kolima_forest_river.c
Kolima Forest's river, between the clearing and the bend.
games/tbs/src/scene/kolima_forest_river.c on GitHub
Kolima Forest's river, between the clearing and the bend. Of its three logs, the one pushed west to the bank tips into the river and floats there, a bridge to the far side.
FLAG_SCENE_TEMP_01: the log is in the river.
Functions
KolimaForestRiver_GetPlacements
const struct ScenePlacement *KolimaForestRiver_GetPlacements(void)
The three logs.
KolimaForestRiver_PushLog
static void KolimaForestRiver_PushLog(void)
Walking into a log: it rolls ahead until something stops it. The river log, stopped at the bank (cell column 12), tips over with a splash and floats in the water; its cells become ground the party can cross.
Used by gKolimaForestRiverEvents.
KolimaForestRiver_GetEvents
const struct SceneEvent *KolimaForestRiver_GetEvents(void)
The logs, the two paths and the jump east from the bank.
KolimaForestRiver_Initialize
s32 KolimaForestRiver_Initialize(void)
On entry a log already in the river floats there again, the logs mark the cells they cover, and the forest keeps its cursed colours until the curse is lifted.
Also, functions without a comment: KolimaForestRiver_GetEntrances, KolimaForestRiver_GetRegions, KolimaForestRiver_GetExits.
Macros
DIRECTION_STEP
#define DIRECTION_STEP(dx, dz) (((dx) << 16) | ((dz) & 0xffff))
Pixel step by direction: X in the upper halfword, Z in the lower.
Used by gBilibinCave_PushSteps, gBilibin_FacingCellSteps, gColossoRiver_DirectionSteps, gColossoWall_DirectionSteps, gStagedActor_DirectionSteps.
Globals
gKolimaForestRiverExits
u32 gKolimaForestRiverExits[]
Exit 1 to the bend (scene 43), exit 2 to the clearing (scene 41).
Used by KolimaForestRiver_GetExits.
Also, globals without a comment: gStagedActor_DirectionSteps, gStagedActor_FootprintKinds, gStagedActor_FootprintBounds, gKolimaForestRiverEntrances, gKolimaForestRiverPlacements, gKolimaForestRiverEvents, gKolimaPalette_First, gKolimaPalette_Second.