11 switch (task->
state) {
void FIELDSTG_shakeCamera(s32 shaking)
Starts or stops the camera's shake.
void FIELDSTG_updateCommandTask(Task *task)
The task of script command 813: on substate 1 it stops the partners following.
static void playHeldSound(s32 command)
The commands that play a sound that goes on until a stop command keys it off (FIELDSTG_heldVoice)
static void stopHeldSound(s32 command)
The commands that stop that sound.
void FIELDSTG_handleFieldCommand(Task *task, s32 command)
Runs a field command (FIELD_COMMAND_*) of an event script: halts the partners through the command tas...
void FIELDSTG_startCommandTask(void)
Creates the task of script command 813 (the create of FIELDSTG_scriptCommands)
static void showObjectGroups(s32 command)
The commands that hide or show a group of the map objects (by their anim)
static void playCommandSound(s32 command)
The commands that play a sound.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
void FIELDSTG_haltPartners(void)
Makes the partners stop following: each walks out the rest of its trail (FIELDSTG_drainTrail)
#define FIELD_COMMAND_PLAY_WEAR_OFF
#define FIELD_COMMAND_PLAY_BM_ERASE
#define FIELD_COMMAND_PLAY_SE000002
#define FIELD_COMMAND_PLAY_DEMO_BGM
#define FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
#define FIELD_COMMAND_PLAY_COMCD201
#define FIELD_COMMAND_PLAY_SAVEDEMO
#define FIELD_COMMAND_STOP_COMCD115
#define FIELD_OBJECT_GROUP_ANIM
the StageTile.anim of group 0; group n has 100 + n
#define FIELD_COMMAND_PLAY_PIYOPIYO
#define FIELD_COMMAND_STOP_CAMERA_SHAKE
#define FIELD_COMMAND_SHAKE_CAMERA
#define FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
#define FIELD_COMMAND_PLAY_MASK_SET
#define FIELD_COMMAND_STOP_GAYALOOP
#define FIELD_COMMAND_STOP_BEAM_HIT
#define FIELD_COMMAND_PLAY_SN_ENTRY
#define FIELD_COMMAND_SEARCH_EVENT_SPOT
FIELDSTG_searchEventSpot.
#define FIELD_COMMAND_PLAY_INFO_SIG
#define FIELD_COMMAND_SHOW_OBJECTS(n)
shows them
#define FIELD_COMMAND_PLAY_BEAM_HIT
#define FIELD_COMMAND_PLAY_SWITCH02
#define FIELD_OBJECT_GROUPS
#define FIELD_COMMAND_PLAY_PLAYER11
#define FIELD_COMMAND_ICON1
the player icon's substate 1, with ITEM_GET
#define FIELD_COMMAND_ICON2
its substate 2
#define FIELD_TASK_ICON
the icon over the player's head
#define FIELD_COMMAND_PLAY_SWITCH03
#define FIELD_COMMAND_PLAY_TRAP_OFF
#define FIELD_COMMAND_PLAY_COMCD111
#define FIELD_COMMAND_PLAY_SWITCH01
#define FIELD_COMMAND_PLAY_BULB_003
#define FIELD_COMMAND_PLAY_BEAM_SHT
#define FIELD_COMMAND_PLAY_GONDRA_S
#define FIELD_COMMAND_STOP_PLAYER11
#define FIELD_COMMAND_PLAY_GAYALOOP
#define FIELD_COMMAND_PLAY_COMCD103
#define FIELD_COMMAND_PLAY_TELEPORT
#define FIELD_COMMAND_PLAY_COMCD115
#define FIELD_COMMAND_PLAY_LD_ERASE
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
#define FIELD_COMMAND_PLAY_SN_ERASE
#define FIELD_COMMAND_HIDE_OBJECTS(n)
hides the map objects of group n
FIELDSTG.PRO: the field mode, where the player walks around the map.
#define SOUND_BEAM_HIT
held
#define SOUND_GAYALOOP
held
s16 FIELDSTG_heldVoice
the voice of FIELDSTG_handleFieldCommand's held sound
FieldState FIELDSTG_state
void FIELDSTG_searchEventSpot(void)
Searches the hidden spots off the map (x 1000 and up), for an event.
TaskRegistry TASK_REGISTRY
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
#define SOUND_COMCD115
held until SOUND.keyOff
#define SOUND_TELEPORT
TELEPORT.
#define SOUND_PLAYER11
held until SOUND.keyOff
StageTile * objects
the map objects, up to the first margin 0
short(* playSound)(s32 id)
returns the voice of a key-on
void(* keyOff)(s32 id, s16 voice)
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
u8 anim
which of a stage's animations sets frame (1-3); FIELDSTG finds objects by it (its lift,...
void *(* find)(s32 id, s32 key1, s32 key2)
Any task, seen through its header.
void(* setSubstate)(struct Task *task, s32 substate)
void * createTaskWithId(void(*update)(), s32 size, s32 childrenSize, s32 id)
Allocates a zeroed task of size bytes (header included) with room for childrenSize / 4 child tasks.