Digimon World 3 decomp
The European version, SLES_039.36
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wstag475.c
Go to the documentation of this file.
1/*
2 * WSTAG475: Shaman House, South Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* Creates the event object of the story so far, the first that applies */
9void updateStage(StageTask *task, void **children) {
10 switch (task->state) {
11 case TASK_INIT:
12 default:
14 children[0] = FIELDSTG_startEvent(0xB4);
16 children[0] = FIELDSTG_startEvent(0xB5);
18 children[0] = FIELDSTG_startEvent(0xBE);
20 FLAGS_00.checkCondition(ITEM(0, 0x15), 0)) {
21 children[0] = FIELDSTG_startEvent(0xC8);
22 } else if (GAME.progress == STORY_AGUMON_SUITS && FLAGS_00.checkCondition(ITEM(0, 0x15), 1)) {
23 children[0] = FIELDSTG_startEvent(0xE6);
24 }
25 task->nextState(task);
26 break;
27 case TASK_RUN:
28 case TASK_DONE:
29 case TASK_KILL:
30 break;
31 }
32}
33
34#define STAGE_CHILDREN_SIZE 4
36
37/* After event 180, with Voice and Sepikmon: keeps it from playing again */
41
42/*
43 * After event 230, with Sepikmon: moves the story on to STORY_ZANBAMON_DRIVEN_OFF and
44 * gives the player the Smelly Herb
45 */
50
51#if VERSION_US || VERSION_JP
52#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
53#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
54#define STAGE_FILE 0x223
55#define STAGE_ARCHIVE 0x3CA
56#elif VERSION_EU
57#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
58#define EVENT_TEXT_FILE (TEXT_EVENTS_400 - 1)
59#define STAGE_FILE 0x232
60#define STAGE_ARCHIVE 0x3DA
61#endif
62/* Sets the stage up: its map, actors and events, playing BGM_0013 */
81
83 SCRIPT_FOLLOW(1, 2),
84 SCRIPT_WALK(2, 0xB6, 0x113, 3),
85 SCRIPT_PLACE(0xC5, 0x76, 0x8C),
86 SCRIPT_POSE(0xC5, 1, 7),
89 SCRIPT_POSE(2, 1, 3),
90 SCRIPT_WAIT(6),
91 SCRIPT_WAIT(0x1E),
92 SCRIPT_POSE(2, 1, 1),
93 SCRIPT_WAIT(0x1E),
94 SCRIPT_POSE(2, 1, 5),
95 SCRIPT_WAIT(0x1E),
96 SCRIPT_POSE(2, 1, 3),
97 SCRIPT_WAIT(0x1E),
98 SCRIPT_TALK(0, 1, 2, 3),
100 SCRIPT_WAIT(0x1E),
101 SCRIPT_TALK(0, 2, 0xC5, 3),
103 SCRIPT_WAIT(0x1E),
104 SCRIPT_COMMAND(0x323, 0x325, 2),
105 SCRIPT_WAIT(0x3C),
106 SCRIPT_COMMAND(0x323, 0x326, 2),
107 SCRIPT_WAIT(0x1E),
108 SCRIPT_TALK(0, 3, 2, 3),
110 SCRIPT_WAIT(0x1E),
111 SCRIPT_TALK(0, 4, 0xC5, 3),
113 SCRIPT_WAIT(0x1E),
114 SCRIPT_TALK(0, 5, 2, 3),
116 SCRIPT_WAIT(0x1E),
117 SCRIPT_LEAVE(0x237, 0x41E, 0x19E, 1),
119};
121 SCRIPT_FOLLOW(1, 2),
122 SCRIPT_PLACE(2, 0x98, 0x13C),
123 SCRIPT_POSE(2, 1, 5),
124 SCRIPT_PLACE(0xC5, 0x76, 0x8C),
125 SCRIPT_POSE(0xC5, 1, 7),
127 SCRIPT_WAIT(0x1E),
128 SCRIPT_WALK(2, 0xAF, 0x12F, 5),
130 SCRIPT_WALK(2, 0xAF, 0x10F, 4),
132 SCRIPT_POSE(2, 1, 3),
133 SCRIPT_WAIT(0x1E),
134 SCRIPT_TALK(0, 1, 0xC5, 3),
136 SCRIPT_WAIT(0x1E),
137 SCRIPT_TALK(0, 2, 2, 1),
138 SCRIPT_POSE(2, 7, 3),
140 SCRIPT_POSE(2, 1, 3),
141 SCRIPT_WAIT(0x1E),
142 SCRIPT_TALK(0, 3, 0xC5, 3),
144 SCRIPT_WAIT(0x3C),
145 SCRIPT_TALK(0, 8, 0xC5, 3),
147 SCRIPT_WAIT(0x1E),
148 SCRIPT_TALK(0, 4, 2, 1),
149 SCRIPT_POSE(2, 7, 3),
151 SCRIPT_POSE(2, 1, 3),
152 SCRIPT_WAIT(0x1E),
153 SCRIPT_TALK(0, 5, 0xC5, 3),
155 SCRIPT_COMMAND(0x323, 0x325, 2),
156 SCRIPT_WAIT(0x3C),
157 SCRIPT_COMMAND(0x323, 0x326, 2),
158 SCRIPT_WAIT(0x1E),
159 SCRIPT_TALK(0, 6, 0xC5, 3),
161 SCRIPT_WAIT(0x1E),
162 SCRIPT_TALK(0, 9, 2, 1),
163 SCRIPT_POSE(2, 7, 3),
165 SCRIPT_POSE(2, 1, 3),
166 SCRIPT_WAIT(0x1E),
167 SCRIPT_TALK(0, 7, 0xC5, 3),
169 SCRIPT_WAIT(0x1E),
170 SCRIPT_WALK(2, 0xAF, 0x12F, 0),
171 SCRIPT_LEAVE(0x237, 0x41E, 0x19E, 1),
173};
175 SCRIPT_FOLLOW(1, 2),
176 SCRIPT_PLACE(2, 0x98, 0x13C),
177 SCRIPT_POSE(2, 1, 5),
178 SCRIPT_PLACE(0xC5, 0x67, 0x8C),
179 SCRIPT_POSE(0xC5, 1, 7),
181 SCRIPT_WAIT(0x1E),
182 SCRIPT_WALK(2, 0xAF, 0x12F, 5),
184 SCRIPT_WALK(2, 0xAF, 0x10F, 4),
186 SCRIPT_POSE(2, 1, 3),
187 SCRIPT_WAIT(0x1E),
188 SCRIPT_POSE(2, 1, 1),
189 SCRIPT_WAIT(0x1E),
190 SCRIPT_POSE(2, 1, 5),
191 SCRIPT_WAIT(0x1E),
192 SCRIPT_POSE(2, 1, 3),
193 SCRIPT_WAIT(0x1E),
194 SCRIPT_TALK(0, 1, 2, 3),
196 SCRIPT_WAIT(0x1E),
197 SCRIPT_TALK(0, 2, 0xC5, 3),
199 SCRIPT_WAIT(0x1E),
200 SCRIPT_TALK(0, 3, 2, 3),
202 SCRIPT_LEAVE(0x237, 0x41E, 0x19E, 1),
204};
206 SCRIPT_FOLLOW(1, 2),
207 SCRIPT_PLACE(2, 0x98, 0x13C),
208 SCRIPT_POSE(2, 1, 5),
209 SCRIPT_PLACE(0xC5, 0x76, 0x8C),
210 SCRIPT_POSE(0xC5, 1, 7),
212 SCRIPT_WAIT(0x1E),
213 SCRIPT_WALK(2, 0xAF, 0x12F, 5),
215 SCRIPT_WALK(2, 0xAF, 0x10F, 4),
217 SCRIPT_POSE(2, 1, 3),
218 SCRIPT_WAIT(0x1E),
219 SCRIPT_TALK(0, 1, 0xC5, 3),
221 SCRIPT_WAIT(0x1E),
222 SCRIPT_WALK(2, 0xAF, 0x12F, 0),
223 SCRIPT_LEAVE(0x237, 0x41E, 0x19E, 1),
225};
227 SCRIPT_FOLLOW(1, 2),
228 SCRIPT_PLACE(2, 0x98, 0x13C),
229 SCRIPT_POSE(2, 1, 5),
230 SCRIPT_PLACE(0xC5, 0x76, 0x8C),
231 SCRIPT_POSE(0xC5, 1, 7),
233 SCRIPT_WAIT(0x1E),
234 SCRIPT_WALK(2, 0xAF, 0x12F, 5),
237 SCRIPT_WALK(2, 0xAF, 0x10F, 4),
239 SCRIPT_POSE(2, 1, 3),
240 SCRIPT_WAIT(0x1E),
241 SCRIPT_TALK(0, 1, 0xC5, 3),
243 SCRIPT_WAIT(0x1E),
244 SCRIPT_WALK(2, 0xAF, 0x12F, 0),
245 SCRIPT_LEAVE(0x237, 0x41E, 0x19E, 1),
247};
249 SCRIPT_FOLLOW(1, 2),
250 SCRIPT_PLACE(2, 0x98, 0x13C),
251 SCRIPT_POSE(2, 1, 5),
252 SCRIPT_PLACE(0xC5, 0x67, 0x8C),
253 SCRIPT_POSE(0xC5, 1, 7),
255 SCRIPT_WAIT(0x1E),
256 SCRIPT_WALK(2, 0xAF, 0x12F, 5),
258 SCRIPT_WALK(2, 0xAF, 0x10F, 4),
260 SCRIPT_POSE(2, 1, 3),
261 SCRIPT_WAIT(0x1E),
262 SCRIPT_TALK(0, 1, 2, 3),
264 SCRIPT_PLACE(0x13F, 0x90, 0x101),
265 SCRIPT_POSE(0x13F, 1, 7),
266 SCRIPT_WAIT(0x3C),
267 SCRIPT_TALK(0, 2, 0xC5, 3),
269 SCRIPT_WAIT(0x5A),
270 SCRIPT_TALK(0, 3, 0xC5, 3),
272 SCRIPT_WAIT(0x1E),
273 SCRIPT_TALK(0, 4, 2, 3),
275 SCRIPT_WAIT(0x1E),
276 SCRIPT_TALK(0, 5, 0xC5, 3),
278 SCRIPT_WAIT(0x1E),
279 SCRIPT_TALK(0, 6, 2, 3),
281 SCRIPT_POSE(2, 1, 7),
282 SCRIPT_WAIT(0x3C),
283 SCRIPT_PLACE(0xC5, 0x67, 0xED),
284 SCRIPT_POSE(0xC5, 0x46, 7),
285 SCRIPT_WAIT_ANIM(0xC5),
286 SCRIPT_POSE(0xC5, 1, 7),
287 SCRIPT_WAIT(0x1E),
288 SCRIPT_TALK(0, 0xD, 0xC5, 2),
290 SCRIPT_WAIT(0x1E),
291 SCRIPT_WALK(0xC5, 0x88, 0xFD, 7),
292 SCRIPT_WAIT_WALK(0xC5),
293 SCRIPT_PLACE(0x84, 0x90, 0x101),
294 SCRIPT_POSE(0x84, 1, 7),
295 SCRIPT_PLACE(0xC5, 0, 0),
296 SCRIPT_POSE(0xC5, 1, 0),
297 SCRIPT_PLACE(0x13F, 0, 0),
298 SCRIPT_POSE(0x13F, 1, 7),
300 SCRIPT_WAIT(0x3C),
301 SCRIPT_TALK(0, 7, 0x84, 0),
303 SCRIPT_WAIT(0x1E),
304 SCRIPT_POSE(2, 1, 3),
305 SCRIPT_WAIT(0x1E),
306 SCRIPT_TALK(0, 8, 0x84, 0),
309 SCRIPT_WAIT(0x1E),
310 SCRIPT_TALK(0, 9, 2, 3),
312 SCRIPT_WAIT(0x1E),
313 SCRIPT_TALK(0, 0xA, 0x84, 0),
315 SCRIPT_WAIT(0x1E),
316 SCRIPT_TALK(0, 0xB, 2, 3),
318 SCRIPT_WAIT(0x1E),
319 SCRIPT_TALK(0, 0xC, 0x84, 0),
321 SCRIPT_WAIT(0x1E),
322 SCRIPT_WALK(2, 0xAF, 0x141, 0),
323 SCRIPT_WAIT(6),
324 SCRIPT_LEAVE(0x237, 0x412, 0x1A4, 1),
326};
328 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
329 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
330 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
331 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
332 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
333 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
334 { 0x140, 0x100, 0x14C, 0x100, 0x30, 0, 0x150, 0x1FF },
335 { 0x140, 0x100, 0x140, 0x100, 0, 0, 0x160, 0x1FF },
336 { 0x140, 0x100, 0x154, 0x100, 0x50, 0, 0x170, 0x1FF },
337 { 0x140, 0x100, 0x15C, 0x100, 0x70, 0, 0x140, 0x1FE },
338};
353 { NULL, NULL, 0x124 },
354 { NULL, NULL, 0 },
355};
357 { NULL, NULL, 0x126 },
358 { NULL, NULL, 0 },
359};
361 { NULL, NULL, 0x127 },
362 { NULL, NULL, 0 },
363};
365 { NULL, NULL, 0x129 },
366 { NULL, NULL, 0 },
367};
369 { NULL, NULL, 0x11F },
370 { NULL, NULL, 0 },
371};
373 { NULL, NULL, 0x120 },
374 { NULL, NULL, 0 },
375};
377 { actor8Talk0Conditions, NULL, 0x121 },
379 { actor8Talk2Conditions, NULL, 0x2EE },
380 { NULL, NULL, 0 },
381};
383 { NULL, NULL, 0x122 },
384 { NULL, NULL, 0 },
385};
387 { NULL, NULL, 0x123 },
388 { NULL, NULL, 0 },
389};
391 { NULL, NULL, 0x128 },
392 { NULL, NULL, 0 },
393};
395 { NULL, NULL, 0x125 },
396 { NULL, NULL, 0 },
397};
399 { NULL, NULL, 0x125 },
400 { NULL, NULL, 0 },
401};
436FieldActorEntry actor17 = { NULL, NULL, 0x13F, 7, 0, 0, 1 };
438 &actor0,
439 &actor1,
440 &actor2,
441 &actor3,
442 &actor4,
443 &actor5,
444 &actor6,
445 &actor7,
446 &actor8,
447 &actor9,
448 &actor10,
449 &actor11,
450 &actor12,
451 &actor13,
452 &actor14,
453 &actor15,
454 &actor16,
455 &actor17,
456 NULL,
457};
459 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x37, 0xA, 0, 216, 262, 0, 0 },
460 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3D, 0xA, 0, 72, 170, 0, 0 },
461 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x43, 0xA, 0, 348, 225, 0, 0 },
462 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x43, 0xA, 0, 355, 229, 0, 0 },
463 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
464};
466 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x237, 0x412, 0x1A4, 1, 0, 0, 0 },
467 { { { PROGRESS(STORY_SOUTH_STATION_GHOST), 1 }, { CODES_END, 0 } }, SLOT_EVENT, 0xA0, 0, 0, 0, 0, 0, 0 },
468 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
469};
470void (*stageFuncs[])(void) = {
472};
474 { 160, script160, EVENT_TEXT(7), NULL, NULL },
475 { 180, script180, EVENT_TEXT(0xA), NULL, endEvent180 },
476 { 181, script181, EVENT_TEXT(0xB), NULL, NULL },
477 { 190, script190, EVENT_TEXT(0xC), NULL, NULL },
478 { 200, script200, EVENT_TEXT(0xD), NULL, NULL },
479 { 230, script230, EVENT_TEXT(0xE), NULL, endEvent230 },
480 { -1, NULL, 0, NULL, NULL },
481};
#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
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 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 FIELD_COMMAND_ICON3
its substate 3, with ITEM_GET
Definition field_map.h:44
#define FIELD_COMMAND_PLAY_MASK_SET
Definition field_map.h:57
#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 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 MUSIC_SHAMAN_HOUSE
BGM_0013: the Shaman House.
Definition sound.h:89
#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_SINCERITY_SYMBOL_FOUND
wstag455 Bios Swamp: "There it is! The Symbol of Sincerity!" behind a wall; then Sepikmon advises ask...
Definition story.h:1106
#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_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_CODE_PASSES_NEEDED
WSTAG685, event 690: Leader Chuck says stopping Knightmon takes the four City Leaders' Code Passes.
Definition story.h:100
#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 FLAG_SWAMP_INN_SEPIKMON_HINT_TALKED
wstag470 Swamp Inn: Gatomon says Sepikmon of the Shaman House could stop Zanbamon but is missing; let...
Definition story.h:1257
#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_SEPIKMON_BOMB_HINT_TALKED
wstag475 Shaman House: Sepikmon says to ask his friend Baronmon about bombs; Baronmon then talks abou...
Definition story.h:1109
#define FLAG_SEPIKMON_LOST_MASK_SEEN
wstag475 Shaman House event 180: the player meets maskless Sepikmon ("A monster!"),...
Definition story.h:1064
#define FLAG_BARONMON_CHANGE_ACCOUNT_TALKED
wstag475 Shaman House: Baronmon announces his "Change Account" art for renaming Digimon once; later t...
Definition story.h:1236
#define FLAG_BRIDGE_SEPIKMON_TALKED
wstag205 Asuka Bridge: a "Sepikmon" boasts he found his mask and won't help; then Etemon says Sepikmo...
Definition story.h:1070
#define SPECIAL_STORY_SINCE_DE_SINCERITY
GAME.progress is STORY_DE_SINCERITY or later (PROGRESS_RANGES[0xC], to 0x63)
Definition story.h:1899
#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
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
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
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 wstag475.c:403
u16 actor0Talk0Actions[]
Definition wstag475.c:340
void endEvent230(void)
After event 230, with Sepikmon: moves the story on to STORY_ZANBAMON_DRIVEN_OFF and gives the player ...
Definition wstag475.c:46
FieldActorEntry actor0
Definition wstag475.c:419
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag475.c:470
FieldActorEntry actor6
Definition wstag475.c:425
u16 actor11Conditions[]
Definition wstag475.c:413
u16 actor0Talk0Conditions[]
Definition wstag475.c:339
s16 script190[]
Definition wstag475.c:205
FieldTalk actor2Talks[]
Definition wstag475.c:352
u16 actor8Talk1Conditions[]
Definition wstag475.c:344
u16 actor0Talk1Conditions[]
Definition wstag475.c:341
u16 actor10Conditions[]
Definition wstag475.c:412
FieldActorEntry actor17
Definition wstag475.c:436
FieldTalk actor5Talks[]
Definition wstag475.c:364
FieldActorEntry actor5
Definition wstag475.c:424
FieldActorEntry actor2
Definition wstag475.c:421
u16 actor8Talk2Conditions[]
Definition wstag475.c:346
u16 actor9Conditions[]
Definition wstag475.c:411
FieldActorEntry * stageActors[]
Definition wstag475.c:437
u16 actor0Talk1Actions[]
Definition wstag475.c:342
u16 actor13Conditions[]
Definition wstag475.c:415
FieldTalk actor0Talks[]
Definition wstag475.c:347
#define STAGE_ARCHIVE
Definition wstag475.c:60
FieldActorEntry actor10
Definition wstag475.c:429
FieldTalk actor4Talks[]
Definition wstag475.c:360
u16 actor4Conditions[]
Definition wstag475.c:406
FieldActorEntry actor4
Definition wstag475.c:423
u16 actor3Conditions[]
Definition wstag475.c:405
FieldTalk actor11Talks[]
Definition wstag475.c:390
FieldActorEntry actor8
Definition wstag475.c:427
ActorImage stageImages[]
Definition wstag475.c:327
FieldTalk actor6Talks[]
Definition wstag475.c:368
void setupStage(void)
Sets the stage up: its map, actors and events, playing BGM_0013.
Definition wstag475.c:63
u16 actor8Talk1Actions[]
Definition wstag475.c:345
u16 actor16Conditions[]
Definition wstag475.c:418
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag475.c:458
s16 script200[]
Definition wstag475.c:226
FieldActorEntry actor9
Definition wstag475.c:428
u16 actor8Conditions[]
Definition wstag475.c:410
s16 script230[]
Definition wstag475.c:248
u16 actor5Conditions[]
Definition wstag475.c:407
FieldTalk actor10Talks[]
Definition wstag475.c:386
FieldTalk actor3Talks[]
Definition wstag475.c:356
FieldTalk actor9Talks[]
Definition wstag475.c:382
FieldActorEntry actor15
Definition wstag475.c:434
FieldActorEntry actor12
Definition wstag475.c:431
FieldActorEntry actor16
Definition wstag475.c:435
u16 actor15Conditions[]
Definition wstag475.c:417
void endEvent180(void)
After event 180, with Voice and Sepikmon: keeps it from playing again.
Definition wstag475.c:38
u16 actor6Conditions[]
Definition wstag475.c:408
u16 actor14Conditions[]
Definition wstag475.c:416
FieldActorEntry actor7
Definition wstag475.c:426
StageSlot stageSlots[]
Definition wstag475.c:465
FieldActorEntry actor13
Definition wstag475.c:432
FieldActorEntry actor11
Definition wstag475.c:430
FieldActorEntry actor1
Definition wstag475.c:420
FieldTalk actor13Talks[]
Definition wstag475.c:398
#define STAGE_FILE
Definition wstag475.c:59
u16 actor7Conditions[]
Definition wstag475.c:409
u16 actor2Conditions[]
Definition wstag475.c:404
s16 script180[]
Definition wstag475.c:120
FieldTalk actor7Talks[]
Definition wstag475.c:372
s16 script181[]
Definition wstag475.c:174
#define STAGE_TEXT
Definition wstag475.c:57
FieldTalk actor8Talks[]
Definition wstag475.c:376
s16 script160[]
Definition wstag475.c:82
FieldTalk actor12Talks[]
Definition wstag475.c:394
u16 actor8Talk0Conditions[]
Definition wstag475.c:343
FieldActorEntry actor3
Definition wstag475.c:422
FieldActorEntry actor14
Definition wstag475.c:433
FieldEvent stageEvents[]
Definition wstag475.c:473
u16 actor12Conditions[]
Definition wstag475.c:414
u16 actor0Conditions[]
Definition wstag475.c:402