ref: 9f2de022ddb043baa482b773ce022f55fe9ef9ba
dir: /dungeon.h/
#pragma once typedef struct RoomBounds RoomBounds; enum { kDoorType_Regular = 0, kDoorType_Regular2 = 2, kDoorType_4 = 4, kDoorType_EntranceDoor = 6, kDoorType_WaterfallTunnel = 8, kDoorType_EntranceLarge = 10, kDoorType_EntranceLarge2 = 12, kDoorType_EntranceCave = 14, kDoorType_EntranceCave2 = 16, kDoorType_ExitToOw = 18, kDoorType_ThroneRoom = 20, kDoorType_PlayerBgChange = 22, kDoorType_ShuttersTwoWay = 24, kDoorType_InvisibleDoor = 26, kDoorType_SmallKeyDoor = 0x1c, kDoorType_1E = 0x1e, kDoorType_StairMaskLocked0 = 32, kDoorType_StairMaskLocked1 = 34, kDoorType_StairMaskLocked2 = 36, kDoorType_StairMaskLocked3 = 38, kDoorType_BreakableWall = 0x28, kDoorType_LgExplosion = 48, kDoorType_Slashable = 50, kDoorType_36 = 0x36, kDoorType_38 = 0x38, kDoorType_RegularDoor33 = 64, kDoorType_Shutter = 68, kDoorType_WarpRoomDoor = 70, kDoorType_ShutterTrapUR = 72, kDoorType_ShutterTrapDL = 74, }; typedef struct DungPalInfo { uint8 pal0; uint8 pal1; uint8 pal2; uint8 pal3; } DungPalInfo; extern const uint8 kDungAnimatedTiles[24]; uint16 *DstoPtr(uint16 d); void Object_Fill_Nx1(int n, const uint16 *src, uint16 *dst); void Object_Draw_5x4(const uint16 *src, uint16 *dst); void Object_Draw_4x2_BothBgs(const uint16 *src, uint16 dsto); void Object_ChestPlatform_Helper(const uint16 *src, int dsto); void Object_Hole(const uint16 *src, uint16 *dst); void LoadType1ObjectSubtype1(uint8 idx, uint16 *dst, uint16 dsto); void Object_DrawNx3_BothBgs(int n, const uint16 *src, int dsto); void LoadType1ObjectSubtype2(uint8 idx, uint16 *dst, uint16 dsto); void Object_BombableFloorHelper(uint16 a, const uint16 *src, const uint16 *src_below, uint16 *dst, uint16 dsto); void LoadType1ObjectSubtype3(uint8 idx, uint16 *dst, uint16 dsto); void RoomBounds_AddA(RoomBounds *r); void RoomBounds_AddB(RoomBounds *r); void RoomBounds_SubB(RoomBounds *r); void RoomBounds_SubA(RoomBounds *r); void Dungeon_StartInterRoomTrans_Left(); void Dung_StartInterRoomTrans_Left_Plus(); void Dungeon_StartInterRoomTrans_Up(); void Dungeon_StartInterRoomTrans_Down(); void Dungeon_Store2x2(uint16 pos, uint16 t0, uint16 t1, uint16 t2, uint16 t3, uint8 attr); uint16 Dungeon_MapVramAddr(uint16 pos); uint16 Dungeon_MapVramAddrNoSwap(uint16 pos); void Door_Up_EntranceDoor(uint16 dsto); void Door_Down_EntranceDoor(uint16 dsto); void Door_Left_EntranceDoor(uint16 dsto); void Door_Right_EntranceDoor(uint16 dsto); void Door_Draw_Helper4(uint8 door_type, uint16 dsto); const uint16 *GetRoomDoorInfo(int room); const uint8 *GetRoomHeaderPtr(int room); const uint8 *GetDefaultRoomLayout(int i); const uint8 *GetDungeonRoomLayout(int i); void Dung_TagRoutine_0x22_0x3B(int k, uint8 j); void Sprite_HandlePushedBlocks_One(int i); void Object_Draw_DoorLeft_3x4(uint16 src, int door); void Object_Draw_DoorRight_3x4(uint16 src, int door); void Dungeon_OpeningLockedDoor_Combined(bool skip_anim); const DungPalInfo *GetDungPalInfo(int idx); uint16 Dungeon_GetTeleMsg(int room); uint8 GetEntranceMusicTrack(int entrance); bool Dungeon_IsPitThatHurtsPlayer(); void Dungeon_PrepareNextRoomQuadrantUpload(); void WaterFlood_BuildOneQuadrantForVRAM(); void TileMapPrep_NotWaterOnTag(); void OrientLampLightCone(); void PrepareDungeonExitFromBossFight(); void SavePalaceDeaths(); void Dungeon_LoadRoom(); void RoomDraw_DrawAllObjects(const uint8 *level_data); void RoomData_DrawObject_Door(uint16 a); void RoomData_DrawObject(uint16 r0, const uint8 *level_data); void RoomDraw_DrawFloors(const uint8 *level_data); void RoomDraw_FloorChunks(const uint16 *src); void RoomDraw_A_Many32x32Blocks(int n, const uint16 *src, uint16 *dst); void RoomDraw_1x3_rightwards(int n, const uint16 *src, uint16 *dst); bool RoomDraw_CheckIfWallIsMoved(); void MovingWall_FillReplacementBuffer(int dsto); void Object_Table_Helper(const uint16 *src, uint16 *dst); void DrawWaterThing(uint16 *dst, const uint16 *src); void RoomDraw_4x4(const uint16 *src, uint16 *dst); void RoomDraw_Object_Nx4(int n, const uint16 *src, uint16 *dst); void Object_DrawNx4_BothBgs(int n, const uint16 *src, int dsto); void RoomDraw_Rightwards2x2(const uint16 *src, uint16 *dst); void Object_Draw_3x2(const uint16 *src, uint16 *dst); void RoomDraw_WaterHoldingObject(int n, const uint16 *src, uint16 *dst); void RoomDraw_SomeBigDecors(int n, const uint16 *src, uint16 dsto); void RoomDraw_SingleLampCone(uint16 a, uint16 y); void RoomDraw_AgahnimsWindows(uint16 dsto); void RoomDraw_FortuneTellerRoom(uint16 dsto); void Object_Draw8x8(const uint16 *src, uint16 *dst); void RoomDraw_Door_North(int type, int pos_enum); void Door_Up_StairMaskLocked(uint8 door_type, uint16 dsto); void Door_PrioritizeCurDoor(); void RoomDraw_NormalRangedDoors_North(uint8 door_type, uint16 dsto, int pos_enum); void RoomDraw_OneSidedShutters_North(uint8 door_type, uint16 dsto); void RoomDraw_Door_South(int type, int pos_enum); void RoomDraw_CheckIfLowerLayerDoors_Y(uint8 door_type, uint16 dsto); void RoomDraw_Door_West(int type, int pos_enum); void RoomDraw_NormalRangedDoors_West(uint8 door_type, uint16 dsto, int pos_enum); void RoomDraw_Door_East(int type, int pos_enum); void RoomDraw_NormalRangedDoors_East(uint8 door_type, uint16 dsto); void RoomDraw_OneSidedShutters_East(uint8 door_type, uint16 dsto); void RoomDraw_NorthCurtainDoor(uint16 dsto); void RoomDraw_Door_ExplodingWall(int pos_enum); void RoomDraw_ExplodingWallSegment(const uint16 *src, uint16 dsto); void RoomDraw_ExplodingWallColumn(const uint16 *src, uint16 *dst); void RoomDraw_HighRangeDoor_North(uint8 door_type, uint16 dsto, int pos_enum); void RoomDraw_OneSidedLowerShutters_South(uint8 door_type, uint16 dsto); void RoomDraw_HighRangeDoor_West(uint8 door_type, uint16 dsto, int pos_enum); void RoomDraw_OneSidedLowerShutters_East(uint8 door_type, uint16 dsto); void RoomDraw_MakeDoorHighPriority_North(uint16 dsto); void RoomDraw_MakeDoorHighPriority_South(uint16 dsto); void RoomDraw_MakeDoorHighPriority_West(uint16 dsto); void RoomDraw_MakeDoorHighPriority_East(uint16 dsto); void RoomDraw_MarkDungeonToggleDoor(uint16 dsto); void RoomDraw_MarkLayerToggleDoor(uint16 dsto); void RoomDraw_GetObjectSize_1to16(); void Object_SizeAtoAplus15(uint8 a); void RoomDraw_GetObjectSize_1to15or26(); void RoomDraw_GetObjectSize_1to15or32(); int RoomDraw_FlagDoorsAndGetFinalType(uint8 direction, uint8 door_type, uint16 dsto); void RoomDraw_MakeDoorPartsHighPriority_Y(uint16 dsto); void RoomDraw_MakeDoorPartsHighPriority_X(uint16 dsto); void RoomDraw_Downwards4x2VariableSpacing(int increment, const uint16 *src, uint16 *dst); uint16 *RoomDraw_DrawObject2x2and1(const uint16 *src, uint16 *dst); uint16 *RoomDraw_RightwardShelfEnd(const uint16 *src, uint16 *dst); uint16 *RoomDraw_RightwardBarSegment(const uint16 *src, uint16 *dst); void DrawBigGraySegment(uint16 a, const uint16 *src, uint16 *dst, uint16 dsto); void RoomDraw_SinglePot(const uint16 *src, uint16 *dst, uint16 dsto); void RoomDraw_BombableFloor(const uint16 *src, uint16 *dst, uint16 dsto); void RoomDraw_HammerPegSingle(const uint16 *src, uint16 *dst, uint16 dsto); void DrawObjects_PushableBlock(uint16 dsto_x2, uint16 slot); void DrawObjects_LightableTorch(uint16 dsto_x2, uint16 slot); void Dungeon_LoadHeader(); void Dungeon_CheckAdjacentRoomsForOpenDoors(int idx, int room); void Dungeon_LoadAdjacentRoomDoors(int room); void Dungeon_LoadAttribute_Selectable(); void Dungeon_LoadAttributeTable(); void Dungeon_LoadBasicAttribute_full(uint16 loops); void Dungeon_LoadObjectAttribute(); void Dungeon_LoadDoorAttribute(); void Dungeon_LoadSingleDoorAttribute(int k); void Door_LoadBlastWallAttr(int k); void ChangeDoorToSwitch(); void Dungeon_FlipCrystalPegAttribute(); void Dungeon_HandleRoomTags(); void Dung_TagRoutine_0x00(int k); void Dungeon_DetectStaircase(); void RoomTag_NorthWestTrigger(int k); void Dung_TagRoutine_0x2A(int k); void Dung_TagRoutine_0x2B(int k); void Dung_TagRoutine_0x2C(int k); void Dung_TagRoutine_0x2D(int k); void Dung_TagRoutine_0x2E(int k); void Dung_TagRoutine_0x2F(int k); void Dung_TagRoutine_0x30(int k); void RoomTag_QuadrantTrigger(int k); void Dung_TagRoutine_TrapdoorsUp(); void RoomTag_RoomTrigger(int k); void RoomTag_RekillableBoss(int k); void RoomTag_RoomTrigger_BlockDoor(int k); void RoomTag_PrizeTriggerDoorDoor(int k); void RoomTag_SwitchTrigger_HoldDoor(int k); void RoomTag_SwitchTrigger_ToggleDoor(int k); void PushPressurePlate(uint8 attr); void RoomTag_TorchPuzzleDoor(int k); void RoomTag_Switch_ExplodingWall(int k); void RoomTag_PullSwitchExplodingWall(int k); void Dung_TagRoutine_BlastWallStuff(int k); void RoomTag_GetHeartForPrize(int k); void RoomTag_Agahnim(int k); void RoomTag_GanonDoor(int tagidx); void RoomTag_KillRoomBlock(int k); void RoomTag_PushBlockForChest(int k); void RoomTag_TriggerChest(int k); void RoomTag_OperateChestReveal(int k); void RoomTag_TorchPuzzleChest(int k); void RoomTag_MovingWall_East(int k); void RoomTag_MovingWallShakeItUp(int k); void RoomTag_MovingWall_West(int k); void RoomTag_MovingWallTorchesCheck(int k); int MovingWall_MoveALittle(); int RoomTag_AdvanceGiganticWall(int k); void RoomTag_WaterOff(int k); void RoomTag_WaterOn(int k); void RoomTag_WaterGate(int k); void Dung_TagRoutine_0x1B(int k); void RoomTag_Holes0(int k); void Dung_TagRoutine_0x23(int k); void Dung_TagRoutine_0x34(int k); void Dung_TagRoutine_0x35(int k); void Dung_TagRoutine_0x36(int k); void Dung_TagRoutine_0x37(int k); void Dung_TagRoutine_0x39(int k); void Dung_TagRoutine_0x3A(int k); void Dung_TagRoutine_Func2(uint8 av); void RoomTag_ChestHoles0(int k); void Dung_TagRoutine_0x3B(int k); void RoomTag_Holes2(int k); void RoomTag_OperateWaterFlooring(); bool RoomTag_MaybeCheckShutters(uint8 *attr_out); int RoomTag_GetTilemapCoords(); bool RoomTag_CheckForPressedSwitch(uint8 *y_out); void Dungeon_ProcessTorchesAndDoors(); void Bomb_CheckForDestructibles(uint16 x, uint16 y, uint8 r14); int DrawDoorOpening_Step1(int door, int dma_ptr); void DrawShutterDoorSteps(int door); void DrawEyeWatchDoor(int door); void Door_BlastWallExploding_Draw(int dsto); void OperateShutterDoors(); void OpenCrackedDoor(); void Dungeon_LoadToggleDoorAttr_OtherEntry(int door); void Dungeon_LoadSingleDoorTileAttribute(); void DrawCompletelyOpenDoor(); void Dungeon_ClearAwayExplodingWall(); uint16 Dungeon_CheckForAndIDLiftableTile(); void Dungeon_PushBlock_Handler(); void RoomDraw_16x16Single(uint8 index); void PushBlock_CheckForPit(uint8 y); uint8 Dungeon_LiftAndReplaceLiftable(Point16U *pt); uint8 ThievesAttic_DrawLightenedHole(uint16 pos6, uint16 a, Point16U *pt); uint8 HandleItemTileAction_Dungeon(uint16 x, uint16 y); void ManipBlock_Something(Point16U *pt); void RevealPotItem(uint16 pos6, uint16 pos4); void Dungeon_UpdateTileMapWithCommonTile(int x, int y, uint8 v); void Dungeon_PrepSpriteInducedDma(int x, int y, uint8 v); void Dungeon_DeleteRupeeTile(uint16 x, uint16 y); uint8 OpenChestForItem(uint8 tile, int *chest_position); void OpenBigChest(uint16 loc, int *chest_position); uint8 OpenMiniGameChest(int *chest_position); uint16 RoomTag_BuildChestStripes(uint16 pos, uint16 y); void Dungeon_SetAttrForActivatedWaterOff(); void Dungeon_FloodSwampWater_PrepTileMap(); void Dungeon_AdjustWaterVomit(const uint16 *src, int depth); void Dungeon_SetAttrForActivatedWater(); void FloodDam_Expand(); void FloodDam_PrepTiles_init(); void Watergate_Main_State1(); void FloodDam_Fill(); void Ganon_ExtinguishTorch_adjust_translucency(); void Ganon_ExtinguishTorch(); void Dungeon_ExtinguishTorch(); void SpiralStairs_MakeNearbyWallsHighPriority_Entering(); void SpiralStairs_MakeNearbyWallsLowPriority(); void ClearAndStripeExplodingWall(uint16 dsto); void Dungeon_DrawRoomOverlay(const uint8 *src); void GetDoorDrawDataIndex_North_clean_door_index(int door); int DoorDoorStep1_North(int door, int dma_ptr); void GetDoorDrawDataIndex_North(int door, int r4_door); void DrawDoorToTileMap_North(int door, int r4_door); void Object_Draw_DoorUp_4x3(uint16 src, int door); void GetDoorDrawDataIndex_South_clean_door_index(int door); int DoorDoorStep1_South(int door, int dma_ptr); void GetDoorDrawDataIndex_South(int door, int r4_door); void DrawDoorToTileMap_South(int door, int r4_door); void Object_Draw_DoorDown_4x3(uint16 src, int door); void GetDoorDrawDataIndex_West_clean_door_index(int door); int DoorDoorStep1_West(int door, int dma_ptr); void GetDoorDrawDataIndex_West(int door, int r4_door); void DrawDoorToTileMap_West(int door, int r4_door); void GetDoorDrawDataIndex_East_clean_door_index(int door); int DoorDoorStep1_East(int door, int dma_ptr); void GetDoorDrawDataIndex_East(int door, int r4_door); void DrawDoorToTileMap_East(int door, int r4_door); uint8 GetDoorGraphicsIndex(int door, int r4_door); void ClearExplodingWallFromTileMap_ClearOnePair(uint16 *dst, const uint16 *src); void Dungeon_DrawRoomOverlay_Apply(int p); void ApplyGrayscaleFixed_Incremental(); void Dungeon_ApproachFixedColor_variable(uint8 a); void Module_PreDungeon(); void Module_PreDungeon_setAmbientSfx(); void LoadOWMusicIfNeeded(); void Module07_Dungeon(); void Dungeon_TryScreenEdgeTransition(); void Dungeon_HandleEdgeTransitionMovement(int dir); void Module07_00_PlayerControl(); void Module07_01_SubtileTransition(); void DungeonTransition_Subtile_ResetShutters(); void DungeonTransition_Subtile_PrepTransition(); void DungeonTransition_Subtile_ApplyFilter(); void DungeonTransition_Subtile_TriggerShutters(); void Module07_02_SupertileTransition(); void Module07_02_00_InitializeTransition(); void Module07_02_01_LoadNextRoom(); void Dungeon_InterRoomTrans_State3(); void Dungeon_InterRoomTrans_State10(); void Dungeon_SpiralStaircase11(); void Dungeon_InterRoomTrans_notDarkRoom(); void Dungeon_InterRoomTrans_State9(); void Dungeon_SpiralStaircase12(); void Dungeon_InterRoomTrans_State4(); void Dungeon_InterRoomTrans_State12(); void Dungeon_Staircase14(); void Dungeon_ResetTorchBackgroundAndPlayer(); void Dungeon_ResetTorchBackgroundAndPlayerInner(); void Dungeon_InterRoomTrans_State7(); void DungeonTransition_RunFiltering(); void Module07_02_FadedFilter(); void Dungeon_InterRoomTrans_State15(); void Dungeon_PlayMusicIfDefeated(); void Module07_03_OverlayChange(); void Module07_04_UnlockDoor(); void Module07_05_ControlShutters(); void Module07_06_FatInterRoomStairs(); void Module07_0E_01_HandleMusicAndResetProps(); void ResetTransitionPropsAndAdvance_ResetInterface(); void ResetTransitionPropsAndAdvanceSubmodule(); void Dungeon_InitializeRoomFromSpecial(); void DungeonTransition_LoadSpriteGFX(); void DungeonTransition_AdjustForFatStairScroll(); void ResetThenCacheRoomEntryProperties(); void DungeonTransition_TriggerBGC34UpdateAndAdvance(); void DungeonTransition_TriggerBGC56UpdateAndAdvance(); void Module07_07_FallingTransition(); void Module07_07_00_HandleMusicAndResetRoom(); void Module07_07_06_SyncBG1and2(); void Module07_07_0F_FallingFadeIn(); void Dungeon_PlayBlipAndCacheQuadrantVisits(); void Module07_07_10_LandLinkFromFalling(); void Module07_07_11_CacheRoomAndSetMusic(); void Module07_08_NorthIntraRoomStairs(); void Module07_08_00_InitStairs(); void Module07_08_01_ClimbStairs(); void Module07_10_SouthIntraRoomStairs(); void Module07_10_00_InitStairs(); void Module07_10_01_ClimbStairs(); void Module07_09_OpenCrackedDoor(); void Module07_0A_ChangeBrightness(); void Module07_0B_DrainSwampPool(); void Module07_0C_FloodSwampWater(); void Module07_0D_FloodDam(); void Module07_0E_SpiralStairs(); void Dungeon_DoubleApplyAndIncrementGrayscale(); void Module07_0E_02_ApplyFilterIf(); void Dungeon_SyncBackgroundsFromSpiralStairs(); void Dungeon_AdvanceThenSetBossMusicUnorthodox(); void Dungeon_SetBossMusicUnorthodox(); void Dungeon_SpiralStaircase17(); void Dungeon_SpiralStaircase18(); void Module07_0E_00_InitPriorityAndScreens(); void Module07_0E_13_SetRoomAndLayerAndCache(); void RepositionLinkAfterSpiralStairs(); void SpiralStairs_MakeNearbyWallsHighPriority_Exiting(); void Module07_0F_LandingWipe(); void Module07_0F_00_InitSpotlight(); void Module07_0F_01_OperateSpotlight(); void Module07_11_StraightInterroomStairs(); void Module07_11_00_PrepAndReset(); void Module07_11_01_FadeOut(); void Module07_11_02_LoadAndPrepRoom(); void Module07_11_03_FilterAndLoadBGChars(); void Module07_11_04_FilterDoBGAndResetSprites(); void Module07_11_0B_PrepDestination(); void Module07_11_09_LoadSpriteGraphics(); void Module07_11_19_SetSongAndFilter(); void Module07_11_11_KeepSliding(); void Module07_14_RecoverFromFall(); void Module07_14_00_ScrollCamera(); void Module07_15_WarpPad(); void Module07_15_01_ApplyMosaicAndFilter(); void Module07_15_04_SyncRoomPropsAndBuildOverlay(); void Module07_15_0E_FadeInFromWarp(); void Module07_15_0F_FinalizeAndCacheEntry(); void Module07_16_UpdatePegs(); void Module07_17_PressurePlate(); void Module07_18_RescuedMaiden(); void Module07_19_MirrorFade(); void Module07_1A_RoomDraw_OpenTriforceDoor_bounce(); void Module11_DungeonFallingEntrance(); void Module11_02_LoadEntrance(); void Dungeon_LoadSongBankIfNeeded(); void Mirror_SaveRoomData(); void SaveDungeonKeys(); void Dungeon_AdjustAfterSpiralStairs(); void Dungeon_AdjustForTeleportDoors(uint8 room, uint8 flag); void Dungeon_AdjustForRoomLayout(); void HandleEdgeTransitionMovementEast_RightBy8(); void Dungeon_StartInterRoomTrans_Right(); void HandleEdgeTransitionMovementSouth_DownBy16(); void Dung_HandleExitToOverworld(); void AdjustQuadrantAndCamera_right(); void SetAndSaveVisitedQuadrantFlags(); void SaveQuadrantsToSram(); void AdjustQuadrantAndCamera_left(); void AdjustQuadrantAndCamera_down(); void AdjustQuadrantAndCamera_up(); void Dungeon_FlagRoomData_Quadrants(); void Dung_SaveDataForCurrentRoom(); void HandleEdgeTransition_AdjustCameraBoundaries(uint8 arg); void Dungeon_AdjustQuadrant(); void Dungeon_HandleCamera(); void MirrorBg1Bg2Offs(); void DungeonTransition_AdjustCamera_X(uint8 arg); void DungeonTransition_AdjustCamera_Y(uint8 arg); void DungeonTransition_ScrollRoom(); void Module07_11_0A_ScrollCamera(); void DungeonTransition_FindSubtileLanding(); void SubtileTransitionCalculateLanding(); void Dungeon_InterRoomTrans_State13(); void Dungeon_IntraRoomTrans_State5(); bool DungeonTransition_MoveLinkOutDoor(); uint8 CalculateTransitionLanding(); void Dungeon_LoadAndDrawRoom(); void Dungeon_LoadEntrance(); void PushBlock_Slide(uint8 j); void PushBlock_HandleFalling(uint8 y); void PushBlock_ApplyVelocity(uint8 i); void PushBlock_HandleCollision(uint8 i, uint16 x, uint16 y); void Sprite_Dungeon_DrawAllPushBlocks(); void UsedForStraightInterRoomStaircase(); void HandleLinkOnSpiralStairs(); void SpiralStairs_FindLandingSpot(); void Dungeon_HandleLayerEffect(); void LayerEffect_Nothing(); void LayerEffect_Scroll(); void LayerEffect_Trinexx(); void LayerEffect_Agahnim2(); void LayerEffect_InvisibleFloor(); void LayerEffect_Ganon(); void LayerEffect_WaterRapids(); void Dungeon_LoadCustomTileAttr(); void Link_CheckBunnyStatus(); void CrystalCutscene_Initialize(); void CrystalCutscene_SpawnMaiden();