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593a86014c
* one left * cursed match for Scene_CommandObjectList * format * revert printf modification for permuter * more bad-returns * format * typedef scene command func
568 lines
16 KiB
C
568 lines
16 KiB
C
#ifndef Z64SCENE_H
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#define Z64SCENE_H
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#include "z64.h"
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#include "z64dma.h" // for RomFile
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#include "command_macros_base.h"
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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 playerEntryIndex;
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/* 0x01 */ u8 room;
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} Spawn;
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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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#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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} SCmdPlayerEntryList;
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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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} SCmdActorEntryList;
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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 */ Spawn* 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 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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SCmdPlayerEntryList playerEntryList;
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SCmdActorEntryList actorEntryList;
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SCmdUnused02 unused02;
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SCmdRoomList roomList;
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SCmdSpawnList spawnList;
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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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typedef BAD_RETURN(s32) (*SceneCmdHandlerFunc)(struct PlayState*, SceneCmd*);
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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_GREAT_FAIRYS_FOUNTAIN_SPELLS = 0x7FF9,
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/* 0x7FFA */ ENTR_RETURN_SHOOTING_GALLERY,
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/* 0x7FFB */ ENTR_RETURN_2, // unused
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/* 0x7FFC */ ENTR_RETURN_BAZAAR,
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/* 0x7FFD */ ENTR_RETURN_4, // unused
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/* 0x7FFE */ ENTR_RETURN_GREAT_FAIRYS_FOUNTAIN_MAGIC,
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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_HYRULE_FIELD,
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/* 2 */ SDC_KAKARIKO_VILLAGE,
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/* 3 */ SDC_ZORAS_RIVER,
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/* 4 */ SDC_KOKIRI_FOREST,
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/* 5 */ SDC_LAKE_HYLIA,
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/* 6 */ SDC_ZORAS_DOMAIN,
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/* 7 */ SDC_ZORAS_FOUNTAIN,
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/* 8 */ SDC_GERUDO_VALLEY,
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/* 9 */ SDC_LOST_WOODS,
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/* 10 */ SDC_DESERT_COLOSSUS,
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/* 11 */ SDC_GERUDOS_FORTRESS,
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/* 12 */ SDC_HAUNTED_WASTELAND,
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/* 13 */ SDC_HYRULE_CASTLE,
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/* 14 */ SDC_DEATH_MOUNTAIN_TRAIL,
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/* 15 */ SDC_DEATH_MOUNTAIN_CRATER,
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/* 16 */ SDC_GORON_CITY,
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/* 17 */ SDC_LON_LON_RANCH,
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/* 18 */ SDC_FIRE_TEMPLE,
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/* 19 */ SDC_DEKU_TREE,
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/* 20 */ SDC_DODONGOS_CAVERN,
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/* 21 */ SDC_JABU_JABU,
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/* 22 */ SDC_FOREST_TEMPLE,
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/* 23 */ SDC_WATER_TEMPLE,
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/* 24 */ SDC_SHADOW_TEMPLE_AND_WELL,
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/* 25 */ SDC_SPIRIT_TEMPLE,
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/* 26 */ SDC_INSIDE_GANONS_CASTLE,
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/* 27 */ SDC_GERUDO_TRAINING_GROUND,
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/* 28 */ SDC_DEKU_TREE_BOSS,
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/* 29 */ SDC_WATER_TEMPLE_BOSS,
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/* 30 */ SDC_TEMPLE_OF_TIME,
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/* 31 */ SDC_GROTTOS,
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/* 32 */ SDC_CHAMBER_OF_THE_SAGES,
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/* 33 */ SDC_GREAT_FAIRYS_FOUNTAIN,
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/* 34 */ SDC_SHOOTING_GALLERY,
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/* 35 */ SDC_CASTLE_COURTYARD_GUARDS,
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/* 36 */ SDC_OUTSIDE_GANONS_CASTLE,
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/* 37 */ SDC_ICE_CAVERN,
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/* 38 */ SDC_GANONS_TOWER_COLLAPSE_EXTERIOR,
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/* 39 */ SDC_FAIRYS_FOUNTAIN,
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/* 40 */ SDC_THIEVES_HIDEOUT,
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/* 41 */ SDC_BOMBCHU_BOWLING_ALLEY,
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/* 42 */ SDC_ROYAL_FAMILYS_TOMB,
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/* 43 */ SDC_LAKESIDE_LABORATORY,
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/* 44 */ SDC_LON_LON_BUILDINGS,
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/* 45 */ SDC_MARKET_GUARD_HOUSE,
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/* 46 */ SDC_POTION_SHOP_GRANNY,
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/* 47 */ SDC_CALM_WATER,
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/* 48 */ SDC_GRAVE_EXIT_LIGHT_SHINING,
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/* 49 */ SDC_BESITU,
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/* 50 */ SDC_FISHING_POND,
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/* 51 */ SDC_GANONS_TOWER_COLLAPSE_INTERIOR,
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/* 52 */ SDC_INSIDE_GANONS_CASTLE_COLLAPSE,
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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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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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