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* Parameter last functions Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com> * Documentation for do actions and various gfx * Suggested changes * f prefix for texture scale numbers * Player_SetBButtonAmmo --------- Co-authored-by: engineer124 <47598039+engineer124@users.noreply.github.com>
316 lines
13 KiB
C
316 lines
13 KiB
C
#ifndef Z64INTERFACE_H
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#define Z64INTERFACE_H
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#include "ultra64.h"
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#include "z64view.h"
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// TODO extract this information from the texture definitions themselves
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// 8x8 IA8
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#define AMMO_DIGIT_TEX_WIDTH 8
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#define AMMO_DIGIT_TEX_HEIGHT 8
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#define AMMO_DIGIT_TEX_SIZE (AMMO_DIGIT_TEX_WIDTH * AMMO_DIGIT_TEX_HEIGHT)
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// TODO extract this information from the texture definitions themselves
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// 32x32 RGBA32
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#define ICON_ITEM_TEX_WIDTH 32
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#define ICON_ITEM_TEX_HEIGHT 32
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#define ICON_ITEM_TEX_SIZE ((ICON_ITEM_TEX_WIDTH * ICON_ITEM_TEX_HEIGHT) * 4)
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// TODO extract this information from the texture definitions themselves
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// 48x16 I4
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#define DO_ACTION_TEX_WIDTH 48
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#define DO_ACTION_TEX_HEIGHT 16
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#define DO_ACTION_TEX_SIZE ((DO_ACTION_TEX_WIDTH * DO_ACTION_TEX_HEIGHT) / 2)
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// This do action label slot contains the current do action text
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#define DO_ACTION_A_SLOT_ACTIVE 0
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// This do action label slot contains the next do action text for the duration of the A button switching animation
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#define DO_ACTION_A_SLOT_NEXT 1
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// Do action texture offset for the A button's active do action text
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#define DO_ACTION_OFFSET_A_ACTIVE (0 * DO_ACTION_TEX_SIZE)
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// Do action texture offset for the A button's next do action text
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#define DO_ACTION_OFFSET_A_NEXT (1 * DO_ACTION_TEX_SIZE)
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// Do action texture offset for the start button in the pause menu
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#define DO_ACTION_OFFSET_START (2 * DO_ACTION_TEX_SIZE)
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// Do action texture offset for the B button for player actions (masks, transformations)
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#define DO_ACTION_OFFSET_B_PLAYER (3 * DO_ACTION_TEX_SIZE)
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// Do action texture offset for the B button for the interface (pause menu, pictograph box, ocarina)
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#define DO_ACTION_OFFSET_B_INTERFACE (4 * DO_ACTION_TEX_SIZE)
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// Following the do action textures is extra space for the day number used by the 3 day clock
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#define DO_ACTION_OFFSET_DAY_NUMBER (5 * DO_ACTION_TEX_SIZE)
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// TODO extract this information from the texture definitions themselves
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// 48x26 IA8
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#define WEEK_STATIC_TEX_WIDTH 48
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#define WEEK_STATIC_TEX_HEIGHT 27
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#define WEEK_STATIC_TEX_SIZE ((WEEK_STATIC_TEX_WIDTH * WEEK_STATIC_TEX_HEIGHT))
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typedef enum {
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/* -1 */ EQUIP_SLOT_NONE = -1,
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/* 0 */ EQUIP_SLOT_B,
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/* 1 */ EQUIP_SLOT_C_LEFT,
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/* 2 */ EQUIP_SLOT_C_DOWN,
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/* 3 */ EQUIP_SLOT_C_RIGHT,
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/* 4 */ EQUIP_SLOT_A
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} EquipSlot;
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typedef enum {
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/* 0 */ A_BTN_STATE_IDLE, // Uses ACTIVE slot
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/* 1 */ A_BTN_STATE_CHANGE_1_UNPAUSED, // Uses ACTIVE slot
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/* 2 */ A_BTN_STATE_CHANGE_2_UNPAUSED, // Uses NEXT slot
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/* 3 */ A_BTN_STATE_CHANGE_1_PAUSED, // Uses ACTIVE slot
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/* 4 */ A_BTN_STATE_CHANGE_2_PAUSED // Uses NEXT slot
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} AButtonState;
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typedef enum {
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/* 0x00 */ DO_ACTION_ATTACK,
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/* 0x01 */ DO_ACTION_CHECK,
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/* 0x02 */ DO_ACTION_ENTER,
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/* 0x03 */ DO_ACTION_RETURN,
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/* 0x04 */ DO_ACTION_OPEN,
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/* 0x05 */ DO_ACTION_JUMP,
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/* 0x06 */ DO_ACTION_DECIDE,
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/* 0x07 */ DO_ACTION_DIVE,
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/* 0x08 */ DO_ACTION_FASTER,
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/* 0x09 */ DO_ACTION_THROW,
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/* 0x0A */ DO_ACTION_NONE, // in do_action_static, the texture at this position is NAVI, however this value is in practice the "No Action" value
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/* 0x0B */ DO_ACTION_CLIMB,
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/* 0x0C */ DO_ACTION_DROP,
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/* 0x0D */ DO_ACTION_DOWN,
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/* 0x0E */ DO_ACTION_QUIT,
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/* 0x0F */ DO_ACTION_SPEAK,
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/* 0x10 */ DO_ACTION_NEXT,
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/* 0x11 */ DO_ACTION_GRAB,
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/* 0x12 */ DO_ACTION_STOP,
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/* 0x13 */ DO_ACTION_PUTAWAY,
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/* 0x14 */ DO_ACTION_REEL,
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/* 0x15 */ DO_ACTION_INFO,
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/* 0x16 */ DO_ACTION_WARP,
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/* 0x17 */ DO_ACTION_SNAP,
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/* 0x18 */ DO_ACTION_EXPLODE,
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/* 0x19 */ DO_ACTION_DANCE,
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/* 0x1A */ DO_ACTION_MARCH,
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/* 0x1B */ DO_ACTION_1,
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/* 0x1C */ DO_ACTION_2,
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/* 0x1D */ DO_ACTION_3,
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/* 0x1E */ DO_ACTION_4,
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/* 0x1F */ DO_ACTION_5,
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/* 0x20 */ DO_ACTION_6,
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/* 0x21 */ DO_ACTION_7,
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/* 0x22 */ DO_ACTION_8,
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/* 0x23 */ DO_ACTION_CURL,
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/* 0x24 */ DO_ACTION_SURFACE,
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/* 0x25 */ DO_ACTION_SWIM,
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/* 0x26 */ DO_ACTION_PUNCH,
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/* 0x27 */ DO_ACTION_POUND,
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/* 0x28 */ DO_ACTION_HOOK,
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/* 0x29 */ DO_ACTION_SHOOT,
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/* 0x2A */ DO_ACTION_MAX,
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/* 0x2A */ TATL_STATE_2A = DO_ACTION_MAX,
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/* 0x2B */ TATL_STATE_2B,
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/* 0x2C */ TATL_STATE_2C
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} DoAction;
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typedef enum {
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/* 0 */ MINIGAME_STATE_NONE,
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/* 1 */ MINIGAME_STATE_COUNTDOWN_SETUP_3,
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/* 2 */ MINIGAME_STATE_COUNTDOWN_3,
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/* 3 */ MINIGAME_STATE_COUNTDOWN_SETUP_2,
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/* 4 */ MINIGAME_STATE_COUNTDOWN_2,
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/* 5 */ MINIGAME_STATE_COUNTDOWN_SETUP_1,
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/* 6 */ MINIGAME_STATE_COUNTDOWN_1,
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/* 7 */ MINIGAME_STATE_COUNTDOWN_SETUP_GO,
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/* 8 */ MINIGAME_STATE_COUNTDOWN_GO,
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/* 20 */ MINIGAME_STATE_NO_COUNTDOWN_SETUP = 20,
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/* 21 */ MINIGAME_STATE_NO_COUNTDOWN,
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/* 30 */ MINIGAME_STATE_PLAYING = 30
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} MinigameState;
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typedef enum {
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/* 0 */ PERFECT_LETTERS_TYPE_OFF,
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/* 1 */ PERFECT_LETTERS_TYPE_1,
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/* 2 */ PERFECT_LETTERS_TYPE_2,
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/* 3 */ PERFECT_LETTERS_TYPE_3
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} PerfectLettersType;
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typedef enum {
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/* 0 */ PERFECT_LETTERS_STATE_OFF,
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/* 1 */ PERFECT_LETTERS_STATE_INIT,
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/* 2 */ PERFECT_LETTERS_STATE_ENTER,
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/* 3 */ PERFECT_LETTERS_STATE_STATIONARY, // Display for type 1
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/* 4 */ PERFECT_LETTERS_STATE_SPREAD, // Exit for type 1
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/* 5 */ PERFECT_LETTERS_STATE_DISPLAY,
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/* 6 */ PERFECT_LETTERS_STATE_EXIT
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} PerfectLettersState;
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#define PERFECT_LETTERS_NUM_LETTERS 8
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#define PERFECT_LETTERS_ANGLE_PER_LETTER (0x10000 / PERFECT_LETTERS_NUM_LETTERS)
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typedef enum {
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/* 0 */ STORY_DMA_IDLE,
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/* 1 */ STORY_DMA_LOADING,
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/* 2 */ STORY_DMA_DONE
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} StoryLoadStatus;
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typedef enum {
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/* 0 */ STORY_STATE_OFF,
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/* 1 */ STORY_STATE_INIT,
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/* 2 */ STORY_STATE_IDLE,
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/* 3 */ STORY_STATE_DESTROY,
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/* 4 */ STORY_STATE_SETUP_IDLE,
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/* 5 */ STORY_STATE_FADE_OUT,
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/* 6 */ STORY_STATE_FADE_IN
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} StoryState;
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typedef enum {
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/* 0 */ STORY_TYPE_MASK_FESTIVAL,
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/* 1 */ STORY_TYPE_GIANTS_LEAVING
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} StoryType;
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typedef struct {
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/* 0x000 */ View view;
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/* 0x168 */ Vtx* actionVtx;
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/* 0x16C */ Vtx* beatingHeartVtx;
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/* 0x170 */ u8* parameterSegment;
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/* 0x174 */ u8* doActionSegment;
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/* 0x178 */ u8* iconItemSegment;
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/* 0x17C */ u8* mapSegment;
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/* 0x180 */ UNK_TYPE4 unk_180; // unused segment?
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/* 0x184 */ DmaRequest dmaRequest;
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/* 0x1A4 */ UNK_TYPE1 unk_1A4[0x40]; // likely 2 DmaRequest
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/* 0x1E4 */ OSMesgQueue loadQueue;
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/* 0x1FC */ OSMesg loadMsg;
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/* 0x200 */ Viewport viewport;
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/* 0x210 */ s16 aButtonState;
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/* 0x212 */ u16 aButtonDoActionDelayed; // Like aButtonDoAction, but does not update until the A button animation is complete
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/* 0x214 */ u16 aButtonDoAction;
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/* 0x218 */ f32 aButtonRoll;
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/* 0x21C */ s16 bButtonPlayerDoActionActive;
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/* 0x21E */ s16 bButtonPlayerDoAction;
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/* 0x220 */ s16 tatlCalling;
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/* 0x222 */ s16 bButtonInterfaceDoActionActive;
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/* 0x224 */ s16 bButtonInterfaceDoAction;
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/* 0x226 */ s16 lifeColorChange;
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/* 0x228 */ s16 lifeColorChangeDirection;
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/* 0x22A */ s16 beatingHeartPrim[3];
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/* 0x230 */ s16 beatingHeartEnv[3];
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/* 0x236 */ s16 heartsPrimR[2];
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/* 0x23A */ s16 heartsPrimG[2];
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/* 0x23E */ s16 heartsPrimB[2];
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/* 0x242 */ s16 heartsEnvR[2];
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/* 0x246 */ s16 heartsEnvG[2];
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/* 0x24A */ s16 heartsEnvB[2];
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/* 0x24E */ s16 health;
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/* 0x250 */ s16 healthTimer;
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/* 0x252 */ s16 lifeSizeChange;
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/* 0x254 */ s16 lifeSizeChangeDirection; // 1 means shrinking, 0 growing
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/* 0x256 */ UNK_TYPE2 unk_256;
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/* 0x258 */ s16 magicConsumptionTimer; // For certain magic states, 1 unit of magic is consumed every time the timer reaches 0
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/* 0x25A */ u8 numHorseBoosts;
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/* 0x25C */ u16 minigamePoints; // Points to add to the minigame score. Reset to 0 every frame.
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/* 0x25E */ u16 minigameHiddenPoints; // Points to add to the secondary set of minigame points not displayed. Reset to 0 every frame.
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/* 0x260 */ u16 minigameAmmo;
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/* 0x262 */ u16 minigameUnusedPoints; // Associated with other minigame points, unused
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/* 0x264 */ s16 screenFillAlpha;
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/* 0x266 */ s16 aAlpha;
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/* 0x268 */ s16 bAlpha;
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/* 0x26A */ s16 cLeftAlpha;
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/* 0x26C */ s16 cDownAlpha;
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/* 0x26E */ s16 cRightAlpha;
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/* 0x270 */ s16 healthAlpha;
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/* 0x272 */ s16 magicAlpha;
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/* 0x274 */ s16 minimapAlpha;
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/* 0x276 */ s16 startAlpha;
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/* 0x278 */ s16 unk_278; // Set in Map_Init, never read
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/* 0x27A */ s16 dungeonSceneIndex;
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/* 0x27C */ s16 mapRoomNum;
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/* 0x27E */ u8 fishingHUDControl; // Left over from OoT
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/* 0x27F */ UNK_TYPE1 unk_27F;
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/* 0x280 */ u8 minigameState;
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/* 0x282 */ s16 minigameCountdownAlpha;
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/* 0x284 */ s16 minigameCountdownScale;
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/* 0x286 */ s16 perfectLettersOn;
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/* 0x288 */ s16 perfectLettersType;
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/* 0x28A */ s16 perfectLettersState[PERFECT_LETTERS_NUM_LETTERS];
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/* 0x29A */ u16 perfectLettersAngles[PERFECT_LETTERS_NUM_LETTERS]; // Angle that follows the projectory of an ellipse
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/* 0x2AA */ s16 perfectLettersOffsetX[PERFECT_LETTERS_NUM_LETTERS];
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/* 0x2BC */ f32 perfectLettersSemiAxisX[PERFECT_LETTERS_NUM_LETTERS];
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/* 0x2DC */ f32 perfectLettersSemiAxisY[PERFECT_LETTERS_NUM_LETTERS];
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/* 0x2FC */ s16 perfectLettersPrimColor[4];
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/* 0x304 */ s16 perfectLettersCount;
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/* 0x306 */ s16 perfectLettersUnused;
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/* 0x308 */ s16 perfectLettersColorIndex;
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/* 0x30A */ s16 perfectLettersColorTimer;
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/* 0x30C */ s16 perfectLettersTimer;
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struct {
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/* 0x30E */ u8 hGauge;
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/* 0x30F */ u8 bButton;
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/* 0x310 */ u8 aButton;
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/* 0x311 */ u8 tradeItems; // Includes deed trade quest, anju/kafei trade quest, bottles, and ocarina
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/* 0x312 */ u8 songOfTime;
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/* 0x313 */ u8 songOfDoubleTime;
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/* 0x314 */ u8 invSongOfTime;
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/* 0x315 */ u8 songOfSoaring;
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/* 0x316 */ u8 songOfStorms;
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/* 0x317 */ u8 masks;
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/* 0x318 */ u8 pictoBox;
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/* 0x319 */ u8 all; // "another"; enables all item restrictions
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} restrictions; // size = 0xC
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/* 0x31A */ u8 storyState;
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/* 0x31B */ u8 storyType;
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/* 0x31C */ u8 storyDmaStatus;
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/* 0x320 */ OSMesgQueue storyMsgQueue;
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/* 0x338 */ OSMesg storyMsgBuf;
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/* 0x33C */ u8* storySegment;
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/* 0x340 */ uintptr_t storyAddr;
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/* 0x344 */ size_t storySize;
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} InterfaceContext; // size = 0x348
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Gfx* Gfx_DrawTexRectRGBA16(Gfx* gfx, TexturePtr texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop, s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy);
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Gfx* Gfx_DrawTexRectIA8(Gfx* gfx, TexturePtr texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop, s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy);
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Gfx* Gfx_DrawTexRectI8(Gfx* gfx, TexturePtr texture, s16 textureWidth, s16 textureHeight, s16 rectLeft, s16 rectTop, s16 rectWidth, s16 rectHeight, u16 dsdx, u16 dtdy);
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Gfx* Gfx_DrawTexQuadIA8(Gfx* gfx, TexturePtr texture, s16 textureWidth, s16 textureHeight, u16 point);
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Gfx* Gfx_DrawTexQuad4b(Gfx* gfx, TexturePtr texture, s32 fmt, s16 textureWidth, s16 textureHeight, u16 point);
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void Interface_StartTimer(s16 timerId, s16 seconds);
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void Interface_StartPostmanTimer(s16 seconds, s16 bunnyHoodState);
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void Interface_NewDay(struct PlayState* play, s32 day);
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void Interface_SetHudVisibility(u16 hudVisibility);
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void Interface_UpdateButtonsPart2(struct PlayState* play);
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void Interface_SetSceneRestrictions(struct PlayState* play);
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void Interface_InitMinigame(struct PlayState* play);
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void Interface_LoadItemIconImpl(struct PlayState* play, u8 btn);
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void Interface_LoadItemIcon(struct PlayState* play, u8 btn);
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void Interface_UpdateButtonsAlt(struct PlayState* play, u16 flag);
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u8 Item_Give(struct PlayState* play, u8 item);
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u8 Item_CheckObtainability(u8 item);
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void Inventory_DeleteItem(s16 item, s16 slot);
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void Inventory_UnequipItem(s16 item);
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s32 Inventory_ReplaceItem(struct PlayState* play, u8 oldItem, u8 newItem);
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void Inventory_UpdateDeitySwordEquip(struct PlayState* play);
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s32 Inventory_HasEmptyBottle(void);
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s32 Inventory_HasItemInBottle(u8 item);
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void Inventory_UpdateBottleItem(struct PlayState* play, u8 item, u8 btn);
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s32 Inventory_ConsumeFairy(struct PlayState* play);
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void Inventory_UpdateItem(struct PlayState* play, s16 slot, s16 item);
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void Interface_SetAButtonDoAction(struct PlayState* play, u16 aButtonDoAction);
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void Interface_SetBButtonPlayerDoAction(struct PlayState* play, s16 bButtonDoAction);
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void Interface_SetTatlCall(struct PlayState* play, u16 tatlCallState);
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void Interface_SetBButtonInterfaceDoAction(struct PlayState* play, s16 bButtonDoAction);
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s32 Health_ChangeBy(struct PlayState* play, s16 healthChange);
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void Health_GiveHearts(s16 hearts);
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void Rupees_ChangeBy(s16 rupeeChange);
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void Inventory_ChangeAmmo(s16 item, s16 ammoChange);
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void Magic_Add(struct PlayState* play, s16 magicToAdd);
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void Magic_Reset(struct PlayState* play);
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s32 Magic_Consume(struct PlayState* play, s16 magicToConsume, s16 type);
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void Interface_SetPerfectLetters(struct PlayState* play, s16 perfectLettersType);
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void Interface_StartMoonCrash(struct PlayState* play);
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void Interface_Draw(struct PlayState* play);
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void Interface_Update(struct PlayState* play);
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void Interface_Destroy(struct PlayState* play);
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void Interface_Init(struct PlayState* play);
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#endif
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