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228 lines
16 KiB
C
228 lines
16 KiB
C
#ifndef SURFACE_TERRAINS_H
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#define SURFACE_TERRAINS_H
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// Surface Types
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#define SURFACE_DEFAULT 0x0000 // Environment default
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#define SURFACE_BURNING 0x0001 // Lava / Frostbite (in SL), but is used mostly for Lava
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#define SURFACE_RAYCAST 0x0003 // Custom sm64ex-coop specific custom surface for using collision_find_surface_on_ray
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#define SURFACE_0004 0x0004 // Unused, has no function and has parameters
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#define SURFACE_HANGABLE 0x0005 // Ceiling that Mario can climb on
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#define SURFACE_SLOW 0x0009 // Slow down Mario, unused
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#define SURFACE_DEATH_PLANE 0x000A // Death floor
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#define SURFACE_CLOSE_CAMERA 0x000B // Close camera
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#define SURFACE_WATER 0x000D // Water, has no action, used on some waterboxes below
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#define SURFACE_FLOWING_WATER 0x000E // Water (flowing), has parameters
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#define SURFACE_INTANGIBLE 0x0012 // Intangible (Separates BBH mansion from merry-go-round, for room usage)
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#define SURFACE_VERY_SLIPPERY 0x0013 // Very slippery, mostly used for slides
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#define SURFACE_SLIPPERY 0x0014 // Slippery
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#define SURFACE_NOT_SLIPPERY 0x0015 // Non-slippery, climbable
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#define SURFACE_TTM_VINES 0x0016 // TTM vines, has no action defined
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#define 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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#define 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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#define SURFACE_INSTANT_WARP_1C 0x001C // Instant warp to another area, used to warp between areas in WDW
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#define SURFACE_INSTANT_WARP_1D 0x001D // Instant warp to another area, used to warp between areas in DDD, SSL and TTM
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#define SURFACE_INSTANT_WARP_1E 0x001E // Instant warp to another area, used to warp between areas in DDD, SSL and TTM
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#define SURFACE_SHALLOW_QUICKSAND 0x0021 // Shallow Quicksand (depth of 10 units)
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#define SURFACE_DEEP_QUICKSAND 0x0022 // Quicksand (lethal, slow, depth of 160 units)
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#define SURFACE_INSTANT_QUICKSAND 0x0023 // Quicksand (lethal, instant)
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#define SURFACE_DEEP_MOVING_QUICKSAND 0x0024 // Moving quicksand (flowing, depth of 160 units)
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#define SURFACE_SHALLOW_MOVING_QUICKSAND 0x0025 // Moving quicksand (flowing, depth of 25 units)
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#define SURFACE_QUICKSAND 0x0026 // Moving quicksand (60 units)
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#define SURFACE_MOVING_QUICKSAND 0x0027 // Moving quicksand (flowing, depth of 60 units)
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#define SURFACE_WALL_MISC 0x0028 // Used for some walls, Cannon to adjust the camera, and some objects like Warp Pipe
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#define SURFACE_NOISE_DEFAULT 0x0029 // Default floor with noise
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#define SURFACE_NOISE_SLIPPERY 0x002A // Slippery floor with noise
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#define SURFACE_HORIZONTAL_WIND 0x002C // Horizontal wind, has parameters
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#define SURFACE_INSTANT_MOVING_QUICKSAND 0x002D // Quicksand (lethal, flowing)
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#define SURFACE_ICE 0x002E // Slippery Ice, in snow levels and THI's water floor
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#define SURFACE_LOOK_UP_WARP 0x002F // Look up and warp (Wing cap entrance)
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#define SURFACE_HARD 0x0030 // Hard floor (Always has fall damage)
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#define SURFACE_WARP 0x0032 // Surface warp
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#define SURFACE_TIMER_START 0x0033 // Timer start (Peach's secret slide)
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#define SURFACE_TIMER_END 0x0034 // Timer stop (Peach's secret slide)
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#define SURFACE_HARD_SLIPPERY 0x0035 // Hard and slippery (Always has fall damage)
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#define SURFACE_HARD_VERY_SLIPPERY 0x0036 // Hard and very slippery (Always has fall damage)
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#define SURFACE_HARD_NOT_SLIPPERY 0x0037 // Hard and Non-slippery (Always has fall damage)
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#define SURFACE_VERTICAL_WIND 0x0038 // Death at bottom with vertical wind
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#define SURFACE_BOSS_FIGHT_CAMERA 0x0065 // Wide camera for BOB and WF bosses
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#define SURFACE_CAMERA_FREE_ROAM 0x0066 // Free roam camera for THI and TTC
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#define SURFACE_THI3_WALLKICK 0x0068 // Surface where there's a wall kick section in THI 3rd area, has no action defined
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#define SURFACE_CAMERA_8_DIR 0x0069 // Surface that enables far camera for platforms, used in THI
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#define SURFACE_CAMERA_MIDDLE 0x006E // Surface camera that returns to the middle, used on the 4 pillars of SSL
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#define SURFACE_CAMERA_ROTATE_RIGHT 0x006F // Surface camera that rotates to the right (Bowser 1 & THI)
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#define SURFACE_CAMERA_ROTATE_LEFT 0x0070 // Surface camera that rotates to the left (BOB & TTM)
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#define SURFACE_CAMERA_BOUNDARY 0x0072 // Intangible Area, only used to restrict camera movement
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#define SURFACE_NOISE_VERY_SLIPPERY_73 0x0073 // Very slippery floor with noise, unused
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#define SURFACE_NOISE_VERY_SLIPPERY_74 0x0074 // Very slippery floor with noise, unused
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#define SURFACE_NOISE_VERY_SLIPPERY 0x0075 // Very slippery floor with noise, used in CCM
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#define SURFACE_NO_CAM_COLLISION 0x0076 // Surface with no cam collision flag
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#define SURFACE_NO_CAM_COLLISION_77 0x0077 // Surface with no cam collision flag, unused
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#define SURFACE_NO_CAM_COL_VERY_SLIPPERY 0x0078 // Surface with no cam collision flag, very slippery with noise (THI)
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#define SURFACE_NO_CAM_COL_SLIPPERY 0x0079 // Surface with no cam collision flag, slippery with noise (CCM, PSS and TTM slides)
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#define SURFACE_SWITCH 0x007A // Surface with no cam collision flag, non-slippery with noise, used by switches and Dorrie
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#define SURFACE_VANISH_CAP_WALLS 0x007B // Vanish cap walls, pass through them with Vanish Cap
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#define SURFACE_PAINTING_WOBBLE_A6 0x00A6 // Painting wobble (BOB Left)
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#define SURFACE_PAINTING_WOBBLE_A7 0x00A7 // Painting wobble (BOB Middle)
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#define SURFACE_PAINTING_WOBBLE_A8 0x00A8 // Painting wobble (BOB Right)
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#define SURFACE_PAINTING_WOBBLE_A9 0x00A9 // Painting wobble (CCM Left)
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#define SURFACE_PAINTING_WOBBLE_AA 0x00AA // Painting wobble (CCM Middle)
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#define SURFACE_PAINTING_WOBBLE_AB 0x00AB // Painting wobble (CCM Right)
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#define SURFACE_PAINTING_WOBBLE_AC 0x00AC // Painting wobble (WF Left)
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#define SURFACE_PAINTING_WOBBLE_AD 0x00AD // Painting wobble (WF Middle)
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#define SURFACE_PAINTING_WOBBLE_AE 0x00AE // Painting wobble (WF Right)
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#define SURFACE_PAINTING_WOBBLE_AF 0x00AF // Painting wobble (JRB Left)
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#define SURFACE_PAINTING_WOBBLE_B0 0x00B0 // Painting wobble (JRB Middle)
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#define SURFACE_PAINTING_WOBBLE_B1 0x00B1 // Painting wobble (JRB Right)
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#define SURFACE_PAINTING_WOBBLE_B2 0x00B2 // Painting wobble (LLL Left)
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#define SURFACE_PAINTING_WOBBLE_B3 0x00B3 // Painting wobble (LLL Middle)
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#define SURFACE_PAINTING_WOBBLE_B4 0x00B4 // Painting wobble (LLL Right)
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#define SURFACE_PAINTING_WOBBLE_B5 0x00B5 // Painting wobble (SSL Left)
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#define SURFACE_PAINTING_WOBBLE_B6 0x00B6 // Painting wobble (SSL Middle)
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#define SURFACE_PAINTING_WOBBLE_B7 0x00B7 // Painting wobble (SSL Right)
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#define SURFACE_PAINTING_WOBBLE_B8 0x00B8 // Painting wobble (Unused - Left)
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#define SURFACE_PAINTING_WOBBLE_B9 0x00B9 // Painting wobble (Unused - Middle)
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#define SURFACE_PAINTING_WOBBLE_BA 0x00BA // Painting wobble (Unused - Right)
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#define SURFACE_PAINTING_WOBBLE_BB 0x00BB // Painting wobble (DDD - Left), makes the painting wobble if touched
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#define SURFACE_PAINTING_WOBBLE_BC 0x00BC // Painting wobble (Unused, DDD - Middle)
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#define SURFACE_PAINTING_WOBBLE_BD 0x00BD // Painting wobble (Unused, DDD - Right)
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#define SURFACE_PAINTING_WOBBLE_BE 0x00BE // Painting wobble (WDW Left)
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#define SURFACE_PAINTING_WOBBLE_BF 0x00BF // Painting wobble (WDW Middle)
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#define SURFACE_PAINTING_WOBBLE_C0 0x00C0 // Painting wobble (WDW Right)
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#define SURFACE_PAINTING_WOBBLE_C1 0x00C1 // Painting wobble (THI Tiny - Left)
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#define SURFACE_PAINTING_WOBBLE_C2 0x00C2 // Painting wobble (THI Tiny - Middle)
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#define SURFACE_PAINTING_WOBBLE_C3 0x00C3 // Painting wobble (THI Tiny - Right)
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#define SURFACE_PAINTING_WOBBLE_C4 0x00C4 // Painting wobble (TTM Left)
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#define SURFACE_PAINTING_WOBBLE_C5 0x00C5 // Painting wobble (TTM Middle)
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#define SURFACE_PAINTING_WOBBLE_C6 0x00C6 // Painting wobble (TTM Right)
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#define SURFACE_PAINTING_WOBBLE_C7 0x00C7 // Painting wobble (Unused, TTC - Left)
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#define SURFACE_PAINTING_WOBBLE_C8 0x00C8 // Painting wobble (Unused, TTC - Middle)
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#define SURFACE_PAINTING_WOBBLE_C9 0x00C9 // Painting wobble (Unused, TTC - Right)
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#define SURFACE_PAINTING_WOBBLE_CA 0x00CA // Painting wobble (Unused, SL - Left)
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#define SURFACE_PAINTING_WOBBLE_CB 0x00CB // Painting wobble (Unused, SL - Middle)
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#define SURFACE_PAINTING_WOBBLE_CC 0x00CC // Painting wobble (Unused, SL - Right)
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#define SURFACE_PAINTING_WOBBLE_CD 0x00CD // Painting wobble (THI Huge - Left)
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#define SURFACE_PAINTING_WOBBLE_CE 0x00CE // Painting wobble (THI Huge - Middle)
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#define SURFACE_PAINTING_WOBBLE_CF 0x00CF // Painting wobble (THI Huge - Right)
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#define SURFACE_PAINTING_WOBBLE_D0 0x00D0 // Painting wobble (HMC & COTMC - Left), makes the painting wobble if touched
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#define SURFACE_PAINTING_WOBBLE_D1 0x00D1 // Painting wobble (Unused, HMC & COTMC - Middle)
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#define SURFACE_PAINTING_WOBBLE_D2 0x00D2 // Painting wobble (Unused, HMC & COTMC - Right)
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#define SURFACE_PAINTING_WARP_D3 0x00D3 // Painting warp (BOB Left)
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#define SURFACE_PAINTING_WARP_D4 0x00D4 // Painting warp (BOB Middle)
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#define SURFACE_PAINTING_WARP_D5 0x00D5 // Painting warp (BOB Right)
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#define SURFACE_PAINTING_WARP_D6 0x00D6 // Painting warp (CCM Left)
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#define SURFACE_PAINTING_WARP_D7 0x00D7 // Painting warp (CCM Middle)
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#define SURFACE_PAINTING_WARP_D8 0x00D8 // Painting warp (CCM Right)
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#define SURFACE_PAINTING_WARP_D9 0x00D9 // Painting warp (WF Left)
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#define SURFACE_PAINTING_WARP_DA 0x00DA // Painting warp (WF Middle)
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#define SURFACE_PAINTING_WARP_DB 0x00DB // Painting warp (WF Right)
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#define SURFACE_PAINTING_WARP_DC 0x00DC // Painting warp (JRB Left)
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#define SURFACE_PAINTING_WARP_DD 0x00DD // Painting warp (JRB Middle)
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#define SURFACE_PAINTING_WARP_DE 0x00DE // Painting warp (JRB Right)
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#define SURFACE_PAINTING_WARP_DF 0x00DF // Painting warp (LLL Left)
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#define SURFACE_PAINTING_WARP_E0 0x00E0 // Painting warp (LLL Middle)
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#define SURFACE_PAINTING_WARP_E1 0x00E1 // Painting warp (LLL Right)
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#define SURFACE_PAINTING_WARP_E2 0x00E2 // Painting warp (SSL Left)
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#define SURFACE_PAINTING_WARP_E3 0x00E3 // Painting warp (SSL Medium)
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#define SURFACE_PAINTING_WARP_E4 0x00E4 // Painting warp (SSL Right)
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#define SURFACE_PAINTING_WARP_E5 0x00E5 // Painting warp (Unused - Left)
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#define SURFACE_PAINTING_WARP_E6 0x00E6 // Painting warp (Unused - Medium)
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#define SURFACE_PAINTING_WARP_E7 0x00E7 // Painting warp (Unused - Right)
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#define SURFACE_PAINTING_WARP_E8 0x00E8 // Painting warp (DDD - Left)
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#define SURFACE_PAINTING_WARP_E9 0x00E9 // Painting warp (DDD - Middle)
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#define SURFACE_PAINTING_WARP_EA 0x00EA // Painting warp (DDD - Right)
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#define SURFACE_PAINTING_WARP_EB 0x00EB // Painting warp (WDW Left)
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#define SURFACE_PAINTING_WARP_EC 0x00EC // Painting warp (WDW Middle)
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#define SURFACE_PAINTING_WARP_ED 0x00ED // Painting warp (WDW Right)
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#define SURFACE_PAINTING_WARP_EE 0x00EE // Painting warp (THI Tiny - Left)
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#define SURFACE_PAINTING_WARP_EF 0x00EF // Painting warp (THI Tiny - Middle)
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#define SURFACE_PAINTING_WARP_F0 0x00F0 // Painting warp (THI Tiny - Right)
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#define SURFACE_PAINTING_WARP_F1 0x00F1 // Painting warp (TTM Left)
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#define SURFACE_PAINTING_WARP_F2 0x00F2 // Painting warp (TTM Middle)
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#define SURFACE_PAINTING_WARP_F3 0x00F3 // Painting warp (TTM Right)
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#define SURFACE_TTC_PAINTING_1 0x00F4 // Painting warp (TTC Left)
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#define SURFACE_TTC_PAINTING_2 0x00F5 // Painting warp (TTC Medium)
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#define SURFACE_TTC_PAINTING_3 0x00F6 // Painting warp (TTC Right)
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#define SURFACE_PAINTING_WARP_F7 0x00F7 // Painting warp (SL Left)
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#define SURFACE_PAINTING_WARP_F8 0x00F8 // Painting warp (SL Middle)
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#define SURFACE_PAINTING_WARP_F9 0x00F9 // Painting warp (SL Right)
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#define SURFACE_PAINTING_WARP_FA 0x00FA // Painting warp (THI Tiny - Left)
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#define SURFACE_PAINTING_WARP_FB 0x00FB // Painting warp (THI Tiny - Middle)
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#define SURFACE_PAINTING_WARP_FC 0x00FC // Painting warp (THI Tiny - Right)
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#define SURFACE_WOBBLING_WARP 0x00FD // Pool warp (HMC & DDD)
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#define SURFACE_TRAPDOOR 0x00FF // Bowser Left trapdoor, has no action defined
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#define SURFACE_IS_QUICKSAND(cmd) (cmd >= 0x21 && cmd < 0x28) // Doesn't include SURFACE_INSTANT_MOVING_QUICKSAND
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#define SURFACE_IS_NOT_HARD(cmd) (cmd != SURFACE_HARD && \
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!(cmd >= 0x35 && cmd <= 0x37))
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#define SURFACE_IS_PAINTING_WARP(cmd) (cmd >= 0xD3 && cmd < 0xFD)
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#define SURFACE_CLASS_DEFAULT 0x0000
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#define SURFACE_CLASS_VERY_SLIPPERY 0x0013
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#define SURFACE_CLASS_SLIPPERY 0x0014
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#define SURFACE_CLASS_NOT_SLIPPERY 0x0015
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#define SURFACE_FLAG_DYNAMIC (1 << 0)
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#define SURFACE_FLAG_NO_CAM_COLLISION (1 << 1)
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#define SURFACE_FLAG_X_PROJECTION (1 << 3)
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#define HAZARD_TYPE_LAVA_FLOOR 1
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#define HAZARD_TYPE_LAVA_WALL 2
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#define HAZARD_TYPE_QUICKSAND 3
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// These are effectively unique "surface" types like those defined higher
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// And they are used as collision commands to load certain functions
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#define TERRAIN_LOAD_VERTICES 0x0040 // Begins vertices list for collision triangles
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#define TERRAIN_LOAD_CONTINUE 0x0041 // Stop loading vertices but continues to load other collision commands
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#define TERRAIN_LOAD_END 0x0042 // End the collision list
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#define TERRAIN_LOAD_OBJECTS 0x0043 // Loads in certain objects for level start
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#define TERRAIN_LOAD_ENVIRONMENT 0x0044 // 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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#define TERRAIN_GRASS 0x0000
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#define TERRAIN_STONE 0x0001
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#define TERRAIN_SNOW 0x0002
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#define TERRAIN_SAND 0x0003
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#define TERRAIN_SPOOKY 0x0004
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#define TERRAIN_WATER 0x0005
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#define TERRAIN_SLIDE 0x0006
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#define TERRAIN_MASK 0x0007
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// These collision commands are unique "surface" types like those defined higher
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// Collision Data Routine Initiate
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#define COL_INIT() TERRAIN_LOAD_VERTICES
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// Collision Vertices Read Initiate
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#define COL_VERTEX_INIT(vtxNum) vtxNum
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// Collision Vertex
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#define COL_VERTEX(x, y, z) x, y, z
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// Collision Tris Initiate
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#define COL_TRI_INIT(surfType, triNum) surfType, triNum
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// Collision Tri
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#define COL_TRI(v1, v2, v3) v1, v2, v3
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// Collision Tri With Special Params
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#define COL_TRI_SPECIAL(v1, v2, v3, param) v1, v2, v3, param
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// Collision Tris Stop Loading
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#define COL_TRI_STOP() TERRAIN_LOAD_CONTINUE
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// End Collision Data
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#define COL_END() TERRAIN_LOAD_END
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// Special Object Initiate
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#define COL_SPECIAL_INIT(num) TERRAIN_LOAD_OBJECTS, num
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// Water Boxes Initiate
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#define COL_WATER_BOX_INIT(num) TERRAIN_LOAD_ENVIRONMENT, num
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// Water Box
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#define COL_WATER_BOX(id, x1, z1, x2, z2, y) id, x1, z1, x2, z2, y
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#endif // SURFACE_TERRAINS_H
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