#ifndef OBJECT_CONSTANTS_H #define OBJECT_CONSTANTS_H // This file contains macros that provide descriptive names for // field-specific and object-specific constants, e.g. actions. /* activeFlags */ #define ACTIVE_FLAG_DEACTIVATED 0 // 0x0000 #define ACTIVE_FLAG_ACTIVE (1 << 0) // 0x0001 #define ACTIVE_FLAG_FAR_AWAY (1 << 1) // 0x0002 #define ACTIVE_FLAG_UNK2 (1 << 2) // 0x0004 #define ACTIVE_FLAG_IN_DIFFERENT_ROOM (1 << 3) // 0x0008 #define ACTIVE_FLAG_UNIMPORTANT (1 << 4) // 0x0010 #define ACTIVE_FLAG_INITIATED_TIME_STOP (1 << 5) // 0x0020 #define ACTIVE_FLAG_MOVE_THROUGH_GRATE (1 << 6) // 0x0040 #define ACTIVE_FLAG_DITHERED_ALPHA (1 << 7) // 0x0080 #define ACTIVE_FLAG_UNK8 (1 << 8) // 0x0100 #define ACTIVE_FLAG_UNK9 (1 << 9) // 0x0200 #define ACTIVE_FLAG_UNK10 (1 << 10) // 0x0400 #define ACTIVE_FLAG_DORMANT (1 << 11) // 0x0800 /* respawnInfoType */ #define RESPAWN_INFO_TYPE_NULL 0 #define RESPAWN_INFO_TYPE_32 1 #define RESPAWN_INFO_TYPE_16 2 /* respawnInfo */ #define RESPAWN_INFO_DONT_RESPAWN 0xFF /* oFlags */ #define OBJ_FLAG_UPDATE_GFX_POS_AND_ANGLE (1 << 0) // 0x00000001 #define OBJ_FLAG_MOVE_XZ_USING_FVEL (1 << 1) // 0x00000002 #define OBJ_FLAG_MOVE_Y_WITH_TERMINAL_VEL (1 << 2) // 0x00000004 #define OBJ_FLAG_SET_FACE_YAW_TO_MOVE_YAW (1 << 3) // 0x00000008 #define OBJ_FLAG_SET_FACE_ANGLE_TO_MOVE_ANGLE (1 << 4) // 0x00000010 #define OBJ_FLAG_0020 (1 << 5) // 0x00000020 #define OBJ_FLAG_COMPUTE_DIST_TO_MARIO (1 << 6) // 0x00000040 #define OBJ_FLAG_ACTIVE_FROM_AFAR (1 << 7) // 0x00000080 #define OBJ_FLAG_0100 (1 << 8) // 0x00000100 #define OBJ_FLAG_TRANSFORM_RELATIVE_TO_PARENT (1 << 9) // 0x00000200 #define OBJ_FLAG_HOLDABLE (1 << 10) // 0x00000400 #define OBJ_FLAG_SET_THROW_MATRIX_FROM_TRANSFORM (1 << 11) // 0x00000800 #define OBJ_FLAG_1000 (1 << 12) // 0x00001000 #define OBJ_FLAG_COMPUTE_ANGLE_TO_MARIO (1 << 13) // 0x00002000 #define OBJ_FLAG_PERSISTENT_RESPAWN (1 << 14) // 0x00004000 #define OBJ_FLAG_8000 (1 << 15) // 0x00008000 #define OBJ_FLAG_30 (1 << 30) // 0x40000000 /* oHeldState */ #define HELD_FREE 0 #define HELD_HELD 1 #define HELD_THROWN 2 #define HELD_DROPPED 3 /* oDialogState */ #define DIALOG_UNK1_ENABLE_TIME_STOP 0 #define DIALOG_UNK1_INTERRUPT_MARIO_ACTION 1 #define DIALOG_UNK1_BEGIN_DIALOG 2 #define DIALOG_UNK1_AWAIT_DIALOG 3 #define DIALOG_UNK1_DISABLE_TIME_STOP 4 #define DIALOG_UNK1_FLAG_DEFAULT (1 << 1) // 0x02 #define DIALOG_UNK1_FLAG_RESPONSE (1 << 2) // 0x04 #define DIALOG_UNK1_FLAG_4 (1 << 4) // 0x10 #define DIALOG_UNK2_ENABLE_TIME_STOP 0 #define DIALOG_UNK2_TURN_AND_INTERRUPT_MARIO_ACTION 1 #define DIALOG_UNK2_AWAIT_DIALOG 2 #define DIALOG_UNK2_END_DIALOG 3 #define DIALOG_UNK2_FLAG_0 (1 << 0) // 0x01 #define DIALOG_UNK2_LEAVE_TIME_STOP_ENABLED (1 << 4) // 0x10 /* oMoveFlags */ #define OBJ_MOVE_LANDED (1 << 0) // 0x0001 #define OBJ_MOVE_ON_GROUND (1 << 1) // 0x0002 // mutually exclusive to OBJ_MOVE_LANDED #define OBJ_MOVE_LEFT_GROUND (1 << 2) // 0x0004 #define OBJ_MOVE_ENTERED_WATER (1 << 3) // 0x0008 #define OBJ_MOVE_AT_WATER_SURFACE (1 << 4) // 0x0010 #define OBJ_MOVE_UNDERWATER_OFF_GROUND (1 << 5) // 0x0020 #define OBJ_MOVE_UNDERWATER_ON_GROUND (1 << 6) // 0x0040 #define OBJ_MOVE_IN_AIR (1 << 7) // 0x0080 #define OBJ_MOVE_OUT_SCOPE (1 << 8) // 0x0100 #define OBJ_MOVE_HIT_WALL (1 << 9) // 0x0200 #define OBJ_MOVE_HIT_EDGE (1 << 10) // 0x0400 #define OBJ_MOVE_ABOVE_LAVA (1 << 11) // 0x0800 #define OBJ_MOVE_LEAVING_WATER (1 << 12) // 0x1000 #define OBJ_MOVE_BOUNCE (1 << 13) // 0x2000 #ifndef VERSION_JP #define OBJ_MOVE_ABOVE_DEATH_BARRIER (1 << 14) // 0x4000 #endif #define OBJ_MOVE_MASK_ON_GROUND (OBJ_MOVE_LANDED | OBJ_MOVE_ON_GROUND) #define OBJ_MOVE_MASK_IN_WATER (\ OBJ_MOVE_ENTERED_WATER |\ OBJ_MOVE_AT_WATER_SURFACE |\ OBJ_MOVE_UNDERWATER_OFF_GROUND |\ OBJ_MOVE_UNDERWATER_ON_GROUND) /* oActiveParticleFlags */ #define ACTIVE_PARTICLE_DUST (1 << 0) // 0x00000001 #define ACTIVE_PARTICLE_UNUSED_1 (1 << 1) // 0x00000002 #define ACTIVE_PARTICLE_UNUSED_2 (1 << 2) // 0x00000004 #define ACTIVE_PARTICLE_SPARKLES (1 << 3) // 0x00000008 #define ACTIVE_PARTICLE_H_STAR (1 << 4) // 0x00000010 #define ACTIVE_PARTICLE_BUBBLE (1 << 5) // 0x00000020 #define ACTIVE_PARTICLE_WATER_SPLASH (1 << 6) // 0x00000040 #define ACTIVE_PARTICLE_IDLE_WATER_WAVE (1 << 7) // 0x00000080 #define ACTIVE_PARTICLE_SHALLOW_WATER_WAVE (1 << 8) // 0x00000100 #define ACTIVE_PARTICLE_PLUNGE_BUBBLE (1 << 9) // 0x00000200 #define ACTIVE_PARTICLE_WAVE_TRAIL (1 << 10) // 0x00000400 #define ACTIVE_PARTICLE_FIRE (1 << 11) // 0x00000800 #define ACTIVE_PARTICLE_SHALLOW_WATER_SPLASH (1 << 12) // 0x00001000 #define ACTIVE_PARTICLE_LEAF (1 << 13) // 0x00002000 #define ACTIVE_PARTICLE_DIRT (1 << 14) // 0x00004000 #define ACTIVE_PARTICLE_MIST_CIRCLE (1 << 15) // 0x00008000 #define ACTIVE_PARTICLE_SNOW (1 << 16) // 0x00010000 #define ACTIVE_PARTICLE_BREATH (1 << 17) // 0x00020000 #define ACTIVE_PARTICLE_V_STAR (1 << 18) // 0x00040000 #define ACTIVE_PARTICLE_TRIANGLE (1 << 19) // 0x00080000 /* oAction */ #define OBJ_ACT_LAVA_DEATH 100 #define OBJ_ACT_DEATH_PLANE_DEATH 101 #define OBJ_ACT_HORIZONTAL_KNOCKBACK 100 #define OBJ_ACT_VERTICAL_KNOCKBACK 101 #define OBJ_ACT_SQUISHED 102 /* gTTCSpeedSetting */ #define TTC_SPEED_SLOW 0 #define TTC_SPEED_FAST 1 #define TTC_SPEED_RANDOM 2 #define TTC_SPEED_STOPPED 3 /* Bob-omb */ /* oBehParams2ndByte */ #define BOBOMB_BP_STYPE_GENERIC 0 #define BOBOMB_BP_STYPE_STATIONARY 1 /* oAction */ #define BOBOMB_ACT_PATROL 0 #define BOBOMB_ACT_LAUNCHED 1 #define BOBOMB_ACT_CHASE_MARIO 2 #define BOBOMB_ACT_EXPLODE 3 #define BOBOMB_ACT_LAVA_DEATH 100 #define BOBOMB_ACT_DEATH_PLANE_DEATH 101 /* Hidden Blue Coin */ /* oAction */ #define HIDDEN_BLUE_COIN_ACT_INACTIVE 0 #define HIDDEN_BLUE_COIN_ACT_WAITING 1 #define HIDDEN_BLUE_COIN_ACT_ACTIVE 2 /* Blue Coin Switch */ /* oAction */ #define BLUE_COIN_SWITCH_ACT_IDLE 0 #define BLUE_COIN_SWITCH_ACT_RECEDING 1 #define BLUE_COIN_SWITCH_ACT_TICKING 2 /* Moving Blue Coin */ /* oAction */ #define MOV_BCOIN_ACT_STILL 0 #define MOV_BCOIN_ACT_MOVING 1 /* Moving Yellow Coin */ /* oAction */ #define MOV_YCOIN_ACT_IDLE 0 #define MOV_YCOIN_ACT_BLINKING 1 #define MOV_YCOIN_ACT_LAVA_DEATH 100 #define MOV_YCOIN_ACT_DEATH_PLANE_DEATH 101 /* Bob-omb Buddy */ /* oBehParams2ndByte */ #define BOBOMB_BUDDY_BP_STYPE_GENERIC 0 #define BOBOMB_BUDDY_BP_STYPE_BOB_GRASS_KBB 1 #define BOBOMB_BUDDY_BP_STYPE_BOB_CANNON_KBB 2 #define BOBOMB_BUDDY_BP_STYPE_BOB_GRASS 3 /* oAction */ #define BOBOMB_BUDDY_ACT_IDLE 0 #define BOBOMB_BUDDY_ACT_TURN_TO_TALK 2 #define BOBOMB_BUDDY_ACT_TALK 3 /* oBobombBuddyRole */ #define BOBOMB_BUDDY_ROLE_ADVICE 0 #define BOBOMB_BUDDY_ROLE_CANNON 1 /* oBobombBuddyCannonStatus */ #define BOBOMB_BUDDY_CANNON_UNOPENED 0 #define BOBOMB_BUDDY_CANNON_OPENING 1 #define BOBOMB_BUDDY_CANNON_OPENED 2 #define BOBOMB_BUDDY_CANNON_STOP_TALKING 3 /* oBobombBuddyHasTalkedToMario */ #define BOBOMB_BUDDY_HAS_NOT_TALKED 0 #define BOBOMB_BUDDY_HAS_TALKED 2 /* Fish Spawer */ /* oAction */ #define FISH_SPAWNER_ACT_SPAWN 0 #define FISH_SPAWNER_ACT_IDLE 1 #define FISH_SPAWNER_ACT_RESPAWN 2 /* oBehParams2ndByte */ #define FISH_SPAWNER_BP_MANY_BLUE 0 #define FISH_SPAWNER_BP_FEW_BLUE 1 #define FISH_SPAWNER_BP_MANY_CYAN 2 #define FISH_SPAWNER_BP_FEW_CYAN 3 /* Fish */ /* oAction */ #define FISH_ACT_INIT 0 #define FISH_ACT_ROAM 1 #define FISH_ACT_FLEE 2 /* Blue_Fish */ /* oAction */ #define BLUE_FISH_ACT_DIVE 0 #define BLUE_FISH_ACT_TURN 1 #define BLUE_FISH_ACT_ASCEND 2 #define BLUE_FISH_ACT_TURN_BACK 3 /* oAction: bhv_blue_fish_spawn_loop */ #define BLUE_FISH_ACT_SPAWN 0 #define BLUE_FISH_ACT_ROOM 1 #define BLUE_FISH_ACT_DUPLICATE 2 /* Cannon Trap Door */ /* oAction */ #define CANNON_TRAP_DOOR_ACT_CLOSED 0 #define CANNON_TRAP_DOOR_ACT_CAM_ZOOM 1 #define CANNON_TRAP_DOOR_ACT_OPENING 2 #define CANNON_TRAP_DOOR_ACT_OPEN 3 /* Homing Amp */ /* oAction */ #define HOMING_AMP_ACT_INACTIVE 0 #define HOMING_AMP_ACT_APPEAR 1 #define HOMING_AMP_ACT_CHASE 2 #define HOMING_AMP_ACT_GIVE_UP 3 #define HOMING_AMP_ACT_ATTACK_COOLDOWN 4 /* Amp */ /* oBehParams2ndByte */ #define AMP_BP_ROT_RADIUS_200 0 #define AMP_BP_ROT_RADIUS_300 1 #define AMP_BP_ROT_RADIUS_400 2 #define AMP_BP_ROT_RADIUS_0 3 /* oAction */ #define AMP_ACT_IDLE 2 #define AMP_ACT_ATTACK_COOLDOWN 4 /* Butterfly */ /* oAction */ #define BUTTERFLY_ACT_RESTING 0 #define BUTTERFLY_ACT_FOLLOW_MARIO 1 #define BUTTERFLY_ACT_RETURN_HOME 2 /* Hoot */ /* oHootAvailability */ #define HOOT_AVAIL_ASLEEP_IN_TREE 0 #define HOOT_AVAIL_WANTS_TO_TALK 1 #define HOOT_AVAIL_READY_TO_FLY 2 /* oAction */ #define HOOT_ACT_ASCENT 0 #define HOOT_ACT_CARRY 1 #define HOOT_ACT_TIRED 2 /* Bully (all variants) */ /* oBehParams2ndByte */ #define BULLY_BP_SIZE_SMALL 0 #define BULLY_BP_SIZE_BIG 1 /* oAction */ #define BULLY_ACT_PATROL 0 #define BULLY_ACT_CHASE_MARIO 1 #define BULLY_ACT_KNOCKBACK 2 #define BULLY_ACT_BACK_UP 3 #define BULLY_ACT_INACTIVE 4 #define BULLY_ACT_ACTIVATE_AND_FALL 5 #define BULLY_ACT_LAVA_DEATH 100 #define BULLY_ACT_DEATH_PLANE_DEATH 101 /* oBullySubtype */ #define BULLY_STYPE_GENERIC 0 #define BULLY_STYPE_MINION 1 #define BULLY_STYPE_CHILL 16 /* Water Ring (all variants) */ /* oAction */ #define WATER_RING_ACT_NOT_COLLECTED 0 #define WATER_RING_ACT_COLLECTED 1 /* Jet Stream Water Ring Spawner */ /* oAction */ #define JS_RING_SPAWNER_ACT_ACTIVE 0 #define JS_RING_SPAWNER_ACT_INACTIVE 1 /* Celebration Star */ /* oAction */ #define CELEB_STAR_ACT_SPIN_AROUND_MARIO 0 #define CELEB_STAR_ACT_FACE_CAMERA 1 /* LLL Drawbridge */ /* oAction */ #define LLL_DRAWBRIDGE_ACT_LOWER 0 #define LLL_DRAWBRIDGE_ACT_RAISE 1 /* Bomp (both variants) */ /* oAction */ #define BOMP_ACT_WAIT 0 #define BOMP_ACT_POKE_OUT 1 #define BOMP_ACT_EXTEND 2 #define BOMP_ACT_RETRACT 3 /* WF Sliding Brick Platform */ /* oBehParams2ndByte */ #define WF_SLID_BRICK_PTFM_BP_MOV_VEL_10 1 #define WF_SLID_BRICK_PTFM_BP_MOV_VEL_15 2 #define WF_SLID_BRICK_PTFM_BP_MOV_VEL_20 3 /* oAction */ #define WF_SLID_BRICK_PTFM_ACT_WAIT 0 #define WF_SLID_BRICK_PTFM_ACT_EXTEND 1 #define WF_SLID_BRICK_PTFM_ACT_RETRACT 2 /* Fake Moneybag Coin */ /* oAction */ #define FAKE_MONEYBAG_COIN_ACT_IDLE 0 #define FAKE_MONEYBAG_COIN_ACT_TRANSFORM 1 /* Moneybag */ /* oAction */ #define MONEYBAG_ACT_APPEAR 0 #define MONEYBAG_ACT_UNUSED_APPEAR 1 #define MONEYBAG_ACT_MOVE_AROUND 2 #define MONEYBAG_ACT_RETURN_HOME 3 #define MONEYBAG_ACT_DISAPPEAR 4 #define MONEYBAG_ACT_DEATH 5 /* oMoneybagJumpState */ #define MONEYBAG_JUMP_LANDING 0 #define MONEYBAG_JUMP_PREPARE 1 #define MONEYBAG_JUMP_JUMP 2 #define MONEYBAG_JUMP_JUMP_AND_BOUNCE 3 #define MONEYBAG_JUMP_WALK_AROUND 4 #define MONEYBAG_JUMP_WALK_HOME 5 /* Bowling Ball */ /* oAction */ #define BBALL_ACT_INITIALIZE 0 #define BBALL_ACT_ROLL 1 /* Bowling Ball + Bowling Ball Spawner (all variants) */ /* oBehParams2ndByte */ #define BBALL_BP_STYPE_BOB_UPPER 0 #define BBALL_BP_STYPE_TTM 1 #define BBALL_BP_STYPE_BOB_LOWER 2 #define BBALL_BP_STYPE_THI_LARGE 3 #define BBALL_BP_STYPE_THI_SMALL 4 /* Bowling Ball (Free) */ /* oAction */ #define FREE_BBALL_ACT_IDLE 0 #define FREE_BBALL_ACT_ROLL 1 #define FREE_BBALL_ACT_RESET 2 /* Beta Chest Lid */ /* oAction */ #define BETA_CHEST_ACT_IDLE_CLOSED 0 #define BETA_CHEST_ACT_OPENING 1 #define BETA_CHEST_ACT_IDLE_OPEN 2 /* BBH Tilting Trap Platform */ /* oAction */ // Unused in original Japanese version #define BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_ON 0 #define BBH_TILTING_TRAP_PLATFORM_ACT_MARIO_OFF 1 /* Boo */ /* oBooDeathStatus */ #define BOO_DEATH_STATUS_ALIVE 0 #define BOO_DEATH_STATUS_DYING 1 #define BOO_DEATH_STATUS_DEAD 2 /* attackStatus */ #define BOO_NOT_ATTACKED 0 #define BOO_ATTACKED 1 #define BOO_BOUNCED_ON -1 /* Beta Boo Key */ /* oAction */ #define BETA_BOO_KEY_ACT_IN_BOO 0 #define BETA_BOO_KEY_ACT_DROPPING 1 #define BETA_BOO_KEY_ACT_DROPPED 2 /* Boo Cage */ /* oAction */ #define BOO_CAGE_ACT_IN_BOO 0 #define BOO_CAGE_ACT_FALLING 1 #define BOO_CAGE_ACT_ON_GROUND 2 #define BOO_CAGE_ACT_MARIO_JUMPING_IN 3 #define BOO_CAGE_ACT_USELESS 4 /* BBH Haunted Bookshelf */ /* oAction */ #define HAUNTED_BOOKSHELF_ACT_IDLE 0 #define HAUNTED_BOOKSHELF_ACT_RECEDE 1 /* BBH Merry-Go-Round */ /* gMarioCurrentRoom */ #define BBH_NEAR_MERRY_GO_ROUND_ROOM 10 #define BBH_DYNAMIC_SURFACE_ROOM 0 #define BBH_OUTSIDE_ROOM 13 /* Coffin Spawner */ /* oAction */ #define COFFIN_SPAWNER_ACT_COFFINS_UNLOADED 0 /* Coffin */ /* oAction */ #define COFFIN_ACT_IDLE 0 #define COFFIN_ACT_STAND_UP 1 /* oBehParams2ndByte */ #define COFFIN_BP_STATIC 0 /* WDW Arrow Lift */ /* oAction */ #define ARROW_LIFT_ACT_IDLE 0 #define ARROW_LIFT_ACT_MOVING_AWAY 1 #define ARROW_LIFT_ACT_MOVING_BACK 2 /* status */ #define ARROW_LIFT_NOT_DONE_MOVING 0 #define ARROW_LIFT_DONE_MOVING 1 /* Yoshi */ /* oAction */ #define YOSHI_ACT_IDLE 0 #define YOSHI_ACT_WALK 1 #define YOSHI_ACT_TALK 2 #define YOSHI_ACT_WALK_JUMP_OFF_ROOF 3 #define YOSHI_ACT_FINISH_JUMPING_AND_DESPAWN 4 #define YOSHI_ACT_GIVE_PRESENT 5 #define YOSHI_ACT_CREDITS 10 /* Koopa */ /* oAction */ #define KOOPA_UNSHELLED_ACT_RUN 0 #define KOOPA_UNSHELLED_ACT_DIVE 1 #define KOOPA_UNSHELLED_ACT_LYING 2 #define KOOPA_UNSHELLED_ACT_UNUSED3 3 #define KOOPA_SHELLED_ACT_STOPPED 0 #define KOOPA_SHELLED_ACT_WALK 1 #define KOOPA_SHELLED_ACT_RUN_FROM_MARIO 2 #define KOOPA_SHELLED_ACT_LYING 3 #define KOOPA_SHELLED_ACT_DIE 4 #define KOOPA_THE_QUICK_ACT_WAIT_BEFORE_RACE 0 #define KOOPA_THE_QUICK_ACT_UNUSED1 1 #define KOOPA_THE_QUICK_ACT_SHOW_INIT_TEXT 2 #define KOOPA_THE_QUICK_ACT_RACE 3 #define KOOPA_THE_QUICK_ACT_DECELERATE 4 #define KOOPA_THE_QUICK_ACT_STOP 5 #define KOOPA_THE_QUICK_ACT_AFTER_RACE 6 /* oSubAction */ #define KOOPA_SHELLED_SUB_ACT_START_WALK 0 #define KOOPA_SHELLED_SUB_ACT_WALK 1 #define KOOPA_SHELLED_SUB_ACT_STOP_WALK 2 #define KOOPA_THE_QUICK_SUB_ACT_START_RUN 0 #define KOOPA_THE_QUICK_SUB_ACT_RUN 1 #define KOOPA_THE_QUICK_SUB_ACT_JUMP 2 /* oKoopaTheQuickRaceIndex */ #define KOOPA_THE_QUICK_BOB_INDEX 0 #define KOOPA_THE_QUICK_THI_INDEX 1 /* oBehParams2ndByte */ #define KOOPA_BP_UNSHELLED 0 #define KOOPA_BP_NORMAL 1 #define KOOPA_BP_KOOPA_THE_QUICK_BASE 2 #define KOOPA_BP_KOOPA_THE_QUICK_BOB (KOOPA_BP_KOOPA_THE_QUICK_BASE + KOOPA_THE_QUICK_BOB_INDEX) #define KOOPA_BP_KOOPA_THE_QUICK_THI (KOOPA_BP_KOOPA_THE_QUICK_BASE + KOOPA_THE_QUICK_THI_INDEX) #define KOOPA_BP_TINY 4 /* Pokey */ /* oAction */ #define POKEY_ACT_UNINITIALIZED 0 #define POKEY_ACT_WANDER 1 #define POKEY_ACT_UNLOAD_PARTS 2 /* Swoop */ /* oAction */ #define SWOOP_ACT_IDLE 0 #define SWOOP_ACT_MOVE 1 /* Fly guy */ /* oAction */ #define FLY_GUY_ACT_IDLE 0 #define FLY_GUY_ACT_APPROACH_MARIO 1 #define FLY_GUY_ACT_LUNGE 2 #define FLY_GUY_ACT_SHOOT_FIRE 3 /* Goomba triplet spawner */ /* oBehParams2ndByte */ #define GOOMBA_TRIPLET_SPAWNER_BP_SIZE_MASK 0x00000003 #define GOOMBA_TRIPLET_SPAWNER_BP_EXTRA_GOOMBAS_MASK 0x000000FC /* oAction */ #define GOOMBA_TRIPLET_SPAWNER_ACT_UNLOADED 0 #define GOOMBA_TRIPLET_SPAWNER_ACT_LOADED 1 /* Goomba */ /* oBehParams2ndByte */ #define GOOMBA_BP_SIZE_MASK 0x00000003 #define GOOMBA_SIZE_REGULAR 0 #define GOOMBA_SIZE_HUGE 1 #define GOOMBA_SIZE_TINY 2 #define GOOMBA_BP_TRIPLET_FLAG_MASK 0x000000FC /* oAction */ #define GOOMBA_ACT_WALK 0 #define GOOMBA_ACT_ATTACKED_MARIO 1 #define GOOMBA_ACT_JUMP 2 /* Chain chomp */ /* oAction */ #define CHAIN_CHOMP_ACT_UNINITIALIZED 0 #define CHAIN_CHOMP_ACT_MOVE 1 #define CHAIN_CHOMP_ACT_UNLOAD_CHAIN 2 /* oSubAction */ #define CHAIN_CHOMP_SUB_ACT_TURN 0 #define CHAIN_CHOMP_SUB_ACT_LUNGE 1 /* oChainChompReleaseStatus */ #define CHAIN_CHOMP_NOT_RELEASED 0 #define CHAIN_CHOMP_RELEASED_TRIGGER_CUTSCENE 1 #define CHAIN_CHOMP_RELEASED_LUNGE_AROUND 2 #define CHAIN_CHOMP_RELEASED_BREAK_GATE 3 #define CHAIN_CHOMP_RELEASED_JUMP_AWAY 4 #define CHAIN_CHOMP_RELEASED_END_CUTSCENE 5 /* Chain chomp chain part */ /* oBehParams2ndByte */ #define CHAIN_CHOMP_CHAIN_PART_BP_PIVOT 0 /* Wooden post */ /* oBehParams */ #define WOODEN_POST_BP_NO_COINS_MASK 0x0000FF00 /* Wiggler */ /* oAction */ #define WIGGLER_ACT_UNINITIALIZED 0 #define WIGGLER_ACT_WALK 1 #define WIGGLER_ACT_KNOCKBACK 2 #define WIGGLER_ACT_JUMPED_ON 3 #define WIGGLER_ACT_SHRINK 4 #define WIGGLER_ACT_FALL_THROUGH_FLOOR 5 /* oWigglerTextStatus */ #define WIGGLER_TEXT_STATUS_AWAIT_DIALOG 0 #define WIGGLER_TEXT_STATUS_SHOWING_DIALOG 1 #define WIGGLER_TEXT_STATUS_COMPLETED_DIALOG 2 /* Spiny */ /* oAction */ #define SPINY_ACT_WALK 0 #define SPINY_ACT_HELD_BY_LAKITU 1 #define SPINY_ACT_THROWN_BY_LAKITU 2 #define SPINY_ACT_ATTACKED_MARIO 3 /* Evil lakitu */ /* oAction */ #define ENEMY_LAKITU_ACT_UNINITIALIZED 0 #define ENEMY_LAKITU_ACT_MAIN 1 /* oSubAction */ #define ENEMY_LAKITU_SUB_ACT_NO_SPINY 0 #define ENEMY_LAKITU_SUB_ACT_HOLD_SPINY 1 #define ENEMY_LAKITU_SUB_ACT_THROW_SPINY 2 /* Cloud */ /* oAction */ #define CLOUD_ACT_SPAWN_PARTS 0 #define CLOUD_ACT_MAIN 1 #define CLOUD_ACT_UNLOAD 2 #define CLOUD_ACT_FWOOSH_HIDDEN 3 /* oBehParams2ndByte */ #define CLOUD_BP_FWOOSH 0 #define CLOUD_BP_LAKITU_CLOUD 1 /* Camera lakitu */ /* oAction */ #define CAMERA_LAKITU_INTRO_ACT_TRIGGER_CUTSCENE 0 #define CAMERA_LAKITU_INTRO_ACT_SPAWN_CLOUD 1 #define CAMERA_LAKITU_INTRO_ACT_UNK2 2 /* oBehParams2ndByte */ #define CAMERA_LAKITU_BP_FOLLOW_CAMERA 0 #define CAMERA_LAKITU_BP_INTRO 1 /* Manta Ray */ /* oAction */ #define MANTA_ACT_SPAWN_RINGS 0 #define MANTA_ACT_NO_RINGS 1 /* Monty mole */ /* oAction */ #define MONTY_MOLE_ACT_SELECT_HOLE 0 #define MONTY_MOLE_ACT_RISE_FROM_HOLE 1 #define MONTY_MOLE_ACT_SPAWN_ROCK 2 #define MONTY_MOLE_ACT_BEGIN_JUMP_INTO_HOLE 3 #define MONTY_MOLE_ACT_THROW_ROCK 4 #define MONTY_MOLE_ACT_JUMP_INTO_HOLE 5 #define MONTY_MOLE_ACT_HIDE 6 #define MONTY_MOLE_ACT_JUMP_OUT_OF_HOLE 7 /* oBehParams2ndByte */ #define MONTY_MOLE_BP_NO_ROCK 0 /* Monty mole rock */ /* oAction */ #define MONTY_MOLE_ROCK_ACT_HELD 0 #define MONTY_MOLE_ROCK_ACT_MOVE 1 /* Ukiki */ /* oAction */ #define UKIKI_ACT_IDLE 0 #define UKIKI_ACT_RUN 1 #define UKIKI_ACT_TURN_TO_MARIO 2 #define UKIKI_ACT_JUMP 3 #define UKIKI_ACT_GO_TO_CAGE 4 #define UKIKI_ACT_WAIT_TO_RESPAWN 5 #define UKIKI_ACT_UNUSED_TURN 6 #define UKIKI_ACT_RETURN_HOME 7 /* oSubAction */ #define UKIKI_SUB_ACT_TAUNT_NONE 0 #define UKIKI_SUB_ACT_TAUNT_ITCH 1 #define UKIKI_SUB_ACT_TAUNT_SCREECH 2 #define UKIKI_SUB_ACT_TAUNT_JUMP_CLAP 3 #define UKIKI_SUB_ACT_TAUNT_HANDSTAND 4 #define UKIKI_SUB_ACT_CAGE_RUN_TO_CAGE 0 #define UKIKI_SUB_ACT_CAGE_WAIT_FOR_MARIO 1 #define UKIKI_SUB_ACT_CAGE_TALK_TO_MARIO 2 #define UKIKI_SUB_ACT_CAGE_TURN_TO_CAGE 3 #define UKIKI_SUB_ACT_CAGE_JUMP_TO_CAGE 4 #define UKIKI_SUB_ACT_CAGE_LAND_ON_CAGE 5 #define UKIKI_SUB_ACT_CAGE_SPIN_ON_CAGE 6 #define UKIKI_SUB_ACT_CAGE_DESPAWN 7 /* oUkikiTextState */ #define UKIKI_TEXT_DEFAULT 0 #define UKIKI_TEXT_CAGE_TEXTBOX 1 #define UKIKI_TEXT_GO_TO_CAGE 2 #define UKIKI_TEXT_STOLE_CAP 3 #define UKIKI_TEXT_HAS_CAP 4 #define UKIKI_TEXT_GAVE_CAP_BACK 5 #define UKIKI_TEXT_DO_NOT_LET_GO 6 #define UKIKI_TEXT_STEAL_CAP 7 /* oBehParams2ndByte */ #define UKIKI_CAGE 0 #define UKIKI_CAP 1 /* Animations */ #define UKIKI_ANIM_RUN 0 #define UKIKI_ANIM_UNUSED_WALK 1 #define UKIKI_ANIM_UNUSED_APOSE 2 #define UKIKI_ANIM_UNUSED_DEATH 3 #define UKIKI_ANIM_SCREECH 4 #define UKIKI_ANIM_JUMP_CLAP 5 #define UKIKI_ANIM_UNUSED_HOP 6 #define UKIKI_ANIM_LAND 7 #define UKIKI_ANIM_JUMP 8 #define UKIKI_ANIM_ITCH 9 #define UKIKI_ANIM_HANDSTAND 10 #define UKIKI_ANIM_TURN 11 #define UKIKI_ANIM_HELD 12 /* oAnimState */ #define UKIKI_ANIM_STATE_DEFAULT 0 #define UKIKI_ANIM_STATE_EYE_CLOSED 1 #define UKIKI_ANIM_STATE_CAP_ON 2 /* oUkikiHasCap */ #define UKIKI_CAP_ON 1 /* Ukiki Cage Star */ /* oAction */ #define UKIKI_CAGE_STAR_ACT_IN_CAGE 0 #define UKIKI_CAGE_STAR_ACT_SPAWN_STAR 1 /* Ukiki Cage */ /* oAction */ #define UKIKI_CAGE_ACT_WAIT_FOR_UKIKI 0 #define UKIKI_CAGE_ACT_SPIN 1 #define UKIKI_CAGE_ACT_FALL 2 #define UKIKI_CAGE_ACT_HIDE 3 /* Piranha Plant */ /* oAction */ #define PIRANHA_PLANT_ACT_IDLE 0 #define PIRANHA_PLANT_ACT_SLEEPING 1 #define PIRANHA_PLANT_ACT_BITING 2 #define PIRANHA_PLANT_ACT_WOKEN_UP 3 #define PIRANHA_PLANT_ACT_STOPPED_BITING 4 #define PIRANHA_PLANT_ACT_ATTACKED 5 #define PIRANHA_PLANT_ACT_SHRINK_AND_DIE 6 #define PIRANHA_PLANT_ACT_WAIT_TO_RESPAWN 7 #define PIRANHA_PLANT_ACT_RESPAWN 8 /* Piranha Plant bubble */ #define PIRANHA_PLANT_BUBBLE_ACT_IDLE 0 #define PIRANHA_PLANT_BUBBLE_ACT_GROW_SHRINK_LOOP 1 #define PIRANHA_PLANT_BUBBLE_ACT_BURST 2 /* Platform on track */ /* oAction */ #define PLATFORM_ON_TRACK_ACT_INIT 0 #define PLATFORM_ON_TRACK_ACT_WAIT_FOR_MARIO 1 #define PLATFORM_ON_TRACK_ACT_MOVE_ALONG_TRACK 2 #define PLATFORM_ON_TRACK_ACT_PAUSE_BRIEFLY 3 #define PLATFORM_ON_TRACK_ACT_FALL 4 /* oBehParams >> 16 */ #define PLATFORM_ON_TRACK_BP_MASK_PATH 0xF #define PLATFORM_ON_TRACK_BP_MASK_TYPE (0x7 << 4) #define PLATFORM_ON_TRACK_BP_RETURN_TO_START (1 << 8) #define PLATFORM_ON_TRACK_BP_DONT_DISAPPEAR (1 << 9) #define PLATFORM_ON_TRACK_BP_DONT_TURN_YAW (1 << 10) #define PLATFORM_ON_TRACK_BP_DONT_TURN_ROLL (1 << 11) #define PLATFORM_ON_TRACK_TYPE_CARPET 0 #define PLATFORM_ON_TRACK_TYPE_SKI_LIFT 1 #define PLATFORM_ON_TRACK_TYPE_CHECKERED 2 #define PLATFORM_ON_TRACK_TYPE_GRATE 3 /* Purple switch */ #define PURPLE_SWITCH_IDLE 0 #define PURPLE_SWITCH_PRESSED 1 #define PURPLE_SWITCH_TICKING 2 #define PURPLE_SWITCH_UNPRESSED 3 #define PURPLE_SWITCH_WAIT_FOR_MARIO_TO_GET_OFF 4 /* Pyramid elevator */ #define PYRAMID_ELEVATOR_IDLE 0 #define PYRAMID_ELEVATOR_START_MOVING 1 #define PYRAMID_ELEVATOR_CONSTANT_VELOCITY 2 #define PYRAMID_ELEVATOR_END_MOVING 3 #define PYRAMID_ELEVATOR_AT_BOTTOM 4 /* Pyramid top */ #define PYRAMID_TOP_ACT_CHECK_IF_SOLVED 0 #define PYRAMID_TOP_ACT_SPINNING 1 #define PYRAMID_TOP_ACT_EXPLODE 2 /* Pyramid wall */ /* oAction */ #define PYRAMID_WALL_ACT_MOVING_DOWN 0 #define PYRAMID_WALL_ACT_MOVING_UP 1 /* oBehParams2ndByte */ #define PYRAMID_WALL_BP_POSITION_HIGH 0 #define PYRAMID_WALL_BP_POSITION_MIDDLE 1 #define PYRAMID_WALL_BP_POSITION_LOW 2 /* Penguins (general) */ /* Walking sounds */ #define PENGUIN_WALK_BABY 0 #define PENGUIN_WALK_BIG 1 /* Animations */ #define PENGUIN_ANIM_WALK 0 #define PENGUIN_ANIM_IDLE 3 /* Racing penguin */ /* oAction */ #define RACING_PENGUIN_ACT_WAIT_FOR_MARIO 0 #define RACING_PENGUIN_ACT_SHOW_INIT_TEXT 1 #define RACING_PENGUIN_ACT_PREPARE_FOR_RACE 2 #define RACING_PENGUIN_ACT_RACE 3 #define RACING_PENGUIN_ACT_FINISH_RACE 4 #define RACING_PENGUIN_ACT_SHOW_FINAL_TEXT 5 /* SL walking penguin */ /* oAction */ #define SL_WALKING_PENGUIN_ACT_MOVING_FORWARDS 0 #define SL_WALKING_PENGUIN_ACT_TURNING_BACK 1 #define SL_WALKING_PENGUIN_ACT_RETURNING 2 #define SL_WALKING_PENGUIN_ACT_TURNING_FORWARDS 3 /* Snowman wind */ /* oSubAction */ #define SL_SNOWMAN_WIND_ACT_IDLE 0 #define SL_SNOWMAN_WIND_ACT_TALKING 1 #define SL_SNOWMAN_WIND_ACT_BLOWING 2 /* Water bomb */ /* oAction */ #define WATER_BOMB_ACT_SHOT_FROM_CANNON 0 #define WATER_BOMB_ACT_INIT 1 #define WATER_BOMB_ACT_DROP 2 #define WATER_BOMB_ACT_EXPLODE 3 /* TTC rotating solid */ /* oBehParams2ndByte */ #define TTC_ROTATING_SOLID_BP_CUBE 0 #define TTC_ROTATING_SOLID_BP_TRIANGULAR_PRISM 1 /* TTC moving bar */ /* oAction */ #define TTC_MOVING_BAR_ACT_WAIT 0 #define TTC_MOVING_BAR_ACT_PULL_BACK 1 #define TTC_MOVING_BAR_ACT_EXTEND 2 #define TTC_MOVING_BAR_ACT_RETRACT 3 /* TTC cog */ /* oBehParams2ndByte */ #define TTC_COG_BP_SHAPE_MASK 0x00000002 #define TTC_COG_BP_SHAPE_HEXAGON (0 << 1) #define TTC_COG_BP_SHAPE_TRIANGLE (1 << 1) #define TTC_COG_BP_DIR_MASK 0x00000001 #define TTC_COG_BP_DIR_CCW (0 << 0) // TODO: Check these #define TTC_COG_BP_DIR_CW (1 << 0) /* TTC 2D Rotator */ /* oBehParams2ndByte */ #define TTC_2D_ROTATOR_BP_HAND 0 #define TTC_2D_ROTATOR_BP_2D_COG 1 /* Activated Back-and-Forth Platform */ /* ((u16)(o->oBehParams >> 16) & 0x0300) >> 8 aka platform type */ #define ACTIVATED_BF_PLAT_TYPE_BITS_ARROW_PLAT 0 #define ACTIVATED_BF_PLAT_TYPE_BITFS_MESH_PLAT 1 #define ACTIVATED_BF_PLAT_TYPE_BITFS_ELEVATOR 2 /* Dorrie */ /* oAction */ #define DORRIE_ACT_MOVE 0 #define DORRIE_ACT_LOWER_HEAD 1 #define DORRIE_ACT_RAISE_HEAD 2 /* Mad piano */ /* oAction */ #define MAD_PIANO_ACT_WAIT 0 #define MAD_PIANO_ACT_ATTACK 1 /* Fire piranha plant */ /* oAction */ #define FIRE_PIRANHA_PLANT_ACT_HIDE 0 #define FIRE_PIRANHA_PLANT_ACT_GROW 1 /* Fire spitter */ /* oAction */ #define FIRE_SPITTER_ACT_IDLE 0 #define FIRE_SPITTER_ACT_SPIT_FIRE 1 /* Eyerok boss */ /* oAction */ #define EYEROK_BOSS_ACT_SLEEP 0 #define EYEROK_BOSS_ACT_WAKE_UP 1 #define EYEROK_BOSS_ACT_SHOW_INTRO_TEXT 2 #define EYEROK_BOSS_ACT_FIGHT 3 #define EYEROK_BOSS_ACT_DIE 4 #define EYEROK_BOSS_ACT_DEAD 5 #define EYEROK_BOSS_ACT_PAUSE 6 /* Eyerok hand */ /* oAction */ #define EYEROK_HAND_ACT_SLEEP 0 #define EYEROK_HAND_ACT_IDLE 1 #define EYEROK_HAND_ACT_OPEN 2 #define EYEROK_HAND_ACT_SHOW_EYE 3 #define EYEROK_HAND_ACT_CLOSE 4 #define EYEROK_HAND_ACT_RETREAT 5 #define EYEROK_HAND_ACT_TARGET_MARIO 6 #define EYEROK_HAND_ACT_SMASH 7 #define EYEROK_HAND_ACT_FIST_PUSH 8 #define EYEROK_HAND_ACT_FIST_SWEEP 9 #define EYEROK_HAND_ACT_BEGIN_DOUBLE_POUND 10 // raising for double smash #define EYEROK_HAND_ACT_DOUBLE_POUND 11 // double smashing #define EYEROK_HAND_ACT_ATTACKED 12 #define EYEROK_HAND_ACT_RECOVER 13 #define EYEROK_HAND_ACT_BECOME_ACTIVE 14 #define EYEROK_HAND_ACT_DIE 15 #define EYEROK_HAND_ACT_DEAD 16 #define EYEROK_HAND_ACT_PAUSE 17 /* Klepto */ /* oAction */ #define KLEPTO_ACT_CIRCLE_TARGET_HOLDING 0 #define KLEPTO_ACT_APPROACH_TARGET_HOLDING 1 #define KLEPTO_ACT_WAIT_FOR_MARIO 2 #define KLEPTO_ACT_TURN_TOWARD_MARIO 3 #define KLEPTO_ACT_DIVE_AT_MARIO 4 #define KLEPTO_ACT_RESET_POSITION 5 #define KLEPTO_ACT_STRUCK_BY_MARIO 6 #define KLEPTO_ACT_RETREAT 7 /* oAnimState */ #define KLEPTO_ANIM_STATE_HOLDING_NOTHING 0 #define KLEPTO_ANIM_STATE_HOLDING_CAP 1 #define KLEPTO_ANIM_STATE_HOLDING_STAR 2 /* Bird */ /* oAction */ #define BIRD_ACT_INACTIVE 0 #define BIRD_ACT_FLY 1 /* oBehParams2ndByte */ #define BIRD_BP_SPAWNED 0 #define BIRD_BP_SPAWNER 1 /* Skeeter */ /* oAction */ #define SKEETER_ACT_IDLE 0 #define SKEETER_ACT_LUNGE 1 #define SKEETER_ACT_WALK 2 /* Snufit */ /* oAction */ #define SNUFIT_ACT_IDLE 0 #define SNUFIT_ACT_SHOOT 1 /* Tweester */ /* oAction */ #define TWEESTER_ACT_IDLE 0 #define TWEESTER_ACT_CHASE 1 #define TWEESTER_ACT_HIDE 2 /* oSubAction */ #define TWEESTER_SUB_ACT_WAIT 0 #define TWEESTER_SUB_ACT_CHASE 0 /* Triplet butterfly */ /* oAction */ #define TRIPLET_BUTTERFLY_ACT_INIT 0 #define TRIPLET_BUTTERFLY_ACT_WANDER 1 #define TRIPLET_BUTTERFLY_ACT_ACTIVATE 2 #define TRIPLET_BUTTERFLY_ACT_EXPLODE 3 /* oBehParams2ndByte */ #define TRIPLET_BUTTERFLY_BP_BUTTERFLY_NUM 0x00000003 #define TRIPLET_BUTTERFLY_BP_NO_BOMBS 0x00000004 /* oTripletButterflyType */ #define TRIPLET_BUTTERFLY_TYPE_NORMAL -1 #define TRIPLET_BUTTERFLY_TYPE_EXPLODES 0 #define TRIPLET_BUTTERFLY_TYPE_SPAWN_1UP 1 /* Water level diamond */ /* oAction */ // Loading #define WATER_LEVEL_DIAMOND_ACT_INIT 0 // Idling when Mario isn't inside its hitbox #define WATER_LEVEL_DIAMOND_ACT_IDLE 1 // While the water level is changing #define WATER_LEVEL_DIAMOND_ACT_CHANGE_WATER_LEVEL 2 // After the water level has changed but Mario hasn't left its hitbox yet #define WATER_LEVEL_DIAMOND_ACT_IDLE_SPINNING 3 /* Mips */ /* oAction */ #define MIPS_ACT_WAIT_FOR_NEARBY_MARIO 0 #define MIPS_ACT_FOLLOW_PATH 1 #define MIPS_ACT_WAIT_FOR_ANIMATION_DONE 2 #define MIPS_ACT_FALL_DOWN 3 #define MIPS_ACT_IDLE 4 /* oMipsStarStatus */ #define MIPS_STAR_STATUS_HAVENT_SPAWNED_STAR 0 #define MIPS_STAR_STATUS_SHOULD_SPAWN_STAR 1 #define MIPS_STAR_STATUS_ALREADY_SPAWNED_STAR 2 /* Falling Pillar */ /* oAction */ #define FALLING_PILLAR_ACT_IDLE 0 #define FALLING_PILLAR_ACT_TURNING 1 #define FALLING_PILLAR_ACT_FALLING 2 /* Bowser Puzzle */ /* oAction */ #define BOWSER_PUZZLE_ACT_SPAWN_PIECES 0 #define BOWSER_PUZZLE_ACT_WAIT_FOR_COMPLETE 1 #define BOWSER_PUZZLE_ACT_DONE 2 /* Mr Blizzard */ /* oAction */ #define MR_BLIZZARD_ACT_SPAWN_SNOWBALL 0 #define MR_BLIZZARD_ACT_HIDE_UNHIDE 1 #define MR_BLIZZARD_ACT_RISE_FROM_GROUND 2 #define MR_BLIZZARD_ACT_ROTATE 3 #define MR_BLIZZARD_ACT_THROW_SNOWBALL 4 #define MR_BLIZZARD_ACT_BURROW 5 #define MR_BLIZZARD_ACT_DEATH 6 #define MR_BLIZZARD_ACT_JUMP 7 /* oBehParams2ndByte */ #define MR_BLIZZARD_STYPE_NO_CAP 0 #define MR_BLIZZARD_STYPE_JUMPING 1 #endif // OBJECT_CONSTANTS_H