25#include "text/msg_ids.h"
218 { 0,
CONDITION_ALWAYS, 172, 0, 149,
FACING_SOUTH, 0, -1, -1, -1, -1, 0 },
219 {
JAIL_ENTRANCE_FROM_VAULT,
CONDITION_ALWAYS, 80, 0, 232,
FACING_NORTH, 0, 16, 48, 304, 256, 0 },
220 {
JAIL_ENTRANCE_FROM_LUNPA,
CONDITION_ALWAYS, 544, 0, 280,
FACING_NORTH, 0, 440, 48, 680, 312, 0 },
221 {
JAIL_ENTRANCE_FROM_VAULT_REVISIT,
CONDITION_ALWAYS, 80, 0, 232,
FACING_NORTH, 0, 16, 48, 304, 256, 0 },
283 MsgVaultPrisonerRegretsFight},
285 MsgVaultPrisonerThoughts},
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.
The engine calls the debug menus import, and their palette swatch tiles.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
void Engine_ActorFaceActor(s32 actor, s32 target, s32 frames)
void Engine_ActorSetAnimationAndWait(s32 actor, s32 animation)
void Engine_GameFlagClear(s32 flag)
void Engine_ActorRunRepeatedMotion(s32 actor, s32 repeats)
void Engine_ActorStartRepeatedMotion(s32 actor, s32 repeats)
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 IF_FLAG_SET(flag)
#define SCENE_EXIT(exit, scene, entrance)
#define PSYNERGY_ON_ACTOR(ability)
#define EVENT_SCRIPT(script)
#define FIND_COINS(coins)
Game flags, named where their meaning is shown.
#define FLAG_SHOW_LOCATION_NAME
#define FLAG_VAULT_THIEVES_JAILED
#define FLAG_JAIL_CHEST_COINS
#define FLAG_JAIL_CHEST_WATER_OF_LIFE
#define FLAG_JAIL_CHEST_ANTIDOTE
#define FLAG_JAIL_CHEST_ELIXIR
#define FLAG_JAIL_CHEST_SMOKE_BOMB
#define FLAG_JAIL_CHEST_LUCKY_MEDAL
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.
Item numbers, named from the English release.
The reel game's title lettering.
Song and sound effect ids, indices into gSound_SongTable.
struct EventWork * gEventWork
void Engine_EventRequestExit()
void Engine_EventEnd(void)
void Engine_AudioPlayCue()
void Engine_EventBegin(void)
void Engine_EventSetMessage()
void Engine_EventShowMessage()
@ JAIL_ENTRANCE_FROM_LUNPA
s32 startTransition
SCENE_TRANSITION(style, variant).
u8 collisionFlags
bits: 7 refuses to move into a solid object | 4 nearer for Psynergy targets | 3 never a talk or Psyne...
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.
@ JAIL_ENTRANCE_FROM_VAULT
@ JAIL_ENTRANCE_FROM_VAULT_REVISIT
static void Event_ReadLeaderMind(void)
Mind Read on the leader: he'll be out of this jail before you know it.
const struct SceneEntrance gJailEntrances[]
@ JAIL_EXIT_TO_VAULT_REVISIT
const struct ScenePlacement gJailThiefPlacements[]
static void Event_LeftThiefRegretsEscape(void)
The left thief wishes they had escaped to the cave northeast of the Goma Range.
static void Event_ReadRightThiefMind(void)
Mind Read on the right thief: is this for stealing Hammet's Shaman's Rod?
static void Event_ReadLeftThiefMind(void)
Mind Read on the left thief: will he ever run free again?
const struct SceneEvent gJailPrisonerEvents[]
const struct ScenePlacement gJailPrisonerPlacements[]
const struct SceneEvent gJailThiefEvents[]
static void Event_RightThiefRegretsStaying(void)
The right thief shakes his head: they should have skipped town sooner.
@ TRIGGER_CHEST_LUCKY_MEDAL
@ TRIGGER_CHEST_WATER_OF_LIFE
@ TRIGGER_CHEST_SMOKE_BOMB
static void Event_LeaveForVault(void)
The party steps out of the jail into Vault.
static void Event_LeaderSilencesThieves(void)
The jailed leader glares at each of his men and snaps at them, then turns to the party: they got us t...