#ifndef GUARD_UNION_ROOM_H #define GUARD_UNION_ROOM_H #include "link_rfu.h" #include "link.h" #include "constants/union_room.h" // In the Union Room the player is only ever connected to ≤ 4 other players. // However, there can be up to MAX_UNION_ROOM_LEADERS (8) object events to // represent leaders of recently discovered link groups, and each of those groups // may have up to MAX_RFU_PLAYERS (5) players in it including the leader. // These players are represented on-screen by NPC sprites drawn around the leader. // Thus there can be 40 sprites of other players on-screen, in 8 groups of 5. #define NUM_UNION_ROOM_SPRITES (MAX_UNION_ROOM_LEADERS * MAX_RFU_PLAYERS) // The maximum number of recently connected players that can be tracked. // Note that this is significantly less than NUM_UNION_ROOM_SPRITES, i.e. not // every player that can be shown in the Union Room can be tracked at once. // Information such as a group member's gender can instead be read from partnerInfo // of the leader's RfuGameData by tracking at least all of the group leaders. #define MAX_RFU_PLAYER_LIST_SIZE 16 struct RfuPlayerData { struct RfuGameData data; u8 ALIGNED(4) name[RFU_USER_NAME_LENGTH]; }; struct RfuPlayer { struct RfuPlayerData rfu; u16 timeoutCounter; u8 groupScheduledAnim:2; bool8 useRedText:1; // Never set u8 newPlayerCountdown; u8 unused; }; struct RfuPlayerList { struct RfuPlayer players[MAX_RFU_PLAYER_LIST_SIZE]; }; struct RfuIncomingPlayer { struct RfuPlayerData rfu; bool8 active:1; }; struct RfuIncomingPlayerList { struct RfuIncomingPlayer players[MAX_RFU_PLAYERS]; }; struct WirelessLink_Leader { struct RfuPlayerList *playerList; struct RfuIncomingPlayerList *incomingPlayerList; struct RfuPlayerList *playerListBackup; u8 state; u8 textState; u8 delayTimerAfterOk; u8 listWindowId; u8 bButtonCancelWindowId; u8 nPlayerModeWindowId; u8 listTaskId; u8 playerCount; u16 yesNoWindowId; u8 unused; u8 listenTaskId; u8 activity; u8 joinRequestAnswer; u16 memberConfirmTimeout; }; struct WirelessLink_Group { struct RfuPlayerList *playerList; struct RfuIncomingPlayerList *incomingPlayerList; u8 state; u8 textState; u8 delayTimerAfterOk; // Unused u8 listWindowId; u8 bButtonCancelWindowId; u8 playerNameAndIdWindowId; u8 listTaskId; u8 leaderId; u8 unused; u8 listenTaskId; bool8 isWonderNews; bool8 showListMenu; // Never set u8 refreshTimer; u8 delayBeforePrint; }; struct UnionRoomObject { u8 state; u16 gfxId; s8 animState; u8 schedAnim; }; struct WirelessLink_URoom { struct RfuPlayerList *playerList; struct RfuIncomingPlayerList *incomingChildList; struct RfuPlayerList *spawnPlayer; struct RfuIncomingPlayerList *incomingParentList; u16 unknown; // Never read u16 unreadPlayerId; u8 state; u8 stateAfterPrint; u8 textState; u8 filler[4]; u8 topListMenuWindowId; u8 topListMenuId; u8 tradeBoardMainWindowId; u8 tradeBoardHeaderWindowId; u8 unused1; u8 searchTaskId; u8 spriteIds[NUM_UNION_ROOM_SPRITES]; u8 unused2; u8 tradeBoardListMenuId; u16 playerSendBuffer[6]; u8 activityRequestStrbufs[4][16]; u16 partnerYesNoResponse; u16 recvActivityRequest[3]; struct UnionRoomObject objects[MAX_UNION_ROOM_LEADERS]; u8 trainerCardStrBuffer[12][15]; u8 trainerCardColorStrBuffer[48]; u8 trainerCardMsgStrBuffer[200]; }; struct UnionRoomTrade { u16 state; u16 type; u32 playerPersonality; u8 offerPlayerId; u16 playerSpecies; u16 playerLevel; u16 species; u16 level; u32 personality; }; extern u8 gPlayerCurrActivity; extern struct RfuGameCompatibilityData gRfuPartnerCompatibilityData; extern u16 gUnionRoomOfferedSpecies; extern u8 gUnionRoomRequestedMonType; u8 CreateTask_CreateTradeMenu(void); void SetUsingUnionRoomStartMenu(void); void CreateTask_LinkMysteryGiftWithFriend(u32 activity); void CreateTask_LinkMysteryGiftOverWireless(u32 activity); void CreateTask_SendMysteryGift(u32 activity); u8 CreateTask_ListenToWireless(void); void StartUnionRoomBattle(u16 battleFlags); #endif //GUARD_UNION_ROOM_H