Files
HackerOoT/mod_assets/scenes/example/example_room_0_main.c
2024-08-09 21:57:27 +02:00

195 lines
6.7 KiB
C

#include "example_scene.h"
/**
* Header Child Day (Default)
*/
#define LENGTH_EXAMPLE_ROOM_0_HEADER00_OBJECTLIST 1
#define LENGTH_EXAMPLE_ROOM_0_HEADER00_ACTORLIST 3
SceneCmd example_room_0_header00[] = {
SCENE_CMD_ALTERNATE_HEADER_LIST(example_room_0_alternateHeaders),
SCENE_CMD_ROOM_SHAPE(&example_room_0_shapeHeader),
SCENE_CMD_ECHO_SETTINGS(0x00),
SCENE_CMD_ROOM_BEHAVIOR(0x00, 0x00, false, false),
SCENE_CMD_SKYBOX_DISABLES(false, false),
SCENE_CMD_TIME_SETTINGS(255, 255, 0),
SCENE_CMD_OBJECT_LIST(LENGTH_EXAMPLE_ROOM_0_HEADER00_OBJECTLIST, example_room_0_header00_objectList),
SCENE_CMD_ACTOR_LIST(LENGTH_EXAMPLE_ROOM_0_HEADER00_ACTORLIST, example_room_0_header00_actorList),
SCENE_CMD_END(),
};
SceneCmd* example_room_0_alternateHeaders[] = {
example_room_0_header01,
example_room_0_header02,
example_room_0_header03,
};
s16 example_room_0_header00_objectList[LENGTH_EXAMPLE_ROOM_0_HEADER00_OBJECTLIST] = {
OBJECT_SYOKUDAI,
};
ActorEntry example_room_0_header00_actorList[LENGTH_EXAMPLE_ROOM_0_HEADER00_ACTORLIST] = {
// Flame
{
/* Actor ID */ ACTOR_EN_LIGHT,
/* Position */ { -269, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (((0x3F << 4) & 0x03F0))
},
// Dungeon Switches
{
/* Actor ID */ ACTOR_OBJ_SWITCH,
/* Position */ { -308, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x0003 | (((0x1 << 8) & 0x3F00) | (1 << 4)))
},
// Torch
{
/* Actor ID */ ACTOR_OBJ_SYOKUDAI,
/* Position */ { -400, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x2000 | ((0x1 & 0x003F)))
},
};
/**
* Header Child Night
*/
#define LENGTH_EXAMPLE_ROOM_0_HEADER01_OBJECTLIST 1
#define LENGTH_EXAMPLE_ROOM_0_HEADER01_ACTORLIST 3
SceneCmd example_room_0_header01[] = {
SCENE_CMD_ROOM_SHAPE(&example_room_0_shapeHeader),
SCENE_CMD_ECHO_SETTINGS(0x00),
SCENE_CMD_ROOM_BEHAVIOR(0x00, 0x00, false, false),
SCENE_CMD_SKYBOX_DISABLES(false, false),
SCENE_CMD_TIME_SETTINGS(255, 255, 0),
SCENE_CMD_OBJECT_LIST(LENGTH_EXAMPLE_ROOM_0_HEADER01_OBJECTLIST, example_room_0_header01_objectList),
SCENE_CMD_ACTOR_LIST(LENGTH_EXAMPLE_ROOM_0_HEADER01_ACTORLIST, example_room_0_header01_actorList),
SCENE_CMD_END(),
};
s16 example_room_0_header01_objectList[LENGTH_EXAMPLE_ROOM_0_HEADER01_OBJECTLIST] = {
OBJECT_SYOKUDAI,
};
ActorEntry example_room_0_header01_actorList[LENGTH_EXAMPLE_ROOM_0_HEADER01_ACTORLIST] = {
// Flame
{
/* Actor ID */ ACTOR_EN_LIGHT,
/* Position */ { -236, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x0002 | (((0x3F << 4) & 0x03F0)))
},
// Dungeon Switches
{
/* Actor ID */ ACTOR_OBJ_SWITCH,
/* Position */ { -308, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x0003 | (((0x1 << 8) & 0x3F00) | (1 << 4)))
},
// Torch
{
/* Actor ID */ ACTOR_OBJ_SYOKUDAI,
/* Position */ { -400, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x2000 | ((0x1 & 0x003F)))
},
};
/**
* Header Adult Day
*/
#define LENGTH_EXAMPLE_ROOM_0_HEADER02_OBJECTLIST 1
#define LENGTH_EXAMPLE_ROOM_0_HEADER02_ACTORLIST 3
SceneCmd example_room_0_header02[] = {
SCENE_CMD_ROOM_SHAPE(&example_room_0_shapeHeader),
SCENE_CMD_ECHO_SETTINGS(0x00),
SCENE_CMD_ROOM_BEHAVIOR(0x00, 0x00, false, false),
SCENE_CMD_SKYBOX_DISABLES(false, false),
SCENE_CMD_TIME_SETTINGS(255, 255, 0),
SCENE_CMD_OBJECT_LIST(LENGTH_EXAMPLE_ROOM_0_HEADER02_OBJECTLIST, example_room_0_header02_objectList),
SCENE_CMD_ACTOR_LIST(LENGTH_EXAMPLE_ROOM_0_HEADER02_ACTORLIST, example_room_0_header02_actorList),
SCENE_CMD_END(),
};
s16 example_room_0_header02_objectList[LENGTH_EXAMPLE_ROOM_0_HEADER02_OBJECTLIST] = {
OBJECT_SYOKUDAI,
};
ActorEntry example_room_0_header02_actorList[LENGTH_EXAMPLE_ROOM_0_HEADER02_ACTORLIST] = {
// Flame
{
/* Actor ID */ ACTOR_EN_LIGHT,
/* Position */ { -204, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x0003 | (((0x3F << 4) & 0x03F0)))
},
// Dungeon Switches
{
/* Actor ID */ ACTOR_OBJ_SWITCH,
/* Position */ { -308, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x0003 | (((0x1 << 8) & 0x3F00) | (1 << 4)))
},
// Torch
{
/* Actor ID */ ACTOR_OBJ_SYOKUDAI,
/* Position */ { -400, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x2000 | ((0x1 & 0x003F)))
},
};
/**
* Header Adult Night
*/
#define LENGTH_EXAMPLE_ROOM_0_HEADER03_OBJECTLIST 1
#define LENGTH_EXAMPLE_ROOM_0_HEADER03_ACTORLIST 3
SceneCmd example_room_0_header03[] = {
SCENE_CMD_ROOM_SHAPE(&example_room_0_shapeHeader),
SCENE_CMD_ECHO_SETTINGS(0x00),
SCENE_CMD_ROOM_BEHAVIOR(0x00, 0x00, false, false),
SCENE_CMD_SKYBOX_DISABLES(false, false),
SCENE_CMD_TIME_SETTINGS(255, 255, 0),
SCENE_CMD_OBJECT_LIST(LENGTH_EXAMPLE_ROOM_0_HEADER03_OBJECTLIST, example_room_0_header03_objectList),
SCENE_CMD_ACTOR_LIST(LENGTH_EXAMPLE_ROOM_0_HEADER03_ACTORLIST, example_room_0_header03_actorList),
SCENE_CMD_END(),
};
s16 example_room_0_header03_objectList[LENGTH_EXAMPLE_ROOM_0_HEADER03_OBJECTLIST] = {
OBJECT_SYOKUDAI,
};
ActorEntry example_room_0_header03_actorList[LENGTH_EXAMPLE_ROOM_0_HEADER03_ACTORLIST] = {
// Flame
{
/* Actor ID */ ACTOR_EN_LIGHT,
/* Position */ { -172, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x0008 | (((0x3F << 4) & 0x03F0)))
},
// Dungeon Switches
{
/* Actor ID */ ACTOR_OBJ_SWITCH,
/* Position */ { -308, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x0003 | (((0x1 << 8) & 0x3F00) | (1 << 4)))
},
// Torch
{
/* Actor ID */ ACTOR_OBJ_SYOKUDAI,
/* Position */ { -400, 0, -437 },
/* Rotation */ { DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000), DEG_TO_BINANG(0.000) },
/* Parameters */ (0x2000 | ((0x1 & 0x003F)))
},
};