Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag471.c
Go to the documentation of this file.
1/*
2 * WSTAG471: Swamp Inn, South Sector. On the Amaterasu server; its Asuka server
3 * twin is WSTAG470.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
11
12/*
13 * After event 1461, with Guardromon: applies 0x7C18, an action that does
14 * nothing (applyAction's mode changes 0x7C are only 0 and 1)
15 */
16void endEvent1461(void) {
17 FLAGS_00.applyAction(0x7C18, 1);
18}
19
20#if VERSION_US || VERSION_JP
21#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
22#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
23#define STAGE_FILE 0x56D
24#elif VERSION_EU
25#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
26#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
27#define STAGE_FILE 0x57D
28#endif
29/* Sets the stage up: its map, actors and events, playing SHOP1BGM */
48
50 SCRIPT_WALK(2, 0xA0, 0x148, 3),
51 SCRIPT_PLACE(0x15, 0x80, 0x138),
52 SCRIPT_POSE(0x15, 1, 7),
55 SCRIPT_POSE(2, 1, 3),
56 SCRIPT_WAIT(6),
57 SCRIPT_TALK(0, 1, 0x15, 0),
59 SCRIPT_WAIT(0x1E),
60 SCRIPT_POSE(0x15, 0x36, 7),
62 SCRIPT_WAIT_ANIM(0x15),
63 SCRIPT_POSE(0x15, 0x37, 7),
64 SCRIPT_WAIT(0x5A),
65 SCRIPT_LEAVE(0xC16, 0, 0, 0),
67};
69 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
70 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
71 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
72 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
73 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
74 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
75 { 0x140, 0x100, 0x170, 0x158, 0xC0, 0x58, 0x160, 0x1FF },
76 { 0x140, 0x100, 0x172, 0x100, 0xC8, 0, 0x170, 0x1FF },
77 { 0x140, 0x100, 0x170, 0x178, 0xC0, 0x78, 0x160, 0x1FE },
78 { 0x140, 0x100, 0x172, 0x130, 0xC8, 0x30, 0x170, 0x1FE },
79 { 0x140, 0x100, 0x150, 0x196, 0x40, 0x96, 0x160, 0x1FD },
80 { 0x140, 0x100, 0x158, 0x196, 0x60, 0x96, 0x170, 0x1FD },
81 { 0x140, 0x100, 0x170, 0x198, 0xC0, 0x98, 0x160, 0x1FC },
82 { 0x140, 0x100, 0x160, 0x19C, 0x80, 0x9C, 0x170, 0x1FC },
83 { 0, 0, 0, 0, 0, 0, 0, 0 },
84};
85u16 actor0Talk0Actions[] = { 0x7A2B, 1, CODES_END };
88 { NULL, actor0Talk0Actions, 0x2CE },
89 { NULL, NULL, 0 },
90};
92 { NULL, actor1Talk0Actions, 0x2CF },
93 { NULL, NULL, 0 },
94};
96 { NULL, NULL, 0xA9 },
97 { NULL, NULL, 0 },
98};
100 { NULL, NULL, 0xA7 },
101 { NULL, NULL, 0 },
102};
104 { NULL, NULL, 0xAA },
105 { NULL, NULL, 0 },
106};
108 { NULL, NULL, 0xAC },
109 { NULL, NULL, 0 },
110};
112 { NULL, NULL, 0xAD },
113 { NULL, NULL, 0 },
114};
116 { NULL, NULL, 0xAE },
117 { NULL, NULL, 0 },
118};
120 { NULL, NULL, 0xAB },
121 { NULL, NULL, 0 },
122};
124 { NULL, NULL, 0xA6 },
125 { NULL, NULL, 0 },
126};
128 { NULL, NULL, 0xB0 },
129 { NULL, NULL, 0 },
130};
132 { NULL, NULL, 0xA8 },
133 { NULL, NULL, 0 },
134};
136 { NULL, NULL, 0xAF },
137 { NULL, NULL, 0 },
138};
166FieldActorEntry actor0 = { NULL, actor0Talks, 0x14, 4, 357, 278, 7 };
167FieldActorEntry actor1 = { NULL, actor1Talks, 0x15, 5, 128, 312, 7 };
170FieldActorEntry actor4 = { NULL, NULL, 0x78, 8, 368, 232, 5 };
180FieldActorEntry actor14 = { NULL, NULL, 0xDB, 0xC, 368, 296, 7 };
182 &actor0,
183 &actor1,
184 &actor2,
185 &actor3,
186 &actor4,
187 &actor5,
188 &actor6,
189 &actor7,
190 &actor8,
191 &actor9,
192 &actor10,
193 &actor11,
194 &actor12,
195 &actor13,
196 &actor14,
197 NULL,
198};
200 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 249, 225, 0, 0 },
201 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 311, 194, 0, 0 },
202 { 1, 0, 0x40, 2, 0x32, 2, 0, 3, 6, 0, 472, 215, 0, 0 },
203 { 1, 0, 0x40, 2, 0x33, 2, 0, 3, 6, 0, 193, 297, 0, 0 },
204 { 1, 0, 0x40, 2, 0x33, 2, 0, 3, 6, 0, 257, 265, 0, 0 },
205 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 265, 384, 412, 0 },
206 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 367, 333, 361, 0 },
207 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 288, 299, 318, 0 },
208 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 288, 305, 327, 0 },
209 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 306, 299, 320, 0 },
210 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 321, 290, 311, 0 },
211 { 1, 0, 0x40, 4, 6, 0, 0, 0, 0, 0, 338, 282, 303, 0 },
212 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 356, 275, 295, 0 },
213 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 370, 266, 287, 0 },
214 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 386, 258, 279, 0 },
215 { 1, 0, 0x40, 4, 0xA, 0, 0, 0, 0, 0, 402, 250, 271, 0 },
216 { 1, 0, 0x40, 4, 0xB, 0, 0, 0, 0, 0, 418, 242, 263, 0 },
217 { 1, 0, 0x40, 4, 0xC, 0, 0, 0, 0, 0, 434, 235, 255, 0 },
218 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
219};
221 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2A4, 0x1BE, 0xBA, 7, 0, 0, 0 },
222 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x243, 0xC0, 0, 0, 0, 0 },
223 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x252, 0x116, 0, 0, 0, 0 },
224 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 3, 0xB1, 0x149, 0, 0, 0, 0 },
225 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 3, 0xC0, 0x17E, 0, 0, 0, 0 },
226 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
227};
228void (*stageFuncs[])(void) = {
230};
232 { 1461, script1461, EVENT_TEXT(0x31), NULL, endEvent1461 },
233 { -1, NULL, 0, NULL, NULL },
234};
#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
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
#define SLOT_CLIMB_UP
Definition field_map.h:256
#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_COMMAND_PLAY_SAVEDEMO
Definition field_map.h:65
#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_CLIMB_DOWN
Definition field_map.h:257
#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 START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#define CODES_END
Definition game_state.h:83
#define PROGRESS(n)
GAME.progress is n.
Definition game_state.h:69
#define MUSIC_SHOP_1
SHOP1BGM: the inns, shops and towers.
Definition sound.h:81
#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_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#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_JUNGLE_SOUND_TO_BLACK_ID_PASS
GAME.progress is from STORY_JUNGLE_SOUND to STORY_BLACK_ID_PASS (PROGRESS_RANGES[0x15])
Definition story.h:1926
#define SPECIAL_STORY_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
Definition story.h:1932
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
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
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
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
u16 actor0Talk0Actions[]
Definition wstag471.c:85
FieldActorEntry actor0
Definition wstag471.c:166
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag471.c:228
FieldActorEntry actor6
Definition wstag471.c:172
u16 actor11Conditions[]
Definition wstag471.c:159
FieldTalk actor2Talks[]
Definition wstag471.c:95
u16 actor10Conditions[]
Definition wstag471.c:154
FieldTalk actor5Talks[]
Definition wstag471.c:103
FieldActorEntry actor5
Definition wstag471.c:171
FieldActorEntry actor2
Definition wstag471.c:168
u16 actor9Conditions[]
Definition wstag471.c:153
FieldActorEntry * stageActors[]
Definition wstag471.c:181
void endEvent1461(void)
After event 1461, with Guardromon: applies 0x7C18, an action that does nothing (applyAction's mode ch...
Definition wstag471.c:16
FieldTalk actor1Talks[]
Definition wstag471.c:91
u16 actor13Conditions[]
Definition wstag471.c:165
FieldTalk actor0Talks[]
Definition wstag471.c:87
FieldActorEntry actor10
Definition wstag471.c:176
FieldActorEntry actor4
Definition wstag471.c:170
u16 actor3Conditions[]
Definition wstag471.c:144
FieldTalk actor11Talks[]
Definition wstag471.c:127
FieldActorEntry actor8
Definition wstag471.c:174
ActorImage stageImages[]
Definition wstag471.c:68
FieldTalk actor6Talks[]
Definition wstag471.c:107
void setupStage(void)
Sets the stage up: its map, actors and events, playing SHOP1BGM.
Definition wstag471.c:30
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag471.c:199
s16 script1461[]
Definition wstag471.c:49
FieldActorEntry actor9
Definition wstag471.c:175
u16 actor8Conditions[]
Definition wstag471.c:152
u16 actor5Conditions[]
Definition wstag471.c:149
FieldTalk actor10Talks[]
Definition wstag471.c:123
FieldTalk actor3Talks[]
Definition wstag471.c:99
FieldTalk actor9Talks[]
Definition wstag471.c:119
FieldActorEntry actor12
Definition wstag471.c:178
u16 actor6Conditions[]
Definition wstag471.c:150
FieldActorEntry actor7
Definition wstag471.c:173
StageSlot stageSlots[]
Definition wstag471.c:220
u16 actor1Talk0Actions[]
Definition wstag471.c:86
FieldActorEntry actor13
Definition wstag471.c:179
FieldActorEntry actor11
Definition wstag471.c:177
FieldActorEntry actor1
Definition wstag471.c:167
FieldTalk actor13Talks[]
Definition wstag471.c:135
#define STAGE_FILE
Definition wstag471.c:27
u16 actor7Conditions[]
Definition wstag471.c:151
u16 actor2Conditions[]
Definition wstag471.c:139
FieldTalk actor7Talks[]
Definition wstag471.c:111
#define STAGE_TEXT
Definition wstag471.c:25
FieldTalk actor8Talks[]
Definition wstag471.c:115
FieldTalk actor12Talks[]
Definition wstag471.c:131
FieldActorEntry actor3
Definition wstag471.c:169
FieldActorEntry actor14
Definition wstag471.c:180
FieldEvent stageEvents[]
Definition wstag471.c:231
u16 actor12Conditions[]
Definition wstag471.c:160