tmc/include/structures.h

399 lines
8.7 KiB
C

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