mirror of
https://github.com/Ninjdai1/pokeemerald.git
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349 lines
11 KiB
C
349 lines
11 KiB
C
#ifndef GUARD_GLOBAL_FIELDMAP_H
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#define GUARD_GLOBAL_FIELDMAP_H
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// Masks/shifts for blocks in the map grid
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// 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
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#define MAPGRID_COLLISION_MASK 0x0C00 // Bits 10-11
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#define MAPGRID_ELEVATION_MASK 0xF000 // Bits 12-15
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#define MAPGRID_COLLISION_SHIFT 10
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#define MAPGRID_ELEVATION_SHIFT 12
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// An undefined map grid block has all metatile id bits set and nothing else
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#define MAPGRID_UNDEFINED MAPGRID_METATILE_ID_MASK
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// Masks/shifts for metatile attributes
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// Metatile attributes consist of an 8 bit behavior value, 4 unused bits, and a 4 bit layer type value
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// 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
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#define METATILE_ATTR_LAYER_MASK 0xF000 // Bits 12-15
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#define METATILE_ATTR_LAYER_SHIFT 12
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enum {
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METATILE_LAYER_TYPE_NORMAL, // Metatile uses middle and top bg layers
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METATILE_LAYER_TYPE_COVERED, // Metatile uses bottom and middle bg layers
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METATILE_LAYER_TYPE_SPLIT, // Metatile uses bottom and top bg layers
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};
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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.
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// This constant is used for calculations for finding the next row of metatiles
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// for constructing large tiles, such as the Battle Pike's curtain tile.
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#define METATILE_ROW_WIDTH 8
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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*/ const u32 *tiles;
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/*0x08*/ const u16 (*palettes)[16];
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/*0x0C*/ const u16 *metatiles;
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/*0x10*/ const u16 *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*/ const u16 *border;
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/*0x0C*/ const u16 *map;
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/*0x10*/ const struct Tileset *primaryTileset;
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/*0x14*/ const 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 ObjectEventTemplate
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{
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/*0x00*/ u8 localId;
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/*0x01*/ u8 graphicsId;
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/*0x02*/ u8 kind; // Always OBJ_KIND_NORMAL in Emerald.
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/*0x03*/ //u8 padding1;
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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*/ u16 movementRangeX:4;
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u16 movementRangeY:4;
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//u16 padding2:8;
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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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/*0x16*/ //u8 padding3[2];
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};
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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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const 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; // The "kind" field determines how to access bgUnion union below.
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union {
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const u8 *script;
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struct {
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u16 item;
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u16 hiddenItemId;
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} hiddenItem;
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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 objectEventCount;
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u8 warpCount;
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u8 coordEventCount;
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u8 bgEventCount;
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const struct ObjectEventTemplate *objectEvents;
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const struct WarpEvent *warps;
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const struct CoordEvent *coordEvents;
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const struct BgEvent *bgEvents;
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};
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struct MapConnection
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{
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u8 direction;
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u32 offset;
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u8 mapGroup;
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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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const 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[2];
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// fields correspond to the arguments in the map_header_flags macro
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/* 0x1A */ bool8 allowCycling:1;
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bool8 allowEscaping:1; // Escape Rope and Dig
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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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};
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struct ObjectEvent
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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 hideReflection:1;
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//u32 padding:4;
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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*/ u16 facingDirection:4; // current direction?
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u16 movementDirection:4;
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u16 rangeX:4;
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u16 rangeY:4;
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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; // COPY_MOVE_*
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/*0x23*/ //u8 padding2;
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/*size = 0x24*/
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};
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struct ObjectEventGraphicsInfo
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{
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/*0x00*/ u16 tileTag;
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/*0x02*/ u16 paletteTag;
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/*0x04*/ u16 reflectionPaletteTag;
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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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enum {
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PLAYER_AVATAR_STATE_NORMAL,
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PLAYER_AVATAR_STATE_MACH_BIKE,
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PLAYER_AVATAR_STATE_ACRO_BIKE,
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PLAYER_AVATAR_STATE_SURFING,
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PLAYER_AVATAR_STATE_UNDERWATER,
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PLAYER_AVATAR_STATE_FIELD_MOVE,
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PLAYER_AVATAR_STATE_FISHING,
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PLAYER_AVATAR_STATE_WATERING,
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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_CONTROLLABLE (1 << 5)
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#define PLAYER_AVATAR_FLAG_FORCED_MOVE (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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COLLISION_NONE,
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COLLISION_OUTSIDE_RANGE,
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COLLISION_IMPASSABLE,
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COLLISION_ELEVATION_MISMATCH,
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COLLISION_OBJECT_EVENT,
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COLLISION_STOP_SURFING,
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COLLISION_LEDGE_JUMP,
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COLLISION_PUSHED_BOULDER,
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COLLISION_ROTATING_GATE,
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COLLISION_WHEELIE_HOP,
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COLLISION_ISOLATED_VERTICAL_RAIL,
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COLLISION_ISOLATED_HORIZONTAL_RAIL,
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COLLISION_VERTICAL_RAIL,
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COLLISION_HORIZONTAL_RAIL,
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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 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.
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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 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
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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 ObjectEvent gObjectEvents[OBJECT_EVENTS_COUNT];
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extern u8 gSelectedObjectEvent;
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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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