#ifndef SURFACE_TERRAINS_H #define SURFACE_TERRAINS_H #include "config.h" // Surface Types 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 SURFACE_SUPER_SLIPPERY, // 0x0007 // Super slippery surface, good for delimiting your level SURFACE_0008, // 0x0008 // Unused SURFACE_SLOW, // 0x0009 // Slow down Mario, unused 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. 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 SURFACE_WARP, // 0x0032 // Surface warp. Warps to ID of force parameter's second byte if set, otherwise defaults to ID 0xF3. 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) 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. 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 }; // 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 #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) #define SURFACE_IS_INSTANT_WARP(cmd) (((cmd) >= SURFACE_INSTANT_WARP_1B) && ((cmd) < SURFACE_INSTANT_WARP_1B + INSTANT_WARP_INDEX_STOP)) #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)) enum SurfaceClass { SURFACE_CLASS_DEFAULT, SURFACE_CLASS_VERY_SLIPPERY, SURFACE_CLASS_SLIPPERY, SURFACE_CLASS_NOT_SLIPPERY }; enum SurfaceFlags { SURFACE_FLAGS_NONE = (0 << 0), // 0x0000 SURFACE_FLAG_DYNAMIC = (1 << 0), // 0x0001 SURFACE_FLAG_NO_CAM_COLLISION = (1 << 1), // 0x0002 }; // These are effectively unique "surface" types like those defined higher // And they are used as collision commands to load certain functions 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 }; #define TERRAIN_LOAD_IS_SURFACE_TYPE_LOW(cmd) (cmd < 0x40) #define TERRAIN_LOAD_IS_SURFACE_TYPE_HIGH(cmd) (cmd >= 0x65) // Terrain types defined by the level script command terrain_type (cmd_31) enum TerrainType { TERRAIN_GRASS, TERRAIN_STONE, TERRAIN_SNOW, TERRAIN_SAND, TERRAIN_SPOOKY, TERRAIN_WATER, TERRAIN_SLIDE, TERRAIN_MASK = 0x7 }; // 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 #ifdef ALL_SURFACES_HAVE_FORCE #define COL_TRI(v1, v2, v3) v1, v2, v3, 0 #else #define COL_TRI(v1, v2, v3) v1, v2, v3 #endif // 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 #endif // SURFACE_TERRAINS_H