pmd-red/include/map.h
Cheng Hann Gan 8237e29a16
Defined more in-dungeon structs and enums (#53)
* Defined DungeonEntity

* Rename EntityType enums

* Revert EntityType rename

* Defined more in-dungeon structs and enums

* Added more dungeon global structs/enums

* Prefixed dungeonGlobalData with g

* Fixed compile errors

* Removed some CRLFs

* Fixed compile after merge

* Revert Makefile

* Rename DungeonEntityData.entityType

Co-authored-by: Seth Barberee <seth.barberee@gmail.com>

* Renamed symbols per PR comments

Co-authored-by: Cheng Hann Gan <chenghann_gan@ultimatesoftware.com>
Co-authored-by: Seth Barberee <seth.barberee@gmail.com>
2021-09-09 16:22:48 -07:00

62 lines
1.5 KiB
C

#ifndef GUARD_MAP_H
#define GUARD_MAP_H
#include "dungeon_entity.h"
#define MAX_ROOM_COUNT 24 // Empirical max, not sure if the code supports any more.
struct MapTile
{
/* 0x0 */ u8 tileFlags;
/* 0x1 */ bool8 stairs;
u8 fill2[0x9 - 0x2];
/* 0x9 */ u8 roomIndex;
// 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.
/* 0xA */ u8 canMoveAdjacent;
/* 0xB */ u8 canMoveAdjacentLiquid;
/* 0xC */ u8 canMoveAdjacentCrevice;
/* 0xD */ u8 canMoveAdjacentWall;
u8 fillE[0x10 - 0xE];
/* 0x10 */ struct DungeonEntity *pokemon; // Pokémon on the tile.
/* 0x14 */ struct DungeonEntity *mapObject; // Item or trap on the tile.
};
struct MapRoom
{
u8 fill0[0x2 - 0x0];
// All coordinates are inclusive.
/* 0x2 */ s16 startX;
/* 0x4 */ s16 startY;
/* 0x6 */ s16 endX;
/* 0x8 */ s16 endY;
u8 fillA[0x1C - 0xA];
};
struct RoomExit
{
s16 x;
s16 y;
};
enum TileFlag
{
TILE_TYPE_FLOOR = 1 << 0,
TILE_TYPE_LIQUID = 1 << 2, // Water or lava depending on the dungeon.
TILE_TYPE_ROOM_EXIT = 1 << 3,
TILE_TYPE_MAP_EDGE = 1 << 4,
TILE_TYPE_SHOP = 1 << 5,
TILE_TYPE_MONSTER_HOUSE = 1 << 6,
TILE_TYPE_STAIRS = 1 << 9
};
enum CrossableTerrain
{
CROSSABLE_TERRAIN_REGULAR = 0,
CROSSABLE_TERRAIN_LIQUID = 1,
CROSSABLE_TERRAIN_CREVICE = 2,
CROSSABLE_TERRAIN_WALL = 3,
};
#endif