15 switch (task->
state) {
21 if (object->
anim == 1) {
54 task->
script =
event->nextScript;
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
GameState GAME
The save data, the game mode and the methods.
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
FIELDSTG.PRO: the field mode, where the player walks around the map.
ProgressEvent FIELDSTG_progressEvents[]
void(* FIELDSTG_initFuncs[])(void)
FieldState FIELDSTG_state
Lift * FIELDSTG_createLift(s32 id)
Creates the lift, raised when flag 0x1C3D is set.
StoryEvents * FIELDSTG_createStoryEvents(void *owner)
Creates the story events, and loads the field's sound bank and files.
void FIELDSTG_runStoryEvents(StoryEvents *task, StoryEventsChildren *children)
Runs the story events: marks the map object 1 for the progresses that have one, then starts the first...
@ STORY_BLACK_ID_PASS
WSTAG756 (Battle Gate), event 911: the Black ID Pass.
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
@ STORY_BULBMON_FOUND
WSTAG520 (Suzaku Hall), event 695: another earthquake; Bulbmon digs the holes.
@ STORY_BLUE_ID_PASS
WSTAG421 (Qing Long City), event 743: with the Blue ID Pass a Trooper takes the player for the Qing L...
@ STORY_SEPIKMON_MASK_LOST
WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his ...
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
@ STORY_NUMEMON_FOUND
WSTAG685 (Underground Cave, Byakko City), event 413: the rock blocking the hole is Numemon.
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
@ STORY_TEDDY_FOUND
WSTAG212, event 352: Teddy is found; MAGAMI is part of the A.o.A, and the player sets off to beat the...
@ STORY_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
@ STORY_WAY_TO_AMATERASU
WSTAG305, events 893 and 895: the way into Amaterasu City, the A.o.A's headquarters,...
@ STORY_DE_KNOWLEDGE
WSTAG526 (Zhu Que UG Lake), event 760: the fight with Zanbamon (the DE Knowledge)
@ STORY_GENBU_BADGE
WSTAG755 (Battle Gate), event 781: the Xuen Wu Chief, who holds the Black ID Pass,...
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
@ STORY_SEIRYU_BADGE
WSTAG420, event 71: the Seiryu Leader is beaten (the Silver ID and the Seiryu Badge),...
StageTile * objects
the map objects, up to the first margin 0
s32(* checkCondition)(u16 code, u16 value)
A story event (FIELDSTG_progressEvents): at a progress, while a flag is clear and a condition holds,...
s32 progress
-1 ends the list
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
u8 anim
which of a stage's animations sets frame (1-3); FIELDSTG finds objects by it (its lift,...
The story events of the field (FIELDSTG_createStoryEvents)
s32 script
the script to run next, or 0
void(* nextState)(struct StoryEvents *task)
void * owner
the field's task, as a stage's init gets it
void * createTask(void(*update)(), s32 size, s32 childrenSize)
createTaskWithId for a task nothing needs to find