Digimon World 3 decomp
The European version, SLES_039.36
Loading...
Searching...
No Matches
wstag756.c
Go to the documentation of this file.
1/*
2 * WSTAG756: Battle Gate, North Sector. On the Amaterasu server; its Asuka
3 * server twin is WSTAG755.
4 */
5
6#include "common.h"
7#include "field/stage.h"
8const CVECTOR stageColor = { 0x80, 0x80, 0x80, 0x00 };
9
10/* Creates the event object of story progress 0xD or 0x23 that applies */
11void updateStage(StageTask *task, void **children) {
12 switch (task->state) {
13 case TASK_INIT:
14 default:
15 task->nextState(task);
17 children[0] = FIELDSTG_startEvent(0x160);
19 children[0] = FIELDSTG_startEvent(0x38F);
20 }
21 break;
22 case TASK_RUN:
23 case TASK_DONE:
24 case TASK_KILL:
25 break;
26 }
27}
28
29#define STAGE_CHILDREN_SIZE 4
31
32/*
33 * After event 910, with Xuen Wu Chief: starts the stage's event battle 0 and
34 * keeps it from playing again
35 */
40
41/*
42 * After event 911, with the player: moves the story on to STORY_BLACK_ID_PASS and
43 * gives the player the Black ID Pass
44 */
45void endEvent911(void) {
47 FLAGS_00.applyAction(ITEM(0, 0x19), 1);
48}
49
50#if VERSION_US || VERSION_JP
51#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
52#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
53#define STAGE_FILE 0x6C6
54#elif VERSION_EU
55#define STAGE_TEXT TEXT_FILE(TEXT_TALKS_03)
56#define EVENT_TEXT_FILE (TEXT_EVENTS_700 - 1)
57#define STAGE_FILE 0x6D5
58#endif
59/* Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0007 */
80
82 SCRIPT_WALK(2, 0x40A, 0xAD, 5),
83 SCRIPT_PLACE(0xD2, 0x42A, 0x9D),
84 SCRIPT_POSE(0xD2, 1, 1),
87 SCRIPT_POSE(2, 1, 5),
88 SCRIPT_WAIT(0x1E),
89 SCRIPT_TALK(0, 3, 0xD2, 0),
91 SCRIPT_WAIT(0x1E),
92 SCRIPT_TALK(0, 4, 2, 3),
93 SCRIPT_POSE(2, 7, 5),
95 SCRIPT_POSE(2, 1, 5),
96 SCRIPT_WAIT(0x1E),
97 SCRIPT_TALK(0, 5, 0xD2, 0),
99 SCRIPT_WAIT(0x1E),
100 SCRIPT_TALK(0, 6, 2, 3),
101 SCRIPT_POSE(2, 1, 0),
102 SCRIPT_POSE(2, 7, 5),
104 SCRIPT_POSE(2, 1, 5),
105 SCRIPT_WAIT(0x1E),
107};
109 SCRIPT_PLACE(2, 0x40A, 0xAD),
110 SCRIPT_POSE(2, 1, 5),
111 SCRIPT_PLACE(0x13C, 0x42A, 0x9D),
112 SCRIPT_POSE(0x13C, 1, 5),
113 SCRIPT_WAIT(0x78),
114 SCRIPT_TALK(0, 1, 2, 3),
115 SCRIPT_POSE(2, 7, 5),
117 SCRIPT_POSE(2, 1, 5),
118 SCRIPT_WAIT(0x1E),
119 SCRIPT_WALK(2, 0x422, 0xA1, 5),
121 SCRIPT_WAIT(0x1E),
122 SCRIPT_PLACE(0x13C, 0, 0),
123 SCRIPT_POSE(0x13C, 1, 5),
125 SCRIPT_WAIT(0x1E),
126 SCRIPT_TALK(0, 2, 2, 3),
128 SCRIPT_WAIT(0x1E),
129 SCRIPT_WALK(2, 0x3DA, 0xC5, 1),
130 SCRIPT_WAIT(6),
131 SCRIPT_LEAVE(0x2D6, 0x78, 0x21C, 5),
133};
134AreaBattle area0Battle0 = { 0, 0, MUSIC(1, 0) };
135AreaBattle area0Battle1 = { 0, 0, MUSIC(1, 0) };
136AreaBattle area0Battle2 = { 0, 0, MUSIC(1, 0) };
137AreaBattle area0Battle3 = { 0, 0, MUSIC(1, 0) };
138AreaBattle area0Battle4 = { 0, 0, MUSIC(1, 0) };
139AreaBattle area0Battle5 = { 0, 0, MUSIC(1, 0) };
140AreaBattle area0Battle6 = { 0, 0, MUSIC(1, 0) };
141AreaBattle area0Battle7 = { 0, 0, MUSIC(1, 0) };
147AreaBattle area1Battle0 = { 0, 0, MUSIC(1, 0) };
148AreaBattle area1Battle1 = { 0, 0, MUSIC(1, 0) };
149AreaBattle area1Battle2 = { 0, 0, MUSIC(1, 0) };
150AreaBattle area1Battle3 = { 0, 0, MUSIC(1, 0) };
151AreaBattle area1Battle4 = { 0, 0, MUSIC(1, 0) };
152AreaBattle area1Battle5 = { 0, 0, MUSIC(1, 0) };
153AreaBattle area1Battle6 = { 0, 0, MUSIC(1, 0) };
154AreaBattle area1Battle7 = { 0, 0, MUSIC(1, 0) };
160AreaBattle area2Battle0 = { 0, 0, MUSIC(1, 0) };
161AreaBattle area2Battle1 = { 0, 0, MUSIC(1, 0) };
162AreaBattle area2Battle2 = { 0, 0, MUSIC(1, 0) };
163AreaBattle area2Battle3 = { 0, 0, MUSIC(1, 0) };
164AreaBattle area2Battle4 = { 0, 0, MUSIC(1, 0) };
165AreaBattle area2Battle5 = { 0, 0, MUSIC(1, 0) };
166AreaBattle area2Battle6 = { 0, 0, MUSIC(1, 0) };
167AreaBattle area2Battle7 = { 0, 0, MUSIC(1, 0) };
175AreaBattle area3Battle2 = { 0, 0, MUSIC(1, 0) };
176AreaBattle area3Battle3 = { 0, 0, MUSIC(1, 0) };
177AreaBattle area3Battle4 = { 0, 0, MUSIC(1, 0) };
178AreaBattle area3Battle5 = { 0, 0, MUSIC(1, 0) };
179AreaBattle area3Battle6 = { 0, 0, MUSIC(1, 0) };
180AreaBattle area3Battle7 = { 0, 0, MUSIC(1, 0) };
190 { 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
191 { 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
192 { 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
193 { 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
194 { 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
195 { 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
196 { 0x180, 0x100, 0x1A8, 0x1C3, 0x1A0, 0xC3, 0x140, 0x1FE },
197 { 0x180, 0x100, 0x180, 0x1CF, 0x100, 0xCF, 0x150, 0x1FE },
198 { 0x180, 0x100, 0x1B4, 0x100, 0x1D0, 0, 0x170, 0x1FE },
199 { 0x180, 0x100, 0x190, 0x1AF, 0x140, 0xAF, 0x150, 0x1FD },
200 { 0x140, 0x100, 0x174, 0x100, 0xD0, 0, 0x160, 0x1FD },
201 { 0x180, 0x100, 0x198, 0x1AF, 0x160, 0xAF, 0x170, 0x1FD },
202 { 0x180, 0x100, 0x1B0, 0x1BB, 0x1C0, 0xBB, 0x140, 0x1FC },
203 { 0x180, 0x100, 0x1A0, 0x1C3, 0x180, 0xC3, 0x150, 0x1FC },
204 { 0x140, 0x100, 0x16C, 0x1A3, 0xB0, 0xA3, 0x160, 0x1FC },
205};
213 { actor0Talk0Conditions, NULL, 0x1DA },
214 { actor0Talk1Conditions, NULL, 0x1DB },
215 { actor0Talk2Conditions, NULL, 0x1DC },
216 { NULL, NULL, 0 },
217};
219 { NULL, NULL, 0x1DD },
220 { NULL, NULL, 0 },
221};
223 { NULL, NULL, 0x1DE },
224 { NULL, NULL, 0 },
225};
227 { actor3Talk0Conditions, NULL, 0x1DF },
228 { actor3Talk1Conditions, NULL, 0x1E0 },
229 { actor3Talk2Conditions, NULL, 0x1E1 },
230 { NULL, NULL, 0 },
231};
233 { NULL, NULL, 0x1E2 },
234 { NULL, NULL, 0 },
235};
237 { NULL, NULL, 0x1E3 },
238 { NULL, NULL, 0 },
239};
241 { NULL, NULL, 0x1E9 },
242 { NULL, NULL, 0 },
243};
245 { NULL, NULL, 0x1E8 },
246 { NULL, NULL, 0 },
247};
249 { NULL, NULL, 0x1E7 },
250 { NULL, NULL, 0 },
251};
253 { NULL, NULL, 0x1E4 },
254 { NULL, NULL, 0 },
255};
257 { NULL, NULL, 0x1E4 },
258 { NULL, NULL, 0 },
259};
261 { NULL, NULL, 0x1E5 },
262 { NULL, NULL, 0 },
263};
265 { NULL, NULL, 0x1E5 },
266 { NULL, NULL, 0 },
267};
269 { NULL, NULL, 0x1E6 },
270 { NULL, NULL, 0 },
271};
273 { NULL, NULL, 0x1E6 },
274 { NULL, NULL, 0 },
275};
324FieldActorEntry actor15 = { actor15Conditions, NULL, 0x13C, 0xC, 0, 0, 1 };
326 &actor0,
327 &actor1,
328 &actor2,
329 &actor3,
330 &actor4,
331 &actor5,
332 &actor6,
333 &actor7,
334 &actor8,
335 &actor9,
336 &actor10,
337 &actor11,
338 &actor12,
339 &actor13,
340 &actor14,
341 &actor15,
342 NULL,
343};
345 { 1, 0, 0x40, 2, 0xD, 0, 0, 0, 0, 0, 1087, 451, 0, 0 },
346 { 1, 0, 0x40, 2, 0x11, 0, 0, 0, 0, 0, 1022, 436, 0, 0 },
347 { 1, 0, 0x40, 6, 0x32, 1, 0x32, 0x39, 4, 0, 672, 291, 0, 0 },
348 { 1, 0, 0x40, 6, 0x3A, 1, 0x3A, 0x41, 4, 0, 700, 302, 0, 0 },
349 { 1, 0, 0x40, 6, 0x42, 1, 0x42, 0x45, 4, 0, 696, 569, 0, 0 },
350 { 1, 0x64, 0x40, 6, 6, 0, 0, 0, 0, 0, 1035, 452, 0, 0 },
351 { 1, 0x65, 0x40, 6, 7, 0, 0, 0, 0, 0, 843, 356, 0, 0 },
352 { 1, 0x66, 0x40, 6, 8, 0, 0, 0, 0, 0, 777, 548, 0, 0 },
353 { 0, 0, 0x40, 6, 9, 0, 0, 0, 0, 0, 777, 548, 0, 0 },
354 { 0, 0, 0x40, 6, 0xA, 0, 0, 0, 0, 0, 777, 548, 0, 0 },
355 { 0, 0, 0x40, 6, 0xB, 0, 0, 0, 0, 0, 777, 548, 0, 0 },
356 { 0, 0, 0x40, 6, 0xC, 0, 0, 0, 0, 0, 777, 548, 0, 0 },
357 { 1, 0, 0x40, 4, 0, 0, 0, 0, 0, 0, 821, 545, 623, 0 },
358 { 1, 0, 0x40, 4, 1, 0, 0, 0, 0, 0, 1055, 451, 505, 0 },
359 { 1, 0, 0x40, 4, 2, 0, 0, 0, 0, 0, 864, 348, 412, 0 },
360 { 1, 0, 0x40, 4, 3, 0, 0, 0, 0, 0, 783, 246, 264, 0 },
361 { 1, 0, 0x40, 4, 4, 0, 0, 0, 0, 0, 785, 410, 448, 0 },
362 { 1, 0, 0x40, 4, 5, 0, 0, 0, 0, 0, 715, 589, 612, 0 },
363 { 1, 0, 0x40, 4, 0xE, 0, 0, 0, 0, 0, 912, 533, 559, 0 },
364 { 1, 0, 0x40, 4, 0xF, 0, 0, 0, 0, 0, 896, 539, 580, 0 },
365 { 1, 0, 0x40, 4, 0x10, 0, 0, 0, 0, 0, 908, 539, 574, 0 },
366 { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
367};
369 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2CC, 0x508, 0x6C, 1, 0, 0, 0 },
370 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2D6, 0x78, 0x21C, 5, 0x65, 0, 0 },
371 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2D6, 0x398, 0x3AC, 5, 0x64, 0, 0 },
372 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_EXIT, 0x2D6, 0x1F0, 0x358, 5, 0x66, 0, 0 },
373 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 7, 0x328, 0x108, 0, 0, 0, 0 },
374 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 7, 0x318, 0x180, 0, 0, 0, 0 },
375 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_DOWN, 7, 0x3D8, 0xC0, 0, 0, 0, 0 },
376 { { { CODES_END, 0 }, { CODES_END, 0 } }, SLOT_CLIMB_UP, 7, 0x3C8, 0x138, 0, 0, 0, 0 },
377 { { { PROGRESS(STORY_WHITE_ID_PASS), 1 }, { FLAG_XUEN_WU_CHIEF_WIN_SEEN, 0 } }, SLOT_EVENT, 0x38E, 0, 0, 0, 0, 0, 0 },
378 { { { CODES_END, 0 }, { CODES_END, 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
379};
380void (*stageFuncs[])(void) = {
382};
384 { 910, script910, EVENT_TEXT(0x12), NULL, endEvent910 },
385 { 911, script911, EVENT_TEXT(0x13), NULL, endEvent911 },
386 { -1, NULL, 0, NULL, NULL },
387};
#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 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 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_TYRANNO_VALLEY
ENV_0007: Tyranno Valley, Snow Mountain, Kulon Mine and the Battle Gate.
Definition sound.h:123
#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_GAME_MASTER_MEETING_SEEN
wstag305 Master Room event 350: the Game Master finds the player and Kail looking for Teddy; set at i...
Definition story.h:1152
@ STORY_BLACK_ID_PASS
WSTAG756 (Battle Gate), event 911: the Black ID Pass.
Definition story.h:131
@ 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_AMATERASU_BRIDGE
WSTAG206 (Amaterasu Bridge), event 922: an Attacker holds the bridge.
Definition story.h:133
@ 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
@ STORY_AGUMON_DISGUISE
WSTAG237 (Underground Path), event 300: in the Agumon Suit; Kail goes on ahead alone.
Definition story.h:64
#define FLAG_XUEN_WU_CHIEF_WIN_SEEN
wstag756 event 910: "I won against Xuen Wu Chief!" and the Black ID Pass; set at its end,...
Definition story.h:1484
#define SPECIAL_STORY_ASUKA_HEADQUARTERS_TO_OPERATION_SIGMA
GAME.progress is from STORY_ASUKA_HEADQUARTERS to STORY_OPERATION_SIGMA (PROGRESS_RANGES[0x13])
Definition story.h:1920
#define SPECIAL_STORY_JUNGLE_SOUND_TO_BLACK_ID_PASS
GAME.progress is from STORY_JUNGLE_SOUND to STORY_BLACK_ID_PASS (PROGRESS_RANGES[0x15])
Definition story.h:1926
#define SPECIAL_STORY_JUNGLE_SOUND_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_JUNGLE_SOUND to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x17])
Definition story.h:1932
#define SPECIAL_STORY_WAY_TO_AMATERASU_TO_PRESIDENT_ARRESTED
GAME.progress is from STORY_WAY_TO_AMATERASU to STORY_PRESIDENT_ARRESTED (PROGRESS_RANGES[0x16])
Definition story.h:1929
Where an actor's frames go in VRAM: one of the records after the FieldImage (Actor....
Definition field_map.h:114
A battle of an area's BattleList, which can start on the field (see FIELDSTG_startEncounter); FIGHTST...
Definition field_map.h:402
The battles of an area of the map (its cells' value at FieldMap.files[4]), one picked at random.
Definition field_map.h:411
A character of the field (FieldState.actors, a list of pointers up to NULL), which FIELDSTG_updateFie...
Definition field_map.h:194
The battles of a place (FieldState.battles), by area of the map: the fourth area's are also the ones ...
Definition field_map.h:422
An event of the table FieldState.events, up to the first id -1, which FIELDSTG_startEvent starts.
Definition field_map.h:141
void(* setFile)(s32 index, s32 file)
FIELDSTG_setMapFile.
Definition field_map.h:100
void(* setFirstMap)(s32 index)
FIELDSTG_setFirstMap: the map the player starts on (GAME.mapIndex), when the mode is new.
Definition field_map.h:104
s32 sheetEntry
the stage's sprite sheet, loaded before the field starts, or 0
Definition field_map.h:445
FieldEvent * events
up to the first id -1
Definition field_map.h:451
s32 soundBank
SOUND.loadBank's, or 0.
Definition field_map.h:459
StageTile * objects
the map objects, up to the first margin 0
Definition field_map.h:446
s32 imageFile
or an image archive file, or 0
Definition field_map.h:449
FieldBattles * battles
Definition field_map.h:450
Vec2 start
where the player starts
Definition field_map.h:456
StageSlot * slots
up to the first type 0
Definition field_map.h:447
ActorImage * actors
then the actors', from actors[2]
Definition field_map.h:454
s32 mapFile
the file of the map's tiles (FIELDSTG_createMapStreamer)
Definition field_map.h:444
s32 startDir
and its direction
Definition field_map.h:457
CVECTOR spriteColor
the field's sprites' color, unless cd is 0
Definition field_map.h:458
s32 textFile
the stage's text file, for the talks
Definition field_map.h:461
union FieldState::@12 images
s32 music
SOUND.playSound's, or 0.
Definition field_map.h:460
What a character says (FIELDSTG_runActorAction): the first whose conditions hold, or the last,...
Definition field_map.h:176
void(* applyAction)(s32 code, s32 value)
Definition game_state.h:52
s32(* checkCondition)(u16 code, u16 value)
Definition game_state.h:53
What the player can trigger on a map (FIELDSTG_updateTriggers): a record of the table at FieldState....
Definition field_map.h:276
The task a stage starts (startStage), updated by its updateStage.
Definition stage.h:26
void(* nextState)(struct StageTask *task)
Definition stage.h:27
s32 state
Definition stage.h:27
An object of a map, which FIELDSTG draws: a record of the table at FieldState.objects,...
Definition field_map.h:208
Definition gfx.h:352
u16 actor1Conditions[]
Definition wstag756.c:277
AreaBattle area2Battle7
Definition wstag756.c:167
FieldActorEntry actor0
Definition wstag756.c:309
void(* stageFuncs[])(void)
The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a t...
Definition wstag756.c:380
FieldActorEntry actor6
Definition wstag756.c:315
u16 actor11Conditions[]
Definition wstag756.c:296
u16 actor0Talk0Conditions[]
Definition wstag756.c:206
FieldTalk actor2Talks[]
Definition wstag756.c:222
AreaBattle area2Battle6
Definition wstag756.c:166
void endEvent911(void)
After event 911, with the player: moves the story on to STORY_BLACK_ID_PASS and gives the player the ...
Definition wstag756.c:45
u16 actor0Talk1Conditions[]
Definition wstag756.c:207
u16 actor10Conditions[]
Definition wstag756.c:295
s16 script910[]
Definition wstag756.c:81
FieldTalk actor14Talks[]
Definition wstag756.c:272
FieldTalk actor5Talks[]
Definition wstag756.c:236
AreaBattle area1Battle6
Definition wstag756.c:153
FieldActorEntry actor5
Definition wstag756.c:314
AreaBattle area0Battle7
Definition wstag756.c:141
FieldActorEntry actor2
Definition wstag756.c:311
const CVECTOR stageColor
the color the setup copies to FIELDSTG_state.spriteColor
Definition wstag756.c:8
u16 actor3Talk0Conditions[]
Definition wstag756.c:209
AreaBattle area3Battle4
Definition wstag756.c:177
AreaBattle area3Battle3
Definition wstag756.c:176
AreaBattle area0Battle1
Definition wstag756.c:135
AreaBattle area2Battle0
Definition wstag756.c:160
u16 actor9Conditions[]
Definition wstag756.c:290
FieldActorEntry * stageActors[]
Definition wstag756.c:325
AreaBattle area1Battle2
Definition wstag756.c:149
AreaBattle area3Battle0
Definition wstag756.c:173
AreaBattle area0Battle6
Definition wstag756.c:140
FieldTalk actor1Talks[]
Definition wstag756.c:218
u16 actor13Conditions[]
Definition wstag756.c:302
AreaBattle area3Battle2
Definition wstag756.c:175
FieldTalk actor0Talks[]
Definition wstag756.c:212
AreaBattle area3Battle1
Definition wstag756.c:174
AreaBattle area0Battle3
Definition wstag756.c:137
u16 actor3Talk2Conditions[]
Definition wstag756.c:211
FieldActorEntry actor10
Definition wstag756.c:319
u16 actor3Talk1Conditions[]
Definition wstag756.c:210
FieldTalk actor4Talks[]
Definition wstag756.c:232
u16 actor4Conditions[]
Definition wstag756.c:280
FieldActorEntry actor4
Definition wstag756.c:313
u16 actor3Conditions[]
Definition wstag756.c:279
AreaBattle area3Battle6
Definition wstag756.c:179
FieldTalk actor11Talks[]
Definition wstag756.c:260
FieldActorEntry actor8
Definition wstag756.c:317
ActorImage stageImages[]
Definition wstag756.c:189
FieldTalk actor6Talks[]
Definition wstag756.c:240
void setupStage(void)
Sets the stage up: its map, actors, battles and events, playing the ambience ENV_0007.
Definition wstag756.c:60
AreaBattle area2Battle4
Definition wstag756.c:164
StageTile stageObjects[]
The tables and color setupStage gives FIELDSTG_state (FieldState)
Definition wstag756.c:344
FieldActorEntry actor9
Definition wstag756.c:318
u16 actor8Conditions[]
Definition wstag756.c:284
u16 actor5Conditions[]
Definition wstag756.c:281
FieldTalk actor10Talks[]
Definition wstag756.c:256
FieldTalk actor3Talks[]
Definition wstag756.c:226
FieldTalk actor9Talks[]
Definition wstag756.c:252
BattleList area3Battles
Definition wstag756.c:181
AreaBattle area3Battle5
Definition wstag756.c:178
AreaBattle area0Battle5
Definition wstag756.c:139
BattleList area1Battles
Definition wstag756.c:155
BattleList area2Battles
Definition wstag756.c:168
FieldActorEntry actor15
Definition wstag756.c:324
FieldActorEntry actor12
Definition wstag756.c:321
u16 actor15Conditions[]
Definition wstag756.c:308
AreaBattle area1Battle4
Definition wstag756.c:151
u16 actor6Conditions[]
Definition wstag756.c:282
AreaBattle area2Battle2
Definition wstag756.c:162
u16 actor0Talk2Conditions[]
Definition wstag756.c:208
AreaBattle area1Battle5
Definition wstag756.c:152
s16 script911[]
Definition wstag756.c:108
u16 actor14Conditions[]
Definition wstag756.c:307
void endEvent910(void)
After event 910, with Xuen Wu Chief: starts the stage's event battle 0 and keeps it from playing agai...
Definition wstag756.c:36
FieldActorEntry actor7
Definition wstag756.c:316
StageSlot stageSlots[]
Definition wstag756.c:368
AreaBattle area2Battle1
Definition wstag756.c:161
FieldActorEntry actor13
Definition wstag756.c:322
AreaBattle area1Battle3
Definition wstag756.c:150
AreaBattle area1Battle0
Definition wstag756.c:147
FieldActorEntry actor11
Definition wstag756.c:320
FieldActorEntry actor1
Definition wstag756.c:310
AreaBattle area0Battle0
Definition wstag756.c:134
AreaBattle area0Battle2
Definition wstag756.c:136
FieldTalk actor13Talks[]
Definition wstag756.c:268
#define STAGE_FILE
Definition wstag756.c:57
AreaBattle area2Battle5
Definition wstag756.c:165
AreaBattle area1Battle1
Definition wstag756.c:148
u16 actor7Conditions[]
Definition wstag756.c:283
AreaBattle area2Battle3
Definition wstag756.c:163
u16 actor2Conditions[]
Definition wstag756.c:278
FieldTalk actor7Talks[]
Definition wstag756.c:244
AreaBattle area0Battle4
Definition wstag756.c:138
#define STAGE_TEXT
Definition wstag756.c:55
FieldTalk actor8Talks[]
Definition wstag756.c:248
FieldTalk actor12Talks[]
Definition wstag756.c:264
AreaBattle area3Battle7
Definition wstag756.c:180
BattleList area0Battles
Definition wstag756.c:142
AreaBattle area1Battle7
Definition wstag756.c:154
FieldActorEntry actor3
Definition wstag756.c:312
FieldBattles stageBattles[]
Definition wstag756.c:186
FieldActorEntry actor14
Definition wstag756.c:323
FieldEvent stageEvents[]
Definition wstag756.c:383
u16 actor12Conditions[]
Definition wstag756.c:301
u16 actor0Conditions[]
Definition wstag756.c:276