mirror of https://github.com/pret/pokeemerald.git
319 lines
8.6 KiB
C
319 lines
8.6 KiB
C
#ifndef GUARD_GLOBAL_FIELDMAP_H
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#define GUARD_GLOBAL_FIELDMAP_H
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enum
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{
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CONNECTION_SOUTH = 1,
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CONNECTION_NORTH,
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CONNECTION_WEST,
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CONNECTION_EAST,
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CONNECTION_DIVE,
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CONNECTION_EMERGE
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};
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typedef void (*TilesetCB)(void);
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struct Tileset
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{
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/*0x00*/ bool8 isCompressed;
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/*0x01*/ bool8 isSecondary;
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/*0x04*/ void *tiles;
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/*0x08*/ void *palettes;
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/*0x0c*/ void *metatiles;
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/*0x10*/ void *metatileAttributes;
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/*0x14*/ TilesetCB callback;
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};
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struct MapLayout
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{
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/*0x00*/ s32 width;
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/*0x04*/ s32 height;
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/*0x08*/ u16 *border;
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/*0x0c*/ u16 *map;
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/*0x10*/ struct Tileset *primaryTileset;
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/*0x14*/ struct Tileset *secondaryTileset;
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};
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struct BackupMapLayout
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{
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s32 width;
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s32 height;
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u16 *map;
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};
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struct EventObjectTemplate
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{
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/*0x00*/ u8 localId;
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/*0x01*/ u8 graphicsId;
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/*0x02*/ u8 unk2;
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/*0x04*/ s16 x;
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/*0x06*/ s16 y;
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/*0x08*/ u8 elevation;
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/*0x09*/ u8 movementType;
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/*0x0A*/ u8 movementRangeX:4;
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u8 movementRangeY:4;
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/*0x0C*/ u16 trainerType;
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/*0x0E*/ u16 trainerRange_berryTreeId;
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/*0x10*/ const u8 *script;
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/*0x14*/ u16 flagId;
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}; /*size = 0x18*/
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struct WarpEvent
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{
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s16 x, y;
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u8 elevation;
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u8 warpId;
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u8 mapNum;
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u8 mapGroup;
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};
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struct CoordEvent
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{
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s16 x, y;
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u8 elevation;
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u16 trigger;
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u16 index;
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u8 filler_A[0x2];
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u8 *script;
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};
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struct BgEvent
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{
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u16 x, y;
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u8 elevation;
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u8 kind;
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union { // carried over from diego's FR/LG work, seems to be the same struct
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// in gen 3, "kind" (0x3 in BgEvent struct) determines the method to read the union.
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u8 *script;
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// hidden item type
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struct {
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u16 item;
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u16 hiddenItemId; // flag offset to determine flag lookup
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} hiddenItem;
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// secret base type
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u32 secretBaseId;
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} bgUnion;
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};
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struct MapEvents
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{
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u8 eventObjectCount;
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u8 warpCount;
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u8 coordEventCount;
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u8 bgEventCount;
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struct EventObjectTemplate *eventObjects;
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struct WarpEvent *warps;
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struct CoordEvent *coordEvents;
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struct BgEvent *bgEvents;
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};
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struct MapConnection
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{
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/*0x00*/ u8 direction;
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/*0x01*/ u32 offset;
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/*0x05*/ u8 mapGroup;
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/*0x06*/ u8 mapNum;
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};
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struct MapConnections
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{
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s32 count;
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struct MapConnection *connections;
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};
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struct MapHeader
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{
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/* 0x00 */ const struct MapLayout *mapLayout;
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/* 0x04 */ const struct MapEvents *events;
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/* 0x08 */ const u8 *mapScripts;
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/* 0x0C */ const struct MapConnections *connections;
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/* 0x10 */ u16 music;
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/* 0x12 */ u16 mapLayoutId;
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/* 0x14 */ u8 regionMapSectionId;
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/* 0x15 */ u8 cave;
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/* 0x16 */ u8 weather;
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/* 0x17 */ u8 mapType;
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/* 0x18 */ u8 filler_18;
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/* 0x19 */ u8 escapeRope;
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/* 0x1A */ u8 flags;
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/* 0x1B */ u8 battleType;
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};
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struct EventObject
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{
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/*0x00*/ u32 active:1;
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u32 singleMovementActive:1;
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u32 triggerGroundEffectsOnMove:1;
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u32 triggerGroundEffectsOnStop:1;
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u32 disableCoveringGroundEffects:1;
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u32 landingJump:1;
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u32 heldMovementActive:1;
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u32 heldMovementFinished:1;
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/*0x01*/ u32 frozen:1;
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u32 facingDirectionLocked:1;
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u32 disableAnim:1;
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u32 enableAnim:1;
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u32 inanimate:1;
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u32 invisible:1;
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u32 offScreen:1;
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u32 trackedByCamera:1;
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/*0x02*/ u32 isPlayer:1;
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u32 hasReflection:1;
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u32 inShortGrass:1;
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u32 inShallowFlowingWater:1;
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u32 inSandPile:1;
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u32 inHotSprings:1;
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u32 hasShadow:1;
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u32 spriteAnimPausedBackup:1;
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/*0x03*/ u32 spriteAffineAnimPausedBackup:1;
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u32 disableJumpLandingGroundEffect:1;
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u32 fixedPriority:1;
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u32 unk3_3:1;
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/*0x04*/ u8 spriteId;
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/*0x05*/ u8 graphicsId;
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/*0x06*/ u8 movementType;
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/*0x07*/ u8 trainerType;
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/*0x08*/ u8 localId;
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/*0x09*/ u8 mapNum;
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/*0x0A*/ u8 mapGroup;
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/*0x0B*/ u8 currentElevation:4;
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u8 previousElevation:4;
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/*0x0C*/ struct Coords16 initialCoords;
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/*0x10*/ struct Coords16 currentCoords;
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/*0x14*/ struct Coords16 previousCoords;
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/*0x18*/ u8 facingDirection:4; // current direction?
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/*0x18*/ u8 movementDirection:4;
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/*0x19*/ union __attribute__((packed)) {
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u8 as_byte;
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struct __attribute__((packed)) {
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u8 x:4;
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u8 y:4;
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} ALIGNED(1) as_nybbles;
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} ALIGNED(1) range;
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/*0x1A*/ u8 fieldEffectSpriteId;
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/*0x1B*/ u8 warpArrowSpriteId;
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/*0x1C*/ u8 movementActionId;
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/*0x1D*/ u8 trainerRange_berryTreeId;
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/*0x1E*/ u8 currentMetatileBehavior;
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/*0x1F*/ u8 previousMetatileBehavior;
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/*0x20*/ u8 previousMovementDirection;
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/*0x21*/ u8 directionSequenceIndex;
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/*0x22*/ u8 playerCopyableMovement;
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/*size = 0x24*/
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};
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struct EventObjectGraphicsInfo
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{
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/*0x00*/ u16 tileTag;
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/*0x02*/ u16 paletteTag1;
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/*0x04*/ u16 paletteTag2;
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/*0x06*/ u16 size;
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/*0x08*/ s16 width;
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/*0x0A*/ s16 height;
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/*0x0C*/ u8 paletteSlot:4;
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u8 shadowSize:2;
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u8 inanimate:1;
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u8 disableReflectionPaletteLoad:1;
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/*0x0D*/ u8 tracks;
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/*0x10*/ const struct OamData *oam;
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/*0x14*/ const struct SubspriteTable *subspriteTables;
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/*0x18*/ const union AnimCmd *const *anims;
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/*0x1C*/ const struct SpriteFrameImage *images;
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/*0x20*/ const union AffineAnimCmd *const *affineAnims;
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};
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#define PLAYER_AVATAR_FLAG_ON_FOOT (1 << 0)
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#define PLAYER_AVATAR_FLAG_MACH_BIKE (1 << 1)
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#define PLAYER_AVATAR_FLAG_ACRO_BIKE (1 << 2)
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#define PLAYER_AVATAR_FLAG_SURFING (1 << 3)
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#define PLAYER_AVATAR_FLAG_UNDERWATER (1 << 4)
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#define PLAYER_AVATAR_FLAG_5 (1 << 5)
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#define PLAYER_AVATAR_FLAG_6 (1 << 6)
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#define PLAYER_AVATAR_FLAG_DASH (1 << 7)
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enum
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{
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ACRO_BIKE_NORMAL,
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ACRO_BIKE_TURNING,
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ACRO_BIKE_WHEELIE_STANDING,
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ACRO_BIKE_BUNNY_HOP,
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ACRO_BIKE_WHEELIE_MOVING,
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ACRO_BIKE_STATE5,
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ACRO_BIKE_STATE6,
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};
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enum
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{
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DIR_NONE,
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DIR_SOUTH,
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DIR_NORTH,
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DIR_WEST,
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DIR_EAST,
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DIR_SOUTHWEST,
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DIR_SOUTHEAST,
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DIR_NORTHWEST,
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DIR_NORTHEAST,
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};
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enum
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{
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COLLISION_LEDGE_JUMP = 6
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};
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// player running states
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enum
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{
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NOT_MOVING,
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TURN_DIRECTION, // not the same as turning! turns your avatar without moving. also known as a turn frame in some circles
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MOVING,
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};
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// player tile transition states
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enum
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{
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T_NOT_MOVING,
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T_TILE_TRANSITION,
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T_TILE_CENTER, // player is on a frame in which they are centered on a tile during which the player either stops or keeps their momentum and keeps going, changing direction if necessary.
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};
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struct PlayerAvatar
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{
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/*0x00*/ u8 flags;
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/*0x01*/ u8 unk1; // used to be named bike, but its definitely not that. seems to be some transition flags
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/*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
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/*0x03*/ u8 tileTransitionState; // this is a transition running state: 00 is not moving, 01 is transition between tiles, 02 means you are on the frame in which you have centered on a tile but are about to keep moving, even if changing directions. 2 is also used for a ledge hop, since you are transitioning.
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/*0x04*/ u8 spriteId;
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/*0x05*/ u8 eventObjectId;
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/*0x06*/ bool8 preventStep;
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/*0x07*/ u8 gender;
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/*0x08*/ u8 acroBikeState; // 00 is normal, 01 is turning, 02 is standing wheelie, 03 is hopping wheelie
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/*0x09*/ u8 newDirBackup; // during bike movement, the new direction as opposed to player's direction is backed up here.
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/*0x0A*/ u8 bikeFrameCounter; // on the mach bike, when this value is 1, the bike is moving but not accelerating yet for 1 tile. on the acro bike, this acts as a timer for acro bike.
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/*0x0B*/ u8 bikeSpeed;
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// acro bike only
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/*0x0C*/ u32 directionHistory; // up/down/left/right history is stored in each nybble, but using the field directions and not the io inputs.
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/*0x10*/ u32 abStartSelectHistory; // same as above but for A + B + start + select only
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// these two are timer history arrays which [0] is the active timer for acro bike. every element is backed up to the next element upon update.
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/*0x14*/ u8 dirTimerHistory[8];
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/*0x1C*/ u8 abStartSelectTimerHistory[8];
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};
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struct Camera
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{
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bool8 active:1;
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s32 x;
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s32 y;
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};
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extern struct EventObject gEventObjects[EVENT_OBJECTS_COUNT];
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extern u8 gSelectedEventObject;
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extern struct MapHeader gMapHeader;
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extern struct PlayerAvatar gPlayerAvatar;
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extern struct Camera gCamera;
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#endif // GUARD_GLOBAL_FIELDMAP_H
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