Digimon World 3 decomp
The European version, SLES_039.36
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wstag325.c
Go to the documentation of this file.
1/*
2 * WSTAG325: Control Room, Asuka City.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/*
9 * Command 833 of the event scripts, which none of them uses: shows map
10 * objects 1 and 2 instead of 3 and 4 while running, and the other way round
11 * once done
12 */
14 StageTile *tile;
15
16 switch (task->state) {
17 case TASK_INIT:
18 default:
19 task->nextState(task);
20 break;
21 case TASK_RUN:
22 for (tile = FIELDSTG_state.objects; tile->margin != 0; tile++) {
23 switch (tile->anim) {
24 case 1:
25 tile->visible = 1;
26 break;
27 case 2:
28 tile->visible = 1;
29 break;
30 case 3:
31 tile->visible = 0;
32 break;
33 case 4:
34 tile->visible = 0;
35 break;
36 }
37 }
38 break;
39 case TASK_DONE:
40 for (tile = FIELDSTG_state.objects; tile->margin != 0; tile++) {
41 switch (tile->anim) {
42 case 1:
43 tile->visible = 0;
44 break;
45 case 2:
46 tile->visible = 0;
47 break;
48 case 3:
49 tile->visible = 1;
50 break;
51 case 4:
52 tile->visible = 1;
53 break;
54 }
55 }
56 break;
57 case TASK_KILL:
58 break;
59 }
60}
61
62/* Command 833 of the event scripts: creates its task (updateCommand833) with the given id */
64 return createTaskWithId(updateCommand833, 0x50, 0, arg);
65}
66
67/* Ends the task when map object 0x35A is triggered */
69 if (task != NULL && id == 0x35A) {
70 task->setState(task, TASK_DONE);
71 }
72}
73
74/* Back from the battle after event 375, starts event 376, with Datamon, unless it has played */
75void updateStage(StageTask *task, void **children) {
76 switch (task->state) {
77 case TASK_INIT:
78 default:
79 task->nextState(task);
81 children[1] = FIELDSTG_startEvent(0x178);
82 }
83 break;
84 case TASK_RUN:
85 case TASK_DONE:
86 case TASK_KILL:
87 break;
88 }
89}
90
91#define STAGE_CHILDREN_SIZE 0x8
93
94/* After event 375, with Datamon: lets event 376 start and starts the stage's event battle 0 */
99
100/*
101 * After event 376, with Datamon: gives the player the Rusty Glove and keeps
102 * it from playing again
103 */
108
109/* After event 560, with Datamon: moves the story on to STORY_CONTROL_ROOM */
113
114#if VERSION_US || VERSION_JP
115#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
116#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
117#define STAGE_FILE 0x755
118#elif VERSION_EU
119#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_05)
120#define EVENT_TEXT_FILE (TEXT_EVENTS_300 - 1)
121#define STAGE_FILE 0x765
122#endif
123/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0003 */
143
145 SCRIPT_WALK(2, 0x191, 0x114, 5),
146 SCRIPT_PLACE(0xA5, 0x1B1, 0x104),
147 SCRIPT_POSE(0xA5, 1, 1),
150 SCRIPT_POSE(2, 1, 5),
151 SCRIPT_WAIT(0x1E),
152 SCRIPT_TALK(0, 2, 0xA5, 2),
154 SCRIPT_WAIT(0x1E),
155 SCRIPT_TALK(0, 3, 2, 1),
156 SCRIPT_POSE(2, 7, 5),
158 SCRIPT_POSE(2, 1, 5),
159 SCRIPT_COMMAND(0x323, 0x325, 0xA5),
160 SCRIPT_WAIT(0x3C),
161 SCRIPT_COMMAND(0x323, 0x326, 2),
162 SCRIPT_WAIT(0x1E),
163 SCRIPT_TALK(0, 4, 0xA5, 2),
165 SCRIPT_WAIT(0x1E),
166 SCRIPT_TALK(0, 5, 2, 1),
167 SCRIPT_POSE(2, 7, 5),
169 SCRIPT_POSE(2, 1, 5),
170 SCRIPT_WAIT(0x1E),
172};
174 SCRIPT_PLACE(2, 0x191, 0x114),
175 SCRIPT_POSE(2, 1, 5),
176 SCRIPT_PLACE(0xA5, 0x1B1, 0x104),
177 SCRIPT_POSE(0xA5, 1, 1),
178 SCRIPT_WAIT(0x78),
179 SCRIPT_TALK(0, 1, 0xA5, 2),
182 SCRIPT_WAIT(0x1E),
183 SCRIPT_TALK(0, 2, 2, 1),
184 SCRIPT_POSE(2, 7, 5),
186 SCRIPT_POSE(2, 1, 5),
187 SCRIPT_WAIT(0x1E),
188 SCRIPT_TALK(0, 3, 0xA5, 2),
190 SCRIPT_WAIT(0x1E),
191 SCRIPT_TALK(0, 4, 2, 1),
192 SCRIPT_POSE(2, 7, 5),
194 SCRIPT_POSE(2, 1, 5),
195 SCRIPT_WAIT(0x1E),
197};
199 SCRIPT_WALK(2, 0x191, 0x114, 5),
200 SCRIPT_PLACE(0xA5, 0x1B1, 0x104),
201 SCRIPT_POSE(0xA5, 1, 1),
204 SCRIPT_POSE(2, 1, 5),
205 SCRIPT_COMMAND(0x323, 0x325, 0xA5),
206 SCRIPT_WAIT(0x3C),
207 SCRIPT_COMMAND(0x323, 0x326, 0xA5),
208 SCRIPT_WAIT(0x1E),
209 SCRIPT_TALK(0, 1, 0xA5, 2),
211 SCRIPT_WAIT(0x1E),
212 SCRIPT_TALK(0, 2, 2, 1),
213 SCRIPT_POSE(2, 7, 5),
215 SCRIPT_POSE(2, 1, 5),
216 SCRIPT_WAIT(0x18),
217 SCRIPT_POSE(2, 1, 1),
218 SCRIPT_WAIT(0x18),
219 SCRIPT_WALK(2, 0x154, 0x132, 1),
220 SCRIPT_WAIT(0xC),
221 SCRIPT_LEAVE(0x21B, 0x3F8, 0x2DC, 1),
223};
224AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
225AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
226AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
227AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
228AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
229AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
230AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
231AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
237AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
238AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
239AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
240AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
241AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
242AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
243AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
244AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
250AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
251AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
252AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
253AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
254AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
255AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
256AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
257AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
265AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
266AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
267AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
268AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
269AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
270AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
280 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
281 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
282 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
283 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
284 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
285 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
286 { 0x140, 0x100, 0x168, 0x100, 0xA0, 0, 0x140, 0x1EE },
287};
295 START_EVENT(0x24), 1,
296 FLAG(0x1C, 0x1D), 1,
297 FLAG(0x40, 5), 1,
298 CODES_END,
299};
301 { NULL, NULL, 0x497 },
302 { NULL, NULL, 0 },
303};
305 { NULL, actor1Talk0Actions, 0xB3 },
306 { NULL, NULL, 0 },
307};
309 { NULL, NULL, 0x416 },
310 { NULL, NULL, 0 },
311};
314 { actor3Talk1Conditions, NULL, 0x499 },
315 { NULL, NULL, 0 },
316};
318 { actor4Talk0Conditions, NULL, 0x410 },
320 { NULL, NULL, 0 },
321};
323 { NULL, NULL, 0x411 },
324 { NULL, NULL, 0 },
325};
327 { NULL, NULL, 0x412 },
328 { NULL, NULL, 0 },
329};
331 { NULL, NULL, 0x413 },
332 { NULL, NULL, 0 },
333};
335 { NULL, NULL, 0x414 },
336 { NULL, NULL, 0 },
337};
339 { NULL, NULL, 0x415 },
340 { NULL, NULL, 0 },
341};
387 &actor0,
388 &actor1,
389 &actor2,
390 &actor3,
391 &actor4,
392 &actor5,
393 &actor6,
394 &actor7,
395 &actor8,
396 &actor9,
397 NULL,
398};
400 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 374, 301, 0, 0 },
401 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 390, 293, 0, 0 },
402 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 406, 285, 0, 0 },
403 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 422, 277, 0, 0 },
404 { 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 458, 262, 0, 0 },
405 { 1, 0, 0x49, 6, 0, 1, 0, 3, 4, 0, 84, 193, 0, 0 },
406 { 1, 0, 0x5D, 6, 4, 1, 4, 7, 4, 0, 68, 252, 0, 0 },
407 { 1, 0, 0x5D, 6, 5, 1, 5, 8, 4, 0, 131, 227, 0, 0 },
408 { 1, 0, 0x5D, 6, 0xB, 1, 0xB, 0xE, 4, 0, 182, 153, 0, 0 },
409 { 1, 0, 0x49, 6, 0, 1, 0, 3, 4, 0, 227, 178, 0, 0 },
410 { 1, 0, 0x5D, 6, 7, 1, 7, 0xA, 4, 0, 272, 108, 0, 0 },
411 { 1, 1, 0x40, 6, 0x32, 2, 0, 2, 0x10, 0, 438, 220, 0, 0 },
412 { 1, 3, 0x40, 6, 0x33, 2, 0, 1, 0x10, 0, 438, 220, 0, 0 },
413 { 1, 2, 0x40, 6, 0x34, 2, 0, 3, 4, 0, 444, 202, 0, 0 },
414 { 1, 4, 0x40, 6, 0x35, 2, 0, 3, 4, 0, 444, 202, 0, 0 },
415 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 294, 261, 0, 0 },
416 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 310, 253, 0, 0 },
417 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 326, 245, 0, 0 },
418 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 342, 237, 0, 0 },
419 { 1, 0, 0x40, 6, 0x36, 2, 0, 3, 4, 0, 374, 220, 0, 0 },
420 { 1, 0, 0x40, 6, 0xF, 0, 0, 0, 0, 0, 448, 207, 0, 0 },
421 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
422};
424 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x21B, 0x3F8, 0x2DC, 1, 0, 0, 0 },
425 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
426};
427void (*stageFuncs[])(void) = {
429};
431 { 375, script375, EVENT_TEXT(4), NULL, endEvent375 },
432 { 376, script376, EVENT_TEXT(5), NULL, endEvent376 },
433 { 560, script560, EVENT_TEXT(6), NULL, endEvent560 },
434 { -1, NULL, 0, NULL, NULL },
435};
#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
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_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 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 FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
Definition field_map.h:44
#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 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 START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#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_CONTROL_ROOM
ENV_0003: the cities' Control Room.
Definition sound.h:119
#define MUSIC_BOSS
BOSS_000: the sectors' boss battles.
Definition sound.h:108
#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,...
#define FLAG_DATAMON_WIN_SEEN
wstag325 event 375: Datamon loses and gives the Rusty Gloves; set at its end, tested 1 to start event...
Definition story.h:1312
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
Definition story.h:1917
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ 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_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ STORY_STAFF_PASS
WSTAG620, event 551: Nick finds a Staff Pass for the player.
Definition story.h:87
#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_DE_SINCERITY_TO_LISA_SAVED
GAME.progress is from STORY_DE_SINCERITY to STORY_LISA_SAVED (PROGRESS_RANGES[0xF])
Definition story.h:1908
#define FLAG_DATAMON_BEATEN
wstag325 Asuka Control Room: set with event 375, Datamon gives the Rusty Gloves for winning; tested 1...
Definition story.h:618
#define FLAG_DATAMON_OPENS_GATE_SEEN
wstag325 event 376: Datamon sees the Staff Pass and opens the gate; set at its end,...
Definition story.h:1315
#define FLAG_DATAMON_STAFF_PASS_TALKED
wstag325 Control Room: Datamon will open the basement gate only for a DO Staff Pass holder; set by th...
Definition story.h:1185
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
Definition story.h:1914
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
void(* setState)(struct StageTask *task, 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
u8 margin
how far off the view it is still drawn; 0 ends the table
Definition field_map.h:214
u8 anim
which of a stage's animations sets frame (1-3); FIELDSTG finds objects by it (its lift,...
Definition field_map.h:210
Definition gfx.h:352
void * createTaskWithId(void(*update)(), s32 size, s32 childrenSize, s32 id)
Allocates a zeroed task of size bytes (header included) with room for childrenSize / 4 child tasks.
Definition task.c:80
u16 actor1Conditions[]
Definition wstag325.c:347
AreaBattle area2Battle7
Definition wstag325.c:257
FieldActorEntry actor0
Definition wstag325.c:376
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag325.c:427
FieldActorEntry actor6
Definition wstag325.c:382
FieldTalk actor2Talks[]
Definition wstag325.c:308
AreaBattle area2Battle6
Definition wstag325.c:256
u16 actor4Talk1Actions[]
Definition wstag325.c:294
FieldTalk actor5Talks[]
Definition wstag325.c:322
AreaBattle area1Battle6
Definition wstag325.c:243
FieldActorEntry actor5
Definition wstag325.c:381
AreaBattle area0Battle7
Definition wstag325.c:231
FieldActorEntry actor2
Definition wstag325.c:378
u16 actor3Talk0Conditions[]
Definition wstag325.c:289
AreaBattle area3Battle4
Definition wstag325.c:267
AreaBattle area3Battle3
Definition wstag325.c:266
AreaBattle area0Battle1
Definition wstag325.c:225
AreaBattle area2Battle0
Definition wstag325.c:250
u16 actor9Conditions[]
Definition wstag325.c:371
FieldActorEntry * stageActors[]
Definition wstag325.c:386
AreaBattle area1Battle2
Definition wstag325.c:239
void * createCommand833(s32 arg)
Command 833 of the event scripts: creates its task (updateCommand833) with the given id.
Definition wstag325.c:63
s16 script376[]
Definition wstag325.c:173
AreaBattle area3Battle0
Definition wstag325.c:263
u16 actor4Talk1Conditions[]
Definition wstag325.c:293
AreaBattle area0Battle6
Definition wstag325.c:230
FieldTalk actor1Talks[]
Definition wstag325.c:304
AreaBattle area3Battle2
Definition wstag325.c:265
void endEvent376(void)
After event 376, with Datamon: gives the player the Rusty Glove and keeps it from playing again.
Definition wstag325.c:104
FieldTalk actor0Talks[]
Definition wstag325.c:300
s16 script375[]
Definition wstag325.c:144
AreaBattle area3Battle1
Definition wstag325.c:264
AreaBattle area0Battle3
Definition wstag325.c:227
u16 actor3Talk1Conditions[]
Definition wstag325.c:291
FieldTalk actor4Talks[]
Definition wstag325.c:317
u16 actor4Conditions[]
Definition wstag325.c:354
FieldActorEntry actor4
Definition wstag325.c:380
u16 actor3Conditions[]
Definition wstag325.c:349
AreaBattle area3Battle6
Definition wstag325.c:269
FieldActorEntry actor8
Definition wstag325.c:384
ActorImage stageImages[]
Definition wstag325.c:279
FieldTalk actor6Talks[]
Definition wstag325.c:326
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0003.
Definition wstag325.c:124
void updateCommand833(StageTask *task)
Command 833 of the event scripts, which none of them uses: shows map objects 1 and 2 instead of 3 and...
Definition wstag325.c:13
AreaBattle area2Battle4
Definition wstag325.c:254
u16 actor4Talk0Conditions[]
Definition wstag325.c:292
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag325.c:399
FieldActorEntry actor9
Definition wstag325.c:385
u16 actor8Conditions[]
Definition wstag325.c:366
void endEvent375(void)
After event 375, with Datamon: lets event 376 start and starts the stage's event battle 0.
Definition wstag325.c:95
void endEvent560(void)
After event 560, with Datamon: moves the story on to STORY_CONTROL_ROOM.
Definition wstag325.c:110
u16 actor5Conditions[]
Definition wstag325.c:355
FieldTalk actor3Talks[]
Definition wstag325.c:312
FieldTalk actor9Talks[]
Definition wstag325.c:338
BattleList area3Battles
Definition wstag325.c:271
AreaBattle area3Battle5
Definition wstag325.c:268
AreaBattle area0Battle5
Definition wstag325.c:229
BattleList area1Battles
Definition wstag325.c:245
BattleList area2Battles
Definition wstag325.c:258
AreaBattle area1Battle4
Definition wstag325.c:241
u16 actor6Conditions[]
Definition wstag325.c:356
AreaBattle area2Battle2
Definition wstag325.c:252
AreaBattle area1Battle5
Definition wstag325.c:242
FieldActorEntry actor7
Definition wstag325.c:383
StageSlot stageSlots[]
Definition wstag325.c:423
AreaBattle area2Battle1
Definition wstag325.c:251
u16 actor1Talk0Actions[]
Definition wstag325.c:288
AreaBattle area1Battle3
Definition wstag325.c:240
AreaBattle area1Battle0
Definition wstag325.c:237
void handleCommand833(StageTask *task, s32 id)
Ends the task when map object 0x35A is triggered.
Definition wstag325.c:68
FieldActorEntry actor1
Definition wstag325.c:377
AreaBattle area0Battle0
Definition wstag325.c:224
AreaBattle area0Battle2
Definition wstag325.c:226
#define STAGE_FILE
Definition wstag325.c:121
AreaBattle area2Battle5
Definition wstag325.c:255
AreaBattle area1Battle1
Definition wstag325.c:238
u16 actor7Conditions[]
Definition wstag325.c:361
AreaBattle area2Battle3
Definition wstag325.c:253
u16 actor2Conditions[]
Definition wstag325.c:348
s16 script560[]
Definition wstag325.c:198
FieldTalk actor7Talks[]
Definition wstag325.c:330
AreaBattle area0Battle4
Definition wstag325.c:228
#define STAGE_TEXT
Definition wstag325.c:119
u16 actor3Talk0Actions[]
Definition wstag325.c:290
FieldTalk actor8Talks[]
Definition wstag325.c:334
AreaBattle area3Battle7
Definition wstag325.c:270
BattleList area0Battles
Definition wstag325.c:232
AreaBattle area1Battle7
Definition wstag325.c:244
FieldActorEntry actor3
Definition wstag325.c:379
FieldBattles stageBattles[]
Definition wstag325.c:276
FieldEvent stageEvents[]
Definition wstag325.c:430
u16 actor0Conditions[]
Definition wstag325.c:342