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Digimon World 3 decomp
The European version, SLES_039.36
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FIELDSTG.PRO: the field mode, where the player walks around the map. More...
Go to the source code of this file.
Data Structures | |
| struct | TrailStep |
| struct | Trail |
| struct | ActorChildren |
| The children of an actor (FIELDSTG_updateActor) More... | |
| struct | IconOffset |
| An offset of the icon from the player's tile along a climb over an edge (FIELDSTG_iconPath), x away from the climb's side. More... | |
| struct | ActorIcon |
| The player's icon (FIELD_TASK_ICON, FIELDSTG_createActorIcon): the field commands FIELD_COMMAND_ICON1 to 3 and a special condition set its substate, the animation it plays. More... | |
| struct | Balloon |
| A balloon over an actor's head (FIELDSTG_createBalloon): it pops up, plays its FIELDSTG_triggerAnims row (key2) and pops down when closed. More... | |
| struct | StandIn |
| A character that another answers for when the player talks to it (FIELDSTG_talkToActorAt, FIELDSTG_standIns) More... | |
| struct | Speech |
| A message box, or a talk box that follows an actor (FIELDSTG_createSpeech, FIELDSTG_createTalk) More... | |
| struct | Launch |
| Launches an actor, spinning, from the nearest launcher (FIELD_TASK_LAUNCHER) to a tile (FIELDSTG_createLaunch, Actor.launch) More... | |
| struct | GaugeGame |
| struct | Camera |
| The camera (FIELD_TASK_CAMERA, FIELDSTG_createCamera): it centers the field's layer on an actor or a spot, panning there unless it snaps, and shakes. More... | |
| struct | EventTask |
| An event (FIELDSTG_runEvent, made by FIELDSTG_startEvent): it runs a script of 16-bit words, each command a word of its kind << 8 | its variant followed by its arguments, until a command waits; or, without a script, a task of its own (start) until it ends. More... | |
| struct | EventChildren |
| The children of an EventTask. More... | |
| struct | ScriptCommand |
| An entry of the script command table FIELDSTG_scriptCommands (ids from 0x320) More... | |
| struct | ScriptTimer |
| A wait timer for the scripts (FIELDSTG_waitScriptTime) More... | |
| struct | StoryEvents |
| The story events of the field (FIELDSTG_createStoryEvents) More... | |
| struct | StoryEventsChildren |
| struct | ProgressEvent |
| A story event (FIELDSTG_progressEvents): at a progress, while a flag is clear and a condition holds, a script runs, and then another one. More... | |
| struct | ChoiceTask |
| A yes/no question of the story (FIELDSTG_runChoice); its children are a ChoiceChildren (field_map.h) More... | |
| struct | ChoiceText |
| A question of a ChoiceTask. More... | |
| struct | CutsceneAnim |
| A cutscene's animation over the field (FIELDSTG_createCutsceneAnim) More... | |
| struct | EffectAnim |
| An animation of an FieldEffect (FIELDSTG_stepEffectAnim) More... | |
| struct | FieldEffect |
| An effect of up to four animations at a spot (FIELDSTG_createEffect) More... | |
| struct | Box |
| A rectangle, edges included. More... | |
| struct | StreamSprite |
| A sprite of a StreamTask's frame. More... | |
| struct | StreamTask |
| A task that reads the frames of a file from the disc (FIELDSTG_createStream) More... | |
| struct | StreamPool |
| The StreamTasks of a task's children (FIELDSTG_requestTiles) More... | |
| struct | MapFileHeader |
| The first sector of a map's tile file (MapStreamer.header) More... | |
| struct | MapTile |
| A tile of the map that MapStreamer streams. More... | |
| struct | MapImage |
| One of the 12 VRAM slots the map's tiles are loaded into (FIELDSTG_slotImages) More... | |
| struct | MapStreamer |
| The task that streams the map's tiles from the CD around the view (FIELDSTG_runMapStreamer, id 4, created by FIELDSTG_createMapStreamer) More... | |
| struct | MapObjects |
| Animates and draws the map's objects (FIELDSTG_createMapObjects) More... | |
| struct | Triggers |
| The map's triggers (FIELDSTG_createTriggers): on a trigger's cell (layer 7: index and direction) the player sets it off at once or, with a balloon, on the action button. More... | |
| struct | TriggerChildren |
| The children of an Triggers. More... | |
| struct | SpotHint |
| The hint of a hidden spot that held nothing (FIELDSTG_createSpotHint): its sprite and its palette cycle tell how far the prize is. More... | |
| struct | HiddenSpot |
| A hidden spot: a map object with anim 0xFF. More... | |
| struct | HiddenSpots |
| The map's hidden spots (FIELD_TASK_HIDDEN_SPOTS, FIELDSTG_createHiddenSpots): one of them, picked at random, holds the prize. More... | |
| struct | HiddenSpotsChildren |
| The children of an HiddenSpots. More... | |
| struct | SpotEffect |
| The effect of searching a hidden spot, in front of the actor that searches (FIELDSTG_createSpotEffect) More... | |
| struct | AreaName |
| The name of a mode's area (FIELDSTG_showAreaName), up to the first mode 0: the strings of the two windows, from text files 0xAA and 0xB8. More... | |
| struct | AreaNameWindows |
| The windows of FIELDSTG_showAreaName. More... | |
| struct | BannerBox |
| A rectangle of an AreaBanner, which can stretch to a new range. More... | |
| struct | AreaBanner |
| The area name banner (FIELD_TASK_BANNER, FIELDSTG_createBanner) More... | |
| struct | StageEntry |
| An entry of the stage tables (FIELDSTG_pickStage): the stage overlay of a mode, up to the first mode 0. More... | |
| struct | TileMove |
| A step of FIELDSTG_playBattleTransition's spiral: one coordinate of a tile moves by dir until it passes limit. More... | |
| struct | FieldImages |
| The field's own image (FieldState.images) and its actors' after it. More... | |
| struct | FieldTask |
| The field's main task (FIELDSTG_updateField, FIELD_TASK_FIELD); its children follow. More... | |
| struct | FieldChildren |
| The children of the field's main task (FieldTask, FIELDSTG_updateField) More... | |
| struct | Encounter |
| An encounter of FIELDSTG_encounters, which FIELDSTG_startEncounter starts: its enemies and the bytes it copies to BATTLE_SETUP.ambushChance on. More... | |
Macros | |
| #define | OVL_NAME(name) FIELDSTG_##name |
| Names the functions of the src/shared files it shares. | |
| #define | FIELD_SPRITES_X 0x200 |
| Where the field keeps its textures in VRAM: the two images of FIELD_SPRITES_FILE (its entries 2 and 3, for the sprite sheets of its entries 0 and 1), the stage's map objects (FIELDSTG_loadFieldFiles) and a cutscene's frames (FIELDSTG_playCutsceneAnim) | |
| #define | FIELD_SPRITES2_X 0x240 |
| #define | FIELD_SPRITES_Y 0x100 |
| #define | FIELD_OBJECTS_X 0x140 |
| #define | FIELD_OBJECTS_Y 0x100 |
| #define | FIELD_OBJECTS_CLUT_Y 0x1F0 |
| #define | FIELD_CUTSCENE_X 0x280 |
| #define | FIELD_CUTSCENE_CLUT_Y 0xF0 |
| #define | FIELD_MENU_SPRITES_X 0x140 |
| the executable's FILE_MENU_SPRITES | |
| #define | SOUND_DIG_DEMO 0x40003 |
| The sounds only FIELDSTG plays (SOUND.playSound), by their SOUNDTST names. | |
| #define | SOUND_DIGIMENT 0x40004 |
| a warp's effect | |
| #define | SOUND_ENCOUNTS 0x40005 |
| the transition to a battle | |
| #define | SOUND_FUKIDASH 0x40007 |
| a balloon | |
| #define | SOUND_ITEM_GET 0x40009 |
| #define | SOUND_PIYOPIYO 0x40013 |
| #define | SOUND_SAVEDEMO 0x40015 |
| #define | SOUND_SUB_DEMO 0x40018 |
| #define | SOUND_BULB_003 0x440001 |
| #define | SOUND_TRAP_OFF 0x700001 |
| #define | SOUND_INFO_SIG 0xB80001 |
| #define | SOUND_BM_ERASE 0x1100000 |
| #define | SOUND_LD_ERASE 0x1100002 |
| #define | SOUND_DEMO_BGM 0x60040002 |
| #define | SOUND_COMCD111 0x80042DC7 |
| #define | SOUND_COMCD201 0x800430BD |
| #define | SOUND_PLAYER00 0x8004583C |
| #define | SOUND_PLAYER01 0x800458BD |
| #define | SOUND_PLAYER02 0x8004593E |
| #define | SOUND_PLAYER08 0x80045C44 |
| #define | SOUND_PLAYER09 0x80045CC5 |
| #define | SOUND_PLAYER10 0x80045D46 |
| #define | SOUND_TRESUREB 0x80045DC7 |
| #define | SOUND_DIG_MOVE 0x80045FCB |
| #define | SOUND_MASK_SET 0x803C503C |
| #define | SOUND_BEAM_SHT 0x805458BD |
| #define | SOUND_WEAR_OFF 0x80E8383C |
| #define | SOUND_SN_ENTRY 0x8110303C |
| #define | SOUND_SN_ERASE 0x81103240 |
| #define | SOUND_COMCD203 0xA00431BF |
| held while the camera shakes | |
| #define | SOUND_SUB_MOVE 0xA0045F4A |
| held | |
| #define | SOUND_BEAM_HIT 0xA054583C |
| held | |
| #define | SOUND_TRAP_ICE 0xA064683C |
| held | |
| #define | SOUND_GAYALOOP 0xA10C703C |
| held | |
| #define | ACTOR_ANIM_STAND 1 |
| The animation sets that the actions play (FIELDSTG_setActorAnim), by the substate that plays them. | |
| #define | ACTOR_ANIM_WALK 4 |
| #define | ACTOR_ANIM_RUN 5 |
| #define | ACTOR_ANIM_STOP 6 |
| #define | ACTOR_ANIM_SEARCH 8 |
| #define | ACTOR_ANIM_GAUGE_START 0x11 |
| #define | ACTOR_ANIM_GAUGE_RESULT 0x12 |
| after the game, with a balloon | |
| #define | ACTOR_ANIM_GAUGE_PLAY 0x13 |
| with PLAYER09 | |
| #define | ACTOR_ANIM_GAUGE_WAIT 0x14 |
| with PLAYER10, until the game ends | |
| #define | ACTOR_ANIM_GAUGE_END 0x15 |
| #define | ACTOR_ANIM_DROP_OFF 0x16 |
| #define | ACTOR_ANIM_FALL 0x17 |
| #define | ACTOR_ANIM_FALL_FAR 0x18 |
| once the fall is more than 0x1800 | |
| #define | ACTOR_ANIM_LAND 0x19 |
| #define | ACTOR_ANIM_CLIMB_UP 0x1A |
| #define | ACTOR_ANIM_CLIMB_DOWN 0x1B |
| #define | ACTOR_ANIM_GET_ON_WALL 0x1C |
| #define | ACTOR_ANIM_CLIMB_OFF_TOP 0x1D |
| #define | ACTOR_ANIM_GET_OVER_EDGE 0x1E |
| #define | ACTOR_ANIM_CLIMB_OFF_BOTTOM 0x1F |
| #define | ACTOR_ANIM_CLIMB 0x20 |
| #define | ACTOR_ANIM_OPEN 0x41 |
| a treasure's, when it is talked to | |
| #define | ACTOR_ANIM_USE 0x45 |
| #define | ACTOR_ANIM_USED 0x54 |
| the object's | |
| #define | FLIGHT_OPEN 1 |
| Flight (FIELDSTG_controlFlight, FIELDSTG_checkFlightProbe): an actor's z against the floor map's cells. | |
| #define | FLIGHT_WALL(n) (n) |
| #define | FLIGHT_CEILING(n) (24 - (n)) |
| #define | FLIGHT_LEVEL(n) ((n) << 12) |
| n * 16 pixels, in z's 1/256 pixels | |
| #define | FLIGHT_LANDING 0xC |
| how far above a wall's top a descent stops | |
| #define | FLIGHT_Z_MIN 0x1800 |
| #define | FLIGHT_Z_MAX 0x7000 |
| #define | FLIGHT_SPEED_MAX 0x200 |
| #define | FLIGHT_SPEED_MAX_PAL 0x266 |
| FLIGHT_SPEED_MAX * 6 / 5, for 50 frames a second. | |
| #define | TRAIL_STEPS 64 |
| The last TRAIL_STEPS steps of the actor that another one follows (Actor.trail), a ring from tail to head. | |
| #define | GAUGE_ROWS 8 |
| A gauge game (FIELDSTG_createGauge, FIELDSTG_runGauge) | |
| #define | GAUGE_EMPTY_ROW 8 |
| the European version's, all zeros | |
| #define | GAUGE_CURSOR_MAX 0x3000 |
| the row's 48 pixels, in 1/256 pixels | |
| #define | GAUGE_START_DELAY 0x5A |
| frames before the cursor runs | |
| #define | GAUGE_RESULT_DELAY 0x3C |
| frames on the stopped cursor | |
| #define | GAUGE_X 0x18 |
| where it is drawn, on the screen | |
| #define | GAUGE_Y 0xC0 |
| #define | GAUGE_FRAME 0x3C |
| its sprites, of FIELD_SPRITES_FILE's sheet 1 | |
| #define | GAUGE_CURSOR_FRAME 0x3D |
| #define | GAUGE_ROW_FRAMES 0x3E |
| #define | GAUGE_RUNNING 0 |
| The steps of a running gauge. | |
| #define | GAUGE_STOPPING 1 |
| #define | GAUGE_STOPPING_SLOWLY 2 |
| one time in four | |
| #define | GAUGE_STOPPED 3 |
| #define | FIELD_ANIM_FILE 0x88C |
| The two animations of FIELDSTG_playCutsceneAnim, kind 0's file and kind 1's after it: the discs number their files differently. | |
| #define | FIELD_SPRITES_FILE 0x160 |
| The field's effect sprites (FIELDSTG_drawSpotEffect): the discs number their files differently. | |
| #define | FIELD_ACTION_FILES 0x3C9 |
| The files of the player's actions, which FIELDSTG_requestSlotFiles loads when the map has slots for them: the discs number their files differently. | |
| #define | FIELD_DROP_FILE FIELD_ACTION_FILES |
| #define | FIELD_GAUGE_FILE (FIELD_ACTION_FILES + 1) |
| #define | FIELD_SEARCH_FILE (FIELD_ACTION_FILES + 2) |
| the hidden spots' | |
| #define | FIELD_CLIMB_FILE (FIELD_ACTION_FILES + 3) |
| #define | FIELD_FLAG_TALK_AHEAD 0x12 |
| The player's FLAGS_00 codes (FIELDSTG_controlPlayer) | |
| #define | FIELD_SEARCH_ITEM ITEM(0, 4) |
| item 4, which the player needs to search the hidden spots | |
| #define | FIELD_VISITED_FLAG(mode) (0x2000 + (mode) - 0x200) |
| The flag set when the field of a mode is entered: FLAGS_00's group 0x20, flag mode - 0x200. | |
| #define | FIELD_MODE_WSTAG415 0x22D |
| The modes of two fields that keep the file cache (FIELDSTG_keepsFileCache) | |
| #define | FIELD_MODE_WSTAG815 0x2DE |
| #define | FIELD_PRIZE_FIGHTERS 0x1C9 |
| The fighters whose battles always give an item (FIELDSTG_startEncounter) | |
| #define | FIELD_PRIZE_FIGHTER_COUNT 8 |
| #define | TRANSITION_COLUMNS 5 |
| FIELDSTG_playBattleTransition's tiles: a copy of the screen at TRANSITION_IMAGE_X in VRAM, cut into columns and rows. | |
| #define | TRANSITION_ROWS 6 |
| #define | TRANSITION_TILE_WIDTH (SCREEN_WIDTH / TRANSITION_COLUMNS) |
| #define | TRANSITION_TILE_HEIGHT (SCREEN_HEIGHT / TRANSITION_ROWS) |
| #define | TRANSITION_IMAGE_X 0x280 |
| #define | TRANSITION_SPEED 40 |
| pixels a frame | |
| #define | TRANSITION_GONE 0x200 |
| a tile's coordinate once it has slid off | |
| #define | TRANSITION_WAIT 0x10 |
| the steps after the last tile, before the mode | |
| #define | TRANSITION_DONE 0x1000 |
| the step once the mode is requested | |
Functions | |
| void | FIELDSTG_updateCommandTask (Task *task) |
| commands.c | |
| void | FIELDSTG_handleFieldCommand (Task *task, s32 command) |
| Runs a field command (FIELD_COMMAND_*) of an event script: halts the partners through the command task, sets the player icon's substate, hides or shows a group of map objects, shakes the camera, searches the event spot, or plays a sound; four sounds are held, to be keyed off by a later command. | |
| void | FIELDSTG_startCommandTask (void) |
| Creates the task of script command 813 (the create of FIELDSTG_scriptCommands) | |
| void | FIELDSTG_updateLift (Lift *task) |
| lift.c | |
| void | FIELDSTG_moveLift (Lift *task, s32 command) |
| Runs a script command of the lift's: moves it up or down. | |
| Lift * | FIELDSTG_createLift (s32 id) |
| Creates the lift, raised when flag 0x1C3D is set. | |
| void | FIELDSTG_runChoice (ChoiceTask *task, ChoiceChildren *children) |
| choice.c | |
| void * | FIELDSTG_askChoice0 (void) |
| void * | FIELDSTG_askChoice1 (void) |
| void * | FIELDSTG_askChoice2 (void) |
| void * | FIELDSTG_askChoice3 (void) |
| void * | FIELDSTG_askChoice4 (void) |
| void * | FIELDSTG_askChoice5 (void) |
| void * | FIELDSTG_askChoice6 (void) |
| void * | FIELDSTG_askChoice7 (void) |
| void * | FIELDSTG_askChoice8 (void) |
| void * | FIELDSTG_askChoice9 (void) |
| void * | FIELDSTG_askChoice10 (void) |
| void * | FIELDSTG_askChoice11 (void) |
| void * | FIELDSTG_askChoice12 (void) |
| void * | FIELDSTG_askChoice13 (void) |
| void * | FIELDSTG_askChoice14 (void) |
| void * | FIELDSTG_askChoice15 (void) |
| void | FIELDSTG_runStoryEvents (StoryEvents *task, StoryEventsChildren *children) |
| story.c | |
| StoryEvents * | FIELDSTG_createStoryEvents (void *owner) |
| Creates the story events, and loads the field's sound bank and files. | |
| Actor * | FIELDSTG_findEventActor (EventTask *task, s32 id) |
| event.c | |
| 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. | |
| 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. | |
| void | FIELDSTG_playCutsceneAnim (CutsceneAnim *task) |
| cutscene.c | |
| CutsceneAnim * | FIELDSTG_createCutsceneAnim (s32 kind) |
| Creates a cutscene animation of a kind. | |
| s32 | FIELDSTG_stepEffectAnim (EffectAnim *anim, AnimFrame *frames, s32 depth) |
| effect.c | |
| void | FIELDSTG_updateEffect (FieldEffect *task) |
| An effect's update: draws its animations at its spot until they end. | |
| FieldEffect * | FIELDSTG_createEffect (s32 x, s32 y, s32 set) |
| Creates the effect of a set at (x, y) | |
| StreamTask * | FIELDSTG_findOldestStream (StreamPool *pool) |
| map_streamer.c | |
| void | FIELDSTG_requestTiles (MapStreamer *task, StreamPool *pool) |
| Streams the map's tiles while the CD reader is free: a tile of viewTiles (0xFF for none) that a stream task has loaded is done, and each tile still waiting goes to the oldest task (FIELDSTG_findOldestStream), until the reader is busy. | |
| void | FIELDSTG_drawCoverBlock (Layer *layer, s32 x, s32 y, s32 level) |
| Draws a 128-pixel block of the cover at (x, y), at a shade of level (8.8) | |
| StreamTask * | FIELDSTG_findStream (StreamPool *pool, s32 frame) |
| The stream task that holds a frame (a tile of the map), or NULL. | |
| void | FIELDSTG_drawMapTiles (MapStreamer *task, StreamPool *pool) |
| Draws the map's tiles in view, under a cover that fades from the new ones, and while the decompressor is free, gives the first loaded tile without an entry the oldest of the 12. | |
| void | FIELDSTG_pickViewTiles (MapStreamer *task) |
| Points the slots around the view at the map's tiles: viewTiles gets, for each of the 30 slots, the index of the tile it shows (0xFF off the map), and viewX/viewY the tile of the slots' top left corner. | |
| void | FIELDSTG_runMapStreamer (MapStreamer *task, StreamPool *pool) |
| The map streamer's update: reads the map's header and creates the 30 stream tasks, then each frame points the slots at the tiles in view, draws them and streams the missing ones. | |
| Vec2 * | FIELDSTG_getMapSize (MapStreamer *task) |
| The map's size in pixels. | |
| MapStreamer * | FIELDSTG_createMapStreamer (s32 file) |
| Creates the map streamer of a file. | |
| void | FIELDSTG_drawCover (s32 id, s32 level) |
| Covers the screen on the layer id at a shade of level (8.8) | |
| void | FIELDSTG_touchStream (StreamTask *task) |
| stream.c | |
| void | FIELDSTG_seekStream (StreamTask *task, s32 frame, s32 size) |
| Reads a frame of the map file, a tile, from the CD, unless it has it already. | |
| s32 | FIELDSTG_isStreamLoaded (StreamTask *task) |
| Whether a stream task's read is done. | |
| void | FIELDSTG_drawStream (StreamTask *task, Layer *layer, s32 x, s32 y) |
| Draws a stream task's tile at (x, y) on a layer: its sprites at the three depths. | |
| void | FIELDSTG_setStreamSource (StreamTask *task, s32 slot, Decompressor *source) |
| Decompresses a stream task's tile into slot. | |
| void | FIELDSTG_loadStreamSprites (StreamTask *task) |
| Takes a decompressed tile's sprites and loads its image into its slot's VRAM. | |
| void | FIELDSTG_clearStreamSlot (StreamTask *task) |
| Forgets a stream task's slot. | |
| s32 | FIELDSTG_getStreamSlot (StreamTask *task) |
| A stream task's slot, or -1. | |
| s32 | FIELDSTG_getStreamFrame (StreamTask *task) |
| A stream task's frame, the tile it holds. | |
| void | FIELDSTG_updateStream (StreamTask *task) |
| A stream task's update: takes its tile once decompressed, and notes when its read ends. | |
| StreamTask * | FIELDSTG_createStream (s32 size, s32 file) |
| Creates a stream task of a file, with a buffer of size. | |
| void | FIELDSTG_updateRoot (Task *task, Task **children) |
| start.c | |
| void | FIELDSTG_showAreaName (AreaBanner *task, AreaNameWindows *windows) |
| banner.c | |
| void | FIELDSTG_stretchBannerBox (AreaBanner *task, BannerBox *box) |
| Stretches a box toward from-to along one axis. | |
| void | FIELDSTG_drawBannerBox (AreaBanner *task, u_long *ot, DVECTOR pos, DVECTOR size, s32 color) |
| Draws one of the banner's boxes, a flat quad of a color. | |
| void | FIELDSTG_updateBanner (AreaBanner *task, AreaNameWindows *windows) |
| The area name banner: in TASK_INIT it copies its ten boxes from FIELDSTG_bannerBoxes and opens the area and place windows (FIELDSTG_showAreaName); in TASK_RUN the boxes appear and stretch in turn until both windows have finished; in TASK_DONE it closes the layer's clip from the top and the bottom. | |
| Task * | FIELDSTG_createBanner (s32 show) |
| Creates the area name banner, which closes at once unless show; the player is frozen until it ends. | |
| s32 | FIELDSTG_stepBalloonAnim (Balloon *task) |
| balloon.c | |
| void | FIELDSTG_drawBalloon (Balloon *task) |
| Draws a balloon over its actor: its frame, and once open, its animation. | |
| void | FIELDSTG_updateBalloon (Balloon *task) |
| A balloon's update: it pops open over the player (or another actor), stays while the trigger is on offer and pops shut in TASK_DONE. | |
| Balloon * | FIELDSTG_createBalloon (s32 kind, s32 anim, s32 id) |
| Creates a balloon of a kind (its sprites) with an animation, under a task id. | |
| void | FIELDSTG_createPlayerBalloon (s32 id) |
| The balloon over the player: script commands 803 to 806 (FIELDSTG_scriptCommands) | |
| void | FIELDSTG_balloonCommand (Balloon *task, s32 command, s32 id) |
| A balloon's script commands: 0x325 and 0x327 put it over the actor id with animation 0 or 1, 0x326 pops it shut. | |
| s32 | FIELDSTG_findTrigger (Triggers *task) |
| trigger.c | |
| s32 | FIELDSTG_offerTrigger (Triggers *task, TriggerChildren *children) |
| Acts at once on a slot that does (SLOT_DEPTH...), or shows the balloon of one that waits for a button and returns 1; returns 0 when its conditions don't hold. | |
| void | FIELDSTG_setOffTrigger (Triggers *task) |
| Sets off the slot the player pressed cross on. | |
| void | FIELDSTG_updateTriggers (Triggers *task, TriggerChildren *children) |
| The triggers' update: offers the slot under the player while the field isn't busy, and sets it off on cross. | |
| Triggers * | FIELDSTG_createTriggers (s32 sheetEntry, StageSlot *slots) |
| Creates the triggers. | |
| void | FIELDSTG_getSpeechPos (Speech *task, Vec2 *out) |
| speech.c | |
| void | FIELDSTG_updateSpeech (Speech *task, void **box) |
| A speech's update: opens its message box or talk box, moves the talk box with its actor, and ends with it. | |
| Speech * | FIELDSTG_createSpeech (Actor *actor, s32 entry, s32 type, s32 isMessage) |
| Creates the speech of an event's text entry: a message box, or a talk box of a type. | |
| Speech * | FIELDSTG_createTalk (Actor *actor, s32 entry) |
| Creates the talk box of an actor's text entry, on the side of the screen away from where it faces and the edges. | |
| void | FIELDSTG_drawMapObject (MapObjects *task, Layer *layer, s32 index) |
| map_objects.c | |
| void | FIELDSTG_updateMapObjects (MapObjects *task, HiddenSpots **children) |
| Animates and draws the map's objects that are in view. | |
| MapObjects * | FIELDSTG_createMapObjects (s32 sprites, StageTile *objects) |
| Creates the map's objects, with their sprites. | |
| void | FIELDSTG_requestInnNames (Task *task) |
| file_loader.c | |
| void | FIELDSTG_requestSlotFiles (Task *task) |
| Requests the files of the actions the map's slots offer: climbs, drops and the gauge game. | |
| s32 | FIELDSTG_loadFieldFiles (Task *task) |
| Loads the field's files, a step at a time: 1 once done. | |
| void | FIELDSTG_runFileLoader (Task *task) |
| The file loader's update: loads the field's files from its first step on (FIELDSTG_loadFieldFiles) | |
| Task * | FIELDSTG_createFileLoader (s32 step) |
| Creates the file loader, which starts at a step. | |
| void | FIELDSTG_updateActorIcon (ActorIcon *task) |
| actor_icon.c | |
| ActorIcon * | FIELDSTG_createActorIcon (Actor *actor) |
| Creates the player's icon, in the modes before MODE_NEW_GAME only. | |
| void | FIELDSTG_playBattleTransition (FieldTask *task, FieldChildren *children) |
| field.c | |
| void | FIELDSTG_closeField (FieldTask *task, FieldChildren *children) |
| Closes the field for the next mode: the view shrinks to nothing, the cover fades in, and the mode is requested with where the player stands. | |
| s32 | FIELDSTG_keepsFileCache (void) |
| Whether the mode is FIELD_MODE_WSTAG415 or FIELD_MODE_WSTAG815, whose field keeps the file cache and doesn't take the high buffer. | |
| void | FIELDSTG_updateField (FieldTask *task, FieldChildren *children) |
| The field's update: sets up the stage, creates the characters and the NPCs, then runs the field and opens its menu. | |
| Task * | FIELDSTG_createField (void) |
| Creates the field's main task. | |
| void | FIELDSTG_leaveFieldAfter (s32 mode, s32 arg, s32 x, s32 y, s32 dir, s32 delay) |
| Leaves the field for a mode after a delay: the field task (FIELD_TASK_FIELD) goes to TASK_DONE, which closes the field (FIELDSTG_closeField) and requests the mode with its argument. | |
| void | FIELDSTG_startEncounter (s32 encounter) |
| Starts encounter FIELDSTG_encounters[encounter]: the field task (FIELD_TASK_FIELD) leaves for the battle (MODE_BATTLE, after a movie in the chapter STORY_MOVIE_BATTLES), and BATTLE_SETUP takes the encounter's enemies and bytes. | |
| void | FIELDSTG_startWarp (s32 kind, Vec2 *pos, SlotDest *dest) |
| Starts a warp from pos: the field task plays the effect and the cutscene of kind, then leaves for the warp's mode. | |
| s32 | FIELDSTG_scaleSin (s32 angle, s32 radius) |
| launch.c | |
| void | FIELDSTG_runLaunch (Launch *task) |
| Sends an actor from the nearest FIELD_TASK_LAUNCHER (y counts twice in the distance) to its dest tile: the actor walks to the task, sets it to TASK_DONE, waits for it to leave that state, then moves along a quarter sine, spinning, until it lands; without such a task it ends at once. | |
| Launch * | FIELDSTG_createLaunch (Actor *actor, SlotDest *dest) |
| Creates the flight of an actor to the tile at dest; two stages' modes (0x26C, 0x2D4) set theirs up. | |
| void | FIELDSTG_showSpotHint (SpotHint *task) |
| hidden_spots.c | |
| SpotHint * | FIELDSTG_createSpotHint (Vec2 from, Vec2 to) |
| Creates the hint for a search at to, from the prize at from. | |
| void | FIELDSTG_hidePrize (HiddenSpots *task) |
| Hides the prize in one of the hidden spots at random (GAME.prizeSpot keeps it) | |
| void | FIELDSTG_updateHiddenSpots (HiddenSpots *task, HiddenSpotsChildren *children) |
| The hidden spots' update: a search plays its effect, then starts a battle where the prize is (and hides it again) or shows a hint, and animates the searched spot's object. | |
| HiddenSpots * | FIELDSTG_createHiddenSpots (s32 count) |
| Creates the hidden spots, the map objects of animation 0xFF, and hides the prize in one (or where it was, in the same mode) | |
| HiddenSpots * | FIELDSTG_findHiddenSpot (Vec2 *pos, s32 select) |
| The hidden spots, when one is within 10 pixels of pos (selecting it if select), or NULL. | |
| void | FIELDSTG_searchEventSpot (void) |
| Searches the hidden spots off the map (x 1000 and up), for an event. | |
| void | FIELDSTG_drawSpotEffect (SpotEffect *task, Layer *layer) |
| The layer's sorted callback that draws a search's effect. | |
| void | FIELDSTG_updateSpotEffect (SpotEffect *task) |
| A search's effect, over the player or, for an event, its actor 0x11B. | |
| SpotEffect * | FIELDSTG_createSpotEffect (s32 forEvent) |
| Creates a search's effect, over the event's actor 0x11B if forEvent, else over the player. | |
| void | FIELDSTG_runGauge (GaugeGame *task) |
| gauge.c | |
| GaugeGame * | FIELDSTG_createGauge (Vec2 pos) |
| Creates the gauge game at a tile. | |
| void | FIELDSTG_scrollCamera (Camera *task) |
| camera.c | |
| void | FIELDSTG_updateCamera (Camera *task) |
| The camera's update: it follows its target actor (substate 0) or looks at a spot (1), panning there unless it snaps. | |
| Camera * | FIELDSTG_createCamera (void) |
| Creates the camera. | |
| void | FIELDSTG_followWithCamera (s32 snap, s32 id) |
| Points the camera at the actor id, at once if snap. | |
| void | FIELDSTG_pointCamera (s32 snap, s32 x, s32 y) |
| Points the camera at the spot (x, y), at once if snap. | |
| void | FIELDSTG_shakeCamera (s32 shaking) |
| Starts or stops the camera's shake. | |
| s32 | FIELDSTG_checkFlightProbe (Actor *actor, s32 x, s32 y, Vec2 offset) |
| actor_control.c | |
| s32 | FIELDSTG_checkFlightProbes (Actor *actor) |
| Whether a flying actor runs into the map at any of the five probes ahead of it (FIELDSTG_checkFlightProbe) | |
| void | FIELDSTG_moveByPad (Actor *actor, s32 pad) |
| Walks or runs an actor in the direction of the pad's arrows (an index of FIELDSTG_padDirs), or stops it when none is held. | |
| Actor * | FIELDSTG_findActorAt (Vec2 *pos) |
| The first actor (task id 5) whose box holds the tile pos: halfWidth to each side of it, half that above and below. | |
| s32 | FIELDSTG_talkToActorAt (Actor *actor, Vec2 *pos) |
| Talks to the character standing at pos, or to the one it stands in for (FIELDSTG_standIns): it answers (ACTOR_TALK), or, for the objects 0x148, 0x15F and 0x160, the player works it (ACTOR_USE). | |
| void | FIELDSTG_controlFlight (Actor *actor) |
| The player's flight: it rises unless triangle is held (ACTOR_FLY), left and right turn, and cross, low enough, acts on what the player faces; the map's cells hold floors (2 to 6) and ceilings (18 to 22). | |
| void | FIELDSTG_controlPlayer (Actor *actor) |
| The player's update while it walks (Actor.control) when no menu, event or transition is running: the action button or a forced action (condition 0x12) checks the tile it faces, for an object to act on or, failing that, an event; otherwise the pad moves it. | |
| void | FIELDSTG_controlClimb (Actor *actor) |
| The player's control on a wall: up and down climb, nothing held holds on. | |
| void | FIELDSTG_followLeader (Actor *actor) |
| A partner's control: records the leader's steps in the trail while it moves, and follows them. | |
| void | FIELDSTG_drainTrail (Actor *actor) |
| A follower's update while its trail runs out: it finds the leader (FIELD_TASK_ACTOR) if it has none, then each frame pushes two empty steps at the trail's head and walks two steps from its tail. | |
| void | FIELDSTG_walkToGoal (Actor *actor) |
| Walks an actor to its goal tile (FIELDSTG_setActorGoal) as the pad would, then faces it the goal's way. | |
| void | FIELDSTG_setActorGoal (Actor *actor, s32 x, s32 y, s32 dir) |
| Sets the tile an actor walks to and the direction it ends facing (FIELDSTG_walkToGoal) | |
| s32 | FIELDSTG_isActorWalking (Actor *actor) |
| Whether an actor is still walking to its goal. | |
| void | FIELDSTG_startActorWalk (Actor *actor) |
| Starts an actor walking to its goal. | |
| void | FIELDSTG_resetActorControl (Actor *actor) |
| Gives an actor its kind's control back: the pad for the player, none for kind 1, the trail for the partners. | |
| void | FIELDSTG_walkActorInDir (Actor *actor, s32 dir) |
| Walks an actor out through an exit, in a direction (ACTOR_WALK_OUT) | |
| void | FIELDSTG_startActorSlide (Actor *actor, s32 dir) |
| Starts an actor sliding in a direction (SLOT_SLIDE) | |
| void | FIELDSTG_stopActorSlide (Actor *actor) |
| Stops a sliding actor (SLOT_STOP_SLIDE) | |
| void | FIELDSTG_startClimbUp (Actor *actor, s32 dir, s32 x, s32 y, s32 height) |
| The climbs (SLOT_CLIMB_UP and SLOT_CLIMB_DOWN) and the drop (SLOT_DROP): the actor goes onto the wall at its foot (ACTOR_GET_ON_WALL) or its top (ACTOR_GET_OVER_EDGE), climbs it with the pad (FIELDSTG_controlClimb) and leaves it at the top or the foot; a drop (ACTOR_DROP) falls from height. | |
| void | FIELDSTG_startClimbDown (Actor *actor, s32 dir, s32 x, s32 y, s32 height) |
| Starts the climb down a wall of height from its top, at (x, y) | |
| void | FIELDSTG_startDrop (Actor *actor, s32 dir, Vec2 pos, s32 height) |
| Starts a drop from a ledge of height. | |
| void | FIELDSTG_startActorGauge (Actor *actor, s32 dir, Vec2 offset) |
| Starts the gauge game at an offset from an actor, turning the partners its way. | |
| void | FIELDSTG_warpActor (Actor *actor, SlotDest *dest, s32 kind) |
| Warps the player (SLOT_WARP0 and SLOT_WARP1): the field task plays the warp's effect and cutscene of kind, then leaves for its mode (FIELDSTG_startWarp) | |
| void | FIELDSTG_launchActor (Actor *actor, SlotDest *dest) |
| Sends the player flying to the tile at dest from the nearest launcher (FIELDSTG_createLaunch) | |
| void | FIELDSTG_setActorAnim (Actor *actor, s32 set) |
| Starts an actor's animation set from its first frame. | |
| void | FIELDSTG_setActorPose (Actor *actor, s32 set, s32 dir) |
| Puts an actor in an event's pose: an animation set and a direction (ACTOR_POSED) | |
| s32 | FIELDSTG_isActorAnimDone (Actor *actor) |
| Whether an actor's animation has played to its end. | |
| void | FIELDSTG_drawActor (void *data, void *drawLayer) |
| (actor, layer) | |
| void | FIELDSTG_setActorDir (Actor *actor, s32 dir) |
| Turns an actor to a direction. | |
| void | FIELDSTG_animateActor (Actor *actor) |
| Plays an actor's animation: when its set (animSet) changes, it loads the set's animations for the five directions (character 2 picks the file by the set first), then steps the frames of the current direction's and loads a new frame's image into VRAM. | |
| void | FIELDSTG_restorePlayerControl (Actor *actor) |
| Gives the player its pad control back, off any wall. | |
| void | FIELDSTG_playStepSounds (Actor *actor, s32 moving, s32 canBattle) |
| The player's footsteps, every 8 frames when it moves (every 32 for the characters 0x146 and 0x147) or 32 when not; with canBattle each step can start a battle (FIELDSTG_checkBattle) | |
| void | FIELDSTG_playClimbSounds (Actor *actor) |
| The player's climbing sound, every 16 frames. | |
| void | FIELDSTG_runActorAction (Actor *actor, ActorChildren *children) |
| Runs an actor's action, its substate (ACTOR_STAND...): the walks, the climbs and the drop from ACTOR_GET_OVER_EDGE to ACTOR_DROP (which shift it by a tile, left or right by climbSide), the talk of ACTOR_TALK (the first of the character's talks whose conditions hold) and the others up to ACTOR_STOP_SLIDE. | |
| void | FIELDSTG_haltPartners (void) |
| actor.c | |
| 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. | |
| 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). | |
| void | FIELDSTG_endChoice0Answer0 (void) |
| field_stage.c | |
| void | FIELDSTG_endChoice0Answer1 (void) |
| void | FIELDSTG_endChoice1Answer0 (void) |
| void | FIELDSTG_endChoice1Answer1 (void) |
| void | FIELDSTG_endChoice2Answer0 (void) |
| void | FIELDSTG_endChoice2Answer1 (void) |
| void | FIELDSTG_endChoice3Answer0 (void) |
| void | FIELDSTG_endChoice3Answer1 (void) |
| void | FIELDSTG_endChoice4Answer0 (void) |
| void | FIELDSTG_endChoice4Answer1 (void) |
| void | FIELDSTG_endChoice5Answer0 (void) |
| void | FIELDSTG_endChoice5Answer1 (void) |
| void | FIELDSTG_endChoice6Answer0 (void) |
| void | FIELDSTG_endChoice6Answer1 (void) |
| void | FIELDSTG_endChoice7Answer0 (void) |
| void | FIELDSTG_endChoice7Answer1 (void) |
| void | FIELDSTG_endChoice8Answer0 (void) |
| void | FIELDSTG_endChoice8Answer1 (void) |
| void | FIELDSTG_endChoice9Answer0 (void) |
| void | FIELDSTG_endChoice9Answer1 (void) |
| void | FIELDSTG_endChoice10Answer0 (void) |
| void | FIELDSTG_endChoice10Answer1 (void) |
| void | FIELDSTG_endChoice11Answer0 (void) |
| void | FIELDSTG_endChoice11Answer1 (void) |
| void | FIELDSTG_endChoice12Answer0 (void) |
| void | FIELDSTG_endChoice12Answer1 (void) |
| void | FIELDSTG_endChoice13Answer0 (void) |
| void | FIELDSTG_endChoice13Answer1 (void) |
| void | FIELDSTG_endChoice14Answer0 (void) |
| void | FIELDSTG_endChoice14Answer1 (void) |
| void | FIELDSTG_endChoice15Answer0 (void) |
| void | FIELDSTG_endChoice15Answer1 (void) |
| void | FIELDSTG_setupField (void) |
| The setup of the field's own stage (FIELDSTG_initFuncs), which fills FIELDSTG_state as the stage overlays' setup functions do; some points of the story change its soundBank and music. | |
| void | FIELDSTG_startTween (PanelAnim *tween, s32 in) |
| tween.c | |
| s32 | FIELDSTG_updateTween (PanelAnim *tween) |
| s32 | FIELDSTG_getFileEntry (s32 index) |
| state.c | |
| s32 | FIELDSTG_getActorWidth (s32 index) |
| The width of character index. | |
| void | FIELDSTG_pickStage (void) |
| Picks the stage overlay of the mode (FIELDSTG_stages, in the European version's extra chapter FIELDSTG_extraStages and then those): its file and its setup; hangs if there is none. | |
| FieldBattles * | FIELDSTG_findBattles (FieldBattles *list, s32 id) |
| The battles of the place id in a stage's list, or NULL. | |
| void | FIELDSTG_resetScriptTimer (void) |
| script.c | |
| Actor * | FIELDSTG_findActor (s32 character) |
| The actor of a character (Actor.key1), or NULL. | |
| void | FIELDSTG_waitScriptTime (s32 time, s32 *pc) |
| A script's wait: counts time down, then moves the script on. | |
| void | FIELDSTG_waitAnimDone (s32 id, s32 *pc) |
| A script's wait for the animation of the actor id to end. | |
| void | FIELDSTG_waitWalkDone (s32 id, s32 *pc) |
| A script's wait for the actor id to reach its goal. | |
| void | FIELDSTG_toScreenPos (Vec2 *pos) |
| Turns a map position into a screen one. | |
| void | FIELDSTG_clearScriptFlag (void) |
| A script helper: clears the script flag of character 1, or else of character 2. | |
| ScriptCommand * | FIELDSTG_findScriptCommand (s32 id) |
| The script command id of FIELDSTG_scriptCommands, or NULL. | |
| s32 | FIELDSTG_createScriptCommand (s32 id) |
| Creates the task of script command id, or returns 0. | |
| void | FIELDSTG_handleScriptCommand (s32 task, s32 id, s32 command, s32 arg) |
| Hands the task of script command id a command and its argument, through the command's handle. | |
| void | FIELDSTG_rollBattleSteps (void) |
| battle.c | |
| void | FIELDSTG_startAreaBattle (void) |
| Starts one of the eight battles of the player's battle area, at random. | |
| void | FIELDSTG_countBattleSteps (void) |
| Counts down to the next battle at each step by the area's rate (FIELDSTG_battleRates), unless the field is busy, and starts it when they run out. | |
| void | FIELDSTG_startEventBattle (s32 index) |
| Starts battle index of the fourth area, the one events start. | |
| s32 | FIELDSTG_selectMap (s32 index) |
| map.c | |
| void | FIELDSTG_setMapFile (s32 index, s32 value) |
| Sets the file of map index (FieldMap.setFile) | |
| void | FIELDSTG_setFirstMap (s32 index) |
| Puts the player on map index when the mode is new (FieldMap.setFirstMap) | |
| void | FIELDSTG_setMap (s32 index) |
| Puts the player on map index (FieldMap.setMap) | |
| s32 | FIELDSTG_getMapCell (s32 index, Vec2 *pos) |
| The cell of map index at pos, down the tree from the grid to the pixel (FieldMap.getCell); 1 without a file. | |
| s32 | FIELDSTG_isTileFree (Vec2 *pos) |
| Whether nothing stands at pos: no character's box (gathered once a frame) and no object. | |
| void | FIELDSTG_getWalkStep (Vec2 *pos, s32 scale, s32 index, Vec2 *out) |
| A step of scale in a direction on the map the player is on, along the slope of its cell (FieldMap.getWalkStep) | |
| void | FIELDSTG_getFlyStep (Vec2 *pos, s32 scale, s32 index, Vec2 *out) |
| A step of scale in a direction, on the flat (FieldMap.getFlyStep) | |
| static void | FIELDSTG_startBattle (AreaBattle *battle) |
| Starts a battle: its fight stage, its music and its encounter. | |
Variables | |
| Encounter | FIELDSTG_encounters [] |
| FIELDSTG's data (fieldstg.c), in its order. | |
| s16 | FIELDSTG_liftShake [] |
| FIELDSTG_updateLift's shakes, up to 1000. | |
| ChoiceText | FIELDSTG_choices [16] |
| ProgressEvent | FIELDSTG_progressEvents [] |
| AnimFrame | FIELDSTG_cutsceneAnim [] |
| FIELDSTG_playCutsceneAnim's animations: kind 0's,. | |
| AnimFrame | FIELDSTG_cutsceneLoopAnim [] |
| and kind 1's two | |
| AnimFrame | FIELDSTG_cutsceneLoopAnim2 [] |
| AnimFrame * | FIELDSTG_effectAnims [][4] |
| FIELDSTG_updateEffect's animations of each set. | |
| u8 | FIELDSTG_slotLayouts [][4][5][6] |
| FIELDSTG_pickViewTiles's slot layouts: [layout][quadrant][row][column]. | |
| u8 | FIELDSTG_dirLayouts [][2] |
| the layout and its flips for each direction | |
| u8 | FIELDSTG_slotOffsets [][2][2] |
| the slots' offset in tiles: [quadrant][x, y][unflipped, flipped] | |
| s32 | FIELDSTG_spriteDepths [] |
| depth of each layer of a StreamTask's sprites | |
| Vec2 | FIELDSTG_slotImages [] |
| VRAM position of each StreamTask slot's image. | |
| AreaName | FIELDSTG_areaNames [] |
| BannerBox | FIELDSTG_bannerBoxes [10] |
| FIELDSTG_updateBanner's boxes. | |
| u8 | FIELDSTG_triggerAnims [][9] |
| FIELDSTG_stepBalloonAnim's animations: (frame, time) pairs up to 0xFF. | |
| u8 | FIELDSTG_nearDirs [][8] |
| whether two directions are at most 45 degrees apart | |
| s16 | FIELDSTG_file5DModes [] |
| the modes that load the field file 0x5D (FIELDSTG_requestInnNames) | |
| u8(*[] | FIELDSTG_iconAnims )[2] |
| FIELDSTG_updateActorIcon's animation of each substate. | |
| IconOffset | FIELDSTG_iconPath [] |
| up to (0, 0) | |
| s32 | FIELDSTG_iconPathStep |
| the step in FIELDSTG_iconPath | |
| TileMove | FIELDSTG_tileMoves [] |
| s16 | FIELDSTG_eventIds [] |
| the events FIELDSTG_startListedEvent starts | |
| u8 | FIELDSTG_spotAnim [][2] |
| animation of FIELDSTG_updateHiddenSpots: (frame, time) pairs up to 0xFF | |
| u8 * | FIELDSTG_dirAnims [] |
| FIELDSTG_updateSpotEffect's animation for each direction. | |
| s32 | FIELDSTG_dirDepths [] |
| and its depth offset | |
| u8 * | FIELDSTG_gaugeRows [] |
| The rows of FIELDSTG_runGauge's gauges, 2 bits a cell. | |
| Vec2 | FIELDSTG_shakeOffsets [] |
| the camera's shake offsets | |
| u8 | FIELDSTG_probes [][5] |
| the probes of each direction (FIELDSTG_checkFlightProbes) | |
| Vec2 | FIELDSTG_probePos [] |
| a probe's position | |
| u8 | FIELDSTG_probeSteps [][2] |
| a probe's offset: bit 0 set, bit 7 negative | |
| s32 | FIELDSTG_padDirs [] |
| the direction of each combination of the pad directions | |
| StandIn | FIELDSTG_standIns [] |
| up to character 0 | |
| s32 | FIELDSTG_turnedPartners [] |
| the partners' kinds (Actor.key2): the ones FIELDSTG_startActorGauge turns, FIELDSTG_haltPartners stops and FIELDSTG_resumePartners makes follow again | |
| s32 | FIELDSTG_haltedPartners [] |
| s32 | FIELDSTG_followingPartners [] |
| Vec2 | FIELDSTG_dirSteps [] |
| tile offset of each direction | |
| FieldImages | FIELDSTG_images |
| the field's own stage (FIELDSTG_setupField) | |
| FieldActorEntry * | FIELDSTG_actorList [] |
| StageTile | FIELDSTG_mapObjects [] |
| The field's map objects (FieldState.objects), up to the first margin 0. | |
| StageSlot | FIELDSTG_slots [] |
| What the player can trigger on the field's map (FieldState.slots), up to type 0. | |
| void(* | FIELDSTG_initFuncs [])(void) |
| void(* | FIELDSTG_tweenStart )(PanelAnim *tween, s32 in) |
| FIELDSTG_startTween. | |
| s32(* | FIELDSTG_tweenUpdate )(PanelAnim *tween) |
| FIELDSTG_updateTween. | |
| FieldEvent | FIELDSTG_events [] |
| The story events (FIELDSTG_setupField), up to the first id -1: the scripts are WSTAG260's, the stage that FIELDSTG_stages starts with FIELDSTG_createStoryEvents. | |
| s32 | FIELDSTG_fileEntries [] |
| by character (Actor.key1) | |
| u8 | FIELDSTG_actorWidths [] |
| by character, in pixels (FieldState.getActorWidth) | |
| StageEntry | FIELDSTG_extraStages [] |
| the extra chapter's, which run on into FIELDSTG_stages | |
| StageEntry | FIELDSTG_stages [] |
| ScriptTimer | FIELDSTG_scriptTimer |
| void(* | FIELDSTG_scriptHelpers [])() |
| the script helpers (FIELDSTG_toScreenPos...) | |
| ScriptCommand | FIELDSTG_scriptCommands [] |
| The script commands (FIELDSTG_findScriptCommand), up to the first id 0. | |
| void(* | FIELDSTG_checkBattle )() |
| FIELDSTG_countBattleSteps. | |
| s32 | FIELDSTG_battleRates [] |
| how much each area lowers GAME.battleSteps, the steps to the next battle | |
| s32 | FIELDSTG_boxFrame |
| the frame FIELDSTG_boxes was filled in | |
| Vec2 | FIELDSTG_dirVectors [][8] |
| a direction's vector, scaled by 4096 | |
| u8 | FIELDSTG_mirrorDirs [] |
| s16 | FIELDSTG_slideVoice |
| the voice of the slide's sound (ACTOR_SLIDE, SOUND_TRAP_ICE) | |
| s16 | FIELDSTG_heldVoice |
| the voice of FIELDSTG_handleFieldCommand's held sound | |
| Vec2 | FIELDSTG_mapSize |
| FIELDSTG_getMapSize's. | |
| StageTile * | FIELDSTG_objectCursor |
| FIELDSTG_findNextObject's search of the map objects. | |
| s32 | FIELDSTG_objectId |
| and the id it looks for | |
| Vec2 | FIELDSTG_tiles [5][6] |
| FIELDSTG_playBattleTransition's. | |
| s32 | FIELDSTG_battleFileStep |
| FIELDSTG_playBattleTransition's: 0 and 1 wait for the CD, 2 the battle's files are asked for. | |
| RECT | FIELDSTG_screenRect |
| Box | FIELDSTG_boxes [20] |
| the characters' boxes (FIELDSTG_isTileFree) | |
| s32 | FIELDSTG_boxCount |
| and their number | |
FIELDSTG.PRO: the field mode, where the player walks around the map.
The stage overlays (AAA/PRO/WSTAG###.PRO, see stage.h) load on top of it at 0x800A4CA4 and call into it; what they and the executable use of it is in field_map.h. This header has the rest: the types, by the module (in src/field/field_mode) that owns them, in an order that defines each before its use; the functions, by module in the order they link; and the data (data/fieldstg.c) in its order.
Definition in file field_mode.h.
| #define OVL_NAME | ( | name | ) | FIELDSTG_##name |
Names the functions of the src/shared files it shares.
Definition at line 19 of file field_mode.h.
| #define FIELD_SPRITES_X 0x200 |
Where the field keeps its textures in VRAM: the two images of FIELD_SPRITES_FILE (its entries 2 and 3, for the sprite sheets of its entries 0 and 1), the stage's map objects (FIELDSTG_loadFieldFiles) and a cutscene's frames (FIELDSTG_playCutsceneAnim)
Definition at line 27 of file field_mode.h.
| #define FIELD_SPRITES2_X 0x240 |
Definition at line 28 of file field_mode.h.
| #define FIELD_SPRITES_Y 0x100 |
Definition at line 29 of file field_mode.h.
| #define FIELD_OBJECTS_X 0x140 |
Definition at line 30 of file field_mode.h.
| #define FIELD_OBJECTS_Y 0x100 |
Definition at line 31 of file field_mode.h.
| #define FIELD_OBJECTS_CLUT_Y 0x1F0 |
Definition at line 32 of file field_mode.h.
| #define FIELD_CUTSCENE_X 0x280 |
Definition at line 33 of file field_mode.h.
| #define FIELD_CUTSCENE_CLUT_Y 0xF0 |
Definition at line 34 of file field_mode.h.
| #define FIELD_MENU_SPRITES_X 0x140 |
the executable's FILE_MENU_SPRITES
Definition at line 35 of file field_mode.h.
| #define SOUND_DIG_DEMO 0x40003 |
The sounds only FIELDSTG plays (SOUND.playSound), by their SOUNDTST names.
Those that other overlays play too are in engine/sound.h.
Definition at line 41 of file field_mode.h.
| #define SOUND_DIGIMENT 0x40004 |
a warp's effect
Definition at line 42 of file field_mode.h.
| #define SOUND_ENCOUNTS 0x40005 |
the transition to a battle
Definition at line 43 of file field_mode.h.
| #define SOUND_FUKIDASH 0x40007 |
a balloon
Definition at line 44 of file field_mode.h.
| #define SOUND_ITEM_GET 0x40009 |
Definition at line 45 of file field_mode.h.
| #define SOUND_PIYOPIYO 0x40013 |
Definition at line 46 of file field_mode.h.
| #define SOUND_SAVEDEMO 0x40015 |
Definition at line 47 of file field_mode.h.
| #define SOUND_SUB_DEMO 0x40018 |
Definition at line 48 of file field_mode.h.
| #define SOUND_BULB_003 0x440001 |
Definition at line 49 of file field_mode.h.
| #define SOUND_TRAP_OFF 0x700001 |
Definition at line 50 of file field_mode.h.
| #define SOUND_INFO_SIG 0xB80001 |
Definition at line 51 of file field_mode.h.
| #define SOUND_BM_ERASE 0x1100000 |
Definition at line 52 of file field_mode.h.
| #define SOUND_LD_ERASE 0x1100002 |
Definition at line 53 of file field_mode.h.
| #define SOUND_DEMO_BGM 0x60040002 |
Definition at line 54 of file field_mode.h.
| #define SOUND_COMCD111 0x80042DC7 |
Definition at line 55 of file field_mode.h.
| #define SOUND_COMCD201 0x800430BD |
Definition at line 56 of file field_mode.h.
| #define SOUND_PLAYER00 0x8004583C |
Definition at line 57 of file field_mode.h.
| #define SOUND_PLAYER01 0x800458BD |
Definition at line 58 of file field_mode.h.
| #define SOUND_PLAYER02 0x8004593E |
Definition at line 59 of file field_mode.h.
| #define SOUND_PLAYER08 0x80045C44 |
Definition at line 60 of file field_mode.h.
| #define SOUND_PLAYER09 0x80045CC5 |
Definition at line 61 of file field_mode.h.
| #define SOUND_PLAYER10 0x80045D46 |
Definition at line 62 of file field_mode.h.
| #define SOUND_TRESUREB 0x80045DC7 |
Definition at line 63 of file field_mode.h.
| #define SOUND_DIG_MOVE 0x80045FCB |
Definition at line 64 of file field_mode.h.
| #define SOUND_MASK_SET 0x803C503C |
Definition at line 65 of file field_mode.h.
| #define SOUND_BEAM_SHT 0x805458BD |
Definition at line 66 of file field_mode.h.
| #define SOUND_WEAR_OFF 0x80E8383C |
Definition at line 67 of file field_mode.h.
| #define SOUND_SN_ENTRY 0x8110303C |
Definition at line 68 of file field_mode.h.
| #define SOUND_SN_ERASE 0x81103240 |
Definition at line 69 of file field_mode.h.
| #define SOUND_COMCD203 0xA00431BF |
held while the camera shakes
Definition at line 70 of file field_mode.h.
| #define SOUND_SUB_MOVE 0xA0045F4A |
held
Definition at line 71 of file field_mode.h.
| #define SOUND_BEAM_HIT 0xA054583C |
held
Definition at line 72 of file field_mode.h.
| #define SOUND_TRAP_ICE 0xA064683C |
held
Definition at line 73 of file field_mode.h.
| #define SOUND_GAYALOOP 0xA10C703C |
held
Definition at line 74 of file field_mode.h.
| #define ACTOR_ANIM_STAND 1 |
The animation sets that the actions play (FIELDSTG_setActorAnim), by the substate that plays them.
Definition at line 80 of file field_mode.h.
| #define ACTOR_ANIM_WALK 4 |
Definition at line 81 of file field_mode.h.
| #define ACTOR_ANIM_RUN 5 |
Definition at line 82 of file field_mode.h.
| #define ACTOR_ANIM_STOP 6 |
Definition at line 83 of file field_mode.h.
| #define ACTOR_ANIM_SEARCH 8 |
Definition at line 84 of file field_mode.h.
| #define ACTOR_ANIM_GAUGE_START 0x11 |
Definition at line 85 of file field_mode.h.
| #define ACTOR_ANIM_GAUGE_RESULT 0x12 |
after the game, with a balloon
Definition at line 86 of file field_mode.h.
| #define ACTOR_ANIM_GAUGE_PLAY 0x13 |
with PLAYER09
Definition at line 87 of file field_mode.h.
| #define ACTOR_ANIM_GAUGE_WAIT 0x14 |
with PLAYER10, until the game ends
Definition at line 88 of file field_mode.h.
| #define ACTOR_ANIM_GAUGE_END 0x15 |
Definition at line 89 of file field_mode.h.
| #define ACTOR_ANIM_DROP_OFF 0x16 |
Definition at line 90 of file field_mode.h.
| #define ACTOR_ANIM_FALL 0x17 |
Definition at line 91 of file field_mode.h.
| #define ACTOR_ANIM_FALL_FAR 0x18 |
once the fall is more than 0x1800
Definition at line 92 of file field_mode.h.
| #define ACTOR_ANIM_LAND 0x19 |
Definition at line 93 of file field_mode.h.
| #define ACTOR_ANIM_CLIMB_UP 0x1A |
Definition at line 94 of file field_mode.h.
| #define ACTOR_ANIM_CLIMB_DOWN 0x1B |
Definition at line 95 of file field_mode.h.
| #define ACTOR_ANIM_GET_ON_WALL 0x1C |
Definition at line 96 of file field_mode.h.
| #define ACTOR_ANIM_CLIMB_OFF_TOP 0x1D |
Definition at line 97 of file field_mode.h.
| #define ACTOR_ANIM_GET_OVER_EDGE 0x1E |
Definition at line 98 of file field_mode.h.
| #define ACTOR_ANIM_CLIMB_OFF_BOTTOM 0x1F |
Definition at line 99 of file field_mode.h.
| #define ACTOR_ANIM_CLIMB 0x20 |
Definition at line 100 of file field_mode.h.
| #define ACTOR_ANIM_OPEN 0x41 |
a treasure's, when it is talked to
Definition at line 101 of file field_mode.h.
| #define ACTOR_ANIM_USE 0x45 |
Definition at line 102 of file field_mode.h.
| #define ACTOR_ANIM_USED 0x54 |
the object's
Definition at line 103 of file field_mode.h.
| #define FLIGHT_OPEN 1 |
Flight (FIELDSTG_controlFlight, FIELDSTG_checkFlightProbe): an actor's z against the floor map's cells.
Cell 1 is open; a wall, cell n from 2 to 6, stands up to FLIGHT_LEVEL(n); a ceiling, cell 24 - n from 18 to 22, hangs from FLIGHT_LEVEL(n) up.
Definition at line 111 of file field_mode.h.
| #define FLIGHT_WALL | ( | n | ) | (n) |
Definition at line 112 of file field_mode.h.
| #define FLIGHT_CEILING | ( | n | ) | (24 - (n)) |
Definition at line 113 of file field_mode.h.
| #define FLIGHT_LEVEL | ( | n | ) | ((n) << 12) |
n * 16 pixels, in z's 1/256 pixels
Definition at line 114 of file field_mode.h.
| #define FLIGHT_LANDING 0xC |
how far above a wall's top a descent stops
Definition at line 115 of file field_mode.h.
| #define FLIGHT_Z_MIN 0x1800 |
Definition at line 116 of file field_mode.h.
| #define FLIGHT_Z_MAX 0x7000 |
Definition at line 117 of file field_mode.h.
| #define FLIGHT_SPEED_MAX 0x200 |
Definition at line 118 of file field_mode.h.
| #define FLIGHT_SPEED_MAX_PAL 0x266 |
FLIGHT_SPEED_MAX * 6 / 5, for 50 frames a second.
Definition at line 119 of file field_mode.h.
| #define TRAIL_STEPS 64 |
The last TRAIL_STEPS steps of the actor that another one follows (Actor.trail), a ring from tail to head.
a power of two
Definition at line 125 of file field_mode.h.
| #define GAUGE_ROWS 8 |
A gauge game (FIELDSTG_createGauge, FIELDSTG_runGauge)
the random rows of FIELDSTG_gaugeRows
Definition at line 222 of file field_mode.h.
| #define GAUGE_EMPTY_ROW 8 |
the European version's, all zeros
Definition at line 223 of file field_mode.h.
| #define GAUGE_CURSOR_MAX 0x3000 |
the row's 48 pixels, in 1/256 pixels
Definition at line 224 of file field_mode.h.
| #define GAUGE_START_DELAY 0x5A |
frames before the cursor runs
Definition at line 225 of file field_mode.h.
| #define GAUGE_RESULT_DELAY 0x3C |
frames on the stopped cursor
Definition at line 226 of file field_mode.h.
| #define GAUGE_X 0x18 |
where it is drawn, on the screen
Definition at line 227 of file field_mode.h.
| #define GAUGE_Y 0xC0 |
Definition at line 228 of file field_mode.h.
| #define GAUGE_FRAME 0x3C |
its sprites, of FIELD_SPRITES_FILE's sheet 1
Definition at line 229 of file field_mode.h.
| #define GAUGE_CURSOR_FRAME 0x3D |
Definition at line 230 of file field_mode.h.
| #define GAUGE_ROW_FRAMES 0x3E |
Definition at line 231 of file field_mode.h.
| #define GAUGE_RUNNING 0 |
| #define GAUGE_STOPPING 1 |
Definition at line 235 of file field_mode.h.
| #define GAUGE_STOPPING_SLOWLY 2 |
one time in four
Definition at line 236 of file field_mode.h.
| #define GAUGE_STOPPED 3 |
Definition at line 237 of file field_mode.h.
| #define FIELD_ANIM_FILE 0x88C |
The two animations of FIELDSTG_playCutsceneAnim, kind 0's file and kind 1's after it: the discs number their files differently.
Definition at line 380 of file field_mode.h.
| #define FIELD_SPRITES_FILE 0x160 |
The field's effect sprites (FIELDSTG_drawSpotEffect): the discs number their files differently.
Definition at line 591 of file field_mode.h.
| #define FIELD_ACTION_FILES 0x3C9 |
The files of the player's actions, which FIELDSTG_requestSlotFiles loads when the map has slots for them: the discs number their files differently.
Definition at line 599 of file field_mode.h.
| #define FIELD_DROP_FILE FIELD_ACTION_FILES |
Definition at line 601 of file field_mode.h.
| #define FIELD_GAUGE_FILE (FIELD_ACTION_FILES + 1) |
Definition at line 602 of file field_mode.h.
| #define FIELD_SEARCH_FILE (FIELD_ACTION_FILES + 2) |
the hidden spots'
Definition at line 603 of file field_mode.h.
| #define FIELD_CLIMB_FILE (FIELD_ACTION_FILES + 3) |
Definition at line 604 of file field_mode.h.
| #define FIELD_FLAG_TALK_AHEAD 0x12 |
The player's FLAGS_00 codes (FIELDSTG_controlPlayer)
the player talks to what it faces, and clears it
Definition at line 655 of file field_mode.h.
| #define FIELD_SEARCH_ITEM ITEM(0, 4) |
item 4, which the player needs to search the hidden spots
Definition at line 656 of file field_mode.h.
| #define FIELD_VISITED_FLAG | ( | mode | ) | (0x2000 + (mode) - 0x200) |
The flag set when the field of a mode is entered: FLAGS_00's group 0x20, flag mode - 0x200.
Definition at line 660 of file field_mode.h.
| #define FIELD_MODE_WSTAG415 0x22D |
The modes of two fields that keep the file cache (FIELDSTG_keepsFileCache)
where the player's run doesn't check the probes ahead (FIELDSTG_checkFlightProbes)
Definition at line 664 of file field_mode.h.
| #define FIELD_MODE_WSTAG815 0x2DE |
Definition at line 665 of file field_mode.h.
| #define FIELD_PRIZE_FIGHTERS 0x1C9 |
The fighters whose battles always give an item (FIELDSTG_startEncounter)
Definition at line 668 of file field_mode.h.
| #define FIELD_PRIZE_FIGHTER_COUNT 8 |
Definition at line 669 of file field_mode.h.
| #define TRANSITION_COLUMNS 5 |
FIELDSTG_playBattleTransition's tiles: a copy of the screen at TRANSITION_IMAGE_X in VRAM, cut into columns and rows.
Definition at line 673 of file field_mode.h.
| #define TRANSITION_ROWS 6 |
Definition at line 674 of file field_mode.h.
| #define TRANSITION_TILE_WIDTH (SCREEN_WIDTH / TRANSITION_COLUMNS) |
Definition at line 675 of file field_mode.h.
| #define TRANSITION_TILE_HEIGHT (SCREEN_HEIGHT / TRANSITION_ROWS) |
Definition at line 676 of file field_mode.h.
| #define TRANSITION_IMAGE_X 0x280 |
Definition at line 677 of file field_mode.h.
| #define TRANSITION_SPEED 40 |
pixels a frame
Definition at line 678 of file field_mode.h.
| #define TRANSITION_GONE 0x200 |
a tile's coordinate once it has slid off
Definition at line 679 of file field_mode.h.
| #define TRANSITION_WAIT 0x10 |
the steps after the last tile, before the mode
Definition at line 680 of file field_mode.h.
| #define TRANSITION_DONE 0x1000 |
the step once the mode is requested
Definition at line 681 of file field_mode.h.
| void FIELDSTG_updateCommandTask | ( | Task * | task | ) |
Definition at line 10 of file commands.c.
Referenced by FIELDSTG_startCommandTask().
Runs a field command (FIELD_COMMAND_*) of an event script: halts the partners through the command task, sets the player icon's substate, hides or shows a group of map objects, shakes the camera, searches the event spot, or plays a sound; four sounds are held, to be keyed off by a later command.
< the partners stop following
< its substate 3, with ITEM_GET
< its substate 2
< the player icon's substate 1, with ITEM_GET
< the icon over the player's head
< FIELDSTG_searchEventSpot
Definition at line 164 of file commands.c.
| void FIELDSTG_startCommandTask | ( | void | ) |
Creates the task of script command 813 (the create of FIELDSTG_scriptCommands)
< script command 813 (FIELDSTG_startCommandTask): the field commands
Definition at line 207 of file commands.c.
| void FIELDSTG_updateLift | ( | Lift * | task | ) |
WSTAG261 and WSTAG934 have a copy of it (common/update_tile_lift.inc.c).
< every character (FIELDSTG_createActor)
Definition at line 12 of file lift.c.
Referenced by FIELDSTG_createLift().
Creates the lift, raised when flag 0x1C3D is set.
< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40
Definition at line 141 of file lift.c.
Referenced by FIELDSTG_runStoryEvents().
| void FIELDSTG_runChoice | ( | ChoiceTask * | task, |
| ChoiceChildren * | children | ||
| ) |
choice.c
choice.c
< the map, its objects and characters, and the menus
< the map, its objects and characters, and the menus
< the map, its objects and characters, and the menus
< SYSTEM02: a cursor moves
< SYSTEM00: a choice is taken
< the map, its objects and characters, and the menus
< the executable's FILE_MENU_SPRITES
Definition at line 10 of file choice.c.
| void * FIELDSTG_askChoice0 | ( | void | ) |
| void * FIELDSTG_askChoice1 | ( | void | ) |
| void * FIELDSTG_askChoice2 | ( | void | ) |
| void * FIELDSTG_askChoice4 | ( | void | ) |
| void * FIELDSTG_askChoice5 | ( | void | ) |
| void * FIELDSTG_askChoice6 | ( | void | ) |
| void * FIELDSTG_askChoice8 | ( | void | ) |
| void * FIELDSTG_askChoice9 | ( | void | ) |
| void * FIELDSTG_askChoice10 | ( | void | ) |
| void * FIELDSTG_askChoice12 | ( | void | ) |
| void * FIELDSTG_askChoice13 | ( | void | ) |
| void * FIELDSTG_askChoice14 | ( | void | ) |
| void FIELDSTG_runStoryEvents | ( | StoryEvents * | task, |
| StoryEventsChildren * | children | ||
| ) |
Definition at line 10 of file story.c.
Referenced by FIELDSTG_createStoryEvents().
| StoryEvents * FIELDSTG_createStoryEvents | ( | void * | owner | ) |
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().
| 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().
| void FIELDSTG_playCutsceneAnim | ( | CutsceneAnim * | task | ) |
The match depends on the if/else around the file calls (not a ?: in their argument).
< the map, its objects and characters, and the menus
Definition at line 8 of file cutscene.c.
Referenced by FIELDSTG_createCutsceneAnim().
| CutsceneAnim * FIELDSTG_createCutsceneAnim | ( | s32 | kind | ) |
Creates a cutscene animation of a kind.
Definition at line 124 of file cutscene.c.
Referenced by warpAway().
| s32 FIELDSTG_stepEffectAnim | ( | EffectAnim * | anim, |
| AnimFrame * | frames, | ||
| s32 | depth | ||
| ) |
Definition at line 7 of file effect.c.
Referenced by FIELDSTG_stepEffectAnim(), and FIELDSTG_updateEffect().
| void FIELDSTG_updateEffect | ( | FieldEffect * | task | ) |
An effect's update: draws its animations at its spot until they end.
< the map, its objects and characters, and the menus
Definition at line 30 of file effect.c.
Referenced by FIELDSTG_createEffect().
| FieldEffect * FIELDSTG_createEffect | ( | s32 | x, |
| s32 | y, | ||
| s32 | set | ||
| ) |
Creates the effect of a set at (x, y)
Definition at line 79 of file effect.c.
Referenced by warpAway().
| StreamTask * FIELDSTG_findOldestStream | ( | StreamPool * | pool | ) |
Definition at line 7 of file map_streamer.c.
Referenced by FIELDSTG_requestTiles().
| void FIELDSTG_requestTiles | ( | MapStreamer * | map, |
| StreamPool * | pool | ||
| ) |
Streams the map's tiles while the CD reader is free: a tile of viewTiles (0xFF for none) that a stream task has loaded is done, and each tile still waiting goes to the oldest task (FIELDSTG_findOldestStream), until the reader is busy.
The match depends on each loop having a counter of its own.
Definition at line 27 of file map_streamer.c.
Referenced by FIELDSTG_runMapStreamer().
Draws a 128-pixel block of the cover at (x, y), at a shade of level (8.8)
Definition at line 65 of file map_streamer.c.
Referenced by FIELDSTG_drawCover(), and FIELDSTG_drawMapTiles().
| StreamTask * FIELDSTG_findStream | ( | StreamPool * | pool, |
| s32 | frame | ||
| ) |
The stream task that holds a frame (a tile of the map), or NULL.
Definition at line 99 of file map_streamer.c.
Referenced by FIELDSTG_drawMapTiles().
| void FIELDSTG_drawMapTiles | ( | MapStreamer * | task, |
| StreamPool * | pool | ||
| ) |
Draws the map's tiles in view, under a cover that fades from the new ones, and while the decompressor is free, gives the first loaded tile without an entry the oldest of the 12.
< the map, its objects and characters, and the menus
Definition at line 126 of file map_streamer.c.
Referenced by FIELDSTG_runMapStreamer().
| void FIELDSTG_pickViewTiles | ( | MapStreamer * | task | ) |
Points the slots around the view at the map's tiles: viewTiles gets, for each of the 30 slots, the index of the tile it shows (0xFF off the map), and viewX/viewY the tile of the slots' top left corner.
The slots come from the layout for the leader's direction, flipped as that direction says, and for the quadrant of its tile the view is in. The match depends on the y offset being written as scrollY less its tile's start: its two reads of scrollY rank that load ahead of the x test in local-alloc. It also depends on x holding the horizontal flip before it becomes the tile column, and on col counting the slots the first loop clears.
< every character (FIELDSTG_createActor)
Definition at line 228 of file map_streamer.c.
Referenced by FIELDSTG_runMapStreamer().
| void FIELDSTG_runMapStreamer | ( | MapStreamer * | task, |
| StreamPool * | pool | ||
| ) |
The map streamer's update: reads the map's header and creates the 30 stream tasks, then each frame points the slots at the tiles in view, draws them and streams the missing ones.
< the map, its objects and characters, and the menus
Definition at line 293 of file map_streamer.c.
Referenced by FIELDSTG_createMapStreamer().
| Vec2 * FIELDSTG_getMapSize | ( | MapStreamer * | task | ) |
The map's size in pixels.
Definition at line 360 of file map_streamer.c.
Referenced by FIELDSTG_createMapStreamer().
| MapStreamer * FIELDSTG_createMapStreamer | ( | s32 | file | ) |
Creates the map streamer of a file.
< FIELDSTG_createMapStreamer's
Definition at line 367 of file map_streamer.c.
Referenced by showField().
Covers the screen on the layer id at a shade of level (8.8)
Definition at line 376 of file map_streamer.c.
Referenced by FIELDSTG_closeField().
| void FIELDSTG_touchStream | ( | StreamTask * | task | ) |
Definition at line 6 of file stream.c.
Referenced by FIELDSTG_createStream(), FIELDSTG_drawStream(), FIELDSTG_loadStreamSprites(), and FIELDSTG_seekStream().
| void FIELDSTG_seekStream | ( | StreamTask * | task, |
| s32 | frame, | ||
| s32 | size | ||
| ) |
Reads a frame of the map file, a tile, from the CD, unless it has it already.
Definition at line 12 of file stream.c.
Referenced by FIELDSTG_createStream().
| s32 FIELDSTG_isStreamLoaded | ( | StreamTask * | task | ) |
Whether a stream task's read is done.
Definition at line 25 of file stream.c.
Referenced by FIELDSTG_createStream().
| void FIELDSTG_drawStream | ( | StreamTask * | task, |
| Layer * | layer, | ||
| s32 | x, | ||
| s32 | y | ||
| ) |
Draws a stream task's tile at (x, y) on a layer: its sprites at the three depths.
Definition at line 31 of file stream.c.
Referenced by FIELDSTG_createStream().
| void FIELDSTG_setStreamSource | ( | StreamTask * | task, |
| s32 | slot, | ||
| Decompressor * | source | ||
| ) |
Decompresses a stream task's tile into slot.
Definition at line 74 of file stream.c.
Referenced by FIELDSTG_createStream().
| void FIELDSTG_loadStreamSprites | ( | StreamTask * | task | ) |
Takes a decompressed tile's sprites and loads its image into its slot's VRAM.
Definition at line 83 of file stream.c.
Referenced by FIELDSTG_updateStream().
| void FIELDSTG_clearStreamSlot | ( | StreamTask * | task | ) |
Forgets a stream task's slot.
Definition at line 121 of file stream.c.
Referenced by FIELDSTG_createStream().
| s32 FIELDSTG_getStreamSlot | ( | StreamTask * | task | ) |
A stream task's slot, or -1.
Definition at line 126 of file stream.c.
Referenced by FIELDSTG_createStream().
| s32 FIELDSTG_getStreamFrame | ( | StreamTask * | task | ) |
A stream task's frame, the tile it holds.
Definition at line 131 of file stream.c.
Referenced by FIELDSTG_createStream().
| void FIELDSTG_updateStream | ( | StreamTask * | task | ) |
A stream task's update: takes its tile once decompressed, and notes when its read ends.
Definition at line 137 of file stream.c.
Referenced by FIELDSTG_createStream().
| StreamTask * FIELDSTG_createStream | ( | s32 | size, |
| s32 | file | ||
| ) |
Creates a stream task of a file, with a buffer of size.
Definition at line 168 of file stream.c.
Referenced by FIELDSTG_runMapStreamer().
start.c
start.c
Definition at line 7 of file start.c.
Referenced by FIELDSTG_start().
| void FIELDSTG_showAreaName | ( | AreaBanner * | task, |
| AreaNameWindows * | windows | ||
| ) |
< the area name banner
< STAREA
< the area name banner
< STNAME
Definition at line 9 of file banner.c.
Referenced by FIELDSTG_updateBanner().
| void FIELDSTG_stretchBannerBox | ( | AreaBanner * | task, |
| BannerBox * | box | ||
| ) |
Stretches a box toward from-to along one axis.
The match depends on each case having its own variables.
Definition at line 28 of file banner.c.
Referenced by FIELDSTG_updateBanner().
| void FIELDSTG_drawBannerBox | ( | AreaBanner * | task, |
| u_long * | ot, | ||
| DVECTOR | pos, | ||
| DVECTOR | size, | ||
| s32 | color | ||
| ) |
Draws one of the banner's boxes, a flat quad of a color.
Definition at line 106 of file banner.c.
Referenced by FIELDSTG_updateBanner().
| void FIELDSTG_updateBanner | ( | AreaBanner * | task, |
| AreaNameWindows * | windows | ||
| ) |
The area name banner: in TASK_INIT it copies its ten boxes from FIELDSTG_bannerBoxes and opens the area and place windows (FIELDSTG_showAreaName); in TASK_RUN the boxes appear and stretch in turn until both windows have finished; in TASK_DONE it closes the layer's clip from the top and the bottom.
< the area name banner
< the area name banner
Definition at line 131 of file banner.c.
Referenced by FIELDSTG_createBanner().
Creates the area name banner, which closes at once unless show; the player is frozen until it ends.
< the area name banner
Definition at line 241 of file banner.c.
Referenced by startField().
Definition at line 6 of file balloon.c.
Referenced by FIELDSTG_drawBalloon().
| void FIELDSTG_drawBalloon | ( | Balloon * | task | ) |
Draws a balloon over its actor: its frame, and once open, its animation.
< the map, its objects and characters, and the menus
Definition at line 19 of file balloon.c.
Referenced by FIELDSTG_updateBalloon().
| void FIELDSTG_updateBalloon | ( | Balloon * | task | ) |
A balloon's update: it pops open over the player (or another actor), stays while the trigger is on offer and pops shut in TASK_DONE.
< every character (FIELDSTG_createActor)
< a balloon
Definition at line 38 of file balloon.c.
Referenced by FIELDSTG_createBalloon().
Creates a balloon of a kind (its sprites) with an animation, under a task id.
Definition at line 99 of file balloon.c.
Referenced by FIELDSTG_createPlayerBalloon(), FIELDSTG_offerTrigger(), and runGauge().
| void FIELDSTG_createPlayerBalloon | ( | s32 | id | ) |
< a cell's value: a direction (3 bits) and a StageSlot (5)
< the player's depth, arg
< the map the player is on, arg (FieldMap.setMap)
< starts the event arg
< a warp (FieldWarp at arg) with effect and cutscene 1
< the same with effect and cutscene 0
< sends the player flying (FIELDSTG_launchActor)
< the same, then leaves for mode arg
Definition at line 9 of file trigger.c.
Referenced by FIELDSTG_updateTriggers().
| s32 FIELDSTG_offerTrigger | ( | Triggers * | task, |
| TriggerChildren * | children | ||
| ) |
Acts at once on a slot that does (SLOT_DEPTH...), or shows the balloon of one that waits for a button and returns 1; returns 0 when its conditions don't hold.
< the player's depth, arg
< the map the player is on, arg (FieldMap.setMap)
< starts the event arg
< sends the player flying (FIELDSTG_launchActor)
< the gauge game
< leaves for mode arg at (x, y), facing dir
Definition at line 42 of file trigger.c.
Referenced by FIELDSTG_updateTriggers().
| void FIELDSTG_setOffTrigger | ( | Triggers * | task | ) |
Sets off the slot the player pressed cross on.
< leaves for mode arg at (x, y), facing dir
< the same, then leaves for mode arg
< the gauge game
< the same with effect and cutscene 0
< a warp (FieldWarp at arg) with effect and cutscene 1
Definition at line 144 of file trigger.c.
Referenced by FIELDSTG_updateTriggers().
| void FIELDSTG_updateTriggers | ( | Triggers * | task, |
| TriggerChildren * | children | ||
| ) |
The triggers' update: offers the slot under the player while the field isn't busy, and sets it off on cross.
< every character (FIELDSTG_createActor)
< walks off through an exit (FIELDSTG_walkActorInDir)
Definition at line 194 of file trigger.c.
Referenced by FIELDSTG_createTriggers().
Creates the triggers.
Definition at line 239 of file trigger.c.
Referenced by FIELDSTG_updateField().
Definition at line 7 of file speech.c.
Referenced by FIELDSTG_updateSpeech().
| void FIELDSTG_updateSpeech | ( | Speech * | task, |
| void ** | box | ||
| ) |
A speech's update: opens its message box or talk box, moves the talk box with its actor, and ends with it.
< the message and talk boxes
< the message and talk boxes
Definition at line 31 of file speech.c.
Referenced by FIELDSTG_createSpeech(), and FIELDSTG_createTalk().
Creates the speech of an event's text entry: a message box, or a talk box of a type.
Definition at line 64 of file speech.c.
Referenced by FIELDSTG_runEvent().
| void FIELDSTG_drawMapObject | ( | MapObjects * | task, |
| Layer * | layer, | ||
| s32 | index | ||
| ) |
Definition at line 6 of file map_objects.c.
Referenced by FIELDSTG_updateMapObjects().
| void FIELDSTG_updateMapObjects | ( | MapObjects * | task, |
| HiddenSpots ** | children | ||
| ) |
Animates and draws the map's objects that are in view.
< the map, its objects and characters, and the menus
< the map, its objects and characters, and the menus
Definition at line 30 of file map_objects.c.
Referenced by FIELDSTG_createMapObjects().
| MapObjects * FIELDSTG_createMapObjects | ( | s32 | sprites, |
| StageTile * | objects | ||
| ) |
Creates the map's objects, with their sprites.
Definition at line 142 of file map_objects.c.
Referenced by FIELDSTG_updateField().
| void FIELDSTG_requestInnNames | ( | Task * | task | ) |
< HTLNAM
Definition at line 6 of file file_loader.c.
Referenced by FIELDSTG_loadFieldFiles().
| void FIELDSTG_requestSlotFiles | ( | Task * | task | ) |
Requests the files of the actions the map's slots offer: climbs, drops and the gauge game.
The task (FIELDSTG_loadFieldFiles's) goes unused.
< the gauge game
Definition at line 24 of file file_loader.c.
Referenced by FIELDSTG_loadFieldFiles().
Loads the field's files, a step at a time: 1 once done.
< STATUS: the field menu's and STSTATUS's
Definition at line 56 of file file_loader.c.
Referenced by FIELDSTG_runFileLoader().
| void FIELDSTG_runFileLoader | ( | Task * | task | ) |
The file loader's update: loads the field's files from its first step on (FIELDSTG_loadFieldFiles)
Definition at line 154 of file file_loader.c.
Referenced by FIELDSTG_createFileLoader().
Creates the file loader, which starts at a step.
Definition at line 173 of file file_loader.c.
Referenced by FIELDSTG_updateField().
| void FIELDSTG_updateActorIcon | ( | ActorIcon * | task | ) |
< onto the wall from above (FIELDSTG_startClimbDown)
< the map, its objects and characters, and the menus
Definition at line 7 of file actor_icon.c.
Referenced by FIELDSTG_createActorIcon().
Creates the player's icon, in the modes before MODE_NEW_GAME only.
< FIELDSTG, where a new game starts
< the icon over the player's head
Definition at line 94 of file actor_icon.c.
Referenced by FIELDSTG_updateActor().
| void FIELDSTG_playBattleTransition | ( | FieldTask * | task, |
| FieldChildren * | fieldChildren | ||
| ) |
The match depends on the move being an early exit, a do-while (0) that breaks while the buffer is busy, with move declared in it: the block's note stops stmt.c from rolling the exit test to the loop's end, and the loop notes make the GFX.buffer load wait for the counter's in the second scheduler.
< the background's color
< the map, its objects and characters, and the menus
< the transition to a battle
< the map, its objects and characters, and the menus
< pixels a frame
< the step once the mode is requested
< a tile's coordinate once it has slid off
< a tile's coordinate once it has slid off
Definition at line 102 of file field.c.
Referenced by FIELDSTG_updateField().
| void FIELDSTG_closeField | ( | FieldTask * | task, |
| FieldChildren * | children | ||
| ) |
Closes the field for the next mode: the view shrinks to nothing, the cover fades in, and the mode is requested with where the player stands.
< every character (FIELDSTG_createActor)
< the map, its objects and characters, and the menus
< every character (FIELDSTG_createActor)
< the cover that fades the screen (FIELDSTG_drawCover)
< the cover that fades the screen (FIELDSTG_drawCover)
< the cover that fades the screen (FIELDSTG_drawCover)
Definition at line 200 of file field.c.
Referenced by FIELDSTG_updateField().
| s32 FIELDSTG_keepsFileCache | ( | void | ) |
Whether the mode is FIELD_MODE_WSTAG415 or FIELD_MODE_WSTAG815, whose field keeps the file cache and doesn't take the high buffer.
< where the player's run doesn't check the probes ahead (FIELDSTG_checkFlightProbes)
Definition at line 296 of file field.c.
Referenced by showField(), and startField().
| void FIELDSTG_updateField | ( | FieldTask * | task, |
| FieldChildren * | children | ||
| ) |
The field's update: sets up the stage, creates the characters and the NPCs, then runs the field and opens its menu.
The match depends on two early exits written as do-while (0)s with breaks: one around the leader's search and the actors it creates (createParty), one around the menu's opening. flow weighs the references inside a loop's notes one level more, which is what ranks the list pointer above the entry it loads, the search's hoisted 1 above task, and the menu's GAME base above the other saved registers; written as plain ifs, task takes s3 for s4.
Definition at line 573 of file field.c.
Referenced by FIELDSTG_createField().
| Task * FIELDSTG_createField | ( | void | ) |
Creates the field's main task.
< the field's main task (FIELDSTG_createField)
Definition at line 677 of file field.c.
Referenced by FIELDSTG_updateRoot().
Leaves the field for a mode after a delay: the field task (FIELD_TASK_FIELD) goes to TASK_DONE, which closes the field (FIELDSTG_closeField) and requests the mode with its argument.
The player comes back to the field at (x, y), facing dir.
< the field's main task (FIELDSTG_createField)
Definition at line 687 of file field.c.
Referenced by FIELDSTG_leaveField(), and FIELDSTG_setOffTrigger().
| void FIELDSTG_startEncounter | ( | s32 | encounter | ) |
Starts encounter FIELDSTG_encounters[encounter]: the field task (FIELD_TASK_FIELD) leaves for the battle (MODE_BATTLE, after a movie in the chapter STORY_MOVIE_BATTLES), and BATTLE_SETUP takes the encounter's enemies and bytes.
A battle led by one of the prize fighters always gives an item, which the field's stage (named in each case by the stage its mode loads, FIELDSTG_stages) and a roll pick: the rare item comes 1 in 32 times for the odd fighters and 1 in 16 for the even ones. In the European version's extra chapter some stages give other items.
< the field's main task (FIELDSTG_createField)
< FIGHTSTG
Definition at line 968 of file field.c.
Referenced by FIELDSTG_startBattle().
Starts a warp from pos: the field task plays the effect and the cutscene of kind, then leaves for the warp's mode.
< the field's main task (FIELDSTG_createField)
Definition at line 1039 of file field.c.
Referenced by FIELDSTG_warpActor().
Definition at line 7 of file launch.c.
Referenced by flyToDest().
| void FIELDSTG_runLaunch | ( | Launch * | task | ) |
Sends an actor from the nearest FIELD_TASK_LAUNCHER (y counts twice in the distance) to its dest tile: the actor walks to the task, sets it to TASK_DONE, waits for it to leave that state, then moves along a quarter sine, spinning, until it lands; without such a task it ends at once.
The match depends on the distance written twice.
< a stage's launchers (FIELDSTG_runLaunch)
< TELEPORT
Definition at line 72 of file launch.c.
Referenced by FIELDSTG_createLaunch().
Creates the flight of an actor to the tile at dest; two stages' modes (0x26C, 0x2D4) set theirs up.
Definition at line 166 of file launch.c.
Referenced by FIELDSTG_launchActor().
| void FIELDSTG_showSpotHint | ( | SpotHint * | task | ) |
< the map, its objects and characters, and the menus
Definition at line 7 of file hidden_spots.c.
Referenced by FIELDSTG_createSpotHint().
Creates the hint for a search at to, from the prize at from.
Definition at line 57 of file hidden_spots.c.
Referenced by FIELDSTG_updateHiddenSpots().
| void FIELDSTG_hidePrize | ( | HiddenSpots * | task | ) |
Hides the prize in one of the hidden spots at random (GAME.prizeSpot keeps it)
Definition at line 67 of file hidden_spots.c.
Referenced by FIELDSTG_createHiddenSpots(), and FIELDSTG_updateHiddenSpots().
| void FIELDSTG_updateHiddenSpots | ( | HiddenSpots * | task, |
| HiddenSpotsChildren * | children | ||
| ) |
The hidden spots' update: a search plays its effect, then starts a battle where the prize is (and hides it again) or shows a hint, and animates the searched spot's object.
< the hidden spots'
Definition at line 78 of file hidden_spots.c.
Referenced by FIELDSTG_createHiddenSpots().
| HiddenSpots * FIELDSTG_createHiddenSpots | ( | s32 | count | ) |
Creates the hidden spots, the map objects of animation 0xFF, and hides the prize in one (or where it was, in the same mode)
Definition at line 153 of file hidden_spots.c.
Referenced by FIELDSTG_updateMapObjects().
| HiddenSpots * FIELDSTG_findHiddenSpot | ( | Vec2 * | pos, |
| s32 | select | ||
| ) |
The hidden spots, when one is within 10 pixels of pos (selecting it if select), or NULL.
Definition at line 189 of file hidden_spots.c.
Referenced by FIELDSTG_controlPlayer(), and FIELDSTG_isTileFree().
| void FIELDSTG_searchEventSpot | ( | void | ) |
Searches the hidden spots off the map (x 1000 and up), for an event.
Definition at line 209 of file hidden_spots.c.
Referenced by FIELDSTG_handleFieldCommand().
| void FIELDSTG_drawSpotEffect | ( | SpotEffect * | task, |
| Layer * | layer | ||
| ) |
The layer's sorted callback that draws a search's effect.
Definition at line 225 of file hidden_spots.c.
Referenced by FIELDSTG_updateSpotEffect().
| void FIELDSTG_updateSpotEffect | ( | SpotEffect * | task | ) |
A search's effect, over the player or, for an event, its actor 0x11B.
< the map, its objects and characters, and the menus
< every character (FIELDSTG_createActor)
< every character (FIELDSTG_createActor)
Definition at line 237 of file hidden_spots.c.
Referenced by FIELDSTG_createSpotEffect().
| SpotEffect * FIELDSTG_createSpotEffect | ( | s32 | forEvent | ) |
Creates a search's effect, over the event's actor 0x11B if forEvent, else over the player.
Definition at line 290 of file hidden_spots.c.
Referenced by FIELDSTG_updateHiddenSpots().
| void FIELDSTG_runGauge | ( | GaugeGame * | task | ) |
In Europe the rows are random only while GAME.randomGauges lasts, then it is GAUGE_EMPTY_ROW. The match depends on the cell read and shifted as two statements.
< the random rows of FIELDSTG_gaugeRows
< the European version's, all zeros
< frames before the cursor runs
< until cross is pressed
< one time in four
< SYSTEM06
< one time in four
< frames on the stopped cursor
Definition at line 52 of file gauge.c.
Referenced by FIELDSTG_createGauge().
Creates the gauge game at a tile.
Definition at line 158 of file gauge.c.
Referenced by FIELDSTG_startActorGauge().
| void FIELDSTG_scrollCamera | ( | Camera * | task | ) |
< the map, its objects and characters, and the menus
< FIELDSTG_createMapStreamer's
< held while the camera shakes
< held while the camera shakes
Definition at line 7 of file camera.c.
Referenced by FIELDSTG_updateCamera().
| void FIELDSTG_updateCamera | ( | Camera * | task | ) |
The camera's update: it follows its target actor (substate 0) or looks at a spot (1), panning there unless it snaps.
< every character (FIELDSTG_createActor)
< held while the camera shakes
Definition at line 61 of file camera.c.
Referenced by FIELDSTG_createCamera().
| Camera * FIELDSTG_createCamera | ( | void | ) |
Creates the camera.
Definition at line 139 of file camera.c.
Referenced by FIELDSTG_updateField().
Points the camera at the actor id, at once if snap.
< every character (FIELDSTG_createActor)
Definition at line 147 of file camera.c.
Referenced by FIELDSTG_runActorAction(), FIELDSTG_runEvent(), and runClimbOffTop().
Points the camera at the spot (x, y), at once if snap.
Definition at line 161 of file camera.c.
Referenced by FIELDSTG_runEvent().
| void FIELDSTG_shakeCamera | ( | s32 | shaking | ) |
Starts or stops the camera's shake.
Definition at line 175 of file camera.c.
Referenced by FIELDSTG_handleFieldCommand().
< 2 * 16 pixels, in z's 1/256 pixels
< 3 * 16 pixels, in z's 1/256 pixels
< 4 * 16 pixels, in z's 1/256 pixels
< 5 * 16 pixels, in z's 1/256 pixels
< 6 * 16 pixels, in z's 1/256 pixels
< 6 * 16 pixels, in z's 1/256 pixels
< 5 * 16 pixels, in z's 1/256 pixels
< 4 * 16 pixels, in z's 1/256 pixels
< 3 * 16 pixels, in z's 1/256 pixels
< 2 * 16 pixels, in z's 1/256 pixels
Definition at line 11 of file actor_control.c.
Referenced by FIELDSTG_checkFlightProbes().
Whether a flying actor runs into the map at any of the five probes ahead of it (FIELDSTG_checkFlightProbe)
Definition at line 90 of file actor_control.c.
Referenced by FIELDSTG_runActorAction().
Walks or runs an actor in the direction of the pad's arrows (an index of FIELDSTG_padDirs), or stops it when none is held.
< stops after a run
Definition at line 117 of file actor_control.c.
Referenced by FIELDSTG_controlPlayer(), and FIELDSTG_walkToGoal().
The first actor (task id 5) whose box holds the tile pos: halfWidth to each side of it, half that above and below.
The match depends on the registry being held in a variable.
< every character (FIELDSTG_createActor)
Definition at line 142 of file actor_control.c.
Referenced by FIELDSTG_talkToActorAt().
Talks to the character standing at pos, or to the one it stands in for (FIELDSTG_standIns): it answers (ACTOR_TALK), or, for the objects 0x148, 0x15F and 0x160, the player works it (ACTOR_USE).
Returns 1 when the player acts
< every character (FIELDSTG_createActor)
< that object
< that object
< works one of the objects 0x148, 0x15F and 0x160
< answers the actor that talks to it (talkPartner)
< slows down in the air
Definition at line 164 of file actor_control.c.
Referenced by FIELDSTG_controlFlight(), and FIELDSTG_controlPlayer().
| void FIELDSTG_controlFlight | ( | Actor * | actor | ) |
The player's flight: it rises unless triangle is held (ACTOR_FLY), left and right turn, and cross, low enough, acts on what the player faces; the map's cells hold floors (2 to 6) and ceilings (18 to 22).
The match depends on the button's shift and mask as two statements.
< 2 * 16 pixels, in z's 1/256 pixels
< 6 * 16 pixels, in z's 1/256 pixels
< 5 * 16 pixels, in z's 1/256 pixels
< 4 * 16 pixels, in z's 1/256 pixels
< 3 * 16 pixels, in z's 1/256 pixels
< 2 * 16 pixels, in z's 1/256 pixels
< 2 * 16 pixels, in z's 1/256 pixels
< 2 * 16 pixels, in z's 1/256 pixels
< how far above a wall's top a descent stops
< 3 * 16 pixels, in z's 1/256 pixels
< 3 * 16 pixels, in z's 1/256 pixels
< how far above a wall's top a descent stops
< 4 * 16 pixels, in z's 1/256 pixels
< 4 * 16 pixels, in z's 1/256 pixels
< how far above a wall's top a descent stops
< 5 * 16 pixels, in z's 1/256 pixels
< 5 * 16 pixels, in z's 1/256 pixels
< how far above a wall's top a descent stops
< 6 * 16 pixels, in z's 1/256 pixels
< 6 * 16 pixels, in z's 1/256 pixels
< how far above a wall's top a descent stops
Definition at line 271 of file actor_control.c.
Referenced by FIELDSTG_createActor(), and giveControlBack().
| void FIELDSTG_controlPlayer | ( | Actor * | actor | ) |
The player's update while it walks (Actor.control) when no menu, event or transition is running: the action button or a forced action (condition 0x12) checks the tile it faces, for an object to act on or, failing that, an event; otherwise the pad moves it.
The match depends on the object's case being an early exit, a do-while (0) with a break, after which the event's check is the rest of the block.
< the player talks to what it faces, and clears it
< item 4, which the player needs to search the hidden spots
< searches a hidden spot
< the player talks to what it faces, and clears it
Definition at line 388 of file actor_control.c.
Referenced by FIELDSTG_createActor(), FIELDSTG_resetActorControl(), and FIELDSTG_restorePlayerControl().
| void FIELDSTG_controlClimb | ( | Actor * | actor | ) |
The player's control on a wall: up and down climb, nothing held holds on.
< holds on to a wall (FIELDSTG_controlClimb)
< holds on to a wall (FIELDSTG_controlClimb)
Definition at line 419 of file actor_control.c.
Referenced by FIELDSTG_runActorAction(), and runGetOnWall().
| void FIELDSTG_followLeader | ( | Actor * | actor | ) |
A partner's control: records the leader's steps in the trail while it moves, and follows them.
< every character (FIELDSTG_createActor)
< walks off through an exit (FIELDSTG_walkActorInDir)
< FIELDSTG_startActorSlide
< a power of two
< a power of two
< walks off through an exit (FIELDSTG_walkActorInDir)
< FIELDSTG_startActorSlide
< stops after a run
Definition at line 437 of file actor_control.c.
Referenced by FIELDSTG_createActor(), FIELDSTG_resetActorControl(), and FIELDSTG_resumePartners().
| void FIELDSTG_drainTrail | ( | Actor * | actor | ) |
A follower's update while its trail runs out: it finds the leader (FIELD_TASK_ACTOR) if it has none, then each frame pushes two empty steps at the trail's head and walks two steps from its tail.
At x 0 it clears the trail and drops this update. The match depends on the leader being read into a variable before trail is set, which makes trail a copy of the pointer the leader was loaded through.
< every character (FIELDSTG_createActor)
< a power of two
< a power of two
< a power of two
Definition at line 492 of file actor_control.c.
Referenced by FIELDSTG_haltPartners().
| void FIELDSTG_walkToGoal | ( | Actor * | actor | ) |
Walks an actor to its goal tile (FIELDSTG_setActorGoal) as the pad would, then faces it the goal's way.
Definition at line 529 of file actor_control.c.
Referenced by FIELDSTG_launchActor(), and FIELDSTG_startActorWalk().
Sets the tile an actor walks to and the direction it ends facing (FIELDSTG_walkToGoal)
Definition at line 567 of file actor_control.c.
Referenced by setActorMethods().
Whether an actor is still walking to its goal.
Definition at line 575 of file actor_control.c.
Referenced by setActorMethods().
| void FIELDSTG_startActorWalk | ( | Actor * | actor | ) |
Starts an actor walking to its goal.
Definition at line 580 of file actor_control.c.
Referenced by setActorMethods().
| void FIELDSTG_resetActorControl | ( | Actor * | actor | ) |
Gives an actor its kind's control back: the pad for the player, none for kind 1, the trail for the partners.
Definition at line 586 of file actor_control.c.
Referenced by setActorMethods().
Walks an actor out through an exit, in a direction (ACTOR_WALK_OUT)
< walks off through an exit (FIELDSTG_walkActorInDir)
Definition at line 604 of file actor_control.c.
Referenced by setActorMethods().
Starts an actor sliding in a direction (SLOT_SLIDE)
< FIELDSTG_startActorSlide
< FIELDSTG_startActorSlide
Definition at line 611 of file actor_control.c.
Referenced by setActorMethods().
| void FIELDSTG_stopActorSlide | ( | Actor * | actor | ) |
Stops a sliding actor (SLOT_STOP_SLIDE)
< FIELDSTG_startActorSlide
Definition at line 620 of file actor_control.c.
Referenced by setActorMethods().
The climbs (SLOT_CLIMB_UP and SLOT_CLIMB_DOWN) and the drop (SLOT_DROP): the actor goes onto the wall at its foot (ACTOR_GET_ON_WALL) or its top (ACTOR_GET_OVER_EDGE), climbs it with the pad (FIELDSTG_controlClimb) and leaves it at the top or the foot; a drop (ACTOR_DROP) falls from height.
< from below (FIELDSTG_startClimbUp)
Definition at line 630 of file actor_control.c.
Referenced by setActorMethods().
Starts the climb down a wall of height from its top, at (x, y)
< onto the wall from above (FIELDSTG_startClimbDown)
Definition at line 648 of file actor_control.c.
Referenced by setActorMethods().
Starts a drop from a ledge of height.
< FIELDSTG_startDrop
Definition at line 666 of file actor_control.c.
Referenced by setActorMethods().
Starts the gauge game at an offset from an actor, turning the partners its way.
< plays the gauge game (FIELDSTG_startActorGauge)
< every character (FIELDSTG_createActor)
Definition at line 687 of file actor_control.c.
Referenced by setActorMethods().
Warps the player (SLOT_WARP0 and SLOT_WARP1): the field task plays the warp's effect and cutscene of kind, then leaves for its mode (FIELDSTG_startWarp)
Definition at line 712 of file actor_control.c.
Referenced by setActorMethods().
Sends the player flying to the tile at dest from the nearest launcher (FIELDSTG_createLaunch)
Definition at line 722 of file actor_control.c.
Referenced by setActorMethods().
Starts an actor's animation set from its first frame.
Definition at line 734 of file actor_control.c.
Referenced by beginActorAnim(), FIELDSTG_runActorAction(), FIELDSTG_setActorPose(), runClimbDown(), runClimbOffBottom(), runClimbOffTop(), runClimbUp(), runDrop(), runGauge(), runGetOnWall(), runSearch(), runSlide(), runStop(), runTalk(), runUse(), runUsed(), setActorMethods(), and standAgain().
Puts an actor in an event's pose: an animation set and a direction (ACTOR_POSED)
< in the pose an event set (FIELDSTG_setActorPose)
Definition at line 743 of file actor_control.c.
Referenced by setActorMethods().
Whether an actor's animation has played to its end.
Definition at line 751 of file actor_control.c.
Referenced by setActorMethods().
| void FIELDSTG_drawActor | ( | void * | data, |
| void * | drawLayer | ||
| ) |
(actor, layer)
(actor, layer)
The match depends on the shadow's y offset cast to s16, and on the untyped parameters copied to typed locals.
Definition at line 759 of file actor_control.c.
Referenced by FIELDSTG_updateActor().
Turns an actor to a direction.
Definition at line 837 of file actor_control.c.
Referenced by setActorMethods().
| void FIELDSTG_animateActor | ( | Actor * | actor | ) |
Plays an actor's animation: when its set (animSet) changes, it loads the set's animations for the five directions (character 2 picks the file by the set first), then steps the frames of the current direction's and loads a new frame's image into VRAM.
The match depends on two early exits written as a do-while (0) with breaks, the pick of the file and the step of the frames: loop.c moves the end of the animation (-1) out of the second one, after the direction's barrier, and reorg fills the first one's < 0x16 branch from its fallthrough, as only a branch out of a loop is. It also depends on reloadImage being read twice, on the width cast to s16 and on reloadImage being cleared last.
Definition at line 867 of file actor_control.c.
Referenced by FIELDSTG_updateActor().
| void FIELDSTG_restorePlayerControl | ( | Actor * | actor | ) |
Gives the player its pad control back, off any wall.
Definition at line 964 of file actor_control.c.
Referenced by giveControlBack(), runClimbOffBottom(), runClimbOffTop(), runStopSlide(), and standAgain().
The player's footsteps, every 8 frames when it moves (every 32 for the characters 0x146 and 0x147) or 32 when not; with canBattle each step can start a battle (FIELDSTG_checkBattle)
Definition at line 972 of file actor_control.c.
Referenced by FIELDSTG_runActorAction().
| void FIELDSTG_playClimbSounds | ( | Actor * | actor | ) |
The player's climbing sound, every 16 frames.
Definition at line 995 of file actor_control.c.
Referenced by runClimbDown(), and runClimbUp().
| void FIELDSTG_runActorAction | ( | Actor * | actor, |
| ActorChildren * | children | ||
| ) |
Runs an actor's action, its substate (ACTOR_STAND...): the walks, the climbs and the drop from ACTOR_GET_OVER_EDGE to ACTOR_DROP (which shift it by a tile, left or right by climbSide), the talk of ACTOR_TALK (the first of the character's talks whose conditions hold) and the others up to ACTOR_STOP_SLIDE.
A treasure (characters 0x21, 0x4D to 0x57, 0x154 to 0x158 and 0x15B, whose talks give an item) doesn't turn to its talker: it opens with TRESUREB, and goes away when the talk ends. The match depends on the talks' loop testing both of its ends with a break at its top, and on the moves of a tile adding a choice of two steps.
< where the player's run doesn't check the probes ahead (FIELDSTG_checkFlightProbes)
< slows down in the air
< flies on, triangle held (FIELDSTG_controlFlight)
< FLIGHT_SPEED_MAX * 6 / 5, for 50 frames a second
< FLIGHT_SPEED_MAX * 6 / 5, for 50 frames a second
< stops after a run
< walks off through an exit (FIELDSTG_walkActorInDir)
< FIELDSTG_startActorSlide
< holds on to a wall (FIELDSTG_controlClimb)
< from below (FIELDSTG_startClimbUp)
< onto the wall from above (FIELDSTG_startClimbDown)
< holds on to a wall (FIELDSTG_controlClimb)
< in the pose an event set (FIELDSTG_setActorPose)
< FIELDSTG_startDrop
< plays the gauge game (FIELDSTG_startActorGauge)
< searches a hidden spot
< answers the actor that talks to it (talkPartner)
< works one of the objects 0x148, 0x15F and 0x160
< that object
Definition at line 1419 of file actor_control.c.
Referenced by FIELDSTG_updateActor().
| void FIELDSTG_haltPartners | ( | void | ) |
actor.c
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().
| 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().
The tile in front of an actor, one step in its direction.
Definition at line 33 of file actor.c.
Referenced by FIELDSTG_createActor().
| 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().
| 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().
| void FIELDSTG_endChoice0Answer0 | ( | void | ) |
| void FIELDSTG_endChoice0Answer1 | ( | void | ) |
| void FIELDSTG_endChoice1Answer0 | ( | void | ) |
| void FIELDSTG_endChoice1Answer1 | ( | void | ) |
Definition at line 20 of file field_stage.c.
| void FIELDSTG_endChoice2Answer0 | ( | void | ) |
| void FIELDSTG_endChoice2Answer1 | ( | void | ) |
| void FIELDSTG_endChoice3Answer0 | ( | void | ) |
| void FIELDSTG_endChoice3Answer1 | ( | void | ) |
Definition at line 22 of file field_stage.c.
| void FIELDSTG_endChoice4Answer0 | ( | void | ) |
| void FIELDSTG_endChoice4Answer1 | ( | void | ) |
| void FIELDSTG_endChoice5Answer0 | ( | void | ) |
| void FIELDSTG_endChoice5Answer1 | ( | void | ) |
Definition at line 24 of file field_stage.c.
| void FIELDSTG_endChoice6Answer0 | ( | void | ) |
| void FIELDSTG_endChoice6Answer1 | ( | void | ) |
| void FIELDSTG_endChoice7Answer0 | ( | void | ) |
| void FIELDSTG_endChoice7Answer1 | ( | void | ) |
Definition at line 26 of file field_stage.c.
| void FIELDSTG_endChoice8Answer0 | ( | void | ) |
| void FIELDSTG_endChoice8Answer1 | ( | void | ) |
| void FIELDSTG_endChoice9Answer0 | ( | void | ) |
| void FIELDSTG_endChoice9Answer1 | ( | void | ) |
Definition at line 28 of file field_stage.c.
| void FIELDSTG_endChoice10Answer0 | ( | void | ) |
| void FIELDSTG_endChoice10Answer1 | ( | void | ) |
| void FIELDSTG_endChoice11Answer0 | ( | void | ) |
| void FIELDSTG_endChoice11Answer1 | ( | void | ) |
Definition at line 30 of file field_stage.c.
| void FIELDSTG_endChoice12Answer0 | ( | void | ) |
| void FIELDSTG_endChoice12Answer1 | ( | void | ) |
| void FIELDSTG_endChoice13Answer0 | ( | void | ) |
| void FIELDSTG_endChoice13Answer1 | ( | void | ) |
Definition at line 32 of file field_stage.c.
| void FIELDSTG_endChoice14Answer0 | ( | void | ) |
| void FIELDSTG_endChoice14Answer1 | ( | void | ) |
| void FIELDSTG_endChoice15Answer0 | ( | void | ) |
| void FIELDSTG_endChoice15Answer1 | ( | void | ) |
Definition at line 34 of file field_stage.c.
| void FIELDSTG_setupField | ( | void | ) |
The setup of the field's own stage (FIELDSTG_initFuncs), which fills FIELDSTG_state as the stage overlays' setup functions do; some points of the story change its soundBank and music.
As theirs, the match depends on the start position being set with a constructor, (Vec2){x, y}.
< ENV_0204: the Cargo Tower
< ENV_0204: the Cargo Tower
< a cell's value: a direction (3 bits) and a StageSlot (5)
< EAUCTION: the Cargo Tower at some points of the story (FIELDSTG_setupField)
< EAUCTION: the Cargo Tower at some points of the story (FIELDSTG_setupField)
Definition at line 51 of file field_stage.c.
| void FIELDSTG_pickStage | ( | void | ) |
| FieldBattles * FIELDSTG_findBattles | ( | FieldBattles * | list, |
| s32 | id | ||
| ) |
The actor of a character (Actor.key1), or NULL.
< every character (FIELDSTG_createActor)
Definition at line 11 of file script.c.
Referenced by FIELDSTG_clearScriptFlag(), FIELDSTG_waitAnimDone(), and FIELDSTG_waitWalkDone().
| void FIELDSTG_toScreenPos | ( | Vec2 * | pos | ) |
| void FIELDSTG_clearScriptFlag | ( | void | ) |
| ScriptCommand * FIELDSTG_findScriptCommand | ( | s32 | id | ) |
The script command id of FIELDSTG_scriptCommands, or NULL.
Definition at line 69 of file script.c.
Referenced by FIELDSTG_createScriptCommand(), and FIELDSTG_handleScriptCommand().
Creates the task of script command id, or returns 0.
Definition at line 81 of file script.c.
Referenced by FIELDSTG_setEventPose().
Hands the task of script command id a command and its argument, through the command's handle.
Definition at line 93 of file script.c.
Referenced by FIELDSTG_setEventPose().
| void FIELDSTG_rollBattleSteps | ( | void | ) |
battle.c
battle.c
Definition at line 7 of file battle.c.
Referenced by FIELDSTG_countBattleSteps().
| void FIELDSTG_startAreaBattle | ( | void | ) |
Starts one of the eight battles of the player's battle area, at random.
< every character (FIELDSTG_createActor)
< a cell's value: its battle area (FieldBattles), or 0
Definition at line 18 of file battle.c.
Referenced by FIELDSTG_countBattleSteps().
| void FIELDSTG_countBattleSteps | ( | void | ) |
Counts down to the next battle at each step by the area's rate (FIELDSTG_battleRates), unless the field is busy, and starts it when they run out.
< a cell's value: its battle area (FieldBattles), or 0
< every character (FIELDSTG_createActor)
< a cell's value: its battle area (FieldBattles), or 0
Definition at line 35 of file battle.c.
| void FIELDSTG_startEventBattle | ( | s32 | index | ) |
Returns 0 when no file is set. The match depends on the file's check being an early exit, a do-while (0) that breaks once the file is set, with file declared in it: the block's note stops stmt.c from rolling the exit test to the loop's end, and the loop notes keep the prologue's stores of ra and s0 ahead of the load in the second scheduler.
Definition at line 19 of file map.c.
Referenced by FIELDSTG_getMapCell().
Sets the file of map index (FieldMap.setFile)
| void FIELDSTG_setFirstMap | ( | s32 | index | ) |
Puts the player on map index when the mode is new (FieldMap.setFirstMap)
| void FIELDSTG_setMap | ( | s32 | index | ) |
Puts the player on map index (FieldMap.setMap)
The cell of map index at pos, down the tree from the grid to the pixel (FieldMap.getCell); 1 without a file.
Definition at line 64 of file map.c.
Referenced by FIELDSTG_getWalkStep().
Whether nothing stands at pos: no character's box (gathered once a frame) and no object.
The match depends on the two widths, the gathered box's and the tested one's, being variables of their own: one width for both blocks gives GCC 2.8.1 other registers.
< every character (FIELDSTG_createActor)
Definition at line 103 of file map.c.
A step of scale in a direction on the map the player is on, along the slope of its cell (FieldMap.getWalkStep)
Definition at line 150 of file map.c.
A step of scale in a direction, on the flat (FieldMap.getFlyStep)
|
inlinestatic |
Starts a battle: its fight stage, its music and its encounter.
Definition at line 1061 of file field_mode.h.
Referenced by FIELDSTG_startAreaBattle(), FIELDSTG_startEventBattle(), and FIELDSTG_startEventBattle5().
|
extern |
FIELDSTG's data (fieldstg.c), in its order.
FIELDSTG's data (fieldstg.c), in its order.
Definition at line 948 of file fieldstg.c.
Referenced by FIELDSTG_startEncounter().
|
extern |
FIELDSTG_updateLift's shakes, up to 1000.
Definition at line 1286 of file fieldstg.c.
Referenced by FIELDSTG_updateLift().
|
extern |
Definition at line 1309 of file fieldstg.c.
Referenced by FIELDSTG_runChoice().
|
extern |
Definition at line 1328 of file fieldstg.c.
Referenced by FIELDSTG_runStoryEvents().
|
extern |
FIELDSTG_playCutsceneAnim's animations: kind 0's,.
Definition at line 1347 of file fieldstg.c.
Referenced by FIELDSTG_playCutsceneAnim().
|
extern |
and kind 1's two
Definition at line 1354 of file fieldstg.c.
Referenced by FIELDSTG_playCutsceneAnim().
|
extern |
Definition at line 1359 of file fieldstg.c.
Referenced by FIELDSTG_playCutsceneAnim().
|
extern |
FIELDSTG_updateEffect's animations of each set.
Definition at line 1396 of file fieldstg.c.
Referenced by FIELDSTG_updateEffect().
|
extern |
FIELDSTG_pickViewTiles's slot layouts: [layout][quadrant][row][column].
Definition at line 1400 of file fieldstg.c.
Referenced by FIELDSTG_pickViewTiles().
|
extern |
the layout and its flips for each direction
Definition at line 1492 of file fieldstg.c.
Referenced by FIELDSTG_pickViewTiles().
|
extern |
the slots' offset in tiles: [quadrant][x, y][unflipped, flipped]
Definition at line 1496 of file fieldstg.c.
Referenced by FIELDSTG_pickViewTiles().
|
extern |
depth of each layer of a StreamTask's sprites
Definition at line 1502 of file fieldstg.c.
Referenced by FIELDSTG_drawStream().
|
extern |
VRAM position of each StreamTask slot's image.
Definition at line 1505 of file fieldstg.c.
Referenced by FIELDSTG_loadStreamSprites().
|
extern |
Definition at line 1519 of file fieldstg.c.
Referenced by FIELDSTG_showAreaName().
|
extern |
FIELDSTG_updateBanner's boxes.
Definition at line 1761 of file fieldstg.c.
Referenced by FIELDSTG_updateBanner().
|
extern |
FIELDSTG_stepBalloonAnim's animations: (frame, time) pairs up to 0xFF.
Definition at line 1773 of file fieldstg.c.
Referenced by FIELDSTG_stepBalloonAnim().
|
extern |
whether two directions are at most 45 degrees apart
Definition at line 1794 of file fieldstg.c.
Referenced by FIELDSTG_findTrigger().
|
extern |
the modes that load the field file 0x5D (FIELDSTG_requestInnNames)
Definition at line 1804 of file fieldstg.c.
Referenced by FIELDSTG_requestInnNames().
|
extern |
FIELDSTG_updateActorIcon's animation of each substate.
Definition at line 1836 of file fieldstg.c.
Referenced by FIELDSTG_updateActorIcon().
|
extern |
|
extern |
the step in FIELDSTG_iconPath
Definition at line 1845 of file fieldstg.c.
Referenced by FIELDSTG_updateActorIcon().
|
extern |
Definition at line 1846 of file fieldstg.c.
Referenced by moveTransitionTile().
|
extern |
the events FIELDSTG_startListedEvent starts
Definition at line 1910 of file fieldstg.c.
Referenced by FIELDSTG_startListedEvent().
|
extern |
animation of FIELDSTG_updateHiddenSpots: (frame, time) pairs up to 0xFF
Definition at line 1931 of file fieldstg.c.
Referenced by FIELDSTG_updateHiddenSpots().
|
extern |
FIELDSTG_updateSpotEffect's animation for each direction.
Definition at line 1980 of file fieldstg.c.
Referenced by FIELDSTG_updateSpotEffect().
|
extern |
and its depth offset
Definition at line 1984 of file fieldstg.c.
Referenced by FIELDSTG_updateSpotEffect().
|
extern |
The rows of FIELDSTG_runGauge's gauges, 2 bits a cell.
The USA version has no row 8 (for GAME.randomGauges used up) and reads past the table, a null pointer
Definition at line 2020 of file fieldstg.c.
Referenced by FIELDSTG_runGauge().
|
extern |
the camera's shake offsets
Definition at line 2027 of file fieldstg.c.
Referenced by FIELDSTG_scrollCamera().
|
extern |
the probes of each direction (FIELDSTG_checkFlightProbes)
Definition at line 2034 of file fieldstg.c.
Referenced by FIELDSTG_checkFlightProbes().
|
extern |
a probe's position
Definition at line 2044 of file fieldstg.c.
Referenced by FIELDSTG_checkFlightProbes().
|
extern |
a probe's offset: bit 0 set, bit 7 negative
Definition at line 2062 of file fieldstg.c.
Referenced by FIELDSTG_checkFlightProbes().
|
extern |
the direction of each combination of the pad directions
Definition at line 2080 of file fieldstg.c.
Referenced by FIELDSTG_moveByPad().
|
extern |
up to character 0
Definition at line 2086 of file fieldstg.c.
Referenced by FIELDSTG_talkToActorAt().
|
extern |
the partners' kinds (Actor.key2): the ones FIELDSTG_startActorGauge turns, FIELDSTG_haltPartners stops and FIELDSTG_resumePartners makes follow again
Definition at line 2104 of file fieldstg.c.
Referenced by FIELDSTG_startActorGauge().
|
extern |
Definition at line 2107 of file fieldstg.c.
Referenced by FIELDSTG_haltPartners().
|
extern |
Definition at line 2110 of file fieldstg.c.
Referenced by FIELDSTG_resumePartners().
|
extern |
tile offset of each direction
Definition at line 2113 of file fieldstg.c.
Referenced by FIELDSTG_getFacingTile().
|
extern |
the field's own stage (FIELDSTG_setupField)
the field's own stage (FIELDSTG_setupField)
Definition at line 2124 of file fieldstg.c.
Referenced by FIELDSTG_setupField().
|
extern |
Definition at line 2501 of file fieldstg.c.
Referenced by FIELDSTG_setupField().
|
extern |
The field's map objects (FieldState.objects), up to the first margin 0.
Definition at line 2534 of file fieldstg.c.
Referenced by FIELDSTG_setupField().
|
extern |
What the player can trigger on the field's map (FieldState.slots), up to type 0.
Definition at line 2552 of file fieldstg.c.
Referenced by FIELDSTG_setupField().
|
extern |
Definition at line 2559 of file fieldstg.c.
Referenced by FIELDSTG_createStoryEvents().
FIELDSTG_startTween.
Definition at line 2560 of file fieldstg.c.
Referenced by FIELDSTG_runChoice().
FIELDSTG_updateTween.
Definition at line 2561 of file fieldstg.c.
Referenced by FIELDSTG_runChoice().
|
extern |
The story events (FIELDSTG_setupField), up to the first id -1: the scripts are WSTAG260's, the stage that FIELDSTG_stages starts with FIELDSTG_createStoryEvents.
Definition at line 2572 of file fieldstg.c.
Referenced by FIELDSTG_setupField().
|
extern |
by character (Actor.key1)
Definition at line 2761 of file fieldstg.c.
Referenced by FIELDSTG_getFileEntry().
|
extern |
by character, in pixels (FieldState.getActorWidth)
Definition at line 2920 of file fieldstg.c.
Referenced by FIELDSTG_getActorWidth().
|
extern |
the extra chapter's, which run on into FIELDSTG_stages
the extra chapter's, which run on into FIELDSTG_stages
Definition at line 2977 of file fieldstg.c.
Referenced by FIELDSTG_pickStage().
|
extern |
Definition at line 3337 of file fieldstg.c.
Referenced by FIELDSTG_pickStage().
|
extern |
Definition at line 3580 of file fieldstg.c.
Referenced by FIELDSTG_resetScriptTimer(), and FIELDSTG_waitScriptTime().
|
extern |
the script helpers (FIELDSTG_toScreenPos...)
Definition at line 3581 of file fieldstg.c.
Referenced by FIELDSTG_createTalk(), and FIELDSTG_getSpeechPos().
|
extern |
The script commands (FIELDSTG_findScriptCommand), up to the first id 0.
Most of their functions are those of the stage whose event scripts run the command (include/field/stages.h), and they take different arguments. FIELDSTG's own creates are cast: they return their task, or nothing, where the stages' return it as an s32
Definition at line 3590 of file fieldstg.c.
Referenced by FIELDSTG_findScriptCommand().
|
extern |
FIELDSTG_countBattleSteps.
Definition at line 3652 of file fieldstg.c.
Referenced by FIELDSTG_playStepSounds().
|
extern |
how much each area lowers GAME.battleSteps, the steps to the next battle
Definition at line 3656 of file fieldstg.c.
Referenced by FIELDSTG_countBattleSteps().
|
extern |
the frame FIELDSTG_boxes was filled in
Definition at line 3678 of file fieldstg.c.
Referenced by FIELDSTG_isTileFree().
|
extern |
a direction's vector, scaled by 4096
Definition at line 3679 of file fieldstg.c.
Referenced by FIELDSTG_getFlyStep(), and FIELDSTG_getWalkStep().
|
extern |
Definition at line 3751 of file fieldstg.c.
Referenced by FIELDSTG_getWalkStep().
|
extern |
the voice of the slide's sound (ACTOR_SLIDE, SOUND_TRAP_ICE)
Definition at line 3762 of file fieldstg.c.
Referenced by runSlide(), and runStopSlide().
|
extern |
the voice of FIELDSTG_handleFieldCommand's held sound
Definition at line 3754 of file fieldstg.c.
Referenced by playHeldSound(), and stopHeldSound().
|
extern |
FIELDSTG_getMapSize's.
Definition at line 3755 of file fieldstg.c.
Referenced by FIELDSTG_getMapSize().
|
extern |
FIELDSTG_findNextObject's search of the map objects.
Definition at line 3756 of file fieldstg.c.
Referenced by FIELDSTG_findNextObject(), and FIELDSTG_findObject().
|
extern |
and the id it looks for
Definition at line 3757 of file fieldstg.c.
Referenced by FIELDSTG_findNextObject(), and FIELDSTG_findObject().
|
extern |
FIELDSTG_playBattleTransition's.
Definition at line 3758 of file fieldstg.c.
Referenced by FIELDSTG_playBattleTransition(), moveTransitionTile(), and placeTransitionTiles().
|
extern |
FIELDSTG_playBattleTransition's: 0 and 1 wait for the CD, 2 the battle's files are asked for.
Definition at line 3759 of file fieldstg.c.
Referenced by FIELDSTG_playBattleTransition(), and waitToRequestBattleFiles().
|
extern |
Definition at line 3761 of file fieldstg.c.
Referenced by FIELDSTG_playBattleTransition().
|
extern |
the characters' boxes (FIELDSTG_isTileFree)
Definition at line 3770 of file fieldstg.c.
Referenced by FIELDSTG_isTileFree().
|
extern |