pokeemerald/berry_fix/payload/include/global.fieldmap.h

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#ifndef GUARD_GLOBAL_FIELDMAP_H
#define GUARD_GLOBAL_FIELDMAP_H
enum
{
CONNECTION_SOUTH = 1,
CONNECTION_NORTH,
CONNECTION_WEST,
CONNECTION_EAST,
CONNECTION_DIVE,
CONNECTION_EMERGE
};
typedef void (*TilesetCB)(void);
struct Tileset
{
/*0x00*/ bool8 isCompressed;
/*0x01*/ bool8 isSecondary;
/*0x04*/ void *tiles;
/*0x08*/ void *palettes;
/*0x0c*/ void *metatiles;
/*0x10*/ void *metatileAttributes;
/*0x14*/ TilesetCB callback;
};
struct MapLayout
{
/*0x00*/ s32 width;
/*0x04*/ s32 height;
/*0x08*/ u16 *border;
/*0x0c*/ u16 *map;
/*0x10*/ struct Tileset *primaryTileset;
/*0x14*/ struct Tileset *secondaryTileset;
};
struct BackupMapLayout
{
s32 width;
s32 height;
u16 *map;
};
struct EventObjectTemplate
{
/*0x00*/ u8 localId;
/*0x01*/ u8 graphicsId;
/*0x02*/ u8 unk2;
/*0x04*/ s16 x;
/*0x06*/ s16 y;
/*0x08*/ u8 elevation;
/*0x09*/ u8 movementType;
/*0x0A*/ u8 movementRangeX:4;
u8 movementRangeY:4;
/*0x0C*/ u16 trainerType;
/*0x0E*/ u16 trainerRange_berryTreeId;
/*0x10*/ u8 *script;
/*0x14*/ u16 flagId;
};
struct WarpEvent
{
s16 x, y;
u8 elevation;
u8 warpId;
u8 mapNum;
u8 mapGroup;
};
struct CoordEvent
{
s16 x, y;
u8 elevation;
u16 trigger;
u16 index;
u8 filler_A[0x2];
u8 *script;
};
struct BgEvent
{
/*0x00*/u16 x;
/*0x02*/u16 y;
/*0x04*/u8 elevation;
/*0x05*/u8 kind;
/*0x08*/union { // carried over from diego's FR/LG work, seems to be the same struct
// in gen 3, "kind" (0x3 in BgEvent struct) determines the method to read the union.
u8 *script;
// hidden item type
struct {
u16 item;
u16 hiddenItemId; // flag offset to determine flag lookup
} hiddenItem;
// secret base type
u32 secretBaseId;
} bgUnion;
};
struct MapEvents
{
u8 eventObjectCount;
u8 warpCount;
u8 coordEventCount;
u8 bgEventCount;
struct EventObjectTemplate *eventObjects;
struct WarpEvent *warps;
struct CoordEvent *coordEvents;
struct BgEvent *bgEvents;
};
struct MapConnection
{
/*0x00*/ u8 direction;
/*0x01*/ u32 offset;
/*0x05*/ u8 mapGroup;
/*0x06*/ u8 mapNum;
};
struct MapConnections
{
s32 count;
struct MapConnection *connections;
};
struct MapHeader
{
/* 0x00 */ struct MapLayout *mapLayout;
/* 0x04 */ struct MapEvents *events;
/* 0x08 */ u8 *mapScripts;
/* 0x0C */ struct MapConnections *connections;
/* 0x10 */ u16 music;
/* 0x12 */ u16 mapLayoutId;
/* 0x14 */ u8 regionMapSectionId;
/* 0x15 */ u8 cave;
/* 0x16 */ u8 weather;
/* 0x17 */ u8 mapType;
/* 0x18 */ u8 filler_18;
/* 0x19 */ u8 escapeRope;
/* 0x1A */ u8 flags;
/* 0x1B */ u8 battleType;
};
struct EventObject
{
/*0x00*/ u32 active:1;
u32 singleMovementActive:1;
u32 triggerGroundEffectsOnMove:1;
u32 triggerGroundEffectsOnStop:1;
u32 disableCoveringGroundEffects:1; // disables ground effects that cover parts of the object's sprite
u32 landingJump:1;
u32 heldMovementActive:1;
u32 heldMovementFinished:1;
/*0x01*/ u32 frozen:1;
u32 facingDirectionLocked:1;
u32 disableAnim:1; // used to disable forced movement sliding animations (like on ice)
u32 enableAnim:1;
u32 inanimate:1;
u32 invisible:1;
u32 offScreen:1;
u32 trackedByCamera:1; // only set for the player object
/*0x02*/ u32 isPlayer:1;
u32 hasReflection:1;
u32 inShortGrass:1;
u32 inShallowFlowingWater:1;
u32 inSandPile:1;
u32 inHotSprings:1;
u32 hasShadow:1;
u32 spriteAnimPausedBackup:1;
/*0x03*/ u32 spriteAffineAnimPausedBackup:1;
u32 disableJumpLandingGroundEffect:1;
u32 fixedPriority:1;
/*0x04*/ u8 spriteId;
/*0x05*/ u8 graphicsId;
/*0x06*/ u8 movementType;
/*0x07*/ u8 trainerType;
/*0x08*/ u8 localId;
/*0x09*/ u8 mapNum;
/*0x0A*/ u8 mapGroup;
/*0x0B*/ u8 currentElevation:4;
u8 previousElevation:4;
/*0x0C*/ struct Coords16 initialCoords;
/*0x10*/ struct Coords16 currentCoords;
/*0x14*/ struct Coords16 previousCoords;
/*0x18*/ u8 facingDirection:4;
/*0x18*/ u8 movementDirection:4;
/*0x19*/ union __attribute__((packed)) {
u8 as_byte;
struct __attribute__((packed)) {
u16 x:4;
u16 y:4;
} as_nybbles;
} range;
/*0x1A*/ u8 fieldEffectSpriteId;
/*0x1B*/ u8 warpArrowSpriteId;
/*0x1C*/ u8 movementActionId;
/*0x1D*/ u8 trainerRange_berryTreeId;
/*0x1E*/ u8 currentMetatileBehavior;
/*0x1F*/ u8 previousMetatileBehavior;
/*0x20*/ u8 previousMovementDirection;
/*0x21*/ u8 directionSequenceIndex;
/*0x22*/ u8 playerCopyableMovement; // used as an index to gCopyPlayerMovementFuncs for the "copy player" movement types
/*size = 0x24*/
};
struct EventObjectGraphicsInfo
{
/*0x00*/ u16 tileTag;
/*0x02*/ u16 paletteTag;
/*0x04*/ u16 bridgeReflectionPaletteTag;
/*0x06*/ u16 size;
/*0x08*/ s16 width;
/*0x0A*/ s16 height;
/*0x0C*/ u8 paletteSlot:4;
u8 shadowSize:2;
u8 inanimate:1;
u8 disableReflectionPaletteLoad:1;
/*0x0D*/ u8 tracks;
/*0x10*/ const struct OamData *oam;
/*0x14*/ const struct SubspriteTable *subspriteTables;
/*0x18*/ const union AnimCmd *const *anims;
/*0x1C*/ const struct SpriteFrameImage *images;
/*0x20*/ const union AffineAnimCmd *const *affineAnims;
};
#define PLAYER_AVATAR_FLAG_ON_FOOT (1 << 0)
#define PLAYER_AVATAR_FLAG_MACH_BIKE (1 << 1)
#define PLAYER_AVATAR_FLAG_ACRO_BIKE (1 << 2)
#define PLAYER_AVATAR_FLAG_SURFING (1 << 3)
#define PLAYER_AVATAR_FLAG_UNDERWATER (1 << 4)
#define PLAYER_AVATAR_FLAG_5 (1 << 5)
#define PLAYER_AVATAR_FLAG_6 (1 << 6)
#define PLAYER_AVATAR_FLAG_DASH (1 << 7)
enum
{
ACRO_BIKE_NORMAL,
ACRO_BIKE_TURNING,
ACRO_BIKE_WHEELIE_STANDING,
ACRO_BIKE_BUNNY_HOP,
ACRO_BIKE_WHEELIE_MOVING,
ACRO_BIKE_STATE5,
ACRO_BIKE_STATE6,
};
enum
{
DIR_NONE,
DIR_SOUTH,
DIR_NORTH,
DIR_WEST,
DIR_EAST,
DIR_SOUTHWEST,
DIR_SOUTHEAST,
DIR_NORTHWEST,
DIR_NORTHEAST,
};
enum
{
COLLISION_LEDGE_JUMP = 6
};
// player running states
enum
{
NOT_MOVING,
TURN_DIRECTION, // not the same as turning! turns your avatar without moving. also known as a turn frame in some circles
MOVING,
};
// player tile transition states
enum
{
T_NOT_MOVING,
T_TILE_TRANSITION,
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.
};
struct PlayerAvatar /* 0x202E858 */
{
/*0x00*/ u8 flags;
/*0x01*/ u8 unk1; // used to be named bike, but its definitely not that. seems to be some transition flags
/*0x02*/ u8 runningState; // this is a static running state. 00 is not moving, 01 is turn direction, 02 is moving.
/*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.
/*0x04*/ u8 spriteId;
/*0x05*/ u8 eventObjectId;
/*0x06*/ bool8 preventStep;
/*0x07*/ u8 gender;
/*0x08*/ u8 acroBikeState; // 00 is normal, 01 is turning, 02 is standing wheelie, 03 is hopping wheelie
/*0x09*/ u8 newDirBackup; // during bike movement, the new direction as opposed to player's direction is backed up here.
/*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.
/*0x0B*/ u8 bikeSpeed;
// acro bike only
/*0x0C*/ u32 directionHistory; // up/down/left/right history is stored in each nybble, but using the field directions and not the io inputs.
/*0x10*/ u32 abStartSelectHistory; // same as above but for A + B + start + select only
// 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.
/*0x14*/ u8 dirTimerHistory[8];
/*0x1C*/ u8 abStartSelectTimerHistory[8];
};
struct Camera
{
bool8 active:1;
s32 x;
s32 y;
};
extern struct EventObject gMapObjects[];
extern u8 gSelectedEventObject;
extern struct MapHeader gMapHeader;
extern struct PlayerAvatar gPlayerAvatar;
#endif // GUARD_GLOBAL_FIELDMAP_H