Digimon World 3 decomp
The European version, SLES_039.36
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wstag440.c
Go to the documentation of this file.
1/*
2 * WSTAG440: South Station, South Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* Creates the event object of story progress 6 */
9void updateStage(StageTask *task, void **children) {
10 switch (task->state) {
11 case TASK_INIT:
12 default:
13 task->nextState(task);
15 children[0] = FIELDSTG_startEvent(0x98);
16 }
17 break;
18 case TASK_RUN:
19 case TASK_DONE:
20 case TASK_KILL:
21 break;
22 }
23}
24
25#define STAGE_CHILDREN_SIZE 4
27
28/* After event 152, with the player: moves the story on to STORY_SOUTH_STATION_GHOST */
32
33const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
34#if VERSION_US || VERSION_JP
35#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
36#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
37#define STAGE_FILE 0x36D
38#elif VERSION_EU
39#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
40#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
41#define STAGE_FILE 0x37D
42#endif
43/*
44 * Sets the stage up: its map, actors, battles and events, playing BGM_0012;
45 * BGM_0029 instead at story steps 0x27 to 0x28
46 */
71
73 SCRIPT_WALK(2, 0x1BF, 0x120, 5),
76 SCRIPT_POSE(2, 1, 5),
77 SCRIPT_WAIT(0x1E),
79 SCRIPT_WAIT(0x78),
81 SCRIPT_WAIT(0x1E),
82 SCRIPT_TALK(0, 1, 2, 4),
84 SCRIPT_POSE(2, 1, 1),
85 SCRIPT_WAIT(0x1E),
86 SCRIPT_WALK(2, 0x1A0, 0x130, 1),
88 SCRIPT_WALK(2, 0x150, 0x109, 3),
89 SCRIPT_WAIT(0x3C),
90 SCRIPT_LEAVE(0x22C, 0x140, 0x140, 5),
92 /* after the end, the original's padding up to a word, which isn't zeros */
93#if VERSION_US
94 0x8E02,
95#elif VERSION_EU || VERSION_JP
96 0x128,
97#endif
98};
100 SCRIPT_LOOK_AT(1, 0x1AF, 0xD9),
101 SCRIPT_PLACE(2, 0x1EF, 0xB9),
102 SCRIPT_POSE(2, 1, 1),
103 SCRIPT_WAIT(0x78),
104 SCRIPT_TALK(0, 1, 2, 1),
106 SCRIPT_WAIT(0x1E),
107 SCRIPT_WALK(2, 0x16F, 0xF9, 1),
108 SCRIPT_WAIT(0x3C),
109 SCRIPT_LEAVE(0x233, 0x208, 0x9C, 7),
111 /* after the end, the original's padding up to a word, which isn't zeros */
112#if VERSION_US
113 0x8FBF,
114#elif VERSION_EU || VERSION_JP
115 0x1FB,
116#endif
117};
118AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
119AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
120AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
121AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
122AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
123AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
124AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
125AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
131AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
132AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
133AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
134AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
135AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
136AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
137AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
138AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
144AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
145AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
146AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
147AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
148AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
149AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
150AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
151AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
158AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
159AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
160AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
161AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
162AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
163AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
164AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
174 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
175 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
176 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
177 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
178 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
179 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
180 { 0x140, 0x100, 0x158, 0x150, 0x60, 0x50, 0x170, 0x1FE },
181 { 0x140, 0x100, 0x140, 0x150, 0, 0x50, 0x160, 0x1FD },
182 { 0, 0, 0, 0, 0, 0, 0, 0 },
183 { 0x140, 0x100, 0x148, 0x150, 0x20, 0x50, 0x170, 0x1FD },
184 { 0x140, 0x100, 0x150, 0x150, 0x40, 0x50, 0x160, 0x1FC },
185};
192 FLAG(0, 0), 1,
193 PARTY_STAT(2), 1,
195 PARTY_STAT(4), 1,
196 CODES_END,
197};
200 PARTY_STAT(2), 1,
202 FLAG(0, 0), 1,
203 PARTY_STAT(4), 1,
204 ITEM(0, 0x12), 0,
205 CODES_END,
206};
208 FLAG(0, 0), 1,
209 PARTY_STAT(4), 1,
210 ITEM(0, 0x12), 1,
211 PARTY_STAT(2), 1,
213 PARTY_STAT(6), 0,
214 CODES_END,
215};
217 FLAG(0, 0), 1,
218 PARTY_STAT(4), 1,
219 ITEM(0, 0x12), 1,
220 PARTY_STAT(2), 1,
222 PARTY_STAT(6), 1,
223 CODES_END,
224};
232 FLAG(0, 0), 1,
233 PARTY_STAT(4), 1,
234 PARTY_STAT(2), 1,
236 CODES_END,
237};
240 FLAG(0, 0), 1,
241 PARTY_STAT(2), 1,
242 PARTY_STAT(4), 1,
244 ITEM(0, 0x12), 0,
245 CODES_END,
246};
248 FLAG(0, 0), 1,
249 PARTY_STAT(2), 1,
250 PARTY_STAT(4), 1,
252 ITEM(0, 0x12), 1,
253 PARTY_STAT(6), 0,
254 CODES_END,
255};
257 FLAG(0, 0), 1,
258 PARTY_STAT(2), 1,
259 PARTY_STAT(4), 1,
261 ITEM(0, 0x12), 1,
262 PARTY_STAT(6), 1,
263 CODES_END,
264};
272 FLAG(0, 0), 1,
273 PARTY_STAT(2), 1,
274 PARTY_STAT(4), 1,
276 CODES_END,
277};
280 FLAG(0, 0), 1,
281 PARTY_STAT(2), 1,
282 PARTY_STAT(4), 1,
284 ITEM(0, 0x12), 0,
285 CODES_END,
286};
288 FLAG(0, 0), 1,
289 PARTY_STAT(2), 1,
290 PARTY_STAT(4), 1,
292 ITEM(0, 0x12), 1,
293 PARTY_STAT(6), 0,
294 CODES_END,
295};
297 FLAG(0, 0), 1,
298 PARTY_STAT(2), 1,
299 PARTY_STAT(4), 1,
301 ITEM(0, 0x12), 1,
302 PARTY_STAT(6), 1,
303 CODES_END,
304};
317 FLAG(0, 0), 1,
318 PARTY_STAT(2), 1,
319 PARTY_STAT(4), 1,
321 CODES_END,
322};
325 FLAG(0, 0), 1,
326 PARTY_STAT(2), 1,
327 PARTY_STAT(4), 1,
329 ITEM(0, 0x12), 0,
330 CODES_END,
331};
333 FLAG(0, 0), 1,
334 PARTY_STAT(2), 1,
335 PARTY_STAT(4), 1,
337 ITEM(0, 0x12), 1,
338 PARTY_STAT(6), 0,
339 CODES_END,
340};
342 FLAG(0, 0), 1,
343 PARTY_STAT(2), 1,
344 PARTY_STAT(6), 1,
345 PARTY_STAT(4), 1,
346 ITEM(0, 0x12), 1,
348 CODES_END,
349};
388 { NULL, NULL, 0x27E },
389 { NULL, NULL, 0 },
390};
392 { NULL, NULL, 0x1E },
393 { NULL, NULL, 0 },
394};
396 { NULL, NULL, 0xF8 },
397 { NULL, NULL, 0 },
398};
400 { NULL, NULL, 0xFC },
401 { NULL, NULL, 0 },
402};
404 { NULL, NULL, 0x1E },
405 { NULL, NULL, 0 },
406};
408 { NULL, NULL, 0x1E },
409 { NULL, NULL, 0 },
410};
412 { NULL, NULL, 0xF9 },
413 { NULL, NULL, 0 },
414};
416 { NULL, NULL, 0xF2 },
417 { NULL, NULL, 0 },
418};
420 { NULL, NULL, 0xF3 },
421 { NULL, NULL, 0 },
422};
424 { NULL, NULL, 0xF4 },
425 { NULL, NULL, 0 },
426};
428 { NULL, NULL, 0xF5 },
429 { NULL, NULL, 0 },
430};
432 { NULL, NULL, 0xF6 },
433 { NULL, NULL, 0 },
434};
436 { NULL, NULL, 0xF7 },
437 { NULL, NULL, 0 },
438};
440 { NULL, NULL, 0xFA },
441 { NULL, NULL, 0 },
442};
444 { NULL, NULL, 0xF8 },
445 { NULL, NULL, 0 },
446};
448 { NULL, actor19Talk0Actions, 0x32B },
449 { NULL, NULL, 0 },
450};
462 { NULL, NULL, 0xFB },
463 { NULL, NULL, 0 },
464};
530FieldActorEntry actor19 = { NULL, actor19Talks, 0x3F, 6, 463, 280, 1 };
534 &actor0,
535 &actor1,
536 &actor2,
537 &actor3,
538 &actor4,
539 &actor5,
540 &actor6,
541 &actor7,
542 &actor8,
543 &actor9,
544 &actor10,
545 &actor11,
546 &actor12,
547 &actor13,
548 &actor14,
549 &actor15,
550 &actor16,
551 &actor17,
552 &actor18,
553 &actor19,
554 &actor20,
555 &actor21,
556 NULL,
557};
559 { 1, 0, 0x40, 6, 0x32, 2, 0, 5, 9, 0, 435, 247, 0, 0 },
560 { 1, 0, 0x40, 6, 0x33, 1, 0x33, 0x38, 9, 0, 443, 254, 0, 0 },
561 { 1, 0, 0x40, 6, 0x39, 2, 0, 5, 6, 0, 443, 348, 0, 0 },
562 { 1, 0, 0x40, 6, 0x3A, 1, 0x3A, 0x3F, 6, 0, 377, 384, 0, 0 },
563 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 482, 177, 200, 0 },
564 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
565};
567 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x233, 0x208, 0x9C, 7, 0, 0, 0 },
568 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
569};
570void (*stageFuncs[])(void) = {
572};
574 { 152, script152, EVENT_TEXT(6), NULL, endEvent152 },
575 { 144, script144, EVENT_TEXT(0x21), NULL, NULL },
576 { -1, NULL, 0, NULL, NULL },
577};
#define NULL
Definition common.h:17
signed short s16
Definition common.h:9
unsigned short u16
Definition common.h:10
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 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 FIELD_COMMAND_ICON1
the player icon's substate 1, with ITEM_GET
Definition field_map.h:42
#define FIELD_COMMAND_ICON2
its substate 2
Definition field_map.h:43
#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 PARTY_STAT(id)
checkPartyStat
Definition game_state.h:71
#define CARD_BATTLE(opponent, kind)
action: startCardBattle
Definition game_state.h:73
#define MUSIC_STATION
BGM_0012: the East and South Stations.
Definition sound.h:88
#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_BATTLE_1
BATL1000: the Digimon Arena's battles and some event battles (AreaBattle)
Definition sound.h:77
#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_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_BULBMON_FOUND
WSTAG520 (Suzaku Hall), event 695: another earthquake; Bulbmon digs the holes.
Definition story.h:103
@ STORY_AGUMON_SUITS
WSTAG380 (Divermon's Lake), event 205: the Mischievous Mat, caught in his Etemon Suit,...
Definition story.h:52
@ STORY_SEPIKMON_MASK_LOST
WSTAG480 (Jungle Grave), event 171: Sepikmon will say how to beat Zanbamon once the player finds his ...
Definition story.h:49
@ STORY_ZANBAMON_DRIVEN_OFF
WSTAG475 (Shaman House), event 230: the Smelly Herb drives Zanbamon off the way.
Definition story.h:55
@ 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_TEDDY_FOUND
WSTAG212, event 352: Teddy is found; MAGAMI is part of the A.o.A, and the player sets off to beat the...
Definition story.h:67
@ STORY_LOOKING_FOR_TEDDY
WSTAG212, event 273: Kail and the player will put on the Agumon Suits to look for Teddy.
Definition story.h:61
@ STORY_SOUTH_STATION_GHOST
WSTAG440 (South Station), event 152: a ghost's voice in the empty station.
Definition story.h:45
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ STORY_ASUKA_HEADQUARTERS
WSTAG310 (A.o.A Headquarters, Asuka City), event 961.
Definition story.h:138
@ STORY_CODE_PASSES_NEEDED
WSTAG685, event 690: Leader Chuck says stopping Knightmon takes the four City Leaders' Code Passes.
Definition story.h:100
@ STORY_FAKE_BLUE_CARD
WSTAG410 (East Station), event 90: the Blue Card the player was given turns out to be a fake.
Definition story.h:42
#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_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])
Definition story.h:1875
#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_CARD_BATTLE_WON
set by updateModeFlags on the way back from a card battle: 1 if the player won it (FLAGS_00....
Definition story.h:166
#define SPECIAL_STORY_GENJI_BEATEN_TO_GAME_MASTER_CAUGHT
GAME.progress is from STORY_GENJI_BEATEN to STORY_GAME_MASTER_CAUGHT (PROGRESS_RANGES[1])
Definition story.h:1866
#define FLAG_CARD_BATTLE_ENDED
set by updateModeFlags on the way back from a card battle; the talks that follow one test it and clea...
Definition story.h:169
#define FLAG_ANDY_FOUGHT
wstag440 (South Station): Tamer Andy says "I'll prove it by showing you my powers.
Definition story.h:847
#define SPECIAL_STORY_BYAKKO_LEADER_FOUGHT_TO_CONTROL_ROOM
GAME.progress is from STORY_BYAKKO_LEADER_FOUGHT to STORY_CONTROL_ROOM (PROGRESS_RANGES[0x10])
Definition story.h:1911
#define SPECIAL_STORY_SINCE_GENJI_BEATEN
GAME.progress is STORY_GENJI_BEATEN or later (PROGRESS_RANGES[6], to 0x63)
Definition story.h:1881
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
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
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
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 wstag440.c:471
u16 actor0Talk0Actions[]
Definition wstag440.c:187
AreaBattle area2Battle7
Definition wstag440.c:151
FieldActorEntry actor0
Definition wstag440.c:511
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag440.c:570
FieldActorEntry actor6
Definition wstag440.c:517
u16 actor11Conditions[]
Definition wstag440.c:501
u16 actor0Talk0Conditions[]
Definition wstag440.c:186
FieldTalk actor2Talks[]
Definition wstag440.c:371
AreaBattle area2Battle6
Definition wstag440.c:150
u16 actor0Talk1Conditions[]
Definition wstag440.c:188
u16 actor2Talk1Conditions[]
Definition wstag440.c:268
u16 actor10Conditions[]
Definition wstag440.c:500
u16 actor18Conditions[]
Definition wstag440.c:508
FieldActorEntry actor17
Definition wstag440.c:528
u16 actor20Talk1Conditions[]
Definition wstag440.c:313
u16 actor20Talk5Conditions[]
Definition wstag440.c:332
FieldTalk actor14Talks[]
Definition wstag440.c:427
FieldActorEntry actor18
Definition wstag440.c:529
FieldTalk actor5Talks[]
Definition wstag440.c:391
AreaBattle area1Battle6
Definition wstag440.c:137
u16 actor0Talk6Actions[]
Definition wstag440.c:225
u16 actor19Talk0Actions[]
Definition wstag440.c:311
u16 actor1Talk3Actions[]
Definition wstag440.c:238
FieldActorEntry actor5
Definition wstag440.c:516
u16 actor1Talk2Actions[]
Definition wstag440.c:230
u16 actor1Talk1Conditions[]
Definition wstag440.c:228
AreaBattle area0Battle7
Definition wstag440.c:125
FieldActorEntry actor2
Definition wstag440.c:513
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag440.c:33
u16 actor3Talk0Conditions[]
Definition wstag440.c:306
AreaBattle area3Battle4
Definition wstag440.c:161
AreaBattle area3Battle3
Definition wstag440.c:160
AreaBattle area0Battle1
Definition wstag440.c:119
u16 actor0Talk3Conditions[]
Definition wstag440.c:191
FieldActorEntry actor19
Definition wstag440.c:530
AreaBattle area2Battle0
Definition wstag440.c:144
u16 actor9Conditions[]
Definition wstag440.c:499
FieldActorEntry * stageActors[]
Definition wstag440.c:533
u16 actor2Talk3Conditions[]
Definition wstag440.c:271
AreaBattle area1Battle2
Definition wstag440.c:133
AreaBattle area3Battle0
Definition wstag440.c:157
s16 script144[]
Definition wstag440.c:72
AreaBattle area0Battle6
Definition wstag440.c:124
FieldTalk actor1Talks[]
Definition wstag440.c:361
u16 actor13Conditions[]
Definition wstag440.c:503
AreaBattle area3Battle2
Definition wstag440.c:159
u16 actor1Talk6Actions[]
Definition wstag440.c:265
u16 actor1Talk0Conditions[]
Definition wstag440.c:226
FieldTalk actor0Talks[]
Definition wstag440.c:351
u16 actor0Talk4Conditions[]
Definition wstag440.c:199
AreaBattle area3Battle1
Definition wstag440.c:158
FieldTalk actor21Talks[]
Definition wstag440.c:461
AreaBattle area0Battle3
Definition wstag440.c:121
FieldTalk actor20Talks[]
Definition wstag440.c:451
u16 actor3Talk2Conditions[]
Definition wstag440.c:309
FieldActorEntry actor10
Definition wstag440.c:521
u16 actor3Talk1Conditions[]
Definition wstag440.c:307
u16 actor20Talk2Actions[]
Definition wstag440.c:315
u16 actor2Talk0Actions[]
Definition wstag440.c:267
FieldTalk actor4Talks[]
Definition wstag440.c:387
u16 actor4Conditions[]
Definition wstag440.c:489
u16 actor20Talk4Conditions[]
Definition wstag440.c:324
FieldActorEntry actor4
Definition wstag440.c:515
u16 actor3Conditions[]
Definition wstag440.c:483
u16 actor2Talk2Conditions[]
Definition wstag440.c:269
AreaBattle area3Battle6
Definition wstag440.c:163
FieldTalk actor17Talks[]
Definition wstag440.c:439
FieldTalk actor11Talks[]
Definition wstag440.c:415
FieldActorEntry actor8
Definition wstag440.c:519
u16 actor2Talk3Actions[]
Definition wstag440.c:278
ActorImage stageImages[]
Definition wstag440.c:173
FieldTalk actor6Talks[]
Definition wstag440.c:395
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0012; BGM_0029 instead at story s...
Definition wstag440.c:47
u16 actor20Talk2Conditions[]
Definition wstag440.c:314
FieldTalk actor19Talks[]
Definition wstag440.c:447
AreaBattle area2Battle4
Definition wstag440.c:148
u16 actor16Conditions[]
Definition wstag440.c:506
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag440.c:558
s16 script152[]
Definition wstag440.c:99
u16 actor20Talk6Conditions[]
Definition wstag440.c:341
u16 actor20Talk6Actions[]
Definition wstag440.c:350
FieldActorEntry actor9
Definition wstag440.c:520
u16 actor8Conditions[]
Definition wstag440.c:498
FieldActorEntry actor20
Definition wstag440.c:531
u16 actor5Conditions[]
Definition wstag440.c:495
FieldTalk actor10Talks[]
Definition wstag440.c:411
FieldTalk actor3Talks[]
Definition wstag440.c:381
u16 actor2Talk6Actions[]
Definition wstag440.c:305
u16 actor3Talk1Actions[]
Definition wstag440.c:308
FieldTalk actor9Talks[]
Definition wstag440.c:407
u16 actor2Talk5Conditions[]
Definition wstag440.c:287
BattleList area3Battles
Definition wstag440.c:165
u16 actor3Talk2Actions[]
Definition wstag440.c:310
AreaBattle area3Battle5
Definition wstag440.c:162
AreaBattle area0Battle5
Definition wstag440.c:123
BattleList area1Battles
Definition wstag440.c:139
FieldTalk actor15Talks[]
Definition wstag440.c:431
u16 actor0Talk2Actions[]
Definition wstag440.c:190
u16 actor0Talk5Conditions[]
Definition wstag440.c:207
BattleList area2Battles
Definition wstag440.c:152
u16 actor2Talk0Conditions[]
Definition wstag440.c:266
FieldActorEntry actor15
Definition wstag440.c:526
FieldActorEntry actor12
Definition wstag440.c:523
FieldActorEntry actor16
Definition wstag440.c:527
u16 actor15Conditions[]
Definition wstag440.c:505
AreaBattle area1Battle4
Definition wstag440.c:135
u16 actor2Talk2Actions[]
Definition wstag440.c:270
u16 actor6Conditions[]
Definition wstag440.c:496
AreaBattle area2Battle2
Definition wstag440.c:146
u16 actor0Talk2Conditions[]
Definition wstag440.c:189
AreaBattle area1Battle5
Definition wstag440.c:136
u16 actor14Conditions[]
Definition wstag440.c:504
FieldActorEntry actor7
Definition wstag440.c:518
u16 actor2Talk6Conditions[]
Definition wstag440.c:296
StageSlot stageSlots[]
Definition wstag440.c:566
AreaBattle area2Battle1
Definition wstag440.c:145
u16 actor1Talk0Actions[]
Definition wstag440.c:227
FieldActorEntry actor13
Definition wstag440.c:524
AreaBattle area1Battle3
Definition wstag440.c:134
u16 actor1Talk5Conditions[]
Definition wstag440.c:247
void endEvent152(void)
After event 152, with the player: moves the story on to STORY_SOUTH_STATION_GHOST.
Definition wstag440.c:29
u16 actor0Talk6Conditions[]
Definition wstag440.c:216
AreaBattle area1Battle0
Definition wstag440.c:131
FieldActorEntry actor11
Definition wstag440.c:522
u16 actor1Talk2Conditions[]
Definition wstag440.c:229
FieldActorEntry actor1
Definition wstag440.c:512
FieldActorEntry actor21
Definition wstag440.c:532
AreaBattle area0Battle0
Definition wstag440.c:118
AreaBattle area0Battle2
Definition wstag440.c:120
FieldTalk actor13Talks[]
Definition wstag440.c:423
#define STAGE_FILE
Definition wstag440.c:41
AreaBattle area2Battle5
Definition wstag440.c:149
u16 actor20Talk3Actions[]
Definition wstag440.c:323
AreaBattle area1Battle1
Definition wstag440.c:132
u16 actor7Conditions[]
Definition wstag440.c:497
AreaBattle area2Battle3
Definition wstag440.c:147
u16 actor2Conditions[]
Definition wstag440.c:477
FieldTalk actor18Talks[]
Definition wstag440.c:443
u16 actor20Talk0Conditions[]
Definition wstag440.c:312
FieldTalk actor7Talks[]
Definition wstag440.c:399
u16 actor20Conditions[]
Definition wstag440.c:509
AreaBattle area0Battle4
Definition wstag440.c:122
#define STAGE_TEXT
Definition wstag440.c:39
u16 actor2Talk4Conditions[]
Definition wstag440.c:279
FieldTalk actor8Talks[]
Definition wstag440.c:403
FieldTalk actor12Talks[]
Definition wstag440.c:419
AreaBattle area3Battle7
Definition wstag440.c:164
u16 actor21Conditions[]
Definition wstag440.c:510
u16 actor1Talk4Conditions[]
Definition wstag440.c:239
BattleList area0Battles
Definition wstag440.c:126
AreaBattle area1Battle7
Definition wstag440.c:138
u16 actor20Talk3Conditions[]
Definition wstag440.c:316
FieldTalk actor16Talks[]
Definition wstag440.c:435
u16 actor17Conditions[]
Definition wstag440.c:507
FieldActorEntry actor3
Definition wstag440.c:514
FieldBattles stageBattles[]
Definition wstag440.c:170
u16 actor1Talk6Conditions[]
Definition wstag440.c:256
FieldActorEntry actor14
Definition wstag440.c:525
FieldEvent stageEvents[]
Definition wstag440.c:573
u16 actor1Talk3Conditions[]
Definition wstag440.c:231
u16 actor12Conditions[]
Definition wstag440.c:502
u16 actor0Conditions[]
Definition wstag440.c:465
u16 actor0Talk3Actions[]
Definition wstag440.c:198