214 lines
5.0 KiB
C
214 lines
5.0 KiB
C
#ifndef AREA_H
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#define AREA_H
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#include "../include/PR/ultratypes.h"
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#include "../include/types.h"
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#include "camera.h"
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//#include "engine/graph_node.h"
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struct WarpNode
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{
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/*00*/
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u8 id;
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/*01*/
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u8 destLevel;
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/*02*/
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u8 destArea;
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/*03*/
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u8 destNode;
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};
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struct ObjectWarpNode
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{
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/*0x00*/
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struct WarpNode node;
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/*0x04*/
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struct Object *object;
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/*0x08*/
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struct ObjectWarpNode *next;
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};
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// From Surface 0x1B to 0x1E
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#define INSTANT_WARP_INDEX_START 0x00 // Equal and greater than Surface 0x1B
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#define INSTANT_WARP_INDEX_STOP 0x04 // Less than Surface 0x1F
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struct InstantWarp
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{
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/*0x00*/
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u8 id; // 0 = 0x1B / 1 = 0x1C / 2 = 0x1D / 3 = 0x1E
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/*0x01*/
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u8 area;
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/*0x02*/
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Vec3s displacement;
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};
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struct SpawnInfo
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{
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/*0x00*/
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Vec3f startPos;
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/*0x06*/
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Vec3s startAngle;
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/*0x0C*/
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s8 areaIndex;
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/*0x0D*/
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s8 activeAreaIndex;
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/*0x10*/
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u32 behaviorArg;
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/*0x14*/
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void *behaviorScript;
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/*0x18*/
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struct GraphNode *unk18;
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/*0x1C*/
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struct SpawnInfo *next;
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};
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struct UnusedArea28
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{
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/*0x00*/
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s16 unk00;
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/*0x02*/
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s16 unk02;
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/*0x04*/
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s16 unk04;
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/*0x06*/
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s16 unk06;
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/*0x08*/
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s16 unk08;
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};
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struct Whirlpool
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{
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/*0x00*/
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Vec3s pos;
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/*0x03*/
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s16 strength;
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};
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struct Area
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{
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/*0x00*/
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s8 index;
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/*0x01*/
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s8 flags; // Only has 1 flag: 0x01 = Is this the active area?
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// /*0x02*/ u16 terrainType; // default terrain of the level (set from level script cmd 0x31) ; in libsm64 terrain is defined in the Surface struct
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/*0x04*/
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struct GraphNodeRoot *unk04; // geometry layout data
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/*0x08*/
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s16 *terrainData; // collision data (set from level script cmd 0x2E)
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/*0x0C*/
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s8 *surfaceRooms; // (set from level script cmd 0x2F)
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/*0x10*/
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s16 *macroObjects; // Macro Objects Ptr (set from level script cmd 0x39)
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/*0x14*/
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struct ObjectWarpNode *warpNodes;
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/*0x18*/
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struct WarpNode *paintingWarpNodes;
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/*0x1C*/
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struct InstantWarp *instantWarps;
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/*0x20*/
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struct SpawnInfo *objectSpawnInfos;
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/*0x24*/
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struct Camera *camera;
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/*0x28*/
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struct UnusedArea28 *unused28; // Filled by level script 0x3A, but is unused.
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/*0x2C*/
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struct Whirlpool *whirlpools[2];
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/*0x34*/
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u8 dialog[2]; // Level start dialog number (set by level script cmd 0x30)
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/*0x36*/
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u16 musicParam;
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/*0x38*/
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u16 musicParam2;
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};
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// All the transition data to be used in screen_transition.c
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struct WarpTransitionData
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{
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/*0x00*/
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u8 red;
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/*0x01*/
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u8 green;
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/*0x02*/
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u8 blue;
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/*0x04*/
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s16 startTexRadius;
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/*0x06*/
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s16 endTexRadius;
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/*0x08*/
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s16 startTexX;
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/*0x0A*/
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s16 startTexY;
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/*0x0C*/
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s16 endTexX;
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/*0x0E*/
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s16 endTexY;
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/*0x10*/
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s16 texTimer; // always 0, does seems to affect transition when disabled
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};
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#define WARP_TRANSITION_FADE_FROM_COLOR 0x00
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#define WARP_TRANSITION_FADE_INTO_COLOR 0x01
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#define WARP_TRANSITION_FADE_FROM_STAR 0x08
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#define WARP_TRANSITION_FADE_INTO_STAR 0x09
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#define WARP_TRANSITION_FADE_FROM_CIRCLE 0x0A
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#define WARP_TRANSITION_FADE_INTO_CIRCLE 0x0B
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#define WARP_TRANSITION_FADE_FROM_MARIO 0x10
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#define WARP_TRANSITION_FADE_INTO_MARIO 0x11
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#define WARP_TRANSITION_FADE_FROM_BOWSER 0x12
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#define WARP_TRANSITION_FADE_INTO_BOWSER 0x13
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struct WarpTransition
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{
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/*0x00*/
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u8 isActive; // Is the transition active. (either TRUE or FALSE)
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/*0x01*/
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u8 type; // Determines the type of transition to use (circle, star, etc.)
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/*0x02*/
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u8 time; // Amount of time to complete the transition (in frames)
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/*0x03*/
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u8 pauseRendering; // Should the game stop rendering. (either TRUE or FALSE)
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/*0x04*/
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struct WarpTransitionData data;
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};
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// extern struct GraphNode **gLoadedGraphNodes;
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// extern struct SpawnInfo gPlayerSpawnInfos[];
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// extern struct GraphNode *D_8033A160[];
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// extern struct Area gAreaData[];
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// extern struct WarpTransition gWarpTransition;
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// extern s16 gCurrCourseNum;
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// extern s16 gCurrActNum;
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// extern s16 gCurrAreaIndex;
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// extern s16 gSavedCourseNum;
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// extern s16 gPauseScreenMode;
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// extern s16 gSaveOptSelectIndex;
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//
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// extern struct SpawnInfo *gMarioSpawnInfo;
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//
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// extern struct Area *gAreas;
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// extern struct Area *gCurrentArea;
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//
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// extern s16 gCurrSaveFileNum;
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// extern s16 gCurrLevelNum;
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// void override_viewport_and_clip(Vp *a, Vp *b, u8 c, u8 d, u8 e);
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// void print_intro_text(void);
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// u32 get_mario_spawn_type(struct Object *o);
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// struct ObjectWarpNode *area_get_warp_node(u8 id);
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// void clear_areas(void);
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// void clear_area_graph_nodes(void);
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// void load_area(s32 index);
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// void unload_area(void);
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// void load_mario_area(void);
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// void unload_mario_area(void);
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// void change_area(s32 index);
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// void area_update_objects(void);
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// void play_transition(s16 transType, s16 time, u8 red, u8 green, u8 blue);
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// void play_transition_after_delay(s16 transType, s16 time, u8 red, u8 green, u8 blue, s16 delay);
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// void render_game(void);
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#endif // AREA_H
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