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72 lines
2.1 KiB
C
72 lines
2.1 KiB
C
#ifndef GUARD_MAP_H
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#define GUARD_MAP_H
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#include "structs/dungeon_entity.h"
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#include "structs/str_position.h"
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#define MAX_ROOM_COUNT 32 // Empirical max, not sure if the code supports any more.
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#define CORRIDOR_ROOM 0xFF
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enum TerrainType
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{
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TERRAIN_TYPE_NORMAL = 1 << 0, // x1
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TERRAIN_TYPE_SECONDARY = 1 << 1, // Water or lava depending on the dungeon. x2
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TERRAIN_TYPE_UNK_2 = 1 << 2, // x4
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TERRAIN_TYPE_NATURAL_JUNCTION = 1 << 3, // x8
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TERRAIN_TYPE_IMPASSABLE_WALL = 1 << 4, // x10
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TERRAIN_TYPE_SHOP = 1 << 5, // x20
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TERRAIN_TYPE_IN_MONSTER_HOUSE = 1 << 6, // x40
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TERRAIN_TYPE_UNK_8 = 1 << 8, // x100
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TERRAIN_TYPE_STAIRS = 1 << 9, // x200
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TERRAIN_TYPE_UNK_x400 = 1 << 10,
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TERRAIN_TYPE_UNK_x800 = 1 << 11,
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TERRAIN_TYPE_UNK_x1000 = 1 << 12,
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};
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enum CrossableTerrain
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{
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CROSSABLE_TERRAIN_REGULAR,
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CROSSABLE_TERRAIN_LIQUID,
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CROSSABLE_TERRAIN_CREVICE,
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CROSSABLE_TERRAIN_WALL,
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NUM_CROSSABLE_TERRAIN
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};
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// size: 0x18
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typedef struct Tile
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{
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// Uses the TerrainType bit flags.
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/* 0x0 */ u16 terrainType;
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u8 fill2[0x4 - 0x2];
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u16 unk4;
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u16 unk6;
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u8 unk8;
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/* 0x9 */ u8 room;
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// Bitwise flags for whether Pokémon can move to an adjacent tile. Bits correspond to directions in direction.h.
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// Different sets of flags are used for Pokémon that can cross special terrain, corresponding to the CrossableTerrain enum.
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/* 0xA */ u8 walkableNeighborFlags[NUM_CROSSABLE_TERRAIN];
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u8 unkE;
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/* 0x10 */ Entity *monster; // Pokémon on the tile.
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/* 0x14 */ Entity *object; // Item or trap on the tile.
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} Tile;
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// size: 0x1C
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typedef struct RoomData
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{
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u8 unk0;
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u8 unk1;
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// All coordinates are inclusive.
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// These are not aligned properly to use the Position struct.
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/* 0x2 */ s16 bottomRightCornerX;
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/* 0x4 */ s16 bottomRightCornerY;
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/* 0x6 */ s16 topLeftCornerX;
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/* 0x8 */ s16 topLeftCornerY;
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u8 fillA[0xC - 0xA];
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u32 unkC; // bottom right x
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u32 unk10; // bottom right y
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u32 unk14; // top left x
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u32 unk18; // top left y
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} RoomData;
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#endif // GUARD_MAP_H
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