Alchemy
Loading...
Searching...
No Matches

vault_spotflag.h

Go to the documentation of this file.
1/// @file
2/// Vault's interiors, before and after the thieves are caught: whether the
3/// leader stands beside the Bone on the floor, which the scenes' event tables
4/// test through FLAG_SCENE_TEMP_50.
5#include "types.h"
6#include "field_obj.h"
7#include "field_event.h"
8#include "flags.h"
9
10/// Prevents the bone giver offering another Bone while the leader stands
11/// beside the one on the floor.
12/// Each scene adds this callback in the bone giver's house after the thieves
13/// are jailed. FLAG_SCENE_TEMP_50 records proximity for the talk-event table.
16 s32 fixedX = leader->x.fixed;
17 s32 column;
18 s32 row;
19
20 struct FieldActor *leaderAgain = Object_GetById(ACTOR_PARTY_LEADER);
21 column = fixedX >> 20;
22 row = leaderAgain->z.fixed;
23 column -= 34;
24 row >>= 20;
25
26 if ((u32)column <= 1 && row > 40 && row <= 42) {
28 } else {
30 }
31}
struct FieldActor * Object_GetById(s32 actor)
Returns an actor, or NULL if it does not exist.
The scene script layer: the engine services a scene's events call, declared once (Engine_EventBegin,...
void Engine_GameFlagSet(s32 flag)
void Engine_GameFlagClear(s32 flag)
Field objects and actors, and the scene transition styles.
@ ACTOR_PARTY_LEADER
Game flags, named where their meaning is shown.
#define FLAG_SCENE_TEMP_50
Definition flags.h:793
A field actor: a person or thing on the field with a position, motion toward a target,...
Definition field_obj.h:30
union FieldCoordinate x
16.16 fixed-point pixels
Definition field_obj.h:35
union FieldCoordinate z
16.16 fixed-point pixels
Definition field_obj.h:37
The integer types, TRUE, UNUSED and the fixed-address macros.
signed int s32
Definition types.h:14
unsigned int u32
Definition types.h:15
s32 fixed
16.16 fixed-point pixels
static void Vault_UpdateBoneProximityFlag(void)
Prevents the bone giver offering another Bone while the leader stands beside the one on the floor.