Digimon World 3 decomp
The European version, SLES_039.36
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wstag740.c
Go to the documentation of this file.
1/*
2 * WSTAG740: Fire Dungeon, North Sector.
3 */
4
5#include "common.h"
6#include "field/stage.h"
7const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
8
9/* Defined below, after the code that uses them */
10extern s32 partyActorIds[];
11void *createSpritePair(s32 x, s32 y);
15
17
19
20/* Back from the battle after event 800, starts event 801, with Fire Knight, unless it has played */
21void updateStage(StageTask *task, void **children) {
22 switch (task->state) {
23 case TASK_INIT:
24 default:
25 task->nextState(task);
27 children[0] = FIELDSTG_startEvent(0x321);
28 }
29 break;
30 case TASK_RUN:
31 case TASK_DONE:
32 case TASK_KILL:
33 break;
34 }
35}
36
37#define STAGE_CHILDREN_SIZE 4
39
41
43
45
47
48/*
49 * After event 800, with Fire Knight: starts the stage's event battle 0 and
50 * keeps it from playing again
51 */
56
57/*
58 * After event 801, with Fire Knight: gives the player the Divine Rod and
59 * keeps it from playing again
60 */
65
66/* After the trap of event 9000 goes off: keeps it from going off again */
70
71/* After the trap of event 9001 goes off: keeps it from going off again */
75
76/* After the trap of event 9002 goes off: keeps it from going off again */
80
81/* After the trap of event 9003 goes off: keeps it from going off again */
85
86/* After the trap of event 9004 goes off: keeps it from going off again */
90
91/* After the trap of event 9005 goes off: keeps it from going off again */
95
96/* After the trap of event 9006 goes off: keeps it from going off again */
100
101/* After the trap of event 9007 goes off: keeps it from going off again */
105
106/* After the trap of event 9008 goes off: keeps it from going off again */
110
111/* After the trap of event 9009 goes off: keeps it from going off again */
115
116/* After the trap of event 9010 goes off: keeps it from going off again */
120
121/* After the trap of event 9011 goes off: keeps it from going off again */
125
126/* After the trap of event 9012 goes off: keeps it from going off again */
130
131/* After the trap of event 9013 goes off: keeps it from going off again */
135
136/* After the trap of event 9014 goes off: keeps it from going off again */
140
141/* After the trap of event 9015 goes off: keeps it from going off again */
145
146#if VERSION_US || VERSION_JP
147#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
148#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
149#define STAGE_FILE 0x6CE
150#elif VERSION_EU
151#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_02)
152#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
153#define STAGE_FILE 0x6DD
154#endif
155/* Sets the stage up: its map, actors, battles and events, playing BGM_0023 */
177
179 SCRIPT_FOLLOW(1, 2),
180 SCRIPT_WALK(2, 0x215, 0x2AC, 3),
181 SCRIPT_PLACE(0xC9, 0x200, 0x2A1),
182 SCRIPT_POSE(0xC9, 1, 7),
185 SCRIPT_POSE(2, 1, 3),
186 SCRIPT_WAIT(0x1E),
187 SCRIPT_TALK(0, 1, 0xC9, 2),
189 SCRIPT_WAIT(0x1E),
190 SCRIPT_TALK(0, 2, 2, 1),
191 SCRIPT_POSE(2, 7, 3),
193 SCRIPT_POSE(2, 1, 3),
194 SCRIPT_WAIT(0x1E),
195 SCRIPT_TALK(0, 3, 0xC9, 2),
197 SCRIPT_TALK(0, 4, 2, 1),
198 SCRIPT_POSE(2, 7, 3),
200 SCRIPT_POSE(2, 1, 3),
201 SCRIPT_WAIT(0x1E),
202 SCRIPT_TALK(0, 5, 0xC9, 2),
204 SCRIPT_WAIT(0x1E),
206};
208 SCRIPT_FOLLOW(1, 0xC9),
209 SCRIPT_PLACE(2, 0x215, 0x2AC),
210 SCRIPT_POSE(2, 1, 3),
211 SCRIPT_PLACE(0xC9, 0x200, 0x2A1),
212 SCRIPT_POSE(0xC9, 1, 7),
213 SCRIPT_WAIT(0x78),
214 SCRIPT_TALK(0, 1, 0xC9, 0),
216 SCRIPT_WAIT(0x1E),
217 SCRIPT_POSE(0xC9, 1, 3),
218 SCRIPT_WAIT(0x1E),
219 SCRIPT_WALK(0xC9, 0x1D0, 0x288, 3),
220 SCRIPT_WAIT_WALK(0xC9),
221 SCRIPT_POSE(0xC9, 1, 7),
222 SCRIPT_WAIT(0x1E),
223 SCRIPT_WALK(2, 0x200, 0x2A1, 3),
225 SCRIPT_POSE(2, 1, 3),
226 SCRIPT_WAIT(0x1E),
227 SCRIPT_TALK(0, 2, 0xC9, 2),
229 SCRIPT_FOLLOW(1, 2),
230 SCRIPT_WAIT(0x1E),
232};
233/* The actor ids of the party's three partners, as FIELDSTG's partner lists */
235 2, 4, 8,
236};
238 { 50, 4 }, { 51, 4 }, { 52, 4 }, { 53, 4 },
239 { 54, 4 }, { 55, 4 }, { 255, 0x3E7 },
240};
242 { 0x12C, 4 }, { 56, 4 }, { 57, 4 }, { 58, 4 },
243 { 59, 4 }, { 60, 4 }, { 61, 4 }, { 62, 4 },
244 { 63, 4 }, { 64, 4 }, { 65, 4 }, { 66, 4 },
245 { 67, 4 }, { 255, 0x3E7 },
246};
276AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
277AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
278AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
279AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
280AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
281AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
282AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
283AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
290AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
291AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
292AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
293AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
295AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
296AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
306 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
307 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
308 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
309 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
310 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
311 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
312 { 0x180, 0x100, 0x180, 0x158, 0x100, 0x58, 0x170, 0x1FC },
313 { 0x180, 0x100, 0x1A6, 0x158, 0x198, 0x58, 0x140, 0x1FB },
314};
316 { NULL, NULL, 0x208 },
317 { NULL, NULL, 0 },
318};
320 { NULL, NULL, 0x209 },
321 { NULL, NULL, 0 },
322};
324 { NULL, NULL, 0x207 },
325 { NULL, NULL, 0 },
326};
328 { NULL, NULL, 0x206 },
329 { NULL, NULL, 0 },
330};
332 { NULL, NULL, 0x206 },
333 { NULL, NULL, 0 },
334};
354 &actor0,
355 &actor1,
356 &actor2,
357 &actor3,
358 &actor4,
359 NULL,
360};
362 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 6, 0, 224, 601, 638, 0 },
363 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 5, 0, 253, 334, 371, 0 },
364 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 5, 0, 465, 242, 274, 0 },
365 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 6, 0, 607, 402, 441, 0 },
366 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 4, 0, 647, 343, 371, 0 },
367 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 4, 0, 699, 740, 781, 0 },
368 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 4, 0, 760, 579, 615, 0 },
369 { 1, 0, 0x40, 4, 0xA, 1, 0xA, 0x1D, 5, 0, 213, 576, 638, 0 },
370 { 1, 0, 0x40, 4, 0xA, 1, 0xA, 0x1D, 6, 0, 267, 297, 371, 0 },
371 { 1, 0, 0x40, 4, 0xA, 1, 0xA, 0x1D, 4, 0, 472, 403, 466, 0 },
372 { 1, 0, 0x40, 4, 0xA, 1, 0xA, 0x1D, 5, 0, 616, 385, 441, 0 },
373 { 1, 0, 0x40, 4, 0xA, 1, 0xA, 0x1D, 6, 0, 855, 692, 756, 0 },
374 { 1, 0, 0x40, 4, 0x1E, 1, 0x1E, 0x31, 5, 0, 331, 427, 493, 0 },
375 { 1, 0, 0x40, 4, 0x1E, 1, 0x1E, 0x31, 6, 0, 465, 211, 274, 0 },
376 { 1, 0, 0x40, 4, 0x1E, 1, 0x1E, 0x31, 4, 0, 698, 429, 493, 0 },
377 { 1, 0, 0x40, 4, 0x1E, 1, 0x1E, 0x31, 5, 0, 699, 715, 781, 0 },
378 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
379};
381 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x26A, 0x70, 0x2EC, 5, 0, 0, 0 },
382 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x26C, 0x448, 0x288, 1, 0, 0, 0 },
383 { { { FLAG_ASUKA_FIRE_TRAP_9000_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
384 { { { FLAG_ASUKA_FIRE_TRAP_9001_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2329, 0, 0, 0, 0, 0, 0 },
385 { { { FLAG_ASUKA_FIRE_TRAP_9002_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232A, 0, 0, 0, 0, 0, 0 },
386 { { { FLAG_ASUKA_FIRE_TRAP_9003_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232B, 0, 0, 0, 0, 0, 0 },
387 { { { FLAG_ASUKA_FIRE_TRAP_9004_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232C, 0, 0, 0, 0, 0, 0 },
388 { { { FLAG_ASUKA_FIRE_TRAP_9005_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232D, 0, 0, 0, 0, 0, 0 },
389 { { { FLAG_ASUKA_FIRE_TRAP_9006_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232E, 0, 0, 0, 0, 0, 0 },
390 { { { FLAG_ASUKA_FIRE_TRAP_9007_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232F, 0, 0, 0, 0, 0, 0 },
391 { { { FLAG_ASUKA_FIRE_TRAP_9008_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2330, 0, 0, 0, 0, 0, 0 },
392 { { { FLAG_ASUKA_FIRE_TRAP_9009_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2331, 0, 0, 0, 0, 0, 0 },
393 { { { FLAG_ASUKA_FIRE_TRAP_9010_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2332, 0, 0, 0, 0, 0, 0 },
394 { { { FLAG_ASUKA_FIRE_TRAP_9011_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2333, 0, 0, 0, 0, 0, 0 },
395 { { { FLAG_ASUKA_FIRE_TRAP_9012_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2334, 0, 0, 0, 0, 0, 0 },
396 { { { FLAG_ASUKA_FIRE_TRAP_9013_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2335, 0, 0, 0, 0, 0, 0 },
397 { { { FLAG_ASUKA_FIRE_TRAP_9014_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2336, 0, 0, 0, 0, 0, 0 },
398 { { { FLAG_ASUKA_FIRE_TRAP_9015_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2337, 0, 0, 0, 0, 0, 0 },
399 { { { ITEM(0, 0x11), 1 }, { FLAG_FIRE_KNIGHT_WIN_SEEN, 0 } }, SLOT_EVENT, 0x320, 0, 0, 0, 0, 0, 0 },
400 { { { FLAG(0, FIELD_FLAG_ENCOUNTERED), 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2338, 0, 0, 0, 0, 0, 0 },
401 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
402};
403void (*stageFuncs[])(void) = {
405};
#define NULL
Definition common.h:17
signed int s32
Definition common.h:11
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).
void * FIELDSTG_startEventBattle5(void)
Starts battle 5 of the fourth area: the end of the stages' events 9000.
Definition field.c:1010
#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 SLOT_EVENT
starts the event arg
Definition field_map.h:262
#define FIELD_FLAG_ENCOUNTERED
The FLAGS_00 flag that every encounter sets (FIELDSTG_startEncounter); until it is set,...
Definition field_map.h:190
#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 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_DUNGEON
BGM_0023: the Ice, Fire and Dark Dungeons.
Definition sound.h:99
#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
void * startEvents9000To9015(void)
Starts events 9000 to 9015 (updateEvent9015), with StagePartyChildren.
FIELDSTG's start of the stage (StageEntry.init in FIELDSTG_stages): the stage's task,...
#define FLAG_ASUKA_FIRE_TRAP_9009_SPRUNG
wstag740 event 9009: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1592
#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_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 FLAG_ASUKA_FIRE_TRAP_9000_SPRUNG
wstag740 event 9000: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1565
#define FLAG_ASUKA_FIRE_TRAP_9015_SPRUNG
wstag740 event 9015: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1610
#define FLAG_ASUKA_FIRE_TRAP_9003_SPRUNG
wstag740 event 9003: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1574
#define FLAG_ASUKA_FIRE_TRAP_9014_SPRUNG
wstag740 event 9014: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1607
#define FLAG_ASUKA_FIRE_TRAP_9006_SPRUNG
wstag740 event 9006: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1583
#define FLAG_ASUKA_FIRE_TRAP_9010_SPRUNG
wstag740 event 9010: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1595
#define FLAG_ASUKA_FIRE_TRAP_9011_SPRUNG
wstag740 event 9011: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1598
#define FLAG_FIRE_KNIGHT_WIN_SEEN
wstag740 event 800: "Man, I lost!", Fire Knight warns of the Dark Dungeon ahead; set at its end,...
Definition story.h:1417
#define FLAG_ASUKA_FIRE_TRAP_9013_SPRUNG
wstag740 event 9013: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1604
#define FLAG_ASUKA_FIRE_TRAP_9001_SPRUNG
wstag740 event 9001: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1568
#define FLAG_ASUKA_FIRE_TRAP_9012_SPRUNG
wstag740 event 9012: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1601
#define FLAG_ASUKA_FIRE_TRAP_9002_SPRUNG
wstag740 event 9002: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1571
#define FLAG_ASUKA_FIRE_TRAP_9008_SPRUNG
wstag740 event 9008: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1589
#define FLAG_ASUKA_FIRE_TRAP_9007_SPRUNG
wstag740 event 9007: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1586
#define FLAG_ASUKA_FIRE_TRAP_9005_SPRUNG
wstag740 event 9005: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1580
#define FLAG_ASUKA_FIRE_TRAP_9004_SPRUNG
wstag740 event 9004: a Fire Dungeon trap (Asuka server) leaves the party at 1 HP; set at its end,...
Definition story.h:1577
#define FLAG_DARK_KNIGHT_CHALLENGE_SEEN
wstag740 event 801: Dark Knight, the Dark Dungeon's strongest boss, blocks the player; set at its end...
Definition story.h:1421
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
One frame of a sprite animation; frame 0xFF ends it (or loops it)
Definition gfx.h:296
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 wstag740.c:336
AreaBattle area2Battle7
Definition wstag740.c:283
FieldActorEntry actor0
Definition wstag740.c:348
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag740.c:403
void endEvent800(void)
After event 800, with Fire Knight: starts the stage's event battle 0 and keeps it from playing again.
Definition wstag740.c:52
FieldTalk actor2Talks[]
Definition wstag740.c:323
AreaBattle area2Battle6
Definition wstag740.c:282
void endEvent9011(void)
After the trap of event 9011 goes off: keeps it from going off again.
Definition wstag740.c:122
s16 script800[]
Definition wstag740.c:178
void endEvent801(void)
After event 801, with Fire Knight: gives the player the Divine Rod and keeps it from playing again.
Definition wstag740.c:61
AreaBattle area1Battle6
Definition wstag740.c:269
AreaBattle area0Battle7
Definition wstag740.c:257
FieldActorEntry actor2
Definition wstag740.c:350
void endEvent9014(void)
After the trap of event 9014 goes off: keeps it from going off again.
Definition wstag740.c:137
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag740.c:7
AreaBattle area3Battle4
Definition wstag740.c:293
AreaBattle area3Battle3
Definition wstag740.c:292
AreaBattle area0Battle1
Definition wstag740.c:251
AreaBattle area2Battle0
Definition wstag740.c:276
void endEvent9015(void)
After the trap of event 9015 goes off: keeps it from going off again.
Definition wstag740.c:142
FieldActorEntry * stageActors[]
Definition wstag740.c:353
AreaBattle area1Battle2
Definition wstag740.c:265
AreaBattle area3Battle0
Definition wstag740.c:289
AreaBattle area0Battle6
Definition wstag740.c:256
FieldTalk actor1Talks[]
Definition wstag740.c:319
AreaBattle area3Battle2
Definition wstag740.c:291
FieldTalk actor0Talks[]
Definition wstag740.c:315
AreaBattle area3Battle1
Definition wstag740.c:290
AreaBattle area0Battle3
Definition wstag740.c:253
FieldTalk actor4Talks[]
Definition wstag740.c:331
u16 actor4Conditions[]
Definition wstag740.c:343
void endEvent9005(void)
After the trap of event 9005 goes off: keeps it from going off again.
Definition wstag740.c:92
FieldActorEntry actor4
Definition wstag740.c:352
u16 actor3Conditions[]
Definition wstag740.c:338
AreaBattle area3Battle6
Definition wstag740.c:295
void endEvent9013(void)
After the trap of event 9013 goes off: keeps it from going off again.
Definition wstag740.c:132
void endEvent9004(void)
After the trap of event 9004 goes off: keeps it from going off again.
Definition wstag740.c:87
ActorImage stageImages[]
Definition wstag740.c:305
AnimFrame * updateSpritePairFrames[]
Definition wstag740.c:247
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0023.
Definition wstag740.c:156
AnimFrame updateSpritePairFrames_1[]
Definition wstag740.c:241
void endEvent9006(void)
After the trap of event 9006 goes off: keeps it from going off again.
Definition wstag740.c:97
AreaBattle area2Battle4
Definition wstag740.c:280
void endEvent9007(void)
After the trap of event 9007 goes off: keeps it from going off again.
Definition wstag740.c:102
void endEvent9001(void)
After the trap of event 9001 goes off: keeps it from going off again.
Definition wstag740.c:72
void endEvent9009(void)
After the trap of event 9009 goes off: keeps it from going off again.
Definition wstag740.c:112
s16 script801[]
Definition wstag740.c:207
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag740.c:361
FieldTalk actor3Talks[]
Definition wstag740.c:327
BattleList area3Battles
Definition wstag740.c:297
AreaBattle area3Battle5
Definition wstag740.c:294
AreaBattle area0Battle5
Definition wstag740.c:255
BattleList area1Battles
Definition wstag740.c:271
void endEvent9000(void)
After the trap of event 9000 goes off: keeps it from going off again.
Definition wstag740.c:67
BattleList area2Battles
Definition wstag740.c:284
AreaBattle area1Battle4
Definition wstag740.c:267
AreaBattle area2Battle2
Definition wstag740.c:278
AreaBattle area1Battle5
Definition wstag740.c:268
void endEvent9010(void)
After the trap of event 9010 goes off: keeps it from going off again.
Definition wstag740.c:117
void endEvent9003(void)
After the trap of event 9003 goes off: keeps it from going off again.
Definition wstag740.c:82
StageSlot stageSlots[]
Definition wstag740.c:380
AreaBattle area2Battle1
Definition wstag740.c:277
AreaBattle area1Battle3
Definition wstag740.c:266
AreaBattle area1Battle0
Definition wstag740.c:263
FieldActorEntry actor1
Definition wstag740.c:349
AreaBattle area0Battle0
Definition wstag740.c:250
AnimFrame updateSpritePairFrames_0[]
Definition wstag740.c:237
AreaBattle area0Battle2
Definition wstag740.c:252
#define STAGE_FILE
Definition wstag740.c:153
AreaBattle area2Battle5
Definition wstag740.c:281
AreaBattle area1Battle1
Definition wstag740.c:264
AreaBattle area2Battle3
Definition wstag740.c:279
u16 actor2Conditions[]
Definition wstag740.c:337
void endEvent9012(void)
After the trap of event 9012 goes off: keeps it from going off again.
Definition wstag740.c:127
AreaBattle area0Battle4
Definition wstag740.c:254
#define STAGE_TEXT
Definition wstag740.c:151
void endEvent9008(void)
After the trap of event 9008 goes off: keeps it from going off again.
Definition wstag740.c:107
AreaBattle area3Battle7
Definition wstag740.c:296
BattleList area0Battles
Definition wstag740.c:258
AreaBattle area1Battle7
Definition wstag740.c:270
void * createSpritePair(s32 x, s32 y)
Creates a StageSpritePair at (x, y)
void endEvent9002(void)
After the trap of event 9002 goes off: keeps it from going off again.
Definition wstag740.c:77
s32 partyActorIds[]
Defined below, after the code that uses them.
Definition wstag740.c:234
FieldActorEntry actor3
Definition wstag740.c:351
FieldBattles stageBattles[]
Definition wstag740.c:302
FieldEvent stageEvents[]
Definition wstag740.c:406
u16 actor0Conditions[]
Definition wstag740.c:335