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fbf797f1e2
* [headers] Create gfxalloc.h, map.h, move protos to z64{actor,player,view}.h * oops * bss * comment on player_lib protos & format * format map.h * Move SCREEN_{WIDTH,HEIGHT} and SET_FULLSCREEN_VIEWPORT to z64view.h * bss * revert move screen_width/height * bss
80 lines
3.3 KiB
C
80 lines
3.3 KiB
C
#ifndef MAP_H
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#define MAP_H
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#include "ultra64.h"
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struct PlayState;
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typedef enum FloorID {
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/* 1 */ F_8F = 1,
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/* 2 */ F_7F,
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/* 3 */ F_6F,
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/* 4 */ F_5F,
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/* 5 */ F_4F,
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/* 6 */ F_3F,
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/* 7 */ F_2F,
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/* 8 */ F_1F,
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/* 9 */ F_B1,
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/* 10 */ F_B2,
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/* 11 */ F_B3,
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/* 12 */ F_B4,
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/* 13 */ F_B5,
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/* 14 */ F_B6,
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/* 15 */ F_B7,
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/* 16 */ F_B8
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} FloorID;
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// All arrays pointed in this struct are indexed by "map indices"
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// In dungeons, the map index corresponds to the dungeon index (which also indexes keys, items, etc)
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// In overworld areas, the map index corresponds to the overworld area index (spot 00, 01, etc)
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typedef struct MapData {
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/* 0x00 */ s16 (*floorTexIndexOffset)[8]; // dungeon texture index offset by floor
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/* 0x04 */ s16* bossFloor; // floor the boss is on
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/* 0x08 */ s16 (*roomPalette)[32]; // map palette by room
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/* 0x0C */ s16* maxPaletteCount; // max number of palettes in a same floor
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/* 0x10 */ s16 (*paletteRoom)[8][14]; // room by palette by floor
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/* 0x14 */ s16 (*roomCompassOffsetX)[44]; // dungeon compass icon X offset by room
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/* 0x18 */ s16 (*roomCompassOffsetY)[44]; // dungeon compass icon Y offset by room
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/* 0x1C */ u8* dgnMinimapCount; // number of room minimaps
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/* 0x20 */ u16* dgnMinimapTexIndexOffset; // dungeon minimap texture index offset
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/* 0x24 */ u16* owMinimapTexSize;
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/* 0x28 */ u16* owMinimapTexOffset;
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/* 0x2C */ s16* owMinimapPosX;
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/* 0x30 */ s16* owMinimapPosY;
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/* 0x34 */ s16 (*owCompassInfo)[4]; // [X scale, Y scale, X offset, Y offset]
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/* 0x38 */ s16* dgnTexIndexBase; // dungeon texture index base
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/* 0x3C */ s16 (*dgnCompassInfo)[4]; // [X scale, Y scale, X offset, Y offset]
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/* 0x40 */ s16* owMinimapWidth;
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/* 0x44 */ s16* owMinimapHeight;
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/* 0x48 */ s16* owEntranceIconPosX; // "dungeon entrance" icon X pos
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/* 0x4C */ s16* owEntranceIconPosY; // "dungeon entrance" icon Y pos
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/* 0x50 */ u16* owEntranceFlag; // flag in inf_table[26] based on which entrance icons are shown (0xFFFF = always shown)
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/* 0x54 */ f32 (*floorCoordY)[8]; // Y coordinate of each floor
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/* 0x58 */ u16* switchEntryCount; // number of "room switch" entries, which correspond to the next 3 arrays
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/* 0x5C */ u8 (*switchFromRoom)[51]; // room to come from
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/* 0x60 */ u8 (*switchFromFloor)[51]; // floor to come from
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/* 0x64 */ u8 (*switchToRoom)[51]; // room to go to
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/* 0x68 */ u8 (*floorID)[8];
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/* 0x6C */ s16* skullFloorIconY; // dungeon big skull icon Y pos
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} MapData; // size = 0x70
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// TODO get these properties from the textures themselves
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#define MAP_I_TEX_WIDTH 96
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#define MAP_I_TEX_HEIGHT 85
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#define MAP_I_TEX_SIZE ((MAP_I_TEX_WIDTH * MAP_I_TEX_HEIGHT) / 2) // 96x85 I4 texture
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#define MAP_48x85_TEX_WIDTH 48
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#define MAP_48x85_TEX_HEIGHT 85
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#define MAP_48x85_TEX_SIZE ((MAP_48x85_TEX_WIDTH * MAP_48x85_TEX_HEIGHT) / 2) // 48x85 CI4 texture
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void Map_SavePlayerInitialInfo(struct PlayState* play);
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void Map_SetFloorPalettesData(struct PlayState* play, s16 floor);
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void Map_InitData(struct PlayState* play, s16 room);
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void Map_InitRoomData(struct PlayState* play, s16 room);
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void Map_Destroy(struct PlayState* play);
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void Map_Init(struct PlayState* play);
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void Minimap_Draw(struct PlayState* play);
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void Map_Update(struct PlayState* play);
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#endif
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