1#ifndef FIGHTSTG_STAGE_H
2#define FIGHTSTG_STAGE_H
11#if VERSION_US || VERSION_JP
12#define FILE_FIGHT_STAGES 0x1BD
14#define FILE_FIGHT_STAGES 0x1CB
s32 FIGHTSTG_getStageMotionsFile(s32 id)
The file of fight stage ID's motions.
LightSet * FIGHTSTG_getStageLights(Lights *task, s32 stage)
Lights.getStageLights: fight stage STAGE's lights.
void FIGHTSTG_updateStage(FightStage *task, Model **children)
The fight stage's task: loads the stage's model, starts its music and fades in its lights,...
s32 FIGHTSTG_stageMusic[]
Shared between the overlay's objects.
s32 FIGHTSTG_randomStage(void)
A random fight stage, 1-27.
void FIGHTSTG_updateLights(Lights *task)
The stage lights' task: steps their fade, then sets the three flat lights and the ambient color for t...
Lights * FIGHTSTG_createLights(s32 layerId)
Creates the stage lights (id 0x13) for layer layerId.
void FIGHTSTG_setStage(FightStage *task, s32 id, s32 fadeOutTime, s32 fadeInTime)
FightStage.setStage: changes to stage ID, fading the old one out over FADEOUTTIME and the new one in ...
void FIGHTSTG_fadeLights(Lights *task, LightSet *from, LightSet *to, s32 time)
Lights.fade: fades from FROM (NULL for the current lights) to TO over TIME.
void FIGHTSTG_setLights(Lights *task, LightSet *set)
Lights.set: switches to SET at once.
void FIGHTSTG_fadeStage(FightStage *task, Model **children)
Sets the stage model's color and SCREEN_LAYER's background to their fades' current values (a black ba...
FightStage * FIGHTSTG_createStage(s32 id, s32 fadeInTime)
The tasks FIGHTSTG starts for WFIGHTMN and WFIGHTTS.
FIGHTSTG's shared declarations: the headers it builds on, the ids its tasks register with,...
#define TASK_HEADER(Type)
FIGHTSTG's models: meshes and their drawing, bones, motions, the models task and its controls,...
A fight stage, in FILE_FIGHT_STAGES.
s32 model
file << 16 | index
s32 music
an index in FIGHTSTG_stageMusic, or -1
s32 pad54
0 in every stage; never read: the file's stages are 0x58 bytes apart
u8 noBoundsBones[8]
bones given to the model's setBoneNoBoundsCheck, up to a 0
u8 padF
0 in every stage; never read or written
The fight stage (FIGHTSTG_createStage), registered as BATTLE_TASK_STAGE: its model,...
void(* setStage)(struct FightStage *task, s32 stage, s32 fadeOutTime, s32 fadeInTime)
SVECTOR colorFrom
the model's
SVECTOR bgFrom
SCREEN_LAYER's background.
A fight stage's lights: three flat lights and the ambient colour.
The stage lights (FIGHTSTG_createLights), registered as BATTLE_TASK_LIGHTS: set puts a light set,...
void(* fade)(struct Lights *task, LightSet *from, LightSet *to, s32 time)
from: NULL for the current
void(* set)(struct Lights *task, LightSet *set)
What drives a Model, owned by whoever created it.
A 3D model (FIGHTSTG_createModel), registered with id 0x11: a tree of bones, each drawn by a Mesh chi...