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61 lines
1.6 KiB
C
61 lines
1.6 KiB
C
#ifndef GUARD_MAP_H
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#define GUARD_MAP_H
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#include "dungeon_entity.h"
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#include "position.h"
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#define MAX_ROOM_COUNT 24 // Empirical max, not sure if the code supports any more.
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#define CORRIDOR_ROOM_INDEX 0xFF
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enum TileType
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{
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TILE_TYPE_FLOOR = 1 << 0,
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TILE_TYPE_LIQUID = 1 << 1, // Water or lava depending on the dungeon.
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TILE_TYPE_UNK_2 = 1 << 2,
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TILE_TYPE_ROOM_EXIT = 1 << 3,
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TILE_TYPE_MAP_EDGE = 1 << 4,
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TILE_TYPE_SHOP = 1 << 5,
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TILE_TYPE_MONSTER_HOUSE = 1 << 6,
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TILE_TYPE_STAIRS = 1 << 9
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};
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enum CrossableTerrain
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{
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CROSSABLE_TERRAIN_REGULAR = 0,
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CROSSABLE_TERRAIN_LIQUID = 1,
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CROSSABLE_TERRAIN_CREVICE = 2,
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CROSSABLE_TERRAIN_WALL = 3,
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NUM_CROSSABLE_TERRAIN
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};
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struct MapTile
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{
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// Uses the TileType bit flags.
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/* 0x0 */ u16 tileType;
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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 roomIndex;
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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 canMoveAdjacent[NUM_CROSSABLE_TERRAIN];
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u8 fillE[0x10 - 0xE];
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/* 0x10 */ struct DungeonEntity *pokemon; // Pokémon on the tile.
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/* 0x14 */ struct DungeonEntity *mapObject; // Item or trap on the tile.
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};
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struct MapRoom
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{
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u8 fill0[0x2 - 0x0];
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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 startX;
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/* 0x4 */ s16 startY;
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/* 0x6 */ s16 endX;
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/* 0x8 */ s16 endY;
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u8 fillA[0x1A - 0xA];
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};
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#endif
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