Digimon World 3 decomp
The European version, SLES_039.36
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wstag306.c
Go to the documentation of this file.
1/*
2 * WSTAG306: Master Room, Amaterasu City. On the Amaterasu server; its Asuka
3 * server twin is WSTAG305.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8/* Defined below, after the code that uses them */
10
12
14
15/*
16 * Command 851 of the event scripts: told 0x335 in event 930, opens the
17 * secret door, with its sound
18 */
20 if (task != NULL && id == 0x335) {
22 task->obj.anim.index = 0;
24 task->setSubstate(task, 1);
25 }
26}
27
29
30/* Creates the event object of progress 0x25 or 0x27, and the stage helper task before progress 0x27 */
31void updateStage(StageTask *task, void **children) {
32 switch (task->state) {
33 case TASK_INIT:
34 default:
35 task->nextState(task);
36 switch (GAME.progress) {
38 children[1] = FIELDSTG_startEvent(0x3A2);
39 break;
41 children[1] = FIELDSTG_startEvent(0x3D4);
42 break;
43 }
45 children[0] = createSoundTile(0x353);
46 }
47 break;
48 case TASK_RUN:
49 case TASK_DONE:
50 case TASK_KILL:
51 break;
52 }
53}
54
55#define STAGE_CHILDREN_SIZE 0x8
57
58#if VERSION_US || VERSION_JP
59#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
60#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
61#define STAGE_FILE 0x536
62#elif VERSION_EU
63#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
64#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
65#define STAGE_FILE 0x546
66#endif
67/*
68 * Sets the stage up: its map, actors and events, playing KANRIBGM; BGM_0029
69 * instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
70 */
93
95 SCRIPT_PLACE(1, 0x4F, 0x191),
96 SCRIPT_POSE(1, 1, 5),
97 SCRIPT_WAIT(0x1E),
98 SCRIPT_WALK(1, 0x148, 0x115, 5),
100 SCRIPT_POSE(1, 1, 1),
101 SCRIPT_WAIT(0x1E),
102 SCRIPT_POSE(1, 0x3A, 1),
103 SCRIPT_WAIT(0xB4),
104 SCRIPT_POSE(1, 1, 1),
105 SCRIPT_WAIT(0x1E),
106 SCRIPT_TALK(0, 1, 1, 0),
107 SCRIPT_POSE(1, 7, 1),
109 SCRIPT_POSE(1, 1, 1),
110 SCRIPT_WAIT(0x1E),
111 SCRIPT_POSE(1, 0x3A, 1),
112 SCRIPT_WAIT(0xB4),
113 SCRIPT_POSE(1, 1, 1),
114 SCRIPT_WAIT(0x1E),
115 SCRIPT_COMMAND(0x323, 0x325, 1),
116 SCRIPT_WAIT(0x5A),
117 SCRIPT_COMMAND(0x323, 0x326, 1),
118 SCRIPT_WAIT(0x1E),
119 SCRIPT_TALK(0, 2, 1, 0),
120 SCRIPT_POSE(1, 7, 1),
122 SCRIPT_POSE(1, 1, 1),
123 SCRIPT_WAIT(0x1E),
124 SCRIPT_POSE(1, 0x29, 1),
125 SCRIPT_WAIT(0x3C),
126 SCRIPT_POSE(1, 0x2A, 1),
127 SCRIPT_WAIT(0x78),
128 SCRIPT_POSE(1, 0x29, 1),
129 SCRIPT_WAIT(0x1E),
130 SCRIPT_COMMAND(0x353, 0x335, 1),
131 SCRIPT_WAIT(0x5A),
132 SCRIPT_COMMAND(0x323, 0x325, 1),
133 SCRIPT_WAIT(0x3C),
134 SCRIPT_POSE(1, 1, 5),
135 SCRIPT_COMMAND(0x323, 0x326, 1),
136 SCRIPT_WAIT(0x1E),
137 SCRIPT_TALK(0, 3, 1, 0),
138 SCRIPT_POSE(1, 7, 5),
140 SCRIPT_POSE(1, 1, 5),
141 SCRIPT_WAIT(0x1E),
142 SCRIPT_WALK(1, 0x190, 0xF0, 5),
143 SCRIPT_WAIT(0x3C),
144 SCRIPT_LEAVE(0x288, 0x58, 0x20C, 5),
146};
148 SCRIPT_WALK(2, 0x188, 0xF5, 5),
151 SCRIPT_POSE(2, 1, 5),
152 SCRIPT_WAIT(0x1E),
153 SCRIPT_TALK(0, 1, 2, 2),
154 SCRIPT_POSE(2, 7, 5),
156 SCRIPT_POSE(2, 1, 5),
157 SCRIPT_WAIT(0x1E),
158 SCRIPT_LEAVE(0x288, 0x58, 0x20C, 5),
160};
162 SCRIPT_PLACE(1, 0x4F, 0x190),
163 SCRIPT_POSE(1, 1, 5),
164 SCRIPT_PLACE(0x9D, 0x168, 0x115),
165 SCRIPT_POSE(0x9D, 1, 5),
166 SCRIPT_PLACE(0x9E, 0x148, 0x104),
167 SCRIPT_POSE(0x9E, 1, 5),
168 SCRIPT_PLACE(0x119, 0x14F, 0x128),
169 SCRIPT_POSE(0x119, 1, 5),
170 SCRIPT_PLACE(0x13A, 0x120, 0x110),
171 SCRIPT_POSE(0x13A, 1, 5),
172 SCRIPT_WAIT(0x1E),
173 SCRIPT_WALK(1, 0xD0, 0x150, 5),
175 SCRIPT_POSE(1, 1, 5),
176 SCRIPT_WAIT(0x1E),
177 SCRIPT_COMMAND(0x323, 0x325, 1),
178 SCRIPT_WAIT(0x5A),
179 SCRIPT_COMMAND(0x323, 0x326, 1),
180 SCRIPT_WAIT(0x1E),
181 SCRIPT_POSE(0x9D, 1, 1),
182 SCRIPT_POSE(0x9E, 1, 1),
183 SCRIPT_POSE(0x119, 1, 1),
184 SCRIPT_POSE(0x13A, 1, 1),
185 SCRIPT_WAIT(0x1E),
186 SCRIPT_WALK(1, 0x117, 0x12C, 5),
188 SCRIPT_POSE(1, 1, 5),
189 SCRIPT_WAIT(0x1E),
190 SCRIPT_LOOK_AT(0, 0x136, 0x11B),
191 SCRIPT_POSE(0x119, 1, 2),
192 SCRIPT_POSE(0x13A, 1, 0),
193 SCRIPT_WAIT(0x1E),
194 SCRIPT_TALK(1, 2, 0x13A, 0),
195 SCRIPT_TALK(0, 1, 0x119, 2),
197 SCRIPT_WAIT(0x1E),
198 SCRIPT_TALK(1, 4, 0x9E, 0),
199 SCRIPT_TALK(0, 3, 0x9D, 2),
201 SCRIPT_WAIT(0x1E),
202 SCRIPT_POSE(1, 1, 4),
203 SCRIPT_WAIT(0x1E),
204 SCRIPT_POSE(1, 1, 5),
205 SCRIPT_WAIT(0x1E),
206 SCRIPT_POSE(1, 1, 6),
207 SCRIPT_WAIT(0x1E),
208 SCRIPT_POSE(1, 1, 5),
209 SCRIPT_WAIT(0x1E),
210 SCRIPT_TALK(0, 5, 1, 0),
211 SCRIPT_POSE(1, 7, 5),
213 SCRIPT_POSE(1, 1, 5),
214 SCRIPT_WAIT(0x1E),
215 SCRIPT_POSE(1, 1, 6),
216 SCRIPT_WAIT(0x1E),
217 SCRIPT_TALK(0, 6, 0x119, 2),
219 SCRIPT_WAIT(0x1E),
220 SCRIPT_TALK(0, 7, 1, 0),
221 SCRIPT_POSE(1, 7, 6),
223 SCRIPT_POSE(1, 1, 6),
224 SCRIPT_WAIT(0x1E),
225 SCRIPT_POSE(1, 1, 5),
226 SCRIPT_WAIT(0x1E),
227 SCRIPT_FOLLOW(0, 1),
228 SCRIPT_WALK(1, 0x13F, 0x118, 5),
230 SCRIPT_WALK(1, 0x171, 0xFF, 5),
232 SCRIPT_POSE(1, 1, 5),
233 SCRIPT_WAIT(0x1E),
234 SCRIPT_POSE(0x9D, 1, 5),
235 SCRIPT_POSE(0x9E, 1, 5),
236 SCRIPT_POSE(0x119, 1, 5),
237 SCRIPT_POSE(0x13A, 1, 5),
238 SCRIPT_WAIT(0x1E),
239 SCRIPT_POSE(1, 1, 1),
240 SCRIPT_WAIT(0x1E),
241 SCRIPT_TALK(0, 8, 1, 0),
242 SCRIPT_POSE(1, 7, 1),
244 SCRIPT_POSE(1, 1, 1),
245 SCRIPT_WAIT(0x1E),
246 SCRIPT_LOOK_AT(0, 0x13F, 0x118),
247 SCRIPT_TALK(1, 0xA, 0x13A, 0),
248 SCRIPT_TALK(0, 9, 0x119, 2),
250 SCRIPT_WAIT(0x1E),
251 SCRIPT_TALK(1, 0xC, 0x9E, 0),
252 SCRIPT_TALK(0, 0xB, 0x9D, 2),
254 SCRIPT_WAIT(0x1E),
255 SCRIPT_FOLLOW(0, 1),
256 SCRIPT_POSE(1, 9, 1),
258 SCRIPT_POSE(1, 1, 1),
259 SCRIPT_WAIT(0x1E),
260 SCRIPT_POSE(1, 1, 5),
261 SCRIPT_WAIT(0x1E),
262 SCRIPT_WALK(1, 0x1A0, 0xE8, 5),
263 SCRIPT_WAIT(6),
264 SCRIPT_LEAVE(0x288, 0x60, 0x208, 5),
266};
268 { 5, 4 }, { 6, 4 }, { 7, 4 }, { 8, 4 },
269 { 9, 4 }, { 255, 0x3E7 },
270};
272 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
273 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
274 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
275 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
276 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
277 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
278 { 0x140, 0x100, 0x176, 0x18C, 0xD8, 0x8C, 0x140, 0x1FB },
279 { 0, 0, 0, 0, 0, 0, 0, 0 },
280 { 0x180, 0x100, 0x19A, 0x100, 0x168, 0, 0x150, 0x1FB },
281 { 0x180, 0x100, 0x1A2, 0x100, 0x188, 0, 0x160, 0x1FB },
282 { 0, 0, 0, 0, 0, 0, 0, 0 },
283 { 0, 0, 0, 0, 0, 0, 0, 0 },
284 { 0x180, 0x100, 0x180, 0x114, 0x100, 0x14, 0x150, 0x1FA },
285 { 0, 0, 0, 0, 0, 0, 0, 0 },
286 { 0, 0, 0, 0, 0, 0, 0, 0 },
287 { 0, 0, 0, 0, 0, 0, 0, 0 },
288 { 0, 0, 0, 0, 0, 0, 0, 0 },
289 { 0x180, 0x100, 0x188, 0x116, 0x120, 0x16, 0x160, 0x1FA },
290};
292 { NULL, NULL, 0x20C },
293 { NULL, NULL, 0 },
294};
296 { NULL, NULL, 6 },
297 { NULL, NULL, 0 },
298};
300 { NULL, NULL, 0x1F9 },
301 { NULL, NULL, 0 },
302};
304 { NULL, NULL, 0x20C },
305 { NULL, NULL, 0 },
306};
308 { NULL, NULL, 0x20C },
309 { NULL, NULL, 0 },
310};
312 { NULL, NULL, 4 },
313 { NULL, NULL, 0 },
314};
316 { NULL, NULL, 0x20C },
317 { NULL, NULL, 0 },
318};
320 { NULL, NULL, 0x20C },
321 { NULL, NULL, 0 },
322};
324 { NULL, NULL, 0x20C },
325 { NULL, NULL, 0 },
326};
328 { NULL, NULL, 0x20C },
329 { NULL, NULL, 0 },
330};
332 { NULL, NULL, 5 },
333 { NULL, NULL, 0 },
334};
355FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x119, 0xA, 428, 278, 1 };
356FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x121, 0xB, 376, 188, 1 };
357FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0x122, 0xC, 360, 380, 3 };
362 &actor0,
363 &actor1,
364 &actor2,
365 &actor3,
366 &actor4,
367 &actor5,
368 &actor6,
369 &actor7,
370 &actor8,
371 &actor9,
372 &actor10,
373 &actor11,
374 &actor12,
375 NULL,
376};
378 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x3B, 6, 0, 374, 136, 0, 0 },
379 { 1, 0, 0x40, 6, 0x3C, 1, 0x3C, 0x45, 8, 0, 408, 105, 0, 0 },
380 { 1, 0, 0x40, 6, 0x46, 1, 0x46, 0x57, 8, 0, 418, 102, 0, 0 },
381 { 0, 1, 0x40, 6, 5, 0, 5, 0xA, 4, 0, 382, 196, 0, 0 },
382 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 453, 185, 199, 0 },
383 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 449, 190, 204, 0 },
384 { 1, 0, 0x58, 4, 2, 0, 0, 0, 0, 0, 351, 136, 218, 0 },
385 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 215, 302, 353, 0 },
386 { 1, 0, 0x48, 4, 4, 0, 0, 0, 0, 0, 144, 262, 322, 0 },
387 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
388};
390 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x286, 0x398, 0xCC, 1, 0, 0, 0 },
391 { { { SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA, 1 }, { CODES_END, 0 } }, SLOT_EVENT, 0x3C6, 0, 0, 0, 0, 0, 0 },
392 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
393};
394void (*stageFuncs[])(void) = {
396};
398 { 930, script930, EVENT_TEXT(0xF), NULL, NULL },
399 { 966, script966, EVENT_TEXT(0x15), NULL, NULL },
400 { 980, script980, EVENT_TEXT(0x17), NULL, NULL },
401 { -1, NULL, 0, NULL, NULL },
402};
#define NULL
Definition common.h:17
signed int s32
Definition common.h:11
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
void * createSoundTile(s32 arg)
Creates the updateSoundTile task with the id ARG.
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 FIELD_COMMAND_HALT_PARTNERS
The field commands, which an event script hands FIELD_TASK_COMMANDS as the first argument of a pose c...
Definition field_map.h:41
#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 SLOT_EVENT
starts the event arg
Definition field_map.h:262
#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_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#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 CODES_END
Definition game_state.h:83
#define PROGRESS(n)
GAME.progress is n.
Definition game_state.h:69
SoundState SOUND
rsin and rcos (libgte) read rsin_tbl[a - 0x800] and the like: their addresses before the table fall i...
Definition sound.c:180
#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 SOUND_COMCD115
held until SOUND.keyOff
Definition sound.h:54
#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,...
#define FLAG_OINKMON_CITIZENS_RESTORED
wstag435 Gale Tower: Airdramon spins the windmill and turns everyone back from Oinkmon; tested in 62 ...
Definition story.h:1031
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
Definition story.h:133
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
Definition story.h:1920
#define SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
One frame of a sprite animation; frame 0xFF ends it (or loops it)
Definition gfx.h:296
s16 duration
Definition gfx.h:298
s16 index
Definition gfx.h:302
s16 timer
Definition gfx.h:303
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
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
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
s32(* checkCondition)(u16 code, u16 value)
Definition game_state.h:53
short(* playSound)(s32 id)
returns the voice of a key-on
Definition sound.h:187
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
The map object with animation 1, played once with a sound when the substate is set to 1 (frame 5 befo...
Definition stage.h:283
void(* setSubstate)(struct StageSoundTile *task, s32 substate)
Definition stage.h:284
StageTileAnim obj
Definition stage.h:286
s16 voice
what SOUND.playSound returned
Definition stage.h:285
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
AnimState anim
Definition stage.h:110
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 wstag306.c:336
FieldActorEntry actor0
Definition wstag306.c:348
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag306.c:394
FieldActorEntry actor6
Definition wstag306.c:354
u16 actor11Conditions[]
Definition wstag306.c:346
FieldTalk actor2Talks[]
Definition wstag306.c:291
u16 actor10Conditions[]
Definition wstag306.c:345
s16 script930[]
Definition wstag306.c:94
void handleCommand851(StageSoundTile *task, s32 id)
Command 851 of the event scripts: told 0x335 in event 930, opens the secret door, with its sound.
Definition wstag306.c:19
FieldTalk actor5Talks[]
Definition wstag306.c:303
FieldActorEntry actor5
Definition wstag306.c:353
FieldActorEntry actor2
Definition wstag306.c:350
u16 actor9Conditions[]
Definition wstag306.c:344
FieldActorEntry * stageActors[]
Definition wstag306.c:361
AnimFrame updateSoundTileFrames[]
Defined below, after the code that uses them.
Definition wstag306.c:267
FieldActorEntry actor10
Definition wstag306.c:358
FieldTalk actor4Talks[]
Definition wstag306.c:299
u16 actor4Conditions[]
Definition wstag306.c:339
FieldActorEntry actor4
Definition wstag306.c:352
u16 actor3Conditions[]
Definition wstag306.c:338
s16 script966[]
Definition wstag306.c:147
FieldTalk actor11Talks[]
Definition wstag306.c:327
FieldActorEntry actor8
Definition wstag306.c:356
ActorImage stageImages[]
Definition wstag306.c:271
FieldTalk actor6Talks[]
Definition wstag306.c:307
void setupStage(void)
Sets the stage up: its map, actors and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRE...
Definition wstag306.c:71
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag306.c:377
FieldActorEntry actor9
Definition wstag306.c:357
u16 actor8Conditions[]
Definition wstag306.c:343
u16 actor5Conditions[]
Definition wstag306.c:340
FieldTalk actor10Talks[]
Definition wstag306.c:323
FieldTalk actor3Talks[]
Definition wstag306.c:295
FieldTalk actor9Talks[]
Definition wstag306.c:319
FieldActorEntry actor12
Definition wstag306.c:360
u16 actor6Conditions[]
Definition wstag306.c:341
FieldActorEntry actor7
Definition wstag306.c:355
StageSlot stageSlots[]
Definition wstag306.c:389
FieldActorEntry actor11
Definition wstag306.c:359
FieldActorEntry actor1
Definition wstag306.c:349
#define STAGE_FILE
Definition wstag306.c:65
u16 actor7Conditions[]
Definition wstag306.c:342
u16 actor2Conditions[]
Definition wstag306.c:337
FieldTalk actor7Talks[]
Definition wstag306.c:311
#define STAGE_TEXT
Definition wstag306.c:63
FieldTalk actor8Talks[]
Definition wstag306.c:315
FieldTalk actor12Talks[]
Definition wstag306.c:331
FieldActorEntry actor3
Definition wstag306.c:351
s16 script980[]
Definition wstag306.c:161
FieldEvent stageEvents[]
Definition wstag306.c:397
u16 actor12Conditions[]
Definition wstag306.c:347
u16 actor0Conditions[]
Definition wstag306.c:335