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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
{
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u16 x , y ;
u8 elevation ;
u8 kind ; // The "kind" field determines how to access bgUnion union below.
union {
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u8 * script ;
struct {
u16 item ;
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u16 hiddenItemId ;
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} hiddenItem ;
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 ;
} ;
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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
{
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