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* buffers: refresh 15 and revert to base decomp * behavior script * color helper functions * extended bounds * egeo_layout * fixed model ids * camera conf improved * message panel ucode small * graph node * level script * mathutil updates * mathutil updates (allow unused funcs) * behaviors a - beta_fish * Add librtc and fix some data declarations * Move GRUCODE define to proper location in makefile * Refresh 15 * extra * Make ROM name smaller and change messages printed on build a bit * Fix console (lol) * Update UNF to latest master * Make ucode load from .o's (and also fix Super3D) * Fix crash with rumble + custom mario model * graph node and mathutil * removed behaviors * Ldtob documentation * _Putfld labeling * area * behavior actions * camera * debug updates * bubbles * envfx snow * farcall helpers * game init * geo misc * hud * only check if VC on render init * ingame menu * revert goddard to base decomp * insn disasm * interaction documentation * level geo * level update defines * macro special objects formatting changes * main.h documentation * map parser documentation & formatting * airborne documentation * mario actions automatic documentation * mario actions cutscene documentation * mario actions moving documentation and options * mario actions object documentation and options * mario stationary documentation * mario submerged documentation * mario misc documentation * mario step: ledge grab fixes and documentation * mario documentation * memory.h documentation * moving textures * object behaviors * object collision * fix flamethrower bug * object helpers * object list processor documentation * paintings * platform displacement * print / printf * puppycam absf * puppyprint updates and formatting changes * rendering graph node performance optimizations * rumble opt and doc * hqvm back to ultrasm64 * save file documentation and unlock defines * s2d engine * reset various files to ultrasm64 * file select * intro geo documentation * screen transition documentation * segment2.h * shadow overhaul * skybox refactor * sound init: clean up define usage + documentation * spawn object optimizations and documentation * spawn sound cleanup * sram to ultrasm64 * star select cleanup * title screen cleanup * dialogs / text * rename stomp smoke * stomp smoke -> small water splash * updated README * compilation flags * optimized file positions + support function/data sections * surface collision performance improvements * surface load optimizations * camera conf documentation * Allow easier command for opening puppyprint debug * Rearranged framebuffers & fixed puppyprint console printing * Fix shadow scaling and shifting * Fix SILHOUETTE, OBJECTS_REJ, and ucode loading, also clean up render phase system a bit. * Fixed build with BETTER_HANGING off * Clean up OBJECTS_REJ ifdefs * Fix duplicate comment & graph render layers/flags bitmask * Fixed build with BETTER_HANGING off * Fix Fast64 importing by reverting sSegmentTable change * Readded missing functions that caused build errors with Mario head enabled * Fixed clang compilation issues * Add INTER mode for geo_update_layer_transparency * Fix build warnings * bugfix: miscalculation in obj_turn_toward_object * Some puppytech fixes * Further Puppycamera fixes * Fix BUGFIX_DIALOG_TIME_STOP Fixes #136 * Fix sliding platform bparams * Add LEGACY_SHADOW_IDS define for Fast64 compatibility * Apply suggested changes * Better find_in_bounds_yaw_wdw_bob_thi ifdef * Fix build warnings for unused functions * Fixed stale reference bug from obj_mark_for_deletion change * Fixed incorrect digit for 100s #145 * Change groundpound-fix define and functionality to just disable bonking * Fixed puppyroll #134 * Adjust height value for terrain angle to kick in * fixed hi score flashing * Remove menudata backup (#131) Not considered important enough to keep * Fix fread() build warning * Add COURSE_NUM_TO_INDEX to save_file_get_star_flags check in bhv_unagi_init * Fix approach_s16 return value * Use boolean defines for oCapDoScaleVertically * Make the door lock a part of the key door model to eliminate z-fighting, also reduce z fighting on numbered doors with AUTO_LOD enabled. * Move flames to LAYER_TRANSPARENT_INTER * Resolved some compiler warnings and added FALL_THROUGH define (#168) * Address some more compiler warnings with different define toggles * Remove unnecessary fallthrough attribute * fixed geo_process_billboard floating point exception * Allow water to face any direction * Initialize focOffset so that BBH doesn't crash * Removed superfluous RDP commands when switching microcodes which would override scissor * Set OBJ_FLAG_DONT_CALC_COLL_DIST on bhvUkikiCage * Fix rumble build * Fixed UNLOCK_FPS strobing * Update src/game/object_helpers.c Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> * Update src/game/object_helpers.c Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> * Fix LEGACY_SHADOW_IDS id conflict * Use the vanilla default value for rotating fire bars if bparam2 is 0 * START_LEVEL safeguard * Fix some drawing distance issues caused by AUTO_COLLISION_DISTANCE * Fix rumble build * Fixed spline poll code using the wrong values for keyframes * Update readme with better credits Better credits for individual contributors * add arthur * added falco and moose * add fazana * le funny typo * added S2DEX engine to credits * silhouette + axo + ratio * remove specific callouts + add auto col distance * Update data/behavior_data.c Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> * Update data/behavior_data.c Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> * Update data/behavior_data.c Co-authored-by: thecozies <79979276+thecozies@users.noreply.github.com> * Revert formatting changes to match vanilla decomp * Re-implement Y buffer for find_ceil * Re-implement POWER_STARS_HEAL for normal Power Stars * Start level comment & exit course comment/collapse * utilize reonucam technique for FAST_VERTICAL_CAMERA_MOVEMENT * Fix "MAX_REFERENCED_WALLS" typo * Allow stop_and_set_height_to_floor to work at any height if Mario is teleporting (#213) * Revert stop_and_set_height_to_floor to vanilla Fixes #208 * Fixed sAudioEnabled so that it disables audio CPU processing as well * Fixed puppyprint debug RDP us calculations * Renamed sAudioEnabled to gAudioEnabled * Replaced mtxf_to_mtx_asm with an equivalent implementation that supports WORLD_SCALE * Moved extended bounds and world scale configuration to a new config_world.h file * Default all objects to non-rej (#227) Fixes #221 (Default all objects to non-rej) * Fix #221 * Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled (#211) * Fix VISUAL_DEBUG breaking/crashing when OBJECTS_REJ is disabled * Change vtl decrement in visual_surface_display from 6 to 3 Fixes #207 * Make area in SL igloo wider to prevent a softlock (#233) Fixes #210 * Fix coin formation coins being deleted if they spawn in the middle of a floor, also fix TTM slide coin position (#232) Fixes #201 * Make UNLOCK_ALL apply to more things * Fix wrong ifdef/ifndef in bhv_invisible_objects_under_bridge_init * Change chain chomp load/unload distances depending on number of segments (#237) Fixes #192 * added WATER_PLUNGE_UPWARP define * Add reonucam patch (#239) * added reonucam patch Fixes #218 * Fix how shadows handle water/transparency/height (#228) * Fix how shadows handle water/transparency/height * Change shadow check for flying carpets from a level specific check to a oPlatformOnTrackType check Fixes #179 * added reonucam credit * delete unnecesary patches * Apply suggested changes * murdered more patches * UNLOCK_ALL unlocks the cap boxes * UNLOCK_ALL unlocks cap boxes (slightly more epic edition) * revert ceil buffer * Renamed HD_INTRO_TEXTURES define, separated intro floombas * prevent double definition of floombas * actually prevent floomba redefinition * Develop/refactor default defines (#242) * Changed default config options * Added build dir to includePaths for pngs * disable NO_SLEEP by default * Disable puppyprint by default Sorry fazana 😔 * fix typos * add comment about BETTER_REVERB console perf * disable blue coin switch retry by default * Update config_audio.h Co-authored-by: Reonu <danileon95@gmail.com> Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com> * revert air step line to vanilla to fix bitfs scaling platform issue (#247) Fixes #200 * Fix stuttering on thin slopes (#248) * Fix stuttering on thin slopes * Revert vec3f_find_ceil calls to vanilla * Rename vec3f_find_ceil to find_mario_ceil * Update src/engine/surface_collision.h Fixes #249 * Swap static and dynamic surface checks back to vanilla order (#253) * Swap static and dynamic surface checks back to vanilla order * re-enable DISABLE_ALL config Fixes #251 #252 * Fixed save and quitting while in widescreen (#257) * Fixed save and quitting while in widescreen * use define for the level * all my homies hate ifdefs * skip wall offsets < 0 (#255) Fixes #255 * #264: Document non-stop stars' issues (#267) * #264: Document non-stop stars' issues * Update include/config/config_game.h * nonstop vanilla comment * derive margin_radius from radius after capping at 200 (#266) Fixes #259 * Config cleanup/refactor (#269) * Moved puppyprint define to graphics / rearranged some debug defines for ease of access * Moved compatibility safeguards to config_safeguards.h * spacing and comment formatting * #272 Move GFX_POOL_SIZE to config_graphics.h * disable EASIER_DIALOG_TRIGGER by default * prevent redefining warnings * small ifdef typo * changed ifndef to undefs Fixes #262 Fixes #272 * Improved movement config documentation related to turning around (#271) Fixes #270 * rename CUSTOM_DEBUG, add comments (#275) * Update README.md (#277) * v2.0.0 Co-authored-by: CrashOveride95 <crashoveride953@gmail.com> Co-authored-by: Arceveti <73617174+Arceveti@users.noreply.github.com> Co-authored-by: n64 <n64> Co-authored-by: Fazana <52551480+FazanaJ@users.noreply.github.com> Co-authored-by: Mr-Wiseguy <mrwiseguyromhacking@gmail.com> Co-authored-by: aglab2 <aglab3@gmail.com> Co-authored-by: gheskett <gheskett@gmail.com> Co-authored-by: Reonu <danileon95@gmail.com> Co-authored-by: Axollyon <20480418+Axollyon@users.noreply.github.com> Co-authored-by: Mr-Wiseguy <68165316+Mr-Wiseguy@users.noreply.github.com>
323 lines
21 KiB
C
323 lines
21 KiB
C
#ifndef SURFACE_TERRAINS_H
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#define SURFACE_TERRAINS_H
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#include "config.h"
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// Surface Types
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enum SurfaceTypes {
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SURFACE_NULL = -1,
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SURFACE_DEFAULT, // 0x0000 // Environment default
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SURFACE_BURNING, // 0x0001 // Lava / Frostbite (in SL), but is used mostly for Lava
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SURFACE_NEW_WATER, // 0x0002 // Custom water surface
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SURFACE_NEW_WATER_BOTTOM, // 0x0003 // Custom water surface bottom marker
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SURFACE_0004, // 0x0004 // Unused, has no function and has parameters
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SURFACE_HANGABLE, // 0x0005 // Ceiling that Mario can climb on
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SURFACE_0006, // 0x0006 // Unused
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SURFACE_0007, // 0x0007 // Unused
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SURFACE_0008, // 0x0008 // Unused
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SURFACE_SLOW, // 0x0009 // Slow down Mario, unused
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SURFACE_DEATH_PLANE, // 0x000A // Death floor
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SURFACE_CLOSE_CAMERA, // 0x000B // Close camera
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SURFACE_000C, // 0x000C // unused
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SURFACE_WATER, // 0x000D // Water, has no action, used on some waterboxes below
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SURFACE_FLOWING_WATER, // 0x000E // Water (flowing), has parameters
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SURFACE_000F, // 0x000F // Unused
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SURFACE_0010, // 0x0010 // Unused
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SURFACE_0011, // 0x0011 // Unused
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SURFACE_INTANGIBLE, // 0x0012 // Intangible (Separates BBH mansion from merry-go-round, for room usage)
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SURFACE_VERY_SLIPPERY, // 0x0013 // Very slippery, mostly used for slides
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SURFACE_SLIPPERY, // 0x0014 // Slippery
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SURFACE_NOT_SLIPPERY, // 0x0015 // Non-slippery, climbable
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SURFACE_TTM_VINES, // 0x0016 // TTM vines, has no action defined
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SURFACE_0017, // 0x0017 // Unused
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SURFACE_0018, // 0x0018 // Unused
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SURFACE_0019, // 0x0019 // Unused
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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
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SURFACE_INSTANT_WARP_1B, // 0x001B // Instant warp to another area, used to warp between areas in WDW and the endless stairs to warp back
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SURFACE_INSTANT_WARP_1C, // 0x001C // Instant warp to another area, used to warp between areas in WDW
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SURFACE_INSTANT_WARP_1D, // 0x001D // Instant warp to another area, used to warp between areas in DDD, SSL and TTM
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SURFACE_INSTANT_WARP_1E, // 0x001E // Instant warp to another area, used to warp between areas in DDD, SSL and TTM
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SURFACE_001F, // 0x001F // Unused
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SURFACE_0020, // 0x0020 // Unused
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SURFACE_SHALLOW_QUICKSAND, // 0x0021 // Shallow Quicksand (depth of 10 units)
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SURFACE_DEEP_QUICKSAND, // 0x0022 // Quicksand (lethal, slow, depth of 160 units)
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SURFACE_INSTANT_QUICKSAND, // 0x0023 // Quicksand (lethal, instant)
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SURFACE_DEEP_MOVING_QUICKSAND, // 0x0024 // Moving quicksand (flowing, depth of 160 units)
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SURFACE_SHALLOW_MOVING_QUICKSAND, // 0x0025 // Moving quicksand (flowing, depth of 25 units)
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SURFACE_QUICKSAND, // 0x0026 // Moving quicksand (60 units)
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SURFACE_MOVING_QUICKSAND, // 0x0027 // Moving quicksand (flowing, depth of 60 units)
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SURFACE_WALL_MISC, // 0x0028 // Used for some walls, Cannon to adjust the camera, and some objects like Warp Pipe
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SURFACE_NOISE_DEFAULT, // 0x0029 // Default floor with noise
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SURFACE_NOISE_SLIPPERY, // 0x002A // Slippery floor with noise
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SURFACE_002B, // 0x002B // Unused
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SURFACE_HORIZONTAL_WIND, // 0x002C // Horizontal wind, has parameters
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SURFACE_INSTANT_MOVING_QUICKSAND, // 0x002D // Quicksand (lethal, flowing)
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SURFACE_ICE, // 0x002E // Slippery Ice, in snow levels and THI's water floor
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SURFACE_LOOK_UP_WARP, // 0x002F // Look up and warp (Wing cap entrance)
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SURFACE_HARD, // 0x0030 // Hard floor (Always has fall damage)
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SURFACE_0031, // 0x0031 // Unused
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SURFACE_WARP, // 0x0032 // Surface warp
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SURFACE_TIMER_START, // 0x0033 // Timer start (Peach's secret slide)
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SURFACE_TIMER_END, // 0x0034 // Timer stop (Peach's secret slide)
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SURFACE_HARD_SLIPPERY, // 0x0035 // Hard and slippery (Always has fall damage)
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SURFACE_HARD_VERY_SLIPPERY, // 0x0036 // Hard and very slippery (Always has fall damage)
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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
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SURFACE_0039, // 0x0039 // Unused
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SURFACE_003A, // 0x003A // Unused
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SURFACE_003B, // 0x003B // Unused
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SURFACE_003C, // 0x003C // Unused
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SURFACE_003D, // 0x003D // Unused
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SURFACE_003E, // 0x003E // Unused
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SURFACE_003F, // 0x003F // Unused
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SURFACE_BOSS_FIGHT_CAMERA = 0x65, // 0x0065 // Wide camera for BoB and WF bosses
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SURFACE_CAMERA_FREE_ROAM, // 0x0066 // Free roam camera for THI and TTC
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SURFACE_0067, // 0x0067 // Unused
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SURFACE_THI3_WALLKICK, // 0x0068 // Surface where there's a wall kick section in THI 3rd area, has no action defined
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SURFACE_CAMERA_8_DIR, // 0x0069 // Surface that enables far camera for platforms, used in THI
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SURFACE_006A, // 0x006A // Unused
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SURFACE_006B, // 0x006B // Unused
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SURFACE_006C, // 0x006C // Unused
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SURFACE_006D, // 0x006D // Unused
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SURFACE_CAMERA_MIDDLE, // 0x006E // Surface camera that returns to the middle, used on the 4 pillars of SSL
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SURFACE_CAMERA_ROTATE_RIGHT, // 0x006F // Surface camera that rotates to the right (Bowser 1 & THI)
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SURFACE_CAMERA_ROTATE_LEFT, // 0x0070 // Surface camera that rotates to the left (BoB & TTM)
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SURFACE_0071, // 0x0071 // Unused
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SURFACE_CAMERA_BOUNDARY, // 0x0072 // Intangible Area, only used to restrict camera movement
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SURFACE_NOISE_VERY_SLIPPERY_73, // 0x0073 // Very slippery floor with noise, unused
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SURFACE_NOISE_VERY_SLIPPERY_74, // 0x0074 // Very slippery floor with noise, unused
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SURFACE_NOISE_VERY_SLIPPERY, // 0x0075 // Very slippery floor with noise, used in CCM
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SURFACE_NO_CAM_COLLISION, // 0x0076 // Surface with no cam collision flag
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SURFACE_NO_CAM_COLLISION_77, // 0x0077 // Surface with no cam collision flag, unused
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SURFACE_NO_CAM_COL_VERY_SLIPPERY, // 0x0078 // Surface with no cam collision flag, very slippery with noise (THI)
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SURFACE_NO_CAM_COL_SLIPPERY, // 0x0079 // Surface with no cam collision flag, slippery with noise (CCM, PSS and TTM slides)
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SURFACE_SWITCH, // 0x007A // Surface with no cam collision flag, non-slippery with noise, used by switches and Dorrie
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SURFACE_VANISH_CAP_WALLS, // 0x007B // Vanish cap walls, pass through them with Vanish Cap
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SURFACE_007C, // 0x007C // Unused
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SURFACE_007D, // 0x007D // Unused
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SURFACE_007E, // 0x007E // Unused
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SURFACE_007F, // 0x007F // Unused
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SURFACE_0080, // 0x0080 // Unused
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SURFACE_0081, // 0x0081 // Unused
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SURFACE_0082, // 0x0082 // Unused
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SURFACE_0083, // 0x0083 // Unused
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SURFACE_0084, // 0x0084 // Unused
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SURFACE_0085, // 0x0085 // Unused
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SURFACE_0086, // 0x0086 // Unused
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SURFACE_0087, // 0x0087 // Unused
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SURFACE_0088, // 0x0088 // Unused
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SURFACE_0089, // 0x0089 // Unused
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SURFACE_008A, // 0x008A // Unused
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SURFACE_008B, // 0x008B // Unused
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SURFACE_008C, // 0x008C // Unused
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SURFACE_008D, // 0x008D // Unused
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SURFACE_008E, // 0x008E // Unused
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SURFACE_008F, // 0x008F // Unused
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SURFACE_0090, // 0x0090 // Unused
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SURFACE_0091, // 0x0091 // Unused
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SURFACE_0092, // 0x0092 // Unused
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SURFACE_0093, // 0x0093 // Unused
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SURFACE_0094, // 0x0094 // Unused
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SURFACE_0095, // 0x0095 // Unused
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SURFACE_0096, // 0x0096 // Unused
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SURFACE_0097, // 0x0097 // Unused
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SURFACE_0098, // 0x0098 // Unused
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SURFACE_0099, // 0x0099 // Unused
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SURFACE_009A, // 0x009A // Unused
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SURFACE_009B, // 0x009B // Unused
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SURFACE_009C, // 0x009C // Unused
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SURFACE_009D, // 0x009D // Unused
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SURFACE_009E, // 0x009E // Unused
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SURFACE_009F, // 0x009F // Unused
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SURFACE_00A0, // 0x00A0 // Unused
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SURFACE_00A1, // 0x00A1 // Unused
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SURFACE_00A2, // 0x00A2 // Unused
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SURFACE_00A3, // 0x00A3 // Unused
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SURFACE_00A4, // 0x00A4 // Unused
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SURFACE_00A5, // 0x00A5 // Unused
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SURFACE_PAINTING_WOBBLE_A6, // 0x00A6 // Painting wobble (BoB Left)
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SURFACE_PAINTING_WOBBLE_A7, // 0x00A7 // Painting wobble (BoB Middle)
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SURFACE_PAINTING_WOBBLE_A8, // 0x00A8 // Painting wobble (BoB Right)
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SURFACE_PAINTING_WOBBLE_A9, // 0x00A9 // Painting wobble (CCM Left)
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SURFACE_PAINTING_WOBBLE_AA, // 0x00AA // Painting wobble (CCM Middle)
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SURFACE_PAINTING_WOBBLE_AB, // 0x00AB // Painting wobble (CCM Right)
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SURFACE_PAINTING_WOBBLE_AC, // 0x00AC // Painting wobble (WF Left)
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SURFACE_PAINTING_WOBBLE_AD, // 0x00AD // Painting wobble (WF Middle)
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SURFACE_PAINTING_WOBBLE_AE, // 0x00AE // Painting wobble (WF Right)
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SURFACE_PAINTING_WOBBLE_AF, // 0x00AF // Painting wobble (JRB Left)
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SURFACE_PAINTING_WOBBLE_B0, // 0x00B0 // Painting wobble (JRB Middle)
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SURFACE_PAINTING_WOBBLE_B1, // 0x00B1 // Painting wobble (JRB Right)
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SURFACE_PAINTING_WOBBLE_B2, // 0x00B2 // Painting wobble (LLL Left)
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SURFACE_PAINTING_WOBBLE_B3, // 0x00B3 // Painting wobble (LLL Middle)
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SURFACE_PAINTING_WOBBLE_B4, // 0x00B4 // Painting wobble (LLL Right)
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SURFACE_PAINTING_WOBBLE_B5, // 0x00B5 // Painting wobble (SSL Left)
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SURFACE_PAINTING_WOBBLE_B6, // 0x00B6 // Painting wobble (SSL Middle)
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SURFACE_PAINTING_WOBBLE_B7, // 0x00B7 // Painting wobble (SSL Right)
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SURFACE_PAINTING_WOBBLE_B8, // 0x00B8 // Painting wobble (Unused - Left)
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SURFACE_PAINTING_WOBBLE_B9, // 0x00B9 // Painting wobble (Unused - Middle)
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SURFACE_PAINTING_WOBBLE_BA, // 0x00BA // Painting wobble (Unused - Right)
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SURFACE_PAINTING_WOBBLE_BB, // 0x00BB // Painting wobble (DDD - Left), makes the painting wobble if touched
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SURFACE_PAINTING_WOBBLE_BC, // 0x00BC // Painting wobble (Unused, DDD - Middle)
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SURFACE_PAINTING_WOBBLE_BD, // 0x00BD // Painting wobble (Unused, DDD - Right)
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SURFACE_PAINTING_WOBBLE_BE, // 0x00BE // Painting wobble (WDW Left)
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SURFACE_PAINTING_WOBBLE_BF, // 0x00BF // Painting wobble (WDW Middle)
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SURFACE_PAINTING_WOBBLE_C0, // 0x00C0 // Painting wobble (WDW Right)
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SURFACE_PAINTING_WOBBLE_C1, // 0x00C1 // Painting wobble (THI Tiny - Left)
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SURFACE_PAINTING_WOBBLE_C2, // 0x00C2 // Painting wobble (THI Tiny - Middle)
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SURFACE_PAINTING_WOBBLE_C3, // 0x00C3 // Painting wobble (THI Tiny - Right)
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SURFACE_PAINTING_WOBBLE_C4, // 0x00C4 // Painting wobble (TTM Left)
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SURFACE_PAINTING_WOBBLE_C5, // 0x00C5 // Painting wobble (TTM Middle)
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SURFACE_PAINTING_WOBBLE_C6, // 0x00C6 // Painting wobble (TTM Right)
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SURFACE_PAINTING_WOBBLE_C7, // 0x00C7 // Painting wobble (Unused, TTC - Left)
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SURFACE_PAINTING_WOBBLE_C8, // 0x00C8 // Painting wobble (Unused, TTC - Middle)
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SURFACE_PAINTING_WOBBLE_C9, // 0x00C9 // Painting wobble (Unused, TTC - Right)
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SURFACE_PAINTING_WOBBLE_CA, // 0x00CA // Painting wobble (Unused, SL - Left)
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SURFACE_PAINTING_WOBBLE_CB, // 0x00CB // Painting wobble (Unused, SL - Middle)
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SURFACE_PAINTING_WOBBLE_CC, // 0x00CC // Painting wobble (Unused, SL - Right)
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SURFACE_PAINTING_WOBBLE_CD, // 0x00CD // Painting wobble (THI Huge - Left)
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SURFACE_PAINTING_WOBBLE_CE, // 0x00CE // Painting wobble (THI Huge - Middle)
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SURFACE_PAINTING_WOBBLE_CF, // 0x00CF // Painting wobble (THI Huge - Right)
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SURFACE_PAINTING_WOBBLE_D0, // 0x00D0 // Painting wobble (HMC & COTMC - Left), makes the painting wobble if touched
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SURFACE_PAINTING_WOBBLE_D1, // 0x00D1 // Painting wobble (Unused, HMC & COTMC - Middle)
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SURFACE_PAINTING_WOBBLE_D2, // 0x00D2 // Painting wobble (Unused, HMC & COTMC - Right)
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SURFACE_PAINTING_WARP_D3, // 0x00D3 // Painting warp (BoB Left)
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SURFACE_PAINTING_WARP_D4, // 0x00D4 // Painting warp (BoB Middle)
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SURFACE_PAINTING_WARP_D5, // 0x00D5 // Painting warp (BoB Right)
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SURFACE_PAINTING_WARP_D6, // 0x00D6 // Painting warp (CCM Left)
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SURFACE_PAINTING_WARP_D7, // 0x00D7 // Painting warp (CCM Middle)
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SURFACE_PAINTING_WARP_D8, // 0x00D8 // Painting warp (CCM Right)
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SURFACE_PAINTING_WARP_D9, // 0x00D9 // Painting warp (WF Left)
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SURFACE_PAINTING_WARP_DA, // 0x00DA // Painting warp (WF Middle)
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SURFACE_PAINTING_WARP_DB, // 0x00DB // Painting warp (WF Right)
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SURFACE_PAINTING_WARP_DC, // 0x00DC // Painting warp (JRB Left)
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SURFACE_PAINTING_WARP_DD, // 0x00DD // Painting warp (JRB Middle)
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SURFACE_PAINTING_WARP_DE, // 0x00DE // Painting warp (JRB Right)
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SURFACE_PAINTING_WARP_DF, // 0x00DF // Painting warp (LLL Left)
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SURFACE_PAINTING_WARP_E0, // 0x00E0 // Painting warp (LLL Middle)
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SURFACE_PAINTING_WARP_E1, // 0x00E1 // Painting warp (LLL Right)
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SURFACE_PAINTING_WARP_E2, // 0x00E2 // Painting warp (SSL Left)
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SURFACE_PAINTING_WARP_E3, // 0x00E3 // Painting warp (SSL Medium)
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SURFACE_PAINTING_WARP_E4, // 0x00E4 // Painting warp (SSL Right)
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SURFACE_PAINTING_WARP_E5, // 0x00E5 // Painting warp (Unused - Left)
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SURFACE_PAINTING_WARP_E6, // 0x00E6 // Painting warp (Unused - Medium)
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SURFACE_PAINTING_WARP_E7, // 0x00E7 // Painting warp (Unused - Right)
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SURFACE_PAINTING_WARP_E8, // 0x00E8 // Painting warp (DDD - Left)
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SURFACE_PAINTING_WARP_E9, // 0x00E9 // Painting warp (DDD - Middle)
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SURFACE_PAINTING_WARP_EA, // 0x00EA // Painting warp (DDD - Right)
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SURFACE_PAINTING_WARP_EB, // 0x00EB // Painting warp (WDW Left)
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SURFACE_PAINTING_WARP_EC, // 0x00EC // Painting warp (WDW Middle)
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SURFACE_PAINTING_WARP_ED, // 0x00ED // Painting warp (WDW Right)
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SURFACE_PAINTING_WARP_EE, // 0x00EE // Painting warp (THI Tiny - Left)
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SURFACE_PAINTING_WARP_EF, // 0x00EF // Painting warp (THI Tiny - Middle)
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SURFACE_PAINTING_WARP_F0, // 0x00F0 // Painting warp (THI Tiny - Right)
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SURFACE_PAINTING_WARP_F1, // 0x00F1 // Painting warp (TTM Left)
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SURFACE_PAINTING_WARP_F2, // 0x00F2 // Painting warp (TTM Middle)
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SURFACE_PAINTING_WARP_F3, // 0x00F3 // Painting warp (TTM Right)
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SURFACE_TTC_PAINTING_1, // 0x00F4 // Painting warp (TTC Left)
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SURFACE_TTC_PAINTING_2, // 0x00F5 // Painting warp (TTC Medium)
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SURFACE_TTC_PAINTING_3, // 0x00F6 // Painting warp (TTC Right)
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SURFACE_PAINTING_WARP_F7, // 0x00F7 // Painting warp (SL Left)
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SURFACE_PAINTING_WARP_F8, // 0x00F8 // Painting warp (SL Middle)
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SURFACE_PAINTING_WARP_F9, // 0x00F9 // Painting warp (SL Right)
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SURFACE_PAINTING_WARP_FA, // 0x00FA // Painting warp (THI Huge - Left)
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SURFACE_PAINTING_WARP_FB, // 0x00FB // Painting warp (THI Huge - Middle)
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SURFACE_PAINTING_WARP_FC, // 0x00FC // Painting warp (THI Huge - Right)
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SURFACE_WOBBLING_WARP, // 0x00FD // Pool warp (HMC & DDD)
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SURFACE_00FE, // 0x00FE // Unused
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SURFACE_TRAPDOOR, // 0x00FF // Bowser Left trapdoor, has no action defined
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};
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#define SURFACE_IS_NEW_WATER(cmd) (((cmd) == SURFACE_NEW_WATER) || ((cmd) == SURFACE_NEW_WATER_BOTTOM))
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#define SURFACE_IS_QUICKSAND(cmd) ((((cmd) >= SURFACE_SHALLOW_QUICKSAND) && ((cmd) <= SURFACE_MOVING_QUICKSAND)) || ((cmd) == SURFACE_INSTANT_MOVING_QUICKSAND))
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#define SURFACE_IS_NOT_HARD(cmd) (((cmd) != SURFACE_HARD) && !((cmd) >= SURFACE_HARD_SLIPPERY && ((cmd) <= SURFACE_HARD_NOT_SLIPPERY)))
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#define SURFACE_IS_PAINTING_WOBBLE(cmd) (((cmd) >= SURFACE_PAINTING_WOBBLE_A6) && ((cmd) <= SURFACE_PAINTING_WOBBLE_D2))
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#define SURFACE_IS_PAINTING_WOBBLE_LEFT(cmd) ((((cmd) - SURFACE_PAINTING_WOBBLE_A6) % 3) == 0)
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#define SURFACE_IS_PAINTING_WOBBLE_MIDDLE(cmd) ((((cmd) - SURFACE_PAINTING_WOBBLE_A7) % 3) == 0)
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#define SURFACE_IS_PAINTING_WOBBLE_RIGHT(cmd) ((((cmd) - SURFACE_PAINTING_WOBBLE_A8) % 3) == 0)
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#define SURFACE_IS_PAINTING_WARP(cmd) (((cmd) >= SURFACE_PAINTING_WARP_D3) && ((cmd) < SURFACE_WOBBLING_WARP)) // skips SURFACE_WOBBLING_WARP
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#define SURFACE_IS_PAINTING_WARP_LEFT(cmd) ((((cmd) - SURFACE_PAINTING_WARP_D3 ) % 3) == 0)
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#define SURFACE_IS_PAINTING_WARP_MIDDLE(cmd) ((((cmd) - SURFACE_PAINTING_WARP_D4 ) % 3) == 0)
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#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_1E))
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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))
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#define SURFACE_IS_UNSAFE(cmd) (((cmd) == SURFACE_BURNING) || SURFACE_IS_QUICKSAND(cmd) || SURFACE_IS_WARP(cmd))
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|
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enum SurfaceClass {
|
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SURFACE_CLASS_DEFAULT,
|
|
SURFACE_CLASS_VERY_SLIPPERY = 0x0013,
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|
SURFACE_CLASS_SLIPPERY,
|
|
SURFACE_CLASS_NOT_SLIPPERY
|
|
};
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|
|
|
enum SurfaceFlags {
|
|
SURFACE_FLAGS_NONE = (0 << 0), // 0x0000
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|
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
|
|
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)
|
|
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
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|
|
|
// 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
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