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#ifndef M_RANDOM_FIELD_H
#define M_RANDOM_FIELD_H
#include "ultra64.h"
#include "m_collision_bg.h"
#include "game.h"
#include "m_field_make.h"
#define RANDOM_FIELD_DIRECT_ERROR 100
typedef enum RandomFieldDirection {
/* 0 */ RANDOM_FIELD_DIRECT_NORTH,
/* 1 */ RANDOM_FIELD_DIRECT_WEST,
/* 2 */ RANDOM_FIELD_DIRECT_SOUTH,
/* 3 */ RANDOM_FIELD_DIRECT_EAST,
/* 4 */ RANDOM_FIELD_DIRECT_NUM
} RandomFieldDirection;
typedef enum RandomFieldGateType {
/* 0 */ mRF_GATE_NONE,
/* 1 */ mRF_GATE1_TYPE0,
/* 2 */ mRF_GATE1_TYPE1,
/* 3 */ mRF_GATE2_TYPE0,
/* 4 */ mRF_GATE2_TYPE1,
/* 5 */ mRF_GATE3_TYPE0,
/* 6 */ mRF_GATE_TYPE_NUM
} RandomFieldGateType;
typedef struct RandomFieldGate {
/* 0x00 */ s32 ut0;
/* 0x04 */ s32 ut1;
} RandomFieldGate;
#define mRF_BLOCKKIND_NONE (0 << 0)
#define mRF_BLOCKKIND_PLAYER (1 << 0) // Player houses
#define mRF_BLOCKKIND_SHOP (1 << 1)
#define mRF_BLOCKKIND_SHRINE (1 << 2)
#define mRF_BLOCKKIND_POLICE (1 << 3)
#define mRF_BLOCKKIND_POSTOFFICE (1 << 4)
#define mRF_BLOCKKIND_STATION (1 << 5)
#define mRF_BLOCKKIND_CLIFF (1 << 6)
#define mRF_BLOCKKIND_RIVER (1 << 7)
#define mRF_BLOCKKIND_WATERFALL (1 << 8)
#define mRF_BLOCKKIND_BRIDGE (1 << 9)
#define mRF_BLOCKKIND_RAILROAD (1 << 10)
#define mRF_BLOCKKIND_MARINE (1 << 11) // Beach
#define mRF_BLOCKKIND_BORDER (1 << 12)
#define mRF_BLOCKKIND_TUNNEL (1 << 13)
#define mRF_BLOCKKIND_SLOPE (1 << 14)
#define mRF_BLOCKKIND_POOL (1 << 15) // The large pond, not the small pools
#define mRF_BLOCKKIND_DUMP (1 << 16)
#define mRF_BLOCKKIND_RIVER0 (1 << 17) // Flows south
#define mRF_BLOCKKIND_RIVER1 (1 << 18) // Flows east
#define mRF_BLOCKKIND_RIVER2 (1 << 19) // Flows west
#define mRF_BLOCKKIND_RIVER3 (1 << 20) // Flows south then east
#define mRF_BLOCKKIND_RIVER4 (1 << 21) // Flows east then south
#define mRF_BLOCKKIND_RIVER5 (1 << 22) // Flows south then west
#define mRF_BLOCKKIND_RIVER6 (1 << 23) // Flows west then south
#define mRF_BLOCKKIND_CLIFF0 (1 << 24) // Cliff that goes horizontally in an arc across entire block
#define mRF_BLOCKKIND_CLIFF1 (1 << 25) // Bottom part of cliff which juts out, valley on right
#define mRF_BLOCKKIND_CLIFF2 (1 << 26) // Cliff that goes vertically across entire block, valley on right
#define mRF_BLOCKKIND_CLIFF3 (1 << 27) // Top part of cliff which juts out, valley on right
#define mRF_BLOCKKIND_CLIFF4 (1 << 28) // Top part of cliff which juts out, valley on left
#define mRF_BLOCKKIND_CLIFF5 (1 << 29) // Cliff that goes vertically across entire block, valley on left
#define mRF_BLOCKKIND_CLIFF6 (1 << 30) // Bottom part of cliff that juts out, valley on left
#define mRF_BLOCKKIND_31 (1 << 31) // Not used in `mRF_block_info`
// void* mRF_Malloc(Game* game, size_t size);
// void mRF_Free(Game* game, void* ptr);
s32* mRF_StepNo(void);
s32* mRF_TryCnt(void);
// void mRF_PrintDebug(gfxprint* gfxprint);
void mRF_MakeRandomField(FieldMakeCombination* combi_table, FieldMakeComboInfo* combi_info, s32 combi_count, Game* game);
u32 mRF_Type2BlockInfo(u8 blockType);
// u8 mRF_Info2BlockType(u32 blockInfo);
// s32 mRF_GateType2GateCount(s32 gateType);
s32 mRF_SearchPond(s32* utX, s32* utZ, s32 blockX, s32 blockZ);
// s32 mRF_Attr2BeastRoadAttr(s32 attribute);
// s32 mRF_BlockTypeDirect2GateType(u8 blockType, s32 direct);
RandomFieldGate* mRF_BlockTypeDirect2GateData(s32* gateCount, u8 blockType, s32 direct);
// s32 mRF_BlockInf2CheckBeastRoad(u8 blockType, mCoBG_unkStructUnion* collisionData);
void mRF_CheckBeastRoad();
#endif
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