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* 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>
62 lines
1.5 KiB
C
62 lines
1.5 KiB
C
#ifndef GUARD_MAP_H
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#define GUARD_MAP_H
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#include "dungeon_entity.h"
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#define MAX_ROOM_COUNT 24 // Empirical max, not sure if the code supports any more.
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struct MapTile
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{
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/* 0x0 */ u8 tileFlags;
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/* 0x1 */ bool8 stairs;
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u8 fill2[0x9 - 0x2];
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/* 0x9 */ u8 roomIndex;
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// Bitwise flags for whether Pokémon can move to an adjacent tile. Bits correspond to directions in direction.h.
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// Different sets of flags are used for Pokémon that can cross special terrain.
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/* 0xA */ u8 canMoveAdjacent;
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/* 0xB */ u8 canMoveAdjacentLiquid;
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/* 0xC */ u8 canMoveAdjacentCrevice;
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/* 0xD */ u8 canMoveAdjacentWall;
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u8 fillE[0x10 - 0xE];
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/* 0x10 */ struct DungeonEntity *pokemon; // Pokémon on the tile.
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/* 0x14 */ struct DungeonEntity *mapObject; // Item or trap on the tile.
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};
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struct MapRoom
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{
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u8 fill0[0x2 - 0x0];
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// All coordinates are inclusive.
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/* 0x2 */ s16 startX;
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/* 0x4 */ s16 startY;
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/* 0x6 */ s16 endX;
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/* 0x8 */ s16 endY;
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u8 fillA[0x1C - 0xA];
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};
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struct RoomExit
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{
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s16 x;
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s16 y;
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};
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enum TileFlag
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{
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TILE_TYPE_FLOOR = 1 << 0,
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TILE_TYPE_LIQUID = 1 << 2, // Water or lava depending on the dungeon.
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TILE_TYPE_ROOM_EXIT = 1 << 3,
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TILE_TYPE_MAP_EDGE = 1 << 4,
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TILE_TYPE_SHOP = 1 << 5,
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TILE_TYPE_MONSTER_HOUSE = 1 << 6,
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TILE_TYPE_STAIRS = 1 << 9
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};
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enum CrossableTerrain
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{
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CROSSABLE_TERRAIN_REGULAR = 0,
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CROSSABLE_TERRAIN_LIQUID = 1,
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CROSSABLE_TERRAIN_CREVICE = 2,
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CROSSABLE_TERRAIN_WALL = 3,
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};
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#endif
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