Digimon World 3 decomp
The European version, SLES_039.36
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wstag525.c
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1/*
2 * WSTAG525: Suzaku UG Lake, South Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* Back from the battle after event 1273, starts event 1274, with Kyukimon, unless it has played */
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(0x4FA);
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 550, with Nick and Keith: lets event 551 of WSTAG620 start */
32
33/* After event 1273, with Kyukimon: lets event 1274 start and starts the stage's event battle 0 */
38
39/*
40 * After event 1274, with Kyukimon: gives the player the Kotemon DDNA and
41 * keeps it from playing again
42 */
47
48#if VERSION_US || VERSION_JP
49#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
50#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
51#define STAGE_FILE 0x3B3
52#elif VERSION_EU
53#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_06)
54#define EVENT_TEXT_FILE (TEXT_EVENTS_500 - 1)
55#define STAGE_FILE 0x3C3
56#endif
57/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0015 */
78
80 SCRIPT_FOLLOW(0, 2),
81 SCRIPT_POSE(2, 1, 0),
82 SCRIPT_PLACE(0x66, 0x71, 0x2D9),
83 SCRIPT_POSE(0x66, 1, 5),
84 SCRIPT_PLACE(0x67, 0x91, 0x2C9),
85 SCRIPT_POSE(0x67, 1, 1),
86 SCRIPT_COMMAND(0x323, 0x325, 2),
88 SCRIPT_WAIT(0x3C),
89 SCRIPT_COMMAND(0x323, 0x326, 2),
90 SCRIPT_WAIT(0x1E),
91 SCRIPT_FOLLOW(0, 0x66),
92 SCRIPT_TALK(0, 2, 0x67, 0),
94 SCRIPT_WAIT(0x1E),
95 SCRIPT_TALK(0, 5, 0x66, 3),
97 SCRIPT_WAIT(0x1E),
98 SCRIPT_TALK(0, 6, 0x67, 0),
100 SCRIPT_WAIT(0x1E),
101 SCRIPT_TALK(0, 7, 0x66, 3),
103 SCRIPT_WAIT(0x1E),
104 SCRIPT_COMMAND(0x323, 0x327, 0x67),
105 SCRIPT_WAIT(0x3C),
106 SCRIPT_COMMAND(0x323, 0x326, 0x67),
107 SCRIPT_WAIT(0x1E),
108 SCRIPT_TALK(0, 8, 0x67, 0),
110 SCRIPT_WAIT(0x1E),
111 SCRIPT_WALK(2, 0x60, 0x2C8, 1),
113 SCRIPT_FOLLOW(0, 2),
114 SCRIPT_POSE(2, 1, 7),
115 SCRIPT_WAIT(0x1E),
116 SCRIPT_TALK(0, 9, 2, 0),
117 SCRIPT_POSE(2, 7, 7),
119 SCRIPT_POSE(2, 1, 7),
120 SCRIPT_WAIT(0x1E),
121 SCRIPT_COMMAND(0x323, 0x325, 0x66),
122 SCRIPT_COMMAND(0x324, 0x325, 0x67),
123 SCRIPT_WAIT(0x3C),
124 SCRIPT_POSE(0x66, 1, 3),
125 SCRIPT_POSE(0x67, 1, 3),
126 SCRIPT_COMMAND(0x323, 0x326, 0x66),
127 SCRIPT_COMMAND(0x324, 0x326, 0x67),
128 SCRIPT_WAIT(0x1E),
129 SCRIPT_TALK(0, 0xA, 0x67, 2),
131 SCRIPT_WAIT(0x1E),
132 SCRIPT_TALK(0, 0xB, 0x66, 1),
134 SCRIPT_WAIT(0x1E),
135 SCRIPT_TALK(0, 0xC, 2, 0),
136 SCRIPT_POSE(2, 7, 7),
138 SCRIPT_POSE(2, 1, 7),
139 SCRIPT_WAIT(0x1E),
140 SCRIPT_COMMAND(0x323, 0x325, 0x66),
141 SCRIPT_COMMAND(0x324, 0x325, 0x67),
142 SCRIPT_WAIT(0x3C),
143 SCRIPT_COMMAND(0x323, 0x326, 0x66),
144 SCRIPT_COMMAND(0x324, 0x326, 0x67),
145 SCRIPT_WAIT(0x1E),
146 SCRIPT_TALK(0, 0xD, 0x66, 1),
148 SCRIPT_POSE(0x66, 1, 5),
149 SCRIPT_POSE(0x67, 1, 1),
150 SCRIPT_WAIT(0x1E),
151 SCRIPT_TALK(0, 0xE, 0x67, 2),
153 SCRIPT_POSE(0x67, 1, 3),
154 SCRIPT_WAIT(0x1E),
155 SCRIPT_WALK(0x66, 0x8F, 0x2D1, 7),
156 SCRIPT_WALK(0x67, 0x70, 0x2C1, 3),
157 SCRIPT_WAIT_WALK(0x66),
158 SCRIPT_POSE(2, 1, 5),
159 SCRIPT_WALK(0x66, 0x70, 0x2C1, 3),
160 SCRIPT_WALK(0x67, 0x90, 0x2B1, 5),
161 SCRIPT_WAIT_WALK(0x66),
162 SCRIPT_WALK(0x66, 0xA0, 0x2A7, 5),
163 SCRIPT_WALK(0x67, 0xC0, 0x297, 5),
164 SCRIPT_WAIT_WALK(0x66),
165 SCRIPT_TALK(0, 0xF, 2, 1),
167 SCRIPT_WAIT(0x1E),
168 SCRIPT_TALK(0, 0x10, 0x66, 0),
169 SCRIPT_POSE(0x66, 1, 1),
170 SCRIPT_POSE(0x67, 1, 1),
172 SCRIPT_WAIT(0x1E),
173 SCRIPT_TALK(0, 0x11, 0x67, 1),
175 SCRIPT_WAIT(0x1E),
176 SCRIPT_TALK(0, 0x12, 2, 1),
178 SCRIPT_POSE(0x66, 1, 5),
179 SCRIPT_POSE(0x67, 1, 5),
180 SCRIPT_WAIT(0x1E),
181 SCRIPT_WALK(2, 0xEA, 0x284, 5),
182 SCRIPT_WALK(0x66, 0xEA, 0x284, 5),
183 SCRIPT_WALK(0x67, 0xEA, 0x284, 5),
184 SCRIPT_WAIT(6),
185 SCRIPT_LEAVE(0x255, 0x268, 0x1AC, 3),
187};
189 SCRIPT_FOLLOW(1, 2),
190 SCRIPT_WALK(2, 0xA0, 0xB8, 3),
191 SCRIPT_PLACE(0x80, 0x80, 0xA8),
192 SCRIPT_POSE(0x80, 1, 7),
195 SCRIPT_POSE(2, 1, 3),
196 SCRIPT_WAIT(6),
197 SCRIPT_WAIT(0x1E),
198 SCRIPT_TALK(0, 1, 2, 1),
199 SCRIPT_POSE(2, 7, 3),
201 SCRIPT_POSE(2, 1, 3),
202 SCRIPT_WAIT(0x1E),
203 SCRIPT_TALK(0, 2, 0x80, 2),
205 SCRIPT_WAIT(0x1E),
207};
209 SCRIPT_FOLLOW(1, 2),
210 SCRIPT_PLACE(2, 0xA0, 0xB8),
211 SCRIPT_POSE(2, 1, 3),
212 SCRIPT_PLACE(0x80, 0x80, 0xA8),
213 SCRIPT_POSE(0x80, 1, 7),
214 SCRIPT_WAIT(0x78),
215 SCRIPT_TALK(0, 1, 2, 1),
216 SCRIPT_POSE(2, 7, 3),
218 SCRIPT_POSE(2, 1, 3),
219 SCRIPT_WAIT(0x1E),
220 SCRIPT_TALK(0, 2, 0x80, 2),
223 SCRIPT_WAIT(0x1E),
224 SCRIPT_TALK(0, 3, 2, 1),
225 SCRIPT_POSE(2, 7, 3),
227 SCRIPT_POSE(2, 1, 3),
228 SCRIPT_WAIT(0x3C),
230};
244AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
245AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
246AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
247AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
248AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
249AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
250AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
251AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
257AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
258AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
259AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
260AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
261AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
262AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
263AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
264AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
271AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
272AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
273AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
274AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
275AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
276AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
277AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
287 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
288 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
289 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
290 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
291 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
292 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
293 { 0x180, 0x100, 0x19A, 0x198, 0x168, 0x98, 0x170, 0x1FE },
294 { 0x140, 0x100, 0x16E, 0x1C0, 0xB8, 0xC0, 0x170, 0x1FD },
295 { 0x140, 0x100, 0x174, 0x1C0, 0xD0, 0xC0, 0x170, 0x1FC },
296 { 0x140, 0x100, 0x154, 0x1C0, 0x50, 0xC0, 0x170, 0x1FB },
297};
308 { NULL, actor0Talk0Actions, 0x251 },
309 { NULL, NULL, 0 },
310};
313 { actor3Talk1Conditions, NULL, 0x2C6 },
314 { NULL, NULL, 0 },
315};
329FieldActorEntry actor1 = { actor1Conditions, NULL, 0x66, 5, 113, 729, 5 };
330FieldActorEntry actor2 = { actor2Conditions, NULL, 0x67, 6, 145, 713, 1 };
333 &actor0,
334 &actor1,
335 &actor2,
336 &actor3,
337 NULL,
338};
340 { 1, 0, 0x40, 2, 0x59, 3, 0, 0xB, 0xA, 0, 196, 230, 0, 0 },
341 { 1, 0, 0x40, 2, 0x58, 3, 0, 0xB, 0xA, 0, 355, 190, 0, 0 },
342 { 1, 0, 0x40, 2, 0x5A, 3, 0, 0xB, 0xA, 0, 220, 263, 0, 0 },
343 { 1, 0, 0xC8, 6, 0x4A, 3, 0, 0xD, 0xA, 0, 256, 20, 0, 0 },
344 { 1, 0, 0xC8, 6, 0x4B, 3, 0, 0xD, 0xA, 0, 580, 86, 0, 0 },
345 { 1, 0, 0xC8, 6, 0x4C, 3, 0, 0xD, 0xA, 0, 444, 40, 0, 0 },
346 { 1, 0, 0xC8, 6, 0x4D, 3, 0, 0xD, 0xA, 0, 562, 430, 0, 0 },
347 { 1, 0, 0x64, 6, 0x4E, 3, 0, 9, 8, 0, 24, 48, 0, 0 },
348 { 1, 0, 0x80, 6, 0x4F, 3, 0, 9, 8, 0, 490, 64, 0, 0 },
349 { 1, 0, 0x80, 6, 0x50, 3, 0, 9, 8, 0, 188, 497, 0, 0 },
350 { 1, 0, 0x80, 6, 0x51, 3, 0, 9, 8, 0, 589, 489, 0, 0 },
351 { 1, 0, 0x40, 6, 0x52, 3, 0, 9, 0xA, 0, 435, 287, 0, 0 },
352 { 1, 0, 0x40, 6, 0x53, 3, 0, 9, 0xC, 0, 472, 309, 0, 0 },
353 { 1, 0, 0x40, 6, 0x54, 3, 0, 9, 0xC, 0, 549, 274, 0, 0 },
354 { 1, 0, 0x40, 6, 0x55, 3, 0, 0xB, 0xA, 0, 228, 193, 0, 0 },
355 { 1, 0, 0x40, 6, 0x56, 3, 0, 0xB, 0xA, 0, 245, 184, 0, 0 },
356 { 1, 0, 0x40, 6, 0x57, 3, 0, 0xB, 0xA, 0, 271, 188, 0, 0 },
357 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 158, 526, 0, 0 },
358 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 292, 1043, 0, 0 },
359 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 458, 1054, 0, 0 },
360 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 487, 547, 0, 0 },
361 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 582, 1050, 0, 0 },
362 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 633, 966, 0, 0 },
363 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x34, 0xA, 0, 725, 881, 0, 0 },
364 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 191, 910, 0, 0 },
365 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 253, 1029, 0, 0 },
366 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 313, 1044, 0, 0 },
367 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 316, 981, 0, 0 },
368 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 415, 457, 0, 0 },
369 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 417, 567, 0, 0 },
370 { 1, 0, 0x40, 6, 0x35, 1, 0x35, 0x37, 0xA, 0, 584, 875, 0, 0 },
371 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 119, 526, 0, 0 },
372 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 140, 860, 0, 0 },
373 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 212, 1046, 0, 0 },
374 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 256, 480, 0, 0 },
375 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 467, 509, 0, 0 },
376 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 615, 1035, 0, 0 },
377 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 679, 960, 0, 0 },
378 { 1, 0, 0x40, 6, 0x38, 1, 0x38, 0x3A, 0xA, 0, 728, 917, 0, 0 },
379 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 139, 608, 0, 0 },
380 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 161, 621, 0, 0 },
381 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 423, 1047, 0, 0 },
382 { 1, 0, 0x40, 6, 0x3B, 1, 0x3B, 0x3D, 0xA, 0, 532, 1048, 0, 0 },
383 { 1, 0, 0x40, 6, 0x3E, 1, 0x3E, 0x40, 0xA, 0, 158, 607, 0, 0 },
384 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 117, 863, 0, 0 },
385 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 150, 1030, 0, 0 },
386 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 228, 567, 0, 0 },
387 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 235, 944, 0, 0 },
388 { 1, 0, 0x40, 6, 0x41, 1, 0x41, 0x43, 0xA, 0, 353, 1000, 0, 0 },
389 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 82, 858, 0, 0 },
390 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 140, 523, 0, 0 },
391 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 242, 537, 0, 0 },
392 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 274, 1005, 0, 0 },
393 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 299, 1048, 0, 0 },
394 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 373, 514, 0, 0 },
395 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 460, 472, 0, 0 },
396 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 493, 1039, 0, 0 },
397 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 525, 682, 0, 0 },
398 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 529, 712, 0, 0 },
399 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 637, 805, 0, 0 },
400 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 637, 892, 0, 0 },
401 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 675, 850, 0, 0 },
402 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 676, 799, 0, 0 },
403 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 717, 667, 0, 0 },
404 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 728, 657, 0, 0 },
405 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 732, 855, 0, 0 },
406 { 1, 0, 0x40, 6, 0x44, 1, 0x44, 0x46, 0xA, 0, 735, 663, 0, 0 },
407 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 339, 392, 409, 0 },
408 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
409};
411 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E0, 0x240, 0xD8, 1, 0, 7, 1 },
412 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x22F, 0x3C8, 0, 0, 0, 0 },
413 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x220, 0x372, 0, 0, 0, 0 },
414 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 5, 0x251, 0x2F7, 0, 0, 0, 0 },
415 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 5, 0x260, 0x2A1, 0, 0, 0, 0 },
416 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 0xA, 0x1C0, 0x181, 0, 0, 0, 0 },
417 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 0xA, 0x1D0, 0xDA, 0, 0, 0, 0 },
418 { { { FLAG_KEITH_NICK_SEARCH_STARTED, 1 }, { PROGRESS(STORY_BYAKKO_LEADER_FOUGHT), 1 } }, SLOT_EVENT, 0x226, 0, 0, 0, 0, 0, 0 },
419 { { { SPECIAL_STORY_SINCE_DE_SINCERITY, 1 }, { CODES_END, 0 } }, SLOT_WARP0, 0x2E0, 0x240, 0xD8, 1, 0, 7, 1 },
420 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
421};
422void (*stageFuncs[])(void) = {
424};
426 { 550, script550, EVENT_TEXT(0x1C), NULL, endEvent550 },
427 { 1273, script1273, EVENT_TEXT(0x12), NULL, endEvent1273 },
428 { 1274, script1274, EVENT_TEXT(0x13), NULL, endEvent1274 },
429 { -1, NULL, 0, NULL, NULL },
430};
#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
#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 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 SLOT_CLIMB_DOWN
Definition field_map.h:257
#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 FIELD_MAP_AREAS
a cell's value: its battle area (FieldBattles), or 0
Definition field_map.h:87
#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 SLOT_WARP0
the same with effect and cutscene 0
Definition field_map.h:264
#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_BATTLE
BATL0000: the maps' random battles (AreaBattle, nearly all of them)
Definition sound.h:76
#define MUSIC_BOSS
BOSS_000: the sectors' boss battles.
Definition sound.h:108
#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_UG_LAKE
ENV_0015: the UG Lake.
Definition sound.h:131
#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,...
@ STORY_BYAKKO_LEADER_FOUGHT
WSTAG620 (the rebels' hideout), event 534: the Byakko Leader takes the player for the A....
Definition story.h:85
#define FLAG_SECURITY_HOLE_SEEN
wstag525 event 550: Suzaku Leader shows the security hole behind the earthquake; set at its end,...
Definition story.h:1300
#define FLAG_KEITH_NICK_SEARCH_STARTED
wstag620 Secret Room: set after event 540; then Lisa says "Find Keith and Nick" and people in 10 stag...
Definition story.h:1188
#define FLAG_BK_SERAPHIMON_CHALLENGE_SEEN
wstag525 event 1274: BK Seraphimon says the player must fight him; set at its end,...
Definition story.h:1384
#define FLAG_SUZAKU_LAKE_CROSSBOW_FOUND
wstag525: chest that gives the Crossbow, "I got" text; its conditions test it 0
Definition story.h:200
#define FLAG_KYUKIMON_WIN_SEEN
wstag525 event 1273: Kyukimon loses and gives the Kotemon DDNA; set at its end, tested 1 to start eve...
Definition story.h:1381
#define FLAG_KYUKIMON_DDNA_FOUGHT
wstag525 Suzaku UG Lake: set when talking to Kyukimon starts his Kotemon DDNA challenge event; later ...
Definition story.h:1173
#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_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
#define FLAG_KOTEMON_DDNA_REQUESTED
wstag635: DRI Ken wants Kotemon DDNA from Kyukimon; tested at Kyukimon in wstag525 with the DDNA not ...
Definition story.h:597
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 wstag525.c:317
u16 actor0Talk0Actions[]
Definition wstag525.c:298
AreaBattle area2Battle7
Definition wstag525.c:264
FieldActorEntry actor0
Definition wstag525.c:328
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag525.c:422
AreaBattle area2Battle6
Definition wstag525.c:263
AreaBattle area1Battle6
Definition wstag525.c:250
AreaBattle area0Battle7
Definition wstag525.c:238
FieldActorEntry actor2
Definition wstag525.c:330
u16 actor3Talk0Conditions[]
Definition wstag525.c:304
AreaBattle area3Battle4
Definition wstag525.c:274
AreaBattle area3Battle3
Definition wstag525.c:273
AreaBattle area0Battle1
Definition wstag525.c:232
AreaBattle area2Battle0
Definition wstag525.c:257
FieldActorEntry * stageActors[]
Definition wstag525.c:332
AreaBattle area1Battle2
Definition wstag525.c:246
s16 script1274[]
Definition wstag525.c:208
AreaBattle area3Battle0
Definition wstag525.c:270
void endEvent550(void)
After event 550, with Nick and Keith: lets event 551 of WSTAG620 start.
Definition wstag525.c:29
AreaBattle area0Battle6
Definition wstag525.c:237
AreaBattle area3Battle2
Definition wstag525.c:272
FieldTalk actor0Talks[]
Definition wstag525.c:307
s16 script550[]
Definition wstag525.c:79
AreaBattle area3Battle1
Definition wstag525.c:271
void endEvent1274(void)
After event 1274, with Kyukimon: gives the player the Kotemon DDNA and keeps it from playing again.
Definition wstag525.c:43
AreaBattle area0Battle3
Definition wstag525.c:234
void endEvent1273(void)
After event 1273, with Kyukimon: lets event 1274 start and starts the stage's event battle 0.
Definition wstag525.c:34
u16 actor3Talk1Conditions[]
Definition wstag525.c:306
u16 actor3Conditions[]
Definition wstag525.c:327
AreaBattle area3Battle6
Definition wstag525.c:276
ActorImage stageImages[]
Definition wstag525.c:286
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0015.
Definition wstag525.c:58
AreaBattle area2Battle4
Definition wstag525.c:261
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag525.c:339
FieldTalk actor3Talks[]
Definition wstag525.c:311
BattleList area3Battles
Definition wstag525.c:278
AreaBattle area3Battle5
Definition wstag525.c:275
AreaBattle area0Battle5
Definition wstag525.c:236
BattleList area1Battles
Definition wstag525.c:252
BattleList area2Battles
Definition wstag525.c:265
AreaBattle area1Battle4
Definition wstag525.c:248
s16 script1273[]
Definition wstag525.c:188
AreaBattle area2Battle2
Definition wstag525.c:259
AreaBattle area1Battle5
Definition wstag525.c:249
StageSlot stageSlots[]
Definition wstag525.c:410
AreaBattle area2Battle1
Definition wstag525.c:258
AreaBattle area1Battle3
Definition wstag525.c:247
AreaBattle area1Battle0
Definition wstag525.c:244
FieldActorEntry actor1
Definition wstag525.c:329
AreaBattle area0Battle0
Definition wstag525.c:231
AreaBattle area0Battle2
Definition wstag525.c:233
#define STAGE_FILE
Definition wstag525.c:55
AreaBattle area2Battle5
Definition wstag525.c:262
AreaBattle area1Battle1
Definition wstag525.c:245
AreaBattle area2Battle3
Definition wstag525.c:260
u16 actor2Conditions[]
Definition wstag525.c:322
AreaBattle area0Battle4
Definition wstag525.c:235
#define STAGE_TEXT
Definition wstag525.c:53
u16 actor3Talk0Actions[]
Definition wstag525.c:305
AreaBattle area3Battle7
Definition wstag525.c:277
BattleList area0Battles
Definition wstag525.c:239
AreaBattle area1Battle7
Definition wstag525.c:251
FieldActorEntry actor3
Definition wstag525.c:331
FieldBattles stageBattles[]
Definition wstag525.c:283
FieldEvent stageEvents[]
Definition wstag525.c:425
u16 actor0Conditions[]
Definition wstag525.c:316