vault_revisit.c
Vault after the thieves escaped from jail, when the party passes through again.
games/tbs/src/scene/vault_revisit.c on GitHub
Vault after the thieves escaped from jail, when the party passes through again.
Functions
Scene_GetPlacements
const struct ScenePlacement *Scene_GetPlacements(void)
Returns the villagers, dog, and Djinni placements.
VaultRevisit_ShowStandingActorMessage
static void VaultRevisit_ShowStandingActorMessage(s32 actor)
Stands the actor still while showing the message already selected.
Used by Event_HopeVolcanoStaysCalm, Event_ReadMindOnDodonpa, Event_ReadMindOnFeelingBrave, Event_ReadMindOnJailKey, Event_ReadMindOnScaredGrownUps, Event_ReadMindOnWinter, Event_TalkOfLunpaThieves.
Event_RecognizeThiefCatchers
static void Event_RecognizeThiefCatchers(void)
The party is recognized. "You're the warriors who captured the thieves a while back, aren't you? You've returned to Vault!"
Used by gVaultRevisit_Events.
Event_TalkOfLunpaThieves
static void Event_TalkOfLunpaThieves(void)
There are rumors of thieves from Lunpa running wild, yet they have been quiet.
Used by gVaultRevisit_Events.
Event_PraisePartyStrength
static void Event_PraisePartyStrength(void)
The villager was just talking about the party with the mayor: they are so strong, let those thieves attack.
Used by gVaultRevisit_Events.
Event_HopeVolcanoStaysCalm
static void Event_HopeVolcanoStaysCalm(void)
If the volcano stays calm and the southern bridge stays fixed, there is nothing to worry about.
Used by gVaultRevisit_Events.
Event_GreetWarriorGuy
static void Event_GreetWarriorGuy(void)
The first walker stops circling. "Hey, it's that warrior guy!" and "Yeah, and Ivan, too." the first time, then "I'm so glad you came back to Vault!"
Used by Event_ReadMindOnFeelingBrave, gVaultRevisit_Events.
Event_WishEldersWereBrave
static void Event_WishEldersWereBrave(void)
The second walker stops. "I wish Vault's elders were as brave as you!"
Used by gVaultRevisit_Events.
Event_AskAboutJailbreak
static void Event_AskAboutJailbreak(void)
Asks about the jail. "Did you guys check out the jail?" Yes: how did the thugs break out? No: the thieves broke out and got away.
Used by gVaultRevisit_Events.
Event_ReadMindAndRecognizeThiefCatchers
static void Event_ReadMindAndRecognizeThiefCatchers(void)
Mind Read on the greeter before he has spoken: he turns and recognizes the party.
Used by gVaultRevisit_Events.
Event_ReadMindOnDodonpa
static void Event_ReadMindOnDodonpa(void)
Mind Read: since Dodonpa took over, Lunpa's outlaws are no better than thieves.
Used by gVaultRevisit_Events.
Event_ReadMindAndPraisePartyStrength
static void Event_ReadMindAndPraisePartyStrength(void)
Mind Read before the villager has spoken: he turns and praises the party.
Used by gVaultRevisit_Events.
Event_ReadMindOnWinter
static void Event_ReadMindOnWinter(void)
Mind Read: it would have been great to have everything solved before winter.
Used by gVaultRevisit_Events.
Event_ReadMindOnFeelingBrave
static void Event_ReadMindOnFeelingBrave(void)
Mind Read on the first walker: watching the party makes one feel brave, or, before the walker has spoken, the greeting.
Used by gVaultRevisit_Events.
Event_ReadMindOnScaredGrownUps
static void Event_ReadMindOnScaredGrownUps(void)
Mind Read on the second walker: grown-ups always get so scared.
Used by gVaultRevisit_Events.
Event_ReadMindOnJailKey
static void Event_ReadMindOnJailKey(void)
Mind Read on the watchman: before he has asked about the jail he asks now; afterwards, the thieves must know the secret of the jail's lock.
Used by gVaultRevisit_Events.
VaultRevisit_JumpActorToAndWait
static void VaultRevisit_JumpActorToAndWait(int actor, int x, int z, int velocityY)
Gives the actor vertical velocity, moves it, and waits briefly for it to settle.
Used by Event_RingBell.
Event_RingBell
static void Event_RingBell(void)
Ringing the bell makes the Djinni jump out and move to its new position once.
Used by gVaultRevisit_Events.
Vault_WalkThroughExit
static void Vault_WalkThroughExit(s32 x, s32 z, s32 exitId)
Walks the leader into a doorway during the sixteen-frame exit delay.
Used by Event_EnterCentralEastHouse, Event_EnterCentralHouse, Event_EnterJail, Event_EnterNorthHouse, Event_EnterNortheastHouse, Event_EnterNorthwestHouse, Event_EnterSoutheastHouse, Vault_OpenDoorwayAndEnter.
Event_EnterNortheastHouse
static void Event_EnterNortheastHouse(void)
Opens the northeast house and uses its required sprite priority.
Used by gVaultRevisit_Events.
Event_EnterNorthHouse
static void Event_EnterNorthHouse(void)
Opens the north house and uses its required sprite priority.
Used by gVaultRevisit_Events.
Event_EnterJail
static void Event_EnterJail(void)
The jail door opens and the party walks in, drawn behind the doorway.
Used by gVaultRevisit_Events.
Event_TalkToVenusDjinni
static void Event_TalkToVenusDjinni(void)
The Venus Djinni the bell called out joins the party when spoken to.
Used by gVaultRevisit_Events.
VaultRevisit_DogJumpAtPassage
static inline void VaultRevisit_DogJumpAtPassage(void)
Jumps at the hidden passage, then pauses so the party can see the clue.
Used by Event_GiveBoneToDog.
Event_GiveBoneToDog
static void Event_GiveBoneToDog(void)
Given a Bone, the dog runs to the hidden passage and jumps there three times.
Used by gVaultRevisit_Events.
Event_HidePassage
static void Event_HidePassage(void)
Covers the hidden passage when Reveal ends.
Used by gVaultRevisit_Events.
Event_RevealPassage
static void Event_RevealPassage(void)
Restores the passage's visible tiles and collision cell during Reveal.
Used by gVaultRevisit_Events.
Event_TalkToDog
static void Event_TalkToDog(void)
The dog barks; carrying a Bone before it has shown the passage lets the party give it one.
Used by gVaultRevisit_Events.
Event_PeerIntoWell
static void Event_PeerIntoWell(void)
Describes the water heard at the bottom of the well.
Used by gVaultRevisit_Events.
Scene_GetEvents
const struct SceneEvent *Scene_GetEvents(void)
Returns the town's talk, search, Psynergy, and doorway events.
VaultRevisit_ShouldKeepBellDjinniPosition
static inline s32 VaultRevisit_ShouldKeepBellDjinniPosition(void)
Patched editions keep the bell's Djinni position when preserving the party.
Used by Scene_Initialize.
Scene_Initialize
s32 Scene_Initialize(void)
Restores dog and Djinni progress, proximity reactions, and entrance flags.
Also, functions without a comment: Scene_GetEntrances, Scene_GetRegions, Scene_GetExits, Event_EnterSoutheastHouse, Event_EnterCentralEastHouse, Event_EnterCentralHouse, Event_EnterNorthwestHouse.
Globals, without a comment: gEffectScript0, gEffectScript1, gEffectScript2, gEffectScripts, gVaultRevisit_Actor0, gVaultRevisit_Actor1, gVaultRevisit_Entrances, gVaultRevisit_Exits, gVaultRevisit_Placements, gVaultRevisit_Scene5Cells, gVaultRevisit_Scene6Cells, gVaultRevisit_Scene7Cells, gVaultRevisit_Scene8Cells, gVaultRevisit_Scene9Cells, gVaultRevisit_Scene10Cells, gVaultRevisit_Scene12Cells, gVaultRevisit_Events.