document game.h

This commit is contained in:
theo3 2022-01-05 19:10:40 -08:00
parent 13106a065c
commit c7ee010e47
7 changed files with 304 additions and 67 deletions

View File

@ -37,7 +37,7 @@ sub_08019698: @ 0x08019698
bl SetLocalFlagByBank
ldrh r0, [r4]
ldrh r1, [r4, #2]
bl LoadCutsceneRoom
bl LoadAuxiliaryRoom
ldr r5, _0801972C @ =gRoomControls
ldrh r0, [r4, #6]
ldrh r1, [r5, #0xa]

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@ -138,7 +138,7 @@ sub_08054974: @ 0x08054974
beq _080549BC
ldrb r0, [r6, #2]
ldrb r1, [r6, #3]
bl LoadCutsceneRoom
bl LoadAuxiliaryRoom
b _080549CE
.align 2, 0
_080549B0: .4byte gUnk_080FE320

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@ -9,7 +9,7 @@
#define MAX_ENTITIES 71
/** Kinds of Entity's supported by the game. */
enum EntityKind {
typedef enum {
PLAYER = 1, /**< There is only one id assigned to the Player kind.
* The player Entity shares much of its code with LTTP GBA, however the game only supports
* one player Entity active at a time, assigned to the global #gPlayerEntity.
@ -32,16 +32,16 @@ enum EntityKind {
* Examples: drawing clouds, ezlo hints, playing cutscenes.
* Updates independently of other entities, and does not add to maximum entity count.
*/
};
} EntityKind;
/** Entity flags. */
enum EntityFlags {
typedef enum {
ENT_DID_INIT = 0x1, /**< Graphics and other data loaded. */
ENT_SCRIPTED = 0x2, /**< Execute in a scripted environment. */
ENT_DELETED = 0x10, /**< Queue deletion next frame. */
ENT_PERSIST = 0x20, /**< Persist between rooms. */
ENT_COLLIDE = 0x80, /**< Collide with other Entity's. */
};
} EntityFlags;
/** Priority level to determine what events will block an Entity from updating. */
typedef enum {
@ -56,20 +56,20 @@ typedef enum {
} Priority;
/** Animation state. */
enum AnimationState {
typedef enum {
IdleNorth = 0x0, /**< Idle facing north. */
IdleEast = 0x2, /**< Idle facing east. */
IdleSouth = 0x4, /**< Idle facing south. */
IdleWest = 0x6, /**< Idle facing west. */
};
} AnimationState;
/** Direction. */
enum Direction {
typedef enum {
DirectionNorth = 0x00, /**< North. */
DirectionEast = 0x08, /**< East. */
DirectionSouth = 0x10, /**< South. */
DirectionWest = 0x18, /**< West. */
};
} Direction;
typedef struct {
void* entity1;
@ -509,3 +509,4 @@ extern u8 gManagerCount;
///@}
#endif // ENTITY_H
// clang-format on

View File

@ -4,61 +4,259 @@
#include "global.h"
#include "area.h"
/**
* Change the light level of the room.
*
* @param level The new light level.
*/
void ChangeLightLevel(s32 level);
/**
* Set the dislayed popup state
*
* @param type The popup type.
* @param choice_idx The choice index.
*/
void SetPopupState(u32 type, u32 choice_idx);
/**
* Check if an area is overworld (not dungeon or inside).
*
* @param area The area to check.
* @return True if the area is overworld.
*/
bool32 CheckAreaOverworld(u32 area);
/**
* Check if the current area is overworld.
*
* @return True if the current area is overworld.
*/
bool32 AreaIsOverworld(void);
/**
* Check if the current area is a dungeon.
*
* @return True if the current area is a dungeon.
*/
bool32 AreaIsDungeon(void);
/**
* Check if the current area has enemies.
*
* @return True if the current area has enemies.
*/
bool32 AreaHasEnemies(void);
/**
* Check if the current area has no enemies.
*
* @return True if the current area has no enemies.
*/
bool32 AreaHasNoEnemies(void);
/**
* Check if the current area has a map
*
* @return True if the current area has a map.
*/
bool32 AreaHasMap(void);
/**
* Check if current area has keys.
*
* @return True if the current area has keys.
*/
bool32 AreaHasKeys(void);
#ifndef EU
// This function was introduced to allow warping from indoor areas (palace of winds).
/**
* This function was introduced to allow warping from indoor areas (palace of winds).
*
* @return True if the current area allows warping.
*/
u32 AreaAllowsWarp(void);
// related to a music bug?
/**
* Related to a music bug?
*/
void sub_08052878(void);
#endif
void sub_080526F8(s32 a1);
/**
* Check if the current dungeon has a map item.
*
* @return True if the current dungeon has a map item.
*/
bool32 HasDungeonMap(void);
/**
* Check if the current dungeon has a compass item.
*
* @return True if the current dungeon has a compass item.
*/
bool32 HasDungeonCompass(void);
/**
* Check if the current dungeon has a big key item.
*
* @return True if the current dungeon has a big key item.
*/
bool32 HasDungeonBigKey(void);
/**
* Check if the current dungeon has a small key item.
*
* @return True if the current dungeon has a small key item.
*/
bool32 HasDungeonSmallKey(void);
/**
* @brief Check if item is a sword.
*
* @param item The item to check.
* @return True if the item is a sword.
*/
bool32 ItemIsSword(u32 item);
/**
* Check if item is a shield.
*
* @return True if the item is a shield.
*/
bool32 ItemIsShield(u32 item);
/**
* @brief Get the index of the bottle containing the specified item.
*
* @param item The item to check.
* @return Bottle index, or 0 if the item is not in a bottle.
*/
u32 GetBottleContaining(u32 item);
/**
* Put an item in A or B slot.
*
* @param item The item to put.
*/
void PutItemOnSlot(u32 item);
s32 GetItemPrice(u32 item);
u32 GetSaleItemConfirmMessageID(u32 item);
/**
* Force equip an item.
*
* @param item The item to equip.
* @param slot The slot to equip the item in.
*/
void ForceEquipItem(u32 item, u32 slot);
/**
* Get item price.
*
* @param item The item to get the price of.
* @return The price of the item.
*/
s32 GetItemPrice(u32 item);
/**
* Get the item purchase enquiry message.
*
* @param item The item to get the message for.
* @return The message index.
*/
u32 GetSaleItemConfirmMessageID(u32 item);
/**
* Automatically load overworld graphics groups.
*/
void LoadGfxGroups(void);
void LoadCutsceneRoom(u32 room, u32 area);
/**
* Load an auxiliary room (no player present).
*
* @param area Area index.
* @param room Room index.
*/
void LoadAuxiliaryRoom(u32 area, u32 room);
/**
* Initialize a loaded room.
*/
void InitRoom(void);
/**
* Initialize a parachute room.
*/
void InitParachuteRoom(void);
/**
* Register a manager for room changes.
*
* @param mgr Manager to register.
* @param onEnter Room enter callback.
* @param onExit Room exit callback.
*/
void RegisterTransitionManager(void* mgr, void (*onEnter)(void*), void (*onExit)(void*));
/**
* Call the room exit callback.
*/
void RoomExitCallback(void);
/**
* Restore the game task from a subtask.
*
* @param a1
*/
void RestoreGameTask(u32 a1);
/**
* Check if an Ezlo message can be displayed.
*
* @return True if an Ezlo message can be displayed.
*/
bool32 CanDispEzloMessage(void);
/**
* Display an Ezlo message.
*/
void DisplayEzloMessage(void);
/**
* Set the player's world map position.
*
* @param area Area index.
* @param room Room index.
* @param x X position.
* @param y Y position.
*/
void SetWorldMapPos(u32 area, u32 room, u32 x, u32 y);
/**
* Set the player's dungeon map position.
*
* @param area Area index.
* @param room Room index.
* @param x X position.
* @param y Y position.
*/
void SetDungeonMapPos(u32 area, u32 room, u32 x, u32 y);
/**
* @brief Get bank offset for area
* Get flag bank offset for area
*
* @param idx Area index.
* @return Flag bank offset.
*/
u32 GetFlagBankOffset(u32 idx);
/**
* Retrieve information about the current room.
*
* @return RoomResInfo object.
*/
RoomResInfo* GetCurrentRoomInfo(void);
void sub_08052EA0(void);
void sub_08053250(void);
void sub_080533CC(void);
@ -67,14 +265,16 @@ void sub_08053494(void);
void sub_080534AC(void);
void InitBiggoronTimer(void);
enum {
/** Game tasks states */
typedef enum {
GAMETASK_TRANSITION, /* transition from fileselect task */
GAMETASK_INIT,
GAMETASK_MAIN,
GAMETASK_EXIT, /* gameover task or reset */
};
} EGameTaskState;
enum {
/** game task main substates */
typedef enum {
GAMEMAIN_INITROOM,
GAMEMAIN_CHANGEROOM,
GAMEMAIN_UPDATE,
@ -83,12 +283,10 @@ enum {
GAMEMAIN_BARRELUPDATE, /* barrel in deepwood shrine */
GAMEMAIN_RESERVED,
GAMEMAIN_SUBTASK,
};
} EGameMainState;
/**
* @brief Subtasks override the game task for short periods
*/
enum {
/** Subtasks override the game task for short periods */
typedef enum {
SUBTASK_EXIT,
SUBTASK_PAUSEMENU,
SUBTASK_EXIT2,
@ -100,9 +298,13 @@ enum {
SUBTASK_WORLDEVENT,
SUBTASK_FASTTRAVEL,
SUBTASK_LOCALMAPHINT,
};
} ESubtask;
typedef void(Subtask)(void);
/** @name Subtask entrypoints */
///@{
/** Subtask entrypoint. */
Subtask Subtask_Exit;
Subtask Subtask_PauseMenu;
Subtask Subtask_Exit;
@ -114,5 +316,6 @@ Subtask Subtask_FigurineMenu;
Subtask Subtask_WorldEvent;
Subtask Subtask_FastTravel;
Subtask Subtask_LocalMapHint;
///@}
#endif // GAME_H

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@ -3,11 +3,16 @@
#include "global.h"
/** File signature */
#define SIGNATURE 'MCZ3'
/** Maximum message speed. */
#define MAX_MSG_SPEED 3
/** Number of save slots */
#define NUM_SAVE_SLOTS 3
/** Maximum brightness. */
#define MAX_BRIGHTNESS 3
/** Supported game languages. */
typedef enum {
LANGUAGE_JP,
LANGUAGE_EN,
@ -24,36 +29,44 @@ typedef enum {
#define GAME_LANGUAGE LANGUAGE_JP
#endif
enum {
TASK_TITLE,
TASK_FILE_SELECT,
TASK_GAME,
TASK_GAMEOVER,
TASK_STAFFROLL,
TASK_DEBUG,
};
/** Program tasks. */
typedef enum {
TASK_TITLE, /**< Title task. This is the first task to be entered. */
TASK_FILE_SELECT, /**< File selection task. */
TASK_GAME, /**< Gameplay task. Overworld, menus, cutscenes are all contained here. */
TASK_GAMEOVER, /**< Gameover task. */
TASK_STAFFROLL, /**< Staffroll task. Only accessible through the script played during the game ending. */
TASK_DEBUG, /**< Debug task. Inaccessible in normal gameplay. */
} Task;
enum {
/** System sleep status. */
typedef enum {
DEFAULT,
SLEEP,
};
} SleepStatus;
/**
* Main system structure.
*/
typedef struct {
vu8 interruptFlag;
u8 sleepStatus;
u8 task;
u8 state;
u8 substate;
u8 task; /**< Current #Task. */
u8 state; /**< State of the current #Task. */
u8 substate; /**< Substate of the current #Task. */
u8 field_0x5;
u8 muteAudio;
u8 muteAudio; /**< Mute audio. */
u8 field_0x7;
u8 pauseFrames;
u8 pauseCount;
u8 pauseInterval;
u8 pauseFrames; /**< Number of frames to pause. */
u8 pauseCount; /**< Number of pauses to make. */
u8 pauseInterval; /**< Number of frames to play between each pause. */
u8 pad;
union SplitHWord ticks;
union SplitHWord ticks; /**< Current time. */
} Main;
/**
* HUD structure.
*/
typedef struct {
/*0x00*/ u8 nextToLoad;
/*0x01*/ u8 _1;
@ -69,34 +82,62 @@ typedef struct {
} UI;
static_assert(sizeof(UI) == 0x3b4);
extern Main gMain;
extern UI gUnk_02032EC0;
extern Main gMain; /**< Main instance. */
extern UI gUnk_02032EC0; /**< UI instance. */
/**
* @brief Begin a subroutine.
* Program entry point.
*/
void SetTask(u32 screen);
void AgbMain(void);
/**
* Begin a new task.
*
* @param task #Task to begin.
*/
void SetTask(u32 task);
/**
* Initialize the DMA system.
*/
void InitDMA(void);
void sub_0805622C(void* a1, u32 a2, u32 a3);
/**
* Soft reset the system.
*/
void DoSoftReset(void);
/**
* Put the system into sleep mode.
*/
void SetSleepMode(void);
extern void sub_0805622C(void* a1, u32 a2, u32 a3);
extern void sub_08056208(void);
extern void ResetPalettes(void);
extern void DoSoftReset(void);
extern void SetSleepMode(void);
extern void VBlankIntrWait();
extern void FadeMain(void);
extern u8 gUnk_03003DE4;
extern void SetBrightness(u32);
extern u16 gPaletteBuffer[];
extern void VBlankInterruptWait(void);
extern void DisableInterruptsAndDMA(void);
extern void EnableVBlankIntr(void);
extern void sub_08056250(void);
extern void sub_08056208(void);
/** @name Task entrypoints */
///@{
/** Task entrypoint. */
extern void TitleTask(void);
extern void FileSelectTask(void);
extern void GameTask(void);
extern void GameOverTask(void);
extern void StaffrollTask(void);
extern void DebugTask(void);
#ifdef DEMO_USA
extern void DemoTask(void);
#endif
/// @}
extern u8 gUnk_03003DE4;
extern u16 gPaletteBuffer[];
#endif

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@ -525,7 +525,7 @@ static void AuxCutscene_Init(void) {
LoadGfxGroups();
gArea.localFlagOffset = GetFlagBankOffset(gRoomControls.area);
SetCurrentRoomPropertyList(p->area, p->room);
LoadCutsceneRoom(p->area, p->room);
LoadAuxiliaryRoom(p->area, p->room);
gRoomControls.scroll_x = gRoomControls.origin_x + p->x;
gRoomControls.scroll_y = gRoomControls.origin_y + p->y;
gMenu.field_0x0 = p->_2;
@ -1441,7 +1441,7 @@ static void UpdateFakeScroll(void) {
} while (++ll < gEntityLists + 9);
}
void LoadCutsceneRoom(u32 area, u32 room) {
void LoadAuxiliaryRoom(u32 area, u32 room) {
sub_08052FF4(area, room);
gRoomControls.camera_target = NULL;
sub_0807C860();

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@ -9,14 +9,6 @@
extern u32 gRand;
extern void TitleTask(void);
extern void FileSelectTask(void);
extern void DemoTask(void);
extern void GameTask(void);
extern void GameOverTask(void);
extern void StaffrollTask(void);
extern void DebugTask(void);
static void InitOverlays(void);
static bool32 SoftResetKeysPressed(void);
static u32 CheckHeaderValid(void);