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oot/include/map.h
Dragorn421 fbf797f1e2
[headers] Create gfxalloc.h, map.h, move protos to gfx.h, z64{player,view}.h (#2233)
* [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
2024-09-27 14:51:00 -04:00

79 lines
3.3 KiB
C

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