Digimon World 3 decomp
The European version, SLES_039.36
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wstag521.c
Go to the documentation of this file.
1/*
2 * WSTAG521: Zhu Que Hall, Zhu Que City. On the Amaterasu server; its Asuka
3 * server twin is WSTAG520.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
9/* Creates the event object of story progress 0x1C */
10void updateStage(StageTask *task, void **children) {
11 switch (task->state) {
12 case TASK_INIT:
13 default:
15 children[0] = FIELDSTG_startEvent(0x2EF);
16 }
17 task->nextState(task);
18 break;
19 case TASK_RUN:
20 case TASK_DONE:
21 case TASK_KILL:
22 break;
23 }
24}
25
26#define STAGE_CHILDREN_SIZE 4
28
29/*
30 * After event 750, with Zhu Que Chief: lets event 751 start and starts the
31 * stage's event battle 0
32 */
37
38/*
39 * After event 751, with the player: moves the story on to STORY_BULBMON_BEATEN and
40 * gives the player the Red ID Pass
41 */
42void endEvent751(void) {
44 FLAGS_00.applyAction(ITEM(0, 0x17), 1);
45}
46
47#if VERSION_US || VERSION_JP
48#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
49#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
50#define STAGE_FILE 0x5BA
51#elif VERSION_EU
52#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
53#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
54#define STAGE_FILE 0x5CA
55#endif
56/*
57 * Sets the stage up: its map, actors, battles and events, playing BGM_0016;
58 * BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
59 */
83
85 SCRIPT_WALK(2, 0x1B9, 0xD5, 3),
86 SCRIPT_PLACE(0xD2, 0x1A1, 0xC9),
87 SCRIPT_POSE(0xD2, 1, 7),
90 SCRIPT_POSE(2, 1, 3),
91 SCRIPT_WAIT(0x1E),
92 SCRIPT_TALK(0, 1, 0xD2, 0),
94 SCRIPT_WAIT(0x1E),
95 SCRIPT_TALK(0, 2, 2, 0),
96 SCRIPT_POSE(2, 7, 3),
98 SCRIPT_POSE(2, 1, 3),
99 SCRIPT_WAIT(0x1E),
100 SCRIPT_TALK(0, 3, 0xD2, 0),
102 SCRIPT_WAIT(0x1E),
103 SCRIPT_TALK(0, 4, 2, 0),
104 SCRIPT_POSE(2, 7, 3),
106 SCRIPT_POSE(2, 1, 3),
107 SCRIPT_WAIT(0x1E),
108 SCRIPT_TALK(0, 5, 0xD2, 0),
110 SCRIPT_WAIT(0x1E),
111 SCRIPT_TALK(0, 6, 0xD2, 0),
113 SCRIPT_WAIT(0x1E),
114 SCRIPT_TALK(0, 7, 2, 0),
115 SCRIPT_POSE(2, 7, 3),
117 SCRIPT_POSE(2, 1, 3),
118 SCRIPT_WAIT(0x1E),
119 SCRIPT_TALK(0, 8, 0xD2, 0),
121 SCRIPT_WAIT(0x1E),
123};
125 SCRIPT_PLACE(2, 0x1B9, 0xD5),
126 SCRIPT_POSE(2, 1, 3),
127 SCRIPT_PLACE(0x13C, 0x1A1, 0xC9),
128 SCRIPT_POSE(0x13C, 1, 7),
129 SCRIPT_WAIT(0x78),
130 SCRIPT_TALK(0, 1, 2, 0),
132 SCRIPT_WAIT(0x1E),
133 SCRIPT_WAIT(0x3C),
134 SCRIPT_COMMAND(0x323, 0x325, 2),
135 SCRIPT_WAIT(0x3C),
136 SCRIPT_COMMAND(0x323, 0x326, 2),
137 SCRIPT_WAIT(0x1E),
138 SCRIPT_TALK(0, 2, 2, 0),
140 SCRIPT_WAIT(0x1E),
141 SCRIPT_WALK(2, 0x1A9, 0xCD, 3),
143 SCRIPT_WAIT(0x1E),
144 SCRIPT_PLACE(0x13C, 0, 0),
145 SCRIPT_POSE(0x13C, 1, 7),
147 SCRIPT_WAIT(0x1E),
148 SCRIPT_TALK(0, 3, 2, 0),
150 SCRIPT_WALK(2, 0x1D1, 0xE1, 7),
151 SCRIPT_WAIT(0x1E),
152 SCRIPT_LEAVE(0x2AB, 0x238, 0x8C, 1),
154};
155AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
156AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
157AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
158AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
159AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
160AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
161AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
162AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
168AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
169AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
170AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
171AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
172AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
181AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
182AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
183AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
184AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
185AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
196AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
197AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
198AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
199AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
200AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
201AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
211 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
212 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
213 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
214 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
215 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
216 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
217 { 0x140, 0x100, 0x170, 0x19D, 0xC0, 0x9D, 0x160, 0x1FF },
218 { 0x140, 0x100, 0x174, 0x175, 0xD0, 0x75, 0x170, 0x1FF },
219 { 0x140, 0x100, 0x140, 0x19E, 0, 0x9E, 0x160, 0x1FE },
220 { 0x140, 0x100, 0x156, 0x1A6, 0x58, 0xA6, 0x170, 0x1FE },
221 { 0x140, 0x100, 0x15E, 0x1A6, 0x78, 0xA6, 0x150, 0x1FD },
222 { 0x140, 0x100, 0x148, 0x1B2, 0x20, 0xB2, 0x160, 0x1FD },
223 { 0x140, 0x100, 0x16A, 0x175, 0xA8, 0x75, 0x170, 0x1FD },
224 { 0x140, 0x100, 0x158, 0x17E, 0x60, 0x7E, 0x150, 0x1FC },
225 { 0x140, 0x100, 0x160, 0x17E, 0x80, 0x7E, 0x160, 0x1FC },
226 { 0x140, 0x100, 0x14E, 0x18A, 0x38, 0x8A, 0x170, 0x1FC },
227 { 0x140, 0x100, 0x166, 0x1BD, 0x98, 0xBD, 0x150, 0x1FB },
228 { 0x140, 0x100, 0x16E, 0x1BD, 0xB8, 0xBD, 0x160, 0x1FB },
229 { 0x140, 0x100, 0x176, 0x1BD, 0xD8, 0xBD, 0x170, 0x1FB },
230 { 0x140, 0x100, 0x14E, 0x15A, 0x38, 0x5A, 0x150, 0x1FA },
231 { 0x140, 0x100, 0x140, 0x1BE, 0, 0xBE, 0x160, 0x1FA },
232 { 0x140, 0x100, 0x17A, 0x100, 0xE8, 0, 0x170, 0x1FA },
233};
236 { NULL, NULL, 0x11F },
237 { NULL, NULL, 0 },
238};
240 { NULL, NULL, 0x125 },
241 { NULL, NULL, 0 },
242};
244 { NULL, NULL, 0x122 },
245 { NULL, NULL, 0 },
246};
248 { NULL, NULL, 0x12A },
249 { NULL, NULL, 0 },
250};
252 { NULL, NULL, 0x128 },
253 { NULL, NULL, 0 },
254};
256 { NULL, NULL, 0x129 },
257 { NULL, NULL, 0 },
258};
260 { NULL, NULL, 0x127 },
261 { NULL, NULL, 0 },
262};
264 { NULL, NULL, 0x121 },
265 { NULL, NULL, 0 },
266};
268 { NULL, NULL, 0x123 },
269 { NULL, NULL, 0 },
270};
272 { NULL, NULL, 0x124 },
273 { NULL, NULL, 0 },
274};
276 { NULL, NULL, 0x120 },
277 { NULL, NULL, 0 },
278};
280 { NULL, NULL, 0x11E },
281 { NULL, NULL, 0 },
282};
284 { NULL, NULL, 0x126 },
285 { NULL, NULL, 0 },
286};
288 { NULL, actor16Talk0Actions, 0x11D },
289 { NULL, NULL, 0 },
290};
292 { NULL, NULL, 0x200 },
293 { NULL, NULL, 0 },
294};
341FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x90, 0xA, 417, 201, 3 };
342FieldActorEntry actor7 = { NULL, NULL, 0x93, 0xB, 198, 184, 6 };
343FieldActorEntry actor8 = { NULL, NULL, 0x94, 0xC, 223, 172, 7 };
344FieldActorEntry actor9 = { NULL, NULL, 0x95, 0xD, 248, 160, 7 };
352FieldActorEntry actor17 = { actor17Conditions, actor17Talks, 0x119, 0x12, 520, 252, 3 };
353FieldActorEntry actor18 = { actor18Conditions, NULL, 0x13C, 0x13, 0, 0, 1 };
355 &actor0,
356 &actor1,
357 &actor2,
358 &actor3,
359 &actor4,
360 &actor5,
361 &actor6,
362 &actor7,
363 &actor8,
364 &actor9,
365 &actor10,
366 &actor11,
367 &actor12,
368 &actor13,
369 &actor14,
370 &actor15,
371 &actor16,
372 &actor17,
373 &actor18,
374 NULL,
375};
377 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 4, 0, 323, 114, 0, 0 },
378 { 1, 0, 0xA0, 6, 0xA, 0, 0, 0, 0, 0, 367, 110, 0, 0 },
379 { 1, 0, 0x40, 4, 7, 0, 0, 0, 0, 0, 205, 181, 199, 0 },
380 { 1, 0, 0x40, 4, 8, 0, 0, 0, 0, 0, 237, 165, 183, 0 },
381 { 1, 0, 0x40, 4, 9, 0, 0, 0, 0, 0, 270, 149, 167, 0 },
382 { 1, 0, 0x40, 4, 0x33, 2, 0, 1, 4, 0, 186, 161, 199, 0 },
383 { 1, 0, 0x40, 4, 0x33, 2, 0, 1, 4, 0, 218, 145, 183, 0 },
384 { 1, 0, 0x40, 4, 0x33, 2, 0, 1, 4, 0, 252, 129, 167, 0 },
385 { 1, 0, 0x58, 4, 0, 0, 0, 0, 0, 0, 521, 189, 272, 0 },
386 { 1, 0, 0xA0, 4, 1, 0, 0, 0, 0, 0, 367, 110, 256, 0 },
387 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 230, 243, 272, 0 },
388 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 259, 221, 255, 0 },
389 { 1, 0, 0x58, 4, 4, 0, 0, 0, 0, 0, 171, 118, 198, 0 },
390 { 1, 0, 0x55, 4, 5, 0, 0, 0, 0, 0, 138, 106, 182, 0 },
391 { 1, 0, 0x5C, 4, 6, 0, 0, 0, 0, 0, 263, 68, 153, 0 },
392 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
393};
395 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2AB, 0x32A, 0x9C, 7, 0, 0, 0 },
396 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2AB, 0x238, 0x8C, 1, 0, 0, 0 },
397 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x1CE, 0xE6, 0, 0, 0, 0 },
398 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x1BE, 0x12E, 0, 0, 0, 0 },
399 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0x220, 0x150, 0, 0, 0, 0 },
400 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0x230, 0x1B8, 0, 0, 0, 0 },
401 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
402};
403void (*stageFuncs[])(void) = {
405};
407 { 750, script750, EVENT_TEXT(0x22), NULL, endEvent750 },
408 { 751, script751, EVENT_TEXT(0x1E), NULL, endEvent751 },
409 { -1, NULL, 0, NULL, NULL },
410};
#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 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_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 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 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 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_SUZAKU_CITY
BGM_0016: Suzaku City and its Hall.
Definition sound.h:92
#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
#define MUSIC_BOSS_1
BOSS_001: the Digimon Arena's, the cities', the dungeons' and the A.o.A's boss battles.
Definition sound.h:109
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_BLUE_ID_PASS
WSTAG421 (Qing Long City), event 743: with the Blue ID Pass a Trooper takes the player for the Qing L...
Definition story.h:109
@ STORY_BULBMON_BEATEN
WSTAG521 (Zhu Que Hall), event 751: Bulbmon is beaten (the Red ID Pass); its hole leads on to the Ama...
Definition story.h:112
@ 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_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
Definition story.h:1932
#define SPECIAL_STORY_BULBMON_BEATEN_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_BULBMON_BEATEN to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x1F])
Definition story.h:1956
#define FLAG_KNOWLEDGE_EGG_FOUND
wstag521 event 750: "I got the Digi-Egg of Knowledge!"; set at its end, tested 0 to show Zhu Que Chie...
Definition story.h:1463
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
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 wstag521.c:300
AreaBattle area2Battle7
Definition wstag521.c:188
FieldActorEntry actor0
Definition wstag521.c:335
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag521.c:403
FieldActorEntry actor6
Definition wstag521.c:341
u16 actor11Conditions[]
Definition wstag521.c:319
FieldTalk actor2Talks[]
Definition wstag521.c:243
AreaBattle area2Battle6
Definition wstag521.c:187
u16 actor10Conditions[]
Definition wstag521.c:314
void endEvent751(void)
After event 751, with the player: moves the story on to STORY_BULBMON_BEATEN and gives the player the...
Definition wstag521.c:42
u16 actor18Conditions[]
Definition wstag521.c:334
FieldActorEntry actor17
Definition wstag521.c:352
FieldTalk actor14Talks[]
Definition wstag521.c:279
FieldActorEntry actor18
Definition wstag521.c:353
FieldTalk actor5Talks[]
Definition wstag521.c:255
AreaBattle area1Battle6
Definition wstag521.c:174
FieldActorEntry actor5
Definition wstag521.c:340
AreaBattle area0Battle7
Definition wstag521.c:162
FieldActorEntry actor2
Definition wstag521.c:337
AreaBattle area3Battle4
Definition wstag521.c:198
AreaBattle area3Battle3
Definition wstag521.c:197
AreaBattle area0Battle1
Definition wstag521.c:156
AreaBattle area2Battle0
Definition wstag521.c:181
FieldActorEntry * stageActors[]
Definition wstag521.c:354
AreaBattle area1Battle2
Definition wstag521.c:170
AreaBattle area3Battle0
Definition wstag521.c:194
AreaBattle area0Battle6
Definition wstag521.c:161
void endEvent750(void)
After event 750, with Zhu Que Chief: lets event 751 start and starts the stage's event battle 0.
Definition wstag521.c:33
u16 actor16Talk0Actions[]
Definition wstag521.c:234
FieldTalk actor1Talks[]
Definition wstag521.c:239
u16 actor13Conditions[]
Definition wstag521.c:325
AreaBattle area3Battle2
Definition wstag521.c:196
FieldTalk actor0Talks[]
Definition wstag521.c:235
AreaBattle area3Battle1
Definition wstag521.c:195
AreaBattle area0Battle3
Definition wstag521.c:158
FieldActorEntry actor10
Definition wstag521.c:345
FieldTalk actor4Talks[]
Definition wstag521.c:251
u16 actor4Conditions[]
Definition wstag521.c:311
s16 script751[]
Definition wstag521.c:124
FieldActorEntry actor4
Definition wstag521.c:339
u16 actor3Conditions[]
Definition wstag521.c:310
AreaBattle area3Battle6
Definition wstag521.c:200
FieldTalk actor17Talks[]
Definition wstag521.c:291
FieldTalk actor11Talks[]
Definition wstag521.c:267
FieldActorEntry actor8
Definition wstag521.c:343
ActorImage stageImages[]
Definition wstag521.c:210
FieldTalk actor6Talks[]
Definition wstag521.c:259
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0016; BGM_0029 instead except at ...
Definition wstag521.c:60
AreaBattle area2Battle4
Definition wstag521.c:185
u16 actor16Conditions[]
Definition wstag521.c:332
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag521.c:376
FieldActorEntry actor9
Definition wstag521.c:344
u16 actor5Conditions[]
Definition wstag521.c:312
FieldTalk actor10Talks[]
Definition wstag521.c:263
FieldTalk actor3Talks[]
Definition wstag521.c:247
BattleList area3Battles
Definition wstag521.c:202
AreaBattle area3Battle5
Definition wstag521.c:199
AreaBattle area0Battle5
Definition wstag521.c:160
BattleList area1Battles
Definition wstag521.c:176
FieldTalk actor15Talks[]
Definition wstag521.c:283
BattleList area2Battles
Definition wstag521.c:189
FieldActorEntry actor15
Definition wstag521.c:350
FieldActorEntry actor12
Definition wstag521.c:347
FieldActorEntry actor16
Definition wstag521.c:351
u16 actor15Conditions[]
Definition wstag521.c:331
AreaBattle area1Battle4
Definition wstag521.c:172
u16 actor6Conditions[]
Definition wstag521.c:313
AreaBattle area2Battle2
Definition wstag521.c:183
AreaBattle area1Battle5
Definition wstag521.c:173
u16 actor14Conditions[]
Definition wstag521.c:326
FieldActorEntry actor7
Definition wstag521.c:342
StageSlot stageSlots[]
Definition wstag521.c:394
AreaBattle area2Battle1
Definition wstag521.c:182
s16 script750[]
Definition wstag521.c:84
FieldActorEntry actor13
Definition wstag521.c:348
AreaBattle area1Battle3
Definition wstag521.c:171
AreaBattle area1Battle0
Definition wstag521.c:168
FieldActorEntry actor11
Definition wstag521.c:346
FieldActorEntry actor1
Definition wstag521.c:336
AreaBattle area0Battle0
Definition wstag521.c:155
AreaBattle area0Battle2
Definition wstag521.c:157
FieldTalk actor13Talks[]
Definition wstag521.c:275
#define STAGE_FILE
Definition wstag521.c:54
AreaBattle area2Battle5
Definition wstag521.c:186
AreaBattle area1Battle1
Definition wstag521.c:169
AreaBattle area2Battle3
Definition wstag521.c:184
u16 actor2Conditions[]
Definition wstag521.c:305
AreaBattle area0Battle4
Definition wstag521.c:159
#define STAGE_TEXT
Definition wstag521.c:52
FieldTalk actor12Talks[]
Definition wstag521.c:271
AreaBattle area3Battle7
Definition wstag521.c:201
BattleList area0Battles
Definition wstag521.c:163
AreaBattle area1Battle7
Definition wstag521.c:175
FieldTalk actor16Talks[]
Definition wstag521.c:287
u16 actor17Conditions[]
Definition wstag521.c:333
FieldActorEntry actor3
Definition wstag521.c:338
FieldBattles stageBattles[]
Definition wstag521.c:207
FieldActorEntry actor14
Definition wstag521.c:349
FieldEvent stageEvents[]
Definition wstag521.c:406
u16 actor12Conditions[]
Definition wstag521.c:320
u16 actor0Conditions[]
Definition wstag521.c:295