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Retnuhytnuob d55c2eb214 Consts for Bonus Loop, remaining board element states (#263)
Helper macros:
* BoardIn/NotInActivityMobe
* Start Of Even Bonus loop & RayquazaCatchChanceTrip

States:
* Bonus stage loop
* Sapphire Shop Gate (plusle/minun) & index consts + shock wall anim state
* Spoink Launcher
* Makuhita
* Seedot
* Zigzagoon
* Pelipper
* Nuzleaf
2026-09-11 21:19:07 -05:00

224 lines
7.6 KiB
C

#ifndef GUARD_MAIN_H
#define GUARD_MAIN_H
#include "global.h"
#include "constants/ereader.h"
#include "constants/high_scores.h"
#include "constants/pinball_inputs.h"
#include "constants/species.h"
#include "constants/palette_mappings.h"
#include "constants/sprite_groups.h"
#include "functions.h"
struct HighScoreEntry
{
union {
struct {
u32 name[HIGH_SCORE_NAME_LENGTH];
u32 scoreHi;
u32 scoreLo;
} parts;
u32 raw[HIGH_SCORE_NAME_LENGTH + 2];
} data;
}; // size: 0x18
// This is probably permanently saved data like pokedex and high scores.
struct SaveData
{
/*0x74*/ u8 pokedexFlags[NUM_SPECIES];
/*0x141*/ bool8 rumbleEnabled;
/*0x142*/ u8 ballSpeed;
/*0x143*/ u8 buttonConfigType;
/*0x144*/ u16 customButtonConfig[NUM_PINBALL_INPUTS][2];
/*0x158*/ struct HighScoreEntry highScores[2][NUM_HIGH_SCORES];
/*0x2D8*/ s8 signature[10];
u16 checksum;
u32 saveChangeCounter;
};
struct Main
{
/*0x00*/ u8 filler0[0x2];
/*0x02*/ u8 mainState;
/*0x03*/ u8 subState;
/*0x04*/ u8 selectedField;
/*0x05*/ u8 tempField;
/*0x06*/ u8 isBonusField;
/*0x07*/ s8 eReaderBonuses[NUM_EREADER_CARDS];
/*0x0C*/ u8 sramError;
/*0x0D*/ u8 continueFromSave;
/*0x0E*/ u8 gameExitState;
// UnkF hold a Bitmask for the following:
// x1 mode start banner Evo/Catch/Travel,
// x2 paused,
// x4 debug mode,
// x8 Reset Ball (ball saver)
// x10 End of ball (lose life reset Ball),
// x20 end of game,
// x40 End of bonus with expired timer,
// x80 Bonus Score banner
// Most cause a board state transition once conditions are met.
/*0x0F*/ u8 modeChangeFlags;
/*0x10*/ u8 debugMenuCursorIndex;
/*0x11*/ u8 pendingModeChangeType;
/*0x12*/ u16 animationTimer;
/*0x14*/ u16 modeChangeDelayTimer;
/*0x16*/ u16 dispcntBackup;
/*0x18*/ u16 newKeys;
/*0x1A*/ u16 releasedKeys;
/*0x1C*/ u16 heldKeys;
/*0x1E*/ u8 filler1E[0x2];
/*0x20*/ u16 unk20;
/*0x22*/ u8 filler22[0x4];
/*0x26*/ s16 vCount;
/*0x28*/ s16 shopPanelActive;
/*0x2A*/ s16 shopPanelSlideOffset;
/*0x2C*/ s16 scoreOverlayActive;
/*0x2E*/ s16 kecleonOverlayHeight;
/*0x30*/ u16 idleDemoVariant;
/*0x32*/ u8 filler32[0x4];
/*0x36*/ u8 blendEnabled;
/*0x38*/ volatile u16 blendControl;
/*0x3A*/ volatile u16 blendAlpha;
/*0x3C*/ volatile u16 blendBrightness;
// may be a sub-struct. possibly for saved game?
/*0x40*/ int hasSavedGame;
/***
* Allows for 'board' level indirect sprite group references, so that multiple boards
* use a shared 'logical' reference for a sprite group, separate from the actual group
* being used for the specific board.
*
* EG: all fieldSpriteGroup[board][0] are a reference to the ball sprite group, but the
* actual sprite groups used for the ball (by field) are groups 70/74/11/22/18/26/38/13.
*
* Non boss bonuses use 2 entries (ball/respawn graphics)
* Boss bonus boards use those 2, plus an additional 5 for the 'capture' cutscene.
* Main boards have several, for shared features on the 2 main boards.
***/
/*0x44*/ struct SpriteGroup **fieldSpriteGroups;
/*0x48*/ int rngValue;
/*0x4C*/ u32 systemFrameCount;
/*0x50*/ u32 fieldFrameCount;
/*0x54*/ u32 idleFrameCounter;
/*0x58*/ u32 finalScoreLo;
/*0x5C*/ u32 finalScoreHi;
/***
* First index = 'Action'
* 0:left flipper, 1:right flipper, 2:tilt left, 3:tilt right, 4=tilt up
*
* Second index
* An action can be triggered by pressing 2 buttons simultaneously
* Each data element holds a mask for the button it looks for.
***/
/*0x60*/ u16 buttonConfigs[NUM_PINBALL_INPUTS][2];
// This field must be accessed using the following macro to produce matching code.
#define gMain_saveData (*(struct SaveData *)(&gMain.saveData))
/*0x74*/ struct SaveData saveData;
/*0x2E8*/ struct BgOffsets bgOffsets[4];
/*0x2F8*/ struct SpriteGroup spriteGroups[NUM_SPRITE_GROUPS];
/*Note: spriteGroups is 100 groups of size B8. Extends to 4AD7.
0 1 2 3 4 5 6 7 8 9
00 2F8, 3B0, 468, 520, 5D8, 690, 748, 800, 8B8, 970,
10 A28, AE0, B98, C50, D08, DC0, E78, F30, FE8, 10A0,
20 1158, 1210, 12C8, 1380, 1438, 14F0, 15A8, 1660, 1718, 17D0,
30 1888, 1940, 19F8, 1AB0, 1B68, 1C20, 1CD8, 1D90, 1E48, 1F00,
40 1FB8, 2070, 2128, 21E0, 2298, 2350, 2408, 24C0, 2578, 2630,
50 26E8, 27A0, 2858, 2910, 29C8, 2A80, 2B38, 2BF0, 2CA8, 2D60,
60 2E18, 2ED0, 2F88, 3040, 30F8, 31B0, 3268, 3320, 33D8, 3490,
70 3548, 3600, 36B8, 3770, 3828, 38E0, 3998, 3A50, 3B08, 3BC0,
80 3C78, 3D30, 3DE8, 3EA0, 3F58, 4010, 40C8, 4180, 4238, 42F0,
90 43A8, 4460, 4518, 45D0, 4688, 4740, 47F8, 48B0, 4968, 4A20*/
};
enum bonusStageLoop{
BONUS_STAGE_LOOP_START = 0, // Going into Kecleon/Dusclops
BONUS_STAGE_LOOP_FIRST_SIMPLE_CLEARED, // Going into Groudon/Kyogre
BONUS_STAGE_LOOP_FIRST_BOSS_CLEARED, // Going into 2nd Kecleon/Dusclops
BONUS_STAGE_LOOP_SECOND_SIMPLE_CLEARED, // Going into 2nd Groudon/Kyogre
BONUS_STAGE_LOOP_SECOND_BOSS_CLEARED, // Going into Rayquaza
BONUS_STAGE_LOOP_COUNT
};
#define StartOfEvenBonusLoop (gCurrentPinballGame->numCompletedBonusStages / BONUS_STAGE_LOOP_COUNT) % 2 == 0
#define RayquazaCatchChanceTrip gCurrentPinballGame->numCompletedBonusStages % (2*BONUS_STAGE_LOOP_COUNT) == BONUS_STAGE_LOOP_COUNT + BONUS_STAGE_LOOP_SECOND_BOSS_CLEARED
extern struct Main gMain;
extern u32 IntrMain_Buffer[0x200];
extern u32 IntrMain[];
extern IntrFunc *gVBlankIntrFuncPtr;
extern IntrFunc *gVCountIntrFuncPtr;
extern int gRumbleLoopCounter;
extern int gRumbleFrameCounter;
extern int gRumbleMotorMode;
extern u32 gSio32ReconnectTimer;
extern int gSio32SerialEnabled;
extern int gRumblePatternIndex;
extern int gRumblePatternPosition;
extern int gRumbleCommand;
extern int gRumblePaused;
extern int gRumbleSpeedMode;
extern int gGameBoyPlayerEnabled;
extern u8 gSio32CommState;
extern u8 gGbPlayerTilemapBuffer[];
#define INTR_COUNT 14
extern IntrFunc gIntrTable[14];
extern void (*gMainCallback)(void);
extern void (*gVCountIntrFuncShadow)(void);
extern void (*gVBlankIntrFuncShadow)(void);
extern void (*gMainCallbackShadow)(void);
extern StateFunc gMainFuncs[];
extern struct OamData gOamBuffer[128];
void FadeInScreen(void);
void FadeOutScreen(void);
void ClearGraphicsMemory(void);
void ClearBgTilemapAndOffsets(void);
void ClearSprites(void);
u32 Random(void);
void VBlankIntr(void);
void VCountIntr(void);
void SerialIntr(void);
void Timer3Intr(void);
void EnableVBlankInterrupts(void);
void DisableVBlankInterrupts(void);
void MainLoopIter(void);
void DefaultMainCallback(void);
#define RESTART_GAME_BUTTONS (A_BUTTON | B_BUTTON | SELECT_BUTTON | START_BUTTON)
enum PerFrameProcess{
PER_FRAME_PROCESS_DEFAULT_SPRITE_STATES = 0,
PER_FRAME_PROCESS_PAUSE_LOGIC = 1,
PER_FRAME_PROCESS_CAMERA_SHAKE_AND_DRAIN = 2,
PER_FRAME_PROCESS_BOARD_LOGIC = 3,
PER_FRAME_PROCESS_FLIPPER_LOGIC = 4,
PER_FRAME_PROCESS_BALL_MOVEMENT = 5,
PER_FRAME_PROCESS_COLLISION = 6,
PER_FRAME_PROCESS_DRAW_BALL = 7,
PER_FRAME_PROCESS_HUD_UPDATE = 8
};
#define PER_FRAME_PROCESS_PHASE_COUNT 9
enum TiltShakeDirection{
TILT_SHAKE_DIRECTION_LEFT = 0,
TILT_SHAKE_DIRECTION_RIGHT = 1,
TILT_SHAKE_DIRECTION_UP = 2
};
enum BonusReturnLocation{
BONUS_RETURN_LOCATION_CENTER_KICKOUT = 0,
BONUS_RETURN_LOCATION_WHISCASH = 1,
BONUS_RETURN_LOCATION_PELIPPER = 2
};
#endif // GUARD_MAIN_H