Digimon World 3 decomp
The European version, SLES_039.36
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wstag676.c
Go to the documentation of this file.
1/*
2 * WSTAG676: Bai Hu Dome, Bai Hu City. On the Amaterasu server; its Asuka
3 * server twin is WSTAG675.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8
9/* Creates the event object of story progress 0x22 */
10void updateStage(StageTask *task, void **children) {
11 switch (task->state) {
12 case TASK_INIT:
13 default:
14 task->nextState(task);
16 children[0] = FIELDSTG_startEvent(0x385);
17 }
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 900, with Bai Hu Chief: starts the stage's event battle 0 and
31 * keeps it from playing again
32 */
37
38/*
39 * After event 901, with the player: moves the story on to STORY_WHITE_ID_PASS and
40 * gives the player the White ID Pass
41 */
42void endEvent901(void) {
44 FLAGS_00.applyAction(ITEM(0, 0x18), 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_600 - 1)
50#define STAGE_FILE 0x652
51#elif VERSION_EU
52#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
53#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
54#define STAGE_FILE 0x662
55#endif
56/*
57 * Sets the stage up: its map, actors, battles and events, playing BGM_0021;
58 * BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set
59 */
83
85 SCRIPT_FOLLOW(1, 2),
86 SCRIPT_WALK(2, 0x160, 0xA9, 3),
87 SCRIPT_PLACE(0xD2, 0x140, 0x99),
88 SCRIPT_POSE(0xD2, 1, 7),
91 SCRIPT_POSE(2, 1, 3),
92 SCRIPT_WAIT(0x1E),
93 SCRIPT_TALK(0, 1, 2, 3),
94 SCRIPT_POSE(2, 7, 3),
96 SCRIPT_POSE(2, 1, 3),
97 SCRIPT_WAIT(0x1E),
98 SCRIPT_TALK(0, 2, 0xD2, 2),
100 SCRIPT_WAIT(0x1E),
101 SCRIPT_TALK(0, 3, 2, 3),
102 SCRIPT_POSE(2, 7, 3),
104 SCRIPT_POSE(2, 1, 3),
105 SCRIPT_WAIT(0x1E),
106 SCRIPT_TALK(0, 4, 0xD2, 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
112 0x2407,
113#elif VERSION_EU
114 0x3,
115#elif VERSION_JP
116 0x178,
117#endif
118};
120 SCRIPT_PLACE(2, 0x160, 0xA9),
121 SCRIPT_POSE(2, 1, 3),
122 SCRIPT_PLACE(0x13C, 0x140, 0x99),
123 SCRIPT_POSE(0x13C, 1, 5),
124 SCRIPT_WAIT(0x78),
125 SCRIPT_TALK(0, 1, 2, 3),
127 SCRIPT_WAIT(0x1E),
128 SCRIPT_WALK(2, 0x148, 0x9D, 3),
130 SCRIPT_WAIT(0x1E),
131 SCRIPT_PLACE(0x13C, 0, 0),
132 SCRIPT_POSE(0x13C, 1, 5),
134 SCRIPT_WAIT(0x1E),
135 SCRIPT_TALK(0, 2, 2, 3),
137 SCRIPT_WAIT(0x1E),
138 SCRIPT_WALK(2, 0x1A0, 0xC9, 7),
139 SCRIPT_WAIT(0x1E),
140 SCRIPT_LEAVE(0x2C6, 0x46C, 0xAA, 1),
142};
143AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
144AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
145AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
146AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
147AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
148AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
149AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
150AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
156AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
157AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
158AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
159AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
160AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
161AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
162AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
163AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
169AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
170AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
171AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
172AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
173AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
174AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
176AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
184AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
185AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
186AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
187AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
188AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
189AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
199 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
200 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
201 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
202 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
203 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
204 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
205 { 0x180, 0x100, 0x1B4, 0x128, 0x1D0, 0x28, 0x170, 0x1FE },
206 { 0x180, 0x100, 0x19C, 0x128, 0x170, 0x28, 0x140, 0x1FD },
207 { 0x180, 0x100, 0x1A4, 0x128, 0x190, 0x28, 0x150, 0x1FD },
208 { 0x180, 0x100, 0x180, 0x150, 0x100, 0x50, 0x160, 0x1FD },
209 { 0x180, 0x100, 0x188, 0x150, 0x120, 0x50, 0x170, 0x1FD },
210 { 0x180, 0x100, 0x198, 0x158, 0x160, 0x58, 0x140, 0x1FC },
211 { 0x180, 0x100, 0x194, 0x128, 0x150, 0x28, 0x150, 0x1FC },
212 { 0x180, 0x100, 0x1AC, 0x128, 0x1B0, 0x28, 0x160, 0x1FC },
213 { 0x180, 0x100, 0x190, 0x150, 0x140, 0x50, 0x170, 0x1FC },
214 { 0x140, 0x100, 0x148, 0x186, 0x20, 0x86, 0x140, 0x1FB },
215 { 0x140, 0x100, 0x152, 0x186, 0x48, 0x86, 0x150, 0x1FB },
216 { 0x140, 0x100, 0x16C, 0x1E8, 0xB0, 0xE8, 0x160, 0x1FB },
217};
230 { NULL, NULL, 0x157 },
231 { NULL, NULL, 0 },
232};
234 { NULL, NULL, 0x158 },
235 { NULL, NULL, 0 },
236};
238 { NULL, NULL, 0x159 },
239 { NULL, NULL, 0 },
240};
242 { actor3Talk0Conditions, NULL, 0x1EE },
243 { actor3Talk1Conditions, NULL, 0x1EF },
244 { NULL, NULL, 0 },
245};
247 { actor4Talk0Conditions, NULL, 0x1F0 },
248 { actor4Talk1Conditions, NULL, 0x1F1 },
249 { NULL, NULL, 0 },
250};
252 { actor5Talk0Conditions, NULL, 0x1F2 },
253 { actor5Talk1Conditions, NULL, 0x1F3 },
254 { NULL, NULL, 0 },
255};
257 { actor6Talk0Conditions, NULL, 0x1F4 },
258 { actor6Talk1Conditions, NULL, 0x1F5 },
259 { NULL, NULL, 0 },
260};
262 { NULL, NULL, 0x15A },
263 { NULL, NULL, 0 },
264};
266 { NULL, NULL, 0x156 },
267 { NULL, NULL, 0 },
268};
270 { actor9Talk0Conditions, NULL, 0x20D },
272 { NULL, NULL, 0 },
273};
275 { NULL, NULL, 0x155 },
276 { NULL, NULL, 0 },
277};
300FieldActorEntry actor6 = { actor6Conditions, actor6Talks, 0x49, 0xA, 344, 446, 1 };
301FieldActorEntry actor7 = { actor7Conditions, actor7Talks, 0x6F, 0xB, 344, 446, 1 };
302FieldActorEntry actor8 = { actor8Conditions, actor8Talks, 0x91, 0xC, 320, 153, 7 };
303FieldActorEntry actor9 = { actor9Conditions, actor9Talks, 0xCE, 0xD, 509, 563, 3 };
305FieldActorEntry actor11 = { actor11Conditions, NULL, 0x13C, 0xF, 0, 0, 1 };
307 &actor0,
308 &actor1,
309 &actor2,
310 &actor3,
311 &actor4,
312 &actor5,
313 &actor6,
314 &actor7,
315 &actor8,
316 &actor9,
317 &actor10,
318 &actor11,
319 NULL,
320};
322 { 1, 0, 0x50, 2, 0x2F, 0, 0, 0, 0, 0, 718, 505, 0, 0 },
323 { 1, 0, 0x50, 2, 0x2F, 0, 0, 0, 0, 0, 815, 456, 0, 0 },
324 { 1, 0, 0x40, 2, 0x30, 2, 0, 1, 0xA, 0, 625, 376, 0, 0 },
325 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x35, 0xA, 0, 719, 451, 0, 0 },
326 { 1, 0, 0x40, 2, 0x32, 1, 0x32, 0x35, 0xA, 0, 815, 343, 0, 0 },
327 { 1, 0, 0x40, 2, 0x3E, 1, 0x3E, 0x47, 6, 0, 637, 147, 0, 0 },
328 { 1, 0, 0x40, 2, 0x48, 1, 0x48, 0x51, 6, 0, 769, 352, 0, 0 },
329 { 1, 0, 0x50, 6, 0x2E, 0, 0, 0, 0, 0, 182, 516, 0, 0 },
330 { 1, 0, 0x40, 6, 0x30, 2, 0, 1, 0xA, 0, 157, 372, 0, 0 },
331 { 1, 0, 0x40, 6, 0x30, 2, 0, 1, 0xA, 0, 213, 344, 0, 0 },
332 { 1, 0, 0x40, 6, 0x30, 2, 0, 1, 0xA, 0, 221, 194, 0, 0 },
333 { 1, 0, 0x40, 6, 0x30, 2, 0, 1, 0xA, 0, 549, 105, 0, 0 },
334 { 1, 0, 0x40, 6, 0x30, 2, 0, 1, 0xA, 0, 742, 201, 0, 0 },
335 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x35, 0xA, 0, 182, 460, 0, 0 },
336 { 1, 0, 0x40, 6, 0x36, 1, 0x36, 0x39, 8, 0, 91, 349, 0, 0 },
337 { 1, 0, 0x40, 6, 0x52, 1, 0x52, 0x5B, 6, 0, 487, 434, 0, 0 },
338 { 1, 0, 0x40, 6, 0x5C, 1, 0x5C, 0x5F, 0xA, 0, 661, 151, 0, 0 },
339 { 1, 0, 0x40, 6, 0x5C, 1, 0x5C, 0x5F, 0xA, 0, 780, 357, 0, 0 },
340 { 1, 0, 0x40, 6, 0x60, 1, 0x60, 0x63, 0xA, 0, 504, 449, 0, 0 },
341 { 1, 0, 0x58, 4, 0, 0, 0, 0, 0, 0, 249, 99, 171, 0 },
342 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 287, 425, 455, 0 },
343 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 511, 525, 552, 0 },
344 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
345};
347 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 5, 0, 0, 0, 0, 0, 0 },
348 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2C6, 0x46C, 0xAA, 1, 0, 0, 0 },
349 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2C8, 0xA8, 0xA4, 5, 0, 0, 0 },
350 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x2C0, 0x100, 0, 0, 0, 0 },
351 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x2B0, 0x148, 0, 0, 0, 0 },
352 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x210, 0x118, 0, 0, 0, 0 },
353 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x200, 0x160, 0, 0, 0, 0 },
354 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x1C0, 0x180, 0, 0, 0, 0 },
355 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x1B0, 0x1C8, 0, 0, 0, 0 },
356 { { { PROGRESS(STORY_WAY_TO_AMATERASU), 1 }, { FLAG_BAI_HU_CHIEF_WIN_SEEN, 0 } }, SLOT_EVENT, 0x384, 0, 0, 0, 0, 0, 0 },
357 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
358};
359void (*stageFuncs[])(void) = {
361};
363 { 900, script900, EVENT_TEXT(0x19), NULL, endEvent900 },
364 { 901, script901, EVENT_TEXT(0x1A), NULL, endEvent901 },
365 { -1, NULL, 0, NULL, NULL },
366};
#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 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 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 SLOT_DROP
Definition field_map.h:258
#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 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_BYAKKO_CITY
BGM_0021: Byakko City and the Bai Hu Dome.
Definition sound.h:97
#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
#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_WHITE_ID_PASS
WSTAG676 (Bai Hu Dome), event 901: the General says the A.o.A came on Bulbmon (the White ID Pass)
Definition story.h:129
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_WAY_TO_AMATERASU
WSTAG305, events 893 and 895: the way into Amaterasu City, the A.o.A's headquarters,...
Definition story.h:126
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
#define SPECIAL_STORY_SINCE_DE_KNOWLEDGE
GAME.progress is STORY_DE_KNOWLEDGE or later (PROGRESS_RANGES[0xD], to 0x63)
Definition story.h:1902
#define FLAG_BAI_HU_CHIEF_WIN_SEEN
wstag676 event 900: the player wins and gets the White ID Pass; set at its end, tested 11 times in Ba...
Definition story.h:1481
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 wstag676.c:279
AreaBattle area2Battle7
Definition wstag676.c:176
FieldActorEntry actor0
Definition wstag676.c:294
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag676.c:359
FieldActorEntry actor6
Definition wstag676.c:300
u16 actor9Talk1Actions[]
Definition wstag676.c:228
u16 actor11Conditions[]
Definition wstag676.c:293
FieldTalk actor2Talks[]
Definition wstag676.c:237
AreaBattle area2Battle6
Definition wstag676.c:175
u16 actor10Conditions[]
Definition wstag676.c:288
u16 actor5Talk0Conditions[]
Definition wstag676.c:222
FieldTalk actor5Talks[]
Definition wstag676.c:251
AreaBattle area1Battle6
Definition wstag676.c:162
s16 script900[]
Definition wstag676.c:84
FieldActorEntry actor5
Definition wstag676.c:299
AreaBattle area0Battle7
Definition wstag676.c:150
FieldActorEntry actor2
Definition wstag676.c:296
u16 actor9Talk0Conditions[]
Definition wstag676.c:226
u16 actor6Talk1Conditions[]
Definition wstag676.c:225
u16 actor3Talk0Conditions[]
Definition wstag676.c:218
AreaBattle area3Battle4
Definition wstag676.c:186
AreaBattle area3Battle3
Definition wstag676.c:185
AreaBattle area0Battle1
Definition wstag676.c:144
AreaBattle area2Battle0
Definition wstag676.c:169
u16 actor9Conditions[]
Definition wstag676.c:287
FieldActorEntry * stageActors[]
Definition wstag676.c:306
AreaBattle area1Battle2
Definition wstag676.c:158
AreaBattle area3Battle0
Definition wstag676.c:182
u16 actor4Talk1Conditions[]
Definition wstag676.c:221
AreaBattle area0Battle6
Definition wstag676.c:149
FieldTalk actor1Talks[]
Definition wstag676.c:233
AreaBattle area3Battle2
Definition wstag676.c:184
FieldTalk actor0Talks[]
Definition wstag676.c:229
s16 script901[]
Definition wstag676.c:119
AreaBattle area3Battle1
Definition wstag676.c:183
AreaBattle area0Battle3
Definition wstag676.c:146
FieldActorEntry actor10
Definition wstag676.c:304
u16 actor3Talk1Conditions[]
Definition wstag676.c:219
FieldTalk actor4Talks[]
Definition wstag676.c:246
u16 actor4Conditions[]
Definition wstag676.c:282
FieldActorEntry actor4
Definition wstag676.c:298
u16 actor3Conditions[]
Definition wstag676.c:281
AreaBattle area3Battle6
Definition wstag676.c:188
FieldActorEntry actor8
Definition wstag676.c:302
ActorImage stageImages[]
Definition wstag676.c:198
FieldTalk actor6Talks[]
Definition wstag676.c:256
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0021; BGM_0029 instead except at ...
Definition wstag676.c:60
AreaBattle area2Battle4
Definition wstag676.c:173
u16 actor4Talk0Conditions[]
Definition wstag676.c:220
void endEvent900(void)
After event 900, with Bai Hu Chief: starts the stage's event battle 0 and keeps it from playing again...
Definition wstag676.c:33
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag676.c:321
FieldActorEntry actor9
Definition wstag676.c:303
u16 actor8Conditions[]
Definition wstag676.c:286
u16 actor9Talk1Conditions[]
Definition wstag676.c:227
u16 actor5Conditions[]
Definition wstag676.c:283
FieldTalk actor10Talks[]
Definition wstag676.c:274
FieldTalk actor3Talks[]
Definition wstag676.c:241
FieldTalk actor9Talks[]
Definition wstag676.c:269
BattleList area3Battles
Definition wstag676.c:190
AreaBattle area3Battle5
Definition wstag676.c:187
AreaBattle area0Battle5
Definition wstag676.c:148
BattleList area1Battles
Definition wstag676.c:164
BattleList area2Battles
Definition wstag676.c:177
void endEvent901(void)
After event 901, with the player: moves the story on to STORY_WHITE_ID_PASS and gives the player the ...
Definition wstag676.c:42
AreaBattle area1Battle4
Definition wstag676.c:160
u16 actor6Talk0Conditions[]
Definition wstag676.c:224
u16 actor6Conditions[]
Definition wstag676.c:284
AreaBattle area2Battle2
Definition wstag676.c:171
AreaBattle area1Battle5
Definition wstag676.c:161
FieldActorEntry actor7
Definition wstag676.c:301
StageSlot stageSlots[]
Definition wstag676.c:346
AreaBattle area2Battle1
Definition wstag676.c:170
u16 actor5Talk1Conditions[]
Definition wstag676.c:223
AreaBattle area1Battle3
Definition wstag676.c:159
AreaBattle area1Battle0
Definition wstag676.c:156
FieldActorEntry actor11
Definition wstag676.c:305
FieldActorEntry actor1
Definition wstag676.c:295
AreaBattle area0Battle0
Definition wstag676.c:143
AreaBattle area0Battle2
Definition wstag676.c:145
#define STAGE_FILE
Definition wstag676.c:54
AreaBattle area2Battle5
Definition wstag676.c:174
AreaBattle area1Battle1
Definition wstag676.c:157
u16 actor7Conditions[]
Definition wstag676.c:285
AreaBattle area2Battle3
Definition wstag676.c:172
u16 actor2Conditions[]
Definition wstag676.c:280
FieldTalk actor7Talks[]
Definition wstag676.c:261
AreaBattle area0Battle4
Definition wstag676.c:147
#define STAGE_TEXT
Definition wstag676.c:52
FieldTalk actor8Talks[]
Definition wstag676.c:265
AreaBattle area3Battle7
Definition wstag676.c:189
BattleList area0Battles
Definition wstag676.c:151
AreaBattle area1Battle7
Definition wstag676.c:163
FieldActorEntry actor3
Definition wstag676.c:297
FieldBattles stageBattles[]
Definition wstag676.c:195
FieldEvent stageEvents[]
Definition wstag676.c:362
u16 actor0Conditions[]
Definition wstag676.c:278