#ifndef _AREA_H #define _AREA_H #include "types.h" enum CourseNum { COURSE_NONE, // (0) Overworld (Castle Grounds, etc) COURSE_MIN, /* -------------- Main Courses -------------- */ COURSE_STAGES_MIN = COURSE_MIN, COURSE_BOB = COURSE_STAGES_MIN, // (1) Bob Omb Battlefield COURSE_WF, // (2) Whomp's Fortress COURSE_JRB, // (3) Jolly Rodger's Bay COURSE_CCM, // (4) Cool Cool Mountain COURSE_BBH, // (5) Big Boo's Haunt COURSE_HMC, // (6) Hazy Maze Cave COURSE_LLL, // (7) Lethal Lava Land COURSE_SSL, // (8) Shifting Sand Land COURSE_DDD, // (9) Dire Dire Docks COURSE_SL, // (10) Snowman's Land COURSE_WDW, // (11) Wet Dry World COURSE_TTM, // (12) Tall Tall Mountain COURSE_THI, // (13) Tiny Huge Island COURSE_TTC, // (14) Tick Tock Clock COURSE_RR, // (15) Rainbow Ride COURSE_BONUS_STAGES, COURSE_STAGES_MAX = COURSE_BONUS_STAGES - 1, COURSE_STAGES_COUNT = COURSE_STAGES_MAX, /* -------------- Bonus Courses -------------- */ COURSE_BITDW, // (16) Bowser in the Dark World COURSE_BITFS, // (17) Bowser in the Fire Sea COURSE_BITS, // (18) Bowser in the Sky COURSE_PSS, // (19) Princess's Secret Slide COURSE_CAP_COURSES, COURSE_COTMC = COURSE_CAP_COURSES, // (20) Cavern of the Metal Cap COURSE_TOTWC, // (21) Tower of the Wing Cap COURSE_VCUTM, // (22) Vanish Cap Under the Moat COURSE_WMOTR, // (23) Winged Mario over the Rainbow COURSE_SA, // (24) Secret Aquarium COURSE_CAKE_END, // (25) The End (Cake Scene) COURSE_AFTER_END, COURSE_MAX = COURSE_AFTER_END - 1, COURSE_COUNT = COURSE_MAX }; #define COURSE_IS_MAIN_COURSE(cmd) (cmd >= COURSE_STAGES_MIN && cmd <= COURSE_STAGES_MAX) enum LevelNum { LEVEL_NONE, // not indexed LEVEL_MIN, LEVEL_UNKNOWN_1 = LEVEL_MIN, // (1) "" LEVEL_UNKNOWN_2, // (2) "" LEVEL_UNKNOWN_3, // (3) "" LEVEL_BBH, // (4) "TERESA OBAKE" Big Boo's Haunt LEVEL_CCM, // (5) "YYAMA1 % YSLD1" Cool Cool Mountain LEVEL_CASTLE, // (6) "SELECT ROOM" Castle lobby LEVEL_HMC, // (7) "HORROR DUNGEON" Hazy Maze Cave LEVEL_SSL, // (8) "SABAKU % PYRMD" Shifting Sand Land LEVEL_BOB, // (9) "BATTLE FIELD" Bob Omb Battlefield LEVEL_SL, // (10) "YUKIYAMA2" Snowman's Land LEVEL_WDW, // (11) "POOL KAI" Wet Dry World LEVEL_JRB, // (12) "WTDG % TINBOTU" Jolly Rodger's Bay LEVEL_THI, // (13) "BIG WORLD" Tiny Huge Island LEVEL_TTC, // (14) "CLOCK TOWER" Tick Tock Clock LEVEL_RR, // (15) "RAINBOW CRUISE" Rainbow Ride LEVEL_CASTLE_GROUNDS, // (16) "MAIN MAP" Castle grounds (outside) LEVEL_BITDW, // (17) "EXT1 YOKO SCRL" Bowser in the Dark World LEVEL_VCUTM, // (18) "EXT7 HORI MINI" Vanish Cap under the Moat LEVEL_BITFS, // (19) "EXT2 TIKA LAVA" Bowser in the Fire Sea LEVEL_SA, // (20) "EXT9 SUISOU" Secret Aquarium LEVEL_BITS, // (21) "EXT3 HEAVEN" Bowser in the Sky LEVEL_LLL, // (22) "FIREB1 % INVLC" Lethal Lava Land LEVEL_DDD, // (23) "WATER LAND" Dire Dire Docks LEVEL_WF, // (24) "MOUNTAIN" Whomp's Fortress LEVEL_ENDING, // (25) "ENDING" (Ending Cutscene) LEVEL_CASTLE_COURTYARD, // (26) "URANIWA" Castle courtyard (BBH entrance) LEVEL_PSS, // (27) "EXT4 MINI SLID" Princess's Secret Slide LEVEL_COTMC, // (28) "IN THE FALL" Cavern of the Metal Cap LEVEL_TOTWC, // (29) "EXT6 MARIO FLY" Tower of the Wing Cap LEVEL_BOWSER_1, // (30) "KUPPA1" Bowser in the Dark World (Boss) LEVEL_WMOTR, // (31) "EXT8 BLUE SKY" Winged Mario over the Rainbow LEVEL_UNKNOWN_32, // (32) "" LEVEL_BOWSER_2, // (33) "KUPPA2" Bowser in the Fire Sea (Boss) LEVEL_BOWSER_3, // (34) "KUPPA3" Bowser in the Sky (Final Boss) LEVEL_UNKNOWN_35, // (35) "" LEVEL_TTM, // (36) "DONKEY % SLID2" Tall Tall Mountain LEVEL_UNKNOWN_37, // (37) "" LEVEL_UNKNOWN_38, // (38) "" LEVEL_COUNT, LEVEL_MAX = LEVEL_COUNT - 1 }; struct WarpNode { /*00*/ u8 id; /*01*/ u8 destLevel; /*02*/ u8 destArea; /*03*/ u8 destNode; }; struct ObjectWarpNode { /*0x00*/ struct WarpNode node; /*0x04*/ struct Object *object; /*0x08*/ struct ObjectWarpNode *next; }; // From Surface 0x1B to 0x1E #define INSTANT_WARP_INDEX_START 0x00 // Equal and greater than Surface 0x1B #define INSTANT_WARP_INDEX_STOP 0x04 // Less than Surface 0x1F struct InstantWarp { /*0x00*/ u8 id; // 0 = 0x1B / 1 = 0x1C / 2 = 0x1D / 3 = 0x1E /*0x01*/ u8 area; /*0x02*/ Vec3s displacement; }; struct SpawnInfo { /*0x00*/ Vec3s startPos; /*0x06*/ Vec3s startAngle; /*0x0C*/ s8 areaIndex; /*0x0D*/ s8 activeAreaIndex; /*0x10*/ u32 behaviorArg; /*0x14*/ void *behaviorScript; /*0x18*/ struct GraphNode *unk18; /*0x1C*/ struct SpawnInfo *next; }; // Some of these might need to be renamed at some point. #define CAMERA_PRESET_NONE 0x00 #define CAMERA_PRESET_OPEN_CAMERA 0x01 #define CAMERA_PRESET_REVERSE_TOWER 0x02 #define CAMERA_PRESET_BEHIND_MARIO 0x03 #define CAMERA_PRESET_CLOSE 0x04 // Inside Castle / Big Boo's Haunt #define CAMERA_PRESET_C_UP_LOOK 0x06 #define CAMERA_PRESET_WATER_SURFACE 0x08 #define CAMERA_PRESET_SLIDE_HOOT 0x09 #define CAMERA_PRESET_INSIDE_CANNON 0x0A #define CAMERA_PRESET_BOSS_FIGHT 0x0B #define CAMERA_PRESET_PARALLEL_TRACKING 0x0C #define CAMERA_PRESET_FIXED_REF_POINT 0x0D #define CAMERA_PRESET_PLATFORM_LEVEL 0x0E // Bowser Courses / Rainbow Road #define CAMERA_PRESET_FREE_ROAM 0x10 #define CAMERA_PRESET_SPIRAL_STAIRS 0x11 // Used mostly in camera.c struct LevelCamera { /*0x00*/ u8 currPreset; // What type of preset the camera uses (see defines above) /*0x01*/ u8 defPreset; /*0x02*/ s16 trueYaw; /*0x04*/ Vec3f focus; /*0x10*/ Vec3f pos; /*0x1C*/ u8 filler1C[0x28-0x1C]; /*0x28*/ f32 xFocus; /*0x2C*/ f32 zFocus; /*0x30*/ u8 cutscene; /*0x31*/ u8 filler31[0x9]; /*0x3A*/ s16 storedYaw; /*0x3C*/ u8 filler3C[0x64-0x3C]; /*0x64*/ u8 unk64; /*0x65*/ u8 filler65[3]; /*0x68*/ f32 unk68; }; struct UnusedArea28 { /*0x00*/ s16 unk00; /*0x02*/ s16 unk02; /*0x04*/ s16 unk04; /*0x06*/ s16 unk06; /*0x08*/ s16 unk08; }; struct Whirlpool { /*0x00*/ Vec3s pos; /*0x03*/ s16 strength; }; struct Area { /*0x00*/ s8 index; /*0x01*/ s8 flags; // Only has 1 flag: 0x01 = Is this the active area? /*0x02*/ u16 terrainType; // default terrain of the level (set from level script cmd 0x31) /*0x04*/ struct GraphNode *unk04; // geometry layout data /*0x08*/ s16 *terrainData; // collision data (set from level script cmd 0x2E) /*0x0C*/ s8 *surfaceRooms; // (set from level script cmd 0x2F) /*0x10*/ s16 *macroObjects; // Macro Objects Ptr (set from level script cmd 0x39) /*0x14*/ struct ObjectWarpNode *warpNodes; /*0x18*/ struct WarpNode *paintingWarpNodes; /*0x1C*/ struct InstantWarp *instantWarps; /*0x20*/ struct SpawnInfo *objectSpawnInfos; /*0x24*/ struct LevelCamera *camera; /*0x28*/ struct UnusedArea28 *unused28; // Filled by level script 0x3A, but is unused. /*0x2C*/ struct Whirlpool *whirlpools[2]; /*0x34*/ u8 dialog[2]; // Level start dialog number (set by level script cmd 0x30) /*0x36*/ u16 musicParam; /*0x38*/ u16 musicParam2; }; // All the transition data to be used in screen_transition.c struct WarpTransitionData { /*0x00*/ u8 red; /*0x01*/ u8 green; /*0x02*/ u8 blue; /*0x04*/ s16 startCircleRadius; /*0x06*/ s16 endCircleRadius; /*0x08*/ s16 startCircleX; /*0x0A*/ s16 startCircleY; /*0x0C*/ s16 endCircleX; /*0x0E*/ s16 endCircleY; /*0x10*/ s16 unk10; }; #define WARP_TRANSITION_FADE_FROM_COLOR 0x00 #define WARP_TRANSITION_FADE_INTO_COLOR 0x01 #define WARP_TRANSITION_FADE_FROM_STAR 0x08 #define WARP_TRANSITION_FADE_INTO_STAR 0x09 #define WARP_TRANSITION_FADE_FROM_CIRCLE 0x0A #define WARP_TRANSITION_FADE_INTO_CIRCLE 0x0B #define WARP_TRANSITION_FADE_FROM_MARIO 0x10 #define WARP_TRANSITION_FADE_INTO_MARIO 0x11 #define WARP_TRANSITION_FADE_FROM_BOWSER 0x12 #define WARP_TRANSITION_FADE_INTO_BOWSER 0x13 struct WarpTransition { /*0x00*/ u8 isActive; // Is the transition active. (either TRUE or FALSE) /*0x01*/ u8 type; // Determines the type of transition to use (circle, star, etc.) /*0x02*/ u8 time; // Amount of time to complete the transition (in frames) /*0x03*/ u8 pauseRendering; // Should the game stop rendering. (either TRUE or FALSE) /*0x04*/ struct WarpTransitionData data; }; extern struct SpawnInfo gPlayerSpawnInfos[]; extern struct GraphNode *D_8033A160[]; extern struct Area gAreaData[]; extern struct WarpTransition gWarpTransition; extern s16 gCurrCourseNum; extern s16 gCurrActNum; extern s16 gCurrAreaIndex; extern s16 gSavedCourseNum; extern s16 gPauseScreenMode; extern s16 gSaveOptSelectIndex; extern struct SpawnInfo *gMarioSpawnInfo; extern struct Area *gAreas; extern struct Area *gCurrentArea; extern s16 gCurrSaveFileNum; extern s16 gCurrLevelNum; void func_8027A220(Vp *a, Vp *b, u8 c, u8 d, u8 e); void print_intro_text(void); u32 get_mario_spawn_type(struct Object *o); struct ObjectWarpNode *area_get_warp_node(u8 id); void clear_areas(void); void func_8027A7C4(void); void load_area(s32 index); void func_8027A998(void); void load_mario_area(void); void func_8027AA88(void); void change_area(s32 index); void area_update_objects(void); void play_transition(s16 transType, s16 time, u8 red, u8 green, u8 blue); void play_transition_after_delay(s16 transType, s16 time, u8 red, u8 green, u8 blue, s16 delay); void render_game(void); #endif