Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag371.c
Go to the documentation of this file.
1/*
2 * WSTAG371: Protocol Forest, East Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG370.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12#if VERSION_US || VERSION_JP
13#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
14#define STAGE_FILE 0x6AF
15#elif VERSION_EU
16#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_04)
17#define STAGE_FILE 0x6BE
18#endif
19/* Sets the stage up: its map, actors and battles, playing the ambience ENV10_00 */
39
66AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
67AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
68AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
69AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
70AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
71AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
72AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
73AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
79AreaBattle area3Battle0 = { 0, 0, MUSIC(1, 0) };
80AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
81AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
82AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
83AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
84AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
85AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
86AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
96 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
97 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
98 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
99 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
100 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
101 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
102 { 0x140, 0x100, 0x160, 0x100, 0x80, 0, 0x140, 0x1FF },
103};
105u16 actor0Talk1Conditions[] = { FLAG(0, 0), 0, ITEM(3, 0x9A), 0, CODES_END };
107u16 actor0Talk2Conditions[] = { FLAG(0, 0), 1, ITEM(3, 0x9A), 0, ITEM(2, 0x96), 0, CODES_END };
108u16 actor0Talk3Conditions[] = { FLAG(0, 0), 1, ITEM(3, 0x9A), 0, ITEM(2, 0x96), 1, CODES_END };
110 ITEM(3, 0x9A), 1,
111 ITEM(3, 0x99), 0,
112 ITEM(2, 0x96), 0,
114 CODES_END,
115};
126 ITEM(3, 0x99), 1,
127 ITEM(3, 0x9A), 0,
128 CODES_END,
129};
132 &actor0,
133 NULL,
134};
136 { 1, 0, 0x40, 2, 0, 0, 0, 0, 0, 0, 1024, 448, 0, 0 },
137 { 1, 0, 0x40, 2, 1, 0, 0, 0, 0, 0, 1088, 448, 0, 0 },
138 { 1, 0, 0x40, 2, 2, 0, 0, 0, 0, 0, 896, 576, 0, 0 },
139 { 1, 0, 0x40, 2, 3, 0, 0, 0, 0, 0, 960, 576, 0, 0 },
140 { 1, 0, 0x40, 2, 4, 0, 0, 0, 0, 0, 1024, 576, 0, 0 },
141 { 1, 0, 0x40, 2, 5, 0, 0, 0, 0, 0, 1088, 576, 0, 0 },
142 { 1, 0, 0x40, 2, 6, 0, 0, 0, 0, 0, 1024, 640, 0, 0 },
143 { 1, 0, 0x40, 2, 7, 0, 0, 0, 0, 0, 1088, 640, 0, 0 },
144 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
145};
147 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x295, 0x5E, 0x40E, 5, 0, 0, 0 },
148 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x291, 0x374, 0x9B, 1, 0, 0, 0 },
149 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
150};
151void (*stageFuncs[])(void) = {
153};
#define NULL
Definition common.h:17
unsigned short u16
Definition common.h:10
The stage overlays (AAA/PRO/WSTAG###.PRO), loaded at 0x800A4CA4 on top of FIELDSTG.
#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_EXIT
The kinds of StageSlot (type).
Definition field_map.h:255
#define FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#define FIELD_MAP_TRIGGERS
a cell's value: a direction (3 bits) and a StageSlot (5)
Definition field_map.h:88
FieldMap FIELDSTG_map
Definition fieldstg.c:3660
FieldState FIELDSTG_state
Definition fieldstg.c:2641
#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 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_PROTOCOL_FOREST
ENV10_00: the Protocol Forest.
Definition sound.h:126
#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 SPECIAL_VEEMON_LEVEL_45
PARTNER_VEEMON is unlocked and at level 45 or more.
Definition story.h:1757
#define SPECIAL_VEEMON_IN_PARTY
PARTNER_VEEMON is in the party.
Definition story.h:1717
#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
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
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
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
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
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
AreaBattle area2Battle7
Definition wstag371.c:73
FieldActorEntry actor0
Definition wstag371.c:130
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag371.c:151
u16 actor0Talk0Conditions[]
Definition wstag371.c:104
AreaBattle area2Battle6
Definition wstag371.c:72
u16 actor0Talk1Conditions[]
Definition wstag371.c:105
AreaBattle area1Battle6
Definition wstag371.c:59
AreaBattle area0Battle7
Definition wstag371.c:47
AreaBattle area3Battle4
Definition wstag371.c:83
AreaBattle area3Battle3
Definition wstag371.c:82
AreaBattle area0Battle1
Definition wstag371.c:41
u16 actor0Talk3Conditions[]
Definition wstag371.c:108
AreaBattle area2Battle0
Definition wstag371.c:66
FieldActorEntry * stageActors[]
Definition wstag371.c:131
u16 actor0Talk1Actions[]
Definition wstag371.c:106
AreaBattle area1Battle2
Definition wstag371.c:55
AreaBattle area3Battle0
Definition wstag371.c:79
AreaBattle area0Battle6
Definition wstag371.c:46
AreaBattle area3Battle2
Definition wstag371.c:81
FieldTalk actor0Talks[]
Definition wstag371.c:116
AreaBattle area3Battle1
Definition wstag371.c:80
AreaBattle area0Battle3
Definition wstag371.c:43
AreaBattle area3Battle6
Definition wstag371.c:85
ActorImage stageImages[]
Definition wstag371.c:95
void setupStage(void)
Sets the stage up: its map, actors and battles, playing the ambience ENV10_00.
Definition wstag371.c:20
AreaBattle area2Battle4
Definition wstag371.c:70
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag371.c:135
BattleList area3Battles
Definition wstag371.c:87
AreaBattle area3Battle5
Definition wstag371.c:84
AreaBattle area0Battle5
Definition wstag371.c:45
BattleList area1Battles
Definition wstag371.c:61
BattleList area2Battles
Definition wstag371.c:74
AreaBattle area1Battle4
Definition wstag371.c:57
AreaBattle area2Battle2
Definition wstag371.c:68
u16 actor0Talk2Conditions[]
Definition wstag371.c:107
AreaBattle area1Battle5
Definition wstag371.c:58
StageSlot stageSlots[]
Definition wstag371.c:146
AreaBattle area2Battle1
Definition wstag371.c:67
AreaBattle area1Battle3
Definition wstag371.c:56
AreaBattle area1Battle0
Definition wstag371.c:53
AreaBattle area0Battle0
Definition wstag371.c:40
AreaBattle area0Battle2
Definition wstag371.c:42
#define STAGE_FILE
Definition wstag371.c:17
AreaBattle area2Battle5
Definition wstag371.c:71
AreaBattle area1Battle1
Definition wstag371.c:54
AreaBattle area2Battle3
Definition wstag371.c:69
AreaBattle area0Battle4
Definition wstag371.c:44
#define STAGE_TEXT
Definition wstag371.c:16
AreaBattle area3Battle7
Definition wstag371.c:86
BattleList area0Battles
Definition wstag371.c:48
AreaBattle area1Battle7
Definition wstag371.c:60
FieldBattles stageBattles[]
Definition wstag371.c:92
u16 actor0Conditions[]
Definition wstag371.c:123
u16 actor0Talk3Actions[]
Definition wstag371.c:109