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