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# ifndef SURFACE_TERRAINS_H
# define SURFACE_TERRAINS_H
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# include "config.h"
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// Surface Types
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enum SurfaceTypes {
SURFACE_NULL = - 1 ,
SURFACE_DEFAULT , // 0x0000 // Environment default
SURFACE_BURNING , // 0x0001 // Lava / Frostbite (in SL), but is used mostly for Lava
SURFACE_NEW_WATER , // 0x0002 // Custom water surface
SURFACE_NEW_WATER_BOTTOM , // 0x0003 // Custom water surface bottom marker
SURFACE_0004 , // 0x0004 // Unused, has no function and has parameters
SURFACE_HANGABLE , // 0x0005 // Ceiling that Mario can climb on
SURFACE_0006 , // 0x0006 // Unused
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SURFACE_SUPER_SLIPPERY , // 0x0007 // Super slippery surface, good for delimiting your level
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SURFACE_0008 , // 0x0008 // Unused
SURFACE_SLOW , // 0x0009 // Slow down Mario, unused
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SURFACE_DEATH_PLANE , // 0x000A // Death floor. Warps to ID of force parameter's second byte if set, otherwise warps to 0xF3 if it exists, otherwise defaults to ID 0xF1.
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SURFACE_CLOSE_CAMERA , // 0x000B // Close camera
SURFACE_000C , // 0x000C // unused
SURFACE_WATER , // 0x000D // Water, has no action, used on some waterboxes below
SURFACE_FLOWING_WATER , // 0x000E // Water (flowing), has parameters
SURFACE_000F , // 0x000F // Unused
SURFACE_0010 , // 0x0010 // Unused
SURFACE_0011 , // 0x0011 // Unused
SURFACE_INTANGIBLE , // 0x0012 // Intangible (Separates BBH mansion from merry-go-round, for room usage)
SURFACE_VERY_SLIPPERY , // 0x0013 // Very slippery, mostly used for slides
SURFACE_SLIPPERY , // 0x0014 // Slippery
SURFACE_NOT_SLIPPERY , // 0x0015 // Non-slippery, climbable
SURFACE_TTM_VINES , // 0x0016 // TTM vines, has no action defined
SURFACE_0017 , // 0x0017 // Unused
SURFACE_0018 , // 0x0018 // Unused
SURFACE_0019 , // 0x0019 // Unused
SURFACE_MGR_MUSIC , // 0x001A // Plays the Merry go round music, see handle_merry_go_round_music in bbh_merry_go_round.inc.c for more details
SURFACE_INSTANT_WARP_1B , // 0x001B // Instant warp to another area, used to warp between areas in WDW and the endless stairs to warp back
SURFACE_INSTANT_WARP_1C , // 0x001C // Instant warp to another area, used to warp between areas in WDW
SURFACE_INSTANT_WARP_1D , // 0x001D // Instant warp to another area, used to warp between areas in DDD, SSL and TTM
SURFACE_INSTANT_WARP_1E , // 0x001E // Instant warp to another area, used to warp between areas in DDD, SSL and TTM
SURFACE_001F , // 0x001F // Unused
SURFACE_0020 , // 0x0020 // Unused
SURFACE_SHALLOW_QUICKSAND , // 0x0021 // Shallow Quicksand (depth of 10 units)
SURFACE_DEEP_QUICKSAND , // 0x0022 // Quicksand (lethal, slow, depth of 160 units)
SURFACE_INSTANT_QUICKSAND , // 0x0023 // Quicksand (lethal, instant)
SURFACE_DEEP_MOVING_QUICKSAND , // 0x0024 // Moving quicksand (flowing, depth of 160 units)
SURFACE_SHALLOW_MOVING_QUICKSAND , // 0x0025 // Moving quicksand (flowing, depth of 25 units)
SURFACE_QUICKSAND , // 0x0026 // Moving quicksand (60 units)
SURFACE_MOVING_QUICKSAND , // 0x0027 // Moving quicksand (flowing, depth of 60 units)
SURFACE_WALL_MISC , // 0x0028 // Used for some walls, Cannon to adjust the camera, and some objects like Warp Pipe
SURFACE_NOISE_DEFAULT , // 0x0029 // Default floor with noise
SURFACE_NOISE_SLIPPERY , // 0x002A // Slippery floor with noise
SURFACE_002B , // 0x002B // Unused
SURFACE_HORIZONTAL_WIND , // 0x002C // Horizontal wind, has parameters
SURFACE_INSTANT_MOVING_QUICKSAND , // 0x002D // Quicksand (lethal, flowing)
SURFACE_ICE , // 0x002E // Slippery Ice, in snow levels and THI's water floor
SURFACE_LOOK_UP_WARP , // 0x002F // Look up and warp (Wing cap entrance)
SURFACE_HARD , // 0x0030 // Hard floor (Always has fall damage)
SURFACE_0031 , // 0x0031 // Unused
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SURFACE_WARP , // 0x0032 // Surface warp. Warps to ID of force parameter's second byte if set, otherwise defaults to ID 0xF3.
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SURFACE_TIMER_START , // 0x0033 // Timer start (Peach's secret slide)
SURFACE_TIMER_END , // 0x0034 // Timer stop (Peach's secret slide)
SURFACE_HARD_SLIPPERY , // 0x0035 // Hard and slippery (Always has fall damage)
SURFACE_HARD_VERY_SLIPPERY , // 0x0036 // Hard and very slippery (Always has fall damage)
SURFACE_HARD_NOT_SLIPPERY , // 0x0037 // Hard and Non-slippery (Always has fall damage)
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SURFACE_VERTICAL_WIND , // 0x0038 // Death at bottom with vertical wind. Warps to ID of force parameter's second byte if set, otherwise warps to 0xF3 if it exists, otherwise defaults to ID 0xF1.
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SURFACE_0039 , // 0x0039 // Unused
SURFACE_003A , // 0x003A // Unused
SURFACE_003B , // 0x003B // Unused
SURFACE_003C , // 0x003C // Unused
SURFACE_003D , // 0x003D // Unused
SURFACE_003E , // 0x003E // Unused
SURFACE_003F , // 0x003F // Unused
SURFACE_BOSS_FIGHT_CAMERA = 0x65 , // 0x0065 // Wide camera for BoB and WF bosses
SURFACE_CAMERA_FREE_ROAM , // 0x0066 // Free roam camera for THI and TTC
SURFACE_0067 , // 0x0067 // Unused
SURFACE_THI3_WALLKICK , // 0x0068 // Surface where there's a wall kick section in THI 3rd area, has no action defined
SURFACE_CAMERA_8_DIR , // 0x0069 // Surface that enables far camera for platforms, used in THI
SURFACE_006A , // 0x006A // Unused
SURFACE_006B , // 0x006B // Unused
SURFACE_006C , // 0x006C // Unused
SURFACE_006D , // 0x006D // Unused
SURFACE_CAMERA_MIDDLE , // 0x006E // Surface camera that returns to the middle, used on the 4 pillars of SSL
SURFACE_CAMERA_ROTATE_RIGHT , // 0x006F // Surface camera that rotates to the right (Bowser 1 & THI)
SURFACE_CAMERA_ROTATE_LEFT , // 0x0070 // Surface camera that rotates to the left (BoB & TTM)
SURFACE_0071 , // 0x0071 // Unused
SURFACE_CAMERA_BOUNDARY , // 0x0072 // Intangible Area, only used to restrict camera movement
SURFACE_NOISE_VERY_SLIPPERY_73 , // 0x0073 // Very slippery floor with noise, unused
SURFACE_NOISE_VERY_SLIPPERY_74 , // 0x0074 // Very slippery floor with noise, unused
SURFACE_NOISE_VERY_SLIPPERY , // 0x0075 // Very slippery floor with noise, used in CCM
SURFACE_NO_CAM_COLLISION , // 0x0076 // Surface with no cam collision flag
SURFACE_NO_CAM_COLLISION_77 , // 0x0077 // Surface with no cam collision flag, unused
SURFACE_NO_CAM_COL_VERY_SLIPPERY , // 0x0078 // Surface with no cam collision flag, very slippery with noise (THI)
SURFACE_NO_CAM_COL_SLIPPERY , // 0x0079 // Surface with no cam collision flag, slippery with noise (CCM, PSS and TTM slides)
SURFACE_SWITCH , // 0x007A // Surface with no cam collision flag, non-slippery with noise, used by switches and Dorrie
SURFACE_VANISH_CAP_WALLS , // 0x007B // Vanish cap walls, pass through them with Vanish Cap
SURFACE_007C , // 0x007C // Unused
SURFACE_007D , // 0x007D // Unused
SURFACE_007E , // 0x007E // Unused
SURFACE_007F , // 0x007F // Unused
SURFACE_0080 , // 0x0080 // Unused
SURFACE_0081 , // 0x0081 // Unused
SURFACE_0082 , // 0x0082 // Unused
SURFACE_0083 , // 0x0083 // Unused
SURFACE_0084 , // 0x0084 // Unused
SURFACE_0085 , // 0x0085 // Unused
SURFACE_0086 , // 0x0086 // Unused
SURFACE_0087 , // 0x0087 // Unused
SURFACE_0088 , // 0x0088 // Unused
SURFACE_0089 , // 0x0089 // Unused
SURFACE_008A , // 0x008A // Unused
SURFACE_008B , // 0x008B // Unused
SURFACE_008C , // 0x008C // Unused
SURFACE_008D , // 0x008D // Unused
SURFACE_008E , // 0x008E // Unused
SURFACE_008F , // 0x008F // Unused
SURFACE_0090 , // 0x0090 // Unused
SURFACE_0091 , // 0x0091 // Unused
SURFACE_0092 , // 0x0092 // Unused
SURFACE_0093 , // 0x0093 // Unused
SURFACE_0094 , // 0x0094 // Unused
SURFACE_0095 , // 0x0095 // Unused
SURFACE_0096 , // 0x0096 // Unused
SURFACE_0097 , // 0x0097 // Unused
SURFACE_0098 , // 0x0098 // Unused
SURFACE_0099 , // 0x0099 // Unused
SURFACE_009A , // 0x009A // Unused
SURFACE_009B , // 0x009B // Unused
SURFACE_009C , // 0x009C // Unused
SURFACE_009D , // 0x009D // Unused
SURFACE_009E , // 0x009E // Unused
SURFACE_009F , // 0x009F // Unused
SURFACE_00A0 , // 0x00A0 // Unused
SURFACE_00A1 , // 0x00A1 // Unused
SURFACE_00A2 , // 0x00A2 // Unused
SURFACE_00A3 , // 0x00A3 // Unused
SURFACE_00A4 , // 0x00A4 // Unused
SURFACE_00A5 , // 0x00A5 // Unused
SURFACE_PAINTING_WOBBLE_A6 , // 0x00A6 // Painting wobble (BoB Left)
SURFACE_PAINTING_WOBBLE_A7 , // 0x00A7 // Painting wobble (BoB Middle)
SURFACE_PAINTING_WOBBLE_A8 , // 0x00A8 // Painting wobble (BoB Right)
SURFACE_PAINTING_WOBBLE_A9 , // 0x00A9 // Painting wobble (CCM Left)
SURFACE_PAINTING_WOBBLE_AA , // 0x00AA // Painting wobble (CCM Middle)
SURFACE_PAINTING_WOBBLE_AB , // 0x00AB // Painting wobble (CCM Right)
SURFACE_PAINTING_WOBBLE_AC , // 0x00AC // Painting wobble (WF Left)
SURFACE_PAINTING_WOBBLE_AD , // 0x00AD // Painting wobble (WF Middle)
SURFACE_PAINTING_WOBBLE_AE , // 0x00AE // Painting wobble (WF Right)
SURFACE_PAINTING_WOBBLE_AF , // 0x00AF // Painting wobble (JRB Left)
SURFACE_PAINTING_WOBBLE_B0 , // 0x00B0 // Painting wobble (JRB Middle)
SURFACE_PAINTING_WOBBLE_B1 , // 0x00B1 // Painting wobble (JRB Right)
SURFACE_PAINTING_WOBBLE_B2 , // 0x00B2 // Painting wobble (LLL Left)
SURFACE_PAINTING_WOBBLE_B3 , // 0x00B3 // Painting wobble (LLL Middle)
SURFACE_PAINTING_WOBBLE_B4 , // 0x00B4 // Painting wobble (LLL Right)
SURFACE_PAINTING_WOBBLE_B5 , // 0x00B5 // Painting wobble (SSL Left)
SURFACE_PAINTING_WOBBLE_B6 , // 0x00B6 // Painting wobble (SSL Middle)
SURFACE_PAINTING_WOBBLE_B7 , // 0x00B7 // Painting wobble (SSL Right)
SURFACE_PAINTING_WOBBLE_B8 , // 0x00B8 // Painting wobble (Unused - Left)
SURFACE_PAINTING_WOBBLE_B9 , // 0x00B9 // Painting wobble (Unused - Middle)
SURFACE_PAINTING_WOBBLE_BA , // 0x00BA // Painting wobble (Unused - Right)
SURFACE_PAINTING_WOBBLE_BB , // 0x00BB // Painting wobble (DDD - Left), makes the painting wobble if touched
SURFACE_PAINTING_WOBBLE_BC , // 0x00BC // Painting wobble (Unused, DDD - Middle)
SURFACE_PAINTING_WOBBLE_BD , // 0x00BD // Painting wobble (Unused, DDD - Right)
SURFACE_PAINTING_WOBBLE_BE , // 0x00BE // Painting wobble (WDW Left)
SURFACE_PAINTING_WOBBLE_BF , // 0x00BF // Painting wobble (WDW Middle)
SURFACE_PAINTING_WOBBLE_C0 , // 0x00C0 // Painting wobble (WDW Right)
SURFACE_PAINTING_WOBBLE_C1 , // 0x00C1 // Painting wobble (THI Tiny - Left)
SURFACE_PAINTING_WOBBLE_C2 , // 0x00C2 // Painting wobble (THI Tiny - Middle)
SURFACE_PAINTING_WOBBLE_C3 , // 0x00C3 // Painting wobble (THI Tiny - Right)
SURFACE_PAINTING_WOBBLE_C4 , // 0x00C4 // Painting wobble (TTM Left)
SURFACE_PAINTING_WOBBLE_C5 , // 0x00C5 // Painting wobble (TTM Middle)
SURFACE_PAINTING_WOBBLE_C6 , // 0x00C6 // Painting wobble (TTM Right)
SURFACE_PAINTING_WOBBLE_C7 , // 0x00C7 // Painting wobble (Unused, TTC - Left)
SURFACE_PAINTING_WOBBLE_C8 , // 0x00C8 // Painting wobble (Unused, TTC - Middle)
SURFACE_PAINTING_WOBBLE_C9 , // 0x00C9 // Painting wobble (Unused, TTC - Right)
SURFACE_PAINTING_WOBBLE_CA , // 0x00CA // Painting wobble (Unused, SL - Left)
SURFACE_PAINTING_WOBBLE_CB , // 0x00CB // Painting wobble (Unused, SL - Middle)
SURFACE_PAINTING_WOBBLE_CC , // 0x00CC // Painting wobble (Unused, SL - Right)
SURFACE_PAINTING_WOBBLE_CD , // 0x00CD // Painting wobble (THI Huge - Left)
SURFACE_PAINTING_WOBBLE_CE , // 0x00CE // Painting wobble (THI Huge - Middle)
SURFACE_PAINTING_WOBBLE_CF , // 0x00CF // Painting wobble (THI Huge - Right)
SURFACE_PAINTING_WOBBLE_D0 , // 0x00D0 // Painting wobble (HMC & COTMC - Left), makes the painting wobble if touched
SURFACE_PAINTING_WOBBLE_D1 , // 0x00D1 // Painting wobble (Unused, HMC & COTMC - Middle)
SURFACE_PAINTING_WOBBLE_D2 , // 0x00D2 // Painting wobble (Unused, HMC & COTMC - Right)
SURFACE_PAINTING_WARP_D3 , // 0x00D3 // Painting warp (BoB Left)
SURFACE_PAINTING_WARP_D4 , // 0x00D4 // Painting warp (BoB Middle)
SURFACE_PAINTING_WARP_D5 , // 0x00D5 // Painting warp (BoB Right)
SURFACE_PAINTING_WARP_D6 , // 0x00D6 // Painting warp (CCM Left)
SURFACE_PAINTING_WARP_D7 , // 0x00D7 // Painting warp (CCM Middle)
SURFACE_PAINTING_WARP_D8 , // 0x00D8 // Painting warp (CCM Right)
SURFACE_PAINTING_WARP_D9 , // 0x00D9 // Painting warp (WF Left)
SURFACE_PAINTING_WARP_DA , // 0x00DA // Painting warp (WF Middle)
SURFACE_PAINTING_WARP_DB , // 0x00DB // Painting warp (WF Right)
SURFACE_PAINTING_WARP_DC , // 0x00DC // Painting warp (JRB Left)
SURFACE_PAINTING_WARP_DD , // 0x00DD // Painting warp (JRB Middle)
SURFACE_PAINTING_WARP_DE , // 0x00DE // Painting warp (JRB Right)
SURFACE_PAINTING_WARP_DF , // 0x00DF // Painting warp (LLL Left)
SURFACE_PAINTING_WARP_E0 , // 0x00E0 // Painting warp (LLL Middle)
SURFACE_PAINTING_WARP_E1 , // 0x00E1 // Painting warp (LLL Right)
SURFACE_PAINTING_WARP_E2 , // 0x00E2 // Painting warp (SSL Left)
SURFACE_PAINTING_WARP_E3 , // 0x00E3 // Painting warp (SSL Medium)
SURFACE_PAINTING_WARP_E4 , // 0x00E4 // Painting warp (SSL Right)
SURFACE_PAINTING_WARP_E5 , // 0x00E5 // Painting warp (Unused - Left)
SURFACE_PAINTING_WARP_E6 , // 0x00E6 // Painting warp (Unused - Medium)
SURFACE_PAINTING_WARP_E7 , // 0x00E7 // Painting warp (Unused - Right)
SURFACE_PAINTING_WARP_E8 , // 0x00E8 // Painting warp (DDD - Left)
SURFACE_PAINTING_WARP_E9 , // 0x00E9 // Painting warp (DDD - Middle)
SURFACE_PAINTING_WARP_EA , // 0x00EA // Painting warp (DDD - Right)
SURFACE_PAINTING_WARP_EB , // 0x00EB // Painting warp (WDW Left)
SURFACE_PAINTING_WARP_EC , // 0x00EC // Painting warp (WDW Middle)
SURFACE_PAINTING_WARP_ED , // 0x00ED // Painting warp (WDW Right)
SURFACE_PAINTING_WARP_EE , // 0x00EE // Painting warp (THI Tiny - Left)
SURFACE_PAINTING_WARP_EF , // 0x00EF // Painting warp (THI Tiny - Middle)
SURFACE_PAINTING_WARP_F0 , // 0x00F0 // Painting warp (THI Tiny - Right)
SURFACE_PAINTING_WARP_F1 , // 0x00F1 // Painting warp (TTM Left)
SURFACE_PAINTING_WARP_F2 , // 0x00F2 // Painting warp (TTM Middle)
SURFACE_PAINTING_WARP_F3 , // 0x00F3 // Painting warp (TTM Right)
SURFACE_TTC_PAINTING_1 , // 0x00F4 // Painting warp (TTC Left)
SURFACE_TTC_PAINTING_2 , // 0x00F5 // Painting warp (TTC Medium)
SURFACE_TTC_PAINTING_3 , // 0x00F6 // Painting warp (TTC Right)
SURFACE_PAINTING_WARP_F7 , // 0x00F7 // Painting warp (SL Left)
SURFACE_PAINTING_WARP_F8 , // 0x00F8 // Painting warp (SL Middle)
SURFACE_PAINTING_WARP_F9 , // 0x00F9 // Painting warp (SL Right)
SURFACE_PAINTING_WARP_FA , // 0x00FA // Painting warp (THI Huge - Left)
SURFACE_PAINTING_WARP_FB , // 0x00FB // Painting warp (THI Huge - Middle)
SURFACE_PAINTING_WARP_FC , // 0x00FC // Painting warp (THI Huge - Right)
SURFACE_WOBBLING_WARP , // 0x00FD // Pool warp (HMC & DDD)
SURFACE_00FE , // 0x00FE // Unused
SURFACE_TRAPDOOR , // 0x00FF // Bowser Left trapdoor, has no action defined
} ;
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// From Surface 0x1B to 0x1E
# define INSTANT_WARP_INDEX_START 0x00 // Equal and greater than Surface 0x1B
# define INSTANT_WARP_INDEX_STOP 0x04 // Less than Surface 0x1F
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# define SURFACE_IS_NEW_WATER(cmd) (((cmd) == SURFACE_NEW_WATER) || ((cmd) == SURFACE_NEW_WATER_BOTTOM))
# define SURFACE_IS_QUICKSAND(cmd) ((((cmd) >= SURFACE_SHALLOW_QUICKSAND) && ((cmd) <= SURFACE_MOVING_QUICKSAND)) || ((cmd) == SURFACE_INSTANT_MOVING_QUICKSAND))
# define SURFACE_IS_NOT_HARD(cmd) (((cmd) != SURFACE_HARD) && !((cmd) >= SURFACE_HARD_SLIPPERY && ((cmd) <= SURFACE_HARD_NOT_SLIPPERY)))
# define SURFACE_IS_PAINTING_WOBBLE(cmd) (((cmd) >= SURFACE_PAINTING_WOBBLE_A6) && ((cmd) <= SURFACE_PAINTING_WOBBLE_D2))
# define SURFACE_IS_PAINTING_WOBBLE_LEFT(cmd) ((((cmd) - SURFACE_PAINTING_WOBBLE_A6) % 3) == 0)
# define SURFACE_IS_PAINTING_WOBBLE_MIDDLE(cmd) ((((cmd) - SURFACE_PAINTING_WOBBLE_A7) % 3) == 0)
# define SURFACE_IS_PAINTING_WOBBLE_RIGHT(cmd) ((((cmd) - SURFACE_PAINTING_WOBBLE_A8) % 3) == 0)
# define SURFACE_IS_PAINTING_WARP(cmd) (((cmd) >= SURFACE_PAINTING_WARP_D3) && ((cmd) < SURFACE_WOBBLING_WARP)) // skips SURFACE_WOBBLING_WARP
# define SURFACE_IS_PAINTING_WARP_LEFT(cmd) ((((cmd) - SURFACE_PAINTING_WARP_D3 ) % 3) == 0)
# define SURFACE_IS_PAINTING_WARP_MIDDLE(cmd) ((((cmd) - SURFACE_PAINTING_WARP_D4 ) % 3) == 0)
# define SURFACE_IS_PAINTING_WARP_RIGHT(cmd) ((((cmd) - SURFACE_PAINTING_WARP_D5 ) % 3) == 0)
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# define SURFACE_IS_INSTANT_WARP(cmd) (((cmd) >= SURFACE_INSTANT_WARP_1B) && ((cmd) < SURFACE_INSTANT_WARP_1B + INSTANT_WARP_INDEX_STOP))
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# define SURFACE_IS_WARP(cmd) (((cmd) == SURFACE_LOOK_UP_WARP) || ((cmd) == SURFACE_WOBBLING_WARP) || SURFACE_IS_PAINTING_WARP(cmd) || SURFACE_IS_INSTANT_WARP(cmd))
# define SURFACE_IS_UNSAFE(cmd) (((cmd) == SURFACE_BURNING) || SURFACE_IS_QUICKSAND(cmd) || SURFACE_IS_WARP(cmd))
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enum SurfaceClass {
SURFACE_CLASS_DEFAULT ,
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SURFACE_CLASS_VERY_SLIPPERY ,
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SURFACE_CLASS_SLIPPERY ,
SURFACE_CLASS_NOT_SLIPPERY
} ;
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enum SurfaceFlags {
SURFACE_FLAGS_NONE = ( 0 < < 0 ) , // 0x0000
SURFACE_FLAG_DYNAMIC = ( 1 < < 0 ) , // 0x0001
SURFACE_FLAG_NO_CAM_COLLISION = ( 1 < < 1 ) , // 0x0002
} ;
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// These are effectively unique "surface" types like those defined higher
// And they are used as collision commands to load certain functions
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enum TerrainLoadCmd {
TERRAIN_LOAD_VERTICES = 0x40 , // Begins vertices list for collision triangles
TERRAIN_LOAD_CONTINUE , // Stop loading vertices but continues to load other collision commands
TERRAIN_LOAD_END , // End the collision list
TERRAIN_LOAD_OBJECTS , // Loads in certain objects for level start
TERRAIN_LOAD_ENVIRONMENT // Loads water/HMC gas
} ;
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# define TERRAIN_LOAD_IS_SURFACE_TYPE_LOW(cmd) (cmd < 0x40)
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# define TERRAIN_LOAD_IS_SURFACE_TYPE_HIGH(cmd) (cmd >= 0x65)
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// Terrain types defined by the level script command terrain_type (cmd_31)
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enum TerrainType {
TERRAIN_GRASS ,
TERRAIN_STONE ,
TERRAIN_SNOW ,
TERRAIN_SAND ,
TERRAIN_SPOOKY ,
TERRAIN_WATER ,
TERRAIN_SLIDE ,
TERRAIN_MASK = 0x7
} ;
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// These collision commands are unique "surface" types like those defined higher
// Collision Data Routine Initiate
# define COL_INIT() TERRAIN_LOAD_VERTICES
// Collision Vertices Read Initiate
# define COL_VERTEX_INIT(vtxNum) vtxNum
// Collision Vertex
# define COL_VERTEX(x, y, z) x, y, z
// Collision Tris Initiate
# define COL_TRI_INIT(surfType, triNum) surfType, triNum
// Collision Tri
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# ifdef ALL_SURFACES_HAVE_FORCE
# define COL_TRI(v1, v2, v3) v1, v2, v3, 0
# else
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# define COL_TRI(v1, v2, v3) v1, v2, v3
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# endif
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// Collision Tri With Special Params
# define COL_TRI_SPECIAL(v1, v2, v3, param) v1, v2, v3, param
// Collision Tris Stop Loading
# define COL_TRI_STOP() TERRAIN_LOAD_CONTINUE
// End Collision Data
# define COL_END() TERRAIN_LOAD_END
// Special Object Initiate
# define COL_SPECIAL_INIT(num) TERRAIN_LOAD_OBJECTS, num
// Water Boxes Initiate
# define COL_WATER_BOX_INIT(num) TERRAIN_LOAD_ENVIRONMENT, num
// Water Box
# define COL_WATER_BOX(id, x1, z1, x2, z2, y) id, x1, z1, x2, z2, y
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# endif // SURFACE_TERRAINS_H