#ifndef SURFACE_TERRAINS_H #define SURFACE_TERRAINS_H // Surface Types #define SURFACE_DEFAULT 0x0000 // Environment default #define SURFACE_BURNING 0x0001 // Lava / Frostbite (in SL), but is used mostly for Lava #define SURFACE_0004 0x0004 // Unused, has no function and has parameters #define SURFACE_HANGABLE 0x0005 // Ceiling that Mario can climb on #define SURFACE_SLOW 0x0009 // Slow down Mario, unused #define SURFACE_DEATH_PLANE 0x000A // Death floor #define SURFACE_CLOSE_CAMERA 0x000B // Close camera #define SURFACE_FLOWING_WATER 0x000E // Water (flowing), has parameters #define SURFACE_INTANGIBLE 0x0012 // Intangible (Separates BBH mansion from merry-go-round, for room usage) #define SURFACE_VERY_SLIPPERY 0x0013 // Very slippery, mostly used for slides #define SURFACE_SLIPPERY 0x0014 // Slippery #define SURFACE_NOT_SLIPPERY 0x0015 // Non-slippery, climbable #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 #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 #define SURFACE_INSTANT_WARP_1C 0x001C // Instant warp to another area, used to warp between areas in WDW #define SURFACE_SHALLOW_QUICKSAND 0x0021 // Shallow Quicksand (depth of 10 units) #define SURFACE_DEEP_QUICKSAND 0x0022 // Quicksand (lethal, slow, depth of 160 units) #define SURFACE_INSTANT_QUICKSAND 0x0023 // Quicksand (lethal, instant) #define SURFACE_DEEP_MOVING_QUICKSAND 0x0024 // Moving quicksand (flowing, depth of 160 units) #define SURFACE_SHALLOW_MOVING_QUICKSAND 0x0025 // Moving quicksand (flowing, depth of 25 units) #define SURFACE_QUICKSAND 0x0026 // Moving quicksand (60 units) #define SURFACE_MOVING_QUICKSAND 0x0027 // Moving quicksand (flowing, depth of 60 units) #define SURFACE_WALL_MISC 0x0028 // Used for some walls, Cannon to adjust the camera, and some objects like Warp Pipe #define SURFACE_NOISE_DEFAULT 0x0029 // Default floor with noise #define SURFACE_NOISE_SLIPPERY 0x002A // Slippery floor with noise #define SURFACE_HORIZONTAL_WIND 0x002C // Horizontal wind, has parameters #define SURFACE_INSTANT_MOVING_QUICKSAND 0x002D // Quicksand (lethal, flowing) #define SURFACE_ICE 0x002E // Slippery Ice, in snow levels and THI's water floor #define SURFACE_LOOK_UP_WARP 0x002F // Look up and warp (Wing cap entrance) #define SURFACE_HARD 0x0030 // Hard floor (Always has fall damage) #define SURFACE_WARP 0x0032 // Surface warp #define SURFACE_TIMER_START 0x0033 // Timer start (Peach's secret slide) #define SURFACE_TIMER_END 0x0034 // Timer stop (Peach's secret slide) #define SURFACE_HARD_SLIPPERY 0x0035 // Hard and slippery (Always has fall damage) #define SURFACE_HARD_VERY_SLIPPERY 0x0036 // Hard and very slippery (Always has fall damage) #define SURFACE_HARD_NOT_SLIPPERY 0x0037 // Hard and Non-slippery (Always has fall damage) #define SURFACE_VERTICAL_WIND 0x0038 // Death at bottom with vertical wind #define SURFACE_BOSS_FIGHT_CAMERA 0x0065 // Wide camera for BOB and WF bosses #define SURFACE_CAMERA_FREE_ROAM 0x0066 // Free roam camera for THI and TTC #define SURFACE_CAMERA_PLATFORM 0x0069 // Surface that enables far camera for platforms, used in THI #define SURFACE_CAMERA_MIDDLE 0x006E // Surface camera that returns to the middle, used on the 4 pillars of SSL #define SURFACE_CAMERA_ROTATE_RIGHT 0x006F // Surface camera that rotates to the right (Bowser 1 & THI) #define SURFACE_CAMERA_ROTATE_LEFT 0x0070 // Surface camera that rotates to the left (BOB & TTM) #define SURFACE_CAMERA_BOUNDARY 0x0072 // Intangible Area, only used to restrict camera movement #define SURFACE_NOISE_VERY_SLIPPERY_73 0x0073 // Very slippery floor with noise, unused #define SURFACE_NOISE_VERY_SLIPPERY_74 0x0074 // Very slippery floor with noise, unused #define SURFACE_NOISE_VERY_SLIPPERY 0x0075 // Very slippery floor with noise, used in CCM #define SURFACE_NO_CAM_COLLISION 0x0076 // Surface with no cam collision flag #define SURFACE_NO_CAM_COLLISION_77 0x0077 // Surface with no cam collision flag, unused #define SURFACE_NO_CAM_COL_VERY_SLIPPERY 0x0078 // Surface with no cam collision flag, very slippery with noise (THI) #define SURFACE_NO_CAM_COL_SLIPPERY 0x0079 // Surface with no cam collision flag, slippery with noise (CCM, PSS and TTM slides) #define SURFACE_SWITCH 0x007A // Surface with no cam collision flag, non-slippery with noise, used by switches and Dorrie #define SURFACE_VANISH_CAP_WALLS 0x007B // Vanish cap walls, pass through them with Vanish Cap #define SURFACE_PAINTING_WOBBLE_A6 0x00A6 // Painting wobble (BOB Left) #define SURFACE_PAINTING_WOBBLE_A7 0x00A7 // Painting wobble (BOB Middle) #define SURFACE_PAINTING_WOBBLE_A8 0x00A8 // Painting wobble (BOB Right) #define SURFACE_PAINTING_WARP_D3 0x00D3 // Painting warp (BOB Left) #define SURFACE_PAINTING_WARP_D4 0x00D4 // Painting warp (BOB Middle) #define SURFACE_PAINTING_WARP_D5 0x00D5 // Painting warp (BOB Right) #define SURFACE_TTC_PAINTING_1 0x00F4 // Painting warp (TTC Left) #define SURFACE_TTC_PAINTING_2 0x00F5 // Painting warp (TTC Medium) #define SURFACE_TTC_PAINTING_3 0x00F6 // Painting warp (TTC Right) #define SURFACE_PAINTING_WARP_F9 0x00F9 // Painting warp (SL Right) #define SURFACE_IS_QUICKSAND(cmd) (cmd >= 0x21 && cmd < 0x28) // Doesn't include SURFACE_INSTANT_MOVING_QUICKSAND #define SURFACE_IS_NOT_HARD(cmd) (cmd != SURFACE_HARD && \ !(cmd >= 0x35 && cmd <= 0x37)) #define SURFACE_IS_PAINTING_WARP(cmd) (cmd >= 0xD3 && cmd < 0xFD) #define SURFACE_CLASS_DEFAULT 0x0000 #define SURFACE_CLASS_VERY_SLIPPERY 0x0013 #define SURFACE_CLASS_SLIPPERY 0x0014 #define SURFACE_CLASS_NOT_SLIPPERY 0x0015 #define SURFACE_FLAG_DYNAMIC (1 << 0) #define SURFACE_FLAG_NO_CAM_COLLISION (1 << 1) #define SURFACE_FLAG_X_PROJECTION (1 << 3) // These are effectively unique "surface" types like those defined higher // And they are used as collision commands to load certain functions #define TERRAIN_LOAD_VERTICES 0x0040 // Begins vertices list for collision triangles #define TERRAIN_LOAD_CONTINUE 0x0041 // Stop loading vertices but continues to load other collision commands #define TERRAIN_LOAD_END 0x0042 // End the collision list #define TERRAIN_LOAD_OBJECTS 0x0043 // Loads in certain objects for level start #define TERRAIN_LOAD_ENVIRONMENT 0x0044 // Loads water/HMC gas #define TERRAIN_LOAD_IS_SURFACE_TYPE_LOW(cmd) (cmd < 0x40) #define TERRAIN_LOAD_IS_SURFACE_TYPE_HIGH(cmd) (cmd >= 0x65) #define TERRAIN_GRASS 0x0000 #define TERRAIN_STONE 0x0001 #define TERRAIN_SNOW 0x0002 #define TERRAIN_SAND 0x0003 #define TERRAIN_SPOOKY 0x0004 #define TERRAIN_WATER 0x0005 #define TERRAIN_SLIDE 0x0006 #define TERRAIN_MASK 0x0007 #endif