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ccae1f7387
* Split z64.h more * fix speedmeter.h (expect this kind of issue resolution to pop up eventually) * fix z64object.h * fix z64state.h * fix (probably only partially) z64play.h * fix fix speedmeter.h :) * revert making a play header (sadge), add/split transition & transition_instances * move stuff to cutscene, interface * Move `TransitionCircle%` enums to `z64transition_instances.h` * z64state.h -> z64game.h with a "this is not final" comment * forward declare GraphicsContext in z64game.h instead of including the header file for it * don't comment on where the forward declarations are from reasoning: 1) it's easy to go out of sync (like this comment, it was outdated anyway) 2) any IDE can easily find the struct anyway
213 lines
7.5 KiB
C
213 lines
7.5 KiB
C
#ifndef Z64INTERFACE_H
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#define Z64INTERFACE_H
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extern u8 _icon_item_staticSegmentRomStart[];
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extern u8 _icon_item_24_staticSegmentRomStart[];
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// An "item icon" (gItemIcon*Tex) is 32x32 rgba32
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#define ITEM_ICON_WIDTH 32
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#define ITEM_ICON_HEIGHT 32
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#define ITEM_ICON_SIZE (ITEM_ICON_WIDTH * ITEM_ICON_HEIGHT * 4) // The size in bytes of an item icon
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/**
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* Get the VROM address of the item icon for the specified item.
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*
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* @param itemId An ItemId value in the range `ITEM_DEKU_STICK`..`ITEM_FISHING_POLE`
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*/
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#define GET_ITEM_ICON_VROM(itemId) ((uintptr_t)_icon_item_staticSegmentRomStart + ((itemId)*ITEM_ICON_SIZE))
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// A "quest icon" (gQuestIcon*Tex) is 24x24 rgba32
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#define QUEST_ICON_WIDTH 24
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#define QUEST_ICON_HEIGHT 24
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#define QUEST_ICON_SIZE (QUEST_ICON_WIDTH * QUEST_ICON_HEIGHT * 4) // The size in bytes of a quest icon
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/**
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* Get the VROM address of the quest icon for the specified item.
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*
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* @param itemId An ItemId value in the range `ITEM_MEDALLION_FOREST`..`ITEM_MAGIC_JAR_BIG`
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*/
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#define GET_QUEST_ICON_VROM(itemId) \
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((uintptr_t)_icon_item_24_staticSegmentRomStart + (((itemId)-ITEM_MEDALLION_FOREST) * QUEST_ICON_SIZE))
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typedef enum {
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/* 0x00 */ DO_ACTION_ATTACK,
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/* 0x01 */ DO_ACTION_CHECK,
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/* 0x02 */ DO_ACTION_ENTER,
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/* 0x03 */ DO_ACTION_RETURN,
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/* 0x04 */ DO_ACTION_OPEN,
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/* 0x05 */ DO_ACTION_JUMP,
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/* 0x06 */ DO_ACTION_DECIDE,
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/* 0x07 */ DO_ACTION_DIVE,
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/* 0x08 */ DO_ACTION_FASTER,
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/* 0x09 */ DO_ACTION_THROW,
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/* 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
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/* 0x0B */ DO_ACTION_CLIMB,
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/* 0x0C */ DO_ACTION_DROP,
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/* 0x0D */ DO_ACTION_DOWN,
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/* 0x0E */ DO_ACTION_SAVE,
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/* 0x0F */ DO_ACTION_SPEAK,
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/* 0x10 */ DO_ACTION_NEXT,
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/* 0x11 */ DO_ACTION_GRAB,
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/* 0x12 */ DO_ACTION_STOP,
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/* 0x13 */ DO_ACTION_PUTAWAY,
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/* 0x14 */ DO_ACTION_REEL,
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/* 0x15 */ DO_ACTION_1,
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/* 0x16 */ DO_ACTION_2,
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/* 0x17 */ DO_ACTION_3,
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/* 0x18 */ DO_ACTION_4,
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/* 0x19 */ DO_ACTION_5,
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/* 0x1A */ DO_ACTION_6,
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/* 0x1B */ DO_ACTION_7,
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/* 0x1C */ DO_ACTION_8,
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/* 0x1D */ DO_ACTION_MAX
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} DoAction;
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// TODO extract this information from the texture definitions themselves
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#define DO_ACTION_TEX_WIDTH 48
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#define DO_ACTION_TEX_HEIGHT 16
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#define DO_ACTION_TEX_SIZE ((DO_ACTION_TEX_WIDTH * DO_ACTION_TEX_HEIGHT) / 2) // (sizeof(gCheckDoActionENGTex))
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typedef struct {
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/* 0x0000 */ View view;
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/* 0x0128 */ Vtx* actionVtx;
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/* 0x012C */ Vtx* beatingHeartVtx;
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/* 0x0130 */ u8* parameterSegment;
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/* 0x0134 */ u8* doActionSegment;
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/* 0x0138 */ u8* iconItemSegment;
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/* 0x013C */ u8* mapSegment;
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/* 0x0140 */ u8 mapPalette[32];
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/* 0x0160 */ DmaRequest dmaRequest_160;
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/* 0x0180 */ DmaRequest dmaRequest_180;
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/* 0x01A0 */ char unk_1A0[0x20];
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/* 0x01C0 */ OSMesgQueue loadQueue;
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/* 0x01D8 */ OSMesg loadMsg;
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/* 0x01DC */ Viewport viewport;
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/* 0x01EC */ s16 unk_1EC;
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/* 0x01EE */ u16 unk_1EE;
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/* 0x01F0 */ u16 unk_1F0;
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/* 0x01F4 */ f32 unk_1F4;
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/* 0x01F8 */ s16 naviCalling;
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/* 0x01FA */ s16 unk_1FA;
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/* 0x01FC */ s16 unk_1FC;
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/* 0x01FE */ s16 heartColorOscillator;
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/* 0x0200 */ s16 heartColorOscillatorDirection;
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/* 0x0202 */ s16 beatingHeartPrim[3];
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/* 0x0208 */ s16 beatingHeartEnv[3];
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/* 0x020E */ s16 heartsPrimR[2];
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/* 0x0212 */ s16 heartsPrimG[2];
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/* 0x0216 */ s16 heartsPrimB[2];
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/* 0x021A */ s16 heartsEnvR[2];
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/* 0x021E */ s16 heartsEnvG[2];
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/* 0x0222 */ s16 heartsEnvB[2];
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/* 0x0226 */ s16 unk_226; // Used only in unused functions
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/* 0x0228 */ s16 unk_228; // Used only in unused functions
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/* 0x022A */ s16 beatingHeartOscillator;
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/* 0x022C */ s16 beatingHeartOscillatorDirection;
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/* 0x022E */ s16 unk_22E;
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/* 0x0230 */ s16 lensMagicConsumptionTimer; // When lens is active, 1 unit of magic is consumed every time the timer reaches 0
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/* 0x0232 */ s16 counterDigits[4]; // used for key and rupee counters
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/* 0x023A */ u8 numHorseBoosts;
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/* 0x023C */ u16 unk_23C;
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/* 0x023E */ u16 hbaAmmo; // ammo while playing the horseback archery minigame
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/* 0x0240 */ u16 unk_240;
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/* 0x0242 */ u16 unk_242;
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/* 0x0224 */ u16 unk_244; // screen fill alpha?
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/* 0x0246 */ u16 aAlpha; // also carrots alpha
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/* 0x0248 */ u16 bAlpha; // also HBA score alpha
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/* 0x024A */ u16 cLeftAlpha;
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/* 0x024C */ u16 cDownAlpha;
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/* 0x024E */ u16 cRightAlpha;
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/* 0x0250 */ u16 healthAlpha; // also max C-Up alpha
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/* 0x0252 */ u16 magicAlpha; // also Rupee and Key counters alpha
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/* 0x0254 */ u16 minimapAlpha;
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/* 0x0256 */ s16 startAlpha;
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/* 0x0258 */ s16 unk_258;
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/* 0x025A */ s16 unk_25A;
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/* 0x025C */ s16 mapRoomNum;
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/* 0x025E */ s16 mapPaletteIndex; // "map_palete_no"
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/* 0x0260 */ u8 unk_260;
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/* 0x0261 */ u8 unk_261;
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struct {
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/* 0x0262 */ u8 hGauge; // "h_gage"; unknown?
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/* 0x0263 */ u8 bButton; // "b_button"
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/* 0x0264 */ u8 aButton; // "a_button"
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/* 0x0265 */ u8 bottles; // "c_bottle"
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/* 0x0266 */ u8 tradeItems; // "c_warasibe"
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/* 0x0267 */ u8 hookshot; // "c_hook"
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/* 0x0268 */ u8 ocarina; // "c_ocarina"
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/* 0x0269 */ u8 warpSongs; // "c_warp"
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/* 0x026A */ u8 sunsSong; // "m_sunmoon"
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/* 0x026B */ u8 farores; // "m_wind"
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/* 0x026C */ u8 dinsNayrus; // "m_magic"; din's fire and nayru's love
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/* 0x026D */ u8 all; // "another"; enables all item restrictions
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} restrictions;
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} InterfaceContext; // size = 0x270
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/**
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* Button HUD Positions (Upper Left)
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*/
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#define A_BUTTON_X 186
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#define A_BUTTON_Y 9
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#define B_BUTTON_X 160
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#define B_BUTTON_Y 17
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#define C_LEFT_BUTTON_X 227
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#define C_LEFT_BUTTON_Y 18
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#define C_DOWN_BUTTON_X 249
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#define C_DOWN_BUTTON_Y 34
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#define C_RIGHT_BUTTON_X 271
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#define C_RIGHT_BUTTON_Y 18
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#define C_UP_BUTTON_X 254
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#define C_UP_BUTTON_Y 16
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/**
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* These are the colors for the hearts in the interface. The prim color is the red color of the heart
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* for the base hearts, while the prim color for the double defense hearts is the white outline. The
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* env color for the base hearts is the purple-ish outline, while the env color for the double defense
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* hearts is the red color of the hearts.
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*/
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#define HEARTS_PRIM_R 255
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#define HEARTS_PRIM_G 70
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#define HEARTS_PRIM_B 50
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#define HEARTS_ENV_R 50
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#define HEARTS_ENV_G 40
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#define HEARTS_ENV_B 60
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#define HEARTS_DD_PRIM_R 255
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#define HEARTS_DD_PRIM_G 255
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#define HEARTS_DD_PRIM_B 255
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#define HEARTS_DD_ENV_R 200
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#define HEARTS_DD_ENV_G 0
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#define HEARTS_DD_ENV_B 0
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/**
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* The burn and drown colors listed here are unused. Prerelease footage of the game confirms that at one
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* point in development the orange color was to be used while taking damage from hot environments.
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* Based on this, we can assume that the blue heart color was to be used while drowning.
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* In the final game these environments only have a timer and do not damage you continuously.
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*/
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#define HEARTS_BURN_PRIM_R 255
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#define HEARTS_BURN_PRIM_G 190
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#define HEARTS_BURN_PRIM_B 0
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#define HEARTS_BURN_ENV_R 255
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#define HEARTS_BURN_ENV_G 0
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#define HEARTS_BURN_ENV_B 0
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#define HEARTS_DROWN_PRIM_R 100
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#define HEARTS_DROWN_PRIM_G 100
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#define HEARTS_DROWN_PRIM_B 255
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#define HEARTS_DROWN_ENV_R 0
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#define HEARTS_DROWN_ENV_G 0
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#define HEARTS_DROWN_ENV_B 255
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#endif
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