file
gameUtils.cGame Utils.
Classes
- struct PopupOption
Functions
- auto StairsAreValid(void) -> u32
- void ClearFlagArray(const u16*)
- void DummyHandler(u32* a1)
- void DarknutTimerHandler(u32* a1)
- void BiggoronTimerHandler(u32* a1)
- void InitAllRoomResInfo(void)
- void InitRoomResInfo(RoomResInfo* info, RoomHeader* hdr, u32 area, u32 room)
- void sub_080532E4(void)
- void ResetTimerFlags(void)
- void SetPopupState(u32 type, u32 choice_idx)
- Set the dislayed popup state.
- void InitializePlayer(void)
- auto AreaIsOverworld(void) -> bool32
- Check if the current area is overworld.
- auto CheckAreaOverworld(u32 area) -> bool32
- Check if an area is overworld (not dungeon or inside).
- auto AreaAllowsWarp(void) -> bool32
- This function was introduced to allow warping from indoor areas (palace of winds).
- auto AreaIsDungeon(void) -> bool32
- Check if the current area is a dungeon.
- auto AreaHasEnemies(void) -> bool32
- Check if the current area has enemies.
- auto AreaHasNoEnemies(void) -> bool32
- Check if the current area has no enemies.
- auto AreaHasMap(void) -> bool32
- Check if the current area has a map.
- auto ModHealth(s32 delta) -> s32
- void ModRupees(s32 delta)
- void ModDungeonKeys(s32 keys)
- Modify the number of keys the player has for the current dungeon.
- auto AreaHasKeys(void) -> bool32
- Check if current area has keys.
- auto HasDungeonSmallKey(void) -> bool32
- Check if the player has at least one small key for the current dungeon.
- auto HasDungeonBigKey(void) -> bool32
- Check if the player has the big key for the current dungeon.
- auto HasDungeonCompass(void) -> bool32
- Check if the player has the compass for the current dungeon.
- auto HasDungeonMap(void) -> bool32
- Check if the player has the map for the current dungeon.
- void RestoreGameTask(bool32 loadGfx)
- Restore the game task from a subtask.
- void LoadRoomBgm(void)
- void sub_08052878(void)
- Related to a music bug?
- void sub_0805289C(void)
- auto CheckGameOver(void) -> bool32
- void RoomExitCallback(void)
- Call the room exit callback.
- auto CheckRoomExit(void) -> bool32
- void InitParachuteRoom(void)
- Initialize a parachute room.
- void InitRoomTransition(void)
- auto CanDispEzloMessage(void) -> bool32
- Check if an Ezlo message can be displayed.
- void DisplayEzloMessage(void)
- Display an Ezlo message.
- void DecreasePortalTimer(void)
- void UpdatePlayerMapCoords(void)
- void SetWorldMapPos(u32 area, u32 room, u32 x, u32 y)
- Set the player's world map position.
- void SetDungeonMapPos(u32 area, u32 room, u32 x, u32 y)
- Set the player's dungeon map position.
- void InitRoom(void)
- Initialize a loaded room.
- auto GetFlagBankOffset(u32 idx) -> u32
- Get flag bank offset for area.
- void RegisterTransitionManager(void* mgr, void(*)() onEnter, void(*)() onExit)
- Set manager responsible for handling room changes.
- auto GetCurrentRoomInfo(void) -> RoomResInfo*
- Retrieve information about the current room.
- void sub_08052EA0(void)
- auto sub_08052EF4(s32 idx) -> u32
- void UpdateFakeScroll(void)
- If enabled, this type of transition does not change the room and keeps all entities.
- void LoadAuxiliaryRoom(u32 area, u32 room)
- Load an auxiliary room (no player present).
- void sub_08052FF4(u32 area, u32 room)
- void ChangeLightLevel(s32 level)
- Change the light level of the room.
- void sub_080530B0(void)
- void UpdateGlobalProgress(void)
- Update the global progress (0 - 10).
- auto sub_08053144(void) -> u32
- void CheckAreaDiscovery(void)
- void UpdatePlayerRoomStatus(void)
- void sub_08053250(void)
- void sub_0805329C(void)
- void LoadGfxGroups(void)
- Automatically load overworld graphics groups.
- void LoadItemGfx(void)
- void sub_080533CC(void)
- void UpdateTimerCallbacks(void)
- void StartDarkNutTimer(void)
- void sub_080534AC(void)
- void InitBiggoronTimer(void)
- void ResetTmpFlags(void)
Variables
- void** gAreaTileSets
- void** gAreaRoomMaps
- void* gAreaTiles
- void** gAreaTable
- u8 gUnk_0200AF14
- u8 gPaletteBufferBackup
Function documentation
void SetPopupState(u32 type, u32 choice_idx)
Set the dislayed popup state.
Parameters | |
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type | The popup type. |
choice_idx | The choice index. |
bool32 AreaIsOverworld(void)
Check if the current area is overworld.
Returns | True if the current area is overworld. |
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bool32 CheckAreaOverworld(u32 area)
Check if an area is overworld (not dungeon or inside).
Parameters | |
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area | The area to check. |
Returns | True if the area is overworld. |
bool32 AreaAllowsWarp(void)
This function was introduced to allow warping from indoor areas (palace of winds).
Returns | True if the current area allows warping. |
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bool32 AreaIsDungeon(void)
Check if the current area is a dungeon.
Returns | True if the current area is a dungeon. |
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bool32 AreaHasEnemies(void)
Check if the current area has enemies.
Returns | True if the current area has enemies. |
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bool32 AreaHasNoEnemies(void)
Check if the current area has no enemies.
Returns | True if the current area has no enemies. |
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bool32 AreaHasMap(void)
Check if the current area has a map.
Returns | True if the current area has a map. |
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bool32 HasDungeonSmallKey(void)
Check if the player has at least one small key for the current dungeon.
Returns | True if the player has a small key. |
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bool32 HasDungeonBigKey(void)
Check if the player has the big key for the current dungeon.
Returns | True if the player has the big key. |
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bool32 HasDungeonCompass(void)
Check if the player has the compass for the current dungeon.
Returns | True if the player has the compass. |
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bool32 HasDungeonMap(void)
Check if the player has the map for the current dungeon.
Returns | True if the player has the map. |
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bool32 CanDispEzloMessage(void)
Check if an Ezlo message can be displayed.
Returns | True if an Ezlo message can be displayed. |
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u32 GetFlagBankOffset(u32 idx)
Get flag bank offset for area.
Parameters | |
---|---|
idx | Area index. |
Returns | Flag bank offset. |
RoomResInfo* GetCurrentRoomInfo(void)
Retrieve information about the current room.
Returns | RoomResInfo object. |
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void LoadAuxiliaryRoom(u32 area, u32 room)
Load an auxiliary room (no player present).
Parameters | |
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area | Area index. |
room | Room index. |
void ChangeLightLevel(s32 level)
Change the light level of the room.
Parameters | |
---|---|
level | The new light level. |
void UpdateGlobalProgress(void)
Update the global progress (0 - 10).
There are 10 different indicators of game completion: 9 : Flag SEIIKI_STAINED_GLASS 8 : Flag LV5_CLEAR 7 : Flag OUBO_KAKERA 6 : Flag LV4_CLEAR 5 : Flag LV3_CLEAR 4 : Flag SOUGEN_08_TORITSUKI 2 : Flag LV1_CLEAR 1 : Default }