20 if (zone ==
AERIE && slot == 0)
92 if ((
s16)soundId == -1) {
void * ObjectTable_Get(u32 actorIndex)
Returns the actor in slot index (0 to 65), or NULL.
void Djinn_RunBattleStartHop(s32 djinniId)
A Djinni's battle start: the Djinni (actor id) bounces twice, turns to face the leader,...
void AudioCommand_PlayFar(s32 id)
struct GameState gGameState
s32 Encounter_ResolveWorldMapZoneAndBackdrop(void *pos)
Returns the world map encounter zone for the terrain at pos (0 for none), and chooses the battle back...
u16 Encounter_GetEnemyGroupAtSlot(s32 zone, s32 slot)
Returns the enemy group in slot (0 to 7) of zone; 14 halfwords make a zone.
void BattleFx_SelectBattleCue(s32 zone, s32 slot)
Chooses the battle music for slot of zone (gGameState.sceneCue).
s16 Encounter_GetDjinnEnemyGroup(s32 djinni)
Returns the enemy group of Djinni battle djinni, which the table gives as a zone and slot.
#define DJINN_NO_HOP
Field_RequestDjinnBattle's flag: the Djinni does not hop first.
What every part of psynergy_effects.c shares: its includes and the macros and types more than one par...
#define DJINNI_0
gGameState.pendingDjinnEvent of Djinni 0 (requests.c, djinni.c).
void Field_RequestBattleFromEncounterTable(s32 zoneNo, s32 slotNo)
Sets up a battle with enemy group slot of encounter table zone.
#define AERIE
encounter table fought before the Aerie's storm
void Event_SetDefeatDestination(s32 scene, s32 entrance)
Sets where the party wakes up after losing a battle (gGameState.defeatScene and defeatEntrance).
void Event_SetNextDestination(s32 scene, s32 entrance)
Sets the scene and entrance that the field goes to next (gGameState.nextScene and nextEntrance).
void BattleFx_PlayQueuedSound(void)
Plays the sound BattleFx_SetQueuedSoundAndPlay remembered, if any.
void Field_RequestDjinnBattle(s32 flag, s32 no)
Sets up the battle with Djinni number no.
void BattleFx_SetQueuedSoundAndPlay(s32 soundId)
Plays SE_298, then soundId (SE_289 for -1), and remembers soundId for BattleFx_PlayQueuedSound in the...
void Event_RequestDestination(u16 scene, u16 entrance)
Makes the event leave for entrance entrance of scene scene: sets gGameState.scene and entrance and ra...
char ResourceId_VenusLighthouseAerieStormBackdrop
struct EventWork * gEventWork
Full event work allocated by Field_RunScene (heap slot 27).
s16 exit
the exit taken, which ends the scene
s16 queuedSound
a sound BattleFx_PlayQueuedSound plays; -1 for none
s16 battle
the enemy group of a random encounter
s16 mode
MODE_WORLD_MAP (3) on the world map.
The game's state: play time, coins, the scene and the leader's position, the active party and the opt...
s16 nextScene
where the event sends the party next; -1 for none
s16 special
the battle backdrop chosen for the scene or terrain
s16 nextEntrance
where the event sends the party next; -1 for none
s16 pendingDjinnEvent
The Djinni battle pending (DJINNI_0 plus its number, flags in bits 15 to 11), resolved on returning t...
s16 defeatEntrance
where a defeat returns to; -1 for none
s16 defeatScene
where a defeat returns to; -1 for none
s32 selectedActor
the leader: its unit and its actor
One of the 64 field objects in the object pool (heap slot 5): its script, position,...
s32 x
16.16 fixed-point pixels
#define MODE_WORLD_MAP
the world map