GameState GAME
The save data, the game mode and the methods.
void FIELDSTG_countBattleSteps(void)
Counts down to the next battle at each step by the area's rate (FIELDSTG_battleRates),...
void FIELDSTG_rollBattleSteps(void)
Rolls the steps to the next battle (GAME.battleSteps): under 0x100, or 0x100 to 0x4FF.
void FIELDSTG_startEventBattle(s32 index)
Starts battle index of the fourth area, the one events start.
void FIELDSTG_startAreaBattle(void)
Starts one of the eight battles of the player's battle area, at random.
#define FIELD_TASK_ACTOR
every character (FIELDSTG_createActor)
#define FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
FIELDSTG.PRO: the field mode, where the player walks around the map.
static void FIELDSTG_startBattle(AreaBattle *battle)
Starts a battle: its fight stage, its music and its encounter.
s32 FIELDSTG_battleRates[]
how much each area lowers GAME.battleSteps, the steps to the next battle
FieldState FIELDSTG_state
TaskRegistry TASK_REGISTRY
A character on the field (FIELDSTG_createActor): the player (kind 0) and the other characters.
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
s32 count
how often they come: an index of FIELDSTG_battleRates
s32 randomBattles
the field starts random battles; the stage select toggles it (Select)
s32 files[8]
the file entry of each map, set by setFile
s32(* getCell)(s32 index, Vec2 *pos)
FIELDSTG_getMapCell.
s32 frozen
no control, triggers or encounters for the player: while the area name banner shows (FIELDSTG_createB...
s32 busy
an event, a warp, a launch or a battle has the player
s32 battleStarting
an encounter started (FIELDSTG_startEncounter)
s32 acting
the player talks, climbs, slides or searches
s32 battleSteps
to the next random battle, which each step lowers
s32(* next)(void)
0 to RANDOM_COUNT - 1
void *(* find)(s32 id, s32 key1, s32 key2)