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authorfig02 <fig02srl@gmail.com>2025-06-04 14:38:33 -0400
committerGitHub <noreply@github.com>2025-06-04 14:38:33 -0400
commit28cc9d68cfe4a037eb232d5465b84a943539bca3 (patch)
tree4001d36dccb035576f3cbf17cf9a548cdc9c5b3f /include/interface.h
parente8b708a4480e568f409c8e53986c2e96595b9405 (diff)
Remove "z64" prefix from all headers (#2518)
* z64 - a * z64 - b * z64 - c * z64 - d * z64 - e * z64 - f * z64 - g * z64 - h * z64 - i * z64 - l * z64 - m * z64 - o * z64 - p * z64 - q * z64 - r * z64 - s * z64 - t * z64 - v * restore file * fix merge * fix merge --------- Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
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+#ifndef INTERFACE_H
+#define INTERFACE_H
+
+#include "ultra64.h"
+#include "dma.h"
+#include "view.h"
+
+struct PlayState;
+
+extern u8 _icon_item_staticSegmentRomStart[];
+extern u8 _icon_item_24_staticSegmentRomStart[];
+
+// An "item icon" (gItemIcon*Tex) is 32x32 rgba32
+#define ITEM_ICON_WIDTH 32
+#define ITEM_ICON_HEIGHT 32
+#define ITEM_ICON_SIZE (ITEM_ICON_WIDTH * ITEM_ICON_HEIGHT * 4) // The size in bytes of an item icon
+
+/**
+ * Get the VROM address of the item icon for the specified item.
+ *
+ * @param itemId An ItemId value in the range `ITEM_DEKU_STICK`..`ITEM_FISHING_POLE`
+ */
+#define GET_ITEM_ICON_VROM(itemId) ((uintptr_t)_icon_item_staticSegmentRomStart + ((itemId)*ITEM_ICON_SIZE))
+
+// A "quest icon" (gQuestIcon*Tex) is 24x24 rgba32
+#define QUEST_ICON_WIDTH 24
+#define QUEST_ICON_HEIGHT 24
+#define QUEST_ICON_SIZE (QUEST_ICON_WIDTH * QUEST_ICON_HEIGHT * 4) // The size in bytes of a quest icon
+
+/**
+ * Get the VROM address of the quest icon for the specified item.
+ *
+ * @param itemId An ItemId value in the range `ITEM_MEDALLION_FOREST`..`ITEM_MAGIC_JAR_BIG`
+ */
+#define GET_QUEST_ICON_VROM(itemId) \
+ ((uintptr_t)_icon_item_24_staticSegmentRomStart + (((itemId)-ITEM_MEDALLION_FOREST) * QUEST_ICON_SIZE))
+
+typedef enum DoAction {
+ /* 0x00 */ DO_ACTION_ATTACK,
+ /* 0x01 */ DO_ACTION_CHECK,
+ /* 0x02 */ DO_ACTION_ENTER,
+ /* 0x03 */ DO_ACTION_RETURN,
+ /* 0x04 */ DO_ACTION_OPEN,
+ /* 0x05 */ DO_ACTION_JUMP,
+ /* 0x06 */ DO_ACTION_DECIDE,
+ /* 0x07 */ DO_ACTION_DIVE,
+ /* 0x08 */ DO_ACTION_FASTER,
+ /* 0x09 */ DO_ACTION_THROW,
+ /* 0x0A */ DO_ACTION_NONE, // in do_action_static, the texture at this position is NAVI, however this value is in practice the "No Action" value
+ /* 0x0B */ DO_ACTION_CLIMB,
+ /* 0x0C */ DO_ACTION_DROP,
+ /* 0x0D */ DO_ACTION_DOWN,
+ /* 0x0E */ DO_ACTION_SAVE,
+ /* 0x0F */ DO_ACTION_SPEAK,
+ /* 0x10 */ DO_ACTION_NEXT,
+ /* 0x11 */ DO_ACTION_GRAB,
+ /* 0x12 */ DO_ACTION_STOP,
+ /* 0x13 */ DO_ACTION_PUTAWAY,
+ /* 0x14 */ DO_ACTION_REEL,
+ /* 0x15 */ DO_ACTION_1,
+ /* 0x16 */ DO_ACTION_2,
+ /* 0x17 */ DO_ACTION_3,
+ /* 0x18 */ DO_ACTION_4,
+ /* 0x19 */ DO_ACTION_5,
+ /* 0x1A */ DO_ACTION_6,
+ /* 0x1B */ DO_ACTION_7,
+ /* 0x1C */ DO_ACTION_8,
+ /* 0x1D */ DO_ACTION_MAX
+} DoAction;
+
+// TODO extract this information from the texture definitions themselves
+#define DO_ACTION_TEX_WIDTH 48
+#define DO_ACTION_TEX_HEIGHT 16
+#define DO_ACTION_TEX_SIZE ((DO_ACTION_TEX_WIDTH * DO_ACTION_TEX_HEIGHT) / 2) // (sizeof(gCheckDoActionENGTex))
+
+typedef struct InterfaceContext {
+ /* 0x0000 */ View view;
+ /* 0x0128 */ Vtx* actionVtx;
+ /* 0x012C */ Vtx* beatingHeartVtx;
+ /* 0x0130 */ u8* parameterSegment;
+ /* 0x0134 */ u8* doActionSegment;
+ /* 0x0138 */ u8* iconItemSegment;
+ /* 0x013C */ u8* mapSegment;
+ /* 0x0140 */ char mapPalette[32];
+ /* 0x0160 */ DmaRequest dmaRequest_160;
+ /* 0x0180 */ DmaRequest dmaRequest_180;
+ /* 0x01A0 */ char unk_1A0[0x20];
+ /* 0x01C0 */ OSMesgQueue loadQueue;
+ /* 0x01D8 */ OSMesg loadMsg;
+ /* 0x01DC */ Viewport viewport;
+ /* 0x01EC */ s16 unk_1EC;
+ /* 0x01EE */ u16 unk_1EE;
+ /* 0x01F0 */ u16 unk_1F0;
+ /* 0x01F4 */ f32 unk_1F4;
+ /* 0x01F8 */ s16 naviCalling;
+ /* 0x01FA */ s16 unk_1FA;
+ /* 0x01FC */ s16 unk_1FC;
+ /* 0x01FE */ s16 heartColorOscillator;
+ /* 0x0200 */ s16 heartColorOscillatorDirection;
+ /* 0x0202 */ s16 beatingHeartPrim[3];
+ /* 0x0208 */ s16 beatingHeartEnv[3];
+ /* 0x020E */ s16 heartsPrimR[2];
+ /* 0x0212 */ s16 heartsPrimG[2];
+ /* 0x0216 */ s16 heartsPrimB[2];
+ /* 0x021A */ s16 heartsEnvR[2];
+ /* 0x021E */ s16 heartsEnvG[2];
+ /* 0x0222 */ s16 heartsEnvB[2];
+ /* 0x0226 */ s16 unk_226; // Used only in unused functions
+ /* 0x0228 */ s16 unk_228; // Used only in unused functions
+ /* 0x022A */ s16 beatingHeartOscillator;
+ /* 0x022C */ s16 beatingHeartOscillatorDirection;
+ /* 0x022E */ s16 unk_22E;
+ /* 0x0230 */ s16 lensMagicConsumptionTimer; // When lens is active, 1 unit of magic is consumed every time the timer reaches 0
+ /* 0x0232 */ s16 counterDigits[4]; // used for key and rupee counters
+ /* 0x023A */ u8 numHorseBoosts;
+ /* 0x023C */ u16 unk_23C;
+ /* 0x023E */ u16 hbaAmmo; // ammo while playing the horseback archery minigame
+ /* 0x0240 */ u16 unk_240;
+ /* 0x0242 */ u16 unk_242;
+ /* 0x0224 */ u16 unk_244; // screen fill alpha?
+ /* 0x0246 */ u16 aAlpha; // also carrots alpha
+ /* 0x0248 */ u16 bAlpha; // also HBA score alpha
+ /* 0x024A */ u16 cLeftAlpha;
+ /* 0x024C */ u16 cDownAlpha;
+ /* 0x024E */ u16 cRightAlpha;
+ /* 0x0250 */ u16 healthAlpha; // also max C-Up alpha
+ /* 0x0252 */ u16 magicAlpha; // also Rupee and Key counters alpha
+ /* 0x0254 */ u16 minimapAlpha;
+ /* 0x0256 */ s16 startAlpha;
+ /* 0x0258 */ s16 unk_258;
+ /* 0x025A */ s16 unk_25A;
+ /* 0x025C */ s16 mapRoomNum;
+ /* 0x025E */ s16 mapPaletteIndex; // "map_palete_no"
+ /* 0x0260 */ u8 unk_260;
+ /* 0x0261 */ u8 unk_261;
+ struct {
+ /* 0x0262 */ u8 hGauge; // "h_gage"; unknown?
+ /* 0x0263 */ u8 bButton; // "b_button"
+ /* 0x0264 */ u8 aButton; // "a_button"
+ /* 0x0265 */ u8 bottles; // "c_bottle"
+ /* 0x0266 */ u8 tradeItems; // "c_warasibe"
+ /* 0x0267 */ u8 hookshot; // "c_hook"
+ /* 0x0268 */ u8 ocarina; // "c_ocarina"
+ /* 0x0269 */ u8 warpSongs; // "c_warp"
+ /* 0x026A */ u8 sunsSong; // "m_sunmoon"
+ /* 0x026B */ u8 farores; // "m_wind"
+ /* 0x026C */ u8 dinsNayrus; // "m_magic"; din's fire and nayru's love
+ /* 0x026D */ u8 all; // "another"; enables all item restrictions
+ } restrictions;
+} InterfaceContext; // size = 0x270
+
+/**
+ * Button HUD positions and colors
+ */
+#define A_BUTTON_X 186
+#define A_BUTTON_Y 9
+
+#if !PLATFORM_GC
+#define A_BUTTON_R 90
+#define A_BUTTON_G 90
+#define A_BUTTON_B 255
+#else
+#define A_BUTTON_R 0
+#define A_BUTTON_G 200
+#define A_BUTTON_B 50
+#endif
+
+#define B_BUTTON_X 160
+#define B_BUTTON_Y 17
+
+#if !PLATFORM_GC
+#define B_BUTTON_R 0
+#define B_BUTTON_G 150
+#define B_BUTTON_B 0
+#else
+#define B_BUTTON_R 255
+#define B_BUTTON_G 30
+#define B_BUTTON_B 30
+#endif
+
+#define C_LEFT_BUTTON_X 227
+#define C_LEFT_BUTTON_Y 18
+
+#define C_DOWN_BUTTON_X 249
+#define C_DOWN_BUTTON_Y 34
+
+#define C_RIGHT_BUTTON_X 271
+#define C_RIGHT_BUTTON_Y 18
+
+#define C_UP_BUTTON_X 254
+#define C_UP_BUTTON_Y 16
+
+#if !PLATFORM_GC
+#define START_BUTTON_R 200
+#define START_BUTTON_G 0
+#define START_BUTTON_B 0
+#else
+#define START_BUTTON_R 120
+#define START_BUTTON_G 120
+#define START_BUTTON_B 120
+#endif
+
+/**
+ * These are the colors for the hearts in the interface. The prim color is the red color of the heart
+ * for the base hearts, while the prim color for the double defense hearts is the white outline. The
+ * env color for the base hearts is the purple-ish outline, while the env color for the double defense
+ * hearts is the red color of the hearts.
+ */
+
+#define HEARTS_PRIM_R 255
+#define HEARTS_PRIM_G 70
+#define HEARTS_PRIM_B 50
+
+#define HEARTS_ENV_R 50
+#define HEARTS_ENV_G 40
+#define HEARTS_ENV_B 60
+
+#define HEARTS_DD_PRIM_R 255
+#define HEARTS_DD_PRIM_G 255
+#define HEARTS_DD_PRIM_B 255
+
+#define HEARTS_DD_ENV_R 200
+#define HEARTS_DD_ENV_G 0
+#define HEARTS_DD_ENV_B 0
+
+/**
+ * The burn and drown colors listed here are unused. Prerelease footage of the game confirms that at one
+ * point in development the orange color was to be used while taking damage from hot environments.
+ * Based on this, we can assume that the blue heart color was to be used while drowning.
+ * In the final game these environments only have a timer and do not damage you continuously.
+ */
+
+#define HEARTS_BURN_PRIM_R 255
+#define HEARTS_BURN_PRIM_G 190
+#define HEARTS_BURN_PRIM_B 0
+
+#define HEARTS_BURN_ENV_R 255
+#define HEARTS_BURN_ENV_G 0
+#define HEARTS_BURN_ENV_B 0
+
+#define HEARTS_DROWN_PRIM_R 100
+#define HEARTS_DROWN_PRIM_G 100
+#define HEARTS_DROWN_PRIM_B 255
+
+#define HEARTS_DROWN_ENV_R 0
+#define HEARTS_DROWN_ENV_G 0
+#define HEARTS_DROWN_ENV_B 255
+
+void Interface_ChangeHudVisibilityMode(u16 hudVisibilityMode);
+void Interface_SetSceneRestrictions(struct PlayState* play);
+void Inventory_SwapAgeEquipment(void);
+void Interface_InitHorsebackArchery(struct PlayState* play);
+void func_800849EC(struct PlayState* play);
+void Interface_LoadItemIcon1(struct PlayState* play, u16 button);
+void Interface_LoadItemIcon2(struct PlayState* play, u16 button);
+void func_80084BF4(struct PlayState* play, u16 flag);
+u8 Item_Give(struct PlayState* play, u8 item);
+u8 Item_CheckObtainability(u8 item);
+void Inventory_DeleteItem(u16 item, u16 invSlot);
+s32 Inventory_ReplaceItem(struct PlayState* play, u16 oldItem, u16 newItem);
+s32 Inventory_HasEmptyBottle(void);
+s32 Inventory_HasSpecificBottle(u8 bottleItem);
+void Inventory_UpdateBottleItem(struct PlayState* play, u8 item, u8 button);
+s32 Inventory_ConsumeFairy(struct PlayState* play);
+void Interface_SetDoAction(struct PlayState* play, u16 action);
+void Interface_SetNaviCall(struct PlayState* play, u16 naviCallState);
+void Interface_LoadActionLabelB(struct PlayState* play, u16 action);
+s32 Health_ChangeBy(struct PlayState* play, s16 amount);
+void Rupees_ChangeBy(s16 rupeeChange);
+void Inventory_ChangeAmmo(s16 item, s16 ammoChange);
+void Magic_Fill(struct PlayState* play);
+void Magic_Reset(struct PlayState* play);
+s32 Magic_RequestChange(struct PlayState* play, s16 amount, s16 type);
+void Interface_SetSubTimer(s16 seconds);
+void Interface_SetSubTimerToFinalSecond(struct PlayState* play);
+void Interface_SetTimer(s16 seconds);
+void Interface_Draw(struct PlayState* play);
+void Interface_Update(struct PlayState* play);
+void Interface_Destroy(struct PlayState* play);
+void Interface_Init(struct PlayState* play);
+
+extern s16 gSpoilingItems[3];
+extern s16 gSpoilingItemReverts[3];
+
+#endif