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vale_storm.c File Reference

Vale on the stormy night: the paths and doors the party passes as the storm rages, with Dora and Kyle on the first arrival. More...

Go to the source code of this file.

Enumerations

enum  { STORM_CALLBACK_PRIORITY = 3200 }
enum  StormNightActor {
  ACTOR_EXHAUSTED_VILLAGER = ACTOR_FIRST_PLACED , ACTOR_DORA , ACTOR_KYLE , ACTOR_FIRST_ROCK ,
  ACTOR_BOULDER = ACTOR_FIRST_PLACED + 11 , ACTOR_SHOVING_VILLAGER , ACTOR_GARETS_CHEST , ACTOR_GARET ,
  ACTOR_FELIX , ACTOR_JENNAS_PARENT_A , ACTOR_JENNAS_PARENT_B , ACTOR_JENNA ,
  ACTOR_BOULDER_GLOW
}
 The placed actors, numbered in the order of gValeStorm_Placements; the elders holding back the Boulder (gValeStorm_BoulderWatchers) follow as 28 to 33. More...
enum  StormNightPlaceFlag {
  FLAG_VALE_STORM_VILLAGER_TRIED_TO_GO = 0x305 , FLAG_VALE_STORM_GARET_SAW_BLOCKED_PATH = 0x30c , FLAG_VALE_STORM_KYLE_GREETED_ISAAC = 0x30d , FLAG_VALE_STORM_FIRST_ROCK_PASSED = 0x310 ,
  FLAG_VALE_STORM_SECOND_ROCK_PASSED = 0x311 , FLAG_VALE_STORM_THIRD_ROCK_PASSED = 0x312 , FLAG_VALE_STORM_FOURTH_ROCK_PASSED = 0x313
}
 Vale's place flags this scene keeps while the party is in Vale. More...

Functions

static void Event_DoraSendsIsaacToThePlaza (void)
 Dora and Kyle come out into the storm with Isaac and send him to the plaza while they go to help.
static void ValeStorm_ApplyRock11Collision (void)
 Applies the collision cells left by rock 11.
static void ValeStorm_ApplyRock12Collision (void)
 Applies the collision cells left by rock 12.
static void ValeStorm_ApplyRock13Collision (void)
 Applies the collision cells left by rock 13.
static void ValeStorm_ApplyRock14Collision (void)
 Applies the collision cells left by rock 14.
static void ValeStorm_MeetVillagerAtExit6 (void)
 Stops the leader at exit 6 for the first villager conversation.
static void ValeStorm_RunCallOutSequence (void)
 Resolves the belongings conversation and brings Garet into the party.
static void ValeStorm_GaretCommentsOnBlockedPath (s32 x, s32 y)
 Brings Garet out to discuss a blocked path, then returns him to Isaac.
static void ValeStorm_RunRiverSearch (void)
 Sends the searchers along the river and asks Isaac to help.
static void ValeStorm_ShowBoulderSweepingDownriver (void)
 Follows the boulder downriver, then restores the riverbank actors.
static void ValeStorm_FlashLightning (void)
 Flashes the scene layers before fading back to the storm palette.
static void ValeStorm_UpdatePulsingGlow (void)
 Tracks the boulder and pulses its glow with the movement script phases.
static void ValeStorm_FlickerGlowOffset (void)
 Alternates the glow vertical offset on successive frames.
static void ValeStorm_GaretLeavesIsaac (void)
 Has Garet leave Isaac at the restored riverbank.
static void ValeStorm_RebuildRiverbank (void)
 Redraws the riverbank cells after the boulder has passed.
static void ValeStorm_FlashPaletteAndSpawnEffects (struct FieldActor *actor)
 Flashes the actor palette and emits paired effects at the shake interval.
static void ValeStorm_SpawnEffectPair (struct FieldActor *parent)
 Creates the two linked effects that travel in opposite vertical directions.
static void ValeStorm_UpdateBoulderSceneEffects (void)
 Updates the four boulder scene actors until the final reaction stops.
static void ValeStorm_CycleBoulderPalette (void)
static void ValeStorm_CopyLeaderSpritePriority (void)
 Keeps Garet and actor 8 at the leader sprite priority.
static s32 ValeStorm_RerollHeadingOnCountdown (struct ScriptInterpreter *interpreter)
 Chooses a new random heading whenever the actor countdown expires.
const struct SceneEntrance * ValeStorm_GetEntrances (void)
 Returns where the party appears; entrance 15 is where Dora and Isaac run in from the south-west of Vale (ValeBabi's exit 21).
const struct SceneRegion * ValeStorm_GetRegions (void)
const u32 * ValeStorm_GetExits (void)
const struct ScenePlacement * ValeStorm_GetPlacements (void)
const struct SceneEvent * ValeStorm_GetEvents (void)
static void Event_SetPathCellOverride (void)
 Swaps the upper path's collision cells as the leader steps onto it.
static void Event_ClearPathCellOverride (void)
 Restores the upper path's collision cells as the leader steps off it.
static UNUSED void ValeStorm_OpenBackdropExit11 (void)
 Opens a door and takes exit 11, to ValeInteriors' entrance 1.
static void Event_LeaveByExit1 (void)
 Stepping on cell code 2 requests exit 1, which has no table row.
static void Event_LeaveByExit3 (void)
 Reached by stepping on cell code 3; takes exit 3, to Kraden's cottage (ValeKraden's entrance 1).
static void Event_LeaveByExit4 (void)
 Reached by stepping on cell code 4; takes exit 4, to Kraden's cottage (ValeKraden's entrance 2).
static void Event_LeaveByExit2 (void)
 Reached by stepping on cell code 5; takes exit 2, to ValeHome's entrance 8.
static void Event_LeaveByExit5 (void)
 Opens the door and goes in.
static void Event_LeaveByExit6 (void)
 Isaac's first time at the door of exit 6: a villager runs out and shoves him; afterwards the door opens as usual.
static void Event_LeaveByExit7 (void)
 Opens the door, unless Dora and Kyle left it open, and goes in.
static void Event_LeaveByExit8 (void)
 Opens the door and goes in.
static void Event_LeaveByExit9 (void)
 Opens the door and goes in.
static void Event_LeaveByExit10 (void)
 Opens the door and goes in.
static void Event_LeaveByExit12 (void)
 Opens the door and goes in.
static void Event_LeaveByExit13 (void)
 Opens the door and goes in.
s32 ValeStorm_Initialize (void)
 Restores the fallen rocks, the river scene and the Boulder from their flags, starts the storm, and plays the scene with Dora and Kyle on the first arrival by entrance 15.
static void Event_Rock11Falls (void)
 Walking past: rock 11 falls across the path, and Garet, once with Isaac, says they cannot get around it.
static void Event_Rock12Falls (void)
 Walking past: rock 12 falls down the path.
static void Event_Rock13Falls (void)
 Walking past: rock 13 falls down the path.
static void Event_Rock14Falls (void)
 Walking past: rock 14 falls down the path.
static void Event_HearGaretStruggling (void)
 Isaac hears Garet struggling with his things.
static void Event_GaretCallsAfterIsaac (void)
 Walking away from him, Garet calls after Isaac, asking whether he will just leave him there.
static void Event_TalkToGaret (void)
 Talking to Garet: whether to leave his things behind, or, after the river, the Boulder.
static void Event_GaretJoinsIsaac (void)
 Garet catches up and joins Isaac.
static void Event_WarnAboutMtAleph (void)
 Garet warns where the path north leads.
static void Event_WatchBoulderFall (void)
 The Boulder falls toward Vale while the elders hold it with their Psynergy.
static void Storm_SetActorFrameMode (struct FieldActor *actor, s32 mode)
 Applies an animation parameter to each active entry of a single sprite.
static UNUSED void ValeStorm_FlashBoulderSceneAnimationEntries (void)
 Alternates four actors between the normal and flashing parameters.
static void Event_WitnessRiverRescue (void)
 At the river, Jenna cries out for her brother as the villagers try to save Felix.
static void Event_TalkAboutRescuingFelix (void)
 A villager at the river talks of rescuing Felix.
static void Event_GatherAfterRiverRescue (void)
 Jenna comes back to the river, and the scene ends with the Boulder sweeping down it.
static __inline__ void ValeStorm_PlaceActor (struct FieldActor *object, s32 horizontalPosition, s32 groundPosition)
 Places an actor and its motion targets at the supplied coordinates.
static __inline__ void ValeStorm_PlayImpactBeat (s32 shakeAmplitude, s32 frames)
 Shakes the scene at the impact cue and waits for the beat.
static void Event_VillagerAsksForHelp (void)
 A villager who cannot move asks Isaac to get help. "I can't move...".
static void Event_FightThirdMonster (void)
 On the stormy night, a monster attacks on the paths (encounter 2 of table 12).
static void Event_FightFourthMonster (void)
 On the stormy night, another monster attacks (encounter 3 of table 12).
static void ValeStorm_CyclePaletteAndSpawnEffects (struct FieldActor *actor)
 Cycles six palettes and emits paired effects at the shake interval.
static void ValeStorm_CycleObjectPalettes (struct FieldActor *actor)
 Cycles six actor palettes on alternate frames.
static void Event_SearchBrokenDoor (void)
 The door won't open: the impact knocked it off its hinges.
static void Event_SearchValuablesChest (void)

Variables

static s32 sShakeDone
static s32 sShakeShift
u8 gValeStorm_FrameModes [] = {7, 0, 0, 0}
s32 gValeStorm_ActorTwentyScript []
s32 gValeStorm_ActorTwentyTwoScriptA []
s32 gValeStorm_ActorTwentyTwoScriptB []
s32 gValeStorm_ActorNineteenScript []
s32 gValeStorm_LeaderScript []
s32 gValeStorm_ActorTwentyTwoScript []
s32 gValeStorm_ActorNineScriptA []
s32 gValeStorm_ActorTwentySixScriptA []
s32 gValeStorm_ActorNineScriptB []
s32 gValeStorm_ActorTwentySixScriptB []
s32 gValeStorm_ActorNineScriptC []
s32 gValeStorm_ActorTwentySixScriptC []
s32 gValeStorm_ActorNineScriptD []
s32 gValeStorm_StormRunActions []
s32 gValeStorm_ArriveScript []
s32 gValeStorm_GatherPath8 []
s32 gValeStorm_GatherPath26 []
s32 gValeStorm_GatherPath0 []
s32 gValeStorm_GatherPath22 []
s32 gValeStorm_LookAroundScript []
s32 gValeStorm_ActorEightScript []
s32 gValeStorm_ActorNineteenRiseScript []
struct SceneEntrance gValeStorm_Entrances []
u32 gValeStorm_Exits []
struct ScenePlacement gValeStorm_Placements []
struct ScenePlacement gValeStorm_BoulderWatchers []
struct SceneEvent gValeStorm_Events []
u16 gValeStorm_CellSteps0 []
u16 gValeStorm_CellSteps1 []
u16 gValeStorm_CellSteps2 []
u16 gValeStorm_CellSteps3 []
u16 gValeStorm_CellSteps4 []
u16 gValeStorm_CellSteps5 []

Detailed Description

Vale on the stormy night: the paths and doors the party passes as the storm rages, with Dora and Kyle on the first arrival.

Definition in file vale_storm.c.

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
STORM_CALLBACK_PRIORITY 

Definition at line 65 of file vale_storm.c.

◆ StormNightActor

The placed actors, numbered in the order of gValeStorm_Placements; the elders holding back the Boulder (gValeStorm_BoulderWatchers) follow as 28 to 33.

Enumerator
ACTOR_EXHAUSTED_VILLAGER 

Worn out from holding the Boulder: "I... I'll go!", then "It's no use.

I can't move..."

ACTOR_DORA 
ACTOR_KYLE 
ACTOR_FIRST_ROCK 

Rocks 11 to 14 fall across the paths (FLAG_VALE_STORM_FIRST_ROCK_FELL on); 15 to 18 already lie there.

ACTOR_BOULDER 

drawn at twice its size

ACTOR_SHOVING_VILLAGER 

Runs out of his house and shoves Isaac. "Huh? Isaac?".

ACTOR_GARETS_CHEST 

The things Garet struggles to save.

"If a rock hits me now, I'll lose both my chest and my life."

ACTOR_GARET 

the young Garet's sprite, 0x13

ACTOR_FELIX 

in the river

ACTOR_JENNAS_PARENT_A 

The pair at the river whom Jenna calls "Mom! Dad!".

"Hang on, Felix! Help is on the way!"

ACTOR_JENNAS_PARENT_B 

"Don't let go, Felix!"

ACTOR_JENNA 

"Oh no! My brother!"

ACTOR_BOULDER_GLOW 

the light around the Boulder as it rolls

Definition at line 70 of file vale_storm.c.

◆ StormNightPlaceFlag

Vale's place flags this scene keeps while the party is in Vale.

Enumerator
FLAG_VALE_STORM_VILLAGER_TRIED_TO_GO 

The villager at the river tried to go for help and could not.

FLAG_VALE_STORM_GARET_SAW_BLOCKED_PATH 

Garet has said once that they cannot get around a fallen rock.

FLAG_VALE_STORM_KYLE_GREETED_ISAAC 

Kyle has greeted Isaac at the river. "Oh, Isaac...".

FLAG_VALE_STORM_FIRST_ROCK_PASSED 

The party has passed each rock's spot since coming to Vale, so its event does not play again.

FLAG_VALE_STORM_SECOND_ROCK_PASSED 
FLAG_VALE_STORM_THIRD_ROCK_PASSED 
FLAG_VALE_STORM_FOURTH_ROCK_PASSED 

Definition at line 96 of file vale_storm.c.

Function Documentation

◆ Event_DoraSendsIsaacToThePlaza()

void Event_DoraSendsIsaacToThePlaza ( void )
static

Dora and Kyle come out into the storm with Isaac and send him to the plaza while they go to help.

"Kyle... Will they be able to stop the Boulder?" Called by ValeStorm_Initialize on arrival by entrance 15 until FLAG_VALE_STORM_SENT_TO_PLAZA is set. Sets it and FLAG_SCENE_TEMP_05, clears FLAG_SHOW_LOCATION_NAME, and removes Dora and Kyle.

Definition at line 543 of file vale_storm.c.

Referenced by Event_DoraSendsIsaacToThePlaza(), and ValeStorm_Initialize().

◆ ValeStorm_ApplyRock11Collision()

void ValeStorm_ApplyRock11Collision ( void )
static

Applies the collision cells left by rock 11.

Called by Event_Rock11Falls and, once the rock has fallen, by ValeStorm_Initialize.

Definition at line 716 of file vale_storm.c.

Referenced by Event_Rock11Falls(), ValeStorm_ApplyRock11Collision(), and ValeStorm_Initialize().

◆ ValeStorm_ApplyRock12Collision()

void ValeStorm_ApplyRock12Collision ( void )
static

Applies the collision cells left by rock 12.

Called by Event_Rock12Falls and, once the rock has fallen, by ValeStorm_Initialize.

Definition at line 789 of file vale_storm.c.

Referenced by Event_Rock12Falls(), ValeStorm_ApplyRock12Collision(), and ValeStorm_Initialize().

◆ ValeStorm_ApplyRock13Collision()

void ValeStorm_ApplyRock13Collision ( void )
static

Applies the collision cells left by rock 13.

Called by Event_Rock13Falls and, once the rock has fallen, by ValeStorm_Initialize.

Definition at line 864 of file vale_storm.c.

Referenced by Event_Rock13Falls(), ValeStorm_ApplyRock13Collision(), and ValeStorm_Initialize().

◆ ValeStorm_ApplyRock14Collision()

void ValeStorm_ApplyRock14Collision ( void )
static

Applies the collision cells left by rock 14.

Called by Event_Rock14Falls and, once the rock has fallen, by ValeStorm_Initialize.

Definition at line 932 of file vale_storm.c.

Referenced by Event_Rock14Falls(), ValeStorm_ApplyRock14Collision(), and ValeStorm_Initialize().

◆ ValeStorm_MeetVillagerAtExit6()

void ValeStorm_MeetVillagerAtExit6 ( void )
static

Stops the leader at exit 6 for the first villager conversation.

The villager runs out of the door, knocks Isaac back and runs off to the plaza. "Huh? Isaac?" Called by Event_LeaveByExit6. Sets FLAG_VALE_STORM_BUMPED_INTO_VILLAGER.

Definition at line 944 of file vale_storm.c.

Referenced by Event_LeaveByExit6(), and ValeStorm_MeetVillagerAtExit6().

◆ ValeStorm_RunCallOutSequence()

void ValeStorm_RunCallOutSequence ( void )
static

Resolves the belongings conversation and brings Garet into the party.

Called by Event_GaretCallsAfterIsaac and Event_TalkToGaret. Sets FLAG_VALE_STORM_GARET_JOINED and puts Garet in the party.

Definition at line 1038 of file vale_storm.c.

Referenced by Event_GaretCallsAfterIsaac(), Event_TalkToGaret(), and ValeStorm_RunCallOutSequence().

◆ ValeStorm_GaretCommentsOnBlockedPath()

void ValeStorm_GaretCommentsOnBlockedPath ( s32 x,
s32 y )
static

Brings Garet out to discuss a blocked path, then returns him to Isaac.

Called by the four rock events; x and y are the pixels where Garet stands.

Definition at line 1167 of file vale_storm.c.

Referenced by Event_Rock11Falls(), Event_Rock12Falls(), Event_Rock13Falls(), Event_Rock14Falls(), and ValeStorm_GaretCommentsOnBlockedPath().

◆ ValeStorm_RunRiverSearch()

void ValeStorm_RunRiverSearch ( void )
static

Sends the searchers along the river and asks Isaac to help.

Definition at line 1662 of file vale_storm.c.

Referenced by Event_WitnessRiverRescue(), and ValeStorm_RunRiverSearch().

◆ ValeStorm_ShowBoulderSweepingDownriver()

void ValeStorm_ShowBoulderSweepingDownriver ( void )
static

Follows the boulder downriver, then restores the riverbank actors.

Definition at line 1974 of file vale_storm.c.

Referenced by Event_GatherAfterRiverRescue(), and ValeStorm_ShowBoulderSweepingDownriver().

◆ ValeStorm_FlashLightning()

void ValeStorm_FlashLightning ( void )
static

Flashes the scene layers before fading back to the storm palette.

Definition at line 2319 of file vale_storm.c.

Referenced by ValeStorm_FlashLightning(), and ValeStorm_ShowBoulderSweepingDownriver().

◆ ValeStorm_UpdatePulsingGlow()

void ValeStorm_UpdatePulsingGlow ( void )
static

Tracks the boulder and pulses its glow with the movement script phases.

Definition at line 2345 of file vale_storm.c.

Referenced by ValeStorm_ShowBoulderSweepingDownriver(), and ValeStorm_UpdatePulsingGlow().

◆ ValeStorm_FlickerGlowOffset()

void ValeStorm_FlickerGlowOffset ( void )
static

Alternates the glow vertical offset on successive frames.

Definition at line 2402 of file vale_storm.c.

Referenced by ValeStorm_FlickerGlowOffset(), and ValeStorm_ShowBoulderSweepingDownriver().

◆ ValeStorm_GaretLeavesIsaac()

void ValeStorm_GaretLeavesIsaac ( void )
static

Has Garet leave Isaac at the restored riverbank.

Definition at line 2477 of file vale_storm.c.

Referenced by Event_LeaveByExit2(), and ValeStorm_GaretLeavesIsaac().

◆ ValeStorm_RebuildRiverbank()

void ValeStorm_RebuildRiverbank ( void )
static

Redraws the riverbank cells after the boulder has passed.

Definition at line 2510 of file vale_storm.c.

Referenced by ValeStorm_Initialize(), ValeStorm_RebuildRiverbank(), and ValeStorm_ShowBoulderSweepingDownriver().

◆ ValeStorm_FlashPaletteAndSpawnEffects()

void ValeStorm_FlashPaletteAndSpawnEffects ( struct FieldActor * actor)
static

Flashes the actor palette and emits paired effects at the shake interval.

Definition at line 2559 of file vale_storm.c.

Referenced by Event_WatchBoulderFall(), and ValeStorm_FlashPaletteAndSpawnEffects().

◆ ValeStorm_SpawnEffectPair()

void ValeStorm_SpawnEffectPair ( struct FieldActor * parent)
static

Creates the two linked effects that travel in opposite vertical directions.

Definition at line 2607 of file vale_storm.c.

Referenced by ValeStorm_CyclePaletteAndSpawnEffects(), ValeStorm_FlashPaletteAndSpawnEffects(), and ValeStorm_SpawnEffectPair().

◆ ValeStorm_UpdateBoulderSceneEffects()

void ValeStorm_UpdateBoulderSceneEffects ( void )
static

Updates the four boulder scene actors until the final reaction stops.

Definition at line 2660 of file vale_storm.c.

Referenced by Event_WatchBoulderFall(), and ValeStorm_UpdateBoulderSceneEffects().

◆ ValeStorm_CycleBoulderPalette()

void ValeStorm_CycleBoulderPalette ( void )
static

Definition at line 2669 of file vale_storm.c.

Referenced by Event_WatchBoulderFall(), and ValeStorm_CycleBoulderPalette().

◆ ValeStorm_CopyLeaderSpritePriority()

void ValeStorm_CopyLeaderSpritePriority ( void )
static

Keeps Garet and actor 8 at the leader sprite priority.

Definition at line 2674 of file vale_storm.c.

Referenced by ValeStorm_CopyLeaderSpritePriority(), ValeStorm_GaretLeavesIsaac(), ValeStorm_Initialize(), and ValeStorm_ShowBoulderSweepingDownriver().

◆ ValeStorm_RerollHeadingOnCountdown()

s32 ValeStorm_RerollHeadingOnCountdown ( struct ScriptInterpreter * interpreter)
static

Chooses a new random heading whenever the actor countdown expires.

Definition at line 124 of file vale_storm.c.

Referenced by ValeStorm_RerollHeadingOnCountdown().

◆ ValeStorm_GetEntrances()

const struct SceneEntrance * ValeStorm_GetEntrances ( void )

Returns where the party appears; entrance 15 is where Dora and Isaac run in from the south-west of Vale (ValeBabi's exit 21).

Definition at line 142 of file vale_storm.c.

Referenced by ValeStorm_GetEntrances().

◆ ValeStorm_GetRegions()

const struct SceneRegion * ValeStorm_GetRegions ( void )

Definition at line 146 of file vale_storm.c.

Referenced by ValeStorm_GetRegions().

◆ ValeStorm_GetExits()

const u32 * ValeStorm_GetExits ( void )

Definition at line 148 of file vale_storm.c.

Referenced by ValeStorm_GetExits().

◆ ValeStorm_GetPlacements()

const struct ScenePlacement * ValeStorm_GetPlacements ( void )

Definition at line 150 of file vale_storm.c.

Referenced by ValeStorm_GetPlacements().

◆ ValeStorm_GetEvents()

const struct SceneEvent * ValeStorm_GetEvents ( void )

Definition at line 154 of file vale_storm.c.

Referenced by ValeStorm_GetEvents().

◆ Event_SetPathCellOverride()

void Event_SetPathCellOverride ( void )
static

Swaps the upper path's collision cells as the leader steps onto it.

Reached by stepping on cell code 15. Sets FLAG_SCENE_TEMP_10, which ValeStorm_Initialize reads to swap them again.

Definition at line 159 of file vale_storm.c.

◆ Event_ClearPathCellOverride()

void Event_ClearPathCellOverride ( void )
static

Restores the upper path's collision cells as the leader steps off it.

Reached by stepping on cell code 14. Clears FLAG_SCENE_TEMP_10.

Definition at line 166 of file vale_storm.c.

◆ ValeStorm_OpenBackdropExit11()

UNUSED void ValeStorm_OpenBackdropExit11 ( void )
static

Opens a door and takes exit 11, to ValeInteriors' entrance 1.

No event row names it.

Definition at line 175 of file vale_storm.c.

Referenced by ValeStorm_OpenBackdropExit11().

◆ Event_LeaveByExit1()

void Event_LeaveByExit1 ( void )
static

Stepping on cell code 2 requests exit 1, which has no table row.

Scene_TakeExit therefore falls back to scene 5, entrance 0 (ValeHome), using the first exit's scene.

Definition at line 186 of file vale_storm.c.

Referenced by Event_LeaveByExit1().

◆ Event_LeaveByExit3()

void Event_LeaveByExit3 ( void )
static

Reached by stepping on cell code 3; takes exit 3, to Kraden's cottage (ValeKraden's entrance 1).

Definition at line 193 of file vale_storm.c.

Referenced by Event_LeaveByExit3().

◆ Event_LeaveByExit4()

void Event_LeaveByExit4 ( void )
static

Reached by stepping on cell code 4; takes exit 4, to Kraden's cottage (ValeKraden's entrance 2).

Definition at line 200 of file vale_storm.c.

Referenced by Event_LeaveByExit4().

◆ Event_LeaveByExit2()

void Event_LeaveByExit2 ( void )
static

Reached by stepping on cell code 5; takes exit 2, to ValeHome's entrance 8.

After the river gathering Garet first leaves Isaac (ValeStorm_GaretLeavesIsaac).

Definition at line 208 of file vale_storm.c.

Referenced by Event_LeaveByExit2().

◆ Event_LeaveByExit5()

void Event_LeaveByExit5 ( void )
static

Opens the door and goes in.

Reached by walking north into cell code 6; takes exit 5, to Vale's houses (ValeInteriors' entrance 6).

Definition at line 220 of file vale_storm.c.

Referenced by Event_LeaveByExit5().

◆ Event_LeaveByExit6()

void Event_LeaveByExit6 ( void )
static

Isaac's first time at the door of exit 6: a villager runs out and shoves him; afterwards the door opens as usual.

"Huh? Isaac?" Reached by walking north into cell code 7. The shove plays until FLAG_VALE_STORM_BUMPED_INTO_VILLAGER or FLAG_VALE_STORM_SECOND_ROCK_FELL is set, and sets FLAG_SCENE_TEMP_06; otherwise takes exit 6, to ValeInteriors' entrance 5.

Definition at line 234 of file vale_storm.c.

Referenced by Event_LeaveByExit6().

◆ Event_LeaveByExit7()

void Event_LeaveByExit7 ( void )
static

Opens the door, unless Dora and Kyle left it open, and goes in.

Reached by walking north into cell code 8; takes exit 7, to the south-west of Vale (ValeBabi's entrance 6).

Definition at line 253 of file vale_storm.c.

Referenced by Event_LeaveByExit7().

◆ Event_LeaveByExit8()

void Event_LeaveByExit8 ( void )
static

Opens the door and goes in.

Reached by walking north into cell code 9; takes exit 8, to ValeInteriors' entrance 2.

Definition at line 266 of file vale_storm.c.

Referenced by Event_LeaveByExit8().

◆ Event_LeaveByExit9()

void Event_LeaveByExit9 ( void )
static

Opens the door and goes in.

Reached by walking north into cell code 10; takes exit 9, to ValeInteriors' entrance 1.

Definition at line 277 of file vale_storm.c.

Referenced by Event_LeaveByExit9().

◆ Event_LeaveByExit10()

void Event_LeaveByExit10 ( void )
static

Opens the door and goes in.

Reached by walking north into cell code 11; takes exit 10, to ValeInteriors' entrance 1.

Definition at line 288 of file vale_storm.c.

Referenced by Event_LeaveByExit10().

◆ Event_LeaveByExit12()

void Event_LeaveByExit12 ( void )
static

Opens the door and goes in.

Reached by walking north into cell code 12; takes exit 12, to ValeBabi's entrance 11.

Definition at line 299 of file vale_storm.c.

Referenced by Event_LeaveByExit12().

◆ Event_LeaveByExit13()

void Event_LeaveByExit13 ( void )
static

Opens the door and goes in.

Reached by walking north into cell code 13; takes exit 13, to ValeBabi's entrance 12.

Definition at line 310 of file vale_storm.c.

Referenced by Event_LeaveByExit13().

◆ ValeStorm_Initialize()

s32 ValeStorm_Initialize ( void )

Restores the fallen rocks, the river scene and the Boulder from their flags, starts the storm, and plays the scene with Dora and Kyle on the first arrival by entrance 15.

Called by Field_RunScene once the actors are placed. Sets FLAG_VALE_STORM; after a battle (FLAG_KEEP_PARTY_POSITION) the two doors close again. Garet, until he joins, is shown struggling with his things.

Definition at line 324 of file vale_storm.c.

Referenced by ValeStorm_Initialize().

◆ Event_Rock11Falls()

void Event_Rock11Falls ( void )
static

Walking past: rock 11 falls across the path, and Garet, once with Isaac, says they cannot get around it.

Reached by stepping on cell code 41 until FLAG_VALE_STORM_FIRST_ROCK_PASSED is set, which this sets. Sets FLAG_VALE_STORM_FIRST_ROCK_FELL as the rock falls; with Garet along, before the river gathering, his first comment on any rock sets FLAG_VALE_STORM_GARET_SAW_BLOCKED_PATH.

Definition at line 651 of file vale_storm.c.

Referenced by Event_Rock11Falls().

◆ Event_Rock12Falls()

void Event_Rock12Falls ( void )
static

Walking past: rock 12 falls down the path.

Reached by stepping on cell code 42; the second rock, as Event_Rock11Falls does the first, with FLAG_VALE_STORM_SECOND_ROCK_FELL and FLAG_VALE_STORM_SECOND_ROCK_PASSED.

Definition at line 728 of file vale_storm.c.

Referenced by Event_Rock12Falls().

◆ Event_Rock13Falls()

void Event_Rock13Falls ( void )
static

Walking past: rock 13 falls down the path.

Reached by stepping on cell code 43; the third rock, as Event_Rock11Falls does the first, with FLAG_VALE_STORM_THIRD_ROCK_FELL and FLAG_VALE_STORM_THIRD_ROCK_PASSED.

Definition at line 804 of file vale_storm.c.

Referenced by Event_Rock13Falls().

◆ Event_Rock14Falls()

void Event_Rock14Falls ( void )
static

Walking past: rock 14 falls down the path.

Reached by stepping on cell code 44; the fourth rock, as Event_Rock11Falls does the first, with FLAG_VALE_STORM_FOURTH_ROCK_FELL and FLAG_VALE_STORM_FOURTH_ROCK_PASSED.

Definition at line 875 of file vale_storm.c.

Referenced by Event_Rock14Falls().

◆ Event_HearGaretStruggling()

void Event_HearGaretStruggling ( void )
static

Isaac hears Garet struggling with his things.

"Ugh... Hrnghhh..." Reached by stepping on cell code 30, until Garet has joined. Sets FLAG_VALE_STORM_HEARD_GARET.

Definition at line 978 of file vale_storm.c.

Referenced by Event_HearGaretStruggling().

◆ Event_GaretCallsAfterIsaac()

void Event_GaretCallsAfterIsaac ( void )
static

Walking away from him, Garet calls after Isaac, asking whether he will just leave him there.

Reached by stepping on cell code 31 once Isaac has heard Garet and before Garet joins; ValeStorm_RunCallOutSequence brings him along.

Definition at line 1000 of file vale_storm.c.

Referenced by Event_GaretCallsAfterIsaac().

◆ Event_TalkToGaret()

void Event_TalkToGaret ( void )
static

Talking to Garet: whether to leave his things behind, or, after the river, the Boulder.

Reached by talking to Garet (actor 22): before he joins, ValeStorm_RunCallOutSequence brings him along.

Definition at line 1016 of file vale_storm.c.

Referenced by Event_TalkToGaret().

◆ Event_GaretJoinsIsaac()

void Event_GaretJoinsIsaac ( void )
static

Garet catches up and joins Isaac.

"Hey! Isaac!" Reached by stepping on cell code 32 until Garet has joined. Sets FLAG_VALE_STORM_GARET_JOINED and puts Garet in the party.

Definition at line 1081 of file vale_storm.c.

Referenced by Event_GaretJoinsIsaac().

◆ Event_WarnAboutMtAleph()

void Event_WarnAboutMtAleph ( void )
static

Garet warns where the path north leads.

It leads to Mt. Aleph. Reached by stepping on cell code 33, every time; Isaac is walked back south.

Definition at line 1131 of file vale_storm.c.

Referenced by Event_WarnAboutMtAleph().

◆ Event_WatchBoulderFall()

void Event_WatchBoulderFall ( void )
static

The Boulder falls toward Vale while the elders hold it with their Psynergy.

"Ahhh! The Boulder! It's falling!"

Definition at line 1201 of file vale_storm.c.

Referenced by Event_WatchBoulderFall().

◆ Storm_SetActorFrameMode()

void Storm_SetActorFrameMode ( struct FieldActor * actor,
s32 mode )
static

Applies an animation parameter to each active entry of a single sprite.

Definition at line 1377 of file vale_storm.c.

Referenced by Storm_SetActorFrameMode(), and ValeStorm_FlashBoulderSceneAnimationEntries().

◆ ValeStorm_FlashBoulderSceneAnimationEntries()

UNUSED void ValeStorm_FlashBoulderSceneAnimationEntries ( void )
static

Alternates four actors between the normal and flashing parameters.

Definition at line 1404 of file vale_storm.c.

Referenced by ValeStorm_FlashBoulderSceneAnimationEntries().

◆ Event_WitnessRiverRescue()

void Event_WitnessRiverRescue ( void )
static

At the river, Jenna cries out for her brother as the villagers try to save Felix.

"Oh no! My brother!"

Definition at line 1420 of file vale_storm.c.

Referenced by Event_WitnessRiverRescue().

◆ Event_TalkAboutRescuingFelix()

void Event_TalkAboutRescuingFelix ( void )
static

A villager at the river talks of rescuing Felix.

Definition at line 1803 of file vale_storm.c.

Referenced by Event_TalkAboutRescuingFelix().

◆ Event_GatherAfterRiverRescue()

void Event_GatherAfterRiverRescue ( void )
static

Jenna comes back to the river, and the scene ends with the Boulder sweeping down it.

"Mom! Dad! We're back!"

Definition at line 1840 of file vale_storm.c.

Referenced by Event_GatherAfterRiverRescue().

◆ ValeStorm_PlaceActor()

__inline__ void ValeStorm_PlaceActor ( struct FieldActor * object,
s32 horizontalPosition,
s32 groundPosition )
static

Places an actor and its motion targets at the supplied coordinates.

Definition at line 1954 of file vale_storm.c.

Referenced by ValeStorm_PlaceActor(), and ValeStorm_ShowBoulderSweepingDownriver().

◆ ValeStorm_PlayImpactBeat()

__inline__ void ValeStorm_PlayImpactBeat ( s32 shakeAmplitude,
s32 frames )
static

Shakes the scene at the impact cue and waits for the beat.

Definition at line 1966 of file vale_storm.c.

Referenced by ValeStorm_PlayImpactBeat(), and ValeStorm_ShowBoulderSweepingDownriver().

◆ Event_VillagerAsksForHelp()

void Event_VillagerAsksForHelp ( void )
static

A villager who cannot move asks Isaac to get help. "I can't move...".

Definition at line 2415 of file vale_storm.c.

Referenced by Event_VillagerAsksForHelp().

◆ Event_FightThirdMonster()

void Event_FightThirdMonster ( void )
static

On the stormy night, a monster attacks on the paths (encounter 2 of table 12).

Definition at line 2531 of file vale_storm.c.

Referenced by Event_FightThirdMonster().

◆ Event_FightFourthMonster()

void Event_FightFourthMonster ( void )
static

On the stormy night, another monster attacks (encounter 3 of table 12).

Definition at line 2545 of file vale_storm.c.

Referenced by Event_FightFourthMonster().

◆ ValeStorm_CyclePaletteAndSpawnEffects()

void ValeStorm_CyclePaletteAndSpawnEffects ( struct FieldActor * actor)
static

Cycles six palettes and emits paired effects at the shake interval.

Definition at line 2578 of file vale_storm.c.

Referenced by ValeStorm_CyclePaletteAndSpawnEffects(), and ValeStorm_UpdateBoulderSceneEffects().

◆ ValeStorm_CycleObjectPalettes()

void ValeStorm_CycleObjectPalettes ( struct FieldActor * actor)
static

Cycles six actor palettes on alternate frames.

Definition at line 2594 of file vale_storm.c.

Referenced by ValeStorm_CycleBoulderPalette(), and ValeStorm_CycleObjectPalettes().

◆ Event_SearchBrokenDoor()

void Event_SearchBrokenDoor ( void )
static

The door won't open: the impact knocked it off its hinges.

Definition at line 2695 of file vale_storm.c.

Referenced by Event_SearchBrokenDoor().

◆ Event_SearchValuablesChest()

void Event_SearchValuablesChest ( void )
static

Definition at line 2701 of file vale_storm.c.

Referenced by Event_SearchValuablesChest().

Variable Documentation

◆ sShakeDone

s32 sShakeDone
static

Definition at line 119 of file vale_storm.c.

Referenced by Event_WatchBoulderFall(), and ValeStorm_UpdateBoulderSceneEffects().

◆ sShakeShift

◆ gValeStorm_FrameModes

u8 gValeStorm_FrameModes[] = {7, 0, 0, 0}

Definition at line 2707 of file vale_storm.c.

Referenced by Storm_SetActorFrameMode().

◆ gValeStorm_ActorTwentyScript

s32 gValeStorm_ActorTwentyScript[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(185), 0, PIXELS(824)),
SC_SYNC, SC_MOVE(PIXELS(179), 0, PIXELS(836)),
SC_SYNC, SC_MOVE(PIXELS(226), 0, PIXELS(840)),
SC_SYNC, SC_MOVE(PIXELS(226), 0, PIXELS(944)),
SC_SYNC, SC_POS(0, 0, 0),
}
#define PIXELS(value)
#define SC_POS(x, y, z)
Set position.
Definition objcmd.h:18
#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
#define SC_END
Return to the main script.
Definition objcmd.h:32

Definition at line 2709 of file vale_storm.c.

Referenced by ValeStorm_MeetVillagerAtExit6().

◆ gValeStorm_ActorTwentyTwoScriptA

s32 gValeStorm_ActorTwentyTwoScriptA[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(345), 0, PIXELS(612)),
SC_SYNC, SC_MOVE(PIXELS(311), 0, PIXELS(638)),
SC_SYNC, SC_MOVE(PIXELS(256), 0, PIXELS(608)),
}

Definition at line 2718 of file vale_storm.c.

Referenced by Event_GaretJoinsIsaac().

◆ gValeStorm_ActorTwentyTwoScriptB

s32 gValeStorm_ActorTwentyTwoScriptB[]
Initial value:
= {
SC_WAIT(1),
SC_LOOP(24, SC_TO(1)),
SC_WAIT(1),
SC_LOOP(12, SC_TO(2)),
}
#define SC_LABEL(n)
Branch destination.
Definition objcmd.h:11
#define SC_LOOP(n, to)
Repeat up to n times.
Definition objcmd.h:28
#define SC_FOREVER
Definition objcmd.h:14
#define SC_TO(n)
Definition objcmd.h:12
#define SC_ADD(w, v)
Definition objcmd.h:38
#define SC_WAIT(n)
Wait n frames.
Definition objcmd.h:16
#define SC_TOP
Script start.
Definition objcmd.h:13
@ SW_SCALE_Y
Definition objcmd.h:63
@ SW_SCALE_X
Definition objcmd.h:62

Definition at line 2726 of file vale_storm.c.

Referenced by Event_GaretJoinsIsaac().

◆ gValeStorm_ActorNineteenScript

s32 gValeStorm_ActorNineteenScript[]
Initial value:
= {
SC_ARG(2),
}

Definition at line 2741 of file vale_storm.c.

Referenced by ValeStorm_Initialize().

◆ gValeStorm_LeaderScript

s32 gValeStorm_LeaderScript[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(94), 0, PIXELS(564)), SC_SYNC,
}
@ FACING_WEST
Definition field_scene.h:30
#define SC_SET(w, v)
Write a work value.
Definition objcmd.h:37
@ SW_FACING
Definition objcmd.h:57

Definition at line 2746 of file vale_storm.c.

Referenced by Event_WatchBoulderFall().

◆ gValeStorm_ActorTwentyTwoScript

s32 gValeStorm_ActorTwentyTwoScript[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(76), 0, PIXELS(564)), SC_SYNC,
}
@ FACING_EAST
Definition field_scene.h:26

Definition at line 2752 of file vale_storm.c.

Referenced by Event_WatchBoulderFall().

◆ gValeStorm_ActorNineScriptA

s32 gValeStorm_ActorNineScriptA[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(178), 0, PIXELS(1190)),
SC_SYNC, SC_MOVE(PIXELS(149), 0, PIXELS(1194)),
}

Definition at line 2758 of file vale_storm.c.

Referenced by ValeStorm_RunRiverSearch().

◆ gValeStorm_ActorTwentySixScriptA

s32 gValeStorm_ActorTwentySixScriptA[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(198), 0, PIXELS(1176)),
SC_SYNC, SC_MOVE(PIXELS(170), 0, PIXELS(1195)),
SC_SYNC, SC_MOVE(PIXELS(149), 0, PIXELS(1194)),
SC_SYNC, SC_MOVE(PIXELS(149), 0, PIXELS(1175)),
SC_SYNC, SC_POS(0, 0, 0),
}

Definition at line 2765 of file vale_storm.c.

Referenced by ValeStorm_RunRiverSearch().

◆ gValeStorm_ActorNineScriptB

s32 gValeStorm_ActorNineScriptB[]
Initial value:
= {
SC_ARG(2),
SC_WAIT(30),
SC_POS(PIXELS(102), 0, PIXELS(1189)),
SC_WAIT(1),
SC_MOVE(PIXELS(102), 0, PIXELS(1218)),
SC_MOVE(PIXELS(84), 0, PIXELS(1228)),
SC_ARG(1),
}
@ FACING_SOUTH
Definition field_scene.h:28

Definition at line 2774 of file vale_storm.c.

Referenced by ValeStorm_RunRiverSearch().

◆ gValeStorm_ActorTwentySixScriptB

s32 gValeStorm_ActorTwentySixScriptB[]
Initial value:

Definition at line 2789 of file vale_storm.c.

Referenced by ValeStorm_RunRiverSearch().

◆ gValeStorm_ActorNineScriptC

s32 gValeStorm_ActorNineScriptC[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(50), 0, PIXELS(1214)),
SC_SYNC, SC_MOVE(PIXELS(46), 0, PIXELS(1130)),
SC_SYNC, SC_MOVE(PIXELS(67), 0, PIXELS(1100)),
}

Definition at line 2804 of file vale_storm.c.

Referenced by ValeStorm_RunRiverSearch().

◆ gValeStorm_ActorTwentySixScriptC

s32 gValeStorm_ActorTwentySixScriptC[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(153), 0, PIXELS(1251)),
SC_SYNC, SC_MOVE(PIXELS(177), 0, PIXELS(1357)),
SC_SYNC, SC_POS(0, 0, 0),
}

Definition at line 2812 of file vale_storm.c.

Referenced by ValeStorm_RunRiverSearch().

◆ gValeStorm_ActorNineScriptD

s32 gValeStorm_ActorNineScriptD[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(123), 0, PIXELS(1078)),
SC_SYNC, SC_MOVE(PIXELS(148), 0, PIXELS(1078)),
SC_SYNC, SC_MOVE(PIXELS(148), 0, PIXELS(1064)),
SC_SYNC, SC_MOVE(PIXELS(35), 0, PIXELS(1064)),
SC_SYNC, SC_POS(0, 0, 0),
}

Definition at line 2819 of file vale_storm.c.

Referenced by ValeStorm_RunRiverSearch().

◆ gValeStorm_StormRunActions

s32 gValeStorm_StormRunActions[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(102), 0, PIXELS(1236)),
SC_SYNC, SC_MOVE(PIXELS(148), 0, PIXELS(1256)),
SC_SYNC, SC_MOVE(PIXELS(177), 0, PIXELS(1303)),
}

Definition at line 2828 of file vale_storm.c.

Referenced by Event_GatherAfterRiverRescue().

◆ gValeStorm_ArriveScript

s32 gValeStorm_ArriveScript[]
Initial value:
= {
SC_ARG(2), SC_MOVE(PIXELS(137), 0, PIXELS(1379)),
SC_SYNC, SC_MOVE(PIXELS(114), 0, PIXELS(1416)),
SC_SYNC, SC_MOVE(PIXELS(95), 0, PIXELS(1416)),
SC_SYNC, SC_MOVE(PIXELS(83), 0, PIXELS(1427)),
SC_SYNC, SC_MOVE(PIXELS(154), 0, PIXELS(1430)),
SC_SYNC, SC_MOVE(PIXELS(179), 0, PIXELS(1398)),
SC_SYNC, SC_MOVE(PIXELS(179), 0, PIXELS(1361)),
}

Definition at line 2836 of file vale_storm.c.

Referenced by ValeStorm_ShowBoulderSweepingDownriver().

◆ gValeStorm_GatherPath8

s32 gValeStorm_GatherPath8[]
Initial value:
= {
SC_MOVE(PIXELS(184), 0, PIXELS(1309)),
SC_ARG(1),
SC_SET(SW_FACING, 0xb000),
}

Definition at line 2847 of file vale_storm.c.

Referenced by ValeStorm_ShowBoulderSweepingDownriver().

◆ gValeStorm_GatherPath26

s32 gValeStorm_GatherPath26[]
Initial value:
= {
SC_MOVE(PIXELS(165), 0, PIXELS(1306)), SC_SYNC, SC_ARG(1),
}
@ FACING_NORTHWEST
Definition field_scene.h:31

Definition at line 2855 of file vale_storm.c.

Referenced by ValeStorm_ShowBoulderSweepingDownriver().

◆ gValeStorm_GatherPath0

s32 gValeStorm_GatherPath0[]
Initial value:

Definition at line 2860 of file vale_storm.c.

Referenced by ValeStorm_ShowBoulderSweepingDownriver().

◆ gValeStorm_GatherPath22

s32 gValeStorm_GatherPath22[]
Initial value:
= {
SC_MOVE(PIXELS(166), 0, PIXELS(1325)),
SC_ARG(1),
SC_SET(SW_FACING, 0xb000),
}

Definition at line 2865 of file vale_storm.c.

Referenced by ValeStorm_ShowBoulderSweepingDownriver().

◆ gValeStorm_LookAroundScript

s32 gValeStorm_LookAroundScript[]
Initial value:
= {
}
#define SC_CALL(fn)
Definition objcmd.h:50
static s32 ValeStorm_RerollHeadingOnCountdown(struct ScriptInterpreter *interpreter)
Chooses a new random heading whenever the actor countdown expires.
Definition vale_storm.c:124

Definition at line 2873 of file vale_storm.c.

Referenced by ValeStorm_ShowBoulderSweepingDownriver().

◆ gValeStorm_ActorEightScript

◆ gValeStorm_ActorNineteenRiseScript

s32 gValeStorm_ActorNineteenRiseScript[]

Definition at line 2883 of file vale_storm.c.

Referenced by ValeStorm_ShowBoulderSweepingDownriver().

◆ gValeStorm_Entrances

struct SceneEntrance gValeStorm_Entrances[]
Initial value:
= {
{0, CONDITION_ALWAYS, 167, 0, 1281, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{1, CONDITION_ALWAYS, 257, 0, 456, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{2, CONDITION_ALWAYS, 113, 0, 303, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{3, CONDITION_ALWAYS, 27, 0, 621, FACING_EAST, 0, -1, -1, -1, -1, 0},
{4, CONDITION_ALWAYS, 29, 0, 792, FACING_EAST, 0, -1, -1, -1, -1, 0},
{5, CONDITION_ALWAYS, 458, 0, 1393, FACING_WEST, 0, -1, -1, -1, -1, 0},
{6, CONDITION_ALWAYS, 406, 0, 743, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{7, CONDITION_ALWAYS, 262, 0, 821, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{8, CONDITION_ALWAYS, 340, 0, 904, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{9, CONDITION_ALWAYS, 326, 0, 1142, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{10, CONDITION_ALWAYS, 374, 0, 1254, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{11, CONDITION_ALWAYS, 102, 0, 1222, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{12, CONDITION_ALWAYS, 101, 0, 1216, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{13, CONDITION_ALWAYS, 146, 0, 1193, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{15, CONDITION_ALWAYS, 335, 0, 908, FACING_NORTH, 0, -1, -1, -1, -1, 0},
{16, CONDITION_ALWAYS, 181, 0, 1273, FACING_NORTHEAST, 0, -1, -1, -1, -1,
0},
}
@ SCENE_TABLE_END
Definition field_scene.h:43
@ CONDITION_ALWAYS
Definition field_scene.h:44
@ FACING_NORTHEAST
Definition field_scene.h:33
@ FACING_NORTH
Definition field_scene.h:32

Definition at line 2934 of file vale_storm.c.

Referenced by ValeStorm_GetEntrances().

◆ gValeStorm_Exits

u32 gValeStorm_Exits[]
Initial value:
= {
SCENE_EXITS(3), SCENE_EXIT(2, 5, 8), SCENE_EXIT(3, 6, 1),
SCENE_EXIT(4, 6, 2), SCENE_EXIT(5, 7, 6), SCENE_EXIT(6, 7, 5),
SCENE_EXIT(7, 8, 6), SCENE_EXIT(8, 7, 2), SCENE_EXIT(9, 7, 1),
SCENE_EXIT(10, 7, 1), SCENE_EXIT(11, 7, 1), SCENE_EXIT(12, 8, 11),
SCENE_EXIT(13, 8, 12), SCENE_EXIT(20, 3, 16), SCENE_EXITS_END,
}
#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 2955 of file vale_storm.c.

Referenced by ValeStorm_GetExits().

◆ gValeStorm_Placements

struct ScenePlacement gValeStorm_Placements[]

Definition at line 2964 of file vale_storm.c.

Referenced by ValeStorm_GetPlacements().

◆ gValeStorm_BoulderWatchers

struct ScenePlacement gValeStorm_BoulderWatchers[]
Initial value:

Definition at line 3008 of file vale_storm.c.

Referenced by Event_WatchBoulderFall().

◆ gValeStorm_Events

struct SceneEvent gValeStorm_Events[]

Definition at line 3025 of file vale_storm.c.

Referenced by ValeStorm_GetEvents().

◆ gValeStorm_CellSteps0

u16 gValeStorm_CellSteps0[]
Initial value:
= {
MAP_CELL_STEP(0, 98, 2, 2, 2),
MAP_CELL_STEP(2, 98, 2, 2, 2),
}
#define MAP_CELL_STEP(srcX, srcY, width, height, frames)
Definition field_event.h:59
#define MAP_CELL_STEPS_END
Definition field_event.h:61

Definition at line 3096 of file vale_storm.c.

Referenced by ValeStorm_OpenBackdropExit11().

◆ gValeStorm_CellSteps1

u16 gValeStorm_CellSteps1[]

◆ gValeStorm_CellSteps2

u16 gValeStorm_CellSteps2[]
Initial value:
= {
MAP_CELL_STEP(4, 98, 2, 2, 2),
MAP_CELL_STEP(6, 98, 2, 2, 2),
}

Definition at line 3108 of file vale_storm.c.

Referenced by Event_LeaveByExit13(), Event_LeaveByExit6(), Event_LeaveByExit8(), and ValeStorm_RunRiverSearch().

◆ gValeStorm_CellSteps3

u16 gValeStorm_CellSteps3[]
Initial value:
= {
MAP_CELL_STEP(4, 96, 2, 2, 2),
MAP_CELL_STEP(6, 96, 2, 2, 2),
}

Definition at line 3114 of file vale_storm.c.

Referenced by Event_LeaveByExit9().

◆ gValeStorm_CellSteps4

u16 gValeStorm_CellSteps4[]
Initial value:
= {
MAP_CELL_STEP(0, 96, 2, 2, 2),
MAP_CELL_STEP(50, 44, 2, 2, 2),
}

Definition at line 3120 of file vale_storm.c.

Referenced by ValeStorm_RunRiverSearch().

◆ gValeStorm_CellSteps5

u16 gValeStorm_CellSteps5[]
Initial value:
= {
MAP_CELL_STEP(4, 98, 2, 2, 2),
MAP_CELL_STEP(44, 108, 2, 2, 2),
}

Definition at line 3126 of file vale_storm.c.

Referenced by ValeStorm_RunRiverSearch().