#ifndef ROOM_H #define ROOM_H #include "global.h" #include "entity.h" /* typedef struct { u8 areaID; u8 roomID; } RoomID; */ enum RoomTransition { TRANSITION_DEFAULT, TRANSITION_CUT, TRANSITION_FADE_WHITE_SLOW, TRANSITION_3, TRANSITION_FADE_BLACK_SLOW, TRANSITION_FADE_BLACK, TRANSITION_FADE_BLACK_FAST, TRANSITION_7, TRANSITION_FADE_WHITE_FAST, TRANSITION_CUT_FAST, }; typedef struct { /*0x00*/ u16 unk2; /*0x02*/ u8 unk3; /*0x03*/ u8 unk4; /*0x04*/ u8 areaID; /*0x05*/ u8 roomID; /*0x06*/ u16 roomOriginX; /*0x08*/ u16 roomOriginY; /*0x0A*/ s16 roomScrollX; /*0x0C*/ s16 roomScrollY; /*0x0E*/ u8 unk5; /*0x0F*/ u8 unk6; /*0x10*/ u8 unk_10; /*0x11*/ s8 oam_offset_x; /*0x12*/ s8 oam_offset_y; /*0x13*/ u8 unk13; /*0x14*/ u8 screenShakeMagnitude; /*0x15*/ u8 unk7; /*0x16*/ u16 screenShakeTime; /*0x18*/ u16 filler2[3]; /*0x1E*/ u16 width; /*0x20*/ u16 height; /*0x22*/ u8 filler3[6]; /*0x28*/ union SplitWord bg3OffsetX; /*0x2C*/ union SplitWord bg3OffsetY; /*0x30*/ Entity* cameraTarget; } RoomControls; extern RoomControls gRoomControls; typedef struct { u8 field_0x0; u8 filler_0x1; u8 field_0x2; u8 field_0x3; u8 field_0x4; u8 filler1[1]; u8 shopItemType; u8 shopItemType2; u8 field_0x8; u8 field_0x9; u8 unk2; u8 filler2; s16 lightLevel; u8 filler3[2]; u8 unk_10[4]; u32 roomFlags; u32 unk3; u8 filler4[48]; u8 filler5[28]; u32 animFlags; void* field_0x6c[24]; } RoomVars; static_assert(sizeof(RoomVars) == 0xCC); extern RoomVars gRoomVars; // Packets used to store which entities to load in a room typedef struct { u8 kind; u8 flags; u8 id; u8 type; u32 type2; u16 xPos; u16 yPos; u32 spritePtr; } EntityData; // Status of the player's positioning within the scene. typedef struct { u8 area_next; u8 room_next; u8 start_anim; u8 spawn_type; Coords start_pos; u8 layer; u8 field_0x15; u8 field_0x16; u8 field_0x17; s16 field_0x18; s16 field_0x1a; s16 field_0x1c; s16 field_0x1e; s16 field_0x20; s16 field_0x22; u8 field_0x24[0x8]; } PlayerWorldStatus; static_assert(sizeof(PlayerWorldStatus) == 0x20); typedef struct { s32 frameCount; // regular frame count? does anything reset it? u8 field_0x4[0x2]; u16 field_0x6; bool8 transitioningOut; u8 transitionType; // transition when changing areas u16 stairs_idx; // seems to be a tile type PlayerWorldStatus player_status; u8 field_0x2c[0xa]; u16 field_0x36; u8 field_0x38; u8 field_0x39; u8 field_0x3a; u8 field_0x3b; u8 field_0x3c; u8 field_0x3d; u16 field_0x3e; u16 hurtType; u16 field_0x42; u16 field_0x44; u16 field_0x46; u16 field_0x48; u16 field_0x4a; u8 minecart_data[0x20]; u8 field_0x6c[0x40]; u16 field_0xac; u16 field_0xae; } ScreenTransition; extern ScreenTransition gScreenTransition; extern void SetTileType(u32, u32, u32); extern void sub_08080964(u32 time, u32 magnitude); // shake screen extern void* GetCurrentRoomProperty(u32); #endif