mirror of
https://github.com/zeldaret/oot.git
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fd24ad6e67
* `cUpElfMsgs` -> `cUpMsgs` Motivation: ElfMessage is the name of the system that handles c-up messages from navi, but also messages from child/adult saria so it would make sense to name this after the system name like "ElfMsg" but "cUpElf" primarily reads like (to me) "c up navi" since the actor implementing navi is EnElf I think it'd be better to clear that confusion between "navi" and "elfmsg system" by just not using "elf" in the name * Standardize c-up navi messages ElfMessage data to be named after "CUp" * -> "Navi" * Make symbols in `elf_message_` segments static * new docs * change commands, format * introduce navi file id * use enum * remove concat * add clarifying comment for skip * concat cmd type * Hints -> QuestHint * rename command header * s -> g * missed enum name * singular * missed one Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
592 lines
17 KiB
C
592 lines
17 KiB
C
#ifndef Z64SCENE_H
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#define Z64SCENE_H
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#include "z64.h"
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#include "command_macros_base.h"
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typedef struct {
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/* 0x00 */ uintptr_t vromStart;
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/* 0x04 */ uintptr_t vromEnd;
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} RomFile; // size = 0x8
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typedef struct {
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/* 0x00 */ RomFile sceneFile;
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/* 0x08 */ RomFile titleFile;
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/* 0x10 */ u8 unk_10;
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/* 0x11 */ u8 drawConfig;
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/* 0x12 */ u8 unk_12;
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/* 0x13 */ u8 unk_13;
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} SceneTableEntry; // size = 0x14
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typedef struct {
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/* 0x00 */ s16 id;
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/* 0x02 */ Vec3s pos;
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/* 0x08 */ Vec3s rot;
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/* 0x0E */ s16 params;
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} ActorEntry; // size = 0x10
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typedef struct {
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struct {
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s8 room; // Room to switch to
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s8 bgCamIndex; // How the camera reacts during the transition. See `Camera_ChangeDoorCam`
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} /* 0x00 */ sides[2]; // 0 = front, 1 = back
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/* 0x04 */ s16 id;
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/* 0x06 */ Vec3s pos;
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/* 0x0C */ s16 rotY;
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/* 0x0E */ s16 params;
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} TransitionActorEntry; // size = 0x10
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typedef struct {
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/* 0x00 */ u8 spawn;
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/* 0x01 */ u8 room;
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} EntranceEntry;
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typedef struct {
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/* 0x00 */ u8 ambientColor[3];
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/* 0x03 */ s8 diffuseDir1[3];
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/* 0x06 */ u8 diffuseColor1[3];
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/* 0x09 */ s8 diffuseDir2[3];
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/* 0x0C */ u8 diffuseColor2[3];
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/* 0x0F */ u8 fogColor[3];
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/* 0x12 */ u16 fogNear;
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/* 0x14 */ u16 fogFar;
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} LightSettings; // size = 0x16
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typedef struct {
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/* 0x00 */ u8 count; // number of points in the path
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/* 0x04 */ Vec3s* points; // Segment Address to the array of points
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} Path; // size = 0x8
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// Room shapes
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typedef enum {
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/* 0 */ ROOM_SHAPE_TYPE_NORMAL,
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/* 1 */ ROOM_SHAPE_TYPE_IMAGE,
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/* 2 */ ROOM_SHAPE_TYPE_CULLABLE,
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/* 3 */ ROOM_SHAPE_TYPE_MAX
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} RoomShapeType;
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typedef struct {
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/* 0x00 */ u8 type;
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} RoomShapeBase; // size = 0x01
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typedef struct {
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/* 0x00 */ Gfx* opa;
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/* 0x04 */ Gfx* xlu;
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} RoomShapeDListsEntry; // size = 0x08
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typedef struct {
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/* 0x00 */ RoomShapeBase base;
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/* 0x01 */ u8 numEntries;
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/* 0x04 */ RoomShapeDListsEntry* entries;
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/* 0x08 */ RoomShapeDListsEntry* entriesEnd;
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} RoomShapeNormal; // size = 0x0C
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typedef enum {
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/* 1 */ ROOM_SHAPE_IMAGE_AMOUNT_SINGLE = 1,
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/* 2 */ ROOM_SHAPE_IMAGE_AMOUNT_MULTI
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} RoomShapeImageAmountType;
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typedef struct {
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/* 0x00 */ RoomShapeBase base;
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/* 0x01 */ u8 amountType; // RoomShapeImageAmountType
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/* 0x04 */ RoomShapeDListsEntry* entry;
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} RoomShapeImageBase; // size = 0x08
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typedef struct {
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/* 0x00 */ RoomShapeImageBase base;
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/* 0x08 */ void* source;
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/* 0x0C */ u32 unk_0C;
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/* 0x10 */ void* tlut;
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/* 0x14 */ u16 width;
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/* 0x16 */ u16 height;
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/* 0x18 */ u8 fmt;
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/* 0x19 */ u8 siz;
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/* 0x1A */ u16 tlutMode;
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/* 0x1C */ u16 tlutCount;
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} RoomShapeImageSingle; // size = 0x20
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typedef struct {
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/* 0x00 */ u16 unk_00;
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/* 0x02 */ u8 bgCamIndex; // for which bg cam index is this entry for
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/* 0x04 */ void* source;
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/* 0x08 */ u32 unk_0C;
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/* 0x0C */ void* tlut;
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/* 0x10 */ u16 width;
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/* 0x12 */ u16 height;
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/* 0x14 */ u8 fmt;
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/* 0x15 */ u8 siz;
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/* 0x16 */ u16 tlutMode;
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/* 0x18 */ u16 tlutCount;
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} RoomShapeImageMultiBgEntry; // size = 0x1C
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typedef struct {
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/* 0x00 */ RoomShapeImageBase base;
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/* 0x08 */ u8 numBackgrounds;
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/* 0x0C */ RoomShapeImageMultiBgEntry* backgrounds;
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} RoomShapeImageMulti; // size = 0x10
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typedef struct {
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/* 0x00 */ Vec3s boundsSphereCenter;
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/* 0x06 */ s16 boundsSphereRadius;
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/* 0x08 */ Gfx* opa;
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/* 0x0C */ Gfx* xlu;
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} RoomShapeCullableEntry; // size = 0x10
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#define ROOM_SHAPE_CULLABLE_MAX_ENTRIES 64
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typedef struct {
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/* 0x00 */ RoomShapeBase base;
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/* 0x01 */ u8 numEntries;
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/* 0x04 */ RoomShapeCullableEntry* entries;
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/* 0x08 */ RoomShapeCullableEntry* entriesEnd;
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} RoomShapeCullable; // size = 0x0C
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typedef union {
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RoomShapeBase base;
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RoomShapeNormal normal;
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union {
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RoomShapeImageBase base;
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RoomShapeImageSingle single;
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RoomShapeImageMulti multi;
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} image;
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RoomShapeCullable cullable;
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} RoomShape; // "Ground Shape"
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// TODO update ZAPD
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typedef RoomShapeDListsEntry PolygonDlist;
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typedef RoomShapeNormal PolygonType0;
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typedef RoomShapeImageSingle MeshHeader1Single;
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typedef RoomShapeImageMultiBgEntry BgImage;
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typedef RoomShapeImageMulti MeshHeader1Multi;
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typedef RoomShapeCullableEntry PolygonDlist2;
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typedef RoomShapeCullable PolygonType2;
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#define SCENE_CMD_MESH SCENE_CMD_ROOM_SHAPE
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#define ROOM_DRAW_OPA (1 << 0)
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#define ROOM_DRAW_XLU (1 << 1)
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// Scene commands
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ u32 data2;
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} SCmdBase;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 length;
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/* 0x04 */ ActorEntry* data;
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} SCmdSpawnList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 length;
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/* 0x04 */ ActorEntry* data;
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} SCmdActorList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* segment;
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} SCmdUnused02;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ CollisionHeader* data;
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} SCmdColHeader;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 length;
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/* 0x04 */ RomFile* data;
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} SCmdRoomList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x02 */ char pad[2];
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/* 0x04 */ u8 x;
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/* 0x05 */ u8 y;
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/* 0x06 */ u8 z;
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/* 0x07 */ u8 unk_07;
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} SCmdWindSettings;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ EntranceEntry* data;
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} SCmdEntranceList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 naviQuestHintFileId;
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/* 0x04 */ u32 keepObjectId;
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} SCmdSpecialFiles;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 gpFlag1;
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/* 0x04 */ u32 gpFlag2;
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} SCmdRoomBehavior;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ RoomShapeBase* data;
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} SCmdMesh;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 length;
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/* 0x04 */ s16* data;
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} SCmdObjectList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 length;
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/* 0x04 */ LightInfo* data;
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} SCmdLightList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ Path* data;
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} SCmdPathList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 length;
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/* 0x04 */ TransitionActorEntry* data;
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} SCmdTransiActorList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 length;
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/* 0x04 */ EnvLightSettings* data;
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} SCmdLightSettingList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x02 */ char pad[2];
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/* 0x04 */ u8 hour;
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/* 0x05 */ u8 min;
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/* 0x06 */ u8 timeSpeed;
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} SCmdTimeSettings;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x02 */ char pad[2];
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/* 0x04 */ u8 skyboxId;
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/* 0x05 */ u8 skyboxConfig;
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/* 0x06 */ u8 envLightMode;
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} SCmdSkyboxSettings;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x02 */ char pad[2];
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/* 0x04 */ u8 skyboxDisabled;
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/* 0x05 */ u8 sunMoonDisabled;
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} SCmdSkyboxDisables;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ u32 data2;
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} SCmdEndMarker;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ s16* data;
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} SCmdExitList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 specId;
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/* 0x02 */ char pad[4];
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/* 0x06 */ u8 natureAmbienceId;
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/* 0x07 */ u8 seqId;
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} SCmdSoundSettings;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x02 */ char pad[5];
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/* 0x07 */ u8 echo;
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} SCmdEchoSettings;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* data;
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} SCmdCutsceneData;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 data1;
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/* 0x04 */ void* data;
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} SCmdAltHeaders;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 sceneCamType;
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/* 0x04 */ u32 area;
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} SCmdMiscSettings;
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typedef union {
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SCmdBase base;
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SCmdSpawnList spawnList;
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SCmdActorList actorList;
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SCmdUnused02 unused02;
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SCmdRoomList roomList;
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SCmdEntranceList entranceList;
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SCmdObjectList objectList;
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SCmdLightList lightList;
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SCmdPathList pathList;
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SCmdTransiActorList transiActorList;
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SCmdLightSettingList lightSettingList;
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SCmdExitList exitList;
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SCmdColHeader colHeader;
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SCmdMesh mesh;
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SCmdSpecialFiles specialFiles;
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SCmdCutsceneData cutsceneData;
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SCmdRoomBehavior roomBehavior;
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SCmdWindSettings windSettings;
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SCmdTimeSettings timeSettings;
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SCmdSkyboxSettings skyboxSettings;
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SCmdSkyboxDisables skyboxDisables;
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SCmdEndMarker endMarker;
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SCmdSoundSettings soundSettings;
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SCmdEchoSettings echoSettings;
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SCmdMiscSettings miscSettings;
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SCmdAltHeaders altHeaders;
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} SceneCmd; // size = 0x8
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#define DEFINE_SCENE(_0, _1, enum, _3, _4, _5) enum,
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typedef enum {
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#include "tables/scene_table.h"
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/* 0x6E */ SCENE_ID_MAX
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} SceneID;
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#undef DEFINE_SCENE
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// this define exists to preserve shiftability for an unused scene that is
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// listed in the entrance table
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#define SCENE_UNUSED_6E SCENE_ID_MAX
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// Entrance Index Enum
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#define DEFINE_ENTRANCE(enum, _1, _2, _3, _4, _5, _6) enum,
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typedef enum {
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#include "tables/entrance_table.h"
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/* 0x614 */ ENTR_MAX
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} EntranceIndex;
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#undef DEFINE_ENTRANCE
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#define ENTR_LOAD_OPENING -1
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typedef enum {
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/* 0x7FF9 */ ENTR_RETURN_YOUSEI_IZUMI_YOKO = 0x7FF9, // Great Fairy Fountain (spells)
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/* 0x7FFA */ ENTR_RETURN_SYATEKIJYOU, // Shooting gallery
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/* 0x7FFB */ ENTR_RETURN_2, // unused
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/* 0x7FFC */ ENTR_RETURN_SHOP1, // Bazaar
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/* 0x7FFD */ ENTR_RETURN_4, // unused
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/* 0x7FFE */ ENTR_RETURN_DAIYOUSEI_IZUMI, // Great Fairy Fountain (magic, double magic, double defense)
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/* 0x7FFF */ ENTR_RETURN_GROTTO // Grottos and normal Fairy Fountain
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} ReturnEntranceIndex;
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typedef enum {
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/* 0 */ SDC_DEFAULT,
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/* 1 */ SDC_SPOT00,
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/* 2 */ SDC_SPOT01,
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/* 3 */ SDC_SPOT03,
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/* 4 */ SDC_SPOT04,
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/* 5 */ SDC_SPOT06,
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/* 6 */ SDC_SPOT07,
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/* 7 */ SDC_SPOT08,
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/* 8 */ SDC_SPOT09,
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/* 9 */ SDC_SPOT10,
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/* 10 */ SDC_SPOT11,
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/* 11 */ SDC_SPOT12,
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/* 12 */ SDC_SPOT13,
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/* 13 */ SDC_SPOT15,
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/* 14 */ SDC_SPOT16,
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/* 15 */ SDC_SPOT17,
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/* 16 */ SDC_SPOT18,
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/* 17 */ SDC_SPOT20,
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/* 18 */ SDC_HIDAN, // used for Fire Temple and its boss scene
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/* 19 */ SDC_YDAN,
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/* 20 */ SDC_DDAN,
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/* 21 */ SDC_BDAN, // used for Jabu-Jabu and its boss scene
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/* 22 */ SDC_BMORI1,
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/* 23 */ SDC_MIZUSIN,
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/* 24 */ SDC_HAKADAN, // used for Bottom Of The Well, Shadow Temple and its boss scene
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/* 25 */ SDC_JYASINZOU,
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/* 26 */ SDC_GANONTIKA,
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/* 27 */ SDC_MEN,
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/* 28 */ SDC_YDAN_BOSS,
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/* 29 */ SDC_MIZUSIN_BS,
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/* 30 */ SDC_TOKINOMA,
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/* 31 */ SDC_KAKUSIANA,
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/* 32 */ SDC_KENJYANOMA,
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/* 33 */ SDC_GREAT_FAIRY_FOUNTAIN, // used for both Great Fairy Fountains scenes
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/* 34 */ SDC_SYATEKIJYOU,
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/* 35 */ SDC_HAIRAL_NIWA, // used for Castle Courtyard (with the hedges) (day, night and debug scenes)
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/* 36 */ SDC_GANON_CASTLE_EXTERIOR, // used for two scenes
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/* 37 */ SDC_ICE_DOUKUTO,
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/* 38 */ SDC_GANON_FINAL,
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/* 39 */ SDC_FAIRY_FOUNTAIN, // used for both Fairy Fountains scenes
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/* 40 */ SDC_GERUDOWAY,
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/* 41 */ SDC_BOWLING,
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/* 42 */ SDC_HAKAANA_OUKE,
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/* 43 */ SDC_HYLIA_LABO,
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/* 44 */ SDC_SOUKO,
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/* 45 */ SDC_MIHARIGOYA,
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/* 46 */ SDC_MAHOUYA,
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/* 47 */ SDC_CALM_WATER, // used for Castle Courtyard (with Zelda), Sacred Forest Meadow, and debug Jungle Gym
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/* 48 */ SDC_GRAVE_EXIT_LIGHT_SHINING, // used for one grave scene and the Dampé race scene
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/* 49 */ SDC_BESITU,
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/* 50 */ SDC_TURIBORI,
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/* 51 */ SDC_GANON_SONOGO,
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/* 52 */ SDC_GANONTIKA_SONOGO,
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/* 53 */ SDC_MAX
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} SceneDrawConfig;
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// R_SCENE_CAM_TYPE values
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#define SCENE_CAM_TYPE_DEFAULT 0
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#define SCENE_CAM_TYPE_FIXED_SHOP_VIEWPOINT 0x10 // Camera exhibits fixed behaviors and viewpoint changing is handled by shops
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#define SCENE_CAM_TYPE_FIXED_TOGGLE_VIEWPOINT 0x20 // Camera exhibits fixed behaviors and viewpoint can be toggled with c-up
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#define SCENE_CAM_TYPE_FIXED 0x30 // Camera exhibits fixed behaviors (see `Play_CamIsNotFixed` usages for examples)
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#define SCENE_CAM_TYPE_FIXED_MARKET 0x40 // Camera exhibits fixed behaviors and delays textboxes by a small amount before they start to appear
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#define SCENE_CAM_TYPE_SHOOTING_GALLERY 0x50 // Unreferenced in code, and used only by the main layer of the shooting gallery scene
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// navi hints
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// TODO: make ZAPD use this enum for `SCENE_CMD_SPECIAL_FILES`
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typedef enum {
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NAVI_QUEST_HINTS_NONE,
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NAVI_QUEST_HINTS_OVERWORLD,
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NAVI_QUEST_HINTS_DUNGEON
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} NaviQuestHintFileId;
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// Scene commands
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typedef enum {
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/* 0x00 */ SCENE_CMD_ID_SPAWN_LIST,
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/* 0x01 */ SCENE_CMD_ID_ACTOR_LIST,
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/* 0x02 */ SCENE_CMD_ID_UNUSED_2,
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/* 0x03 */ SCENE_CMD_ID_COLLISION_HEADER,
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/* 0x04 */ SCENE_CMD_ID_ROOM_LIST,
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/* 0x05 */ SCENE_CMD_ID_WIND_SETTINGS,
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/* 0x06 */ SCENE_CMD_ID_ENTRANCE_LIST,
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/* 0x07 */ SCENE_CMD_ID_SPECIAL_FILES,
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/* 0x08 */ SCENE_CMD_ID_ROOM_BEHAVIOR,
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/* 0x09 */ SCENE_CMD_ID_UNDEFINED_9,
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/* 0x0A */ SCENE_CMD_ID_ROOM_SHAPE,
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/* 0x0B */ SCENE_CMD_ID_OBJECT_LIST,
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/* 0x0C */ SCENE_CMD_ID_LIGHT_LIST,
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/* 0x0D */ SCENE_CMD_ID_PATH_LIST,
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/* 0x0E */ SCENE_CMD_ID_TRANSITION_ACTOR_LIST,
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/* 0x0F */ SCENE_CMD_ID_LIGHT_SETTINGS_LIST,
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/* 0x10 */ SCENE_CMD_ID_TIME_SETTINGS,
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/* 0x11 */ SCENE_CMD_ID_SKYBOX_SETTINGS,
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/* 0x12 */ SCENE_CMD_ID_SKYBOX_DISABLES,
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/* 0x13 */ SCENE_CMD_ID_EXIT_LIST,
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/* 0x14 */ SCENE_CMD_ID_END,
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/* 0x15 */ SCENE_CMD_ID_SOUND_SETTINGS,
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/* 0x16 */ SCENE_CMD_ID_ECHO_SETTINGS,
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/* 0x17 */ SCENE_CMD_ID_CUTSCENE_DATA,
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/* 0x18 */ SCENE_CMD_ID_ALTERNATE_HEADER_LIST,
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/* 0x19 */ SCENE_CMD_ID_MISC_SETTINGS,
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/* 0x1A */ SCENE_CMD_ID_MAX
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} SceneCommandTypeID;
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#define SCENE_CMD_SPAWN_LIST(numSpawns, spawnList) \
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{ SCENE_CMD_ID_SPAWN_LIST, numSpawns, CMD_PTR(spawnList) }
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#define SCENE_CMD_ACTOR_LIST(numActors, actorList) \
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{ SCENE_CMD_ID_ACTOR_LIST, numActors, CMD_PTR(actorList) }
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#define SCENE_CMD_UNUSED_02(unk, data) \
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{ SCENE_CMD_ID_UNUSED_2, unk, CMD_PTR(data) }
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#define SCENE_CMD_COL_HEADER(colHeader) \
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{ SCENE_CMD_ID_COLLISION_HEADER, 0, CMD_PTR(colHeader) }
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#define SCENE_CMD_ROOM_LIST(numRooms, roomList) \
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{ SCENE_CMD_ID_ROOM_LIST, numRooms, CMD_PTR(roomList) }
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#define SCENE_CMD_WIND_SETTINGS(xDir, yDir, zDir, strength) \
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{ SCENE_CMD_ID_WIND_SETTINGS, 0, CMD_BBBB(xDir, yDir, zDir, strength) }
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#define SCENE_CMD_ENTRANCE_LIST(entranceList) \
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{ SCENE_CMD_ID_ENTRANCE_LIST, 0, CMD_PTR(entranceList) }
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#define SCENE_CMD_SPECIAL_FILES(naviQuestHintFileId, keepObjectId) \
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{ SCENE_CMD_ID_SPECIAL_FILES, naviQuestHintFileId, CMD_W(keepObjectId) }
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#define SCENE_CMD_ROOM_BEHAVIOR(curRoomUnk3, curRoomUnk2, showInvisActors, disableWarpSongs) \
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{ SCENE_CMD_ID_ROOM_BEHAVIOR, curRoomUnk3, \
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curRoomUnk2 | _SHIFTL(showInvisActors, 8, 1) | _SHIFTL(disableWarpSongs, 10, 1) }
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#define SCENE_CMD_UNK_09() \
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{ SCENE_CMD_ID_UNDEFINED_9, 0, CMD_W(0) }
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#define SCENE_CMD_ROOM_SHAPE(roomShape) \
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{ SCENE_CMD_ID_ROOM_SHAPE, 0, CMD_PTR(roomShape) }
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#define SCENE_CMD_OBJECT_LIST(numObjects, objectList) \
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{ SCENE_CMD_ID_OBJECT_LIST, numObjects, CMD_PTR(objectList) }
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#define SCENE_CMD_LIGHT_LIST(numLights, lightList) \
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{ SCENE_CMD_ID_POS_LIGHT_LIST, numLights, CMD_PTR(lightList) }
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#define SCENE_CMD_PATH_LIST(pathList) \
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{ SCENE_CMD_ID_PATH_LIST, 0, CMD_PTR(pathList) }
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#define SCENE_CMD_TRANSITION_ACTOR_LIST(numActors, list) \
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{ SCENE_CMD_ID_TRANSITION_ACTOR_LIST, numActors, CMD_PTR(list) }
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#define SCENE_CMD_ENV_LIGHT_SETTINGS(numLightSettings, lightSettingsList) \
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{ SCENE_CMD_ID_LIGHT_SETTINGS_LIST, numLightSettings, CMD_PTR(lightSettingsList) }
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#define SCENE_CMD_TIME_SETTINGS(hour, min, timeSpeed) \
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{ SCENE_CMD_ID_TIME_SETTINGS, 0, CMD_BBBB(hour, min, timeSpeed, 0) }
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#define SCENE_CMD_SKYBOX_SETTINGS(skyboxId, skyboxConfig, envLightMode) \
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{ SCENE_CMD_ID_SKYBOX_SETTINGS, 0, CMD_BBBB(skyboxId, skyboxConfig, envLightMode, 0) }
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#define SCENE_CMD_SKYBOX_DISABLES(disableSky, disableSunMoon) \
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{ SCENE_CMD_ID_SKYBOX_DISABLES, 0, CMD_BBBB(disableSky, disableSunMoon, 0, 0) }
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#define SCENE_CMD_EXIT_LIST(exitList) \
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{ SCENE_CMD_ID_EXIT_LIST, 0, CMD_PTR(exitList) }
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#define SCENE_CMD_END() \
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{ SCENE_CMD_ID_END, 0, CMD_W(0) }
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#define SCENE_CMD_SOUND_SETTINGS(specId, natureAmbienceId, seqId) \
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{ SCENE_CMD_ID_SOUND_SETTINGS, specId, CMD_BBBB(0, 0, natureAmbienceId, seqId) }
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#define SCENE_CMD_ECHO_SETTINGS(echo) \
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{ SCENE_CMD_ID_ECHO_SETTINGS, 0, CMD_BBBB(0, 0, 0, echo) }
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#define SCENE_CMD_CUTSCENE_DATA(cutsceneData) \
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{ SCENE_CMD_ID_CUTSCENE_DATA, 0, CMD_PTR(cutsceneData) }
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#define SCENE_CMD_ALTERNATE_HEADER_LIST(alternateHeaderList) \
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{ SCENE_CMD_ID_ALTERNATE_HEADER_LIST, 0, CMD_PTR(alternateHeaderList) }
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#define SCENE_CMD_MISC_SETTINGS(sceneCamType, worldMapLocation) \
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{ SCENE_CMD_ID_MISC_SETTINGS, sceneCamType, CMD_W(worldMapLocation) }
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#endif
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