Digimon World 3 decomp
The European version, SLES_039.36
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wstag295.c File Reference

WSTAG295: Prison Tower, Asuka City. More...

#include "common.h"
#include "field/stage.h"
#include "common/start_stage.inc.c"
Include dependency graph for wstag295.c:

Go to the source code of this file.

Macros

#define STAGE_CHILDREN_SIZE   4
 
#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_05)
 
#define EVENT_TEXT_FILE   (TEXT_EVENTS_200 - 1)
 
#define STAGE_FILE   0x60F
 

Functions

void updateStage (StageTask *task, void **children)
 Creates the event object of progress 0x21, which depends on flags 0x1C39, 0x4057 and 0x4058.
 
void endEvent580 (void)
 After event 580, with Teddy, Dr.
 
void endEvent891 (void)
 After event 891, with Lisa, Game Master and Teddy: keeps it from playing again.
 
void endEvent892 (void)
 After event 892, with Game Master, Lisa, Teddy and Nick: lets events 893 and 894 of WSTAG305 start.
 
void setupStage (void)
 Sets the stage up: its map, actors and events, playing BGM_0029.
 

Variables

s16 script580 []
 
s16 script891 []
 
s16 script892 []
 
ActorImage stageImages []
 
FieldTalk actor2Talks []
 
FieldTalk actor11Talks []
 
u16 actor0Conditions [] = { (( 0x1C ) << 8 | ( 0x1A )) , 0, (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }
 
u16 actor1Conditions [] = { (0x6000 | ( STORY_NETWORK_OFFLINE )) , 1, 0xFFFF }
 
u16 actor2Conditions [] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, (( 0x1C ) << 8 | ( 0x1A )) , 1, 0xFFFF }
 
u16 actor3Conditions [] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }
 
u16 actor4Conditions [] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }
 
u16 actor5Conditions [] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }
 
u16 actor6Conditions [] = { (0x7000 | ( 0x18 )) , 1, 0xFFFF }
 
u16 actor7Conditions [] = { (0x7000 | ( 0x1E )) , 1, 0xFFFF }
 
u16 actor8Conditions [] = { (0x7000 | ( 0x18 )) , 1, 0xFFFF }
 
u16 actor9Conditions [] = { (0x7000 | ( 0x1E )) , 1, 0xFFFF }
 
u16 actor10Conditions [] = { (0x6000 | ( STORY_NETWORK_OFFLINE )) , 1, 0xFFFF }
 
u16 actor11Conditions []
 
u16 actor12Conditions [] = { (0x6000 | ( STORY_NETWORK_OFFLINE )) , 1, 0xFFFF }
 
u16 actor13Conditions [] = { (0x7000 | ( 0x18 )) , 1, 0xFFFF }
 
u16 actor14Conditions []
 
u16 actor15Conditions []
 
u16 actor16Conditions []
 
u16 actor17Conditions [] = { (0x7000 | ( 0x1A )) , 1, 0xFFFF }
 
u16 actor18Conditions [] = { (0x7000 | ( 0x1A )) , 1, 0xFFFF }
 
u16 actor19Conditions [] = { (0x7000 | ( 0x1A )) , 1, 0xFFFF }
 
u16 actor20Conditions [] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, (( 0x1C ) << 8 | ( 0x1A )) , 1, 0xFFFF }
 
FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 0xC, 4, 123, 110, 7 }
 
FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 0xC, 4, 0, 0, 1 }
 
FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0xC, 4, 197, 139, 7 }
 
FieldActorEntry actor3 = { actor3Conditions, ((void *)0) , 0x20, 5, 178, 74, 6 }
 
FieldActorEntry actor4 = { actor4Conditions, ((void *)0) , 0x25, 6, 210, 74, 2 }
 
FieldActorEntry actor5 = { actor5Conditions, ((void *)0) , 0x43, 7, 146, 97, 7 }
 
FieldActorEntry actor6 = { actor6Conditions, ((void *)0) , 0x45, 8, 210, 74, 1 }
 
FieldActorEntry actor7 = { actor7Conditions, ((void *)0) , 0x45, 8, 210, 74, 1 }
 
FieldActorEntry actor8 = { actor8Conditions, ((void *)0) , 0x46, 9, 178, 74, 3 }
 
FieldActorEntry actor9 = { actor9Conditions, ((void *)0) , 0x46, 9, 178, 74, 3 }
 
FieldActorEntry actor10 = { actor10Conditions, ((void *)0) , 0x65, 0xA, 0, 0, 1 }
 
FieldActorEntry actor11 = { actor11Conditions, actor11Talks, 0x67, 0xB, 352, 192, 1 }
 
FieldActorEntry actor12 = { actor12Conditions, ((void *)0) , 0x67, 0xB, 0, 0, 1 }
 
FieldActorEntry actor13 = { actor13Conditions, ((void *)0) , 0x6C, 0xC, 146, 97, 7 }
 
FieldActorEntry actor14 = { actor14Conditions, ((void *)0) , 0x6C, 0xC, 146, 97, 7 }
 
FieldActorEntry actor15 = { actor15Conditions, ((void *)0) , 0x6C, 0xC, 146, 97, 7 }
 
FieldActorEntry actor16 = { actor16Conditions, ((void *)0) , 0x6C, 0xC, 196, 138, 7 }
 
FieldActorEntry actor17 = { actor17Conditions, ((void *)0) , 0x9D, 0xD, 146, 97, 7 }
 
FieldActorEntry actor18 = { actor18Conditions, ((void *)0) , 0x9E, 0xE, 210, 74, 1 }
 
FieldActorEntry actor19 = { actor19Conditions, ((void *)0) , 0x9F, 0xF, 178, 74, 3 }
 
FieldActorEntry actor20 = { actor20Conditions, ((void *)0) , 0x120, 0x10, 233, 156, 7 }
 
FieldActorEntry * stageActors []
 
StageTile stageObjects []
 The tables and color setupStage gives FIELDSTG_state (FieldState)
 
StageSlot stageSlots []
 
void(* stageFuncs [])(void)
 The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.
 
FieldEvent stageEvents []
 

Detailed Description

WSTAG295: Prison Tower, Asuka City.

Definition in file wstag295.c.

Macro Definition Documentation

◆ STAGE_CHILDREN_SIZE

#define STAGE_CHILDREN_SIZE   4

Definition at line 29 of file wstag295.c.

◆ STAGE_TEXT

#define STAGE_TEXT   TEXT_FILE(TEXT_TALKS_05)

Definition at line 60 of file wstag295.c.

◆ EVENT_TEXT_FILE

#define EVENT_TEXT_FILE   (TEXT_EVENTS_200 - 1)

Definition at line 61 of file wstag295.c.

◆ STAGE_FILE

#define STAGE_FILE   0x60F

Definition at line 62 of file wstag295.c.

Function Documentation

◆ updateStage()

void updateStage ( StageTask *  task,
void **  children 
)

Creates the event object of progress 0x21, which depends on flags 0x1C39, 0x4057 and 0x4058.

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 9 of file wstag295.c.

Here is the call graph for this function:

◆ endEvent580()

void endEvent580 ( void  )

After event 580, with Teddy, Dr.

Kadomatsu, DO Operator and DO Guard: sets flag 0x1C1A (which decides whether actors 0, 2 and 20 appear) and keeps it from playing again

< 0x1C 0x00-0x40: FLAGS_00, GAME.flags02-flags40

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 37 of file wstag295.c.

◆ endEvent891()

void endEvent891 ( void  )

After event 891, with Lisa, Game Master and Teddy: keeps it from playing again.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 43 of file wstag295.c.

◆ endEvent892()

void endEvent892 ( void  )

After event 892, with Game Master, Lisa, Teddy and Nick: lets events 893 and 894 of WSTAG305 start.

< 0x40 0x00-0x40: FLAGS_00, GAME.flags02-flags40

Definition at line 51 of file wstag295.c.

◆ setupStage()

void setupStage ( void  )

Sets the stage up: its map, actors and events, playing BGM_0029.

Sets the stage up: its map, actors, battles and events, playing KANRIBGM; BGM_0029 instead except at STORY_PRESIDENT_ARRESTED once flag 0x1A0A is set.

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< BGM_0029: the cities and their streets instead of their music while the story is at a crisis (Knightmon reprogrammed, the A.o.A's headquarters, the Amaterasu server's Oinkmon)

< a cell's value: a direction (3 bits) and a StageSlot (5)

Definition at line 65 of file wstag295.c.

Variable Documentation

◆ script580

s16 script580[]

Definition at line 84 of file wstag295.c.

◆ script891

s16 script891[]

Definition at line 194 of file wstag295.c.

◆ script892

s16 script892[]

Definition at line 330 of file wstag295.c.

◆ stageImages

ActorImage stageImages[]
Initial value:
= {
{ 0x200, 0x100, 0x21C, 0x1A6, 0x70, 0xA6, 0x230, 0x1FE },
{ 0x200, 0x100, 0x200, 0x100, 0, 0, 0x220, 0x1FE },
{ 0x200, 0x100, 0x216, 0x138, 0x58, 0x38, 0x200, 0x1FD },
{ 0x200, 0x100, 0x208, 0x1BC, 0x20, 0xBC, 0x210, 0x1FD },
{ 0x200, 0x100, 0x210, 0x1BC, 0x40, 0xBC, 0x220, 0x1FD },
{ 0x200, 0x100, 0x200, 0x1BC, 0, 0xBC, 0x230, 0x1FD },
{ 0x140, 0x100, 0x170, 0x100, 0xC0, 0, 0x170, 0x1FF },
{ 0x140, 0x100, 0x148, 0x100, 0x20, 0, 0x170, 0x1FE },
{ 0x140, 0x100, 0x140, 0x100, 0, 0, 0x170, 0x1FD },
{ 0x140, 0x100, 0x178, 0x100, 0xE0, 0, 0x170, 0x1FC },
{ 0x140, 0x100, 0x150, 0x100, 0x40, 0, 0x140, 0x1FB },
{ 0x140, 0x100, 0x158, 0x100, 0x60, 0, 0x150, 0x1FB },
{ 0x140, 0x100, 0x160, 0x100, 0x80, 0, 0x160, 0x1FB },
{ 0x140, 0x100, 0x168, 0x100, 0xA0, 0, 0x170, 0x1FB },
{ 0x140, 0x100, 0x170, 0x120, 0xC0, 0x20, 0x140, 0x1FA },
{ 0x140, 0x100, 0x148, 0x128, 0x20, 0x28, 0x150, 0x1FA },
{ 0x140, 0x100, 0x150, 0x128, 0x40, 0x28, 0x160, 0x1FA },
{ 0x140, 0x100, 0x158, 0x128, 0x60, 0x28, 0x170, 0x1FA },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
}

Definition at line 373 of file wstag295.c.

Referenced by setupStage().

◆ actor2Talks

FieldTalk actor2Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x59 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 394 of file wstag295.c.

◆ actor11Talks

FieldTalk actor11Talks[]
Initial value:
= {
{ ((void *)0) , ((void *)0) , 0x492 },
{ ((void *)0) , ((void *)0) , 0 },
}

Definition at line 398 of file wstag295.c.

◆ actor0Conditions

u16 actor0Conditions[] = { (( 0x1C ) << 8 | ( 0x1A )) , 0, (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }

Definition at line 402 of file wstag295.c.

◆ actor1Conditions

u16 actor1Conditions[] = { (0x6000 | ( STORY_NETWORK_OFFLINE )) , 1, 0xFFFF }

Definition at line 403 of file wstag295.c.

◆ actor2Conditions

u16 actor2Conditions[] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, (( 0x1C ) << 8 | ( 0x1A )) , 1, 0xFFFF }

Definition at line 404 of file wstag295.c.

◆ actor3Conditions

u16 actor3Conditions[] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }

Definition at line 405 of file wstag295.c.

◆ actor4Conditions

u16 actor4Conditions[] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }

Definition at line 406 of file wstag295.c.

◆ actor5Conditions

u16 actor5Conditions[] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, 0xFFFF }

Definition at line 407 of file wstag295.c.

◆ actor6Conditions

u16 actor6Conditions[] = { (0x7000 | ( 0x18 )) , 1, 0xFFFF }

Definition at line 408 of file wstag295.c.

◆ actor7Conditions

u16 actor7Conditions[] = { (0x7000 | ( 0x1E )) , 1, 0xFFFF }

Definition at line 409 of file wstag295.c.

◆ actor8Conditions

u16 actor8Conditions[] = { (0x7000 | ( 0x18 )) , 1, 0xFFFF }

Definition at line 410 of file wstag295.c.

◆ actor9Conditions

u16 actor9Conditions[] = { (0x7000 | ( 0x1E )) , 1, 0xFFFF }

Definition at line 411 of file wstag295.c.

◆ actor10Conditions

u16 actor10Conditions[] = { (0x6000 | ( STORY_NETWORK_OFFLINE )) , 1, 0xFFFF }

Definition at line 412 of file wstag295.c.

◆ actor11Conditions

u16 actor11Conditions[]
Initial value:
= {
(0x7000 | ( 0x18 )) , 1,
(0x6000 | ( STORY_BULBMON_FOUND )) , 0,
0xFFFF ,
}
@ STORY_BULBMON_FOUND
WSTAG520 (Suzaku Hall), event 695: another earthquake; Bulbmon digs the holes.
Definition story.h:103

Definition at line 413 of file wstag295.c.

◆ actor12Conditions

u16 actor12Conditions[] = { (0x6000 | ( STORY_NETWORK_OFFLINE )) , 1, 0xFFFF }

Definition at line 418 of file wstag295.c.

◆ actor13Conditions

u16 actor13Conditions[] = { (0x7000 | ( 0x18 )) , 1, 0xFFFF }

Definition at line 419 of file wstag295.c.

◆ actor14Conditions

u16 actor14Conditions[]
Initial value:
= {
(0x7000 | ( 0x1E )) , 1,
(0x6000 | ( STORY_NETWORK_OFFLINE )) , 0,
0xFFFF ,
}
@ STORY_NETWORK_OFFLINE
WSTAG750, event 886: the news say the Optical Network is offline.
Definition story.h:123

Definition at line 420 of file wstag295.c.

◆ actor15Conditions

u16 actor15Conditions[]
Initial value:
= {
(0x6000 | ( STORY_NETWORK_OFFLINE )) , 1,
(( 0x40 ) << 8 | ( 0x58 )) , 0,
0xFFFF ,
}

Definition at line 425 of file wstag295.c.

◆ actor16Conditions

u16 actor16Conditions[]
Initial value:
= {
(0x6000 | ( STORY_NETWORK_OFFLINE )) , 1,
(( 0x40 ) << 8 | ( 0x58 )) , 1,
0xFFFF ,
}

Definition at line 430 of file wstag295.c.

◆ actor17Conditions

u16 actor17Conditions[] = { (0x7000 | ( 0x1A )) , 1, 0xFFFF }

Definition at line 435 of file wstag295.c.

◆ actor18Conditions

u16 actor18Conditions[] = { (0x7000 | ( 0x1A )) , 1, 0xFFFF }

Definition at line 436 of file wstag295.c.

◆ actor19Conditions

u16 actor19Conditions[] = { (0x7000 | ( 0x1A )) , 1, 0xFFFF }

Definition at line 437 of file wstag295.c.

◆ actor20Conditions

u16 actor20Conditions[] = { (0x6000 | ( STORY_CONTROL_ROOM )) , 1, (( 0x1C ) << 8 | ( 0x1A )) , 1, 0xFFFF }

Definition at line 438 of file wstag295.c.

◆ actor0

FieldActorEntry actor0 = { actor0Conditions, ((void *)0) , 0xC, 4, 123, 110, 7 }

Definition at line 439 of file wstag295.c.

◆ actor1

FieldActorEntry actor1 = { actor1Conditions, ((void *)0) , 0xC, 4, 0, 0, 1 }

Definition at line 440 of file wstag295.c.

◆ actor2

FieldActorEntry actor2 = { actor2Conditions, actor2Talks, 0xC, 4, 197, 139, 7 }

Definition at line 441 of file wstag295.c.

◆ actor3

FieldActorEntry actor3 = { actor3Conditions, ((void *)0) , 0x20, 5, 178, 74, 6 }

Definition at line 442 of file wstag295.c.

◆ actor4

FieldActorEntry actor4 = { actor4Conditions, ((void *)0) , 0x25, 6, 210, 74, 2 }

Definition at line 443 of file wstag295.c.

◆ actor5

FieldActorEntry actor5 = { actor5Conditions, ((void *)0) , 0x43, 7, 146, 97, 7 }

Definition at line 444 of file wstag295.c.

◆ actor6

FieldActorEntry actor6 = { actor6Conditions, ((void *)0) , 0x45, 8, 210, 74, 1 }

Definition at line 445 of file wstag295.c.

◆ actor7

FieldActorEntry actor7 = { actor7Conditions, ((void *)0) , 0x45, 8, 210, 74, 1 }

Definition at line 446 of file wstag295.c.

◆ actor8

FieldActorEntry actor8 = { actor8Conditions, ((void *)0) , 0x46, 9, 178, 74, 3 }

Definition at line 447 of file wstag295.c.

◆ actor9

FieldActorEntry actor9 = { actor9Conditions, ((void *)0) , 0x46, 9, 178, 74, 3 }

Definition at line 448 of file wstag295.c.

◆ actor10

FieldActorEntry actor10 = { actor10Conditions, ((void *)0) , 0x65, 0xA, 0, 0, 1 }

Definition at line 449 of file wstag295.c.

◆ actor11

FieldActorEntry actor11 = { actor11Conditions, actor11Talks, 0x67, 0xB, 352, 192, 1 }

Definition at line 450 of file wstag295.c.

◆ actor12

FieldActorEntry actor12 = { actor12Conditions, ((void *)0) , 0x67, 0xB, 0, 0, 1 }

Definition at line 451 of file wstag295.c.

◆ actor13

FieldActorEntry actor13 = { actor13Conditions, ((void *)0) , 0x6C, 0xC, 146, 97, 7 }

Definition at line 452 of file wstag295.c.

◆ actor14

FieldActorEntry actor14 = { actor14Conditions, ((void *)0) , 0x6C, 0xC, 146, 97, 7 }

Definition at line 453 of file wstag295.c.

◆ actor15

FieldActorEntry actor15 = { actor15Conditions, ((void *)0) , 0x6C, 0xC, 146, 97, 7 }

Definition at line 454 of file wstag295.c.

◆ actor16

FieldActorEntry actor16 = { actor16Conditions, ((void *)0) , 0x6C, 0xC, 196, 138, 7 }

Definition at line 455 of file wstag295.c.

◆ actor17

FieldActorEntry actor17 = { actor17Conditions, ((void *)0) , 0x9D, 0xD, 146, 97, 7 }

Definition at line 456 of file wstag295.c.

◆ actor18

FieldActorEntry actor18 = { actor18Conditions, ((void *)0) , 0x9E, 0xE, 210, 74, 1 }

Definition at line 457 of file wstag295.c.

◆ actor19

FieldActorEntry actor19 = { actor19Conditions, ((void *)0) , 0x9F, 0xF, 178, 74, 3 }

Definition at line 458 of file wstag295.c.

◆ actor20

FieldActorEntry actor20 = { actor20Conditions, ((void *)0) , 0x120, 0x10, 233, 156, 7 }

Definition at line 459 of file wstag295.c.

◆ stageActors

FieldActorEntry* stageActors[]
Initial value:
= {
((void *)0) ,
}
FieldActorEntry actor0
Definition wstag295.c:439
FieldActorEntry actor6
Definition wstag295.c:445
FieldActorEntry actor17
Definition wstag295.c:456
FieldActorEntry actor18
Definition wstag295.c:457
FieldActorEntry actor5
Definition wstag295.c:444
FieldActorEntry actor2
Definition wstag295.c:441
FieldActorEntry actor19
Definition wstag295.c:458
FieldActorEntry actor10
Definition wstag295.c:449
FieldActorEntry actor4
Definition wstag295.c:443
FieldActorEntry actor8
Definition wstag295.c:447
FieldActorEntry actor9
Definition wstag295.c:448
FieldActorEntry actor20
Definition wstag295.c:459
FieldActorEntry actor15
Definition wstag295.c:454
FieldActorEntry actor12
Definition wstag295.c:451
FieldActorEntry actor16
Definition wstag295.c:455
FieldActorEntry actor7
Definition wstag295.c:446
FieldActorEntry actor13
Definition wstag295.c:452
FieldActorEntry actor11
Definition wstag295.c:450
FieldActorEntry actor1
Definition wstag295.c:440
FieldActorEntry actor3
Definition wstag295.c:442
FieldActorEntry actor14
Definition wstag295.c:453

Definition at line 460 of file wstag295.c.

Referenced by setupStage().

◆ stageObjects

StageTile stageObjects[]
Initial value:
= {
{ 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 320, 53, 0, 0 },
{ 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 384, 85, 0, 0 },
{ 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 424, 104, 0, 0 },
{ 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 455, 145, 0, 0 },
{ 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 480, 180, 0, 0 },
{ 1, 0, 0x40, 2, 0x34, 2, 0, 3, 4, 0, 528, 205, 0, 0 },
{ 1, 0, 0x40, 2, 0x35, 2, 0, 3, 4, 0, 104, 68, 0, 0 },
{ 1, 0, 0x40, 2, 0x35, 2, 0, 3, 4, 0, 140, 69, 0, 0 },
{ 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 104, 131, 0, 0 },
{ 1, 0, 0x40, 2, 0x36, 2, 0, 3, 4, 0, 198, 84, 0, 0 },
{ 1, 0, 0x40, 6, 0x32, 2, 0, 3, 4, 0, 382, 161, 0, 0 },
{ 1, 0, 0x40, 6, 0x33, 2, 0, 3, 6, 0, 403, 168, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
}

The tables and color setupStage gives FIELDSTG_state (FieldState)

Definition at line 484 of file wstag295.c.

Referenced by setupStage().

◆ stageSlots

StageSlot stageSlots[]
Initial value:
= {
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 1 , 0x205, 0x70, 0xE4, 7, 0, 0, 0 },
{ { { (0x6000 | ( STORY_CONTROL_ROOM )) , 1 }, { (( 0x40 ) << 8 | ( 0x4D )) , 0 } }, 8 , 0x244, 0, 0, 0, 0, 0, 0 },
{ { { 0xFFFF , 0 }, { 0xFFFF , 0 } }, 0, 0, 0, 0, 0, 0, 0, 0 },
}
@ STORY_CONTROL_ROOM
WSTAG325 (Control Room, Asuka City), event 560: a Soldier guards the way.
Definition story.h:90

Definition at line 499 of file wstag295.c.

Referenced by setupStage().

◆ stageFuncs

void(* stageFuncs[])(void) ( void  )
Initial value:
= {
}
void setupStage(void)
Sets the stage up: its map, actors and events, playing BGM_0029.
Definition wstag295.c:65

The stage's functions (common/start_stage.inc.c calls the first): a StageFuncs in the stages with a tween, which define STAGE_TWEEN before they include this file, and in the others an array of just setupStage.

Definition at line 504 of file wstag295.c.

◆ stageEvents

FieldEvent stageEvents[]
Initial value:
= {
{ 580, script580, ( ( 0x113 - 1) << 16 | ( 0x21 )), ((void *)0) , endEvent580 },
{ 891, script891, ( ( 0x113 - 1) << 16 | ( 0x24 )), ((void *)0) , endEvent891 },
{ 892, script892, ( ( 0x113 - 1) << 16 | ( 0x25 )), ((void *)0) , endEvent892 },
{ -1, ((void *)0) , 0, ((void *)0) , ((void *)0) },
}
void endEvent892(void)
After event 892, with Game Master, Lisa, Teddy and Nick: lets events 893 and 894 of WSTAG305 start.
Definition wstag295.c:51
s16 script892[]
Definition wstag295.c:330
s16 script580[]
Definition wstag295.c:84
s16 script891[]
Definition wstag295.c:194
void endEvent580(void)
After event 580, with Teddy, Dr.
Definition wstag295.c:37
void endEvent891(void)
After event 891, with Lisa, Game Master and Teddy: keeps it from playing again.
Definition wstag295.c:43

Definition at line 507 of file wstag295.c.

Referenced by setupStage().