, 96, 0, 222, FACING_NORTH, 0, 4, 4, 244, 292, 0},
{2, CONDITION_ALWAYS, 337, 0, 199, FACING_NORTH, 0, 252, 4, 548, 236, 0},
{3, CONDITION_ALWAYS, 656, 0, 244, FACING_NORTH, 0, 556, 4, 900, 276, 0},
{4, CONDITION_ALWAYS, 159, 0, 525, FACING_NORTH, 0, 4, 324, 332, 564, 0},
{5, CONDITION_ALWAYS, 528, 0, 486, FACING_NORTH, 0, 348, 284, 612, 516, 0},
{6, CONDITION_ALWAYS, 816, 0, 522, FACING_NORTH, 0, 628, 284, 884, 548, 0},
{7, CONDITION_ALWAYS, 463, 0, 851, FACING_NORTH, 0, 324, 604, 588, 884, 0},
{8, CONDITION_ALWAYS, 769, 0, 857, FACING_NORTH, 0, 580, 628, 852, 884, 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

Definition at line 813 of file vale_interiors.c.

Referenced by ValeInteriors_GetEntrances().

◆ gValeInteriors_Exits

u32 gValeInteriors_Exits[]
Initial value:
= {
SCENE_EXITS(7), SCENE_EXIT(1, 4, 10), SCENE_EXIT(2, 4, 9),
SCENE_EXIT(3, 5, 3), SCENE_EXIT(4, 5, 5), SCENE_EXIT(5, 4, 7),
SCENE_EXIT(6, 4, 6), SCENE_EXIT(7, 5, 4), SCENE_EXIT(8, 5, 1),
}
#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

Definition at line 826 of file vale_interiors.c.

Referenced by ValeInteriors_GetExits().

◆ gValeInteriors_StormExits

u32 gValeInteriors_StormExits[]
Initial value:
= {
SCENE_EXITS(7), SCENE_EXIT(1, 3, 10), SCENE_EXIT(2, 3, 9),
SCENE_EXIT(3, 5, 3), SCENE_EXIT(4, 5, 5), SCENE_EXIT(5, 3, 7),
SCENE_EXIT(6, 3, 6), SCENE_EXIT(7, 5, 4), SCENE_EXIT(8, 5, 1),
}

Definition at line 833 of file vale_interiors.c.

Referenced by ValeInteriors_GetExits().

◆ gValeInteriors_Placements

struct ScenePlacement gValeInteriors_Placements[]

Definition at line 841 of file vale_interiors.c.

Referenced by ValeInteriors_GetPlacements().

◆ gValeInteriors_PlacementsAfterLeaving

struct ScenePlacement gValeInteriors_PlacementsAfterLeaving[]

Definition at line 875 of file vale_interiors.c.

Referenced by ValeInteriors_GetPlacements().

◆ gValeInteriors_PlacementsAfterKalay

struct ScenePlacement gValeInteriors_PlacementsAfterKalay[]

Definition at line 909 of file vale_interiors.c.

Referenced by ValeInteriors_GetPlacements().

◆ gValeInteriors_StormEvents

struct SceneEvent gValeInteriors_StormEvents[]
Initial value:
= {
{ SEARCH(SEARCH_BOOKCASE), 200, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeBooksAboutContinents)) },
{ SEARCH(SEARCH_BOOKCASE), 201, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeBookLawsOfVale)) },
{ 0xc4f3, 202, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeBookPowerOfNature)) },
{ 0xc4f3, 203, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeBookPsynergyStone)) },
{ 0xc4f3, 204, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeAuntNotebook)) },
{ 0xc4f3, 205, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeBookMakingGreatVillage)) },
{ SEARCH(SEARCH_BOOKCASE), 206, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeNotebookStudyOfAlchemy)) },
{ SEARCH(SEARCH_BOOKCASE), 207, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeBookAncientLemurians)) },
{ SEARCH(SEARCH_BOOKCASE), 208, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeBookFountainOfTolbi)) },
{ SEARCH(SEARCH_BOOKCASE), 209, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeEncyclopediaOfAlchemy)) },
{ SEARCH(SEARCH_BOOKCASE), 210, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeBookLegendOfAleph)) },
{ SEARCH(SEARCH_BOOKCASE), 211, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeBookBeingAdept)) },
{ SEARCH(SEARCH_BARREL), 100, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgVaultButDidntFindAnything)) },
{ SEARCH(SEARCH_JAR), 101, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeJarEmpty)) },
{ SEARCH(SEARCH_JAR), 102, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeJarEmpty)) },
{ SEARCH(SEARCH_JAR), 103, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeJarEmpty)) },
{ SEARCH(SEARCH_JAR), 104, CONDITION_ALWAYS, FIND_MESSAGE(MSGNO(MsgValeJarEmpty)) },
}
#define SCENE_EVENTS_END
@ EVENT_TOUCH
#define FIND_MESSAGE(message)
#define EVENT_SCRIPT(script)
#define SEARCH(target)
@ SEARCH_BOOKCASE
@ SEARCH_JAR
@ SEARCH_BARREL
static void Event_LeaveByDoor7(void)
static void Event_LeaveByDoor5(void)
static void Event_LeaveByDoor6(void)
static void Event_LeaveByDoor2(void)
static void Event_LeaveByDoor8(void)
static void Event_LeaveByDoor4(void)
static void Event_LeaveByDoor1(void)
static void Event_LeaveByDoor3(void)

Definition at line 955 of file vale_interiors.c.

Referenced by ValeInteriors_GetEvents().

◆ gValeInteriors_Events

struct SceneEvent gValeInteriors_Events[]

Definition at line 984 of file vale_interiors.c.

Referenced by ValeInteriors_GetEvents().

◆ gValeInteriors_EventsAfterLeaving

struct SceneEvent gValeInteriors_EventsAfterLeaving[]

Definition at line 1022 of file vale_interiors.c.

Referenced by ValeInteriors_GetEvents().

◆ gValeInteriors_EventsAfterKalay

struct SceneEvent gValeInteriors_EventsAfterKalay[]

Definition at line 1075 of file vale_interiors.c.

Referenced by ValeInteriors_GetEvents().