Digimon World 3 decomp
The European version, SLES_039.36
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wstag285.c
Go to the documentation of this file.
1/*
2 * WSTAG285: Admin Center 1F, Asuka City.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* Creates the event object of the story so far, the first that applies */
9void updateStage(StageTask *task, void **children) {
10 switch (task->state) {
11 case TASK_INIT:
12 default:
13 do {
14 if (FLAGS_00.checkCondition(FLAG(0x40, 5), 0)) {
15 children[0] = FIELDSTG_startEvent(0x28);
16 break;
17 }
19 children[0] = FIELDSTG_startEvent(0x110);
20 break;
21 }
23 children[0] = FIELDSTG_startEvent(0x154);
24 break;
25 }
26 } while (0);
27 task->nextState(task);
28 break;
29 case TASK_RUN:
30 case TASK_DONE:
31 case TASK_KILL:
32 break;
33 }
34}
35
36#define STAGE_CHILDREN_SIZE 4
38
39/* Clears the flag of the story so far */
40void endEvent272(void) {
41 FLAGS_00.applyAction(FLAG(0x40, 5), 0);
42}
43
44/* After event 340, with DO Guard: keeps it from playing again */
48
49#if VERSION_US || VERSION_JP
50#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
51#define EVENT_TEXT_FILE (TEXT_EVENTS_200 - 1)
52#define STAGE_FILE 0x2A6
53#define STAGE_ARCHIVE 0x31E
54#elif VERSION_EU
55#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
56#define EVENT_TEXT_FILE (TEXT_EVENTS_200 - 1)
57#define STAGE_FILE 0x2B5
58#define STAGE_ARCHIVE 0x32D
59#endif
60/*
61 * Sets the stage up: its map, actors, battles and events, playing KANRIBGM;
62 * BGM_0029 instead at story steps 0x14 to 0x17 and 0x27 to 0x28
63 */
91
93 SCRIPT_FOLLOW(1, 2),
94 SCRIPT_PLACE(2, 0x1E3, 0x2C6),
95 SCRIPT_POSE(2, 1, 5),
96 SCRIPT_PLACE(0x25, 0x230, 0x2A1),
97 SCRIPT_POSE(0x25, 1, 1),
98 SCRIPT_WAIT(0x78),
99 SCRIPT_WALK(2, 0x208, 0x2B4, 5),
101 SCRIPT_POSE(2, 1, 5),
102 SCRIPT_COMMAND(0x323, 0x325, 0x25),
103 SCRIPT_WAIT(0x3C),
104 SCRIPT_COMMAND(0x323, 0x326, 0x25),
105 SCRIPT_WAIT(0x1E),
106 SCRIPT_WALK(0x25, 0x220, 0x2A7, 1),
107 SCRIPT_WAIT_WALK(0x25),
108 SCRIPT_POSE(0x25, 1, 1),
109 SCRIPT_WAIT(0x1E),
110 SCRIPT_TALK(0, 1, 0x25, 1),
112 SCRIPT_WAIT(0x1E),
113 SCRIPT_POSE(2, 1, 1),
114 SCRIPT_WAIT(0x1E),
115 SCRIPT_WALK(2, 0x1DA, 0x2CC, 1),
117 SCRIPT_LOOK_AT(1, 0x1DA, 0x2CC),
118 SCRIPT_PLACE(2, 0, 0),
119 SCRIPT_POSE(2, 1, 1),
120 SCRIPT_WAIT(0x1E),
121 SCRIPT_LEAVE(0x203, 0x14A, 0xC4, 1),
123};
125 SCRIPT_FOLLOW(1, 2),
126 SCRIPT_PLACE(2, 0x1E3, 0x2C6),
127 SCRIPT_POSE(2, 1, 5),
128 SCRIPT_PLACE(0x25, 0x230, 0x2A1),
129 SCRIPT_POSE(0x25, 1, 1),
130 SCRIPT_WAIT(0x1E),
131 SCRIPT_WALK(2, 0x1F4, 0x2BE, 5),
132 SCRIPT_PLACE(0xB, 0x1E3, 0x2C6),
133 SCRIPT_POSE(0xB, 1, 5),
135 SCRIPT_WALK(2, 0x208, 0x2B4, 5),
136 SCRIPT_WALK(0xB, 0x1F4, 0x2BE, 5),
137 SCRIPT_COMMAND(0x323, 0x325, 0x25),
138 SCRIPT_WAIT(0x3C),
139 SCRIPT_POSE(2, 1, 5),
140 SCRIPT_POSE(0xB, 1, 5),
141 SCRIPT_COMMAND(0x323, 0x326, 0x25),
142 SCRIPT_WAIT(0x1E),
143 SCRIPT_WALK(0x25, 0x220, 0x2A7, 1),
144 SCRIPT_WAIT_WALK(0x25),
145 SCRIPT_POSE(0x25, 1, 1),
146 SCRIPT_WAIT(0x1E),
147 SCRIPT_TALK(0, 1, 0x25, 0),
149 SCRIPT_WAIT(0x1E),
150 SCRIPT_POSE(2, 1, 1),
151 SCRIPT_POSE(0xB, 1, 1),
152 SCRIPT_WAIT(0x1E),
153 SCRIPT_WALK(2, 0x1FB, 0x2BB, 1),
154 SCRIPT_WALK(0xB, 0x1E3, 0x2C6, 1),
156 SCRIPT_WALK(2, 0x1DA, 0x2CC, 1),
157 SCRIPT_PLACE(0xB, 0, 0),
158 SCRIPT_POSE(0xB, 1, 1),
160 SCRIPT_LOOK_AT(1, 0x1DA, 0x2CC),
161 SCRIPT_PLACE(2, 0, 0),
162 SCRIPT_POSE(2, 1, 1),
163 SCRIPT_WAIT(0x1E),
164 SCRIPT_LEAVE(0x204, 0x12A, 0x12B, 1),
166};
168 SCRIPT_FOLLOW(1, 0x6A),
169 SCRIPT_PLACE(0x25, 0x230, 0x2A1),
170 SCRIPT_POSE(0x25, 1, 1),
171 SCRIPT_PLACE(0x6A, 0x1E3, 0x2C6),
172 SCRIPT_POSE(0x6A, 1, 5),
173 SCRIPT_WAIT(0x1E),
174 SCRIPT_WALK(0x6A, 0x208, 0x2B4, 5),
175 SCRIPT_WAIT_WALK(0x6A),
176 SCRIPT_POSE(0x6A, 1, 5),
177 SCRIPT_COMMAND(0x323, 0x325, 0x25),
178 SCRIPT_WAIT(0x3C),
179 SCRIPT_COMMAND(0x323, 0x326, 0x25),
180 SCRIPT_WAIT(0x1E),
181 SCRIPT_WALK(0x25, 0x220, 0x2A7, 1),
182 SCRIPT_WAIT_WALK(0x25),
183 SCRIPT_POSE(0x25, 1, 1),
184 SCRIPT_WAIT(0x1E),
185 SCRIPT_TALK(0, 1, 0x25, 0),
187 SCRIPT_WAIT(0x1E),
188 SCRIPT_TALK(0, 2, 0x6A, 1),
190 SCRIPT_WAIT(0x1E),
191 SCRIPT_COMMAND(0x323, 0x327, 0x25),
192 SCRIPT_WAIT(0x3C),
193 SCRIPT_COMMAND(0x323, 0x326, 0x25),
194 SCRIPT_WAIT(0x1E),
195 SCRIPT_TALK(0, 3, 0x25, 0),
197 SCRIPT_WAIT(0x1E),
198 SCRIPT_WALK(0x25, 0x230, 0x2A1, 5),
199 SCRIPT_WAIT_WALK(0x25),
200 SCRIPT_POSE(0x25, 1, 1),
201 SCRIPT_WAIT(0x1E),
203};
204AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
205AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
206AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
207AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
208AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
209AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
210AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
211AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
217AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
218AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
219AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
220AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
221AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
222AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
223AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
224AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
230AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
231AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
232AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
233AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
234AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
235AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
236AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
237AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
244AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
245AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
246AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
247AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
248AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
249AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
250AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
260 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
261 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
262 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
263 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
264 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
265 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
266 { 0x180, 0x100, 0x1B2, 0x1B0, 0x1C8, 0xB0, 0x160, 0x1FF },
267 { 0x140, 0x100, 0x178, 0x100, 0xE0, 0, 0x170, 0x1FF },
268 { 0x140, 0x100, 0x170, 0x100, 0xC0, 0, 0x160, 0x1FE },
269 { 0x140, 0x100, 0x170, 0x130, 0xC0, 0x30, 0x170, 0x1FE },
270 { 0x140, 0x100, 0x172, 0x1B1, 0xC8, 0xB1, 0x150, 0x1FD },
271 { 0x180, 0x100, 0x180, 0x1BB, 0x100, 0xBB, 0x160, 0x1FD },
272 { 0x180, 0x100, 0x1B6, 0x160, 0x1D8, 0x60, 0x170, 0x1FD },
273 { 0x180, 0x100, 0x1B6, 0x188, 0x1D8, 0x88, 0x150, 0x1FC },
274 { 0x180, 0x100, 0x1A2, 0x1A2, 0x188, 0xA2, 0x160, 0x1FC },
275 { 0x180, 0x100, 0x1AA, 0x1A2, 0x1A8, 0xA2, 0x170, 0x1FC },
276 { 0x180, 0x100, 0x1B2, 0x100, 0x1C8, 0, 0x150, 0x1FB },
277 { 0x180, 0x100, 0x1B2, 0x130, 0x1C8, 0x30, 0x160, 0x1FB },
278};
306 { NULL, actor1Talk0Actions, 0x452 },
307 { NULL, NULL, 0 },
308};
310 { NULL, NULL, 0xA6 },
311 { NULL, NULL, 0 },
312};
314 { NULL, actor7Talk0Actions, 0xA9 },
315 { NULL, NULL, 0 },
316};
318 { NULL, actor8Talk0Actions, 0xA9 },
319 { NULL, NULL, 0 },
320};
322 { NULL, actor9Talk0Actions, 0xA9 },
323 { NULL, NULL, 0 },
324};
326 { NULL, actor10Talk0Actions, 0xA9 },
327 { NULL, NULL, 0 },
328};
330 { NULL, NULL, 0xA7 },
331 { NULL, NULL, 0 },
332};
334 { NULL, NULL, 0xA8 },
335 { NULL, NULL, 0 },
336};
368FieldActorEntry actor2 = { actor2Conditions, NULL, 0x25, 6, 560, 673, 1 };
370FieldActorEntry actor4 = { actor4Conditions, NULL, 0x26, 7, 823, 819, 3 };
371FieldActorEntry actor5 = { actor5Conditions, NULL, 0x27, 8, 438, 244, 1 };
373FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x132, 0xA, 823, 819, 3 };
374FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x133, 0xB, 438, 244, 1 };
375FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x134, 0xC, 370, 574, 3 };
380 &actor0,
381 &actor1,
382 &actor2,
383 &actor3,
384 &actor4,
385 &actor5,
386 &actor6,
387 &actor7,
388 &actor8,
389 &actor9,
390 &actor10,
391 &actor11,
392 &actor12,
393 NULL,
394};
396 { 1, 0, 0x40, 2, 0x36, 2, 0, 5, 8, 0, 437, 121, 0, 0 },
397 { 1, 0, 0x78, 2, 0x32, 2, 0, 1, 4, 0, 121, 400, 0, 0 },
398 { 1, 0, 0x40, 2, 0x34, 2, 0, 1, 4, 0, 104, 383, 0, 0 },
399 { 1, 0, 0x40, 2, 0x34, 2, 0, 1, 4, 0, 212, 501, 0, 0 },
400 { 1, 0, 0x40, 2, 0x34, 2, 0, 1, 4, 0, 264, 240, 0, 0 },
401 { 1, 0, 0x78, 6, 0x33, 2, 0, 1, 4, 0, 116, 230, 0, 0 },
402 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 4, 0, 104, 334, 0, 0 },
403 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 4, 0, 212, 215, 0, 0 },
404 { 1, 0, 0x40, 6, 0x34, 2, 0, 1, 4, 0, 263, 476, 0, 0 },
405 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 8, 0, 76, 291, 0, 0 },
406 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 8, 0, 152, 217, 0, 0 },
407 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 8, 0, 203, 161, 0, 0 },
408 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 8, 0, 284, 121, 0, 0 },
409 { 1, 0, 0x40, 6, 0x35, 2, 0, 5, 8, 0, 748, 208, 0, 0 },
410 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 269, 421, 0, 0 },
411 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 348, 461, 0, 0 },
412 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 429, 501, 0, 0 },
413 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 509, 540, 0, 0 },
414 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 517, 161, 0, 0 },
415 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 597, 201, 0, 0 },
416 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 653, 613, 0, 0 },
417 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 733, 653, 0, 0 },
418 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 813, 693, 0, 0 },
419 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 837, 193, 0, 0 },
420 { 1, 0, 0x40, 6, 0x36, 2, 0, 5, 8, 0, 893, 733, 0, 0 },
421 { 1, 0, 0x40, 6, 0x37, 2, 0, 5, 8, 0, 554, 542, 0, 0 },
422 { 1, 0x64, 0x40, 6, 0xD, 0, 0, 0, 0, 0, 384, 133, 0, 0 },
423 { 1, 0, 0x78, 4, 0x32, 2, 0, 1, 4, 0, 172, 373, 385, 0 },
424 { 1, 0, 0x40, 4, 0x34, 2, 0, 1, 4, 0, 156, 358, 385, 0 },
425 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 833, 737, 808, 0 },
426 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 850, 744, 800, 0 },
427 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 753, 706, 752, 0 },
428 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 672, 666, 712, 0 },
429 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 448, 554, 600, 0 },
430 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 368, 514, 560, 0 },
431 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 288, 474, 520, 0 },
432 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 174, 336, 385, 0 },
433 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 608, 250, 296, 0 },
434 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 528, 210, 256, 0 },
435 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 449, 161, 233, 0 },
436 { 1, 0, 0x40, 4, 0xB, 0, 0, 0, 0, 0, 466, 168, 224, 0 },
437 { 1, 0, 0x40, 4, 0xC, 0, 0, 0, 0, 0, 408, 135, 186, 0 },
438 { 1, 0, 0x78, 4, 0x33, 2, 0, 1, 4, 0, 167, 255, 385, 0 },
439 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
440};
442 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x217, 0x318, 0x1DC, 5, 0x64, 0, 0 },
443 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x203, 0x14A, 0xC4, 1, 0, 0, 0 },
444 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x215, 0xC8, 0x7C, 7, 0, 0, 0 },
445 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
446};
447void (*stageFuncs[])(void) = {
449};
451 { 40, script40, EVENT_TEXT(0xA), NULL, NULL },
452 { 272, script272, EVENT_TEXT(0x19), NULL, endEvent272 },
453 { 340, script340, EVENT_TEXT(0x1F), NULL, endEvent340 },
454 { -1, NULL, 0, NULL, NULL },
455};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
GameFlags FLAGS_00
The flag bitset FLAGS_00 and the event functions.
Definition events.c:701
GameState GAME
The save data, the game mode and the methods.
Definition state.c:64
#define TASK_RUN
Definition task.h:35
#define TASK_KILL
Definition task.h:37
#define TASK_INIT
Tasks: every game object is a task, a heap block that starts with this header and is updated once per...
Definition task.h:34
#define TASK_DONE
Definition task.h:36
EventTask * FIELDSTG_startEvent(s32 id)
Starts the event id of FieldState.events: its script, start and end, and its text; the player stands ...
Definition event.c:250
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#define EVENT_TEXT(n)
An entry of the stage's events' text file, for FieldEvent.text.
Definition stage.h:732
void updateStage()
The names every stage defines, each its own (config/<version>/stages/<stage>.txt).
#define SCRIPT_WAIT_WALK(id)
until the character gets to its goal
Definition field_map.h:168
#define SCRIPT_END
The commands of an event script (FieldEvent.script), as FIELDSTG_runEvent reads them: a halfword kind...
Definition field_map.h:156
#define SCRIPT_LOOK_AT(snap, x, y)
FIELDSTG_pointCamera.
Definition field_map.h:172
#define SCRIPT_LEAVE(mode, x, y, dir)
FIELDSTG_leaveField; ends the event.
Definition field_map.h:170
#define SCRIPT_COMMAND(id, command, arg)
the same word for a script command's id: FIELDSTG_setEventPose creates its task if none runs and hand...
Definition field_map.h:161
#define SCRIPT_FOLLOW(snap, id)
FIELDSTG_followWithCamera.
Definition field_map.h:171
#define FIELD_MAP_FLOOR0
Some of FieldMap's maps (files): those of the floors the player walks on come first,...
Definition field_map.h:85
#define SCRIPT_WALK(id, x, y, dir)
Actor.setGoal: walks to (x, y), then faces dir.
Definition field_map.h:162
#define SCRIPT_WAIT_BOX
until box 0 closes
Definition field_map.h:167
#define SLOT_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define SCRIPT_POSE(id, set, dir)
Actor.setPose: its animation set, facing dir.
Definition field_map.h:158
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
#define SCRIPT_WAIT(frames)
Definition field_map.h:166
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define SCRIPT_TALK(box, entry, id, kind)
box of the event's boxes shows the event text's entry: a talk box at the corner kind next to the char...
Definition field_map.h:165
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#define EVENT_BATTLE(id)
action: FIELDSTG_battleFuncs.startEventBattle
Definition game_state.h:72
#define CODES_END
Definition game_state.h:83
#define ITEM(kind, id)
an item, in the bag or equipped; kind (bits 9-11) isn't read, and the scripts set it after the item's...
Definition game_state.h:80
#define PROGRESS(n)
GAME.progress is n.
Definition game_state.h:69
#define FLAG(group, id)
The codes of the (code, value) pairs that FLAGS_00 checks as conditions and applies as actions (event...
Definition game_state.h:68
#define MUSIC_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_ADMIN_CENTER
KANRIBGM: the cities' Main Lobby, Admin Center, Digimon Arena, Master Room.
Definition sound.h:79
#define MUSIC_CITY_CRISIS
BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightm...
Definition sound.h:105
#define MUSIC(bank, n)
A field's or a battle's music (FieldState.music, Battle.music): track (SEP) n of the first sequence o...
Definition sound.h:70
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
Definition sound.h:148
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
@ STORY_LOGGED_IN
WSTAG225 (Login Room, Asuka City), event 5: the first login, where the account clerk explains Digimon...
Definition story.h:29
@ STORY_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
Definition story.h:90
@ STORY_GUNSLINGER
WSTAG810 (Gunslinger 1F), event 1035.
Definition story.h:143
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ STORY_SUZAKU_BADGE
WSTAG520, event 261: the Suzaku Leader is beaten (the Suzaku Badge), and Kail says Teddy went to Asuk...
Definition story.h:58
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
@ STORY_AGUMON_DISGUISE
WSTAG237 (Underground Path), event 300: in the Agumon Suit; Kail goes on ahead alone.
Definition story.h:64
#define FLAG_ASUKA_ADMIN_1F_METAL_HORN_FOUND
wstag285: chest that gives the Metal Horn, "I got" text; its conditions test it 0
Definition story.h:239
#define SPECIAL_STORY_GENJI_BEATEN_TO_STAFF_PASS
GAME.progress is from STORY_GENJI_BEATEN to STORY_STAFF_PASS (PROGRESS_RANGES[0x1B])
Definition story.h:1944
#define FLAG_ASUKA_ADMIN_1F_TROOPER_B_FOUGHT
wstag285 Asuka Admin Center 1F (from progress 0x16): an A.o.A Trooper (char 0x133) starts a battle; s...
Definition story.h:690
#define FLAG_ASUKA_ADMIN_1F_TROOPER_C_FOUGHT
wstag285 Asuka Admin Center 1F (from progress 0x16): an A.o.A Trooper (char 0x134) starts a battle; s...
Definition story.h:693
#define FLAG_KAIL_LEAVES_SEEN
wstag285 Admin Center 1F event 340: Kail suddenly leaves and the player sets off for West Sector afte...
Definition story.h:1149
#define SPECIAL_SHOW_ITEM_GET_ICON
an action: the player's icon plays its animation 3 with SOUND_ITEM_GET (FIELD_COMMAND_ICON3); the tal...
Definition story.h:1982
#define FLAG_ASUKA_ADMIN_1F_TROOPER_A_FOUGHT
wstag285 Asuka Admin Center 1F (from progress 0x16): an A.o.A Trooper (char 0x132) starts a battle; s...
Definition story.h:687
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
Definition field_map.h:402
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
Definition field_map.h:411
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
Definition field_map.h:422
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
Definition field_map.h:100
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
Definition field_map.h:104
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
Definition field_map.h:445
FieldEvent * events
up to the first id -1
Definition field_map.h:451
s32 soundBank
SOUND.loadBank's, or 0.
Definition field_map.h:459
StageTile * objects
the map objects, up to the first margin 0
Definition field_map.h:446
s32 imageFile
or an image archive file, or 0
Definition field_map.h:449
FieldBattles * battles
Definition field_map.h:450
Vec2 start
where the player starts
Definition field_map.h:456
StageSlot * slots
up to the first type 0
Definition field_map.h:447
ActorImage * actors
then the actors', from actors[2]
Definition field_map.h:454
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
Definition field_map.h:444
s32 startDir
and its direction
Definition field_map.h:457
s32 textFile
the stage's text file, for the talks
Definition field_map.h:461
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
Definition field_map.h:460
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
Definition field_map.h:176
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
s32(* checkCondition)(u16 code, u16 value)
Definition game_state.h:53
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
The task a stage starts (startStage), updated by its updateStage.
Definition stage.h:26
void(* nextState)(struct StageTask *task)
Definition stage.h:27
s32 state
Definition stage.h:27
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
Definition field_map.h:208
Definition gfx.h:352
u16 actor1Conditions[]
Definition wstag285.c:338
AreaBattle area2Battle7
Definition wstag285.c:237
FieldActorEntry actor0
Definition wstag285.c:366
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag285.c:447
FieldActorEntry actor6
Definition wstag285.c:372
u16 actor11Conditions[]
Definition wstag285.c:364
s16 script272[]
Definition wstag285.c:124
AreaBattle area2Battle6
Definition wstag285.c:236
u16 actor10Conditions[]
Definition wstag285.c:359
AreaBattle area1Battle6
Definition wstag285.c:223
FieldActorEntry actor5
Definition wstag285.c:371
s16 script340[]
Definition wstag285.c:167
AreaBattle area0Battle7
Definition wstag285.c:211
FieldActorEntry actor2
Definition wstag285.c:368
AreaBattle area3Battle4
Definition wstag285.c:247
AreaBattle area3Battle3
Definition wstag285.c:246
AreaBattle area0Battle1
Definition wstag285.c:205
AreaBattle area2Battle0
Definition wstag285.c:230
u16 actor9Conditions[]
Definition wstag285.c:354
FieldActorEntry * stageActors[]
Definition wstag285.c:379
u16 actor7Talk0Actions[]
Definition wstag285.c:285
AreaBattle area1Battle2
Definition wstag285.c:219
AreaBattle area3Battle0
Definition wstag285.c:243
AreaBattle area0Battle6
Definition wstag285.c:210
FieldTalk actor1Talks[]
Definition wstag285.c:305
AreaBattle area3Battle2
Definition wstag285.c:245
AreaBattle area3Battle1
Definition wstag285.c:244
#define STAGE_ARCHIVE
Definition wstag285.c:58
AreaBattle area0Battle3
Definition wstag285.c:207
FieldActorEntry actor10
Definition wstag285.c:376
u16 actor4Conditions[]
Definition wstag285.c:341
FieldActorEntry actor4
Definition wstag285.c:370
u16 actor3Conditions[]
Definition wstag285.c:340
AreaBattle area3Battle6
Definition wstag285.c:249
FieldTalk actor11Talks[]
Definition wstag285.c:329
FieldActorEntry actor8
Definition wstag285.c:374
ActorImage stageImages[]
Definition wstag285.c:259
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead at story s...
Definition wstag285.c:64
AreaBattle area2Battle4
Definition wstag285.c:234
u16 actor10Talk0Actions[]
Definition wstag285.c:300
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag285.c:395
FieldActorEntry actor9
Definition wstag285.c:375
u16 actor8Conditions[]
Definition wstag285.c:349
u16 actor5Conditions[]
Definition wstag285.c:342
FieldTalk actor10Talks[]
Definition wstag285.c:325
FieldTalk actor3Talks[]
Definition wstag285.c:309
FieldTalk actor9Talks[]
Definition wstag285.c:321
BattleList area3Battles
Definition wstag285.c:251
AreaBattle area3Battle5
Definition wstag285.c:248
AreaBattle area0Battle5
Definition wstag285.c:209
BattleList area1Battles
Definition wstag285.c:225
void endEvent340(void)
After event 340, with DO Guard: keeps it from playing again.
Definition wstag285.c:45
BattleList area2Battles
Definition wstag285.c:238
FieldActorEntry actor12
Definition wstag285.c:378
AreaBattle area1Battle4
Definition wstag285.c:221
u16 actor6Conditions[]
Definition wstag285.c:343
AreaBattle area2Battle2
Definition wstag285.c:232
AreaBattle area1Battle5
Definition wstag285.c:222
FieldActorEntry actor7
Definition wstag285.c:373
StageSlot stageSlots[]
Definition wstag285.c:441
AreaBattle area2Battle1
Definition wstag285.c:231
u16 actor1Talk0Actions[]
Definition wstag285.c:279
u16 actor8Talk0Actions[]
Definition wstag285.c:290
AreaBattle area1Battle3
Definition wstag285.c:220
AreaBattle area1Battle0
Definition wstag285.c:217
FieldActorEntry actor11
Definition wstag285.c:377
FieldActorEntry actor1
Definition wstag285.c:367
AreaBattle area0Battle0
Definition wstag285.c:204
u16 actor9Talk0Actions[]
Definition wstag285.c:295
AreaBattle area0Battle2
Definition wstag285.c:206
#define STAGE_FILE
Definition wstag285.c:57
AreaBattle area2Battle5
Definition wstag285.c:235
AreaBattle area1Battle1
Definition wstag285.c:218
u16 actor7Conditions[]
Definition wstag285.c:344
AreaBattle area2Battle3
Definition wstag285.c:233
u16 actor2Conditions[]
Definition wstag285.c:339
FieldTalk actor7Talks[]
Definition wstag285.c:313
AreaBattle area0Battle4
Definition wstag285.c:208
s16 script40[]
Definition wstag285.c:92
#define STAGE_TEXT
Definition wstag285.c:55
FieldTalk actor8Talks[]
Definition wstag285.c:317
FieldTalk actor12Talks[]
Definition wstag285.c:333
AreaBattle area3Battle7
Definition wstag285.c:250
BattleList area0Battles
Definition wstag285.c:212
AreaBattle area1Battle7
Definition wstag285.c:224
FieldActorEntry actor3
Definition wstag285.c:369
FieldBattles stageBattles[]
Definition wstag285.c:256
void endEvent272(void)
Clears the flag of the story so far.
Definition wstag285.c:40
FieldEvent stageEvents[]
Definition wstag285.c:450
u16 actor12Conditions[]
Definition wstag285.c:365
u16 actor0Conditions[]
Definition wstag285.c:337