pmd-red/include/structs/str_ground_bg.h
2026-02-07 19:39:59 +00:00

167 lines
4.6 KiB
C

#ifndef GUARD_STR_GROUND_BG_H
#define GUARD_STR_GROUND_BG_H
#include "structs/str_file_system.h"
#include "structs/str_202EE8C.h"
#include "structs/str_position.h"
#define UNK_0_ARR_COUNT 14
#define UNK_E0_ARR_COUNT 32
#define UNK_3E0_ARR_COUNT 2
#define NUM_LAYERS 2
#define MAX_BPA_SLOTS 4
typedef struct SubStruct_0
{
s16 unk0;
s16 unk2;
const void *unk4;
const void *unk8;
u8 fillC;
} SubStruct_0;
struct BpaHeader
{
u8 numTiles; // The number of individual tiles.
s16 numFrames; // The number of frames for each tile.
s32 durationPerFrame[0]; // Settings for each frame. One entry per frame.
// Tiles data below
};
typedef struct SubStruct_3E0
{
u8 unk0;
u8 unk1;
s16 unk2;
s16 unk4;
OpenedFile *bpaFile;
const struct BpaHeader *unkC;
const void *unk10;
const void *unk14;
const void *unk18;
const void *unk1C;
void *unk20;
u32 unk24;
} SubStruct_3E0;
typedef struct MapRender
{
s16 chunkDimensions;
s16 unk2;
s16 numBgs;
bool8 wrapAround;
s32 widthChunks;
s32 heightChunks;
PixelPos mapSizePixels;
void (*tilemapRenderFunc)(struct MapRender *);
u16 *tileMappings;
u16 *chunkMappings[NUM_LAYERS];
u16 *bgTilemaps[NUM_LAYERS];
PixelPos cameraPos;
PixelPos tilePos;
PixelPos chunkPos;
PixelPos bgRegOffsets; // Either bg2 or bg3
} MapRender;
// Size: 0xC
typedef struct BmaHeader
{
// Map width/height that the camera in game will travel in tiles. Also the width/height of the collision and unknown data layers! For most maps (Map Width Chunks) * (Tiling Width) = (Map Width Camera).
/* 0x0 */ u8 mapWidthTiles;
/* 0x1 */ u8 mapHeightTiles;
// Width/Height of chunks in tiles. Always 3, the value is ignored for these.
/* 0x2 */ u8 tilingWidth;
/* 0x3 */ u8 tilingHeight;
// Map width/height in chunks. Also the width/height of the chunk mappings.
/* 0x4 */ u8 mapWidthChunks;
/* 0x5 */ u8 mapHeightChunks;
/* 0x6 */ u16 numLayers; // Number of layers in this map. Must match BPC layer size. Allowed values are only 1 or 2.
/* 0x8 */ s16 hasDataLayer; // Seems to be a boolean flag (0 or 1). If >0, the Unknown Data Layer exists.
/* 0xA */ s16 hasCollision; // Number of Collision layers. 0, 1 or 2.
} BmaHeader;
// size: 0x18?
typedef struct SubStruct_52C
{
s16 unk0; // 0x52C
s16 unk2; // 0x52E
s16 unk4; // 0x530
s16 unk6; // 0x532
s16 unk8; // 0x534
s16 unkA; // 0x536
s16 numLayers; // 0x538
s16 unkE; // 0x53A
s16 unk10; // 0x53C
s16 unk12; // 0x53E
u8* (*unk14)(void *, const u8 *, BmaHeader *, s32); // TODO: fix void * to proper ptr types 0x540
} SubStruct_52C;
typedef struct LayerSpecs
{
// Apparently these two fields are not present in pmd-sky?
s16 chunkWidth; // Must be 2 or 3
s16 chunkHeight; // Must be 2 or 3
s16 numTiles; // The number of tiles stored in the data + 1. The +1 is the null tile at the beginning of tiles.
s16 bpaSlotNumTiles[MAX_BPA_SLOTS]; // The number of tiles in the BPA on this slot. 0 if no BPA is assigned.
s16 numChunks; // Number of chunks in the tilemap + 1. The +1 is the null chunk at the beginning of tile mappings, that is not stored.
} LayerSpecs;
typedef struct AnimationSpecification
{
s16 durationPerFrame; // Time in game frames to hold a single palette frame for
s16 numFrames; // Number of frames. This is also usually the length of frames in animation palette, but it can also be less.
} AnimationSpecification;
typedef struct BplHeader
{
s16 numPalettes;
s16 hasPalAnimations;
// RGB palettes
// Animation Specification array
// Animation RGB palettes
} BplHeader;
// Note: Always 3x3 in Sky
#define CHUNK_DIMENSIONS_INVALID 0
#define CHUNK_DIMENSIONS_2x2 1
#define CHUNK_DIMENSIONS_3x3 2
// size: 0x55C
typedef struct GroundBg
{
SubStruct_0 unk0[UNK_0_ARR_COUNT];
AnimatedColor unkE0[UNK_E0_ARR_COUNT];
SubStruct_3E0 unk3E0[UNK_3E0_ARR_COUNT];
OpenedFile *bplFile;
OpenedFile *bpcFile;
OpenedFile *bmaFile;
OpenedFile *unk43C;
OpenedFile *unk440;
s16 mapFileId;
BmaHeader bmaHeader;
LayerSpecs layerSpecs;
BplHeader bplHeader;
const u8 *decompressedBMAData;
const AnimationSpecification *animationSpecifications;
u8 unk470;
u8 unk471;
s32 unk474;
PixelPos cameraPixelPosition[NUM_LAYERS];
struct MapRender mapRender[NUM_LAYERS];
u16 chunkDimensions;
u8 unk52A;
SubStruct_52C unk52C;
u16 *unk544;
u16 *tileMappings;
u16 *chunkMappings[NUM_LAYERS];
u16 *bgTilemaps[NUM_LAYERS];
} GroundBg;
extern GroundBg *gGroundMapDungeon_3001B70;
#endif // GUARD_STR_GROUND_BG_H