mirror of
https://github.com/Ninjdai1/pokeemerald.git
synced 2024-12-26 19:54:21 +01:00
162 lines
5.6 KiB
C
162 lines
5.6 KiB
C
#ifndef GUARD_OVERWORLD_H
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#define GUARD_OVERWORLD_H
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#define LINK_KEY_CODE_NULL 0x00
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#define LINK_KEY_CODE_EMPTY 0x11
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#define LINK_KEY_CODE_DPAD_DOWN 0x12
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#define LINK_KEY_CODE_DPAD_UP 0x13
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#define LINK_KEY_CODE_DPAD_LEFT 0x14
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#define LINK_KEY_CODE_DPAD_RIGHT 0x15
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#define LINK_KEY_CODE_UNK_2 0x16
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#define LINK_KEY_CODE_EXIT_ROOM 0x17
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#define LINK_KEY_CODE_START_BUTTON 0x18
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#define LINK_KEY_CODE_A_BUTTON 0x19
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#define LINK_KEY_CODE_UNK_4 0x1A // I'd guess this is the B button?
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// These two are a hack to stop user input until link stuff can be
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// resolved.
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#define LINK_KEY_CODE_HANDLE_RECV_QUEUE 0x1B
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#define LINK_KEY_CODE_HANDLE_SEND_QUEUE 0x1C
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#define LINK_KEY_CODE_UNK_7 0x1D
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#define LINK_KEY_CODE_UNK_8 0x1E
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#define MOVEMENT_MODE_FREE 0
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#define MOVEMENT_MODE_FROZEN 1
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#define MOVEMENT_MODE_SCRIPTED 2
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#define SKIP_OBJECT_EVENT_LOAD 1
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struct InitialPlayerAvatarState
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{
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u8 transitionFlags;
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u8 direction;
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};
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struct LinkPlayerObjectEvent
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{
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u8 active;
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u8 linkPlayerId;
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u8 objEventId;
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u8 movementMode;
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};
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// Exported RAM declarations
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extern struct WarpData gLastUsedWarp;
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extern struct LinkPlayerObjectEvent gLinkPlayerObjectEvents[4];
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extern u16 *gBGTilemapBuffers1;
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extern u16 *gBGTilemapBuffers2;
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extern u16 *gBGTilemapBuffers3;
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extern u16 gHeldKeyCodeToSend;
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extern void (*gFieldCallback)(void);
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extern bool8 (*gFieldCallback2)(void);
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extern u8 gLocalLinkPlayerId;
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extern u8 gFieldLinkPlayerCount;
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// Exported ROM declarations
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extern const struct UCoords32 gDirectionToVectors[];
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void DoWhiteOut(void);
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void Overworld_ResetStateAfterFly(void);
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void Overworld_ResetStateAfterTeleport(void);
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void Overworld_ResetStateAfterDigEscRope(void);
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void ResetGameStats(void);
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void IncrementGameStat(u8 index);
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u32 GetGameStat(u8 index);
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void SetGameStat(u8 index, u32 value);
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void ApplyNewEncryptionKeyToGameStats(u32 newKey);
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void LoadObjEventTemplatesFromHeader(void);
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void LoadSaveblockObjEventScripts(void);
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void Overworld_SetObjEventTemplateCoords(u8 localId, s16 x, s16 y);
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void Overworld_SetObjEventTemplateMovementType(u8 localId, u8 movementType);
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const struct MapLayout *GetMapLayout(void);
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void ApplyCurrentWarp(void);
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struct MapHeader const *const Overworld_GetMapHeaderByGroupAndId(u16 mapGroup, u16 mapNum);
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struct MapHeader const *const GetDestinationWarpMapHeader(void);
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void WarpIntoMap(void);
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void SetWarpDestination(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void SetWarpDestinationToMapWarp(s8 mapGroup, s8 mapNum, s8 warpId);
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void SetDynamicWarp(s32 unused, s8 mapGroup, s8 mapNum, s8 warpId);
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void SetDynamicWarpWithCoords(s32 unused, s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void SetWarpDestinationToDynamicWarp(u8 unused);
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void SetWarpDestinationToHealLocation(u8 a1);
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void SetWarpDestinationToLastHealLocation(void);
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void SetLastHealLocationWarp(u8 healLocationId);
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void UpdateEscapeWarp(s16 x, s16 y);
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void SetEscapeWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void SetWarpDestinationToEscapeWarp(void);
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void SetFixedDiveWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void SetFixedHoleWarp(s8 mapGroup, s8 mapNum, s8 warpId, s8 x, s8 y);
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void SetWarpDestinationToFixedHoleWarp(s16 x, s16 y);
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void SetContinueGameWarpToHealLocation(u8 a1);
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void SetContinueGameWarpToDynamicWarp(int unused);
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const struct MapConnection *GetMapConnection(u8 dir);
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bool8 SetDiveWarpEmerge(u16 x, u16 y);
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bool8 SetDiveWarpDive(u16 x, u16 y);
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void LoadMapFromCameraTransition(u8 mapGroup, u8 mapNum);
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void ResetInitialPlayerAvatarState(void);
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void StoreInitialPlayerAvatarState(void);
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bool32 Overworld_IsBikingAllowed(void);
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void SetDefaultFlashLevel(void);
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void Overworld_SetFlashLevel(s32 flashLevel);
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u8 Overworld_GetFlashLevel(void);
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void SetCurrentMapLayout(u16 mapLayoutId);
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void SetObjectEventLoadFlag(u8 var);
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u16 GetLocationMusic(struct WarpData *warp);
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u16 GetCurrLocationDefaultMusic(void);
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u16 GetWarpDestinationMusic(void);
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void Overworld_ResetMapMusic(void);
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void Overworld_PlaySpecialMapMusic(void);
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void Overworld_SetSavedMusic(u16 songNum);
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void Overworld_ClearSavedMusic(void);
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void Overworld_ChangeMusicToDefault(void);
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void Overworld_ChangeMusicTo(u16 newMusic);
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u8 GetMapMusicFadeoutSpeed(void);
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void TryFadeOutOldMapMusic(void);
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bool8 BGMusicStopped(void);
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void Overworld_FadeOutMapMusic(void);
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void UpdateAmbientCry(s16 *state, u16 *delayCounter);
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u8 GetMapTypeByGroupAndId(s8 mapGroup, s8 mapNum);
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u8 GetMapTypeByWarpData(struct WarpData *warp);
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u8 GetCurrentMapType(void);
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u8 GetLastUsedWarpMapType(void);
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bool8 IsMapTypeOutdoors(u8 mapType);
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bool8 Overworld_MapTypeAllowsTeleportAndFly(u8 mapType);
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bool8 IsMapTypeIndoors(u8 mapType);
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u8 GetSavedWarpRegionMapSectionId(void);
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u8 GetCurrentRegionMapSectionId(void);
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u8 GetCurrentMapBattleScene(void);
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void CleanupOverworldWindowsAndTilemaps(void);
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bool32 IsUpdateLinkStateCBActive(void);
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void CB1_Overworld(void);
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void CB2_OverworldBasic(void);
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void CB2_Overworld(void);
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void SetMainCallback1(void (*cb)(void));
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void SetUnusedCallback(void *a0);
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void CB2_NewGame(void);
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void CB2_WhiteOut(void);
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void CB2_LoadMap(void);
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void CB2_ReturnToFieldContestHall(void);
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void CB2_ReturnToFieldCableClub(void);
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void CB2_ReturnToField(void);
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void CB2_ReturnToFieldFromMultiplayer(void);
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void CB2_ReturnToFieldWithOpenMenu(void);
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void CB2_ReturnToFieldContinueScript(void);
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void CB2_ReturnToFieldContinueScriptPlayMapMusic(void);
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void sub_80861E8(void);
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void CB2_ContinueSavedGame(void);
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void ResetAllMultiplayerState(void);
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u32 sub_8087214(void);
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bool32 sub_808727C(void);
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u16 sub_8087288(void);
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u16 sub_808729C(void);
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u16 QueueExitLinkRoomKey(void);
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u16 sub_80872C4(void);
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bool32 sub_8087598(void);
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bool32 sub_80875C8(void);
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bool32 sub_8087634(void);
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bool32 sub_808766C(void);
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void ClearLinkPlayerObjectEvents(void);
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#endif // GUARD_OVERWORLD_H
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