Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag616.c
Go to the documentation of this file.
1/*
2 * WSTAG616: Sewers, West Sector. On the Amaterasu server; its Asuka server
3 * twin is WSTAG615.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
9/*
10 * Back from the battle after event 1291, starts event 1292, with BK
11 * KingNumemon, unless it has played
12 */
13void updateStage(StageTask *task, void **children) {
14 switch (task->state) {
15 case TASK_INIT:
16 default:
17 task->nextState(task);
19 children[0] = FIELDSTG_startEvent(0x50C);
20 }
21 break;
22 case TASK_RUN:
23 case TASK_DONE:
24 case TASK_KILL:
25 break;
26 }
27}
28
29#define STAGE_CHILDREN_SIZE 4
31
32/*
33 * After event 1291, with BK KingNumemon: lets event 1292 start and starts
34 * the stage's event battle 0
35 */
40
41/*
42 * After event 1292, with BK KingNumemon: gives the player the BIT Adapter
43 * and keeps it from playing again
44 */
45void endEvent1292(void) {
46 FLAGS_00.applyAction(FLAG(0x40, 0x81), 1);
47 FLAGS_00.applyAction(ITEM(7, 0x142), 1);
48}
49
50const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
51#if VERSION_US || VERSION_JP
52#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
53#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
54#define STAGE_FILE 0x613
55#elif VERSION_EU
56#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
57#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
58#define STAGE_FILE 0x623
59#endif
60/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0018 */
82
84 SCRIPT_FOLLOW(1, 2),
85 SCRIPT_WALK(2, 0x290, 0x230, 3),
86 SCRIPT_PLACE(0x10A, 0x270, 0x220),
87 SCRIPT_POSE(0x10A, 1, 7),
90 SCRIPT_POSE(2, 1, 3),
91 SCRIPT_WAIT(6),
92 SCRIPT_WAIT(0x1E),
93 SCRIPT_TALK(0, 1, 2, 1),
94 SCRIPT_POSE(2, 7, 3),
96 SCRIPT_POSE(2, 1, 3),
97 SCRIPT_WAIT(0x1E),
98 SCRIPT_TALK(0, 2, 0x10A, 2),
100 SCRIPT_WAIT(0x1E),
101 SCRIPT_TALK(0, 3, 2, 1),
102 SCRIPT_POSE(2, 7, 3),
104 SCRIPT_POSE(2, 1, 3),
105 SCRIPT_WAIT(0x1E),
106 SCRIPT_TALK(0, 4, 0x10A, 2),
108 SCRIPT_WAIT(0x1E),
110 /* after the end, the original's padding up to a word, which isn't zeros */
111#if VERSION_US || VERSION_JP
112 0x6004,
113#elif VERSION_EU
114 0x325,
115#endif
116};
118 SCRIPT_FOLLOW(1, 2),
119 SCRIPT_PLACE(2, 0x290, 0x230),
120 SCRIPT_POSE(2, 1, 3),
121 SCRIPT_PLACE(0x10A, 0x270, 0x220),
122 SCRIPT_POSE(0x10A, 1, 7),
123 SCRIPT_WAIT(0x78),
124 SCRIPT_TALK(0, 1, 0x10A, 2),
126 SCRIPT_WAIT(0x1E),
127 SCRIPT_TALK(0, 2, 2, 1),
128 SCRIPT_POSE(2, 7, 3),
130 SCRIPT_POSE(2, 1, 3),
131 SCRIPT_WAIT(0x1E),
132 SCRIPT_TALK(0, 3, 0x10A, 2),
135 SCRIPT_WAIT(0x3C),
136 SCRIPT_TALK(0, 4, 2, 1),
137 SCRIPT_POSE(2, 7, 3),
139 SCRIPT_POSE(2, 1, 3),
140 SCRIPT_WAIT(0x1E),
141 SCRIPT_TALK(0, 5, 0x10A, 2),
143 SCRIPT_WAIT(0x3C),
145};
159AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
160AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
161AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
162AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
163AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
164AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
165AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
166AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
172AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
176AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
177AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
178AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
179AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
189AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
190AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
191AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
192AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
202 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
203 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
204 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
205 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
206 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
207 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
208 { 0x140, 0x100, 0x156, 0x177, 0x58, 0x77, 0x170, 0x1FE },
209 { 0x140, 0x100, 0x160, 0x170, 0x80, 0x70, 0x140, 0x1FD },
210};
212u16 actor0Talk1Conditions[] = { ITEM(3, 0x9A), 0, FLAG(0, 0), 0, CODES_END };
214u16 actor0Talk2Conditions[] = { ITEM(3, 0x9A), 0, FLAG(0, 0), 1, ITEM(2, 0x96), 0, CODES_END };
215u16 actor0Talk3Conditions[] = { ITEM(3, 0x9A), 0, FLAG(0, 0), 1, ITEM(2, 0x96), 1, CODES_END };
217 ITEM(3, 0x9A), 1,
218 ITEM(3, 0x99), 0,
219 ITEM(2, 0x96), 0,
221 CODES_END,
222};
247 { actor1Talk1Conditions, NULL, 0x119 },
248 { NULL, NULL, 0 },
249};
252 { actor2Talk1Conditions, NULL, 0x11D },
253 { NULL, NULL, 0 },
254};
257 { actor3Talk1Conditions, NULL, 0x11C },
258 { NULL, NULL, 0 },
259};
262 { actor4Talk1Conditions, NULL, 0x11B },
263 { NULL, NULL, 0 },
264};
267 { actor5Talk1Conditions, NULL, 0x11A },
268 { NULL, NULL, 0 },
269};
273 ITEM(3, 0x99), 1,
274 ITEM(3, 0x9A), 0,
275 CODES_END,
276};
289 &actor0,
290 &actor1,
291 &actor2,
292 &actor3,
293 &actor4,
294 &actor5,
295 NULL,
296};
298 { 1, 0, 0x40, 2, 0x56, 2, 0, 1, 4, 0, 660, 140, 0, 0 },
299 { 1, 0, 0x40, 6, 2, 0, 0, 0, 0, 0, 512, 816, 0, 0 },
300 { 1, 0, 0x44, 6, 3, 0, 0, 0, 0, 0, 298, 816, 0, 0 },
301 { 1, 0, 0x48, 6, 4, 0, 0, 0, 0, 0, 143, 793, 0, 0 },
302 { 1, 0, 0x40, 6, 0x54, 2, 0, 1, 4, 0, 395, 684, 0, 0 },
303 { 1, 0, 0x40, 6, 0x54, 2, 0, 1, 4, 0, 552, 763, 0, 0 },
304 { 1, 0, 0x40, 6, 0x55, 2, 0, 1, 4, 0, 96, 746, 0, 0 },
305 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 196, 576, 0, 0 },
306 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 236, 352, 0, 0 },
307 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 436, 252, 0, 0 },
308 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 532, 204, 0, 0 },
309 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 724, 108, 0, 0 },
310 { 1, 0, 0x40, 6, 0x56, 2, 0, 1, 4, 0, 789, 575, 0, 0 },
311 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 476, 568, 0, 0 },
312 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 652, 624, 0, 0 },
313 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 684, 276, 0, 0 },
314 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 836, 352, 0, 0 },
315 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 908, 460, 0, 0 },
316 { 1, 0, 0x40, 6, 0x57, 2, 0, 1, 4, 0, 988, 664, 0, 0 },
317 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x41, 0xA, 0, 227, 467, 0, 0 },
318 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x41, 0xA, 0, 676, 506, 0, 0 },
319 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x41, 0xA, 0, 838, 140, 0, 0 },
320 { 1, 0, 0x40, 6, 0x42, 1, 0x42, 0x4C, 0xA, 0, 410, 672, 0, 0 },
321 { 1, 0, 0x40, 6, 0x42, 1, 0x42, 0x4C, 0xA, 0, 517, 306, 0, 0 },
322 { 1, 0, 0x40, 6, 0x42, 1, 0x42, 0x4C, 0xA, 0, 686, 382, 0, 0 },
323 { 1, 0, 0x40, 6, 0x42, 1, 0x42, 0x4C, 0xA, 0, 756, 723, 0, 0 },
324 { 1, 0x64, 0x40, 6, 0, 0, 0, 0, 0, 0, 687, 136, 0, 0 },
325 { 1, 0, 0x78, 6, 0x1D, 0, 0, 0, 0, 0, 810, 120, 0, 0 },
326 { 1, 0, 0x40, 0xA, 0x2C, 1, 0x2C, 0x2E, 0x14, 0, 691, 754, 0, 0 },
327 { 1, 0, 0x40, 0xA, 0x58, 1, 0x58, 0x5B, 0x14, 0, 681, 794, 0, 0 },
328 { 1, 0, 0x40, 0xA, 0x58, 1, 0x58, 0x5B, 0x14, 0, 705, 816, 0, 0 },
329 { 1, 0, 0x40, 0xA, 0x58, 1, 0x58, 0x5B, 0x14, 0, 853, 676, 0, 0 },
330 { 1, 0, 0x40, 0xA, 0x58, 1, 0x58, 0x5B, 0x14, 0, 949, 526, 0, 0 },
331 { 1, 0, 0x40, 0xA, 0x60, 1, 0x60, 0x62, 0x14, 0, 80, 601, 0, 0 },
332 { 1, 0, 0x40, 0xA, 0x60, 1, 0x60, 0x62, 0x14, 0, 80, 702, 0, 0 },
333 { 1, 0, 0x40, 0xA, 0x2F, 1, 0x2F, 0x31, 0x14, 0, 295, 495, 0, 0 },
334 { 1, 0, 0x40, 0xA, 0x2F, 1, 0x2F, 0x31, 0x14, 0, 298, 606, 0, 0 },
335 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 92, 757, 0, 0 },
336 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 190, 431, 0, 0 },
337 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 329, 641, 0, 0 },
338 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 483, 287, 0, 0 },
339 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 806, 127, 0, 0 },
340 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 872, 90, 0, 0 },
341 { 1, 0, 0x40, 0xA, 0x5C, 1, 0x5C, 0x5F, 0x14, 0, 922, 390, 0, 0 },
342 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 646, 144, 191, 0 },
343 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
344};
346 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2BD, 0x90, 0x240, 7, 0, 0, 0 },
347 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2BF, 0x268, 0x1AC, 3, 0x64, 0, 0 },
348 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 6, 0xB3, 0x238, 0, 0, 0, 0 },
349 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 6, 0xC3, 0x2A0, 0, 0, 0, 0 },
350 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
351};
352void (*stageFuncs[])(void) = {
354};
356 { 1291, script1291, EVENT_TEXT(0xA), NULL, endEvent1291 },
357 { 1292, script1292, EVENT_TEXT(0xB), NULL, endEvent1292 },
358 { -1, NULL, 0, NULL, NULL },
359};
#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_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 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 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 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 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_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
Definition sound.h:148
#define MUSIC_WEST_SEWERS
ENV_0018: the West Sector's Sewers and Secret Stairs.
Definition sound.h:134
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define SPECIAL_AGUMON_IN_PARTY
PARTNER_AGUMON is in the party.
Definition story.h:1715
@ 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 FLAG_BK_KINGNUMEMON_WIN_SEEN
wstag616 event 1291: BK KingNumemon loses and gives the player a reward; set at its end,...
Definition story.h:1544
#define FLAG_BK_KINGNUMEMON_BEATEN
wstag616 Sewers: set with event 1291, BK KingNumemon says "I, the King, lost" and gives an item
Definition story.h:636
#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 SPECIAL_AGUMON_LEVEL_45
PARTNER_AGUMON is unlocked and at level 45 or more.
Definition story.h:1755
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
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 wstag616.c:277
AreaBattle area2Battle7
Definition wstag616.c:179
FieldActorEntry actor0
Definition wstag616.c:282
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag616.c:352
u16 actor0Talk0Conditions[]
Definition wstag616.c:211
FieldTalk actor2Talks[]
Definition wstag616.c:250
AreaBattle area2Battle6
Definition wstag616.c:178
u16 actor0Talk1Conditions[]
Definition wstag616.c:212
u16 actor2Talk1Conditions[]
Definition wstag616.c:228
u16 actor5Talk0Conditions[]
Definition wstag616.c:235
FieldTalk actor5Talks[]
Definition wstag616.c:265
AreaBattle area1Battle6
Definition wstag616.c:165
FieldActorEntry actor5
Definition wstag616.c:287
u16 actor1Talk1Conditions[]
Definition wstag616.c:225
s16 script1291[]
Definition wstag616.c:83
AreaBattle area0Battle7
Definition wstag616.c:153
FieldActorEntry actor2
Definition wstag616.c:284
void endEvent1292(void)
After event 1292, with BK KingNumemon: gives the player the BIT Adapter and keeps it from playing aga...
Definition wstag616.c:45
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag616.c:50
u16 actor3Talk0Conditions[]
Definition wstag616.c:229
AreaBattle area3Battle4
Definition wstag616.c:189
AreaBattle area3Battle3
Definition wstag616.c:188
AreaBattle area0Battle1
Definition wstag616.c:147
u16 actor0Talk3Conditions[]
Definition wstag616.c:215
s16 script1292[]
Definition wstag616.c:117
AreaBattle area2Battle0
Definition wstag616.c:172
FieldActorEntry * stageActors[]
Definition wstag616.c:288
u16 actor0Talk1Actions[]
Definition wstag616.c:213
AreaBattle area1Battle2
Definition wstag616.c:161
AreaBattle area3Battle0
Definition wstag616.c:185
u16 actor4Talk1Conditions[]
Definition wstag616.c:234
AreaBattle area0Battle6
Definition wstag616.c:152
FieldTalk actor1Talks[]
Definition wstag616.c:245
AreaBattle area3Battle2
Definition wstag616.c:187
u16 actor1Talk0Conditions[]
Definition wstag616.c:223
FieldTalk actor0Talks[]
Definition wstag616.c:238
AreaBattle area3Battle1
Definition wstag616.c:186
AreaBattle area0Battle3
Definition wstag616.c:149
u16 actor3Talk1Conditions[]
Definition wstag616.c:231
u16 actor2Talk0Actions[]
Definition wstag616.c:227
FieldTalk actor4Talks[]
Definition wstag616.c:260
u16 actor4Conditions[]
Definition wstag616.c:280
FieldActorEntry actor4
Definition wstag616.c:286
u16 actor3Conditions[]
Definition wstag616.c:279
AreaBattle area3Battle6
Definition wstag616.c:191
ActorImage stageImages[]
Definition wstag616.c:201
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0018.
Definition wstag616.c:61
AreaBattle area2Battle4
Definition wstag616.c:176
u16 actor4Talk0Conditions[]
Definition wstag616.c:232
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag616.c:297
u16 actor5Conditions[]
Definition wstag616.c:281
FieldTalk actor3Talks[]
Definition wstag616.c:255
BattleList area3Battles
Definition wstag616.c:193
AreaBattle area3Battle5
Definition wstag616.c:190
AreaBattle area0Battle5
Definition wstag616.c:151
BattleList area1Battles
Definition wstag616.c:167
u16 actor5Talk0Actions[]
Definition wstag616.c:236
BattleList area2Battles
Definition wstag616.c:180
u16 actor2Talk0Conditions[]
Definition wstag616.c:226
AreaBattle area1Battle4
Definition wstag616.c:163
AreaBattle area2Battle2
Definition wstag616.c:174
u16 actor0Talk2Conditions[]
Definition wstag616.c:214
AreaBattle area1Battle5
Definition wstag616.c:164
StageSlot stageSlots[]
Definition wstag616.c:345
AreaBattle area2Battle1
Definition wstag616.c:173
u16 actor1Talk0Actions[]
Definition wstag616.c:224
u16 actor5Talk1Conditions[]
Definition wstag616.c:237
AreaBattle area1Battle3
Definition wstag616.c:162
AreaBattle area1Battle0
Definition wstag616.c:159
FieldActorEntry actor1
Definition wstag616.c:283
AreaBattle area0Battle0
Definition wstag616.c:146
AreaBattle area0Battle2
Definition wstag616.c:148
#define STAGE_FILE
Definition wstag616.c:58
AreaBattle area2Battle5
Definition wstag616.c:177
u16 actor4Talk0Actions[]
Definition wstag616.c:233
AreaBattle area1Battle1
Definition wstag616.c:160
AreaBattle area2Battle3
Definition wstag616.c:175
u16 actor2Conditions[]
Definition wstag616.c:278
void endEvent1291(void)
After event 1291, with BK KingNumemon: lets event 1292 start and starts the stage's event battle 0.
Definition wstag616.c:36
AreaBattle area0Battle4
Definition wstag616.c:150
#define STAGE_TEXT
Definition wstag616.c:56
u16 actor3Talk0Actions[]
Definition wstag616.c:230
AreaBattle area3Battle7
Definition wstag616.c:192
BattleList area0Battles
Definition wstag616.c:154
AreaBattle area1Battle7
Definition wstag616.c:166
FieldActorEntry actor3
Definition wstag616.c:285
FieldBattles stageBattles[]
Definition wstag616.c:198
FieldEvent stageEvents[]
Definition wstag616.c:355
u16 actor0Conditions[]
Definition wstag616.c:270
u16 actor0Talk3Actions[]
Definition wstag616.c:216