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vault.c File Reference

Vault after the eruption, while Hammet's Shaman's Rod is missing and after the party has jailed the thieves. More...

Go to the source code of this file.

Enumerations

enum  { VAULT_DRIFT_RATE = PIXELS(1) / 10 }
enum  {
  ACTOR_GREETER = 8 , ACTOR_ERUPTION_WITNESS = 9 , ACTOR_THEFT_GOSSIP = 11 , ACTOR_HAMMET_GOSSIP = 10 ,
  ACTOR_IVAN_GOSSIP = 12 , ACTOR_TRAVELER_WATCHER = 13 , ACTOR_FIRST_WALKER = 14 , ACTOR_SECOND_WALKER = 15 ,
  ACTOR_WATCHMAN = 16 , ACTOR_LOITERING_THIEF = 17 , ACTOR_STRANDED_TRAVELER = 18 , ACTOR_VAULT_DOG = 19 ,
  ACTOR_ROOFER = 20 , ACTOR_ROOF_COMPLAINER = 21 , ACTOR_VAULT_VENUS_DJINNI = 23 , VAULT_VENUS_DJINNI_INDEX = 4
}
 The townspeople, named by what they say. More...

Functions

static void Vault_ShowStandingActorMessage (s32 actor)
 Stops an actor, faces the leader and shows the current message.
static void Vault_ShowMessageAndWait (s32 actor, s32 delay)
static void Vault_FaceActorAndWait (s32 actor, s32 cue, s32 delay)
static s32 Vault_UpdateRoofComplainerProximity (union FieldObject *fieldObject)
const struct SceneEntrance * Scene_GetEntrances (void)
const struct SceneRegion * Scene_GetRegions (void)
const u32 * Scene_GetExits (void)
 Both scenes share one exit table.
const struct ScenePlacement * Scene_GetPlacements (void)
static int Vault_GetIvanVenusDjinnCount (void)
 Counts the Venus Djinn that must leave Ivan before he leaves the party.
static void Event_IvanStaysBehind (void)
 Exits 1 and 2 (triggers 20 and 21): while Ivan is helping search for the rod and the thieves are free, he walks out to the gate, says he is still worried about the rod and will wait in Vault, leaves any Venus Djinni with Isaac and leaves the party.
static void Event_PeerIntoWell (void)
 Isaac peers into the well and hears water rumbling down there.
const struct SceneEvent * Scene_GetEvents (void)
static void Vault_AskYesNoAndShowReply (s32 speaker)
 Asks the current question and selects its ordinary or alternate reply.
static void Event_AskAboutEruption (void)
 Asks about the eruption.
static void Event_AskAboutFleeingTravelers (void)
 Travelers left town in a big hurry: did the party see them?
static void Event_ThiefDeniesTheft (void)
 One of the thieves asks whether the party accuses them; either answer gets a denial.
static void Event_AskAboutAdventure (void)
 Asks whether the party is off on an adventure.
static void Event_TalkOfEruptionThefts (void)
 Some folks got robbed during the chaos of the eruption.
static void Event_WatchmanSuspectsOutsiders (void)
 The watchman: nobody steals on his watch, the thieves must be from out of town.
static void Event_TalkToDog (void)
 The dog stops and barks.
static void Event_PityIvan (void)
 The first walker stops: poor Ivan was left at the mayor's to look for the stolen rod.
static void Event_TalkOfHammetsCaravan (void)
 The second walker stops: Hammet's caravan left as soon as the eruption stopped.
static void Event_LookForRoofer (void)
 The roofer should be fixing the roof, but is probably in back slacking off.
static void Event_AskAboutLeavingAgain (void)
 After the thieves are jailed, asks whether the party is leaving again.
static void Event_PraiseThievesCapture (void)
 Praises the thieves' capture. "It's great that you caught those thieves!".
static void Event_TalkAboutIvan (void)
 Ivan went out to Lunpa, or, with Ivan in the party, rescuing Hammet must have been impossible.
static void Event_TalkOfDamagedRoads (void)
 The eruption devastated the roads; once the southern bridge is repaired, you can head toward Kalay.
static void Event_AskWhetherIvanWentToLunpa (void)
 The first walker hopes Ivan didn't go to Lunpa alone, or, with Ivan in the party, asks when he joined up with Isaac.
static void Event_ThankForCapturingThieves (void)
 The second walker: everyone is grateful the party captured the thieves.
static void Event_AskAboutPrisoners (void)
 Asks about the prisoners.
static void Event_AskWhoCapturedThieves (void)
 Asks who captured the thieves; either answer is praised.
static void Event_TalkToDogAfterCapture (void)
 The dog barks; carrying a Bone before it has shown the passage lets the party give it one.
static void Event_ThankBeforeDeparture (void)
 Thanks the party before it leaves.
static void Event_ReadMindOnTheft (void)
 Mind Read: stealing during an eruption is unforgivable, or how should the prisoners be punished?
static void Event_ReadMindOnTravelers (void)
 Mind Read: the strange travelers headed for the northeast of the Goma Range, or the only way out is the cave in the Goma Range.
static void Event_ReadMindOnIvan (void)
 Mind Read on the first walker: the three creeps at the inn stole the rod, or where did Ivan go (when did they join him, with Ivan in the party)?
static void Event_ReadMindOnWealth (void)
 Mind Read on the second walker: riches can't save you from a volcano, or the party must be stronger than they look.
static void Event_ReadMindOnSuspects (void)
 Mind Read on the watchman: everyone knows the three at the inn stole the rod, or he feels much better with them behind bars.
static void Event_ReadDogMind (void)
 Mind Read on the dog: humans value money over their lives; after the thieves are jailed, bring a bone for something useful, and once fed, a careful search will reveal a passage.
static void Event_ReadMindOnRoofer (void)
 Mind Read: that sneak is wasting time instead of fixing the roof.
static void Vault_WalkThroughExit (s32 x, s32 y, s32 continuation)
 Walks to the exit threshold and requests the room's transition.
static void Event_EnterSoutheastHouse (void)
 Opens and enters the southeastern house.
static void Event_EnterCentralEastHouse (void)
 Opens and enters the house east of the town's center.
static void Event_EnterCentralHouse (void)
 Opens and enters the central house.
static void Event_EnterNortheastHouse (void)
 Enters the northeastern doorway behind its foreground tiles.
static void Event_EnterNorthHouse (void)
 Enters the northern doorway behind its foreground tiles.
static void Event_EnterNorthwestHouse (void)
 Opens and enters the northwestern house.
static void Event_EnterJail (void)
 The jail door opens and the party walks in, drawn behind the doorway.
static void Event_EnterPassage (void)
 The party walks through the doorless entrance into the interiors (exit 13).
static void Vault_JumpActorToAndWait (s32 actorId, s32 x, s32 z, s32 verticalSpeed)
 Moves an actor through a jump and waits up to sixty frames for it to settle.
static void Event_RingBell (void)
 Isaac rings the bell; the first time, the Venus Djinni hiding nearby jumps out and comes to the bell.
static void Event_GiveBoneToDog (void)
 Given a Bone, the dog runs to the hidden passage and jumps there three times.
s32 Scene_Initialize (void)
 On arrival: restores the dog's and the Djinni's places, sets the walkers and the roof complainer stopping near the leader, and, while Ivan waits in Vault for the party, has him greet the two and rejoin.
static void Vault_UpdateDriftingEffect (union FieldObject *fieldObject)
 Applies drift and gradually damps both rates toward zero.
static UNUSED void Vault_SpawnDriftingEffect (s32 flags)
 Spawns a drifting sprite near the dog, sharing its drawing priority.

Variables

s32 gEffectScript0 []
s32 gEffectScript1 []
s32 gEffectScript2 []
const s32 * gEffectScripts []
s32 gVault_Actor2 []
s32 gVault_Actor0 []
s32 gVault_Actor1 []
struct SceneEntrance gVault_Entrances []
u32 gVault_Exits []
struct ScenePlacement gVault_Placements []
struct ScenePlacement gVault_PlacementsAfterThieves []
struct SceneEvent gVault_Events []
struct SceneEvent gVault_EventsAfterThieves []
u16 gVault_Scene5Cells []
u16 gVault_Scene6Cells []
u16 gVault_Scene7Cells []
u16 gVault_Scene8Cells []
u16 gVault_Scene9Cells []
u16 gVault_Scene10Cells []
u16 gVault_Scene12Cells []
s32 gVault_DriftScriptA []
s32 gVault_DriftScriptB []

Detailed Description

Vault after the eruption, while Hammet's Shaman's Rod is missing and after the party has jailed the thieves.

Definition in file vault.c.

Enumeration Type Documentation

◆ anonymous enum

anonymous enum
Enumerator
VAULT_DRIFT_RATE 

Definition at line 45 of file vault.c.

◆ anonymous enum

anonymous enum

The townspeople, named by what they say.

Enumerator
ACTOR_GREETER 

greets the party.

"Welcome to Vault"

ACTOR_ERUPTION_WITNESS 

Asks about the eruption. "Wasn't the eruption of Mt. Aleph incredible?".

ACTOR_THEFT_GOSSIP 

folks got robbed during the eruption

ACTOR_HAMMET_GOSSIP 

Master Hammet had his precious rod stolen.

ACTOR_IVAN_GOSSIP 

Hammet's servant can't return to Kalay.

ACTOR_TRAVELER_WATCHER 

Speaks of travelers. "Those travelers left in a big hurry.".

ACTOR_FIRST_WALKER 

The two who walk in circles.

ACTOR_SECOND_WALKER 
ACTOR_WATCHMAN 

Keeps watch. "Nobody's stealing anything on my watch!".

ACTOR_LOITERING_THIEF 

A thief. "Are you accusing us of stealing...?".

ACTOR_STRANDED_TRAVELER 

was leaving town when the volcano erupted

ACTOR_VAULT_DOG 
ACTOR_ROOFER 

a fiery rock burnt a hole through the roof

ACTOR_ROOF_COMPLAINER 

Complains of the roofer. "He should be fixing the roof now".

ACTOR_VAULT_VENUS_DJINNI 
VAULT_VENUS_DJINNI_INDEX 

Definition at line 48 of file vault.c.

Function Documentation

◆ Vault_ShowStandingActorMessage()

void Vault_ShowStandingActorMessage ( s32 actor)
static

Stops an actor, faces the leader and shows the current message.

Definition at line 338 of file vault.c.

Referenced by Event_PraiseThievesCapture(), Event_TalkAboutIvan(), Event_TalkOfDamagedRoads(), Event_TalkOfEruptionThefts(), Event_WatchmanSuspectsOutsiders(), and Vault_ShowStandingActorMessage().

◆ Vault_ShowMessageAndWait()

void Vault_ShowMessageAndWait ( s32 actor,
s32 delay )
static

◆ Vault_FaceActorAndWait()

◆ Vault_UpdateRoofComplainerProximity()

s32 Vault_UpdateRoofComplainerProximity ( union FieldObject * fieldObject)
static

Definition at line 90 of file vault.c.

Referenced by Scene_Initialize(), and Vault_UpdateRoofComplainerProximity().

◆ Scene_GetEntrances()

const struct SceneEntrance * Scene_GetEntrances ( void )

Definition at line 119 of file vault.c.

◆ Scene_GetRegions()

const struct SceneRegion * Scene_GetRegions ( void )

Definition at line 123 of file vault.c.

◆ Scene_GetExits()

const u32 * Scene_GetExits ( void )

Both scenes share one exit table.

Definition at line 125 of file vault.c.

◆ Scene_GetPlacements()

const struct ScenePlacement * Scene_GetPlacements ( void )

Definition at line 127 of file vault.c.

◆ Vault_GetIvanVenusDjinnCount()

int Vault_GetIvanVenusDjinnCount ( void )
static

Counts the Venus Djinn that must leave Ivan before he leaves the party.

Definition at line 134 of file vault.c.

Referenced by Event_IvanStaysBehind(), and Vault_GetIvanVenusDjinnCount().

◆ Event_IvanStaysBehind()

void Event_IvanStaysBehind ( void )
static

Exits 1 and 2 (triggers 20 and 21): while Ivan is helping search for the rod and the thieves are free, he walks out to the gate, says he is still worried about the rod and will wait in Vault, leaves any Venus Djinni with Isaac and leaves the party.

Definition at line 144 of file vault.c.

Referenced by Event_IvanStaysBehind().

◆ Event_PeerIntoWell()

void Event_PeerIntoWell ( void )
static

Isaac peers into the well and hears water rumbling down there.

Definition at line 189 of file vault.c.

Referenced by Event_PeerIntoWell(), and Event_PeerIntoWell().

◆ Scene_GetEvents()

const struct SceneEvent * Scene_GetEvents ( void )

Definition at line 196 of file vault.c.

◆ Vault_AskYesNoAndShowReply()

void Vault_AskYesNoAndShowReply ( s32 speaker)
inlinestatic

Asks the current question and selects its ordinary or alternate reply.

Definition at line 203 of file vault.c.

Referenced by Event_AskAboutAdventure(), Event_AskAboutFleeingTravelers(), Event_AskAboutLeavingAgain(), Event_AskAboutPrisoners(), Event_AskWhoCapturedThieves(), Event_ThiefDeniesTheft(), and Vault_AskYesNoAndShowReply().

◆ Event_AskAboutEruption()

void Event_AskAboutEruption ( void )
static

Asks about the eruption.

"Wasn't the eruption of Mt. Aleph incredible?" Yes: too terrified to sleep for days. No: aren't you courageous!

Definition at line 215 of file vault.c.

Referenced by Event_AskAboutEruption().

◆ Event_AskAboutFleeingTravelers()

void Event_AskAboutFleeingTravelers ( void )
static

Travelers left town in a big hurry: did the party see them?

Yes: two women and four men, the girl and old man unhappy to be there. No: maybe they left earlier.

Definition at line 231 of file vault.c.

Referenced by Event_AskAboutFleeingTravelers().

◆ Event_ThiefDeniesTheft()

void Event_ThiefDeniesTheft ( void )
static

One of the thieves asks whether the party accuses them; either answer gets a denial.

"Are you accusing us of stealing Hammet's treasured Shaman's Rod?"

Definition at line 243 of file vault.c.

Referenced by Event_ThiefDeniesTheft().

◆ Event_AskAboutAdventure()

void Event_AskAboutAdventure ( void )
static

Asks whether the party is off on an adventure.

"Off on an adventure, are you?" Yes: impressive for youngsters. No: see the Sanctum while you're here.

Definition at line 254 of file vault.c.

Referenced by Event_AskAboutAdventure().

◆ Event_TalkOfEruptionThefts()

void Event_TalkOfEruptionThefts ( void )
static

Some folks got robbed during the chaos of the eruption.

Definition at line 264 of file vault.c.

Referenced by Event_TalkOfEruptionThefts().

◆ Event_WatchmanSuspectsOutsiders()

void Event_WatchmanSuspectsOutsiders ( void )
static

The watchman: nobody steals on his watch, the thieves must be from out of town.

Definition at line 273 of file vault.c.

Referenced by Event_WatchmanSuspectsOutsiders().

◆ Event_TalkToDog()

void Event_TalkToDog ( void )
static

The dog stops and barks.

Definition at line 281 of file vault.c.

Referenced by Event_TalkToDog(), and Event_TalkToDog().

◆ Event_PityIvan()

void Event_PityIvan ( void )
static

The first walker stops: poor Ivan was left at the mayor's to look for the stolen rod.

Definition at line 292 of file vault.c.

Referenced by Event_PityIvan().

◆ Event_TalkOfHammetsCaravan()

void Event_TalkOfHammetsCaravan ( void )
static

The second walker stops: Hammet's caravan left as soon as the eruption stopped.

Definition at line 310 of file vault.c.

Referenced by Event_TalkOfHammetsCaravan().

◆ Event_LookForRoofer()

void Event_LookForRoofer ( void )
static

The roofer should be fixing the roof, but is probably in back slacking off.

Definition at line 327 of file vault.c.

Referenced by Event_LookForRoofer().

◆ Event_AskAboutLeavingAgain()

void Event_AskAboutLeavingAgain ( void )
static

After the thieves are jailed, asks whether the party is leaving again.

"So, you're hitting the road again?"

Definition at line 350 of file vault.c.

Referenced by Event_AskAboutLeavingAgain().

◆ Event_PraiseThievesCapture()

void Event_PraiseThievesCapture ( void )
static

Praises the thieves' capture. "It's great that you caught those thieves!".

Definition at line 359 of file vault.c.

Referenced by Event_PraiseThievesCapture().

◆ Event_TalkAboutIvan()

void Event_TalkAboutIvan ( void )
static

Ivan went out to Lunpa, or, with Ivan in the party, rescuing Hammet must have been impossible.

Definition at line 368 of file vault.c.

Referenced by Event_TalkAboutIvan().

◆ Event_TalkOfDamagedRoads()

void Event_TalkOfDamagedRoads ( void )
static

The eruption devastated the roads; once the southern bridge is repaired, you can head toward Kalay.

Definition at line 383 of file vault.c.

Referenced by Event_TalkOfDamagedRoads().

◆ Event_AskWhetherIvanWentToLunpa()

void Event_AskWhetherIvanWentToLunpa ( void )
static

The first walker hopes Ivan didn't go to Lunpa alone, or, with Ivan in the party, asks when he joined up with Isaac.

Definition at line 392 of file vault.c.

Referenced by Event_AskWhetherIvanWentToLunpa().

◆ Event_ThankForCapturingThieves()

void Event_ThankForCapturingThieves ( void )
static

The second walker: everyone is grateful the party captured the thieves.

Definition at line 411 of file vault.c.

Referenced by Event_ThankForCapturingThieves().

◆ Event_AskAboutPrisoners()

void Event_AskAboutPrisoners ( void )
static

Asks about the prisoners.

"Those men you captured... They're in jail now?" Yes: the prison hadn't been used in a long time. No: they're upset; maybe go see them.

Definition at line 430 of file vault.c.

Referenced by Event_AskAboutPrisoners().

◆ Event_AskWhoCapturedThieves()

void Event_AskWhoCapturedThieves ( void )
static

Asks who captured the thieves; either answer is praised.

"Are you the ones who captured the thieves?"

Definition at line 441 of file vault.c.

Referenced by Event_AskWhoCapturedThieves().

◆ Event_TalkToDogAfterCapture()

void Event_TalkToDogAfterCapture ( void )
static

The dog barks; carrying a Bone before it has shown the passage lets the party give it one.

Definition at line 451 of file vault.c.

Referenced by Event_TalkToDogAfterCapture().

◆ Event_ThankBeforeDeparture()

void Event_ThankBeforeDeparture ( void )
static

Thanks the party before it leaves.

"Thank you for the other day. Are you leaving town already?"

Definition at line 470 of file vault.c.

Referenced by Event_ThankBeforeDeparture().

◆ Event_ReadMindOnTheft()

void Event_ReadMindOnTheft ( void )
static

Mind Read: stealing during an eruption is unforgivable, or how should the prisoners be punished?

Definition at line 482 of file vault.c.

Referenced by Event_ReadMindOnTheft().

◆ Event_ReadMindOnTravelers()

void Event_ReadMindOnTravelers ( void )
static

Mind Read: the strange travelers headed for the northeast of the Goma Range, or the only way out is the cave in the Goma Range.

Definition at line 494 of file vault.c.

Referenced by Event_ReadMindOnTravelers().

◆ Event_ReadMindOnIvan()

void Event_ReadMindOnIvan ( void )
static

Mind Read on the first walker: the three creeps at the inn stole the rod, or where did Ivan go (when did they join him, with Ivan in the party)?

Definition at line 507 of file vault.c.

Referenced by Event_ReadMindOnIvan().

◆ Event_ReadMindOnWealth()

void Event_ReadMindOnWealth ( void )
static

Mind Read on the second walker: riches can't save you from a volcano, or the party must be stronger than they look.

Definition at line 524 of file vault.c.

Referenced by Event_ReadMindOnWealth().

◆ Event_ReadMindOnSuspects()

void Event_ReadMindOnSuspects ( void )
static

Mind Read on the watchman: everyone knows the three at the inn stole the rod, or he feels much better with them behind bars.

Definition at line 538 of file vault.c.

Referenced by Event_ReadMindOnSuspects().

◆ Event_ReadDogMind()

void Event_ReadDogMind ( void )
static

Mind Read on the dog: humans value money over their lives; after the thieves are jailed, bring a bone for something useful, and once fed, a careful search will reveal a passage.

Definition at line 551 of file vault.c.

Referenced by Event_ReadDogMind().

◆ Event_ReadMindOnRoofer()

void Event_ReadMindOnRoofer ( void )
static

Mind Read: that sneak is wasting time instead of fixing the roof.

Definition at line 570 of file vault.c.

Referenced by Event_ReadMindOnRoofer().

◆ Vault_WalkThroughExit()

void Vault_WalkThroughExit ( s32 x,
s32 y,
s32 continuation )
static

◆ Event_EnterSoutheastHouse()

void Event_EnterSoutheastHouse ( void )
static

Opens and enters the southeastern house.

Definition at line 588 of file vault.c.

◆ Event_EnterCentralEastHouse()

void Event_EnterCentralEastHouse ( void )
static

Opens and enters the house east of the town's center.

Definition at line 595 of file vault.c.

Referenced by Event_EnterCentralEastHouse(), and Event_EnterCentralEastHouse().

◆ Event_EnterCentralHouse()

void Event_EnterCentralHouse ( void )
static

Opens and enters the central house.

Definition at line 602 of file vault.c.

◆ Event_EnterNortheastHouse()

void Event_EnterNortheastHouse ( void )
static

Enters the northeastern doorway behind its foreground tiles.

Definition at line 609 of file vault.c.

Referenced by Event_EnterNortheastHouse(), and Event_EnterNortheastHouse().

◆ Event_EnterNorthHouse()

void Event_EnterNorthHouse ( void )
static

Enters the northern doorway behind its foreground tiles.

Definition at line 622 of file vault.c.

Referenced by Event_EnterNorthHouse(), and Event_EnterNorthHouse().

◆ Event_EnterNorthwestHouse()

void Event_EnterNorthwestHouse ( void )
static

Opens and enters the northwestern house.

Definition at line 635 of file vault.c.

Referenced by Event_EnterNorthwestHouse(), and Event_EnterNorthwestHouse().

◆ Event_EnterJail()

void Event_EnterJail ( void )
static

The jail door opens and the party walks in, drawn behind the doorway.

Definition at line 644 of file vault.c.

Referenced by Event_EnterJail(), and Event_EnterJail().

◆ Event_EnterPassage()

void Event_EnterPassage ( void )
static

The party walks through the doorless entrance into the interiors (exit 13).

Definition at line 657 of file vault.c.

Referenced by Event_EnterPassage().

◆ Vault_JumpActorToAndWait()

void Vault_JumpActorToAndWait ( s32 actorId,
s32 x,
s32 z,
s32 verticalSpeed )
static

Moves an actor through a jump and waits up to sixty frames for it to settle.

Definition at line 663 of file vault.c.

Referenced by Event_RingBell(), and Vault_JumpActorToAndWait().

◆ Event_RingBell()

void Event_RingBell ( void )
static

Isaac rings the bell; the first time, the Venus Djinni hiding nearby jumps out and comes to the bell.

Definition at line 685 of file vault.c.

Referenced by Event_RingBell(), and Event_RingBell().

◆ Event_GiveBoneToDog()

void Event_GiveBoneToDog ( void )
static

Given a Bone, the dog runs to the hidden passage and jumps there three times.

Definition at line 706 of file vault.c.

Referenced by Event_GiveBoneToDog(), and Event_GiveBoneToDog().

◆ Scene_Initialize()

s32 Scene_Initialize ( void )

On arrival: restores the dog's and the Djinni's places, sets the walkers and the roof complainer stopping near the leader, and, while Ivan waits in Vault for the party, has him greet the two and rejoin.

Sets up whichever scene is being entered and runs its arrival events.

Definition at line 731 of file vault.c.

◆ Vault_UpdateDriftingEffect()

void Vault_UpdateDriftingEffect ( union FieldObject * fieldObject)
static

Applies drift and gradually damps both rates toward zero.

This custom update uses speed/acceleration as its two drift rates and mirrors the resulting position into the actor's target coordinates.

Definition at line 878 of file vault.c.

Referenced by Vault_SpawnDriftingEffect(), and Vault_UpdateDriftingEffect().

◆ Vault_SpawnDriftingEffect()

UNUSED void Vault_SpawnDriftingEffect ( s32 flags)
static

Spawns a drifting sprite near the dog, sharing its drawing priority.

Definition at line 903 of file vault.c.

Referenced by Vault_SpawnDriftingEffect().

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 1000 of file vault.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 1005 of file vault.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 1010 of file vault.c.

◆ gEffectScripts

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

Definition at line 1015 of file vault.c.

◆ gVault_Actor2

s32 gVault_Actor2[]

Definition at line 1021 of file vault.c.

◆ gVault_Actor0

s32 gVault_Actor0[]
Initial value:
= {
SC_ARG(2),
SC_MOVE(PIXELS(136), 0, PIXELS(376)),
SC_MOVE(PIXELS(120), 0, PIXELS(376)),
SC_MOVE(PIXELS(104), 0, PIXELS(392)),
SC_MOVE(PIXELS(104), 0, PIXELS(408)),
SC_MOVE(PIXELS(120), 0, PIXELS(424)),
SC_MOVE(PIXELS(136), 0, PIXELS(424)),
SC_MOVE(PIXELS(152), 0, PIXELS(408)),
SC_MOVE(PIXELS(152), 0, PIXELS(392)),
}
#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_FOREVER
Definition objcmd.h:14
#define SC_TO(n)
Definition objcmd.h:12
#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
@ SW_ACCEL
Definition objcmd.h:68
@ SW_SPEED
Definition objcmd.h:67

Definition at line 1077 of file vault.c.

◆ gVault_Actor1

s32 gVault_Actor1[]
Initial value:
= {
SC_ARG(2),
SC_MOVE(PIXELS(120), 0, PIXELS(424)),
SC_MOVE(PIXELS(136), 0, PIXELS(424)),
SC_MOVE(PIXELS(152), 0, PIXELS(408)),
SC_MOVE(PIXELS(152), 0, PIXELS(392)),
SC_MOVE(PIXELS(136), 0, PIXELS(376)),
SC_MOVE(PIXELS(120), 0, PIXELS(376)),
SC_MOVE(PIXELS(104), 0, PIXELS(392)),
SC_MOVE(PIXELS(104), 0, PIXELS(408)),
}

Definition at line 1102 of file vault.c.

◆ gVault_Entrances

struct SceneEntrance gVault_Entrances[]
Initial value:
= {
{0, CONDITION_ALWAYS, 223, 0, 135, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{1, CONDITION_ALWAYS, 400, 0, 472, FACING_NORTH, 0, -1, -1, -1, -1, 0},
{2, CONDITION_ALWAYS, 224, 0, 138, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{5, CONDITION_ALWAYS, 408, 0, 344, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{6, CONDITION_ALWAYS, 312, 0, 328, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{7, CONDITION_ALWAYS, 216, 0, 312, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{8, CONDITION_ALWAYS, 376, 0, 248, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{9, CONDITION_ALWAYS, 296, 0, 200, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{10, CONDITION_ALWAYS, 120, 0, 168, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{11, CONDITION_ALWAYS, 64, 0, 294, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{12, CONDITION_ALWAYS, 70, 0, 183, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{13, CONDITION_ALWAYS, 152, 0, 272, FACING_SOUTH, 0, -1, -1, -1, -1, 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 1127 of file vault.c.

Referenced by Scene_GetEntrances().

◆ gVault_Exits

u32 gVault_Exits[]
Initial value:
= {
SCENE_EXIT(5, 21, 5),
SCENE_EXIT(6, 21, 6),
SCENE_EXIT(7, 21, 7),
SCENE_EXIT(8, 21, 8),
SCENE_EXIT(9, 21, 9),
SCENE_EXIT(10, 21, 10),
SCENE_EXIT(11, 9, 10),
SCENE_EXIT(13, 21, 13),
}
#define SCENE_EXITS(scene)
Definition field_scene.h:72
@ SCENE_VAULT
Definition field_scene.h:14
@ SCENE_VAULT_JAIL
Definition field_scene.h:15
@ SCENE_VAULT_REVISIT
Definition field_scene.h:16
@ SCENE_WORLD_MAP
Definition field_scene.h:13
#define SCENE_EXIT(exit, scene, entrance)
Definition field_scene.h:73
#define SCENE_EXITS_END
Definition field_scene.h:77

Definition at line 1143 of file vault.c.

Referenced by Scene_GetExits().

◆ gVault_Placements

struct ScenePlacement gVault_Placements[]

Definition at line 1161 of file vault.c.

Referenced by Scene_GetPlacements().

◆ gVault_PlacementsAfterThieves

struct ScenePlacement gVault_PlacementsAfterThieves[]

Definition at line 1199 of file vault.c.

Referenced by Scene_GetPlacements().

◆ gVault_Events

struct SceneEvent gVault_Events[]

Definition at line 1235 of file vault.c.

Referenced by Scene_GetEvents().

◆ gVault_EventsAfterThieves

struct SceneEvent gVault_EventsAfterThieves[]

Definition at line 1283 of file vault.c.

Referenced by Scene_GetEvents().

◆ gVault_Scene5Cells

u16 gVault_Scene5Cells[]
Initial value:
= {
MAP_CELL_STEP(35, 52, 2, 2, 4),
MAP_CELL_STEP(33, 52, 2, 2, 4),
}
#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 1329 of file vault.c.

Referenced by Event_EnterSoutheastHouse().

◆ gVault_Scene6Cells

u16 gVault_Scene6Cells[]
Initial value:
= {
MAP_CELL_STEP(35, 50, 2, 2, 4),
MAP_CELL_STEP(33, 50, 2, 2, 4),
}

Definition at line 1335 of file vault.c.

Referenced by Event_EnterCentralEastHouse().

◆ gVault_Scene7Cells

u16 gVault_Scene7Cells[]
Initial value:
= {
MAP_CELL_STEP(35, 48, 2, 2, 4),
MAP_CELL_STEP(33, 48, 2, 2, 4),
}

Definition at line 1341 of file vault.c.

Referenced by Event_EnterCentralHouse().

◆ gVault_Scene8Cells

u16 gVault_Scene8Cells[]
Initial value:
= {
MAP_CELL_STEP(42, 48, 2, 2, 4),
MAP_CELL_STEP(40, 48, 2, 2, 4),
}

Definition at line 1347 of file vault.c.

Referenced by Event_EnterNortheastHouse().

◆ gVault_Scene9Cells

u16 gVault_Scene9Cells[]
Initial value:
= {
MAP_CELL_STEP(42, 46, 2, 2, 4),
MAP_CELL_STEP(40, 46, 2, 2, 4),
}

Definition at line 1353 of file vault.c.

Referenced by Event_EnterNorthHouse().

◆ gVault_Scene10Cells

u16 gVault_Scene10Cells[]
Initial value:
= {
MAP_CELL_STEP(35, 46, 2, 2, 4),
MAP_CELL_STEP(33, 46, 2, 2, 4),
}

Definition at line 1359 of file vault.c.

Referenced by Event_EnterNorthwestHouse().

◆ gVault_Scene12Cells

u16 gVault_Scene12Cells[]
Initial value:
= {
MAP_CELL_STEP(35, 33, 2, 2, 4),
MAP_CELL_STEP(33, 33, 2, 2, 4),
}

Definition at line 1365 of file vault.c.

Referenced by Event_EnterJail().

◆ gVault_DriftScriptA

s32 gVault_DriftScriptA[]
Initial value:
= {
SC_WAIT(1),
SC_LOOP(118, SC_TOP),
}

Definition at line 1371 of file vault.c.

Referenced by Vault_SpawnDriftingEffect().

◆ gVault_DriftScriptB

s32 gVault_DriftScriptB[]
Initial value:
= {
SC_WAIT(1),
}

Definition at line 1377 of file vault.c.

Referenced by Vault_SpawnDriftingEffect().