2024-09-19 09:40:46 +02:00

72 lines
2.1 KiB
C

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