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Documents: - great_marsh_lookout, which handles the scene launched by interacting with the binoculars in the Great Marsh lookout - great_marsh_binoculars, which handles the map/mon sprite view part of that scene - some incidental stuff I found while working on those, including the func that loads dual slot encounters and some stuff with the SpecialEncounter struct
29 lines
1022 B
C
29 lines
1022 B
C
#ifndef POKEPLATINUM_GREAT_MARSH_BINOCULARS_H
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#define POKEPLATINUM_GREAT_MARSH_BINOCULARS_H
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#include "field/field_system_decl.h"
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#include "great_marsh_lookout.h"
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#include "location.h"
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typedef struct BinocularCoords {
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u16 x;
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u16 z;
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} BinocularCoords;
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// Data used to control the map view displayed while using the Great Marsh lookout binoculars.
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typedef struct GreatMarshBinoculars {
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BinocularCoords coordsList[BINOCULARS_CYCLE_COUNT + 1];
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Location viewLocation;
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FieldSystem *fieldSystem;
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int lookoutMapId;
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} GreatMarshBinoculars;
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int GreatMarshBinoculars_GetMonSpecies(FieldSystem *fieldSystem);
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GreatMarshBinoculars *GreatMarshBinoculars_InitData(const int heapId, FieldSystem *fieldSystem);
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void GreatMarshBinoculars_FreeData(GreatMarshBinoculars *data);
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void GreatMarshBinoculars_SetNextLocationWithCoords(const u8 cycleNum, GreatMarshBinoculars *binocularsData);
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Location *GreatMarshBinoculars_GetLocation(GreatMarshBinoculars *binocData);
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#endif // POKEPLATINUM_GREAT_MARSH_BINOCULARS_H
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