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Digimon World 3 decomp
The European version, SLES_039.36
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The map's triggers: exits, climbs, warps, slides and the other things the player sets off on a cell. More...
#include "field/field_mode.h"Go to the source code of this file.
Functions | |
| s32 | FIELDSTG_findTrigger (Triggers *task) |
| Finds the slot under the player (FIELD_MAP_TRIGGERS); those up to SLOT_GAUGE count only while the player faces them. | |
| 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. | |
Variables | |
| const Vec2 | FIELDSTG_noOffset = {0, 0} |
The map's triggers: exits, climbs, warps, slides and the other things the player sets off on a cell.
Their rodata, at 0x800825E0 (USA), starts FIELDSTG.PRO's fifth object (see data/fieldstg.c).
Definition in file trigger.c.
Finds the slot under the player (FIELD_MAP_TRIGGERS); those up to SLOT_GAUGE count only while the player faces them.
< 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().
| const Vec2 FIELDSTG_noOffset = {0, 0} |
Definition at line 141 of file trigger.c.
Referenced by FIELDSTG_setOffTrigger().