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.
ValeCave_WaitForActorLanding
static void ValeCave_WaitForActorLanding(struct FieldActor *actor)
Waits for an actor to land, bounded by a one-second timeout.
Macros
FLAG_KITE
#define FLAG_KITE (FLAG_DJINNI_0 + 3 * 20 + 4)
The flag of Kite, set once it is caught.
FLAG_VALE_CAVE_SLIDERS_EAST
#define FLAG_VALE_CAVE_SLIDERS_EAST 0x301
The sliding objects of the second room are at their eastern end.
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.
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.