mirror of https://github.com/zeldaret/tmc.git
document game.h
This commit is contained in:
parent
13106a065c
commit
c7ee010e47
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@ -37,7 +37,7 @@ sub_08019698: @ 0x08019698
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bl SetLocalFlagByBank
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ldrh r0, [r4]
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ldrh r1, [r4, #2]
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bl LoadCutsceneRoom
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bl LoadAuxiliaryRoom
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ldr r5, _0801972C @ =gRoomControls
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ldrh r0, [r4, #6]
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ldrh r1, [r5, #0xa]
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@ -138,7 +138,7 @@ sub_08054974: @ 0x08054974
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beq _080549BC
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ldrb r0, [r6, #2]
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ldrb r1, [r6, #3]
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bl LoadCutsceneRoom
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bl LoadAuxiliaryRoom
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b _080549CE
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.align 2, 0
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_080549B0: .4byte gUnk_080FE320
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@ -9,7 +9,7 @@
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#define MAX_ENTITIES 71
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/** Kinds of Entity's supported by the game. */
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enum EntityKind {
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typedef enum {
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PLAYER = 1, /**< There is only one id assigned to the Player kind.
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* The player Entity shares much of its code with LTTP GBA, however the game only supports
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* one player Entity active at a time, assigned to the global #gPlayerEntity.
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@ -32,16 +32,16 @@ enum EntityKind {
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* Examples: drawing clouds, ezlo hints, playing cutscenes.
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* Updates independently of other entities, and does not add to maximum entity count.
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*/
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};
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} EntityKind;
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/** Entity flags. */
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enum EntityFlags {
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typedef enum {
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ENT_DID_INIT = 0x1, /**< Graphics and other data loaded. */
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ENT_SCRIPTED = 0x2, /**< Execute in a scripted environment. */
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ENT_DELETED = 0x10, /**< Queue deletion next frame. */
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ENT_PERSIST = 0x20, /**< Persist between rooms. */
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ENT_COLLIDE = 0x80, /**< Collide with other Entity's. */
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};
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} EntityFlags;
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/** Priority level to determine what events will block an Entity from updating. */
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typedef enum {
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@ -56,20 +56,20 @@ typedef enum {
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} Priority;
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/** Animation state. */
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enum AnimationState {
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typedef enum {
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IdleNorth = 0x0, /**< Idle facing north. */
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IdleEast = 0x2, /**< Idle facing east. */
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IdleSouth = 0x4, /**< Idle facing south. */
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IdleWest = 0x6, /**< Idle facing west. */
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};
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} AnimationState;
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/** Direction. */
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enum Direction {
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typedef enum {
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DirectionNorth = 0x00, /**< North. */
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DirectionEast = 0x08, /**< East. */
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DirectionSouth = 0x10, /**< South. */
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DirectionWest = 0x18, /**< West. */
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};
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} Direction;
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typedef struct {
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void* entity1;
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@ -509,3 +509,4 @@ extern u8 gManagerCount;
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///@}
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#endif // ENTITY_H
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// clang-format on
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233
include/game.h
233
include/game.h
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@ -4,61 +4,259 @@
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#include "global.h"
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#include "area.h"
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/**
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* Change the light level of the room.
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*
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* @param level The new light level.
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*/
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void ChangeLightLevel(s32 level);
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/**
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* Set the dislayed popup state
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*
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* @param type The popup type.
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* @param choice_idx The choice index.
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*/
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void SetPopupState(u32 type, u32 choice_idx);
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/**
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* Check if an area is overworld (not dungeon or inside).
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*
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* @param area The area to check.
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* @return True if the area is overworld.
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*/
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bool32 CheckAreaOverworld(u32 area);
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/**
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* Check if the current area is overworld.
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*
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* @return True if the current area is overworld.
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*/
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bool32 AreaIsOverworld(void);
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/**
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* Check if the current area is a dungeon.
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*
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* @return True if the current area is a dungeon.
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*/
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bool32 AreaIsDungeon(void);
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/**
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* Check if the current area has enemies.
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*
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* @return True if the current area has enemies.
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*/
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bool32 AreaHasEnemies(void);
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/**
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* Check if the current area has no enemies.
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*
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* @return True if the current area has no enemies.
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*/
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bool32 AreaHasNoEnemies(void);
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/**
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* Check if the current area has a map
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*
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* @return True if the current area has a map.
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*/
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bool32 AreaHasMap(void);
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/**
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* Check if current area has keys.
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*
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* @return True if the current area has keys.
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*/
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bool32 AreaHasKeys(void);
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#ifndef EU
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// This function was introduced to allow warping from indoor areas (palace of winds).
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/**
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* This function was introduced to allow warping from indoor areas (palace of winds).
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*
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* @return True if the current area allows warping.
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*/
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u32 AreaAllowsWarp(void);
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// related to a music bug?
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/**
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* Related to a music bug?
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*/
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void sub_08052878(void);
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#endif
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void sub_080526F8(s32 a1);
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/**
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* Check if the current dungeon has a map item.
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*
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* @return True if the current dungeon has a map item.
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*/
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bool32 HasDungeonMap(void);
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/**
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* Check if the current dungeon has a compass item.
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*
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* @return True if the current dungeon has a compass item.
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*/
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bool32 HasDungeonCompass(void);
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/**
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* Check if the current dungeon has a big key item.
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*
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* @return True if the current dungeon has a big key item.
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*/
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bool32 HasDungeonBigKey(void);
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/**
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* Check if the current dungeon has a small key item.
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*
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* @return True if the current dungeon has a small key item.
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*/
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bool32 HasDungeonSmallKey(void);
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/**
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* @brief Check if item is a sword.
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*
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* @param item The item to check.
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* @return True if the item is a sword.
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*/
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bool32 ItemIsSword(u32 item);
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/**
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* Check if item is a shield.
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*
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* @return True if the item is a shield.
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*/
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bool32 ItemIsShield(u32 item);
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/**
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* @brief Get the index of the bottle containing the specified item.
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*
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* @param item The item to check.
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* @return Bottle index, or 0 if the item is not in a bottle.
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*/
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u32 GetBottleContaining(u32 item);
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/**
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* Put an item in A or B slot.
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*
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* @param item The item to put.
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*/
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void PutItemOnSlot(u32 item);
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s32 GetItemPrice(u32 item);
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u32 GetSaleItemConfirmMessageID(u32 item);
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/**
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* Force equip an item.
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*
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* @param item The item to equip.
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* @param slot The slot to equip the item in.
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*/
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void ForceEquipItem(u32 item, u32 slot);
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/**
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* Get item price.
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*
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* @param item The item to get the price of.
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* @return The price of the item.
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*/
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s32 GetItemPrice(u32 item);
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/**
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* Get the item purchase enquiry message.
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*
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* @param item The item to get the message for.
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* @return The message index.
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*/
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u32 GetSaleItemConfirmMessageID(u32 item);
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/**
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* Automatically load overworld graphics groups.
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*/
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void LoadGfxGroups(void);
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void LoadCutsceneRoom(u32 room, u32 area);
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/**
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* Load an auxiliary room (no player present).
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*
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* @param area Area index.
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* @param room Room index.
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*/
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void LoadAuxiliaryRoom(u32 area, u32 room);
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/**
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* Initialize a loaded room.
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*/
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void InitRoom(void);
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/**
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* Initialize a parachute room.
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*/
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void InitParachuteRoom(void);
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/**
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* Register a manager for room changes.
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*
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* @param mgr Manager to register.
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* @param onEnter Room enter callback.
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* @param onExit Room exit callback.
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*/
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void RegisterTransitionManager(void* mgr, void (*onEnter)(void*), void (*onExit)(void*));
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/**
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* Call the room exit callback.
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*/
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void RoomExitCallback(void);
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/**
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* Restore the game task from a subtask.
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*
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* @param a1
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*/
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void RestoreGameTask(u32 a1);
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/**
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* Check if an Ezlo message can be displayed.
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*
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* @return True if an Ezlo message can be displayed.
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*/
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bool32 CanDispEzloMessage(void);
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/**
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* Display an Ezlo message.
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*/
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void DisplayEzloMessage(void);
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/**
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* Set the player's world map position.
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*
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* @param area Area index.
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* @param room Room index.
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* @param x X position.
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* @param y Y position.
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*/
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void SetWorldMapPos(u32 area, u32 room, u32 x, u32 y);
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/**
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* Set the player's dungeon map position.
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*
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* @param area Area index.
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* @param room Room index.
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* @param x X position.
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* @param y Y position.
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*/
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void SetDungeonMapPos(u32 area, u32 room, u32 x, u32 y);
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/**
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* @brief Get bank offset for area
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* Get flag bank offset for area
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*
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* @param idx Area index.
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* @return Flag bank offset.
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*/
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u32 GetFlagBankOffset(u32 idx);
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/**
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* Retrieve information about the current room.
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*
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* @return RoomResInfo object.
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*/
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RoomResInfo* GetCurrentRoomInfo(void);
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void sub_08052EA0(void);
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void sub_08053250(void);
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void sub_080533CC(void);
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@ -67,14 +265,16 @@ void sub_08053494(void);
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void sub_080534AC(void);
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void InitBiggoronTimer(void);
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enum {
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/** Game tasks states */
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typedef enum {
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GAMETASK_TRANSITION, /* transition from fileselect task */
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GAMETASK_INIT,
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GAMETASK_MAIN,
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GAMETASK_EXIT, /* gameover task or reset */
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};
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} EGameTaskState;
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enum {
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/** game task main substates */
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typedef enum {
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GAMEMAIN_INITROOM,
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GAMEMAIN_CHANGEROOM,
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GAMEMAIN_UPDATE,
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@ -83,12 +283,10 @@ enum {
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GAMEMAIN_BARRELUPDATE, /* barrel in deepwood shrine */
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GAMEMAIN_RESERVED,
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GAMEMAIN_SUBTASK,
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};
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} EGameMainState;
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/**
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* @brief Subtasks override the game task for short periods
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*/
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enum {
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/** Subtasks override the game task for short periods */
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typedef enum {
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SUBTASK_EXIT,
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SUBTASK_PAUSEMENU,
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SUBTASK_EXIT2,
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@ -100,9 +298,13 @@ enum {
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SUBTASK_WORLDEVENT,
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SUBTASK_FASTTRAVEL,
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SUBTASK_LOCALMAPHINT,
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};
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} ESubtask;
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typedef void(Subtask)(void);
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/** @name Subtask entrypoints */
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///@{
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/** Subtask entrypoint. */
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Subtask Subtask_Exit;
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Subtask Subtask_PauseMenu;
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Subtask Subtask_Exit;
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@ -114,5 +316,6 @@ Subtask Subtask_FigurineMenu;
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Subtask Subtask_WorldEvent;
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Subtask Subtask_FastTravel;
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Subtask Subtask_LocalMapHint;
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///@}
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#endif // GAME_H
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105
include/main.h
105
include/main.h
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@ -3,11 +3,16 @@
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#include "global.h"
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/** File signature */
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#define SIGNATURE 'MCZ3'
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/** Maximum message speed. */
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#define MAX_MSG_SPEED 3
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/** Number of save slots */
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#define NUM_SAVE_SLOTS 3
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/** Maximum brightness. */
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#define MAX_BRIGHTNESS 3
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/** Supported game languages. */
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typedef enum {
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LANGUAGE_JP,
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LANGUAGE_EN,
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@ -24,36 +29,44 @@ typedef enum {
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#define GAME_LANGUAGE LANGUAGE_JP
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#endif
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enum {
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TASK_TITLE,
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TASK_FILE_SELECT,
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TASK_GAME,
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TASK_GAMEOVER,
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TASK_STAFFROLL,
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TASK_DEBUG,
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};
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/** Program tasks. */
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typedef enum {
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TASK_TITLE, /**< Title task. This is the first task to be entered. */
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TASK_FILE_SELECT, /**< File selection task. */
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TASK_GAME, /**< Gameplay task. Overworld, menus, cutscenes are all contained here. */
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TASK_GAMEOVER, /**< Gameover task. */
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TASK_STAFFROLL, /**< Staffroll task. Only accessible through the script played during the game ending. */
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TASK_DEBUG, /**< Debug task. Inaccessible in normal gameplay. */
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} Task;
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enum {
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/** System sleep status. */
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typedef enum {
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DEFAULT,
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SLEEP,
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};
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} SleepStatus;
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/**
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* Main system structure.
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*/
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typedef struct {
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vu8 interruptFlag;
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u8 sleepStatus;
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u8 task;
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u8 state;
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u8 substate;
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u8 task; /**< Current #Task. */
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u8 state; /**< State of the current #Task. */
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u8 substate; /**< Substate of the current #Task. */
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u8 field_0x5;
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u8 muteAudio;
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u8 muteAudio; /**< Mute audio. */
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u8 field_0x7;
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u8 pauseFrames;
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u8 pauseCount;
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u8 pauseInterval;
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u8 pauseFrames; /**< Number of frames to pause. */
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u8 pauseCount; /**< Number of pauses to make. */
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u8 pauseInterval; /**< Number of frames to play between each pause. */
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u8 pad;
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union SplitHWord ticks;
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union SplitHWord ticks; /**< Current time. */
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} Main;
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/**
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* HUD structure.
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*/
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typedef struct {
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/*0x00*/ u8 nextToLoad;
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/*0x01*/ u8 _1;
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|
@ -69,34 +82,62 @@ typedef struct {
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} UI;
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static_assert(sizeof(UI) == 0x3b4);
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extern Main gMain;
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extern UI gUnk_02032EC0;
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extern Main gMain; /**< Main instance. */
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extern UI gUnk_02032EC0; /**< UI instance. */
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/**
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* @brief Begin a subroutine.
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* Program entry point.
|
||||
*/
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void SetTask(u32 screen);
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void AgbMain(void);
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/**
|
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* Begin a new task.
|
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*
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* @param task #Task to begin.
|
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*/
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void SetTask(u32 task);
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|
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/**
|
||||
* Initialize the DMA system.
|
||||
*/
|
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void InitDMA(void);
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|
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void sub_0805622C(void* a1, u32 a2, u32 a3);
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/**
|
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* Soft reset the system.
|
||||
*/
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void DoSoftReset(void);
|
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|
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/**
|
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* Put the system into sleep mode.
|
||||
*/
|
||||
void SetSleepMode(void);
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|
||||
extern void sub_0805622C(void* a1, u32 a2, u32 a3);
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extern void sub_08056208(void);
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extern void ResetPalettes(void);
|
||||
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extern void DoSoftReset(void);
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extern void SetSleepMode(void);
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extern void VBlankIntrWait();
|
||||
extern void FadeMain(void);
|
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||||
extern u8 gUnk_03003DE4;
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extern void SetBrightness(u32);
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extern u16 gPaletteBuffer[];
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extern void VBlankInterruptWait(void);
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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
|
||||
|
|
|
@ -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();
|
||||
|
|
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue