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Digimon World 3 decomp
The European version, SLES_039.36
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FIGHTSTG's battle scripts: the commands of a fighter's script (models, effects, camera, waits, stage, sounds and fades) and its task. More...
Go to the source code of this file.
Functions | |
| s32 | FIGHTSTG_getScriptModel (BattleScript *script, s32 type) |
| The model a script command names by TYPE: 0 the script's own side's, 1-3 the partner's slots and 4-6 the enemy's. | |
| void | FIGHTSTG_runScriptHits (BattleScript *script, BattleScriptChildren *children) |
| The battle script's hit command: 0 starts the other side's script for the last hit's result, 5 the one for the next hit's. | |
| static void | playIdleMotion (ModelControl *control) |
| Model command 0 with 1: puts the model back to its idle motion. | |
| static void | playMotion (ModelControl *control, s32 motion) |
| Model command 0 with any other MOTION: plays the model's motion MOTION from its start. | |
| static void | turnModel (BattleScript *script, ModelControl *control) |
| Model command 4: sets the model's rotation from the script. | |
| static void | startModelJump (BattleScriptChildren *children, ModelControl *control, s32 kind, s32 distance) |
| Model command 5: replaces the model's jump with a new one of kind KIND (DISTANCE only for kind 4). | |
| static void | addModel (s32 id, s32 fighter) |
| Model command 6: adds fighter FIGHTER's model to the battle as model ID. | |
| static void | moveModelHome (BattleScript *script, BattleScriptChildren *children, ModelControl *control) |
| Model command 7: moves the model back home over the script's time, or at once when it is 0. | |
| static void | removeModel (s32 id) |
| Model command 9: removes model ID from the battle. | |
| s32 | FIGHTSTG_runScriptModel (BattleScript *script, BattleScriptChildren *children) |
| The battle script's model command, on the model given by FIGHTSTG_getScriptModel: 0 plays a motion (0 waits for the one playing, 1 goes back to idle), 1 and 2 turn layers[0] on and off, 3 moves it to a position in the script (over a time, or at once when it is 0), 4 turns it, 5 makes it jump (0 waits for the jump), 6 adds a model (waiting while its file loads in script 12), 7 moves it home, 8 0x2800 from home and 9 removes it. | |
| s32 | FIGHTSTG_runScriptEffect (BattleScript *script, BattleScriptChildren *children) |
| The battle script's effect command: 0 starts sprite effect EFFECT (9999 the script's own) at a position in the script, 1 loads its images and sheet, running again until they are in. | |
| s32 | FIGHTSTG_runScriptEffectModel (BattleScript *script, BattleScriptChildren *children) |
| The battle script's effect model command: 0 starts effect model ID at a position and rotation in the script (their y and z negated), 1 waits while its file loads. | |
| void | FIGHTSTG_runScriptCamera (BattleScript *script, BattleScriptChildren *children) |
| The battle script's camera command: the time of the fade (0 to cut), then the enemy's view, a fighter's or one given in the script. | |
| s32 | FIGHTSTG_runScriptWait (BattleScript *script, BattleScriptChildren *children) |
| The battle script's wait command: waits the time in the script, returning 0 until it is over. | |
| s32 | FIGHTSTG_runScriptStage (BattleScript *script, BattleScriptChildren *children) |
| The battle script's stage command (0x38 the script's own stage, -1 none): 0 changes the fight stage (0 the battle's) with the fade times in the script, keeping the partner's idle motion aside on stage 0x1D and bringing it back on 0x1E; 1 waits while the stage's motions load. | |
| void | FIGHTSTG_runScriptSound (BattleScript *script, BattleScriptChildren *children) |
| The battle script's sound command: plays a battle sound for a time (0x62 and 0x63 the hit's sound, or 0x38 for a hit of result 3) | |
| void | FIGHTSTG_runScriptFade (BattleScript *script, WhiteFlash **fade) |
| The battle script's fade command: 0 fades the screen out over the frames in the script, 1 back in. | |
| void | FIGHTSTG_updateBattleScript (BattleScript *script, BattleScriptChildren *children) |
| The battle script's task: finds the fighter's effect archive and its script (loading sound bank 0x46 for script 12), then runs its commands until one waits, and ends once its children are done. | |
| BattleScript * | FIGHTSTG_createBattleScript (void) |
| Creates a battle script, which plays a technique (FIGHTSTG_updateBattleScript) | |
FIGHTSTG's battle scripts: the commands of a fighter's script (models, effects, camera, waits, stage, sounds and fades) and its task.
The European version has the camera turn here too (camera_turn.h), which the USA one has in camera_task.c.
Definition in file battle_script.c.
| s32 FIGHTSTG_getScriptModel | ( | BattleScript * | script, |
| s32 | type | ||
| ) |
The model a script command names by TYPE: 0 the script's own side's, 1-3 the partner's slots and 4-6 the enemy's.
Shared between the overlay's objects.
Definition at line 10 of file battle_script.c.
Referenced by FIGHTSTG_runScriptModel().
| void FIGHTSTG_runScriptHits | ( | BattleScript * | script, |
| BattleScriptChildren * | children | ||
| ) |
The battle script's hit command: 0 starts the other side's script for the last hit's result, 5 the one for the next hit's.
Definition at line 32 of file battle_script.c.
Referenced by FIGHTSTG_updateBattleScript().
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inlinestatic |
Model command 0 with 1: puts the model back to its idle motion.
Definition at line 76 of file battle_script.c.
Referenced by FIGHTSTG_runScriptModel().
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inlinestatic |
Model command 0 with any other MOTION: plays the model's motion MOTION from its start.
Definition at line 83 of file battle_script.c.
Referenced by FIGHTSTG_runScriptModel().
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inlinestatic |
Model command 4: sets the model's rotation from the script.
Definition at line 90 of file battle_script.c.
Referenced by FIGHTSTG_runScriptModel().
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inlinestatic |
Model command 5: replaces the model's jump with a new one of kind KIND (DISTANCE only for kind 4).
Definition at line 99 of file battle_script.c.
Referenced by FIGHTSTG_runScriptModel().
Model command 6: adds fighter FIGHTER's model to the battle as model ID.
< the fighters'
Definition at line 107 of file battle_script.c.
Referenced by FIGHTSTG_runScriptModel().
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inlinestatic |
Model command 7: moves the model back home over the script's time, or at once when it is 0.
Definition at line 115 of file battle_script.c.
Referenced by FIGHTSTG_runScriptModel().
|
inlinestatic |
Model command 9: removes model ID from the battle.
< the fighters'
Definition at line 128 of file battle_script.c.
Referenced by FIGHTSTG_runScriptModel().
| s32 FIGHTSTG_runScriptModel | ( | BattleScript * | script, |
| BattleScriptChildren * | children | ||
| ) |
The battle script's model command, on the model given by FIGHTSTG_getScriptModel: 0 plays a motion (0 waits for the one playing, 1 goes back to idle), 1 and 2 turn layers[0] on and off, 3 moves it to a position in the script (over a time, or at once when it is 0), 4 turns it, 5 makes it jump (0 waits for the jump), 6 adds a model (waiting while its file loads in script 12), 7 moves it home, 8 0x2800 from home and 9 removes it.
Returning 0 runs the command again. The match depends on each case's time being its own and on case 3's being read before the position.
Definition at line 142 of file battle_script.c.
Referenced by FIGHTSTG_updateBattleScript().
| s32 FIGHTSTG_runScriptEffect | ( | BattleScript * | script, |
| BattleScriptChildren * | children | ||
| ) |
The battle script's effect command: 0 starts sprite effect EFFECT (9999 the script's own) at a position in the script, 1 loads its images and sheet, running again until they are in.
Returning 0 runs the command again
Definition at line 269 of file battle_script.c.
Referenced by FIGHTSTG_updateBattleScript().
| s32 FIGHTSTG_runScriptEffectModel | ( | BattleScript * | script, |
| BattleScriptChildren * | children | ||
| ) |
The battle script's effect model command: 0 starts effect model ID at a position and rotation in the script (their y and z negated), 1 waits while its file loads.
Returning 0 runs the command again
Definition at line 330 of file battle_script.c.
Referenced by FIGHTSTG_updateBattleScript().
| void FIGHTSTG_runScriptCamera | ( | BattleScript * | script, |
| BattleScriptChildren * | children | ||
| ) |
The battle script's camera command: the time of the fade (0 to cut), then the enemy's view, a fighter's or one given in the script.
Definition at line 367 of file battle_script.c.
Referenced by FIGHTSTG_updateBattleScript().
| s32 FIGHTSTG_runScriptWait | ( | BattleScript * | script, |
| BattleScriptChildren * | children | ||
| ) |
The battle script's wait command: waits the time in the script, returning 0 until it is over.
Definition at line 424 of file battle_script.c.
Referenced by FIGHTSTG_updateBattleScript().
| s32 FIGHTSTG_runScriptStage | ( | BattleScript * | script, |
| BattleScriptChildren * | children | ||
| ) |
The battle script's stage command (0x38 the script's own stage, -1 none): 0 changes the fight stage (0 the battle's) with the fade times in the script, keeping the partner's idle motion aside on stage 0x1D and bringing it back on 0x1E; 1 waits while the stage's motions load.
Returning 0 runs the command again
Definition at line 450 of file battle_script.c.
Referenced by FIGHTSTG_updateBattleScript().
| void FIGHTSTG_runScriptSound | ( | BattleScript * | script, |
| BattleScriptChildren * | children | ||
| ) |
The battle script's sound command: plays a battle sound for a time (0x62 and 0x63 the hit's sound, or 0x38 for a hit of result 3)
Definition at line 503 of file battle_script.c.
Referenced by FIGHTSTG_updateBattleScript().
| void FIGHTSTG_runScriptFade | ( | BattleScript * | script, |
| WhiteFlash ** | fade | ||
| ) |
The battle script's fade command: 0 fades the screen out over the frames in the script, 1 back in.
Definition at line 521 of file battle_script.c.
Referenced by FIGHTSTG_updateBattleScript().
| void FIGHTSTG_updateBattleScript | ( | BattleScript * | script, |
| BattleScriptChildren * | children | ||
| ) |
The battle script's task: finds the fighter's effect archive and its script (loading sound bank 0x46 for script 12), then runs its commands until one waits, and ends once its children are done.
< the fighters'
Definition at line 540 of file battle_script.c.
Referenced by FIGHTSTG_createBattleScript().
| BattleScript * FIGHTSTG_createBattleScript | ( | void | ) |
Creates a battle script, which plays a technique (FIGHTSTG_updateBattleScript)
Definition at line 648 of file battle_script.c.
Referenced by FIGHTSTG_runItemScript(), FIGHTSTG_runScriptHits(), FIGHTSTG_updateCameraTurn(), FIGHTSTG_updateHitEffect(), pickEffect(), playCounterTech(), WFIGHTMN_startTech(), and WFIGHTMN_takeDamage().