Super Mario 64 Source
A Super Mario 64 decompilation, brought to you by a bunch of clever folks.
surface_terrains.h
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1 #ifndef SURFACE_TERRAINS_H
2 #define SURFACE_TERRAINS_H
3 
4 // Surface Types
5 #define SURFACE_DEFAULT 0x0000 // Environment default
6 #define SURFACE_BURNING 0x0001 // Lava / Frostbite (in SL), but is used mostly for Lava
7 #define SURFACE_0004 0x0004 // Unused, has no function and has parameters
8 #define SURFACE_HANGABLE 0x0005 // Ceiling that Mario can climb on
9 #define SURFACE_SLOW 0x0009 // Slow down Mario, unused
10 #define SURFACE_DEATH_PLANE 0x000A // Death floor
11 #define SURFACE_CLOSE_CAMERA 0x000B // Close camera
12 #define SURFACE_FLOWING_WATER 0x000E // Water (flowing), has parameters
13 #define SURFACE_INTANGIBLE 0x0012 // Intangible (Separates BBH mansion from merry-go-round, for room usage)
14 #define SURFACE_VERY_SLIPPERY 0x0013 // Very slippery, mostly used for slides
15 #define SURFACE_SLIPPERY 0x0014 // Slippery
16 #define SURFACE_NOT_SLIPPERY 0x0015 // Non-slippery, climbable
17 #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
18 #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
19 #define SURFACE_INSTANT_WARP_1C 0x001C // Instant warp to another area, used to warp between areas in WDW
20 #define SURFACE_SHALLOW_QUICKSAND 0x0021 // Shallow Quicksand (depth of 10 units)
21 #define SURFACE_DEEP_QUICKSAND 0x0022 // Quicksand (lethal, slow, depth of 160 units)
22 #define SURFACE_INSTANT_QUICKSAND 0x0023 // Quicksand (lethal, instant)
23 #define SURFACE_DEEP_MOVING_QUICKSAND 0x0024 // Moving quicksand (flowing, depth of 160 units)
24 #define SURFACE_SHALLOW_MOVING_QUICKSAND 0x0025 // Moving quicksand (flowing, depth of 25 units)
25 #define SURFACE_QUICKSAND 0x0026 // Moving quicksand (60 units)
26 #define SURFACE_MOVING_QUICKSAND 0x0027 // Moving quicksand (flowing, depth of 60 units)
27 #define SURFACE_WALL_MISC 0x0028 // Used for some walls, Cannon to adjust the camera, and some objects like Warp Pipe
28 #define SURFACE_NOISE_DEFAULT 0x0029 // Default floor with noise
29 #define SURFACE_NOISE_SLIPPERY 0x002A // Slippery floor with noise
30 #define SURFACE_HORIZONTAL_WIND 0x002C // Horizontal wind, has parameters
31 #define SURFACE_INSTANT_MOVING_QUICKSAND 0x002D // Quicksand (lethal, flowing)
32 #define SURFACE_ICE 0x002E // Slippery Ice, in snow levels and THI's water floor
33 #define SURFACE_LOOK_UP_WARP 0x002F // Look up and warp (Wing cap entrance)
34 #define SURFACE_HARD 0x0030 // Hard floor (Always has fall damage)
35 #define SURFACE_WARP 0x0032 // Surface warp
36 #define SURFACE_TIMER_START 0x0033 // Timer start (Peach's secret slide)
37 #define SURFACE_TIMER_END 0x0034 // Timer stop (Peach's secret slide)
38 #define SURFACE_HARD_SLIPPERY 0x0035 // Hard and slippery (Always has fall damage)
39 #define SURFACE_HARD_VERY_SLIPPERY 0x0036 // Hard and very slippery (Always has fall damage)
40 #define SURFACE_HARD_NOT_SLIPPERY 0x0037 // Hard and Non-slippery (Always has fall damage)
41 #define SURFACE_VERTICAL_WIND 0x0038 // Death at bottom with vertical wind
42 #define SURFACE_BOSS_FIGHT_CAMERA 0x0065 // Wide camera for BOB and WF bosses
43 #define SURFACE_CAMERA_FREE_ROAM 0x0066 // Free roam camera for THI and TTC
44 #define SURFACE_CAMERA_PLATFORM 0x0069 // Surface that enables far camera for platforms, used in THI
45 #define SURFACE_CAMERA_MIDDLE 0x006E // Surface camera that returns to the middle, used on the 4 pillars of SSL
46 #define SURFACE_CAMERA_ROTATE_RIGHT 0x006F // Surface camera that rotates to the right (Bowser 1 & THI)
47 #define SURFACE_CAMERA_ROTATE_LEFT 0x0070 // Surface camera that rotates to the left (BOB & TTM)
48 #define SURFACE_CAMERA_BOUNDARY 0x0072 // Intangible Area, only used to restrict camera movement
49 #define SURFACE_NOISE_VERY_SLIPPERY_73 0x0073 // Very slippery floor with noise, unused
50 #define SURFACE_NOISE_VERY_SLIPPERY_74 0x0074 // Very slippery floor with noise, unused
51 #define SURFACE_NOISE_VERY_SLIPPERY 0x0075 // Very slippery floor with noise, used in CCM
52 #define SURFACE_NO_CAM_COLLISION 0x0076 // Surface with no cam collision flag
53 #define SURFACE_NO_CAM_COLLISION_77 0x0077 // Surface with no cam collision flag, unused
54 #define SURFACE_NO_CAM_COL_VERY_SLIPPERY 0x0078 // Surface with no cam collision flag, very slippery with noise (THI)
55 #define SURFACE_NO_CAM_COL_SLIPPERY 0x0079 // Surface with no cam collision flag, slippery with noise (CCM, PSS and TTM slides)
56 #define SURFACE_SWITCH 0x007A // Surface with no cam collision flag, non-slippery with noise, used by switches and Dorrie
57 #define SURFACE_VANISH_CAP_WALLS 0x007B // Vanish cap walls, pass through them with Vanish Cap
58 #define SURFACE_PAINTING_WOBBLE_A6 0x00A6 // Painting wobble (BOB Left)
59 #define SURFACE_PAINTING_WOBBLE_A7 0x00A7 // Painting wobble (BOB Middle)
60 #define SURFACE_PAINTING_WOBBLE_A8 0x00A8 // Painting wobble (BOB Right)
61 #define SURFACE_PAINTING_WARP_D3 0x00D3 // Painting warp (BOB Left)
62 #define SURFACE_PAINTING_WARP_D4 0x00D4 // Painting warp (BOB Middle)
63 #define SURFACE_PAINTING_WARP_D5 0x00D5 // Painting warp (BOB Right)
64 #define SURFACE_TTC_PAINTING_1 0x00F4 // Painting warp (TTC Left)
65 #define SURFACE_TTC_PAINTING_2 0x00F5 // Painting warp (TTC Medium)
66 #define SURFACE_TTC_PAINTING_3 0x00F6 // Painting warp (TTC Right)
67 #define SURFACE_PAINTING_WARP_F9 0x00F9 // Painting warp (SL Right)
68 
69 #define SURFACE_IS_QUICKSAND(cmd) (cmd >= 0x21 && cmd < 0x28) // Doesn't include SURFACE_INSTANT_MOVING_QUICKSAND
70 #define SURFACE_IS_NOT_HARD(cmd) (cmd != SURFACE_HARD && \
71  !(cmd >= 0x35 && cmd <= 0x37))
72 #define SURFACE_IS_PAINTING_WARP(cmd) (cmd >= 0xD3 && cmd < 0xFD)
73 
74 #define SURFACE_CLASS_DEFAULT 0x0000
75 #define SURFACE_CLASS_VERY_SLIPPERY 0x0013
76 #define SURFACE_CLASS_SLIPPERY 0x0014
77 #define SURFACE_CLASS_NOT_SLIPPERY 0x0015
78 
79 #define SURFACE_FLAG_DYNAMIC (1 << 0)
80 #define SURFACE_FLAG_NO_CAM_COLLISION (1 << 1)
81 #define SURFACE_FLAG_X_PROJECTION (1 << 3)
82 
83 // These are effectively unique "surface" types like those defined higher
84 // And they are used as collision commands to load certain functions
85 #define TERRAIN_LOAD_VERTICES 0x0040 // Begins vertices list for collision triangles
86 #define TERRAIN_LOAD_CONTINUE 0x0041 // Stop loading vertices but continues to load other collision commands
87 #define TERRAIN_LOAD_END 0x0042 // End the collision list
88 #define TERRAIN_LOAD_OBJECTS 0x0043 // Loads in certain objects for level start
89 #define TERRAIN_LOAD_ENVIRONMENT 0x0044 // Loads water/HMC gas
90 
91 #define TERRAIN_LOAD_IS_SURFACE_TYPE_LOW(cmd) (cmd < 0x40)
92 #define TERRAIN_LOAD_IS_SURFACE_TYPE_HIGH(cmd) (cmd >= 0x65)
93 
94 #define TERRAIN_GRASS 0x0000
95 #define TERRAIN_STONE 0x0001
96 #define TERRAIN_SNOW 0x0002
97 #define TERRAIN_SAND 0x0003
98 #define TERRAIN_SPOOKY 0x0004
99 #define TERRAIN_WATER 0x0005
100 #define TERRAIN_SLIDE 0x0006
101 #define TERRAIN_MASK 0x0007
102 
103 #endif