#ifndef GUARD_OVERWORLD_H #define GUARD_OVERWORLD_H #define LINK_KEY_CODE_NULL 0x00 #define LINK_KEY_CODE_EMPTY 0x11 #define LINK_KEY_CODE_DPAD_DOWN 0x12 #define LINK_KEY_CODE_DPAD_UP 0x13 #define LINK_KEY_CODE_DPAD_LEFT 0x14 #define LINK_KEY_CODE_DPAD_RIGHT 0x15 #define LINK_KEY_CODE_READY 0x16 #define LINK_KEY_CODE_EXIT_ROOM 0x17 #define LINK_KEY_CODE_START_BUTTON 0x18 #define LINK_KEY_CODE_A_BUTTON 0x19 #define LINK_KEY_CODE_IDLE 0x1A // These two are a hack to stop user input until link stuff can be // resolved. #define LINK_KEY_CODE_HANDLE_RECV_QUEUE 0x1B #define LINK_KEY_CODE_HANDLE_SEND_QUEUE 0x1C #define LINK_KEY_CODE_EXIT_SEAT 0x1D #define LINK_KEY_CODE_UNK_8 0x1E #define MOVEMENT_MODE_FREE 0 #define MOVEMENT_MODE_FROZEN 1 #define MOVEMENT_MODE_SCRIPTED 2 #define SKIP_OBJECT_EVENT_LOAD 1 struct InitialPlayerAvatarState { u8 transitionFlags; u8 direction; }; struct LinkPlayerObjectEvent { u8 active; u8 linkPlayerId; u8 objEventId; u8 movementMode; }; extern struct WarpData gLastUsedWarp; extern struct LinkPlayerObjectEvent gLinkPlayerObjectEvents[4]; extern u16 *gOverworldTilemapBuffer_Bg2; extern u16 *gOverworldTilemapBuffer_Bg1; extern u16 *gOverworldTilemapBuffer_Bg3; extern u16 gHeldKeyCodeToSend; extern void (*gFieldCallback)(void); extern bool8 (*gFieldCallback2)(void); extern u8 gLocalLinkPlayerId; extern u8 gFieldLinkPlayerCount; extern const struct UCoords32 gDirectionToVectors[]; void DoWhiteOut(void); void Overworld_ResetStateAfterFly(void); void Overworld_ResetStateAfterTeleport(void); void Overworld_ResetStateAfterDigEscRope(void); void ResetGameStats(void); void IncrementGameStat(u8 index); u32 GetGameStat(u8 index); void SetGameStat(u8 index, u32 value); void ApplyNewEncryptionKeyToGameStats(u32 newKey); void LoadObjEventTemplatesFromHeader(void); void LoadSaveblockObjEventScripts(void); void SetObjEventTemplateCoords(u8 localId, s16 x, s16 y); void SetObjEventTemplateMovementType(u8 localId, u8 movementType); const struct MapLayout *GetMapLayout(u16 mapLayoutId); void ApplyCurrentWarp(void); struct MapHeader const *const Overworld_GetMapHeaderByGroupAndId(u16 mapGroup, u16 mapNum); struct MapHeader const *const GetDestinationWarpMapHeader(void); void WarpIntoMap(void); void SetWarpDestination(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y); void SetWarpDestinationToMapWarp(s8 mapGroup, s8 mapNum, s8 warpId); void SetDynamicWarp(s32 unused, s8 mapGroup, s8 mapNum, s8 warpId); void SetDynamicWarpWithCoords(s32 unused, s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y); void SetWarpDestinationToDynamicWarp(u8 unused); void SetWarpDestinationToHealLocation(u8 healLocationId); void SetWarpDestinationToLastHealLocation(void); void SetLastHealLocationWarp(u8 healLocationId); void UpdateEscapeWarp(s16 x, s16 y); void SetEscapeWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y); void SetWarpDestinationToEscapeWarp(void); void SetFixedDiveWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y); void SetFixedHoleWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y); void SetWarpDestinationToFixedHoleWarp(s16 x, s16 y); void SetContinueGameWarpToHealLocation(u8 healLocationId); void SetContinueGameWarpToDynamicWarp(int unused); const struct MapConnection *GetMapConnection(u8 dir); bool8 SetDiveWarpEmerge(u16 x, u16 y); bool8 SetDiveWarpDive(u16 x, u16 y); void LoadMapFromCameraTransition(u8 mapGroup, u8 mapNum); void ResetInitialPlayerAvatarState(void); void StoreInitialPlayerAvatarState(void); bool32 Overworld_IsBikingAllowed(void); void SetDefaultFlashLevel(void); void SetFlashLevel(s32 flashLevel); u8 GetFlashLevel(void); void SetCurrentMapLayout(u16 mapLayoutId); void SetObjectEventLoadFlag(u8 var); u16 GetLocationMusic(struct WarpData *warp); u16 GetCurrLocationDefaultMusic(void); u16 GetWarpDestinationMusic(void); void Overworld_ResetMapMusic(void); void Overworld_PlaySpecialMapMusic(void); void Overworld_SetSavedMusic(u16 songNum); void Overworld_ClearSavedMusic(void); void Overworld_ChangeMusicToDefault(void); void Overworld_ChangeMusicTo(u16 newMusic); u8 GetMapMusicFadeoutSpeed(void); void TryFadeOutOldMapMusic(void); bool8 BGMusicStopped(void); void Overworld_FadeOutMapMusic(void); void UpdateAmbientCry(s16 *state, u16 *delayCounter); u8 GetMapTypeByGroupAndId(s8 mapGroup, s8 mapNum); u8 GetMapTypeByWarpData(struct WarpData *warp); u8 GetCurrentMapType(void); u8 GetLastUsedWarpMapType(void); bool8 IsMapTypeOutdoors(u8 mapType); bool8 Overworld_MapTypeAllowsTeleportAndFly(u8 mapType); bool8 IsMapTypeIndoors(u8 mapType); u8 GetSavedWarpRegionMapSectionId(void); u8 GetCurrentRegionMapSectionId(void); u8 GetCurrentMapBattleScene(void); void CleanupOverworldWindowsAndTilemaps(void); bool32 IsOverworldLinkActive(void); void CB1_Overworld(void); void CB2_OverworldBasic(void); void CB2_Overworld(void); void SetMainCallback1(void (*cb)(void)); void SetUnusedCallback(void *func); void CB2_NewGame(void); void CB2_WhiteOut(void); void CB2_LoadMap(void); void CB2_ReturnToFieldContestHall(void); void CB2_ReturnToFieldCableClub(void); void CB2_ReturnToField(void); void CB2_ReturnToFieldFromMultiplayer(void); void CB2_ReturnToFieldWithOpenMenu(void); void CB2_ReturnToFieldContinueScript(void); void CB2_ReturnToFieldContinueScriptPlayMapMusic(void); void CB2_ReturnToFieldFadeFromBlack(void); void CB2_ContinueSavedGame(void); void ResetAllMultiplayerState(void); u32 GetCableClubPartnersReady(void); u16 SetInCableClubSeat(void); u16 SetLinkWaitingForScript(void); u16 QueueExitLinkRoomKey(void); u16 SetStartedCableClubActivity(void); bool32 Overworld_IsRecvQueueAtMax(void); bool32 Overworld_RecvKeysFromLinkIsRunning(void); bool32 Overworld_SendKeysToLinkIsRunning(void); bool32 IsSendingKeysOverCable(void); void ClearLinkPlayerObjectEvents(void); #endif // GUARD_OVERWORLD_H