Digimon World 3 decomp
The European version, SLES_039.36
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field_mode Directory Reference

FIELDSTG.PRO: the field mode, where the player walks around the map.

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Directory dependency graph for field_mode:

Directories

 data
 

Files

 actor.c
 The actor task: the player, its partners and the other characters.
 
 actor_control.c
 An actor's moves, controls, methods, drawing and actions.
 
 actor_icon.c
 The icon over the player's head.
 
 balloon.c
 The balloons over an actor's head.
 
 banner.c
 The area name banner, with the names of the area and the place.
 
 battle.c
 The battles that start on the field: the steps to the next one and the battles of the map's areas.
 
 camera.c
 The camera, which follows an actor or looks at a spot, and shakes.
 
 choice.c
 The yes/no questions of the story.
 
 commands.c
 The field commands (FIELD_COMMAND_*) that the stages' event scripts send through script command 813: the partners halted, the player icon's animations, map objects shown or hidden, the camera's shake and sounds.
 
 cutscene.c
 The animations of a cutscene over the field.
 
 effect.c
 The effects of up to four animations at a spot.
 
 event.c
 The events: their scripts of commands, or a task of their own.
 
 field.c
 The field's main task: it sets the field up, runs it, and closes it for a battle or another mode, and what the executable, the stages and the actors ask of it: an encounter, an event, the inn or a warp.
 
 field_stage.c
 The field's own stage: the ends of its events and its setup.
 
 file_loader.c
 The task that loads the field's files before it starts.
 
 gauge.c
 The gauge game.
 
 hidden_spots.c
 The map's hidden spots, one of which holds a prize, and their effects.
 
 launch.c
 The launchers, which send an actor flying to a tile.
 
 lift.c
 The lift of the map objects 2 and 3.
 
 map.c
 FieldMap's methods: the cells of the map's levels, the free tiles and the steps of a walk or a flight.
 
 map_objects.c
 The map's objects: animated, drawn and found by their animation.
 
 map_streamer.c
 The task that streams the map's tiles from the CD around the view and draws them, and the cover that fades the screen.
 
 script.c
 The helpers of the stages' scripts and the script commands' table.
 
 speech.c
 The message boxes and the talk boxes that follow an actor.
 
 start.c
 FIELDSTG's entry point, which the executable starts the field mode with.
 
 state.c
 FieldState's methods: the file and width of a character, the stage of the mode and the battles of a place.
 
 story.c
 The story events, which start at a point of the story.
 
 stream.c
 The tasks that read a tile of the map from the CD and draw it.
 
 trigger.c
 The map's triggers: exits, climbs, warps, slides and the other things the player sets off on a cell.
 
 tween.c
 The questions' panel opens and closes as the menus' panels do, with their code.
 

Detailed Description

FIELDSTG.PRO: the field mode, where the player walks around the map.