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# ifndef GUARD_GLOBAL_FIELDMAP_H
# define GUARD_GLOBAL_FIELDMAP_H
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// Masks/shifts for blocks in the map grid
// Map grid blocks consist of a 10 bit metatile id, a 2 bit collision value, and a 4 bit elevation value
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// This is the data stored in each data/layouts/*/map.bin file
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# define MAPGRID_METATILE_ID_MASK 0x03FF // Bits 0-9
# define MAPGRID_COLLISION_MASK 0x0C00 // Bits 10-11
# define MAPGRID_ELEVATION_MASK 0xF000 // Bits 12-15
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# define MAPGRID_COLLISION_SHIFT 10
# define MAPGRID_ELEVATION_SHIFT 12
// An undefined map grid block has all metatile id bits set and nothing else
# define MAPGRID_UNDEFINED MAPGRID_METATILE_ID_MASK
// Masks/shifts for metatile attributes
// Metatile attributes consist of an 8 bit behavior value, 4 unused bits, and a 4 bit layer type value
// This is the data stored in each data/tilesets/*/*/metatile_attributes.bin file
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# define METATILE_ATTR_BEHAVIOR_MASK 0x00FF // Bits 0-7
# define METATILE_ATTR_LAYER_MASK 0xF000 // Bits 12-15
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# define METATILE_ATTR_LAYER_SHIFT 12
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enum {
METATILE_LAYER_TYPE_NORMAL , // Metatile uses middle and top bg layers
METATILE_LAYER_TYPE_COVERED , // Metatile uses bottom and middle bg layers
METATILE_LAYER_TYPE_SPLIT , // Metatile uses bottom and top bg layers
} ;
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# define METATILE_ID(tileset, name) (METATILE_##tileset##_##name)
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// Rows of metatiles do not actually have a strict width.
// This constant is used for calculations for finding the next row of metatiles
// for constructing large tiles, such as the Battle Pike's curtain tile.
# define METATILE_ROW_WIDTH 8
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typedef void ( * TilesetCB ) ( void ) ;
struct Tileset
{
/*0x00*/ bool8 isCompressed ;
/*0x01*/ bool8 isSecondary ;
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/*0x04*/ const u32 * tiles ;
/*0x08*/ const void * palettes ;
/*0x0c*/ const u16 * metatiles ;
/*0x10*/ const u16 * metatileAttributes ;
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/*0x14*/ TilesetCB callback ;
} ;
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struct MapLayout
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{
/*0x00*/ s32 width ;
/*0x04*/ s32 height ;
/*0x08*/ u16 * border ;
/*0x0c*/ u16 * map ;
/*0x10*/ struct Tileset * primaryTileset ;
/*0x14*/ struct Tileset * secondaryTileset ;
} ;
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struct BackupMapLayout
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{
s32 width ;
s32 height ;
u16 * map ;
} ;
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struct ObjectEventTemplate
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{
/*0x00*/ u8 localId ;
/*0x01*/ u8 graphicsId ;
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/*0x02*/ u8 inConnection ; // Leftover from FRLG
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/*0x04*/ s16 x ;
/*0x06*/ s16 y ;
/*0x08*/ u8 elevation ;
/*0x09*/ u8 movementType ;
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/*0x0A*/ u16 movementRangeX : 4 ;
u16 movementRangeY : 4 ;
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/*0x0C*/ u16 trainerType ;
/*0x0E*/ u16 trainerRange_berryTreeId ;
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/*0x10*/ const u8 * script ;
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/*0x14*/ u16 flagId ;
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} ;
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struct WarpEvent
{
s16 x , y ;
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u8 elevation ;
u8 warpId ;
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u8 mapNum ;
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u8 mapGroup ;
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} ;
struct CoordEvent
{
s16 x , y ;
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u8 elevation ;
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u16 trigger ;
u16 index ;
u8 * script ;
} ;
struct BgEvent
{
u16 x , y ;
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u8 elevation ;
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u8 kind ; // The "kind" field determines how to access bgUnion union below.
union {
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u8 * script ;
struct {
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u16 item ;
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u16 hiddenItemId ;
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} hiddenItem ;
u32 secretBaseId ;
} bgUnion ;
} ;
struct MapEvents
{
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u8 objectEventCount ;
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u8 warpCount ;
u8 coordEventCount ;
u8 bgEventCount ;
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struct ObjectEventTemplate * objectEvents ;
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struct WarpEvent * warps ;
struct CoordEvent * coordEvents ;
struct BgEvent * bgEvents ;
} ;
struct MapConnection
{
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u8 direction ;
u32 offset ;
u8 mapGroup ;
u8 mapNum ;
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} ;
struct MapConnections
{
s32 count ;
struct MapConnection * connections ;
} ;
struct MapHeader
{
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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 ;
/* 0x15 */ u8 cave ;
/* 0x16 */ u8 weather ;
/* 0x17 */ u8 mapType ;
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/* 0x18 */ u8 filler_18 [ 2 ] ;
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// fields correspond to the arguments in the map_header_flags macro
/* 0x1A */ bool8 allowCycling : 1 ;
bool8 allowEscaping : 1 ; // Escape Rope and Dig
bool8 allowRunning : 1 ;
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bool8 showMapName : 5 ; // the last 4 bits are unused
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// but the 5 bit sized bitfield is required to match
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/* 0x1B */ u8 battleType ;
} ;
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struct ObjectEvent
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{
/*0x00*/ u32 active : 1 ;
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u32 singleMovementActive : 1 ;
u32 triggerGroundEffectsOnMove : 1 ;
u32 triggerGroundEffectsOnStop : 1 ;
u32 disableCoveringGroundEffects : 1 ;
u32 landingJump : 1 ;
u32 heldMovementActive : 1 ;
u32 heldMovementFinished : 1 ;
/*0x01*/ u32 frozen : 1 ;
u32 facingDirectionLocked : 1 ;
u32 disableAnim : 1 ;
u32 enableAnim : 1 ;
u32 inanimate : 1 ;
u32 invisible : 1 ;
u32 offScreen : 1 ;
u32 trackedByCamera : 1 ;
/*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 ;
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u32 hideReflection : 1 ;
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/*0x04*/ u8 spriteId ;
/*0x05*/ u8 graphicsId ;
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/*0x06*/ u8 movementType ;
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/*0x07*/ u8 trainerType ;
/*0x08*/ u8 localId ;
/*0x09*/ u8 mapNum ;
/*0x0A*/ u8 mapGroup ;
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/*0x0B*/ u8 currentElevation : 4 ;
u8 previousElevation : 4 ;
/*0x0C*/ struct Coords16 initialCoords ;
/*0x10*/ struct Coords16 currentCoords ;
/*0x14*/ struct Coords16 previousCoords ;
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/*0x18*/ u16 facingDirection : 4 ; // current direction?
u16 movementDirection : 4 ;
u16 rangeX : 4 ;
u16 rangeY : 4 ;
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/*0x1A*/ u8 fieldEffectSpriteId ;
/*0x1B*/ u8 warpArrowSpriteId ;
/*0x1C*/ u8 movementActionId ;
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/*0x1D*/ u8 trainerRange_berryTreeId ;
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/*0x1E*/ u8 currentMetatileBehavior ;
/*0x1F*/ u8 previousMetatileBehavior ;
/*0x20*/ u8 previousMovementDirection ;
/*0x21*/ u8 directionSequenceIndex ;
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/*0x22*/ u8 playerCopyableMovement ; // COPY_MOVE_*
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/*size = 0x24*/
} ;
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struct ObjectEventGraphicsInfo
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{
/*0x00*/ u16 tileTag ;
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/*0x02*/ u16 paletteTag ;
/*0x04*/ u16 reflectionPaletteTag ;
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/*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 ;
} ;
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enum {
PLAYER_AVATAR_STATE_NORMAL ,
PLAYER_AVATAR_STATE_MACH_BIKE ,
PLAYER_AVATAR_STATE_ACRO_BIKE ,
PLAYER_AVATAR_STATE_SURFING ,
PLAYER_AVATAR_STATE_UNDERWATER ,
PLAYER_AVATAR_STATE_FIELD_MOVE ,
PLAYER_AVATAR_STATE_FISHING ,
PLAYER_AVATAR_STATE_WATERING ,
} ;
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# 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_CONTROLLABLE (1 << 5)
# define PLAYER_AVATAR_FLAG_FORCED_MOVE (1 << 6)
# define PLAYER_AVATAR_FLAG_DASH (1 << 7)
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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
{
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COLLISION_NONE ,
COLLISION_OUTSIDE_RANGE ,
COLLISION_IMPASSABLE ,
COLLISION_ELEVATION_MISMATCH ,
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COLLISION_OBJECT_EVENT ,
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COLLISION_STOP_SURFING ,
COLLISION_LEDGE_JUMP ,
COLLISION_PUSHED_BOULDER ,
COLLISION_ROTATING_GATE ,
COLLISION_WHEELIE_HOP ,
COLLISION_ISOLATED_VERTICAL_RAIL ,
COLLISION_ISOLATED_HORIZONTAL_RAIL ,
COLLISION_VERTICAL_RAIL ,
COLLISION_HORIZONTAL_RAIL ,
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} ;
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// 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
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{
/*0x00*/ u8 flags ;
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/*0x01*/ u8 transitionFlags ; // 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.
/*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 objectEventId ;
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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
/*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 ;
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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.
/*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 ] ;
/*0x1C*/ u8 abStartSelectTimerHistory [ 8 ] ;
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} ;
struct Camera
{
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bool8 active : 1 ;
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s32 x ;
s32 y ;
} ;
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extern struct ObjectEvent gObjectEvents [ OBJECT_EVENTS_COUNT ] ;
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extern u8 gSelectedObjectEvent ;
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extern struct MapHeader gMapHeader ;
extern struct PlayerAvatar gPlayerAvatar ;
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extern struct Camera gCamera ;
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# endif // GUARD_GLOBAL_FIELDMAP_H