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

The actor task: the player, its partners and the other characters. More...

#include "field/field_mode.h"
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Functions

void FIELDSTG_haltPartners (void)
 Makes the partners stop following: each walks out the rest of its trail (FIELDSTG_drainTrail)
 
void FIELDSTG_resumePartners (void)
 Makes the partners follow the player again (FIELDSTG_followLeader)
 
void FIELDSTG_getFacingTile (Actor *actor, Vec2 *out)
 The tile in front of an actor, one step in its direction.
 
void FIELDSTG_updateActor (Actor *actor, ActorChildren *children)
 An actor's update: waits for its animation file (and gives the player its icon), then runs its control and its action, moves its tile and draws it sorted by y; in TASK_KILL, frees its trail.
 
static void setActorMethods (Actor *actor)
 Gives a new character its methods.
 
static void takePartyDepth (Actor *actor)
 Puts the player or a follower on GAME.playerDepth's layer, or on layer 4 and back to it when the temporary flags are cleared.
 
Actor * FIELDSTG_createActor (s32 key1, s32 kind, s32 image, FieldActorEntry *entry)
 Creates a character (FIELD_TASK_ACTOR): key1 is the character, key2 its kind (0 the player, 2 to 8 a follower, the others the map's characters).
 

Detailed Description

The actor task: the player, its partners and the other characters.

Definition in file actor.c.

Function Documentation

◆ FIELDSTG_haltPartners()

void FIELDSTG_haltPartners ( void  )

Makes the partners stop following: each walks out the rest of its trail (FIELDSTG_drainTrail)

actor.c

< every character (FIELDSTG_createActor)

Definition at line 7 of file actor.c.

Referenced by FIELDSTG_runLaunch(), FIELDSTG_startClimbDown(), FIELDSTG_startClimbUp(), FIELDSTG_startDrop(), and FIELDSTG_updateCommandTask().

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◆ FIELDSTG_resumePartners()

void FIELDSTG_resumePartners ( void  )

Makes the partners follow the player again (FIELDSTG_followLeader)

< every character (FIELDSTG_createActor)

Definition at line 20 of file actor.c.

Referenced by FIELDSTG_runLaunch(), runClimbOffBottom(), runClimbOffTop(), and runDrop().

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◆ FIELDSTG_getFacingTile()

void FIELDSTG_getFacingTile ( Actor *  actor,
Vec2 *  out 
)

The tile in front of an actor, one step in its direction.

Definition at line 33 of file actor.c.

Referenced by FIELDSTG_createActor().

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◆ FIELDSTG_updateActor()

void FIELDSTG_updateActor ( Actor *  actor,
ActorChildren *  children 
)

An actor's update: waits for its animation file (and gives the player its icon), then runs its control and its action, moves its tile and draws it sorted by y; in TASK_KILL, frees its trail.

< the map, its objects and characters, and the menus

< held

Definition at line 43 of file actor.c.

Referenced by FIELDSTG_createActor().

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◆ setActorMethods()

static void setActorMethods ( Actor *  actor)
inlinestatic

Gives a new character its methods.

Definition at line 88 of file actor.c.

Referenced by FIELDSTG_createActor().

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◆ takePartyDepth()

static void takePartyDepth ( Actor *  actor)
inlinestatic

Puts the player or a follower on GAME.playerDepth's layer, or on layer 4 and back to it when the temporary flags are cleared.

Definition at line 110 of file actor.c.

Referenced by FIELDSTG_createActor().

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◆ FIELDSTG_createActor()

Actor * FIELDSTG_createActor ( s32  key1,
s32  kind,
s32  image,
FieldActorEntry *  entry 
)

Creates a character (FIELD_TASK_ACTOR): key1 is the character, key2 its kind (0 the player, 2 to 8 a follower, the others the map's characters).

The match depends on kind holding getModeArg's result in the player's branch, where kind is no longer needed: its second set keeps local-alloc from doubling its live length, which puts it before the constant 1 in the global allocator (the European version matches either way).

< every character (FIELDSTG_createActor)

Definition at line 128 of file actor.c.

Referenced by createCharacters(), and createParty().

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