mirror of https://github.com/zeldaret/tmc.git
360 lines
7.6 KiB
C
360 lines
7.6 KiB
C
#ifndef GAME_H
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#define GAME_H
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#include "global.h"
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#include "area.h"
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#include "structures.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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/**
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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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/**
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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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/**
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* Modify the number of keys the player has for the current dungeon.
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*/
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void ModDungeonKeys(s32 keys);
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/**
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* Check if the player has at least one small key for the current dungeon.
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*
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* @return True if the player has a small key.
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*/
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bool32 HasDungeonSmallKey(void);
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/**
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* Check if the player has the big key for the current dungeon.
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*
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* @return True if the player has the big key.
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*/
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bool32 HasDungeonBigKey(void);
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/**
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* Check if the player has the compass for the current dungeon.
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*
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* @return True if the player has the compass.
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*/
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bool32 HasDungeonCompass(void);
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/**
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* Check if the player has the map for the current dungeon.
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*
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* @return True if the player has the map.
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*/
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bool32 HasDungeonMap(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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/**
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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, /*EquipSlot*/ 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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/**
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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(bool32 loadGfx);
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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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* 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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void StartDarkNutTimer(void);
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void sub_080534AC(void);
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void InitBiggoronTimer(void);
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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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} EGameTaskState;
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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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GAMEMAIN_CHANGEAREA,
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GAMEMAIN_MINISHPORTAL, /* moments after viewing portal cutscene */
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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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} EGameMainState;
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typedef struct {
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u8 minX;
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u8 minY;
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u8 maxX;
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u8 maxY;
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u8 windcrestId; /**< Id to set in gSave.windcrests when the user entered a room in the boundaries specified above.*/
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// u8 pad;
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u16 textIndex; /**< The text to show for this area.*/
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} OverworldLocation;
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extern const OverworldLocation gOverworldLocations[];
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typedef struct {
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const Font* font;
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u16 width;
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u16 height;
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u16 transitionTimer;
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u16 fadeSpeed;
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} struct_080FCCB4;
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typedef struct {
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u16 itemPrice;
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u16 unused;
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u16 saleItemConfirmMessageId;
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u16 gotItemMessageId;
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} struct_080FD964;
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extern const struct_080FD964 gUnk_080FD964[];
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// Defined in gameUtils.c
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extern void ResetTmpFlags(void);
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extern void UpdateFakeScroll(void);
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extern void UpdatePlayerMapCoords(void);
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extern void CreateMiscManager(void);
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extern void CheckAreaDiscovery(void);
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extern void UpdateTimerCallbacks(void);
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extern void DecreasePortalTimer(void);
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extern bool32 CheckRoomExit(void);
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extern bool32 CheckGameOver(void);
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extern void InitializePlayer(void);
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extern void LoadRoomBgm(void);
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extern void sub_0805329C(void);
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extern void UpdatePlayerRoomStatus(void);
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extern void sub_08054524(void);
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extern void sub_08052FF4(u32 area, u32 room);
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extern void InitScriptData(void);
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extern void LoadItemGfx(void);
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// Defined in playerUtils.c
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extern void CloneMapData(void);
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extern void InitializeCamera(void);
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extern void ForceSetPlayerState(u32);
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extern void sub_080186D4(void);
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extern void sub_0806F364(void);
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extern void UpdateRoomTracker(void);
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extern void GenerateAreaHint(void);
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extern void sub_0801AE44(bool32 loadGfx);
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extern void sub_080ADE24(void);
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extern void CleanUpGFXSlots(void);
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void sub_08051F9C(u32 a1, u32 a2, u32 a3, u32 a4);
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extern void UpdateBgAnimations(void);
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extern void UpdateScroll(void);
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extern void sub_08018710(u32);
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extern void sub_0806F38C(void);
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extern void sub_08052010(void);
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void ModArrows(s32);
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bool32 ItemIsBottle(u32);
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void ModShells(s32);
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#endif // GAME_H
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