#ifndef Z64INTERFACE_H #define Z64INTERFACE_H #include "ultra64.h" #include "z64view.h" // TODO extract this information from the texture definitions themselves // 8x8 IA8 #define AMMO_DIGIT_TEX_WIDTH 8 #define AMMO_DIGIT_TEX_HEIGHT 8 #define AMMO_DIGIT_TEX_SIZE (AMMO_DIGIT_TEX_WIDTH * AMMO_DIGIT_TEX_HEIGHT) // TODO extract this information from the texture definitions themselves // 32x32 RGBA32 #define ICON_ITEM_TEX_WIDTH 32 #define ICON_ITEM_TEX_HEIGHT 32 #define ICON_ITEM_TEX_SIZE ((ICON_ITEM_TEX_WIDTH * ICON_ITEM_TEX_HEIGHT) * 4) // TODO extract this information from the texture definitions themselves // 48x16 I4 #define DO_ACTION_TEX_WIDTH 48 #define DO_ACTION_TEX_HEIGHT 16 #define DO_ACTION_TEX_SIZE ((DO_ACTION_TEX_WIDTH * DO_ACTION_TEX_HEIGHT) / 2) // This do action label slot contains the current do action text #define DO_ACTION_A_SLOT_ACTIVE 0 // This do action label slot contains the next do action text for the duration of the A button switching animation #define DO_ACTION_A_SLOT_NEXT 1 // Do action texture offset for the A button's active do action text #define DO_ACTION_OFFSET_A_ACTIVE (0 * DO_ACTION_TEX_SIZE) // Do action texture offset for the A button's next do action text #define DO_ACTION_OFFSET_A_NEXT (1 * DO_ACTION_TEX_SIZE) // Do action texture offset for the start button in the pause menu #define DO_ACTION_OFFSET_START (2 * DO_ACTION_TEX_SIZE) // Do action texture offset for the B button for player actions (masks, transformations) #define DO_ACTION_OFFSET_B_PLAYER (3 * DO_ACTION_TEX_SIZE) // Do action texture offset for the B button for the interface (pause menu, pictograph box, ocarina) #define DO_ACTION_OFFSET_B_INTERFACE (4 * DO_ACTION_TEX_SIZE) // Following the do action textures is extra space for the day number used by the 3 day clock #define DO_ACTION_OFFSET_DAY_NUMBER (5 * DO_ACTION_TEX_SIZE) // TODO extract this information from the texture definitions themselves // 48x26 IA8 #define WEEK_STATIC_TEX_WIDTH 48 #define WEEK_STATIC_TEX_HEIGHT 27 #define WEEK_STATIC_TEX_SIZE ((WEEK_STATIC_TEX_WIDTH * WEEK_STATIC_TEX_HEIGHT)) typedef enum { /* -1 */ EQUIP_SLOT_NONE = -1, /* 0 */ EQUIP_SLOT_B, /* 1 */ EQUIP_SLOT_C_LEFT, /* 2 */ EQUIP_SLOT_C_DOWN, /* 3 */ EQUIP_SLOT_C_RIGHT, /* 4 */ EQUIP_SLOT_A } EquipSlot; typedef enum { /* 0 */ A_BTN_STATE_IDLE, // Uses ACTIVE slot /* 1 */ A_BTN_STATE_CHANGE_1_UNPAUSED, // Uses ACTIVE slot /* 2 */ A_BTN_STATE_CHANGE_2_UNPAUSED, // Uses NEXT slot /* 3 */ A_BTN_STATE_CHANGE_1_PAUSED, // Uses ACTIVE slot /* 4 */ A_BTN_STATE_CHANGE_2_PAUSED // Uses NEXT slot } AButtonState; typedef enum { /* 0x00 */ DO_ACTION_ATTACK, /* 0x01 */ DO_ACTION_CHECK, /* 0x02 */ DO_ACTION_ENTER, /* 0x03 */ DO_ACTION_RETURN, /* 0x04 */ DO_ACTION_OPEN, /* 0x05 */ DO_ACTION_JUMP, /* 0x06 */ DO_ACTION_DECIDE, /* 0x07 */ DO_ACTION_DIVE, /* 0x08 */ DO_ACTION_FASTER, /* 0x09 */ DO_ACTION_THROW, /* 0x0A */ DO_ACTION_NONE, // in do_action_static, the texture at this position is NAVI, however this value is in practice the "No Action" value /* 0x0B */ DO_ACTION_CLIMB, /* 0x0C */ DO_ACTION_DROP, /* 0x0D */ DO_ACTION_DOWN, /* 0x0E */ DO_ACTION_QUIT, /* 0x0F */ DO_ACTION_SPEAK, /* 0x10 */ DO_ACTION_NEXT, /* 0x11 */ DO_ACTION_GRAB, /* 0x12 */ DO_ACTION_STOP, /* 0x13 */ DO_ACTION_PUTAWAY, /* 0x14 */ DO_ACTION_REEL, /* 0x15 */ DO_ACTION_INFO, /* 0x16 */ DO_ACTION_WARP, /* 0x17 */ DO_ACTION_SNAP, /* 0x18 */ DO_ACTION_EXPLODE, /* 0x19 */ DO_ACTION_DANCE, /* 0x1A */ DO_ACTION_MARCH, /* 0x1B */ DO_ACTION_1, /* 0x1C */ DO_ACTION_2, /* 0x1D */ DO_ACTION_3, /* 0x1E */ DO_ACTION_4, /* 0x1F */ DO_ACTION_5, /* 0x20 */ DO_ACTION_6, /* 0x21 */ DO_ACTION_7, /* 0x22 */ DO_ACTION_8, /* 0x23 */ DO_ACTION_CURL, /* 0x24 */ DO_ACTION_SURFACE, /* 0x25 */ DO_ACTION_SWIM, /* 0x26 */ DO_ACTION_PUNCH, /* 0x27 */ DO_ACTION_POUND, /* 0x28 */ DO_ACTION_HOOK, /* 0x29 */ DO_ACTION_SHOOT, /* 0x2A */ DO_ACTION_MAX, /* 0x2A */ TATL_STATE_2A = DO_ACTION_MAX, /* 0x2B */ TATL_STATE_2B, /* 0x2C */ TATL_STATE_2C } DoAction; typedef enum { /* 0 */ MINIGAME_STATE_NONE, /* 1 */ MINIGAME_STATE_COUNTDOWN_SETUP_3, /* 2 */ MINIGAME_STATE_COUNTDOWN_3, /* 3 */ MINIGAME_STATE_COUNTDOWN_SETUP_2, /* 4 */ MINIGAME_STATE_COUNTDOWN_2, /* 5 */ MINIGAME_STATE_COUNTDOWN_SETUP_1, /* 6 */ MINIGAME_STATE_COUNTDOWN_1, /* 7 */ MINIGAME_STATE_COUNTDOWN_SETUP_GO, /* 8 */ MINIGAME_STATE_COUNTDOWN_GO, /* 20 */ MINIGAME_STATE_NO_COUNTDOWN_SETUP = 20, /* 21 */ MINIGAME_STATE_NO_COUNTDOWN, /* 30 */ MINIGAME_STATE_PLAYING = 30 } MinigameState; typedef enum { /* 0 */ PERFECT_LETTERS_TYPE_OFF, /* 1 */ PERFECT_LETTERS_TYPE_1, /* 2 */ PERFECT_LETTERS_TYPE_2, /* 3 */ PERFECT_LETTERS_TYPE_3 } PerfectLettersType; typedef enum { /* 0 */ PERFECT_LETTERS_STATE_OFF, /* 1 */ PERFECT_LETTERS_STATE_INIT, /* 2 */ PERFECT_LETTERS_STATE_ENTER, /* 3 */ PERFECT_LETTERS_STATE_STATIONARY, // Display for type 1 /* 4 */ PERFECT_LETTERS_STATE_SPREAD, // Exit for type 1 /* 5 */ PERFECT_LETTERS_STATE_DISPLAY, /* 6 */ PERFECT_LETTERS_STATE_EXIT } PerfectLettersState; #define PERFECT_LETTERS_NUM_LETTERS 8 #define PERFECT_LETTERS_ANGLE_PER_LETTER (0x10000 / PERFECT_LETTERS_NUM_LETTERS) typedef enum { /* 0 */ STORY_DMA_IDLE, /* 1 */ STORY_DMA_LOADING, /* 2 */ STORY_DMA_DONE } StoryLoadStatus; typedef enum { /* 0 */ STORY_STATE_OFF, /* 1 */ STORY_STATE_INIT, /* 2 */ STORY_STATE_IDLE, /* 3 */ STORY_STATE_DESTROY, /* 4 */ STORY_STATE_SETUP_IDLE, /* 5 */ STORY_STATE_FADE_OUT, /* 6 */ STORY_STATE_FADE_IN } StoryState; typedef enum { /* 0 */ STORY_TYPE_MASK_FESTIVAL, /* 1 */ STORY_TYPE_GIANTS_LEAVING } StoryType; typedef struct { /* 0x000 */ View view; /* 0x168 */ Vtx* actionVtx; /* 0x16C */ Vtx* beatingHeartVtx; /* 0x170 */ u8* parameterSegment; /* 0x174 */ u8* doActionSegment; /* 0x178 */ u8* iconItemSegment; /* 0x17C */ u8* mapSegment; /* 0x180 */ UNK_TYPE4 unk_180; // unused segment? /* 0x184 */ DmaRequest dmaRequest; /* 0x1A4 */ UNK_TYPE1 unk_1A4[0x40]; // likely 2 DmaRequest /* 0x1E4 */ OSMesgQueue loadQueue; /* 0x1FC */ OSMesg loadMsg; /* 0x200 */ Viewport viewport; /* 0x210 */ s16 aButtonState; /* 0x212 */ u16 aButtonDoActionDelayed; // Like aButtonDoAction, but does not update until the A button animation is complete /* 0x214 */ u16 aButtonDoAction; /* 0x218 */ f32 aButtonRoll; /* 0x21C */ s16 bButtonPlayerDoActionActive; /* 0x21E */ s16 bButtonPlayerDoAction; /* 0x220 */ s16 tatlCalling; /* 0x222 */ s16 bButtonInterfaceDoActionActive; /* 0x224 */ s16 bButtonInterfaceDoAction; /* 0x226 */ s16 lifeColorChange; /* 0x228 */ s16 lifeColorChangeDirection; /* 0x22A */ s16 beatingHeartPrim[3]; /* 0x230 */ s16 beatingHeartEnv[3]; /* 0x236 */ s16 heartsPrimR[2]; /* 0x23A */ s16 heartsPrimG[2]; /* 0x23E */ s16 heartsPrimB[2]; /* 0x242 */ s16 heartsEnvR[2]; /* 0x246 */ s16 heartsEnvG[2]; /* 0x24A */ s16 heartsEnvB[2]; /* 0x24E */ s16 health; /* 0x250 */ s16 healthTimer; /* 0x252 */ s16 lifeSizeChange; /* 0x254 */ s16 lifeSizeChangeDirection; // 1 means shrinking, 0 growing /* 0x256 */ UNK_TYPE2 unk_256; /* 0x258 */ s16 magicConsumptionTimer; // For certain magic states, 1 unit of magic is consumed every time the timer reaches 0 /* 0x25A */ u8 numHorseBoosts; /* 0x25C */ u16 minigamePoints; // Points to add to the minigame score. Reset to 0 every frame. /* 0x25E */ u16 minigameHiddenPoints; // Points to add to the secondary set of minigame points not displayed. Reset to 0 every frame. /* 0x260 */ u16 minigameAmmo; /* 0x262 */ u16 minigameUnusedPoints; // Associated with other minigame points, unused /* 0x264 */ s16 screenFillAlpha; /* 0x266 */ s16 aAlpha; /* 0x268 */ s16 bAlpha; /* 0x26A */ s16 cLeftAlpha; /* 0x26C */ s16 cDownAlpha; /* 0x26E */ s16 cRightAlpha; /* 0x270 */ s16 healthAlpha; /* 0x272 */ s16 magicAlpha; /* 0x274 */ s16 minimapAlpha; /* 0x276 */ s16 startAlpha; /* 0x278 */ s16 unk_278; // Set in Map_Init, never read /* 0x27A */ s16 dungeonSceneIndex; /* 0x27C */ s16 mapRoomNum; /* 0x27E */ u8 fishingHUDControl; // Left over from OoT /* 0x27F */ UNK_TYPE1 unk_27F; /* 0x280 */ u8 minigameState; /* 0x282 */ s16 minigameCountdownAlpha; /* 0x284 */ s16 minigameCountdownScale; /* 0x286 */ s16 perfectLettersOn; /* 0x288 */ s16 perfectLettersType; /* 0x28A */ s16 perfectLettersState[PERFECT_LETTERS_NUM_LETTERS]; /* 0x29A */ u16 perfectLettersAngles[PERFECT_LETTERS_NUM_LETTERS]; // Angle that follows the projectory of an ellipse /* 0x2AA */ s16 perfectLettersOffsetX[PERFECT_LETTERS_NUM_LETTERS]; /* 0x2BC */ f32 perfectLettersSemiAxisX[PERFECT_LETTERS_NUM_LETTERS]; /* 0x2DC */ f32 perfectLettersSemiAxisY[PERFECT_LETTERS_NUM_LETTERS]; /* 0x2FC */ s16 perfectLettersPrimColor[4]; /* 0x304 */ s16 perfectLettersCount; /* 0x306 */ s16 perfectLettersUnused; /* 0x308 */ s16 perfectLettersColorIndex; /* 0x30A */ s16 perfectLettersColorTimer; /* 0x30C */ s16 perfectLettersTimer; struct { /* 0x30E */ u8 hGauge; /* 0x30F */ u8 bButton; /* 0x310 */ u8 aButton; /* 0x311 */ u8 tradeItems; // Includes deed trade quest, anju/kafei trade quest, bottles, and ocarina /* 0x312 */ u8 songOfTime; /* 0x313 */ u8 songOfDoubleTime; /* 0x314 */ u8 invSongOfTime; /* 0x315 */ u8 songOfSoaring; /* 0x316 */ u8 songOfStorms; /* 0x317 */ u8 masks; /* 0x318 */ u8 pictoBox; /* 0x319 */ u8 all; // "another"; enables all item restrictions } restrictions; // size = 0xC /* 0x31A */ u8 storyState; /* 0x31B */ u8 storyType; /* 0x31C */ u8 storyDmaStatus; /* 0x320 */ OSMesgQueue storyMsgQueue; /* 0x338 */ OSMesg storyMsgBuf; /* 0x33C */ u8* storySegment; /* 0x340 */ uintptr_t storyAddr; /* 0x344 */ size_t storySize; } InterfaceContext; // size = 0x348 Gfx* Gfx_DrawTexRectRGBA16(Gfx* gfx, TexturePtr texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop, s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy); Gfx* Gfx_DrawTexRectIA8(Gfx* gfx, TexturePtr texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop, s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy); Gfx* Gfx_DrawTexRectI8(Gfx* gfx, TexturePtr texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop, s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy); Gfx* Gfx_DrawTexQuadIA8(Gfx* gfx, TexturePtr texture, s16 textureWidth, s16 textureHeight, u16 point); Gfx* Gfx_DrawTexQuad4b(Gfx* gfx, TexturePtr texture, s32 fmt, s16 textureWidth, s16 textureHeight, u16 point); void Interface_StartTimer(s16 timerId, s16 seconds); void Interface_StartPostmanTimer(s16 seconds, s16 bunnyHoodState); void Interface_NewDay(struct PlayState* play, s32 day); void Interface_SetHudVisibility(u16 hudVisibility); void Interface_UpdateButtonsPart2(struct PlayState* play); void Interface_SetSceneRestrictions(struct PlayState* play); void Interface_InitMinigame(struct PlayState* play); void Interface_LoadItemIconImpl(struct PlayState* play, u8 btn); void Interface_LoadItemIcon(struct PlayState* play, u8 btn); void Interface_UpdateButtonsAlt(struct PlayState* play, u16 flag); u8 Item_Give(struct PlayState* play, u8 item); u8 Item_CheckObtainability(u8 item); void Inventory_DeleteItem(s16 item, s16 slot); void Inventory_UnequipItem(s16 item); s32 Inventory_ReplaceItem(struct PlayState* play, u8 oldItem, u8 newItem); void Inventory_UpdateDeitySwordEquip(struct PlayState* play); s32 Inventory_HasEmptyBottle(void); s32 Inventory_HasItemInBottle(u8 item); void Inventory_UpdateBottleItem(struct PlayState* play, u8 item, u8 btn); s32 Inventory_ConsumeFairy(struct PlayState* play); void Inventory_UpdateItem(struct PlayState* play, s16 slot, s16 item); void Interface_SetAButtonDoAction(struct PlayState* play, u16 aButtonDoAction); void Interface_SetBButtonPlayerDoAction(struct PlayState* play, s16 bButtonDoAction); void Interface_SetTatlCall(struct PlayState* play, u16 tatlCallState); void Interface_SetBButtonInterfaceDoAction(struct PlayState* play, s16 bButtonDoAction); s32 Health_ChangeBy(struct PlayState* play, s16 healthChange); void Health_GiveHearts(s16 hearts); void Rupees_ChangeBy(s16 rupeeChange); void Inventory_ChangeAmmo(s16 item, s16 ammoChange); void Magic_Add(struct PlayState* play, s16 magicToAdd); void Magic_Reset(struct PlayState* play); s32 Magic_Consume(struct PlayState* play, s16 magicToConsume, s16 type); void Interface_SetPerfectLetters(struct PlayState* play, s16 perfectLettersType); void Interface_StartMoonCrash(struct PlayState* play); void Interface_Draw(struct PlayState* play); void Interface_Update(struct PlayState* play); void Interface_Destroy(struct PlayState* play); void Interface_Init(struct PlayState* play); #endif