lunpa_suhalla.c
The buildings of Lunpa, and the house by the gate to Suhalla: homes, the weapon, armor and item shops, the inn and the temple.
games/tbs/src/scene/lunpa_suhalla.c on GitHub
The buildings of Lunpa, and the house by the gate to Suhalla: homes, the weapon, armor and item shops, the inn and the temple. The shops and the inn only trade once Lunpa has reopened.
Functions
Scene_GetPlacements
const struct ScenePlacement *Scene_GetPlacements(void)
The townsfolk, shopkeepers and the counters.
Scene_GetEvents
const struct SceneEvent *Scene_GetEvents(void)
The gate house's events, or the town's before and after it reopens.
Event_TalkToInnkeeper
static void Event_TalkToInnkeeper(void)
Across the counter after Lunpa reopens, a room at the inn; otherwise the innkeeper offers a room or, while Lunpa is sealed, a bed at home.
Used by gBilibinInteriorsEvents, gInteriorReopenedEvents, gInteriorSealedEvents, gSuhallaInteriorsEvents, gSuhallaInteriorsEventsAfterAudience, gValeBabi_Events, gValeBabi_EventsAfterKalay, gValeBabi_EventsAfterLeaving, gVaultInteriorsRevisit_Events, gVaultInteriors_Events, gVaultInteriors_EventsAfterThieves.
Event_TalkToChef
static void Event_TalkToChef(void)
The chef offers the story of taking meals to the fortress; either way the party has heard of the prisoner.
Used by gInteriorSealedEvents.
Event_ReadChefsThoughts
static void Event_ReadChefsThoughts(void)
Mind Read on the chef, who pities the prisoner in the dungeon.
Used by gInteriorSealedEvents.
Event_TalkToInnClerk
static void Event_TalkToInnClerk(void)
The inn's clerk asks whether the party is Donpa's guest.
Used by gInteriorReopenedEvents.
Event_TalkToTemplePriest
static void Event_TalkToTemplePriest(void)
Across the counter, the sanctum; otherwise the priest talks about Dodonpa.
Used by gInteriorReopenedEvents, gInteriorSealedEvents.
Event_ReadItemMerchantsThoughts
static void Event_ReadItemMerchantsThoughts(void)
Mind Read on the item merchant.
Used by gInteriorReopenedEvents, gInteriorSealedEvents.
Event_TalkToItemMerchant
static void Event_TalkToItemMerchant(void)
Across the counter, the item shop; otherwise small talk.
Used by gInteriorReopenedEvents, gInteriorSealedEvents, gVaultInteriorsRevisit_Events, gVaultInteriors_Events, gVaultInteriors_EventsAfterThieves.
Event_ReadWeaponMerchantsThoughts
static void Event_ReadWeaponMerchantsThoughts(void)
Mind Read on the weapon merchant.
Used by gInteriorReopenedEvents, gInteriorSealedEvents.
Event_TalkToWeaponMerchant
static void Event_TalkToWeaponMerchant(void)
After Lunpa reopens, across the counter, the weapon shop; otherwise small talk.
Used by gInteriorReopenedEvents, gInteriorSealedEvents, gVaultInteriorsRevisit_Events, gVaultInteriors_Events, gVaultInteriors_EventsAfterThieves.
Event_ReadArmorMerchantsThoughts
static void Event_ReadArmorMerchantsThoughts(void)
Mind Read on the armor merchant.
Used by gInteriorReopenedEvents, gInteriorSealedEvents.
Event_TalkToArmorMerchant
static void Event_TalkToArmorMerchant(void)
After Lunpa reopens, across the counter, the armor shop; otherwise small talk.
Used by gInteriorReopenedEvents, gInteriorSealedEvents, gVaultInteriorsRevisit_Events, gVaultInteriors_Events, gVaultInteriors_EventsAfterThieves.
Scene_Initialize
s32 Scene_Initialize(void)
Sets the buildings up: the gate house is where a defeated party wakes, and the counters are drawn behind their keepers.
Event_TalkToTravelingPriest
static void Event_TalkToTravelingPriest(void)
The traveling priest: across the counter, the temple priest's sanctum; otherwise his good will.
Used by gInteriorSealedEvents, gSuhallaGateHouseEvents.
Also, functions without a comment: Scene_GetEntrances, Scene_GetRegions, Scene_GetExits.
Globals, without a comment: gInteriorEntrances, gInteriorExits, gInteriorPlacements, gInteriorSealedEvents, gInteriorReopenedEvents, gSuhallaGateHouseEvents.