mirror of https://github.com/zeldaret/tmc.git
399 lines
8.7 KiB
C
399 lines
8.7 KiB
C
#ifndef STRUCTURES_H
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#define STRUCTURES_H
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#include "global.h"
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#include "entity.h"
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#include "player.h"
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typedef struct {
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int signature;
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u8 saveFileId;
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u8 msg_speed;
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u8 brightness;
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u8 language;
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u8 name[6];
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u8 invalid;
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u8 initialized;
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} SaveHeader;
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#define gSaveHeader ((SaveHeader*)(0x2000000))
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typedef struct {
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u8 unk_00;
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u8 unk_01;
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u8 unk_02[0xE];
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} struct_02000040;
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extern struct_02000040 gUnk_02000040;
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typedef struct {
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s32 signature;
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u8 field_0x4;
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u8 listenForKeyPresses;
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u8 field_0x6;
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u8 field_0x7;
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u8 pad[24];
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} struct_02000010;
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static_assert(sizeof(struct_02000010) == 0x20);
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extern struct_02000010 gUnk_02000010;
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typedef struct {
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u8 unk0;
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u8 unk1;
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u16 unk2;
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} struct_020354C0;
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extern struct_020354C0 gUnk_020354C0[0x20];
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#define MAX_UI_ELEMENTS 24
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typedef enum {
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UI_ELEMENT_BUTTON_A,
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UI_ELEMENT_BUTTON_B,
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UI_ELEMENT_BUTTON_R,
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UI_ELEMENT_ITEM_A,
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UI_ELEMENT_ITEM_B,
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UI_ELEMENT_TEXT_R,
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UI_ELEMENT_HEART,
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UI_ELEMENT_EZLONAGSTART,
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UI_ELEMENT_EZLONAGACTIVE,
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UI_ELEMENT_TEXT_A,
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UI_ELEMENT_TEXT_B
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} UIElementType;
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/**
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* @brief Floating UI element
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*/
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typedef struct {
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u8 used : 1;
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u8 unk_0_1 : 1;
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u8 unk_0_2 : 2; // Load data into VRAM? 0: do not load, 1: ready to load 2: loaded
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u8 unk_0_4 : 4;
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u8 type; /**< @see UIElementType */
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u8 type2; // Subtype
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u8 buttonElementId; /**< Id of the button UI element this text is attached to */
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u8 action;
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u8 unk_5;
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u8 unk_6;
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u8 unk_7;
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u8 unk_8;
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u8 unk_9[3];
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u16 x;
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u16 y;
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u8 frameIndex;
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u8 duration;
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u8 spriteSettings;
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u8 frameSettings;
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Frame* framePtr;
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u8 unk_18;
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u8 numTiles;
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u16 unk_1a; // TODO oam id? VRAM target (element->unk_1a * 0x20 + 0x6010000)
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u32* firstTile;
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} UIElement;
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typedef enum {
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HUD_HIDE_NONE,
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HUD_HIDE_1 = 0x1, // A
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HUD_HIDE_2 = 0x2, // B
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HUD_HIDE_4 = 0x4, // R
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HUD_HIDE_8 = 0x8,
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HUD_HIDE_HEARTS = 0x10,
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HUD_HIDE_CHARGE_BAR = 0x20,
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HUD_HIDE_RUPEES = 0x40,
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HUD_HIDE_KEYS = 0x80,
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HUD_HIDE_ALL = 0xff
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} HUDHideFlags;
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typedef struct {
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u8 unk_0;
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u8 hideFlags;
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u8 unk_2;
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u8 health;
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u8 maxHealth;
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u8 unk_5;
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u8 unk_6;
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u8 unk_7;
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u8 unk_8;
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u8 unk_9;
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u8 unk_a;
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u8 unk_b;
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u8 unk_c;
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u8 unk_d;
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u16 rupees;
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u8 unk_10; // TODO drawing keys dirty flag or something?
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u8 unk_11;
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u8 dungeonKeys;
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s8 unk_13;
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s8 unk_14;
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u8 unk_15;
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u16 buttonX[3]; /**< X coordinates for the button UI elements */
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u16 buttonY[3]; /**< Y coordinates for the button UI elements */
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u8 filler22[0x2];
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u8 ezloNagFuncIndex;
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u8 filler25[7];
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u8 rActionInteractObject; // used as R button UI frame index
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u8 rActionInteractTile;
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u8 rActionGrabbing;
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u8 rActionPlayerState; // if not 0, overrides other R actions
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u8 buttonText[3];
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u8 unk_33;
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UIElement elements[MAX_UI_ELEMENTS];
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} HUD;
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extern HUD gHUD;
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#define MAX_GFX_SLOTS 44
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typedef enum {
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GFX_SLOT_FREE,
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GFX_SLOT_UNLOADED, // some sort of free? no longer in use?
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GFX_SLOT_STATUS2, // some sort of free?
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GFX_SLOT_FOLLOWER, // Set by SetGFXSlotStatus for the following slots
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GFX_SLOT_RESERVED, // maybe ready to be loaded?
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GFX_SLOT_GFX,
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GFX_SLOT_PALETTE
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} GfxSlotStatus;
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typedef enum {
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GFX_VRAM_0,
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GFX_VRAM_1, // uploaded to vram?
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GFX_VRAM_2,
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GFX_VRAM_3, // not yet uploaded to vram?
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} GfxSlotVramStatus;
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typedef struct {
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/*0x00*/ u8 status : 4;
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/*0x00*/ u8 vramStatus : 4; // Whether the gfx was uploaded to the vram?
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/*0x01*/ u8 slotCount;
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/*0x02*/ u8 referenceCount; /**< How many entities use this gfx slot */
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/*0x03*/ u8 unk_3;
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/*0x04*/ u16 gfxIndex;
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/*0x06*/ u16 paletteIndex;
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/*0x08*/ const void* palettePointer;
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} GfxSlot;
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typedef struct {
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/*0x00*/ u8 unk0;
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/*0x01*/ u8 unk_1;
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/*0x02*/ u8 unk_2;
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/*0x03*/ u8 unk_3;
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/*0x04*/ GfxSlot slots[MAX_GFX_SLOTS];
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} GfxSlotList;
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extern GfxSlotList gGFXSlots;
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static_assert(sizeof(GfxSlotList) == 0x214);
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typedef struct {
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u16 unk_00;
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u8 unk_02[0xE];
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} struct_02034480;
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extern struct_02034480 gUnk_02034480;
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extern u16 gBG0Buffer[0x400];
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extern u16 gBG1Buffer[0x400];
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extern u16 gBG2Buffer[0x400];
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extern u16 gBG3Buffer[0x800];
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typedef enum { ACTIVE_ITEM_0, ACTIVE_ITEM_1, ACTIVE_ITEM_2, ACTIVE_ITEM_LANTERN, MAX_ACTIVE_ITEMS } ActiveItemIndex;
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/**
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* Currently active items.
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* 0: Active items?
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* 1: Boots, Cape
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* 2: would be used by CreateItem1 if gActiveItems[1] was already filled
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* 3: Lamp
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*/
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extern ItemBehavior gActiveItems[MAX_ACTIVE_ITEMS];
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static_assert(sizeof(gActiveItems) == 0x70);
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typedef struct {
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u8 event_priority; // system requested priority
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u8 ent_priority; // entity requested priority
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u8 queued_priority;
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u8 queued_priority_reset;
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Entity* requester;
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u16 priority_timer;
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} PriorityHandler;
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extern PriorityHandler gPriorityHandler;
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typedef struct {
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u8 disabled;
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u8 screen;
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u8 unk2[0xf]; // cursor positions on the different screens
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u8 unk11;
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u8 unk12;
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u8 unk13;
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s8 screen2;
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u8 unk15;
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s8 unk16;
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u8 unk17;
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} PauseMenuOptions;
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extern PauseMenuOptions gPauseMenuOptions;
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static_assert(sizeof(PauseMenuOptions) == 0x18);
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typedef struct {
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u8 unk00 : 1;
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u8 unk01 : 3;
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u8 unk04 : 4;
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u8 unk1;
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u8 charColor;
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u8 bgColor;
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u16 unk4;
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u16 unk6;
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void* unk8;
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} WStruct;
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static_assert(sizeof(WStruct) == 12);
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typedef struct {
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u8 unk0;
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u8 unk1;
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u16 unk2;
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u8 unk4;
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u8 unk5;
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u8 unk6;
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u8 unk7;
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} OAMObj;
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typedef struct {
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u8 field_0x0;
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u8 field_0x1;
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u8 spritesOffset;
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u8 updated;
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u16 _4;
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u16 _6;
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u8 _0[0x18];
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struct OamData oam[0x80];
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OAMObj unk[0xA0]; /* todo: affine */
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} OAMControls;
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extern OAMControls gOAMControls;
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typedef struct {
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union SplitWord _0;
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union SplitWord _4;
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} struct_020227E8;
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typedef struct {
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s8 x;
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s8 y;
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s8 width;
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s8 height;
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} Rect;
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typedef struct {
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/*0x00*/ u8 ignoreLayer; /* if bit 0 set, skip layer check for collision */
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/*0x01*/ u8 type;
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/*0x02*/ u8 interactDirections; /* lower 4 bits determine Link's allowed facing directions to interact, 0 to allow
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(0000WSEN) */
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/*0x03*/ u8 kinstoneId;
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/*0x04*/ const Rect* customHitbox; /* optional custom rectangle */
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/*0x08*/ Entity* entity;
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} InteractableObject;
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typedef struct {
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/*0x00*/ u8 isUpdated;
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/*0x01*/ u8 unused;
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/*0x02*/ u8 kinstoneId;
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/*0x03*/ u8 currentIndex; /* index of currentObject in candidate list, or 0xFF */
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/*0x04*/ InteractableObject* currentObject;
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/*0x08*/ InteractableObject
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candidates[0x20]; /* contains the loaded NPCs, key doors, windcrests and other objects */
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} PossibleInteraction;
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static_assert(sizeof(PossibleInteraction) == 0x188);
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extern PossibleInteraction gPossibleInteraction;
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typedef struct {
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u8 numTiles;
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u8 unk_1;
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u16 firstTileIndex;
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} SpriteFrame;
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typedef struct {
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void* animations;
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SpriteFrame* frames;
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void* ptr;
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u32 pad;
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} SpritePtr;
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extern SpritePtr gSpritePtrs[];
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typedef struct {
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u16* dest;
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void* gfx_dest;
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void* buffer_loc;
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u32 _c;
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u16 gfx_src;
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u8 width;
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u8 right_align : 1;
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u8 sm_border : 1;
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u8 unused : 1;
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u8 draw_border : 1;
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u8 border_type : 4;
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u8 fill_type;
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u8 charColor;
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u8 _16;
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u8 stylized;
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} Font;
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typedef struct {
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u8 unk_0;
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u8 unk_1;
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u8 unk_2[2];
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u16 unk_4;
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u8 filler[12];
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Entity* unk_14;
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u8 unk_18;
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u8 unk_19;
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u8 unk_1a;
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u8 unk_1b;
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} struct_02018EB0;
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extern struct_02018EB0 gUnk_02018EB0;
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typedef struct {
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s16 tileIndex;
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s16 tilePosOffset;
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} TileData;
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typedef struct {
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/*0x00*/ bool8 isOnlyActiveFirstFrame; /**< Is the behavior for this item only created on the first frame */
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/*0x01*/ u8 priority;
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/*0x02*/ u8 createFunc;
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/*0x03*/ u8 playerItemId; /**< Id for the corresponsing PlayerItem. */
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/*0x04*/ u16 frameIndex;
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/*0x06*/ u8 animPriority;
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/*0x07*/ bool8 isChangingAttackStatus;
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/*0x08*/ bool8 isUseableAsMinish;
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/*0x09*/ u8 pad[3];
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} ItemDefinition;
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static_assert(sizeof(ItemDefinition) == 0xc);
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typedef struct {
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u8 frame;
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u8 frameIndex;
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} PACKED FrameStruct;
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typedef struct {
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/*0x0*/ u8 menuType;
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/*0x1*/ u16 font;
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/*0x3*/ u8 unk_3; // TODO padding?
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/*0x4*/ u16 transitionTimer;
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/*0x6*/ u16 gfxEntry;
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/*0x8*/ u16 bg2XOffset;
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/*0xa*/ u16 sm_unk_14;
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} PACKED StaffrollEntry;
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static_assert(sizeof(StaffrollEntry) == 0xc);
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typedef struct {
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u8 paletteGroup;
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u8 gfxGroup;
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} PACKED StaffrollGfxEntry;
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extern const u8 gGlobalGfxAndPalettes[];
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extern u32 gUsedPalettes;
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#endif // STRUCTURES_H
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