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Changed UnkTextStruct2_sub to ushorts because they are loaded as int16s in text.s (which I was working on) That might change some current nonmatchings since they revolve around this struct
69 lines
1.9 KiB
C
69 lines
1.9 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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#include "position.h"
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#define MAX_ROOM_COUNT 24 // Empirical max, not sure if the code supports any more.
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#define CORRIDOR_ROOM 0xFF
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enum TerrainType
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{
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TERRAIN_TYPE_NORMAL = 1 << 0,
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TERRAIN_TYPE_SECONDARY = 1 << 1, // Water or lava depending on the dungeon.
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TERRAIN_TYPE_UNK_2 = 1 << 2,
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TERRAIN_TYPE_NATURAL_JUNCTION = 1 << 3,
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TERRAIN_TYPE_IMPASSABLE_WALL = 1 << 4,
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TERRAIN_TYPE_SHOP = 1 << 5,
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TERRAIN_TYPE_IN_MONSTER_HOUSE = 1 << 6,
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TERRAIN_TYPE_UNK_8 = 1 << 8,
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TERRAIN_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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NUM_CROSSABLE_TERRAIN
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};
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// size: 0x18
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struct Tile
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{
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// Uses the TerrainType bit flags.
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/* 0x0 */ u16 terrainType;
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u8 fill2[0x4 - 0x2];
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u16 unk4;
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u16 unk6;
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u8 unk8;
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/* 0x9 */ u8 room;
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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, corresponding to the CrossableTerrain enum.
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/* 0xA */ u8 walkableNeighborFlags[NUM_CROSSABLE_TERRAIN];
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u8 fillE[0x10 - 0xE];
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/* 0x10 */ struct Entity *monster; // Pokémon on the tile.
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/* 0x14 */ struct Entity *object; // Item or trap on the tile.
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};
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// size: 0x1C
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struct RoomData
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{
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u8 unk0;
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u8 unk1;
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// All coordinates are inclusive.
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// These are not aligned properly to use the Position struct.
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/* 0x2 */ s16 bottomRightCornerX;
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/* 0x4 */ s16 bottomRightCornerY;
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/* 0x6 */ s16 topLeftCornerX;
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/* 0x8 */ s16 topLeftCornerY;
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u8 fillA[0xC - 0xA];
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u32 unkC; // bottom right x
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u32 unk10; // bottom right y
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u32 unk14; // top left x
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u32 unk18; // top left y
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};
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#endif
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