mm/include/z64interface.h
Tharo 6629597f82
z_parameter.c: remaining functions, do action documentation, gfx cleanup (#1652)
* 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>
2024-07-02 14:47:37 -07:00

316 lines
13 KiB
C

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