mirror of https://github.com/zeldaret/tmc.git
164 lines
3.9 KiB
C
164 lines
3.9 KiB
C
#ifndef MAIN_H
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#define MAIN_H
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#include "global.h"
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#include "structures.h"
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#include "room.h"
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#include "script.h"
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#include "screen.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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LANGUAGE_FR,
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LANGUAGE_DE,
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LANGUAGE_ES,
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LANGUAGE_IT,
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NUM_LANGUAGES,
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} Language;
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#ifdef ENGLISH
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#define GAME_LANGUAGE LANGUAGE_EN
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#else
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#define GAME_LANGUAGE LANGUAGE_JP
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#endif
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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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/** System sleep status. */
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typedef enum {
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DEFAULT,
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SLEEP,
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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; /**< 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; /**< Mute audio. */
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u8 field_0x7;
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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; // TODO actually used in CopyOAM()
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u16 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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// TODO Rather a structure more generally about gfx?
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typedef struct {
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/*0x000*/ u8 nextToLoad;
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/*0x001*/ u8 _1;
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/*0x002*/ u8 lastState;
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/*0x003*/ u8 field_0x3;
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/*0x004*/ u8 state;
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/*0x005*/ u8 field_0x5;
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/*0x006*/ bool8 loadGfxOnRestore; // used in Subtask_FadeOut to determine the loadGfx parameter of RestoreGameTask.
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/*0x007*/ u8 pauseFadeIn;
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/*0x008*/ u16 fadeType;
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/*0x00A*/ u16 fadeInTime;
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/*0x00C*/ u8 controlMode;
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/*0x00D*/ u8 unk_d;
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/*0x00E*/ u8 unk_e;
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/*0x00F*/ u8 unk_f;
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/*0x010*/ void** currentRoomProperties;
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/*0x014*/ BgSettings* mapBottomBgSettings;
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/*0x018*/ BgSettings* mapTopBgSettings;
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/*0x01C*/ RoomControls roomControls;
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/*0x054*/ GfxSlotList gfxSlotList;
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/*0x268*/ Palette palettes[0x10];
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/*0x2A8*/ u8 unk_2a8[0x100];
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/*0x3A8*/ ActiveScriptInfo activeScriptInfo;
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} UI;
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static_assert(sizeof(UI) == 0x3b4);
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extern Main gMain; /**< Main instance. */
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extern UI gUI; /**< UI instance. */
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/**
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* Program entry point.
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*/
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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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*/
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void InitDMA(void);
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/**
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* Soft reset the system.
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*/
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void DoSoftReset(void);
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/**
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* Put the system into sleep mode.
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*/
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void SetSleepMode(void);
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/**
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* Sets a DMA to be performed at next VBlank.
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*/
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extern void SetVBlankDMA(u16* src, u16* dest, u32 size);
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extern void InitVBlankDMA(void);
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extern void ResetPalettes(void);
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extern void VBlankIntrWait();
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extern void VBlankInterruptWait(void);
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extern void DisableInterruptsAndDMA(void);
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extern void EnableVBlankIntr(void);
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extern void DisableVBlankDMA(void);
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/** @name Task entrypoints */
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///@{
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/** Task entrypoint. */
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extern void TitleTask(void);
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extern void FileSelectTask(void);
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extern void GameTask(void);
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extern void GameOverTask(void);
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extern void StaffrollTask(void);
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extern void DebugTask(void);
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#ifdef DEMO_USA
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extern void DemoTask(void);
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#endif
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/// @}
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extern u8 gUnk_03003DE4[0xC];
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extern u16 gPaletteBuffer[];
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extern u32 CheckRegionsOnScreen(const u16* arr);
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#endif // MAIN_H
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