#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 ROOM_0xFE 0xFE // Anchor? #define CORRIDOR_ROOM 0xFF enum TerrainType { // These 3 seem to indicate the 'main' type of the terrain. See helper functions for how they're set. TERRAIN_TYPE_WALL = 0, // x0 When neither TERRAIN_TYPE_NORMAL nor TERRAIN_TYPE_SECONDARY are set TERRAIN_TYPE_NORMAL = 1 << 0, // x1 TERRAIN_TYPE_SECONDARY = 1 << 1, // Water or lava depending on the dungeon. x2 // Rest seems to be flags. TERRAIN_TYPE_CORNER_CUTTABLE = 1 << 2, // x4 This tile can be corner-cut when walking. Seemingly only used during dungeon generation. 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_7 = 1 << 7, // x80 TERRAIN_TYPE_UNBREAKABLE = 1 << 8, // x100 // Cannot be broken by Absolute Mover. Set naturally on key doors. TERRAIN_TYPE_STAIRS = 1 << 9, // x200 TERRAIN_TYPE_UNK_x400 = 1 << 10, TERRAIN_TYPE_UNK_x800 = 1 << 11, TERRAIN_TYPE_UNK_x1000 = 1 << 12, TERRAIN_TYPE_UNK_x2000 = 1 << 13, TERRAIN_TYPE_UNK_x4000 = 1 << 14, TERRAIN_TYPE_UNREACHABLE_FROM_STAIRS = 1 << 15, // 0x8000 }; enum CrossableTerrain { CROSSABLE_TERRAIN_REGULAR, CROSSABLE_TERRAIN_LIQUID, CROSSABLE_TERRAIN_CREVICE, CROSSABLE_TERRAIN_WALL, NUM_CROSSABLE_TERRAIN }; enum SpawnFlags { SPAWN_FLAG_STAIRS = 1 << 0, // x1 - This tile has the stairs. SPAWN_FLAG_ITEM = 1 << 1, // x2 - This tile has an item on it. SPAWN_FLAG_TRAP = 1 << 2, // x4 - This tile has a trap on it. SPAWN_FLAG_MONSTER = 1 << 3, // x8 - This tile has a monster on it. SPAWN_FLAG_SPECIAL_TILE = 1 << 4, // x10 - This is a special tile, such as for Kecleon Shops, items, and traps. SPAWN_FLAG_UNK5 = 1 << 5, // 0x20 - Not fully understood field relating to Secondary Structures. Set to true for all tiles in secondary structure rooms except for Cross or Dot rooms. SPAWN_FLAG_UNK6 = 1 << 6, // 0x40 - Not fully understood field. In the dungeon algorithm, it is set to true on a Warp tile. SPAWN_FLAG_UNK7 = 1 << 7, // 0x80 - Not fully understood field. In the dungeon algorithm, it is set to true for all tiles in a Divider secondary structure room. }; #define VISIBILITY_FLAG_REVEALED 1 // When using Luminous Orb - whole layout is shown, but grayed-out #define VISIBILITY_FLAG_VISITED 2 // Tile was visited, show filled/white layout // size: 0x18 typedef struct Tile { // Uses the TerrainType bit flags. /* 0x0 */ u16 terrainType; u8 fill2[0x4 - 0x2]; u16 spawnOrVisibilityFlags; // Tracks the kinds of entities which should be spawned on this tile. See: SpawnFlags 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 DungeonPos 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; // Helper functions for main terrain types. static inline void SetTerrainType(Tile *tile, u32 terrainType) { tile->terrainType &= ~(TERRAIN_TYPE_NORMAL | TERRAIN_TYPE_SECONDARY); tile->terrainType |= terrainType; } static inline void SetTerrainNormal(Tile *tile) { SetTerrainType(tile, TERRAIN_TYPE_NORMAL); } static inline void SetTerrainSecondary(Tile *tile) { SetTerrainType(tile, TERRAIN_TYPE_SECONDARY); } static inline void SetTerrainWall(Tile *tile) { SetTerrainType(tile, TERRAIN_TYPE_WALL); } static inline s32 GetTerrainType(const Tile *tile) { return tile->terrainType & (TERRAIN_TYPE_NORMAL | TERRAIN_TYPE_SECONDARY); } #endif // GUARD_MAP_H