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global.fieldmap.h
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global.fieldmap.h
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#ifndef GUARD_GLOBAL_FIELDMAP_H
#define GUARD_GLOBAL_FIELDMAP_H
// 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
// This is the data stored in each data/layouts/*/map.bin file
#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
#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
#define METATILE_ATTR_BEHAVIOR_MASK 0x00FF // Bits 0-7
#define METATILE_ATTR_LAYER_MASK 0xF000 // Bits 12-15
#define METATILE_ATTR_LAYER_SHIFT 12
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
};
#define METATILE_ID(tileset, name) (METATILE_##tileset##_##name)
// 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
typedef void (*TilesetCB)(void);
struct Tileset
{
/*0x00*/ bool8 isCompressed;
/*0x01*/ bool8 isSecondary;
/*0x04*/ const u32 *tiles;
/*0x08*/ const u16 (*palettes)[16];
/*0x0C*/ const u16 *metatiles;
/*0x10*/ const u16 *metatileAttributes;
/*0x14*/ TilesetCB callback;
};
struct MapLayout
{
/*0x00*/ s32 width;
/*0x04*/ s32 height;
/*0x08*/ const u16 *border;
/*0x0C*/ const u16 *map;
/*0x10*/ const struct Tileset *primaryTileset;
/*0x14*/ const struct Tileset *secondaryTileset;
};
struct BackupMapLayout
{
s32 width;
s32 height;
u16 *map;
};
struct ObjectEventTemplate
{
/*0x00*/ u8 localId;
/*0x01*/ u8 graphicsId;
/*0x02*/ u8 kind; // Always OBJ_KIND_NORMAL in Emerald.
/*0x03*/ //u8 padding1;
/*0x04*/ s16 x;
/*0x06*/ s16 y;
/*0x08*/ u8 elevation;
/*0x09*/ u8 movementType;
/*0x0A*/ u16 movementRangeX:4;
u16 movementRangeY:4;
//u16 padding2:8;
/*0x0C*/ u16 trainerType;
/*0x0E*/ u16 trainerRange_berryTreeId;
/*0x10*/ const u8 *script;
/*0x14*/ u16 flagId;
/*0x16*/ //u8 padding3[2];
};
struct WarpEvent
{
s16 x, y;
u8 elevation;
u8 warpId;
u8 mapNum;
u8 mapGroup;
};
struct CoordEvent
{
s16 x, y;
u8 elevation;
u16 trigger;
u16 index;
const u8 *script;
};
struct BgEvent
{
u16 x, y;
u8 elevation;
u8 kind; // The "kind" field determines how to access bgUnion union below.
union {
const u8 *script;
struct {
u16 item;
u16 hiddenItemId;
} hiddenItem;
u32 secretBaseId;
} bgUnion;
};
struct MapEvents
{
u8 objectEventCount;
u8 warpCount;
u8 coordEventCount;
u8 bgEventCount;
const struct ObjectEventTemplate *objectEvents;
const struct WarpEvent *warps;
const struct CoordEvent *coordEvents;
const struct BgEvent *bgEvents;
};
struct MapConnection
{
u8 direction;
s32 offset;
u8 mapGroup;
u8 mapNum;
};
struct MapConnections
{
s32 count;
const struct MapConnection *connections;
};
struct MapHeader
{
/* 0x00 */ const struct MapLayout *mapLayout;
/* 0x04 */ const struct MapEvents *events;
/* 0x08 */ const u8 *mapScripts;
/* 0x0C */ const 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[2];
// 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;
bool8 showMapName:5; // the last 4 bits are unused
// but the 5 bit sized bitfield is required to match
/* 0x1B */ u8 battleType;
};
struct ObjectEvent
{
/*0x00*/ u32 active:1;
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;
u32 hideReflection:1;
//u32 padding:4;
/*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*/ u16 facingDirection:4; // current direction?
u16 movementDirection:4;
u16 rangeX:4;
u16 rangeY:4;
/*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; // COPY_MOVE_*
/*0x23*/ //u8 padding2;
/*size = 0x24*/
};
struct ObjectEventGraphicsInfo
{
/*0x00*/ u16 tileTag;
/*0x02*/ u16 paletteTag;
/*0x04*/ u16 reflectionPaletteTag;
/*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;
};
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,
};
#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)
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
{
COLLISION_NONE,
COLLISION_OUTSIDE_RANGE,
COLLISION_IMPASSABLE,
COLLISION_ELEVATION_MISMATCH,
COLLISION_OBJECT_EVENT,
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,
};
// 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
{
/*0x00*/ u8 flags;
/*0x01*/ u8 transitionFlags; // 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 objectEventId;
/*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 ObjectEvent gObjectEvents[OBJECT_EVENTS_COUNT];
extern u8 gSelectedObjectEvent;
extern struct MapHeader gMapHeader;
extern struct PlayerAvatar gPlayerAvatar;
extern struct Camera gCamera;
#endif // GUARD_GLOBAL_FIELDMAP_H