mirror of https://github.com/zeldaret/tmc.git
257 lines
7.0 KiB
C
257 lines
7.0 KiB
C
#ifndef ROOM_H
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#define ROOM_H
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#include "entity.h"
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#include "droptables.h"
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#include "map.h"
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enum RoomTransition {
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TRANSITION_DEFAULT,
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TRANSITION_CUT,
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TRANSITION_FADE_WHITE_SLOW,
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TRANSITION_3,
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TRANSITION_FADE_BLACK_SLOW,
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TRANSITION_FADE_BLACK,
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TRANSITION_FADE_BLACK_FAST,
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TRANSITION_7,
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TRANSITION_FADE_WHITE_FAST,
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TRANSITION_CUT_FAST,
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};
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enum RoomReloadType {
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RELOAD_ALL = 1,
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RELOAD_ENTITIES = 2,
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};
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typedef struct {
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/*0x00*/ u16 reload_flags; // anything except for 0x1 prevents the screen from reloading when tiles are changed.
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/*0x02*/ u8 scrollAction;
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/*0x03*/ u8 scrollSubAction;
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/*0x04*/ u8 area;
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/*0x05*/ u8 room;
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/*0x06*/ u16 origin_x;
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/*0x08*/ u16 origin_y;
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/*0x0A*/ s16 scroll_x;
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/*0x0C*/ s16 scroll_y;
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/*0x0E*/ u8 scrollSpeed; /**< Pixels per frame that the camera can scroll. */
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/*0x0F*/ u8 scroll_flags; // 0x2 = ?? (apply collision value on bottom map no matter the layer SetTileType is
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// called for), 0x4 = camera scrolling
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/*0x10*/ u8 scroll_direction;
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/*0x11*/ s8 oam_offset_x;
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/*0x12*/ s8 oam_offset_y;
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/*0x13*/ u8 unk_13;
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/*0x14*/ u8 shake_magnitude;
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/*0x15*/ u8 unk_15;
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/*0x16*/ u16 shake_duration;
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/*0x18*/ u16 unk_18; // progress during transition in same area?
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/*0x1A*/ u16 unk_1a; // calculated from unk_18
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/*0x1C*/ u16 unk_1c; // 0, 0xff
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/*0x1E*/ u16 width; /**< Width in pixels. */
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/*0x20*/ u16 height; /**< Height in pixels. */
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/*0x22*/ u16 unk_22; // so far always 0xffff
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/*0x24*/ s8 aff_x;
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/*0x25*/ s8 aff_y;
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/*0x26*/ u8 unk_26;
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/*0x27*/ u8 unk_27;
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/*0x28*/ union SplitWord bg3OffsetX;
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/*0x2C*/ union SplitWord bg3OffsetY;
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/*0x30*/ Entity* camera_target;
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/*0x34*/ u32 tileSet; // TODO Should be MapDataDefinition*, but then LoadRoomTileSet does not match.
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} RoomControls;
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extern RoomControls gRoomControls;
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typedef struct {
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/* 0x00 */ bool8 didEnterScrolling;
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/* 0x01 */ bool8 destructableManagerLoaded;
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/* 0x02 */ bool8 randomDropsDisabled;
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/* 0x03 */ bool8 remFlagUnused;
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/* 0x04 */ u8 numKinstoneDrops;
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/* 0x05 */ u8 numKinstoneDropsPrevFrame;
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/* 0x06 */ u8 shopItemType;
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/* 0x07 */ u8 shopItemType2;
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/* 0x08 */ u8 unused;
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/* 0x09 */ u8 fight_bgm;
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/* 0x0a */ u8 needHealthDrop;
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/* 0x0c */ s16 lightLevel;
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/* 0x0e */ u16 tileEntityCount; // Number of previous values for special tiles stored in gTilesForSpecialTiles
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/* 0x10 */ u8 graphicsGroups[4];
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/* 0x14 */ u8 flags[52];
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/* 0x48 */ Droptable currentAreaDroptable;
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/* 0x68 */ u32 animFlags;
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/* 0x6c */ void* properties[8];
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/* 0x8c */ void* entityRails[8];
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/* 0xac */ Entity* puzzleEntities[8];
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} RoomVars;
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static_assert(sizeof(RoomVars) == 0xCC);
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extern RoomVars gRoomVars;
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typedef struct {
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u8 area;
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u8 room;
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u16 unk_02;
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u32 enemyBits; /**< Flags that can be set on the tracked rooms. Used e.g. by the door mimic. (TODO probably to start
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in the discovered state?)*/
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} RoomMemory;
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extern RoomMemory* gCurrentRoomMemory;
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extern RoomMemory gRoomMemory[];
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// Packets used to store which entities to load in a room
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typedef struct {
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u8 kind;
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u8 flags;
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u8 id;
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u8 type;
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u32 type2;
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u16 xPos;
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u16 yPos;
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u32 spritePtr;
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} EntityData;
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typedef struct {
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u16 tilePos;
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u16 field_0x2;
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u8 room;
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u8 animationState;
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u8 field_0x6;
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u8 field_0x7;
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} MinecartData;
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typedef struct {
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u16 data[32];
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u16 field_0xac;
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u16 field_0xae;
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} ArmosData;
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// Status of the player's positioning within the scene.
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typedef struct {
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/* 0x00 */ u8 area_next;
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/* 0x01 */ u8 room_next;
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/* 0x02 */ u8 start_anim;
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/* 0x03 */ u8 spawn_type;
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/* 0x04 */ s16 start_pos_x;
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/* 0x06 */ s16 start_pos_y;
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/* 0x08 */ u8 layer;
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/* 0x09 */ u8 filler9;
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/* 0x0a */ u8 dungeon_area;
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/* 0x0b */ u8 dungeon_room;
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/* 0x0c */ s16 dungeon_x;
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/* 0x0e */ s16 dungeon_y;
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/* 0x10 */ u16 dungeon_map_x;
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/* 0x12 */ u16 dungeon_map_y;
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/* 0x14 */ u16 overworld_map_x;
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/* 0x16 */ u16 overworld_map_y;
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/* 0x18 */ u8 filler18[8];
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} PlayerRoomStatus;
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static_assert(sizeof(PlayerRoomStatus) == 0x20);
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typedef struct {
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/* 0x00 */ s32 frameCount; // regular frame count? does anything reset it?
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/* 0x04 */ u8 field_0x4[0x2];
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/* 0x06 */ u16 field_0x6;
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/* 0x08 */ bool8 transitioningOut;
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/* 0x09 */ u8 type; // transition when changing areas
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/* 0x0a */ u16 stairs_idx; // seems to be a tile type @see TileType, set in UpdateDoorTransition()
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/* 0x0c */ PlayerRoomStatus player_status;
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/* 0x2c */ u8 entity_update_type; // differentiates entity priority on kinstone menu?
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/* 0x2d */ u8 field2d;
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/* 0x2e */ u8 location;
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/* 0x2f */ u8 field2f;
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/* 0x30 */ u8 field30;
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/* 0x31 */ u8 field31;
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/* 0x32 */ u8 field32;
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/* 0x33 */ u8 field33;
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#if defined(JP) || defined(EU)
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/* 0x34 */ u8 hint_height;
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/* 0x35 */ u8 field35;
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#else
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/* 0x34 */ u8 field35;
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/* 0x35 */ u8 hint_height;
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#endif
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/* 0x36 */ u16 hint_idx;
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/* 0x38 */ u8 field_0x38;
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/* 0x39 */ u8 field_0x39;
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/* 0x3a */ u8 field_0x3a;
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/* 0x3b */ u8 field_0x3b;
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/* 0x3c */ u8 field_0x3c;
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/* 0x3d */ u8 field_0x3d;
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/* 0x3e */ u16 field_0x3e;
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/* 0x40 */ u16 field_0x40;
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/* 0x42 */ u16 field_0x42;
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/* 0x44 */ u16 field_0x44;
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/* 0x46 */ u16 field_0x46;
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/* 0x48 */ u16 field_0x48;
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/* 0x4a */ u16 field_0x4a;
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/* 0x4c */ MinecartData minecart_data[4];
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/* 0x6c */ ArmosData armos_data;
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} RoomTransition;
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static_assert(sizeof(RoomTransition) == 0xB0);
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extern RoomTransition gRoomTransition;
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typedef struct {
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u16 type;
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u8 field_0x2[4];
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s16 playerXPos;
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s16 playerYPos;
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u8 field_0xa;
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u8 area;
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u8 room;
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u8 playerLayer;
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u8 spawn_type;
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u8 playerState;
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u16 transitionSFX;
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} ScreenTransitionData;
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typedef struct {
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u8 type;
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u8 localFlag;
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u8 _2;
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u8 _3;
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u16 tilePos;
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u8 _6;
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u8 _7;
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} TileEntity;
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extern TileEntity gSmallChests[8];
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extern TileEntity gUnk_080FEAC8[];
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typedef enum {
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NONE,
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ROOM_VISIT_MARKER,
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SMALL_CHEST,
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BIG_CHEST,
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BOMBABLE_WALL,
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SIGN,
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TILE_EZLO_HINT,
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MUSIC_SETTER,
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TILE_ENTITY_8,
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DARKNESS,
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DESTRUCTIBLE_TILE,
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GRASS_DROP_CHANGER,
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LOCATION_CHANGER,
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TILE_ENTITY_D,
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} TileEntityType;
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extern void** gCurrentRoomProperties;
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void SetTileType(u32 tileType, u32 tilePos, u32 layer);
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void InitScreenShake(u32 time, u32 magnitude);
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void CallRoomProp5And7(void);
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void LoadRoom(void);
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void SetCurrentRoomPropertyList(u32 area, u32 room);
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void* GetCurrentRoomProperty(u32);
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void LoadRoomTileEntities();
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Entity* LoadRoomEntity(const EntityData*);
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void LoadRoomEntityList(const EntityData* listPtr);
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void* GetRoomProperty(u32 area, u32 room, u32 property);
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bool32 LoadFixedGFX(Entity*, u32);
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void UnloadGFXSlots(Entity*);
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void LoadSmallChestTile2(TileEntity*);
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void sub_0804B0B0(u32 arg0, u32 arg1);
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void DoExitTransition(const ScreenTransitionData* data);
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#endif // ROOM_H
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