#ifndef _OBJECT_CONSTANTS_H
#define _OBJECT_CONSTANTS_H

// This file contains macros that provide descriptive names for
// field-specific and object-specific constants, e.g. actions.

/* activeFlags */
#define ACTIVE_FLAG_ACTIVE                 (1 <<  0) // 0x0001
#define ACTIVE_FLAG_FAR_AWAY               (1 <<  1) // 0x0002
#define ACTIVE_FLAG_UNK2                   (1 <<  2) // 0x0004
#define ACTIVE_FLAG_IN_DIFFERENT_ROOM      (1 <<  3) // 0x0008
#define ACTIVE_FLAG_UNIMPORTANT            (1 <<  4) // 0x0010
#define ACTIVE_FLAG_INITIATED_TIME_STOP    (1 <<  5) // 0x0020
#define ACTIVE_FLAG_MOVE_THROUGH_GRATE     (1 <<  6) // 0x0040
#define ACTIVE_FLAG_UNK7                   (1 <<  7) // 0x0080
#define ACTIVE_FLAG_UNK8                   (1 <<  8) // 0x0100
#define ACTIVE_FLAG_UNK9                   (1 <<  9) // 0x0200
#define ACTIVE_FLAG_UNK10                  (1 << 10) // 0x0400

#define ACTIVE_FLAGS_DEACTIVATED 0

/* respawnInfoType */
#define RESPAWN_INFO_TYPE_NULL 0
#define RESPAWN_INFO_TYPE_32   1
#define RESPAWN_INFO_TYPE_16   2

/* respawnInfo */
#define RESPAWN_INFO_DONT_RESPAWN 0xFF

/* oFlags */
#define OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE         (1 <<  0) // 0x00000001
#define OBJ_FLAG_MOVE_XZ_USING_FVEL               (1 <<  1) // 0x00000002
#define OBJ_FLAG_MOVE_Y_WITH_TERMINAL_VEL         (1 <<  2) // 0x00000004
#define OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW         (1 <<  3) // 0x00000008
#define OBJ_FLAG_0010                             (1 <<  4) // 0x00000010
#define OBJ_FLAG_0020                             (1 <<  5) // 0x00000020
#define OBJ_FLAG_COMPUTE_DIST_TO_MARIO            (1 <<  6) // 0x00000040
#define OBJ_FLAG_ACTIVE_FROM_AFAR                 (1 <<  7) // 0x00000080
#define OBJ_FLAG_0100                             (1 <<  8) // 0x00000100
#define OBJ_FLAG_TRANSFORM_RELATIVE_TO_PARENT     (1 <<  9) // 0x00000200
#define OBJ_FLAG_HOLDABLE                         (1 << 10) // 0x00000400
#define OBJ_FLAG_0800                             (1 << 11) // 0x00000800
#define OBJ_FLAG_1000                             (1 << 12) // 0x00001000
#define OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO           (1 << 13) // 0x00002000
#define OBJ_FLAG_PERSISTENT_RESPAWN               (1 << 14) // 0x00004000
#define OBJ_FLAG_8000                             (1 << 15) // 0x00008000
#define OBJ_FLAG_30                               (1 << 30) // 0x40000000

/* oHeldState */
#define HELD_FREE 0
#define HELD_HELD 1
#define HELD_THROWN 2
#define HELD_DROPPED 3

/* oDialogState */
#define DIALOG_UNK1_ENABLE_TIME_STOP 0
#define DIALOG_UNK1_INTERRUPT_MARIO_ACTION 1
#define DIALOG_UNK1_BEGIN_DIALOG 2
#define DIALOG_UNK1_AWAIT_DIALOG 3
#define DIALOG_UNK1_DISABLE_TIME_STOP 4

#define DIALOG_UNK1_FLAG_DEFAULT (1 << 1) // 0x02
#define DIALOG_UNK1_FLAG_RESPONSE (1 << 2) // 0x04
#define DIALOG_UNK1_FLAG_4 (1 << 4) // 0x10

#define DIALOG_UNK2_ENABLE_TIME_STOP 0
#define DIALOG_UNK2_TURN_AND_INTERRUPT_MARIO_ACTION 1
#define DIALOG_UNK2_AWAIT_DIALOG 2
#define DIALOG_UNK2_END_DIALOG 3

#define DIALOG_UNK2_FLAG_0 (1 << 0) // 0x01
#define DIALOG_UNK2_LEAVE_TIME_STOP_ENABLED (1 << 4) // 0x10

/* oMoveFlags */
#define OBJ_MOVE_LANDED                (1 <<  0) // 0x0001
#define OBJ_MOVE_ON_GROUND             (1 <<  1) // 0x0002  // mutually exclusive to OBJ_MOVE_LANDED
#define OBJ_MOVE_LEFT_GROUND           (1 <<  2) // 0x0004
#define OBJ_MOVE_ENTERED_WATER         (1 <<  3) // 0x0008
#define OBJ_MOVE_AT_WATER_SURFACE      (1 <<  4) // 0x0010
#define OBJ_MOVE_UNDERWATER_OFF_GROUND (1 <<  5) // 0x0020
#define OBJ_MOVE_UNDERWATER_ON_GROUND  (1 <<  6) // 0x0040
#define OBJ_MOVE_IN_AIR                (1 <<  7) // 0x0080
#define OBJ_MOVE_8                     (1 <<  8) // 0x0100
#define OBJ_MOVE_HIT_WALL              (1 <<  9) // 0x0200
#define OBJ_MOVE_HIT_EDGE              (1 << 10) // 0x0400
#define OBJ_MOVE_ABOVE_LAVA            (1 << 11) // 0x0800
#define OBJ_MOVE_LEAVING_WATER         (1 << 12) // 0x1000
#define OBJ_MOVE_13                    (1 << 13) // 0x2000
#ifndef VERSION_JP
#define OBJ_MOVE_ABOVE_DEATH_BARRIER   (1 << 14) // 0x4000
#endif

#define OBJ_MOVE_MASK_ON_GROUND (OBJ_MOVE_LANDED | OBJ_MOVE_ON_GROUND)
#define OBJ_MOVE_MASK_33 0x33
#define OBJ_MOVE_MASK_IN_WATER (\
    OBJ_MOVE_ENTERED_WATER |\
    OBJ_MOVE_AT_WATER_SURFACE |\
    OBJ_MOVE_UNDERWATER_OFF_GROUND |\
    OBJ_MOVE_UNDERWATER_ON_GROUND)
#define OBJ_MOVE_MASK_HIT_WALL_OR_IN_WATER \
    (OBJ_MOVE_HIT_WALL | OBJ_MOVE_MASK_IN_WATER)
#define OBJ_MOVE_MASK_NOT_AIR (\
    OBJ_MOVE_LANDED |\
    OBJ_MOVE_ON_GROUND |\
    OBJ_MOVE_AT_WATER_SURFACE |\
    OBJ_MOVE_UNDERWATER_ON_GROUND)

/* oActiveParticleFlags */
#define ACTIVE_PARTICLE_0                    (1 <<  0) // 0x00000001
#define ACTIVE_PARTICLE_UNUSED_1             (1 <<  1) // 0x00000002
#define ACTIVE_PARTICLE_UNUSED_2             (1 <<  2) // 0x00000004
#define ACTIVE_PARTICLE_3                    (1 <<  3) // 0x00000008
#define ACTIVE_PARTICLE_4                    (1 <<  4) // 0x00000010
#define ACTIVE_PARTICLE_5                    (1 <<  5) // 0x00000020
#define ACTIVE_PARTICLE_6                    (1 <<  6) // 0x00000040
#define ACTIVE_PARTICLE_IDLE_WATER_WAVE      (1 <<  7) // 0x00000080
#define ACTIVE_PARTICLE_SHALLOW_WATER_WAVE   (1 <<  8) // 0x00000100
#define ACTIVE_PARTICLE_9                    (1 <<  9) // 0x00000200
#define ACTIVE_PARTICLE_WAVE_TRAIL           (1 << 10) // 0x00000400
#define ACTIVE_PARTICLE_11                   (1 << 11) // 0x00000800
#define ACTIVE_PARTICLE_SHALLOW_WATER_SPLASH (1 << 12) // 0x00001000
#define ACTIVE_PARTICLE_13                   (1 << 13) // 0x00002000
#define ACTIVE_PARTICLE_14                   (1 << 14) // 0x00004000
#define ACTIVE_PARTICLE_15                   (1 << 15) // 0x00008000
#define ACTIVE_PARTICLE_16                   (1 << 16) // 0x00010000
#define ACTIVE_PARTICLE_17                   (1 << 17) // 0x00020000
#define ACTIVE_PARTICLE_18                   (1 << 18) // 0x00040000
#define ACTIVE_PARTICLE_19                   (1 << 19) // 0x00080000

/* oAction */
#define OBJ_ACT_LAVA_DEATH 100
#define OBJ_ACT_DEATH_PLANE_DEATH 101

#define OBJ_ACT_HORIZONTAL_KNOCKBACK 100
#define OBJ_ACT_VERTICAL_KNOCKBACK 101
#define OBJ_ACT_SQUISHED 102

/* gTTCSpeedSetting */
#define TTC_SPEED_SLOW    0
#define TTC_SPEED_FAST    1
#define TTC_SPEED_RANDOM  2
#define TTC_SPEED_STOPPED 3

/* Bob-omb */
    /* oBehParams2ndByte */
    #define BOBOMB_BP_STYPE_GENERIC 0
    #define BOBOMB_BP_STYPE_STATIONARY 1
    /* oAction */
    #define BOBOMB_ACT_PATROL 0
    #define BOBOMB_ACT_LAUNCHED 1
    #define BOBOMB_ACT_CHASE_MARIO 2
    #define BOBOMB_ACT_EXPLODE 3
    #define BOBOMB_ACT_LAVA_DEATH 100
    #define BOBOMB_ACT_DEATH_PLANE_DEATH 101

/* Hidden Blue Coin */
    /* oAction */
    #define HIDDEN_BLUE_COIN_ACT_INACTIVE 0
    #define HIDDEN_BLUE_COIN_ACT_WAITING 1
    #define HIDDEN_BLUE_COIN_ACT_ACTIVE 2

/* Blue Coin Switch */
    /* oAction */
    #define BLUE_COIN_SWITCH_ACT_IDLE 0
    #define BLUE_COIN_SWITCH_ACT_RECEDING 1
    #define BLUE_COIN_SWITCH_ACT_TICKING 2

/* Moving Blue Coin */
    /* oAction */
    #define MOV_BCOIN_ACT_STILL 0
    #define MOV_BCOIN_ACT_MOVING 1

/* Moving Yellow Coin */
    /* oAction */
    #define MOV_YCOIN_ACT_IDLE 0
    #define MOV_YCOIN_ACT_BLINKING 1
    #define MOV_YCOIN_ACT_LAVA_DEATH 100
    #define MOV_YCOIN_ACT_DEATH_PLANE_DEATH 101

/* Bob-omb Buddy */
    /* oBehParams2ndByte */
    #define BOBOMB_BUDDY_BP_STYPE_GENERIC 0
    #define BOBOMB_BUDDY_BP_STYPE_BOB_GRASS_KBB 1
    #define BOBOMB_BUDDY_BP_STYPE_BOB_CANNON_KBB 2
    #define BOBOMB_BUDDY_BP_STYPE_BOB_GRASS 3
    /* oAction */
    #define BOBOMB_BUDDY_ACT_IDLE 0
    #define BOBOMB_BUDDY_ACT_TURN_TO_TALK 2
    #define BOBOMB_BUDDY_ACT_TALK 3
    /* oBobombBuddyRole */
    #define BOBOMB_BUDDY_ROLE_ADVICE 0
    #define BOBOMB_BUDDY_ROLE_CANNON 1
    /* oBobombBuddyCannonStatus */
    #define BOBOMB_BUDDY_CANNON_UNOPENED 0
    #define BOBOMB_BUDDY_CANNON_OPENING 1
    #define BOBOMB_BUDDY_CANNON_OPENED 2
    #define BOBOMB_BUDDY_CANNON_STOP_TALKING 3
    /* oBobombBuddyHasTalkedToMario */
    #define BOBOMB_BUDDY_HAS_NOT_TALKED 0
    #define BOBOMB_BUDDY_HAS_TALKED 2

/* Fish */
    /* oAction */
    #define FISH_ACT_INIT 0
    #define FISH_ACT_ACTIVE 1
    #define FISH_ACT_RESPAWN 2

/* Blue_Fish */
    /* oAction */
    #define BLUE_FISH_ACT_DIVE 0
    #define BLUE_FISH_ACT_TURN 1
    #define BLUE_FISH_ACT_ASCEND 2
    #define BLUE_FISH_ACT_TURN_BACK 3
    
    /* oAction: bhv_blue_fish_spawn_loop */
    #define BLUE_FISH_ACT_SPAWN 0
    #define BLUE_FISH_ACT_ROOM 1
    #define BLUE_FISH_ACT_DUPLICATE 2

/* Cannon Trap Door */
    /* oAction */
    #define CANNON_TRAP_DOOR_ACT_CLOSED 0
    #define CANNON_TRAP_DOOR_ACT_CAM_ZOOM 1
    #define CANNON_TRAP_DOOR_ACT_OPENING 2
    #define CANNON_TRAP_DOOR_ACT_OPEN 3

/* Homing Amp */
    /* oAction */
    #define HOMING_AMP_ACT_INACTIVE 0
    #define HOMING_AMP_ACT_APPEAR 1
    #define HOMING_AMP_ACT_CHASE 2
    #define HOMING_AMP_ACT_GIVE_UP 3
    #define HOMING_AMP_ACT_ATTACK_COOLDOWN 4

/* Amp */
    /* oBehParams2ndByte */
    #define AMP_BP_ROT_RADIUS_200 0
    #define AMP_BP_ROT_RADIUS_300 1
    #define AMP_BP_ROT_RADIUS_400 2
    #define AMP_BP_ROT_RADIUS_0 3

    /* oAction */
    #define AMP_ACT_IDLE 2
    #define AMP_ACT_ATTACK_COOLDOWN 4

/* Butterfly */
    /* oAction */
    #define BUTTERFLY_ACT_RESTING 0
    #define BUTTERFLY_ACT_FOLLOW_MARIO 1
    #define BUTTERFLY_ACT_RETURN_HOME 2

/* Hoot */
    /* oHootAvailability */
    #define HOOT_AVAIL_ASLEEP_IN_TREE 0
    #define HOOT_AVAIL_WANTS_TO_TALK 1
    #define HOOT_AVAIL_READY_TO_FLY 2
    /* oAction */
    #define HOOT_ACT_ASCENT 0
    #define HOOT_ACT_CARRY 1
    #define HOOT_ACT_TIRED 2

/* Bully (all variants) */
    /* oBehParams2ndByte */
    #define BULLY_BP_SIZE_SMALL 0
    #define BULLY_BP_SIZE_BIG 1
    /* oAction */
    #define BULLY_ACT_PATROL 0
    #define BULLY_ACT_CHASE_MARIO 1
    #define BULLY_ACT_KNOCKBACK 2
    #define BULLY_ACT_BACK_UP 3
    #define BULLY_ACT_INACTIVE 4
    #define BULLY_ACT_ACTIVATE_AND_FALL 5
    #define BULLY_ACT_LAVA_DEATH 100
    #define BULLY_ACT_DEATH_PLANE_DEATH 101
    /* oBullySubtype */
    #define BULLY_STYPE_GENERIC 0
    #define BULLY_STYPE_MINION 1
    #define BULLY_STYPE_CHILL 16

/* Water Ring (all variants) */
    /* oAction */
    #define WATER_RING_ACT_NOT_COLLECTED 0
    #define WATER_RING_ACT_COLLECTED 1

/* Jet Stream Water Ring Spawner */
    /* oAction */
    #define JS_RING_SPAWNER_ACT_ACTIVE 0
    #define JS_RING_SPAWNER_ACT_INACTIVE 1

/* Celebration Star */
    /* oAction */
    #define CELEB_STAR_ACT_SPIN_AROUND_MARIO 0
    #define CELEB_STAR_ACT_FACE_CAMERA 1

/* LLL Drawbridge */
    /* oAction */
    #define LLL_DRAWBRIDGE_ACT_LOWER 0
    #define LLL_DRAWBRIDGE_ACT_RAISE 1

/* Bomp (both variants) */
    /* oAction */
    #define BOMP_ACT_WAIT 0
    #define BOMP_ACT_POKE_OUT 1
    #define BOMP_ACT_EXTEND 2
    #define BOMP_ACT_RETRACT 3

/* WF Sliding Brick Platform */
    /* oBehParams2ndByte */
    #define WF_SLID_BRICK_PTFM_BP_MOV_VEL_10 1
    #define WF_SLID_BRICK_PTFM_BP_MOV_VEL_15 2
    #define WF_SLID_BRICK_PTFM_BP_MOV_VEL_20 3
    /* oAction */
    #define WF_SLID_BRICK_PTFM_ACT_WAIT 0
    #define WF_SLID_BRICK_PTFM_ACT_EXTEND 1
    #define WF_SLID_BRICK_PTFM_ACT_RETRACT 2

/* Fake Moneybag Coin */
    /* oAction */
    #define FAKE_MONEYBAG_COIN_ACT_IDLE 0
    #define FAKE_MONEYBAG_COIN_ACT_TRANSFORM 1

/* Moneybag */
    /* oAction */
    #define MONEYBAG_ACT_APPEAR 0
    #define MONEYBAG_ACT_UNUSED_APPEAR 1
    #define MONEYBAG_ACT_MOVE_AROUND 2
    #define MONEYBAG_ACT_RETURN_HOME 3
    #define MONEYBAG_ACT_DISAPPEAR 4
    #define MONEYBAG_ACT_DEATH 5
    /* oMoneybagJumpState */
    #define MONEYBAG_JUMP_LANDING 0
    #define MONEYBAG_JUMP_PREPARE 1
    #define MONEYBAG_JUMP_JUMP 2
    #define MONEYBAG_JUMP_JUMP_AND_BOUNCE 3
    #define MONEYBAG_JUMP_WALK_AROUND 4
    #define MONEYBAG_JUMP_WALK_HOME 5

/* Bowling Ball */
    /* oAction */
    #define BBALL_ACT_INITIALIZE 0
    #define BBALL_ACT_ROLL 1

/* Bowling Ball + Bowling Ball Spawner (all variants) */
    /* oBehParams2ndByte */
    #define BBALL_BP_STYPE_BOB_UPPER 0
    #define BBALL_BP_STYPE_TTM 1
    #define BBALL_BP_STYPE_BOB_LOWER 2
    #define BBALL_BP_STYPE_THI_LARGE 3
    #define BBALL_BP_STYPE_THI_SMALL 4

/* Bowling Ball (Free) */
    /* oAction */
    #define FREE_BBALL_ACT_IDLE 0
    #define FREE_BBALL_ACT_ROLL 1
    #define FREE_BBALL_ACT_RESET 2

/* Beta Chest Lid */
    /* oAction */
    #define BETA_CHEST_ACT_IDLE_CLOSED 0
    #define BETA_CHEST_ACT_OPENING 1
    #define BETA_CHEST_ACT_IDLE_OPEN 2

/* BBH Tilting Trap Platform */
    /* oAction */
    // Unused in original Japanese version
    #define BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_ON 0
    #define BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_OFF 1

/* Boo */
    /* oBooDeathStatus */
    #define BOO_DEATH_STATUS_ALIVE 0
    #define BOO_DEATH_STATUS_DYING 1
    #define BOO_DEATH_STATUS_DEAD 2

    /* attackStatus */
    #define BOO_NOT_ATTACKED 0
    #define BOO_ATTACKED 1
    #define BOO_BOUNCED_ON -1

/* Beta Boo Key */
    /* oAction */
    #define BETA_BOO_KEY_ACT_IN_BOO 0
    #define BETA_BOO_KEY_ACT_DROPPING 1
    #define BETA_BOO_KEY_ACT_DROPPED 2

/* Boo Cage */
    /* oAction */
    #define BOO_CAGE_ACT_IN_BOO 0
    #define BOO_CAGE_ACT_FALLING 1
    #define BOO_CAGE_ACT_ON_GROUND 2
    #define BOO_CAGE_ACT_MARIO_JUMPING_IN 3
    #define BOO_CAGE_ACT_USELESS 4

/* BBH Haunted Bookshelf */
    /* oAction */
    #define HAUNTED_BOOKSHELF_ACT_IDLE 0
    #define HAUNTED_BOOKSHELF_ACT_RECEDE 1

/* BBH Merry-Go-Round */
    /* gMarioCurrentRoom */
    #define BBH_NEAR_MERRY_GO_ROUND_ROOM 10
    #define BBH_DYNAMIC_SURFACE_ROOM 0
    #define BBH_OUTSIDE_ROOM 13

/* Coffin Spawner */
    /* oAction */
    #define COFFIN_SPAWNER_ACT_COFFINS_UNLOADED 0

/* Coffin */
    /* oAction */
    #define COFFIN_ACT_IDLE     0
    #define COFFIN_ACT_STAND_UP 1

    /* oBehParams2ndByte */
    #define COFFIN_BP_STATIC 0

/* WDW Arrow Lift */
    /* oAction */
    #define ARROW_LIFT_ACT_IDLE 0
    #define ARROW_LIFT_ACT_MOVING_AWAY 1
    #define ARROW_LIFT_ACT_MOVING_BACK 2

    /* status */
    #define ARROW_LIFT_NOT_DONE_MOVING 0
    #define ARROW_LIFT_DONE_MOVING 1

/* Yoshi */
    /* oAction */
    #define YOSHI_ACT_IDLE 0
    #define YOSHI_ACT_WALK 1
    #define YOSHI_ACT_TALK 2
    #define YOSHI_ACT_WALK_JUMP_OFF_ROOF 3
    #define YOSHI_ACT_FINISH_JUMPING_AND_DESPAWN 4
    #define YOSHI_ACT_GIVE_PRESENT 5
    #define YOSHI_ACT_CREDITS 10

/* Koopa */
    /* oAction */
    #define KOOPA_UNSHELLED_ACT_RUN 0
    #define KOOPA_UNSHELLED_ACT_DIVE 1
    #define KOOPA_UNSHELLED_ACT_LYING 2
    #define KOOPA_UNSHELLED_ACT_UNUSED3 3

    #define KOOPA_SHELLED_ACT_STOPPED 0
    #define KOOPA_SHELLED_ACT_WALK 1
    #define KOOPA_SHELLED_ACT_RUN_FROM_MARIO 2
    #define KOOPA_SHELLED_ACT_LYING 3
    #define KOOPA_SHELLED_ACT_DIE 4

    #define KOOPA_THE_QUICK_ACT_WAIT_BEFORE_RACE 0
    #define KOOPA_THE_QUICK_ACT_UNUSED1 1
    #define KOOPA_THE_QUICK_ACT_SHOW_INIT_TEXT 2
    #define KOOPA_THE_QUICK_ACT_RACE 3
    #define KOOPA_THE_QUICK_ACT_DECELERATE 4
    #define KOOPA_THE_QUICK_ACT_STOP 5
    #define KOOPA_THE_QUICK_ACT_AFTER_RACE 6

    /* oSubAction */
    #define KOOPA_SHELLED_SUB_ACT_START_WALK 0
    #define KOOPA_SHELLED_SUB_ACT_WALK 1
    #define KOOPA_SHELLED_SUB_ACT_STOP_WALK 2

    #define KOOPA_THE_QUICK_SUB_ACT_START_RUN 0
    #define KOOPA_THE_QUICK_SUB_ACT_RUN 1
    #define KOOPA_THE_QUICK_SUB_ACT_JUMP 2

    /* oKoopaTheQuickRaceIndex */
    #define KOOPA_THE_QUICK_BOB_INDEX 0
    #define KOOPA_THE_QUICK_THI_INDEX 1

    /* oBehParams2ndByte */
    #define KOOPA_BP_UNSHELLED 0
    #define KOOPA_BP_NORMAL 1
    #define KOOPA_BP_KOOPA_THE_QUICK_BASE 2
    #define KOOPA_BP_KOOPA_THE_QUICK_BOB (KOOPA_BP_KOOPA_THE_QUICK_BASE + KOOPA_THE_QUICK_BOB_INDEX)
    #define KOOPA_BP_KOOPA_THE_QUICK_THI (KOOPA_BP_KOOPA_THE_QUICK_BASE + KOOPA_THE_QUICK_THI_INDEX)
    #define KOOPA_BP_TINY 4

/* Pokey */
    /* oAction */
    #define POKEY_ACT_UNINITIALIZED 0
    #define POKEY_ACT_WANDER 1
    #define POKEY_ACT_UNLOAD_PARTS 2

/* Swoop */
    /* oAction */
    #define SWOOP_ACT_IDLE 0
    #define SWOOP_ACT_MOVE 1

/* Fly guy */
    /* oAction */
    #define FLY_GUY_ACT_IDLE 0
    #define FLY_GUY_ACT_APPROACH_MARIO 1
    #define FLY_GUY_ACT_LUNGE 2
    #define FLY_GUY_ACT_SHOOT_FIRE 3

/* Goomba triplet spawner */
    /* oBehParams2ndByte */
    #define GOOMBA_TRIPLET_SPAWNER_BP_SIZE_MASK 0x00000003
    #define GOOMBA_TRIPLET_SPAWNER_BP_EXTRA_GOOMBAS_MASK 0x000000FC
    /* oAction */
    #define GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED 0
    #define GOOMBA_TRIPLET_SPAWNER_ACT_LOADED 1

/* Goomba */
    /* oBehParams2ndByte */
    #define GOOMBA_BP_SIZE_MASK 0x00000003
    #define GOOMBA_SIZE_REGULAR 0
    #define GOOMBA_SIZE_HUGE 1
    #define GOOMBA_SIZE_TINY 2
    #define GOOMBA_BP_TRIPLET_FLAG_MASK 0x000000FC
    /* oAction */
    #define GOOMBA_ACT_WALK 0
    #define GOOMBA_ACT_ATTACKED_MARIO 1
    #define GOOMBA_ACT_JUMP 2

/* Chain chomp */
    /* oAction */
    #define CHAIN_CHOMP_ACT_UNINITIALIZED 0
    #define CHAIN_CHOMP_ACT_MOVE 1
    #define CHAIN_CHOMP_ACT_UNLOAD_CHAIN 2

    /* oSubAction */
    #define CHAIN_CHOMP_SUB_ACT_TURN 0
    #define CHAIN_CHOMP_SUB_ACT_LUNGE 1

    /* oChainChompReleaseStatus */
    #define CHAIN_CHOMP_NOT_RELEASED 0
    #define CHAIN_CHOMP_RELEASED_TRIGGER_CUTSCENE 1
    #define CHAIN_CHOMP_RELEASED_LUNGE_AROUND 2
    #define CHAIN_CHOMP_RELEASED_BREAK_GATE 3
    #define CHAIN_CHOMP_RELEASED_JUMP_AWAY 4
    #define CHAIN_CHOMP_RELEASED_END_CUTSCENE 5

/* Chain chomp chain part */
    /* oBehParams2ndByte */
    #define CHAIN_CHOMP_CHAIN_PART_BP_PIVOT 0

/* Wooden post */
    /* oBehParams */
    #define WOODEN_POST_BP_NO_COINS_MASK 0x0000FF00

/* Wiggler */
    /* oAction */
    #define WIGGLER_ACT_UNINITIALIZED 0
    #define WIGGLER_ACT_WALK 1
    #define WIGGLER_ACT_KNOCKBACK 2
    #define WIGGLER_ACT_JUMPED_ON 3
    #define WIGGLER_ACT_SHRINK 4
    #define WIGGLER_ACT_FALL_THROUGH_FLOOR 5

    /* oWigglerTextStatus */
    #define WIGGLER_TEXT_STATUS_AWAIT_DIALOG 0
    #define WIGGLER_TEXT_STATUS_SHOWING_DIALOG 1
    #define WIGGLER_TEXT_STATUS_COMPLETED_DIALOG 2

/* Spiny */
    /* oAction */
    #define SPINY_ACT_WALK 0
    #define SPINY_ACT_HELD_BY_LAKITU 1
    #define SPINY_ACT_THROWN_BY_LAKITU 2
    #define SPINY_ACT_ATTACKED_MARIO 3

/* Evil lakitu */
    /* oAction */
    #define ENEMY_LAKITU_ACT_UNINITIALIZED 0
    #define ENEMY_LAKITU_ACT_MAIN 1

    /* oSubAction */
    #define ENEMY_LAKITU_SUB_ACT_NO_SPINY 0
    #define ENEMY_LAKITU_SUB_ACT_HOLD_SPINY 1
    #define ENEMY_LAKITU_SUB_ACT_THROW_SPINY 2

/* Cloud */
    /* oAction */
    #define CLOUD_ACT_SPAWN_PARTS 0
    #define CLOUD_ACT_MAIN 1
    #define CLOUD_ACT_UNLOAD 2
    #define CLOUD_ACT_FWOOSH_HIDDEN 3

    /* oBehParams2ndByte */
    #define CLOUD_BP_FWOOSH 0
    #define CLOUD_BP_LAKITU_CLOUD 1

/* Camera lakitu */
    /* oAction */
    #define CAMERA_LAKITU_INTRO_ACT_TRIGGER_CUTSCENE 0
    #define CAMERA_LAKITU_INTRO_ACT_SPAWN_CLOUD 1
    #define CAMERA_LAKITU_INTRO_ACT_UNK2 2

    /* oBehParams2ndByte */
    #define CAMERA_LAKITU_BP_FOLLOW_CAMERA 0
    #define CAMERA_LAKITU_BP_INTRO 1

/* Monty mole */
    /* oAction */
    #define MONTY_MOLE_ACT_SELECT_HOLE 0
    #define MONTY_MOLE_ACT_RISE_FROM_HOLE 1
    #define MONTY_MOLE_ACT_SPAWN_ROCK 2
    #define MONTY_MOLE_ACT_BEGIN_JUMP_INTO_HOLE 3
    #define MONTY_MOLE_ACT_THROW_ROCK 4
    #define MONTY_MOLE_ACT_JUMP_INTO_HOLE 5
    #define MONTY_MOLE_ACT_HIDE 6
    #define MONTY_MOLE_ACT_JUMP_OUT_OF_HOLE 7

    /* oBehParams2ndByte */
    #define MONTY_MOLE_BP_NO_ROCK 0

/* Monty mole rock */
    /* oAction */
    #define MONTY_MOLE_ROCK_ACT_HELD 0
    #define MONTY_MOLE_ROCK_ACT_MOVE 1

/* Ukiki */
    /* oAction */
    #define UKIKI_ACT_IDLE            0
    #define UKIKI_ACT_RUN             1
    #define UKIKI_ACT_TURN_TO_MARIO   2
    #define UKIKI_ACT_JUMP            3
    #define UKIKI_ACT_GO_TO_CAGE      4
    #define UKIKI_ACT_WAIT_TO_RESPAWN 5
    #define UKIKI_ACT_UNUSED_TURN     6
    #define UKIKI_ACT_RETURN_HOME     7

    /* oSubAction */
    #define UKIKI_SUB_ACT_TAUNT_NONE       0
    #define UKIKI_SUB_ACT_TAUNT_ITCH       1
    #define UKIKI_SUB_ACT_TAUNT_SCREECH    2
    #define UKIKI_SUB_ACT_TAUNT_JUMP_CLAP  3
    #define UKIKI_SUB_ACT_TAUNT_HANDSTAND  4

    #define UKIKI_SUB_ACT_CAGE_RUN_TO_CAGE    0
    #define UKIKI_SUB_ACT_CAGE_WAIT_FOR_MARIO 1
    #define UKIKI_SUB_ACT_CAGE_TALK_TO_MARIO  2
    #define UKIKI_SUB_ACT_CAGE_TURN_TO_CAGE   3
    #define UKIKI_SUB_ACT_CAGE_JUMP_TO_CAGE   4
    #define UKIKI_SUB_ACT_CAGE_LAND_ON_CAGE   5
    #define UKIKI_SUB_ACT_CAGE_SPIN_ON_CAGE   6
    #define UKIKI_SUB_ACT_CAGE_DESPAWN        7

    /* oUkikiTextState */
    #define UKIKI_TEXT_DEFAULT       0
    #define UKIKI_TEXT_CAGE_TEXTBOX  1
    #define UKIKI_TEXT_GO_TO_CAGE    2
    #define UKIKI_TEXT_STOLE_HAT     3
    #define UKIKI_TEXT_HAS_HAT       4
    #define UKIKI_TEXT_GAVE_HAT_BACK 5
    #define UKIKI_TEXT_DO_NOT_LET_GO 6
    #define UKIKI_TEXT_STEAL_HAT     7

    /* oBehParams2ndByte */
    #define UKIKI_CAGE 0
    #define UKIKI_HAT  1

    /* Animations */
    #define UKIKI_ANIM_RUN           0
    #define UKIKI_ANIM_UNUSED_WALK   1
    #define UKIKI_ANIM_UNUSED_APOSE  2
    #define UKIKI_ANIM_UNUSED_DEATH  3
    #define UKIKI_ANIM_SCREECH       4
    #define UKIKI_ANIM_JUMP_CLAP     5
    #define UKIKI_ANIM_UNUSED_HOP    6
    #define UKIKI_ANIM_LAND          7
    #define UKIKI_ANIM_JUMP          8
    #define UKIKI_ANIM_ITCH          9
    #define UKIKI_ANIM_HANDSTAND    10
    #define UKIKI_ANIM_TURN         11
    #define UKIKI_ANIM_HELD         12

    /* oAnimState */
    #define UKIKI_ANIM_STATE_DEFAULT    0
    #define UKIKI_ANIM_STATE_EYE_CLOSED 1
    #define UKIKI_ANIM_STATE_HAT_ON     2

    /* oUkikiHasHat */
    #define UKIKI_HAT_ON 1

/* Ukiki Cage Star */
    /* oAction */
    #define UKIKI_CAGE_STAR_ACT_IN_CAGE    0
    #define UKIKI_CAGE_STAR_ACT_SPAWN_STAR 1

/* Ukiki Cage */
    /* oAction */
    #define UKIKI_CAGE_ACT_WAIT_FOR_UKIKI 0
    #define UKIKI_CAGE_ACT_SPIN           1
    #define UKIKI_CAGE_ACT_FALL           2
    #define UKIKI_CAGE_ACT_HIDE           3

/* Piranha Plant */
    /* oAction */
    #define PIRANHA_PLANT_ACT_IDLE 0
    #define PIRANHA_PLANT_ACT_SLEEPING 1
    #define PIRANHA_PLANT_ACT_BITING 2
    #define PIRANHA_PLANT_ACT_WOKEN_UP 3
    #define PIRANHA_PLANT_ACT_STOPPED_BITING 4
    #define PIRANHA_PLANT_ACT_ATTACKED 5
    #define PIRANHA_PLANT_ACT_SHRINK_AND_DIE 6
    #define PIRANHA_PLANT_ACT_WAIT_TO_RESPAWN 7
    #define PIRANHA_PLANT_ACT_RESPAWN 8

/* Piranha Plant bubble */
    #define PIRANHA_PLANT_BUBBLE_ACT_IDLE 0
    #define PIRANHA_PLANT_BUBBLE_ACT_GROW_SHRINK_LOOP 1
    #define PIRANHA_PLANT_BUBBLE_ACT_BURST 2

/* Platform on track */
    /* oAction */
    #define PLATFORM_ON_TRACK_ACT_INIT 0
    #define PLATFORM_ON_TRACK_ACT_WAIT_FOR_MARIO 1
    #define PLATFORM_ON_TRACK_ACT_MOVE_ALONG_TRACK 2
    #define PLATFORM_ON_TRACK_ACT_PAUSE_BRIEFLY 3
    #define PLATFORM_ON_TRACK_ACT_FALL 4

    /* oBehParams >> 16 */
    #define PLATFORM_ON_TRACK_BP_MASK_PATH 0xF
    #define PLATFORM_ON_TRACK_BP_MASK_TYPE (0x7 << 4)
    #define PLATFORM_ON_TRACK_BP_RETURN_TO_START (1 << 8)
    #define PLATFORM_ON_TRACK_BP_DONT_DISAPPEAR (1 << 9)
    #define PLATFORM_ON_TRACK_BP_DONT_TURN_YAW (1 << 10)
    #define PLATFORM_ON_TRACK_BP_DONT_TURN_ROLL (1 << 11)

    #define PLATFORM_ON_TRACK_TYPE_CARPET    0
    #define PLATFORM_ON_TRACK_TYPE_SKI_LIFT  1
    #define PLATFORM_ON_TRACK_TYPE_CHECKERED 2
    #define PLATFORM_ON_TRACK_TYPE_GRATE     3

/* Purple switch */
    #define PURPLE_SWITCH_IDLE                      0
    #define PURPLE_SWITCH_PRESSED                   1
    #define PURPLE_SWITCH_TICKING                   2
    #define PURPLE_SWITCH_UNPRESSED                 3
    #define PURPLE_SWITCH_WAIT_FOR_MARIO_TO_GET_OFF 4

/* Pyramid elevator */
    #define PYRAMID_ELEVATOR_IDLE              0
    #define PYRAMID_ELEVATOR_START_MOVING      1
    #define PYRAMID_ELEVATOR_CONSTANT_VELOCITY 2
    #define PYRAMID_ELEVATOR_AT_BOTTOM         3

/* Pyramid top */
    #define PYRAMID_TOP_ACT_CHECK_IF_SOLVED 0
    #define PYRAMID_TOP_ACT_SPINNING 1
    #define PYRAMID_TOP_ACT_EXPLODE 2

/* Pyramid wall */
    /* oAction */
    #define PYRAMID_WALL_ACT_MOVING_DOWN 0
    #define PYRAMID_WALL_ACT_MOVING_UP 1

    /* oBehParams2ndByte */
    #define PYRAMID_WALL_BP_POSITION_HIGH 0
    #define PYRAMID_WALL_BP_POSITION_MIDDLE 1
    #define PYRAMID_WALL_BP_POSITION_LOW 2

/* Penguins (general) */
    /* Walking sounds */
    #define PENGUIN_WALK_BABY 0
    #define PENGUIN_WALK_BIG  1
    
    /* Animations */
    #define PENGUIN_ANIM_WALK 0
    #define PENGUIN_ANIM_IDLE 3
    
/* Racing penguin */
    /* oAction */
    #define RACING_PENGUIN_ACT_WAIT_FOR_MARIO 0
    #define RACING_PENGUIN_ACT_SHOW_INIT_TEXT 1
    #define RACING_PENGUIN_ACT_PREPARE_FOR_RACE 2
    #define RACING_PENGUIN_ACT_RACE 3
    #define RACING_PENGUIN_ACT_FINISH_RACE 4
    #define RACING_PENGUIN_ACT_SHOW_FINAL_TEXT 5
    
/* SL walking penguin */
    /* oAction */
    #define SL_WALKING_PENGUIN_ACT_MOVING_FORWARDS 0
    #define SL_WALKING_PENGUIN_ACT_TURNING_BACK 1
    #define SL_WALKING_PENGUIN_ACT_RETURNING 2
    #define SL_WALKING_PENGUIN_ACT_TURNING_FORWARDS 3
    
/* Snowman wind */
    /* oSubAction */
    #define SL_SNOWMAN_WIND_ACT_IDLE 0
    #define SL_SNOWMAN_WIND_ACT_TALKING 1
    #define SL_SNOWMAN_WIND_ACT_BLOWING 2


/* Water bomb */
    /* oAction */
    #define WATER_BOMB_ACT_SHOT_FROM_CANNON 0
    #define WATER_BOMB_ACT_INIT 1
    #define WATER_BOMB_ACT_DROP 2
    #define WATER_BOMB_ACT_EXPLODE 3

/* TTC rotating solid */
    /* oBehParams2ndByte */
    #define TTC_ROTATING_SOLID_BP_CUBE 0
    #define TTC_ROTATING_SOLID_BP_TRIANGULAR_PRISM 1

/* TTC moving bar */
    /* oAction */
    #define TTC_MOVING_BAR_ACT_WAIT 0
    #define TTC_MOVING_BAR_ACT_PULL_BACK 1
    #define TTC_MOVING_BAR_ACT_EXTEND 2
    #define TTC_MOVING_BAR_ACT_RETRACT 3

/* TTC cog */
    /* oBehParams2ndByte */
    #define TTC_COG_BP_SHAPE_MASK 0x00000002
    #define TTC_COG_BP_SHAPE_HEXAGON (0 << 1)
    #define TTC_COG_BP_SHAPE_TRIANGLE (1 << 1)
    #define TTC_COG_BP_DIR_MASK 0x00000001
    #define TTC_COG_BP_DIR_CCW (0 << 0) // TODO: Check these
    #define TTC_COG_BP_DIR_CW (1 << 0)

/* TTC 2D Rotator */
    /* oBehParams2ndByte */
    #define TTC_2D_ROTATOR_BP_HAND 0
    #define TTC_2D_ROTATOR_BP_2D_COG 1

/* Activated Back-and-Forth Platform */
    /* ((u16)(o->oBehParams >> 16) & 0x0300) >> 8 aka platform type */
    #define ACTIVATED_BF_PLAT_TYPE_BITS_ARROW_PLAT 0
    #define ACTIVATED_BF_PLAT_TYPE_BITFS_MESH_PLAT 1
    #define ACTIVATED_BF_PLAT_TYPE_BITFS_ELEVATOR  2

/* Dorrie */
    /* oAction */
    #define DORRIE_ACT_MOVE 0
    #define DORRIE_ACT_LOWER_HEAD 1
    #define DORRIE_ACT_RAISE_HEAD 2

/* Mad piano */
    /* oAction */
    #define MAD_PIANO_ACT_WAIT 0
    #define MAD_PIANO_ACT_ATTACK 1

/* Fire piranha plant */
    /* oAction */
    #define FIRE_PIRANHA_PLANT_ACT_HIDE 0
    #define FIRE_PIRANHA_PLANT_ACT_GROW 1

/* Fire spitter */
    /* oAction */
    #define FIRE_SPITTER_ACT_IDLE 0
    #define FIRE_SPITTER_ACT_SPIT_FIRE 1

/* Eyerok boss */
    /* oAction */
    #define EYEROK_BOSS_ACT_SLEEP 0
    #define EYEROK_BOSS_ACT_WAKE_UP 1
    #define EYEROK_BOSS_ACT_SHOW_INTRO_TEXT 2
    #define EYEROK_BOSS_ACT_FIGHT 3
    #define EYEROK_BOSS_ACT_DIE 4

/* Eyerok hand */
    /* oAction */
    #define EYEROK_HAND_ACT_SLEEP 0
    #define EYEROK_HAND_ACT_IDLE 1
    #define EYEROK_HAND_ACT_OPEN 2
    #define EYEROK_HAND_ACT_SHOW_EYE 3
    #define EYEROK_HAND_ACT_CLOSE 4
    #define EYEROK_HAND_ACT_RETREAT 5
    #define EYEROK_HAND_ACT_TARGET_MARIO 6
    #define EYEROK_HAND_ACT_SMASH 7
    #define EYEROK_HAND_ACT_FIST_PUSH 8
    #define EYEROK_HAND_ACT_FIST_SWEEP 9
    #define EYEROK_HAND_ACT_BEGIN_DOUBLE_POUND 10 // raising for double smash
    #define EYEROK_HAND_ACT_DOUBLE_POUND 11 // double smashing
    #define EYEROK_HAND_ACT_ATTACKED 12
    #define EYEROK_HAND_ACT_RECOVER 13
    #define EYEROK_HAND_ACT_BECOME_ACTIVE 14
    #define EYEROK_HAND_ACT_DIE 15

/* Klepto */
    /* oAction */
    #define KLEPTO_ACT_CIRCLE_TARGET_HOLDING 0
    #define KLEPTO_ACT_APPROACH_TARGET_HOLDING 1
    #define KLEPTO_ACT_WAIT_FOR_MARIO 2
    #define KLEPTO_ACT_TURN_TOWARD_MARIO 3
    #define KLEPTO_ACT_DIVE_AT_MARIO 4
    #define KLEPTO_ACT_RESET_POSITION 5
    #define KLEPTO_ACT_STRUCK_BY_MARIO 6
    #define KLEPTO_ACT_RETREAT 7

    /* oAnimState */
    #define KLEPTO_ANIM_STATE_HOLDING_NOTHING 0
    #define KLEPTO_ANIM_STATE_HOLDING_CAP 1
    #define KLEPTO_ANIM_STATE_HOLDING_STAR 2

/* Bird */
    /* oAction */
    #define BIRD_ACT_INACTIVE 0
    #define BIRD_ACT_FLY 1

    /* oBehParams2ndByte */
    #define BIRD_BP_SPAWNED 0
    #define BIRD_BP_SPAWNER 1

/* Skeeter */
    /* oAction */
    #define SKEETER_ACT_IDLE 0
    #define SKEETER_ACT_LUNGE 1
    #define SKEETER_ACT_WALK 2

/* Snufit */
    /* oAction */
    #define SNUFIT_ACT_IDLE  0
    #define SNUFIT_ACT_SHOOT 1

/* Tweester */
    /* oAction */
    #define TWEESTER_ACT_IDLE  0
    #define TWEESTER_ACT_CHASE 1
    #define TWEESTER_ACT_HIDE  2

    /* oSubAction */
    #define TWEESTER_SUB_ACT_WAIT  0

    #define TWEESTER_SUB_ACT_CHASE 0

/* Triplet butterfly */
    /* oAction */
    #define TRIPLET_BUTTERFLY_ACT_INIT 0
    #define TRIPLET_BUTTERFLY_ACT_WANDER 1
    #define TRIPLET_BUTTERFLY_ACT_ACTIVATE 2
    #define TRIPLET_BUTTERFLY_ACT_EXPLODE 3

    /* oBehParams2ndByte */
    #define TRIPLET_BUTTERFLY_BP_BUTTERFLY_NUM 0x00000003
    #define TRIPLET_BUTTERFLY_BP_NO_BOMBS 0x00000004

    /* oTripletButterflyType */
    #define TRIPLET_BUTTERFLY_TYPE_NORMAL -1
    #define TRIPLET_BUTTERFLY_TYPE_EXPLODES 0
    #define TRIPLET_BUTTERFLY_TYPE_SPAWN_1UP 1

/* Water level diamond */
    /* oAction */
    // Loading
    #define WATER_LEVEL_DIAMOND_ACT_INIT 0
    // Idling when Mario isn't inside its hitbox
    #define WATER_LEVEL_DIAMOND_ACT_IDLE 1
    // While the water level is changing
    #define WATER_LEVEL_DIAMOND_ACT_CHANGE_WATER_LEVEL 2
    // After the water level has changed but Mario hasn't left its hitbox yet
    #define WATER_LEVEL_DIAMOND_ACT_IDLE_SPINNING 3

/* Mips */
    /* oAction */
    #define MIPS_ACT_WAIT_FOR_NEARBY_MARIO 0
    #define MIPS_ACT_FOLLOW_PATH 1
    #define MIPS_ACT_WAIT_FOR_ANIMATION_DONE 2
    #define MIPS_ACT_FALL_DOWN 3
    #define MIPS_ACT_IDLE 4

    /* oMipsStarStatus */
    #define MIPS_STAR_STATUS_HAVENT_SPAWNED_STAR 0
    #define MIPS_STAR_STATUS_SHOULD_SPAWN_STAR 1
    #define MIPS_STAR_STATUS_ALREADY_SPAWNED_STAR 2

/* Falling Pillar */
    /* oAction */
    #define FALLING_PILLAR_ACT_IDLE 0
    #define FALLING_PILLAR_ACT_TURNING 1
    #define FALLING_PILLAR_ACT_FALLING 2

/* Bowser Puzzle */
    /* oAction */
    #define BOWSER_PUZZLE_ACT_SPAWN_PIECES 0
    #define BOWSER_PUZZLE_ACT_WAIT_FOR_COMPLETE 1
    #define BOWSER_PUZZLE_ACT_DONE 2

#endif
