#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