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oot/include/z64quest_hint_commands.h

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#ifndef Z64QUEST_HINT_COMMANDS_H
#define Z64QUEST_HINT_COMMANDS_H
#include "ultra64.h"
/*
* Hint Command Types
*/
// Checks the condition and exits the script if the check passes
#define QUEST_HINT_TYPE_CHECK 0
// Checks a chain of conditions and only evaluates the last entry
// if all conditions leading up to it were also true
#define QUEST_HINT_TYPE_CHAIN 1
// Checks a chain of conditionals and will return a randomly chosen entry among
// the conditions that evaluated to true
#define QUEST_HINT_TYPE_RANDOM 2
// Checks the condition and skips forward by specified number of commands if the check passes
// Note that the amount of entries to skip is specified in the field where the textId would usually go
#define QUEST_HINT_TYPE_SKIP 3
// Always ends the script, returning the text id for this command
#define QUEST_HINT_TYPE_END 7
/*
* Hint Condition Types
*/
// Check an eventChkInf flag
#define QUEST_HINT_CONDITION_FLAG 0
// Check a dungeon item (map, compass, boss key)
#define QUEST_HINT_CONDITION_DUNGEON_ITEM 1
// Check if an item is in an item slot
#define QUEST_HINT_CONDITION_ITEM 2
// "Other" conditions described below
#define QUEST_HINT_CONDITION_OTHER 3
/*
* "Other" Condition Types
*/
// Check what strength upgrade has been obtained so far
#define QUEST_HINT_CONDITION_STRENGTH_UPG 0
// Check if specific boots have been obtained so far
#define QUEST_HINT_CONDITION_BOOTS 1
// Check if a particular song has been obtained
#define QUEST_HINT_CONDITION_SONG 2
// Check if a particular medallion has been obtained
#define QUEST_HINT_CONDITION_MEDALLION 3
// Check if the magic meter has been obtained
#define QUEST_HINT_CONDITION_MAGIC 4
/*
* Byte pack macros
*/
#define HINT_B0(type, condType, tf) \
_SHIFTL(QUEST_HINT_TYPE_##type, 5, 3) | \
_SHIFTL(condType, 1, 4) | \
_SHIFTL(tf, 0, 1)
#define HINT_B1(condType, data) \
_SHIFTL(condType, 4, 4) | \
_SHIFTL(data, 0, 4)
#define HINT_B(data) \
_SHIFTL(data, 0, 8)
/*
* Command macros
*/
#define QUEST_HINT_FLAG(type, flag, tf, textId) \
{ \
HINT_B0(type, QUEST_HINT_CONDITION_FLAG, tf), \
HINT_B(flag), \
HINT_B(textId), \
HINT_B(0), \
}
#define QUEST_HINT_END(textId) \
QUEST_HINT_FLAG(END, 0, false, textId)
#define QUEST_HINT_DUNGEON_ITEM(type, itemId, tf, textId) \
{ \
HINT_B0(type, QUEST_HINT_CONDITION_DUNGEON_ITEM, tf), \
HINT_B(itemId), \
HINT_B(textId), \
HINT_B(0), \
}
#define QUEST_HINT_ITEM(type, slotItemId, itemId, tf, textId) \
{ \
HINT_B0(type, QUEST_HINT_CONDITION_ITEM, tf), \
HINT_B(slotItemId), \
HINT_B(textId), \
HINT_B(itemId), \
}
#define QUEST_HINT_STRENGTH_UPG(type, strUpg, tf, textId) \
{ \
HINT_B0(type, QUEST_HINT_CONDITION_OTHER, tf), \
HINT_B1(QUEST_HINT_CONDITION_STRENGTH_UPG, strUpg), \
HINT_B(textId), \
HINT_B(0), \
}
#define QUEST_HINT_BOOTS(type, itemId, tf, textId) \
{ \
HINT_B0(type, QUEST_HINT_CONDITION_OTHER, tf), \
HINT_B1(QUEST_HINT_CONDITION_BOOTS, 0), \
HINT_B(textId), \
HINT_B(itemId), \
}
#define QUEST_HINT_SONG(type, itemId, tf, textId) \
{ \
HINT_B0(type, QUEST_HINT_CONDITION_OTHER, tf), \
HINT_B1(QUEST_HINT_CONDITION_SONG, 0), \
HINT_B(textId), \
HINT_B(itemId), \
}
#define QUEST_HINT_MEDALLION(type, itemId, tf, textId) \
{ \
HINT_B0(type, QUEST_HINT_CONDITION_OTHER, tf), \
HINT_B1(QUEST_HINT_CONDITION_MEDALLION, 0), \
HINT_B(textId), \
HINT_B(itemId), \
}
#define QUEST_HINT_MAGIC(type, tf, textId) \
{ \
HINT_B0(type, QUEST_HINT_CONDITION_OTHER, tf), \
HINT_B1(QUEST_HINT_CONDITION_MAGIC, 0), \
HINT_B(textId), \
HINT_B(0), \
}
#endif