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vault_interiors_revisit.c File Reference

Vault's houses, shops and inn on the party's return, after the thieves have escaped from jail. More...

Go to the source code of this file.

Enumerations

enum  {
  ACTOR_GEM_OWNER = 8 , ACTOR_GEM_OWNERS_WIFE = 9 , ACTOR_CHILD = 11 , ACTOR_COLOSSO_HUSBAND = 12 ,
  ACTOR_COLOSSO_WIFE = 13 , ACTOR_MAYOR = 16 , ACTOR_MAYORS_WIFE = 17 , ACTOR_COOK = 23 ,
  ACTOR_VAULT_BONE_GIVER = 18 , ACTOR_VAULT_WEAPON_MERCHANT = 19 , ACTOR_VAULT_ARMOR_MERCHANT = 20 , ACTOR_VAULT_ITEM_MERCHANT = 21 ,
  ACTOR_VAULT_INNKEEPER = 22 , VAULT_WEAPON_STOCK = 4 , VAULT_ARMOR_STOCK = 5 , VAULT_ITEM_STOCK = 6 ,
  VAULT_INN = 1
}
 The townspeople, named by what they say on the party's return. More...
enum  { FLAG_WELCOMED_BACK = FLAG_SCENE_TEMP_00 + 0x100 }
 Set once the mayor has told Isaac the thieves escaped from jail. More...

Functions

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)
 Applies view conditions to the placements before the field spawns them.
static void VaultInteriorsRevisit_ShowStandingActorDialogue (s32 actor)
 The actor stands still and says the selected message.
static void VaultInteriorsRevisit_FaceAndSpeak (s32 actor, s32 message)
 Faces the leader and shows this resident's dialogue while standing still.
static void Event_WifeSawCatTakeGem (void)
 The wife thought she saw the cat paw the gemstone on the table, and then the treasure was gone.
static void Event_ChildDoubtsThievesWereFromLunpa (void)
 The child points out Dodonpa's henchmen never attacked: maybe the thieves weren't from Lunpa after all.
static void Event_HusbandLongsForColosso (void)
 The husband would like to see Colosso in Tolbi once more before he dies.
static void Event_WelcomeIsaacBack (void)
 The mayor welcomes Isaac back: the thieves he caught escaped from jail.
static void Event_WarnOfThievesRevenge (void)
 After the welcome: those thieves really wanted revenge, so take care.
static void Event_OfferLeftoverBones (void)
 The cook has useless bones left from cooking and asks if the party wants some.
static void Event_OfferBones (void)
 The bone giver offers leftover bones from dinner (again, once one was taken); a yes gets a Bone if there is room, a no a nod.
static void Event_ReadMindAndWelcomeIsaacBack (void)
 Mind Read on the mayor before the welcome: he notices and welcomes Isaac back.
static void Event_TalkToWeaponMerchant (void)
 Across the counter the weapon shop opens; from elsewhere the merchant talks of a river of fire.
static void Event_TalkToArmorMerchant (void)
 Across the counter the armor shop opens; from elsewhere the merchant says the eruption split the continent in two.
static void Event_TalkToItemMerchant (void)
 Across the counter the item shop opens; from elsewhere the merchant has had few customers lately.
static void Event_TalkToInnkeeper (void)
 Across the counter the inn opens; from elsewhere the innkeeper complains that no one comes, what with the volcano.
static void Event_ReadBoneGiverMind (void)
 Mind Read on the bone giver: hungry while cooking, or, once a Bone was given, wondering about a calcium deficiency.
const struct SceneEvent * Scene_GetEvents (void)
 Returns the talk, Psynergy, search and exit event table.
s32 Scene_Initialize (void)
 Initializes the selected interior: lowers actor 8 or starts the spot check.

Variables

struct SceneEntrance gVaultInteriorsRevisit_Entrances []
u32 gVaultInteriorsRevisit_Exits []
struct ScenePlacement gVaultInteriorsRevisit_Placements []
struct SceneEvent gVaultInteriorsRevisit_Events []

Detailed Description

Vault's houses, shops and inn on the party's return, after the thieves have escaped from jail.

Definition in file vault_interiors_revisit.c.

Enumeration Type Documentation

◆ anonymous enum

anonymous enum

The townspeople, named by what they say on the party's return.

Enumerator
ACTOR_GEM_OWNER 

a cat ate his precious stone

ACTOR_GEM_OWNERS_WIFE 
ACTOR_CHILD 

a child. "Daddy hasn't been paying attention"

ACTOR_COLOSSO_HUSBAND 

would like to see Colosso once more

ACTOR_COLOSSO_WIFE 
ACTOR_MAYOR 

before the theft was solved, his wife called him that

ACTOR_MAYORS_WIFE 
ACTOR_COOK 

did some cooking and has bones to spare

ACTOR_VAULT_BONE_GIVER 
ACTOR_VAULT_WEAPON_MERCHANT 
ACTOR_VAULT_ARMOR_MERCHANT 
ACTOR_VAULT_ITEM_MERCHANT 
ACTOR_VAULT_INNKEEPER 
VAULT_WEAPON_STOCK 
VAULT_ARMOR_STOCK 
VAULT_ITEM_STOCK 
VAULT_INN 

Definition at line 31 of file vault_interiors_revisit.c.

◆ anonymous enum

anonymous enum

Set once the mayor has told Isaac the thieves escaped from jail.

Enumerator
FLAG_WELCOMED_BACK 

Definition at line 52 of file vault_interiors_revisit.c.

Function Documentation

◆ Scene_GetEntrances()

const struct SceneEntrance * Scene_GetEntrances ( void )

Definition at line 57 of file vault_interiors_revisit.c.

◆ Scene_GetRegions()

const struct SceneRegion * Scene_GetRegions ( void )

Definition at line 61 of file vault_interiors_revisit.c.

◆ Scene_GetExits()

const u32 * Scene_GetExits ( void )

Both scenes share one exit table.

Definition at line 63 of file vault_interiors_revisit.c.

◆ Scene_GetPlacements()

const struct ScenePlacement * Scene_GetPlacements ( void )

Applies view conditions to the placements before the field spawns them.

Definition at line 66 of file vault_interiors_revisit.c.

◆ VaultInteriorsRevisit_ShowStandingActorDialogue()

void VaultInteriorsRevisit_ShowStandingActorDialogue ( s32 actor)
static

The actor stands still and says the selected message.

Definition at line 74 of file vault_interiors_revisit.c.

Referenced by VaultInteriorsRevisit_FaceAndSpeak(), and VaultInteriorsRevisit_ShowStandingActorDialogue().

◆ VaultInteriorsRevisit_FaceAndSpeak()

void VaultInteriorsRevisit_FaceAndSpeak ( s32 actor,
s32 message )
inlinestatic

◆ Event_WifeSawCatTakeGem()

void Event_WifeSawCatTakeGem ( void )
static

The wife thought she saw the cat paw the gemstone on the table, and then the treasure was gone.

Definition at line 90 of file vault_interiors_revisit.c.

Referenced by Event_WifeSawCatTakeGem().

◆ Event_ChildDoubtsThievesWereFromLunpa()

void Event_ChildDoubtsThievesWereFromLunpa ( void )
static

The child points out Dodonpa's henchmen never attacked: maybe the thieves weren't from Lunpa after all.

Definition at line 97 of file vault_interiors_revisit.c.

Referenced by Event_ChildDoubtsThievesWereFromLunpa().

◆ Event_HusbandLongsForColosso()

void Event_HusbandLongsForColosso ( void )
static

The husband would like to see Colosso in Tolbi once more before he dies.

Definition at line 103 of file vault_interiors_revisit.c.

Referenced by Event_HusbandLongsForColosso().

◆ Event_WelcomeIsaacBack()

void Event_WelcomeIsaacBack ( void )
static

The mayor welcomes Isaac back: the thieves he caught escaped from jail.

Asked whether the party has met them, a yes and a no get different warnings.

Definition at line 110 of file vault_interiors_revisit.c.

Referenced by Event_ReadMindAndWelcomeIsaacBack(), and Event_WelcomeIsaacBack().

◆ Event_WarnOfThievesRevenge()

void Event_WarnOfThievesRevenge ( void )
static

After the welcome: those thieves really wanted revenge, so take care.

Definition at line 133 of file vault_interiors_revisit.c.

Referenced by Event_WarnOfThievesRevenge().

◆ Event_OfferLeftoverBones()

void Event_OfferLeftoverBones ( void )
static

The cook has useless bones left from cooking and asks if the party wants some.

Definition at line 140 of file vault_interiors_revisit.c.

Referenced by Event_OfferLeftoverBones().

◆ Event_OfferBones()

void Event_OfferBones ( void )
static

The bone giver offers leftover bones from dinner (again, once one was taken); a yes gets a Bone if there is room, a no a nod.

Definition at line 146 of file vault_interiors_revisit.c.

◆ Event_ReadMindAndWelcomeIsaacBack()

void Event_ReadMindAndWelcomeIsaacBack ( void )
static

Mind Read on the mayor before the welcome: he notices and welcomes Isaac back.

Definition at line 188 of file vault_interiors_revisit.c.

Referenced by Event_ReadMindAndWelcomeIsaacBack().

◆ Event_TalkToWeaponMerchant()

void Event_TalkToWeaponMerchant ( void )
static

Across the counter the weapon shop opens; from elsewhere the merchant talks of a river of fire.

It lies beyond Mt. Aleph.

Definition at line 209 of file vault_interiors_revisit.c.

◆ Event_TalkToArmorMerchant()

void Event_TalkToArmorMerchant ( void )
static

Across the counter the armor shop opens; from elsewhere the merchant says the eruption split the continent in two.

Definition at line 227 of file vault_interiors_revisit.c.

◆ Event_TalkToItemMerchant()

void Event_TalkToItemMerchant ( void )
static

Across the counter the item shop opens; from elsewhere the merchant has had few customers lately.

Definition at line 245 of file vault_interiors_revisit.c.

◆ Event_TalkToInnkeeper()

void Event_TalkToInnkeeper ( void )
static

Across the counter the inn opens; from elsewhere the innkeeper complains that no one comes, what with the volcano.

Definition at line 263 of file vault_interiors_revisit.c.

◆ Event_ReadBoneGiverMind()

void Event_ReadBoneGiverMind ( void )
static

Mind Read on the bone giver: hungry while cooking, or, once a Bone was given, wondering about a calcium deficiency.

The thought is whether "he" has one.

Definition at line 282 of file vault_interiors_revisit.c.

◆ Scene_GetEvents()

const struct SceneEvent * Scene_GetEvents ( void )

Returns the talk, Psynergy, search and exit event table.

Definition at line 294 of file vault_interiors_revisit.c.

◆ Scene_Initialize()

s32 Scene_Initialize ( void )

Initializes the selected interior: lowers actor 8 or starts the spot check.

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

Definition at line 299 of file vault_interiors_revisit.c.

Variable Documentation

◆ gVaultInteriorsRevisit_Entrances

struct SceneEntrance gVaultInteriorsRevisit_Entrances[]
Initial value:
= {
{0, CONDITION_ALWAYS, 172, 0, 149, FACING_SOUTH, 0, -1, -1, -1, -1, 0},
{5, CONDITION_ALWAYS, 192, 0, 220, FACING_NORTH, 0, 32, 0, 272, 240, 0},
{6, CONDITION_ALWAYS, 432, 0, 254, FACING_NORTH, 0, 288, 0, 528, 272, 0},
{7, CONDITION_ALWAYS, 720, 0, 782, FACING_NORTH, 0, 432, 576, 800, 800, 0},
{8, CONDITION_ALWAYS, 624, 0, 236, FACING_NORTH, 0, 560, 32, 848, 256, 0},
{9, CONDITION_ALWAYS, 144, 0, 492, FACING_NORTH, 0, 16, 288, 256, 512, 0},
{10, CONDITION_ALWAYS, 416, 0, 526, FACING_NORTH, 0, 320, 288, 592, 544, 0},
{11, CONDITION_ALWAYS, 744, 0, 640, FACING_SOUTH, 0, 432, 576, 800, 800, 0},
{12, CONDITION_ALWAYS, 358, 0, 632, FACING_SOUTH, 0, 32, 576, 400, 776, 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 327 of file vault_interiors_revisit.c.

Referenced by Scene_GetEntrances().

◆ gVaultInteriorsRevisit_Exits

u32 gVaultInteriorsRevisit_Exits[]
Initial value:
= {
SCENE_EXITS(24), SCENE_EXIT(5, 23, 5), SCENE_EXIT(6, 23, 6),
SCENE_EXIT(7, 23, 7), SCENE_EXIT(8, 23, 8), SCENE_EXIT(9, 23, 9),
SCENE_EXIT(10, 23, 10), SCENE_EXIT(11, 24, 11), SCENE_EXIT(12, 24, 12),
}
#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 340 of file vault_interiors_revisit.c.

Referenced by Scene_GetExits().

◆ gVaultInteriorsRevisit_Placements

struct ScenePlacement gVaultInteriorsRevisit_Placements[]

Definition at line 348 of file vault_interiors_revisit.c.

Referenced by Scene_GetPlacements().

◆ gVaultInteriorsRevisit_Events

struct SceneEvent gVaultInteriorsRevisit_Events[]

Definition at line 384 of file vault_interiors_revisit.c.

Referenced by Scene_GetEvents().