Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag741.c
Go to the documentation of this file.
1/*
2 * WSTAG741: Fire Dungeon, North Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG740.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
9
10/* Defined below, after the code that uses them */
11extern s32 partyActorIds[];
12void *createSpritePair(s32 x, s32 y);
16
18
20
21/*
22 * Back from the battle after event 1295, starts event 1296, with Fire
23 * Master, unless it has played
24 */
25void updateStage(StageTask *task, void **children) {
26 switch (task->state) {
27 case TASK_INIT:
28 default:
29 task->nextState(task);
31 children[1] = FIELDSTG_startEvent(0x510);
32 }
33 break;
34 case TASK_RUN:
35 case TASK_DONE:
36 case TASK_KILL:
37 break;
38 }
39}
40
41#define STAGE_CHILDREN_SIZE 0x8
43
45
47
49
51
52/*
53 * After event 1295, with Fire Master: starts the stage's event battle 0 and
54 * keeps it from playing again
55 */
60
61/*
62 * After event 1296, with Fire Master: gives the player the Mind Chip and
63 * keeps it from playing again
64 */
69
70/* After the trap of event 9000 goes off: keeps it from going off again */
74
75/* After the trap of event 9001 goes off: keeps it from going off again */
79
80/* After the trap of event 9002 goes off: keeps it from going off again */
84
85/* After the trap of event 9003 goes off: keeps it from going off again */
89
90/* After the trap of event 9004 goes off: keeps it from going off again */
94
95/* After the trap of event 9005 goes off: keeps it from going off again */
99
100/* After the trap of event 9006 goes off: keeps it from going off again */
104
105/* After the trap of event 9007 goes off: keeps it from going off again */
109
110/* After the trap of event 9008 goes off: keeps it from going off again */
114
115/* After the trap of event 9009 goes off: keeps it from going off again */
119
120/* After the trap of event 9010 goes off: keeps it from going off again */
124
125/* After the trap of event 9011 goes off: keeps it from going off again */
129
130/* After the trap of event 9012 goes off: keeps it from going off again */
134
135/* After the trap of event 9013 goes off: keeps it from going off again */
139
140/* After the trap of event 9014 goes off: keeps it from going off again */
144
145/* After the trap of event 9015 goes off: keeps it from going off again */
149
150#if VERSION_US || VERSION_JP
151#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
152#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
153#define STAGE_FILE 0x741
154#elif VERSION_EU
155#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_07)
156#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
157#define STAGE_FILE 0x751
158#endif
159/* Sets the stage up: its map, actors, battles and events, playing BGM_0023 */
181
183 SCRIPT_FOLLOW(1, 2),
184 SCRIPT_WALK(2, 0x215, 0x2AC, 3),
185 SCRIPT_PLACE(0xCC, 0x200, 0x2A1),
186 SCRIPT_POSE(0xCC, 1, 7),
189 SCRIPT_POSE(2, 1, 3),
190 SCRIPT_WAIT(0x1E),
191 SCRIPT_TALK(0, 1, 0xCC, 2),
193 SCRIPT_WAIT(0x1E),
194 SCRIPT_TALK(0, 2, 2, 1),
195 SCRIPT_POSE(2, 7, 3),
197 SCRIPT_POSE(2, 1, 3),
198 SCRIPT_WAIT(0x1E),
199 SCRIPT_TALK(0, 3, 0xCC, 2),
201 SCRIPT_TALK(0, 4, 2, 1),
202 SCRIPT_POSE(2, 7, 3),
204 SCRIPT_POSE(2, 1, 3),
205 SCRIPT_WAIT(0x1E),
207};
209 SCRIPT_FOLLOW(1, 0xCC),
210 SCRIPT_PLACE(2, 0x215, 0x2AC),
211 SCRIPT_POSE(2, 1, 3),
212 SCRIPT_PLACE(0xCC, 0x200, 0x2A1),
213 SCRIPT_POSE(0xCC, 1, 7),
214 SCRIPT_WAIT(0x78),
215 SCRIPT_TALK(0, 1, 0xCC, 0),
218 SCRIPT_WAIT(0x3C),
219 SCRIPT_TALK(0, 2, 2, 3),
220 SCRIPT_POSE(2, 7, 3),
222 SCRIPT_POSE(2, 1, 3),
223 SCRIPT_POSE(0xCC, 1, 3),
224 SCRIPT_WAIT(0x1E),
225 SCRIPT_WALK(0xCC, 0x1D0, 0x288, 3),
226 SCRIPT_WAIT_WALK(0xCC),
227 SCRIPT_POSE(0xCC, 1, 7),
228 SCRIPT_WAIT(0x1E),
229 SCRIPT_WALK(2, 0x200, 0x2A1, 3),
231 SCRIPT_POSE(2, 1, 3),
232 SCRIPT_WAIT(0x1E),
233 SCRIPT_TALK(0, 3, 0xCC, 2),
235 SCRIPT_FOLLOW(1, 2),
236 SCRIPT_WAIT(0x1E),
238};
239/* The actor ids of the party's three partners, as FIELDSTG's partner lists */
241 2, 4, 8,
242};
244 { 50, 4 }, { 51, 4 }, { 52, 4 }, { 53, 4 },
245 { 54, 4 }, { 55, 4 }, { 255, 0x3E7 },
246};
248 { 0x12C, 4 }, { 56, 4 }, { 57, 4 }, { 58, 4 },
249 { 59, 4 }, { 60, 4 }, { 61, 4 }, { 62, 4 },
250 { 63, 4 }, { 64, 4 }, { 65, 4 }, { 66, 4 },
251 { 67, 4 }, { 255, 0x3E7 },
252};
269AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
270AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
271AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
272AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
273AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
274AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
275AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
276AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
282AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
283AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
284AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
285AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
286AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
287AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
288AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
289AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
296AreaBattle area3Battle1 = { 0, 0, MUSIC(1, 0) };
297AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
298AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
299AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
300AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
301AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
302AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
312 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
313 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
314 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
315 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
316 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
317 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
318 { 0x180, 0x100, 0x180, 0x158, 0x100, 0x58, 0x140, 0x1FB },
319 { 0x180, 0x100, 0x1A6, 0x158, 0x198, 0x58, 0x150, 0x1FB },
320};
330 { NULL, NULL, 0x214 },
331 { NULL, NULL, 0 },
332};
334 { NULL, NULL, 0x214 },
335 { NULL, NULL, 0 },
336};
338 { actor2Talk0Conditions, NULL, 0x211 },
339 { actor2Talk1Conditions, NULL, 0x212 },
340 { actor2Talk2Conditions, NULL, 0x213 },
341 { actor2Talk3Conditions, NULL, 0x206 },
342 { NULL, NULL, 0 },
343};
345 { actor3Talk0Conditions, NULL, 0x211 },
346 { actor3Talk1Conditions, NULL, 0x212 },
347 { actor3Talk2Conditions, NULL, 0x213 },
348 { actor3Talk3Conditions, NULL, 0x215 },
349 { NULL, NULL, 0 },
350};
378 &actor0,
379 &actor1,
380 &actor2,
381 &actor3,
382 NULL,
383};
385 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 6, 0, 224, 601, 638, 0 },
386 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 5, 0, 253, 334, 371, 0 },
387 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 5, 0, 465, 242, 274, 0 },
388 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 6, 0, 607, 402, 441, 0 },
389 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 4, 0, 647, 343, 371, 0 },
390 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 4, 0, 699, 740, 781, 0 },
391 { 1, 0, 0x40, 4, 0x50, 1, 0x50, 0x63, 4, 0, 760, 579, 615, 0 },
392 { 1, 0, 0x40, 4, 0xA, 1, 0xA, 0x1D, 5, 0, 213, 576, 638, 0 },
393 { 1, 0, 0x40, 4, 0xA, 1, 0xA, 0x1D, 6, 0, 267, 297, 371, 0 },
394 { 1, 0, 0x40, 4, 0xA, 1, 0xA, 0x1D, 4, 0, 472, 403, 466, 0 },
395 { 1, 0, 0x40, 4, 0xA, 1, 0xA, 0x1D, 5, 0, 616, 385, 441, 0 },
396 { 1, 0, 0x40, 4, 0xA, 1, 0xA, 0x1D, 6, 0, 855, 692, 756, 0 },
397 { 1, 0, 0x40, 4, 0x1E, 1, 0x1E, 0x31, 5, 0, 331, 427, 493, 0 },
398 { 1, 0, 0x40, 4, 0x1E, 1, 0x1E, 0x31, 6, 0, 465, 211, 274, 0 },
399 { 1, 0, 0x40, 4, 0x1E, 1, 0x1E, 0x31, 4, 0, 698, 429, 493, 0 },
400 { 1, 0, 0x40, 4, 0x1E, 1, 0x1E, 0x31, 5, 0, 699, 715, 781, 0 },
401 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
402};
404 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2D2, 0x70, 0x2EC, 5, 0, 0, 0 },
405 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2D4, 0x448, 0x288, 1, 0, 0, 0 },
406 { { { FLAG_AMATERASU_FIRE_TRAP_9000_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2328, 0, 0, 0, 0, 0, 0 },
407 { { { FLAG_AMATERASU_FIRE_TRAP_9001_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2329, 0, 0, 0, 0, 0, 0 },
408 { { { FLAG_AMATERASU_FIRE_TRAP_9002_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232A, 0, 0, 0, 0, 0, 0 },
409 { { { FLAG_AMATERASU_FIRE_TRAP_9003_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232B, 0, 0, 0, 0, 0, 0 },
410 { { { FLAG_AMATERASU_FIRE_TRAP_9004_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232C, 0, 0, 0, 0, 0, 0 },
411 { { { FLAG_AMATERASU_FIRE_TRAP_9005_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232D, 0, 0, 0, 0, 0, 0 },
412 { { { FLAG_AMATERASU_FIRE_TRAP_9006_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232E, 0, 0, 0, 0, 0, 0 },
413 { { { FLAG_AMATERASU_FIRE_TRAP_9007_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x232F, 0, 0, 0, 0, 0, 0 },
414 { { { FLAG_AMATERASU_FIRE_TRAP_9008_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2330, 0, 0, 0, 0, 0, 0 },
415 { { { FLAG_AMATERASU_FIRE_TRAP_9009_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2331, 0, 0, 0, 0, 0, 0 },
416 { { { FLAG_AMATERASU_FIRE_TRAP_9010_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2332, 0, 0, 0, 0, 0, 0 },
417 { { { FLAG_AMATERASU_FIRE_TRAP_9011_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2333, 0, 0, 0, 0, 0, 0 },
418 { { { FLAG_AMATERASU_FIRE_TRAP_9012_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2334, 0, 0, 0, 0, 0, 0 },
419 { { { FLAG_AMATERASU_FIRE_TRAP_9013_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2335, 0, 0, 0, 0, 0, 0 },
420 { { { FLAG_AMATERASU_FIRE_TRAP_9014_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2336, 0, 0, 0, 0, 0, 0 },
421 { { { FLAG_AMATERASU_FIRE_TRAP_9015_SPRUNG, 0 }, { CODES_END, 0 } }, SLOT_EVENT, 0x2337, 0, 0, 0, 0, 0, 0 },
423 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
424};
425void (*stageFuncs[])(void) = {
427};
#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).
#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_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 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 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_AMATERASU_FIRE_TRAP_9002_SPRUNG
wstag741 event 9002: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1619
#define FLAG_AMATERASU_FIRE_TRAP_9003_SPRUNG
wstag741 event 9003: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1622
@ 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 FLAG_AMATERASU_FIRE_TRAP_9008_SPRUNG
wstag741 event 9008: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1637
#define FLAG_AMATERASU_FIRE_TRAP_9005_SPRUNG
wstag741 event 9005: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1628
#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_DARK_MASTER_CHALLENGE_SEEN
wstag741 event 1296: the player challenges Dark Master; set at its end (gives the Mind Chip),...
Definition story.h:1550
#define FLAG_AMATERASU_FIRE_TRAP_9013_SPRUNG
wstag741 event 9013: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1652
#define FLAG_AMATERASU_FIRE_TRAP_9012_SPRUNG
wstag741 event 9012: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1649
#define FLAG_AMATERASU_FIRE_TRAP_9007_SPRUNG
wstag741 event 9007: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1634
#define FLAG_AMATERASU_FIRE_TRAP_9015_SPRUNG
wstag741 event 9015: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1658
#define FLAG_AMATERASU_FIRE_TRAP_9000_SPRUNG
wstag741 event 9000: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1613
#define FLAG_FIRE_MASTER_WIN_SEEN
wstag741 event 1295: Fire Master loses and gives the Mind Chip; set at its end, tested 0 to start it
Definition story.h:1547
#define FLAG_AMATERASU_FIRE_TRAP_9011_SPRUNG
wstag741 event 9011: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1646
#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 SPECIAL_STORY_SINCE_KNIGHTMON_REPROGRAMMED
GAME.progress is STORY_KNIGHTMON_REPROGRAMMED or later (PROGRESS_RANGES[8], to 0x63)
Definition story.h:1887
#define FLAG_AMATERASU_FIRE_TRAP_9004_SPRUNG
wstag741 event 9004: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1625
#define FLAG_AMATERASU_FIRE_TRAP_9001_SPRUNG
wstag741 event 9001: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1616
#define FLAG_AMATERASU_FIRE_TRAP_9010_SPRUNG
wstag741 event 9010: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1643
#define FLAG_AMATERASU_FIRE_TRAP_9009_SPRUNG
wstag741 event 9009: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1640
#define FLAG_AMATERASU_FIRE_TRAP_9006_SPRUNG
wstag741 event 9006: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1631
#define FLAG_AMATERASU_FIRE_TRAP_9014_SPRUNG
wstag741 event 9014: a Fire Dungeon trap (Amaterasu server) leaves the party at 1 HP; set at its end,...
Definition story.h:1655
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 wstag741.c:356
AreaBattle area2Battle7
Definition wstag741.c:289
FieldActorEntry actor0
Definition wstag741.c:373
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag741.c:425
AnimFrame * updateSpritePairFrames[]
Definition wstag741.c:253
FieldTalk actor2Talks[]
Definition wstag741.c:337
AreaBattle area2Battle6
Definition wstag741.c:288
u16 actor3Talk3Conditions[]
Definition wstag741.c:328
u16 actor2Talk1Conditions[]
Definition wstag741.c:322
void endEvent9011(void)
After the trap of event 9011 goes off: keeps it from going off again.
Definition wstag741.c:126
AreaBattle area1Battle6
Definition wstag741.c:275
AreaBattle area0Battle7
Definition wstag741.c:263
FieldActorEntry actor2
Definition wstag741.c:375
void endEvent9014(void)
After the trap of event 9014 goes off: keeps it from going off again.
Definition wstag741.c:141
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag741.c:8
u16 actor3Talk0Conditions[]
Definition wstag741.c:325
AreaBattle area3Battle4
Definition wstag741.c:299
AreaBattle area3Battle3
Definition wstag741.c:298
AreaBattle area0Battle1
Definition wstag741.c:257
AreaBattle area2Battle0
Definition wstag741.c:282
void endEvent9015(void)
After the trap of event 9015 goes off: keeps it from going off again.
Definition wstag741.c:146
FieldActorEntry * stageActors[]
Definition wstag741.c:377
u16 actor2Talk3Conditions[]
Definition wstag741.c:324
AreaBattle area1Battle2
Definition wstag741.c:271
AreaBattle area3Battle0
Definition wstag741.c:295
AreaBattle area0Battle6
Definition wstag741.c:262
void endEvent1295(void)
After event 1295, with Fire Master: starts the stage's event battle 0 and keeps it from playing again...
Definition wstag741.c:56
FieldTalk actor1Talks[]
Definition wstag741.c:333
AreaBattle area3Battle2
Definition wstag741.c:297
FieldTalk actor0Talks[]
Definition wstag741.c:329
AreaBattle area3Battle1
Definition wstag741.c:296
AreaBattle area0Battle3
Definition wstag741.c:259
u16 actor3Talk2Conditions[]
Definition wstag741.c:327
u16 actor3Talk1Conditions[]
Definition wstag741.c:326
s16 script1295[]
Definition wstag741.c:182
void endEvent9005(void)
After the trap of event 9005 goes off: keeps it from going off again.
Definition wstag741.c:96
u16 actor3Conditions[]
Definition wstag741.c:367
u16 actor2Talk2Conditions[]
Definition wstag741.c:323
AreaBattle area3Battle6
Definition wstag741.c:301
void endEvent9013(void)
After the trap of event 9013 goes off: keeps it from going off again.
Definition wstag741.c:136
void endEvent9004(void)
After the trap of event 9004 goes off: keeps it from going off again.
Definition wstag741.c:91
ActorImage stageImages[]
Definition wstag741.c:311
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing BGM_0023.
Definition wstag741.c:160
void endEvent9006(void)
After the trap of event 9006 goes off: keeps it from going off again.
Definition wstag741.c:101
AreaBattle area2Battle4
Definition wstag741.c:286
void endEvent9007(void)
After the trap of event 9007 goes off: keeps it from going off again.
Definition wstag741.c:106
void endEvent1296(void)
After event 1296, with Fire Master: gives the player the Mind Chip and keeps it from playing again.
Definition wstag741.c:65
void endEvent9001(void)
After the trap of event 9001 goes off: keeps it from going off again.
Definition wstag741.c:76
void endEvent9009(void)
After the trap of event 9009 goes off: keeps it from going off again.
Definition wstag741.c:116
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag741.c:384
FieldTalk actor3Talks[]
Definition wstag741.c:344
BattleList area3Battles
Definition wstag741.c:303
AreaBattle area3Battle5
Definition wstag741.c:300
AreaBattle area0Battle5
Definition wstag741.c:261
BattleList area1Battles
Definition wstag741.c:277
void endEvent9000(void)
After the trap of event 9000 goes off: keeps it from going off again.
Definition wstag741.c:71
BattleList area2Battles
Definition wstag741.c:290
u16 actor2Talk0Conditions[]
Definition wstag741.c:321
AreaBattle area1Battle4
Definition wstag741.c:273
AreaBattle area2Battle2
Definition wstag741.c:284
AreaBattle area1Battle5
Definition wstag741.c:274
void endEvent9010(void)
After the trap of event 9010 goes off: keeps it from going off again.
Definition wstag741.c:121
void endEvent9003(void)
After the trap of event 9003 goes off: keeps it from going off again.
Definition wstag741.c:86
s16 script1296[]
Definition wstag741.c:208
StageSlot stageSlots[]
Definition wstag741.c:403
AreaBattle area2Battle1
Definition wstag741.c:283
AreaBattle area1Battle3
Definition wstag741.c:272
s32 partyActorIds[]
Defined below, after the code that uses them.
Definition wstag741.c:240
AreaBattle area1Battle0
Definition wstag741.c:269
AnimFrame updateSpritePairFrames_0[]
Definition wstag741.c:243
FieldActorEntry actor1
Definition wstag741.c:374
AreaBattle area0Battle0
Definition wstag741.c:256
AreaBattle area0Battle2
Definition wstag741.c:258
#define STAGE_FILE
Definition wstag741.c:157
AreaBattle area2Battle5
Definition wstag741.c:287
AreaBattle area1Battle1
Definition wstag741.c:270
AreaBattle area2Battle3
Definition wstag741.c:285
u16 actor2Conditions[]
Definition wstag741.c:361
void endEvent9012(void)
After the trap of event 9012 goes off: keeps it from going off again.
Definition wstag741.c:131
AreaBattle area0Battle4
Definition wstag741.c:260
#define STAGE_TEXT
Definition wstag741.c:155
AnimFrame updateSpritePairFrames_1[]
Definition wstag741.c:247
void endEvent9008(void)
After the trap of event 9008 goes off: keeps it from going off again.
Definition wstag741.c:111
AreaBattle area3Battle7
Definition wstag741.c:302
BattleList area0Battles
Definition wstag741.c:264
AreaBattle area1Battle7
Definition wstag741.c:276
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 wstag741.c:81
FieldActorEntry actor3
Definition wstag741.c:376
FieldBattles stageBattles[]
Definition wstag741.c:308
FieldEvent stageEvents[]
Definition wstag741.c:428
u16 actor0Conditions[]
Definition wstag741.c:351