Digimon World 3 decomp
The European version, SLES_039.36
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event.c File Reference

The events: their scripts of commands, or a task of their own. More...

#include "field/field_mode.h"
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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.
 

Detailed Description

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.

Function Documentation

◆ FIELDSTG_findEventActor()

Actor * FIELDSTG_findEventActor ( EventTask *  task,
s32  id 
)

The actor of an event's cast with the id, below the script commands' ids (0x320)

event.c

Definition at line 9 of file event.c.

Referenced by FIELDSTG_runEvent(), and FIELDSTG_setEventPose().

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◆ 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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◆ releaseEventActors()

static void releaseEventActors ( EventTask *  task)
inlinestatic

Gives the characters the event held their controls back.

Definition at line 62 of file event.c.

Referenced by FIELDSTG_runEvent().

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◆ 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().

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◆ FIELDSTG_startEvent()

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.

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().

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