Alchemy

vale_cave.c

The cave above Vale: three rooms of Psynergy puzzles, where the Jupiter Djinni Kite hides.

games/tbs/src/scene/vale_cave.c on GitHub

The cave above Vale: three rooms of Psynergy puzzles, where the Jupiter Djinni Kite hides. Djinn_JoinParty(ACTOR_KITE, 3, 4) gives Jupiter Djinni 4, and the fifth Jupiter Djinni the text names is Kite.

Functions

Event_TalkToKite

static void Event_TalkToKite(void)

Talking to Kite after Halt: it joins the party.

Scene_TalkToActor selects this kind 7 event while Kite is the paused actor. Gives Jupiter Djinni 4, setting FLAG_KITE so neither room places Kite again.

Line 85

ValeCave_WaitForActorLanding

static void ValeCave_WaitForActorLanding(struct FieldActor *actor)

Waits for an actor to land, bounded by a one-second timeout.

Line 88

Macros

FLAG_KITE

#define FLAG_KITE (FLAG_DJINNI_0 + 3 * 20 + 4)

The flag of Kite, set once it is caught.

Line 57

FLAG_VALE_CAVE_SLIDERS_EAST

#define FLAG_VALE_CAVE_SLIDERS_EAST 0x301

The sliding objects of the second room are at their eastern end.

Line 70

FLAG_VALE_CAVE_KITE_BEHIND_LEDGE

#define FLAG_VALE_CAVE_KITE_BEHIND_LEDGE 0x302

Kite has run behind the ledge and keeps to its far side.

Line 72

Also, macros without a comment: ACTOR_KITE, WESTERN_MOVABLE_OBJECT, EASTERN_MOVABLE_OBJECT, SLIDING_OBJECT, OBJECT_SINK_FRAMES, OBJECT_SINK_STEP, ACTOR_LANDING_TIMEOUT, FIRST_DJINNI_ROUTE_TRIGGER.

Declarations, without a comment: ValeCave_CenterActorOnCell, ValeCave_ApplyEntryState.

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