Digimon World 3 decomp
The European version, SLES_039.36
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wstag685.c
Go to the documentation of this file.
1/*
2 * WSTAG685: Underground Cave, Byakko City.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7
8/* Creates the event object of story progress 0xF */
9void updateStage(StageTask *task, void **children) {
10 switch (task->state) {
11 case TASK_INIT:
12 default:
14 children[0] = FIELDSTG_startEvent(0x19D);
15 }
16 task->nextState(task);
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 413, with the player: moves the story on to STORY_NUMEMON_FOUND */
32
33/* After event 421, with Numemon: sets flag 0x4020 */
34void endEvent421(void) {
35 FLAGS_00.applyAction(FLAG(0x40, 0x20), 1);
36}
37
38/* After event 690, with General: moves the story on to STORY_CODE_PASSES_NEEDED */
42
43#if VERSION_US || VERSION_JP
44#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
45#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
46#define STAGE_FILE 0x4B4
47#elif VERSION_EU
48#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_01)
49#define EVENT_TEXT_FILE (TEXT_EVENTS_600 - 1)
50#define STAGE_FILE 0x4C4
51#endif
52/* Sets the stage up: its map, actors and events, playing the ambience ENV_0020 */
71
73 SCRIPT_PLACE(1, 0x330, 0x108),
74 SCRIPT_POSE(1, 0x10, 7),
75 SCRIPT_PLACE(0x11F, 0x340, 0x10D),
76 SCRIPT_POSE(0x11F, 1, 7),
77 SCRIPT_WAIT(0x3C),
79 SCRIPT_WAIT(0x3C),
80 SCRIPT_POSE(1, 0x27, 7),
82 SCRIPT_POSE(1, 0x26, 7),
83 SCRIPT_PLACE(0x11F, 0, 0),
84 SCRIPT_POSE(0x11F, 1, 0),
86 SCRIPT_POSE(1, 1, 7),
87 SCRIPT_WAIT(0x1E),
88 SCRIPT_POSE(1, 0x3A, 7),
89 SCRIPT_WAIT(0x5A),
90 SCRIPT_TALK(0, 1, 1, 2),
91 SCRIPT_POSE(1, 1, 1),
93 SCRIPT_WAIT(0x1E),
94 SCRIPT_TALK(0, 2, 1, 2),
96 SCRIPT_LEAVE(0x260, 0x330, 0x108, 1),
98};
100 SCRIPT_WALK(2, 0x3D5, 0x147, 5),
101 SCRIPT_PLACE(0x69, 0x415, 0x127),
102 SCRIPT_POSE(0x69, 1, 5),
105 SCRIPT_POSE(2, 1, 5),
106 SCRIPT_WAIT(0x1E),
107 SCRIPT_TALK(0, 1, 2, 1),
109 SCRIPT_POSE(2, 1, 5),
110 SCRIPT_WAIT(0x1E),
111 SCRIPT_FOLLOW(0, 0x69),
112 SCRIPT_TALK(0, 2, 0x69, 0),
114 SCRIPT_WAIT(0x1E),
115 SCRIPT_FOLLOW(0, 2),
116 SCRIPT_TALK(0, 3, 2, 1),
118 SCRIPT_WAIT(0x1E),
119 SCRIPT_POSE(0x69, 1, 1),
120 SCRIPT_WAIT(0x1E),
121 SCRIPT_WALK(0x69, 0x3F5, 0x137, 1),
122 SCRIPT_WAIT_WALK(0x69),
123 SCRIPT_TALK(0, 4, 0x69, 0),
124 SCRIPT_POSE(0x69, 1, 1),
126 SCRIPT_WAIT(0x1E),
127 SCRIPT_TALK(0, 5, 2, 1),
128 SCRIPT_POSE(2, 7, 5),
130 SCRIPT_WAIT(0x1E),
131 SCRIPT_TALK(0, 6, 0x69, 0),
133 SCRIPT_POSE(0x69, 1, 5),
134 SCRIPT_WAIT(0x1E),
135 SCRIPT_WALK(2, 0x41E, 0x122, 5),
136 SCRIPT_WALK(0x69, 0x41E, 0x122, 5),
137 SCRIPT_WAIT(6),
138 SCRIPT_LEAVE(0x24C, 0x64, 0x64, 0),
140};
142 SCRIPT_WALK(2, 0x248, 0x1B4, 1),
143 SCRIPT_PLACE(0x98, 0x230, 0x1C1),
144 SCRIPT_POSE(0x98, 1, 5),
147 SCRIPT_POSE(2, 1, 1),
148 SCRIPT_COMMAND(0x323, 0x325, 0x98),
149 SCRIPT_WAIT(0x3C),
150 SCRIPT_COMMAND(0x323, 0x326, 0x98),
151 SCRIPT_WAIT(0x1E),
152 SCRIPT_TALK(0, 1, 0x98, 1),
154 SCRIPT_WAIT(0x1E),
155 SCRIPT_TALK(0, 2, 2, 2),
156 SCRIPT_POSE(2, 7, 1),
158 SCRIPT_POSE(2, 1, 1),
159 SCRIPT_WAIT(0x1E),
160 SCRIPT_TALK(0, 3, 0x98, 1),
162 SCRIPT_WAIT(0x1E),
163 SCRIPT_TALK(0, 4, 2, 2),
164 SCRIPT_POSE(2, 7, 1),
166 SCRIPT_POSE(2, 1, 1),
167 SCRIPT_WAIT(0x1E),
168 SCRIPT_TALK(0, 5, 0x98, 1),
170 SCRIPT_WAIT(0x1E),
171 SCRIPT_TALK(0, 6, 2, 2),
172 SCRIPT_POSE(2, 7, 1),
174 SCRIPT_POSE(2, 1, 1),
175 SCRIPT_WAIT(0x1E),
176 SCRIPT_TALK(0, 7, 0x98, 1),
178 SCRIPT_WAIT(0x1E),
179 SCRIPT_COMMAND(0x323, 0x325, 2),
180 SCRIPT_WAIT(0x3C),
181 SCRIPT_COMMAND(0x323, 0x326, 2),
182 SCRIPT_WAIT(0x1E),
183 SCRIPT_TALK(0, 8, 2, 2),
184 SCRIPT_POSE(2, 7, 1),
186 SCRIPT_POSE(2, 1, 1),
187 SCRIPT_WAIT(0x1E),
188 SCRIPT_TALK(0, 9, 0x98, 1),
190 SCRIPT_POSE(0x98, 1, 7),
191 SCRIPT_WAIT(0x3C),
192 SCRIPT_WALK(2, 0x248, 0x164, 4),
194 SCRIPT_POSE(2, 1, 3),
195 SCRIPT_COMMAND(0x323, 0x327, 2),
196 SCRIPT_WAIT(0x3C),
197 SCRIPT_COMMAND(0x323, 0x326, 2),
198 SCRIPT_WAIT(0x1E),
199 SCRIPT_TALK(0, 0xA, 2, 0),
201 SCRIPT_WALK(2, 0x1C8, 0x106, 3),
202 SCRIPT_WAIT(0x3C),
203 SCRIPT_LEAVE(0x25E, 0x290, 0x1F0, 1),
205};
207 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
208 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
209 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
210 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
211 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
212 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
213 { 0x140, 0x100, 0x140, 0x1A6, 0, 0xA6, 0x150, 0x1FF },
214 { 0x140, 0x100, 0x16E, 0x158, 0xB8, 0x58, 0x160, 0x1FF },
215 { 0x140, 0x100, 0x176, 0x158, 0xD8, 0x58, 0x170, 0x1FF },
216 { 0, 0, 0, 0, 0, 0, 0, 0 },
217 { 0x140, 0x100, 0x164, 0x180, 0x90, 0x80, 0x150, 0x1FE },
218 { 0x140, 0x100, 0x16C, 0x188, 0xB0, 0x88, 0x160, 0x1FE },
219 { 0x140, 0x100, 0x15E, 0x1A8, 0x78, 0xA8, 0x170, 0x1FE },
220 { 0x140, 0x100, 0x174, 0x188, 0xD0, 0x88, 0x140, 0x1FD },
221 { 0x140, 0x100, 0x166, 0x1B0, 0x98, 0xB0, 0x150, 0x1FD },
222 { 0x140, 0x100, 0x16E, 0x1B0, 0xB8, 0xB0, 0x160, 0x1FD },
223 { 0x140, 0x100, 0x176, 0x1B0, 0xD8, 0xB0, 0x170, 0x1FD },
224 { 0x140, 0x100, 0x148, 0x1B5, 0x20, 0xB5, 0x140, 0x1FC },
225 { 0x140, 0x100, 0x150, 0x1BD, 0x40, 0xBD, 0x150, 0x1FC },
226 { 0x140, 0x100, 0x168, 0x1D0, 0xA0, 0xD0, 0x160, 0x1FC },
227 { 0x140, 0x100, 0x14E, 0x18D, 0x38, 0x8D, 0x170, 0x1FC },
228 { 0x140, 0x100, 0x156, 0x195, 0x58, 0x95, 0x140, 0x1FB },
229 { 0x140, 0x100, 0x140, 0x1C6, 0, 0xC6, 0x150, 0x1FB },
230 { 0x140, 0x100, 0x158, 0x1C8, 0x60, 0xC8, 0x160, 0x1FB },
231 { 0x140, 0x100, 0x160, 0x1D0, 0x80, 0xD0, 0x170, 0x1FB },
232};
253 { NULL, NULL, 0x13A },
254 { NULL, NULL, 0 },
255};
257 { NULL, NULL, 0x13C },
258 { NULL, NULL, 0 },
259};
261 { NULL, NULL, 0x13B },
262 { NULL, NULL, 0 },
263};
265 { NULL, NULL, 0x13D },
266 { NULL, NULL, 0 },
267};
269 { actor5Talk0Conditions, NULL, 0x140 },
270 { actor5Talk1Conditions, NULL, 0x12A },
271 { NULL, NULL, 0 },
272};
274 { actor6Talk0Conditions, NULL, 0x172 },
275 { actor6Talk1Conditions, NULL, 0x12B },
276 { NULL, NULL, 0 },
277};
279 { NULL, NULL, 0x12E },
280 { NULL, NULL, 0 },
281};
283 { NULL, NULL, 0x131 },
284 { NULL, NULL, 0 },
285};
287 { actor9Talk0Conditions, NULL, 0x173 },
288 { actor9Talk1Conditions, NULL, 0x12C },
289 { NULL, NULL, 0 },
290};
292 { NULL, NULL, 0x12F },
293 { NULL, NULL, 0 },
294};
296 { NULL, NULL, 0x132 },
297 { NULL, NULL, 0 },
298};
300 { actor13Talk0Conditions, NULL, 0x12D },
302 { NULL, NULL, 0 },
303};
305 { NULL, NULL, 0x130 },
306 { NULL, NULL, 0 },
307};
309 { NULL, NULL, 0x133 },
310 { NULL, NULL, 0 },
311};
313 { NULL, NULL, 0x136 },
314 { NULL, NULL, 0 },
315};
317 { NULL, NULL, 0x134 },
318 { NULL, NULL, 0 },
319};
321 { NULL, NULL, 0x135 },
322 { NULL, NULL, 0 },
323};
325 { NULL, NULL, 0x13E },
326 { NULL, NULL, 0 },
327};
329 { NULL, NULL, 0x13F },
330 { NULL, NULL, 0 },
331};
333 { NULL, actor22Talk0Actions, 0x129 },
334 { NULL, NULL, 0 },
335};
337 { NULL, actor23Talk0Actions, 0x15C },
338 { NULL, NULL, 0 },
339};
341 { NULL, NULL, 0x137 },
342 { NULL, NULL, 0 },
343};
345 { NULL, NULL, 0x138 },
346 { NULL, NULL, 0 },
347};
349 { NULL, NULL, 0x139 },
350 { NULL, NULL, 0 },
351};
383FieldActorEntry actor5 = { NULL, actor5Talks, 0x3F, 7, 1040, 298, 1 };
390FieldActorEntry actor12 = { actor12Conditions, NULL, 0x69, 0xA, 1045, 295, 5 };
399FieldActorEntry actor21 = { actor21Conditions, NULL, 0x11F, 0x11, 0, 0, 1 };
400FieldActorEntry actor22 = { actor22Conditions, actor22Talks, 0x132, 0x12, 328, 142, 7 };
401FieldActorEntry actor23 = { actor23Conditions, actor23Talks, 0x133, 0x13, 354, 128, 7 };
402FieldActorEntry actor24 = { actor24Conditions, actor24Talks, 0x16D, 0x14, 825, 269, 7 };
403FieldActorEntry actor25 = { actor25Conditions, actor25Talks, 0x16F, 0x15, 560, 449, 7 };
404FieldActorEntry actor26 = { actor26Conditions, actor26Talks, 0x171, 0x16, 561, 305, 1 };
406 &actor0,
407 &actor1,
408 &actor2,
409 &actor3,
410 &actor4,
411 &actor5,
412 &actor6,
413 &actor7,
414 &actor8,
415 &actor9,
416 &actor10,
417 &actor11,
418 &actor12,
419 &actor13,
420 &actor14,
421 &actor15,
422 &actor16,
423 &actor17,
424 &actor18,
425 &actor19,
426 &actor20,
427 &actor21,
428 &actor22,
429 &actor23,
430 &actor24,
431 &actor25,
432 &actor26,
433 NULL,
434};
436 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 177, 76, 0, 0 },
437 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 244, 43, 0, 0 },
438 { 1, 0, 0x40, 6, 0x32, 2, 0, 1, 6, 0, 350, 54, 0, 0 },
439 { 1, 0, 0x80, 6, 4, 0, 0, 0, 0, 0, 390, 289, 0, 0 },
440 { 1, 0, 0x58, 4, 0, 0, 0, 0, 0, 0, 1025, 223, 307, 0 },
441 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 492, 452, 508, 0 },
442 { 1, 0, 0x42, 4, 2, 0, 0, 0, 0, 0, 625, 443, 501, 0 },
443 { 1, 0, 0x5B, 4, 3, 0, 0, 0, 0, 0, 639, 378, 454, 0 },
444 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
445};
447 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x25E, 0x290, 0x1F0, 1, 0, 0, 0 },
448 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_DROP, 9, 0, 0, 0, 0, 0, 0 },
449 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 8, 0x1C4, 0xA0, 0, 0, 0, 0 },
450 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 8, 0x1D5, 0x12C, 0, 0, 0, 0 },
451 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 4, 0x1BF, 0x150, 0, 0, 0, 0 },
452 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 4, 0x1AF, 0x198, 0, 0, 0, 0 },
453 { { { FLAG(0x1A, 3), 1 }, { PROGRESS(STORY_NUMEMON_FOUND), 1 } }, SLOT_EVENT, 0x1A5, 0, 0, 0, 0, 0, 0 },
454 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
455};
456void (*stageFuncs[])(void) = {
458};
460 { 413, script413, EVENT_TEXT(3), NULL, endEvent413 },
461 { 421, script421, EVENT_TEXT(4), NULL, endEvent421 },
462 { 690, script690, EVENT_TEXT(0x1B), NULL, endEvent690 },
463 { -1, NULL, 0, NULL, NULL },
464};
#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_COMMAND_PLAY_PIYOPIYO
Definition field_map.h:73
#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 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 SCRIPT_WAIT_ANIM(id)
until its animation ends
Definition field_map.h:169
#define FIELD_TASK_COMMANDS
script command 813 (FIELDSTG_startCommandTask): the field commands
Definition field_map.h:33
#define SCRIPT_PLACE(id, x, y)
puts a character at (x, y)
Definition field_map.h:157
#define 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 START_EVENT(index)
action: FIELDSTG_startListedEvent
Definition game_state.h:81
#define CODES_END
Definition game_state.h:83
#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_UNDERGROUND_CAVE
ENV_0020: the Underground Cave.
Definition sound.h:136
#define MUSIC_BANK(music)
The sound bank of a music, which a stage loads for it (FieldState.soundBank)
Definition sound.h:148
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define SPECIAL_STORY_JUNGLE_SOUND_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_JUNGLE_SOUND to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[0x12])
Definition story.h:1917
@ STORY_PRESIDENT_ARRESTED
WSTAG226 (Login Room, Amaterasu City), event 935, after the President of MAGAMI gives himself up (WST...
Definition story.h:136
@ STORY_NUMEMON_FOUND
WSTAG685 (Underground Cave, Byakko City), event 413: the rock blocking the hole is Numemon.
Definition story.h:73
@ STORY_KNIGHTMON_REPROGRAMMED
WSTAG210 (Main Lobby, Asuka City), event 685: the A.o.A have reprogrammed Knightmon,...
Definition story.h:97
@ STORY_MOVIE_BATTLES
WSTAG820, event 1080, with Snatchmon: each encounter plays MODE_BATTLE_MOVIE first.
Definition story.h:146
@ STORY_CODE_PASSES_NEEDED
WSTAG685, event 690: Leader Chuck says stopping Knightmon takes the four City Leaders' Code Passes.
Definition story.h:100
@ STORY_DE_SINCERITY
WSTAG460 (Reliability Spot), event 370: the Qing Long Chief, asked for the Digi-Egg of Knowledge,...
Definition story.h:70
#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_KNIGHTMON_REPROGRAMMED_TO_AMATERASU_BRIDGE
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_AMATERASU_BRIDGE (PROGRESS_RANGES[4])
Definition story.h:1875
#define SPECIAL_STORY_SINCE_KNIGHTMON_REPROGRAMMED
GAME.progress is STORY_KNIGHTMON_REPROGRAMMED or later (PROGRESS_RANGES[8], to 0x63)
Definition story.h:1887
#define SPECIAL_STORY_KNIGHTMON_REPROGRAMMED_TO_BULBMON_FOUND
GAME.progress is from STORY_KNIGHTMON_REPROGRAMMED to STORY_BULBMON_FOUND (PROGRESS_RANGES[0x11])
Definition story.h:1914
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
Definition field_map.h:100
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
Definition field_map.h:104
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
Definition field_map.h:445
FieldEvent * events
up to the first id -1
Definition field_map.h:451
s32 soundBank
SOUND.loadBank's, or 0.
Definition field_map.h:459
StageTile * objects
the map objects, up to the first margin 0
Definition field_map.h:446
s32 imageFile
or an image archive file, or 0
Definition field_map.h:449
Vec2 start
where the player starts
Definition field_map.h:456
StageSlot * slots
up to the first type 0
Definition field_map.h:447
ActorImage * actors
then the actors', from actors[2]
Definition field_map.h:454
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
Definition field_map.h:444
s32 startDir
and its direction
Definition field_map.h:457
s32 textFile
the stage's text file, for the talks
Definition field_map.h:461
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
Definition field_map.h:460
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
Definition field_map.h:176
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
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 wstag685.c:353
u16 actor26Conditions[]
Definition wstag685.c:377
FieldActorEntry actor0
Definition wstag685.c:378
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag685.c:456
FieldActorEntry actor6
Definition wstag685.c:384
u16 actor23Talk0Actions[]
Definition wstag685.c:251
u16 actor11Conditions[]
Definition wstag685.c:362
FieldTalk actor2Talks[]
Definition wstag685.c:256
u16 actor10Conditions[]
Definition wstag685.c:361
FieldActorEntry actor25
Definition wstag685.c:403
FieldActorEntry actor24
Definition wstag685.c:402
u16 actor18Conditions[]
Definition wstag685.c:369
FieldActorEntry actor17
Definition wstag685.c:395
u16 actor5Talk0Conditions[]
Definition wstag685.c:233
FieldTalk actor14Talks[]
Definition wstag685.c:304
u16 actor24Conditions[]
Definition wstag685.c:375
FieldActorEntry actor18
Definition wstag685.c:396
FieldTalk actor5Talks[]
Definition wstag685.c:268
FieldActorEntry actor5
Definition wstag685.c:383
s16 script421[]
Definition wstag685.c:99
u16 actor22Conditions[]
Definition wstag685.c:373
FieldActorEntry actor2
Definition wstag685.c:380
u16 actor13Talk1Actions[]
Definition wstag685.c:249
u16 actor9Talk0Conditions[]
Definition wstag685.c:241
u16 actor6Talk1Conditions[]
Definition wstag685.c:236
void endEvent690(void)
After event 690, with General: moves the story on to STORY_CODE_PASSES_NEEDED.
Definition wstag685.c:39
FieldActorEntry actor23
Definition wstag685.c:401
void endEvent421(void)
After event 421, with Numemon: sets flag 0x4020.
Definition wstag685.c:34
FieldActorEntry actor19
Definition wstag685.c:397
u16 actor9Conditions[]
Definition wstag685.c:360
FieldActorEntry * stageActors[]
Definition wstag685.c:405
u16 actor23Conditions[]
Definition wstag685.c:374
FieldActorEntry actor22
Definition wstag685.c:400
FieldTalk actor1Talks[]
Definition wstag685.c:252
u16 actor13Conditions[]
Definition wstag685.c:364
u16 actor13Talk0Conditions[]
Definition wstag685.c:247
FieldTalk actor20Talks[]
Definition wstag685.c:328
FieldActorEntry actor10
Definition wstag685.c:388
u16 actor19Conditions[]
Definition wstag685.c:370
FieldTalk actor4Talks[]
Definition wstag685.c:264
u16 actor4Conditions[]
Definition wstag685.c:356
FieldActorEntry actor4
Definition wstag685.c:382
u16 actor3Conditions[]
Definition wstag685.c:355
FieldTalk actor17Talks[]
Definition wstag685.c:316
FieldTalk actor11Talks[]
Definition wstag685.c:295
FieldActorEntry actor8
Definition wstag685.c:386
ActorImage stageImages[]
Definition wstag685.c:206
FieldTalk actor6Talks[]
Definition wstag685.c:273
void setupStage(void)
Sets the stage up: its map, actors and events, playing the ambience ENV_0020.
Definition wstag685.c:53
FieldTalk actor25Talks[]
Definition wstag685.c:344
FieldTalk actor19Talks[]
Definition wstag685.c:324
FieldTalk actor23Talks[]
Definition wstag685.c:336
u16 actor16Conditions[]
Definition wstag685.c:367
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag685.c:435
FieldActorEntry actor9
Definition wstag685.c:387
u16 actor8Conditions[]
Definition wstag685.c:359
FieldActorEntry actor20
Definition wstag685.c:398
FieldTalk actor26Talks[]
Definition wstag685.c:348
u16 actor9Talk1Conditions[]
Definition wstag685.c:242
FieldTalk actor10Talks[]
Definition wstag685.c:291
FieldTalk actor3Talks[]
Definition wstag685.c:260
FieldTalk actor9Talks[]
Definition wstag685.c:286
FieldTalk actor15Talks[]
Definition wstag685.c:308
FieldActorEntry actor15
Definition wstag685.c:393
FieldActorEntry actor12
Definition wstag685.c:390
FieldActorEntry actor16
Definition wstag685.c:394
u16 actor15Conditions[]
Definition wstag685.c:366
u16 actor6Talk0Conditions[]
Definition wstag685.c:235
u16 actor6Conditions[]
Definition wstag685.c:357
u16 actor14Conditions[]
Definition wstag685.c:365
FieldActorEntry actor7
Definition wstag685.c:385
u16 actor22Talk0Actions[]
Definition wstag685.c:250
StageSlot stageSlots[]
Definition wstag685.c:446
u16 actor5Talk1Conditions[]
Definition wstag685.c:234
FieldActorEntry actor13
Definition wstag685.c:391
FieldTalk actor24Talks[]
Definition wstag685.c:340
FieldActorEntry actor11
Definition wstag685.c:389
s16 script413[]
Definition wstag685.c:72
u16 actor25Conditions[]
Definition wstag685.c:376
FieldActorEntry actor1
Definition wstag685.c:379
FieldActorEntry actor21
Definition wstag685.c:399
FieldTalk actor13Talks[]
Definition wstag685.c:299
#define STAGE_FILE
Definition wstag685.c:50
u16 actor7Conditions[]
Definition wstag685.c:358
u16 actor2Conditions[]
Definition wstag685.c:354
u16 actor13Talk1Conditions[]
Definition wstag685.c:248
FieldTalk actor18Talks[]
Definition wstag685.c:320
FieldTalk actor7Talks[]
Definition wstag685.c:278
u16 actor20Conditions[]
Definition wstag685.c:371
#define STAGE_TEXT
Definition wstag685.c:48
void endEvent413(void)
After event 413, with the player: moves the story on to STORY_NUMEMON_FOUND.
Definition wstag685.c:29
FieldTalk actor8Talks[]
Definition wstag685.c:282
u16 actor21Conditions[]
Definition wstag685.c:372
FieldTalk actor16Talks[]
Definition wstag685.c:312
u16 actor17Conditions[]
Definition wstag685.c:368
FieldActorEntry actor3
Definition wstag685.c:381
FieldActorEntry actor26
Definition wstag685.c:404
FieldActorEntry actor14
Definition wstag685.c:392
FieldEvent stageEvents[]
Definition wstag685.c:459
s16 script690[]
Definition wstag685.c:141
u16 actor12Conditions[]
Definition wstag685.c:363
FieldTalk actor22Talks[]
Definition wstag685.c:332
u16 actor0Conditions[]
Definition wstag685.c:352