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