25#include "text/msg_ids.h"
92 MsgVaultThoughtSawCatGetUp);
99 MsgVaultDodonpasHenchmenNeverAttackedUs);
105 MsgVaultItsNearTimeForColosso);
135 MsgVaultThoseGuysReallyWantedRevenge);
313 }
else if (entrance == 7 || entrance == 11) {
328 {0,
CONDITION_ALWAYS, 172, 0, 149,
FACING_SOUTH, 0, -1, -1, -1, -1, 0},
329 {5,
CONDITION_ALWAYS, 192, 0, 220,
FACING_NORTH, 0, 32, 0, 272, 240, 0},
330 {6,
CONDITION_ALWAYS, 432, 0, 254,
FACING_NORTH, 0, 288, 0, 528, 272, 0},
331 {7,
CONDITION_ALWAYS, 720, 0, 782,
FACING_NORTH, 0, 432, 576, 800, 800, 0},
332 {8,
CONDITION_ALWAYS, 624, 0, 236,
FACING_NORTH, 0, 560, 32, 848, 256, 0},
333 {9,
CONDITION_ALWAYS, 144, 0, 492,
FACING_NORTH, 0, 16, 288, 256, 512, 0},
334 {10,
CONDITION_ALWAYS, 416, 0, 526,
FACING_NORTH, 0, 320, 288, 592, 544, 0},
335 {11,
CONDITION_ALWAYS, 744, 0, 640,
FACING_SOUTH, 0, 432, 576, 800, 800, 0},
336 {12,
CONDITION_ALWAYS, 358, 0, 632,
FACING_SOUTH, 0, 32, 576, 400, 776, 0},
Ability numbers, named from the English release.
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
const struct ScenePlacement * Scene_GetPlacements(void)
const struct SceneEntrance * Scene_GetEntrances(void)
const struct SceneEvent * Scene_GetEvents(void)
const u32 * Scene_GetExits(void)
Both scenes share one exit table.
const struct SceneRegion * Scene_GetRegions(void)
s32 Scene_Initialize(void)
Sets up whichever scene is being entered and runs its arrival events.
static void Event_TalkToInnkeeper(void)
Opens the inn across the counter, or discusses the curse in Kolima.
The engine calls the debug menus import, and their palette swatch tiles.
The engine call layer: one typed inline for each of the thirteen main-image routines below that the s...
static s32 FieldScheduler_AddCallback(SchedulerCallback callback, s32 priority)
Registers a main-image scheduler callback.
void FieldScene_PrepareActors(struct ScenePlacement *entry)
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
static s32 Event_OpenMessage(s32 speaker, s32 flags)
static void Actor_FaceDirection(s32 actor, s32 facing, s32 frames)
void Engine_ActorSetAnimationAndWait(s32 actor, s32 animation)
static void Event_ShowMessageAndWait(s32 speaker, s32 flags, s32 frames)
static void Actor_SetBuiltinAction(s32 actor, s32 action)
s32 Engine_EventChooseYesNo(s32 actor, s32 flags)
s32 Engine_PartyGiveItem(s32 item, s32 flags)
void Engine_ItemShowFound(s32 item, s32 height)
void Engine_InnOpen(s32 inn, s32 keeper)
static void Map_CopyCellsTo(s32 srcX, s32 srcY, s32 destX, s32 destY, s32 width, s32 height)
static void Actor_ShowEmote(s32 actor, s32 emote, s32 frames)
void Engine_ActorRunRepeatedMotion(s32 actor, s32 repeats)
static void Event_ShowMessage(s32 speaker, s32 flags)
s32 Engine_GameFlagIsSet(s32 flag)
void Engine_ShopOpen(s32 shop, s32 keeper)
void Engine_ActorFaceEachOther(s32 actor, s32 other, s32 frames)
void Engine_EventWait(s32 frames)
#define SCENE_TRANSITION(style, variant)
The scene table formats: entrances, exits, placements and events, and the macros that write them.
#define SCENE_EXITS(scene)
#define FIND_MESSAGE(message)
#define SCENE_EXIT(exit, scene, entrance)
@ TALK_FACE_PARTY_AND_BACK
#define PSYNERGY_ON_ACTOR(ability)
#define EVENT_SCRIPT(script)
#define FACING_IS_NORTH(facing)
#define FIND_COINS(coins)
Game flags, named where their meaning is shown.
#define FLAG_VAULT_BONE_RECEIVED
#define FLAG_VAULT_INTERIORS_BOX_MINT
#define FLAG_SCENE_TEMP_00
#define FLAG_VAULT_INTERIORS_BARREL_COINS
#define FLAG_VAULT_INTERIORS_JAR_COINS
#define FLAG_VAULT_INTERIORS_BARREL_SLEEP_BOMB
#define FLAG_SCENE_TEMP_50
GameState, the game's state: play time, coins, the scene and the leader's position,...
struct GameState gGameState
The screen blend's globals and the graphics routines.
s32 PartyInventory_HasSpace(void)
Returns 1 when the selected character or any party member has a free inventory slot.
gOverflowItem, an item slot the spoils code uses when items are handed out.
Item numbers, named from the English release.
static void Event_TalkToArmorMerchant(void)
After Lunpa reopens, across the counter, the armor shop; otherwise small talk.
static void Event_TalkToItemMerchant(void)
Across the counter, the item shop; otherwise small talk.
static void Event_TalkToWeaponMerchant(void)
After Lunpa reopens, across the counter, the weapon shop; otherwise small talk.
The reel game's title lettering.
void Engine_ActorSetAnimation()
struct EventWork * gEventWork
void Engine_EventEnd(void)
void Engine_EventBegin(void)
void Engine_EventSetMessage()
void Engine_EventShowMessage()
Vault's interiors, before and after the thieves are caught: an item lying on the floor,...
void Vault_PlaceItemIcon(s32 item, s32 fixed_x, s32 fixed_y, s32 fixed_z)
Creates object 22 at the 16.16 position and draws it as the item's icon: the sprite's own animation i...
s32 startTransition
SCENE_TRANSITION(style, variant).
u16 message
the next message, advanced as each window opens
u8 motionFlags
ActorMotionFlag bits; zero is free flight in 3D, and 3 is set on creation.
u8 paused
nonzero skips its script and motion, not its update
union FieldCoordinate y
16.16 fixed-point pixels
s32 terrainHeight
16.16 fixed-point pixels
A scene entrance: where and facing which way the party arrives, and the camera's bounds there (-1 for...
A scene event: its kind and detail, the trigger it answers, its condition and its value (a message or...
An actor a scene places: its sprite, the condition for placing it, how it behaves,...
A scene's exit region: the box that, while its condition holds, takes the party leader out through it...
The system's routines and globals: interrupts, BIOS sound bias, random numbers and sleep.
The integer types, TRUE, UNUSED and the fixed-address macros.
s32 fixed
16.16 fixed-point pixels
Vault's interiors, before and after the thieves are caught: the Bone left on the floor of the house w...
static void Vault_FindBone(void)
Searching cell code 41 beside the bone giver takes a Bone after the thieves are jailed.
static void Event_OfferBones(void)
The bone giver offers leftover bones from dinner; a yes gets a Bone if there is room,...
static void Event_ReadBoneGiverMind(void)
Mind Read on the bone giver: the master and his wife are blinded by money; after the thieves are jail...
@ ACTOR_GEM_OWNER
a sparkling rock was blown here from the volcano
@ ACTOR_MAYOR
Ivan's host; his wife calls him the mayor.
@ ACTOR_CHILD
Asks about travel. "Hey, mister! Is it fun to see strange new places?".
static void Event_ReadMindAndWelcomeIsaacBack(void)
Mind Read on the mayor before the welcome: he notices and welcomes Isaac back.
struct SceneEntrance gVaultInteriorsRevisit_Entrances[]
struct ScenePlacement gVaultInteriorsRevisit_Placements[]
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 VaultInteriorsRevisit_FaceAndSpeak(s32 actor, s32 message)
Faces the leader and shows this resident's dialogue while standing still.
static void Event_WelcomeIsaacBack(void)
The mayor welcomes Isaac back: the thieves he caught escaped from jail.
static void Event_HusbandLongsForColosso(void)
The husband would like to see Colosso in Tolbi once more before he dies.
static void Event_OfferLeftoverBones(void)
The cook has useless bones left from cooking and asks if the party wants some.
static void VaultInteriorsRevisit_ShowStandingActorDialogue(s32 actor)
The actor stands still and says the selected message.
struct SceneEvent gVaultInteriorsRevisit_Events[]
@ ACTOR_VAULT_ITEM_MERCHANT
@ ACTOR_COLOSSO_HUSBAND
would like to see Colosso once more
@ ACTOR_VAULT_ARMOR_MERCHANT
@ ACTOR_VAULT_WEAPON_MERCHANT
static void Event_ChildDoubtsThievesWereFromLunpa(void)
The child points out Dodonpa's henchmen never attacked: maybe the thieves weren't from Lunpa after al...
static void Event_WarnOfThievesRevenge(void)
After the welcome: those thieves really wanted revenge, so take care.
u32 gVaultInteriorsRevisit_Exits[]
Vault's interiors, before and after the thieves are caught: whether the leader stands beside the Bone...
static void Vault_UpdateBoneProximityFlag(void)
Prevents the bone giver offering another Bone while the leader stands beside the one on the floor.