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Digimon World 3 decomp
The European version, SLES_039.36
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The events: their scripts of commands, or a task of their own. More...
#include "field/field_mode.h"Go to the source code of this file.
Functions | |
| Actor * | FIELDSTG_findEventActor (EventTask *task, s32 id) |
| The actor of an event's cast with the id, below the script commands' ids (0x320) | |
| s32 | FIELDSTG_setEventPose (EventTask *task, s16 *op, EventChildren *children) |
| An event's pose command (SCRIPT_POSE): puts its actor in a pose, or, for an id of the script commands (SCRIPT_COMMAND), creates the command's task if needed and hands it the other two words, a command and its argument. | |
| static void | releaseEventActors (EventTask *task) |
| Gives the characters the event held their controls back. | |
| void | FIELDSTG_runEvent (EventTask *task, EventChildren *children) |
| Runs an event: in TASK_INIT it waits for the event's text file and the field (FIELD_TASK_FIELD) and holds the characters; in TASK_RUN it runs the script until a command waits (kind 0 ends it, 1 moves or turns a character, 2 opens a message box, 3 waits, 6 runs FIELDSTG_followWithCamera or FIELDSTG_pointCamera), or without a script runs start's task until it ends; TASK_KILL releases the characters and calls end. | |
| EventTask * | FIELDSTG_startEvent (s32 id) |
| Starts the event id of FieldState.events: its script, start and end, and its text; the player stands still, except for the events 8000 to 8999. | |
The events: their scripts of commands, or a task of their own.
Their rodata, at 0x80082598 (USA), starts FIELDSTG.PRO's third object (see data/fieldstg.c).
Definition in file event.c.
The actor of an event's cast with the id, below the script commands' ids (0x320)
Definition at line 9 of file event.c.
Referenced by FIELDSTG_runEvent(), and FIELDSTG_setEventPose().
| s32 FIELDSTG_setEventPose | ( | EventTask * | task, |
| s16 * | op, | ||
| EventChildren * | children | ||
| ) |
An event's pose command (SCRIPT_POSE): puts its actor in a pose, or, for an id of the script commands (SCRIPT_COMMAND), creates the command's task if needed and hands it the other two words, a command and its argument.
Definition at line 28 of file event.c.
Referenced by FIELDSTG_runEvent().
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inlinestatic |
Gives the characters the event held their controls back.
Definition at line 62 of file event.c.
Referenced by FIELDSTG_runEvent().
| void FIELDSTG_runEvent | ( | EventTask * | task, |
| EventChildren * | children | ||
| ) |
Runs an event: in TASK_INIT it waits for the event's text file and the field (FIELD_TASK_FIELD) and holds the characters; in TASK_RUN it runs the script until a command waits (kind 0 ends it, 1 moves or turns a character, 2 opens a message box, 3 waits, 6 runs FIELDSTG_followWithCamera or FIELDSTG_pointCamera), or without a script runs start's task until it ends; TASK_KILL releases the characters and calls end.
The match depends on next and actor being two variables, and sub an s16.
< the field's main task (FIELDSTG_createField)
< every character (FIELDSTG_createActor)
Definition at line 82 of file event.c.
Referenced by FIELDSTG_startEvent().
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands still, except for the events 8000 to 8999.
FIELDSTG functions the stages call.
< every character (FIELDSTG_createActor)
Definition at line 250 of file event.c.
Referenced by FIELDSTG_offerTrigger(), FIELDSTG_runChoice(), FIELDSTG_runStoryEvents(), FIELDSTG_startListedEvent(), updateEvent1510(), updateEvent1512(), updateEvent1514(), updateEvent1516(), updateEvent1518(), updateEvent1520(), updateEvent9(), updateMenu(), updateStage(), and updateTimer().