mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2024-11-23 09:52:20 -05:00
1db4e9303e
* Refactor GetCheckFromActor, WIP currently broken * Fixes build errors via forward declarations and emplace vs insert. * Removes some unnecessary code. * Fixes non-windows build errors. * Fixes Deku Scrubs outside of grottos. * Fixes DMC Deku Scrub Grotto Center * Fixes Ruto Blue Warp * Fix issue identifying blue warp rando checks * Move identifyCow to randomizer.cpp * Various updates to vanilla check objects * Identify MQ checks in check object table * Adjustments to how multimap is used and initialized * Convert u16 in check object table to s16 * Fix a few issues with MQ checks * Fix issue with TWO_ACTOR_PARAMS macro * Fixes some scrubs and cows appearing as identical. * Fixes known gossip stone issues (ToT, DC) * Fixes Dampe's Gravedigging tour rcObject * Fix crash on locations tab * Enable master quest dungeons in rando Co-authored-by: Christopher Leggett <chris@leggett.dev>
538 lines
14 KiB
C
538 lines
14 KiB
C
#ifndef Z64SCENE_H
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#define Z64SCENE_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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char* fileName;
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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 config;
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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 */ 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 data1;
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/* 0x04 */ void* segment;
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} SCmdSpawnList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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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 */ void* segment;
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} SCmdColHeader;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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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 */ void* segment;
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} SCmdEntranceList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 cUpElfMsgNum;
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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 */ void* segment;
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} SCmdMesh;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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} SCmdObjectList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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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 */ void* segment;
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} SCmdPathList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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} SCmdTransiActorList;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 num;
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/* 0x04 */ void* segment;
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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 unk_06;
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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 unk_05;
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/* 0x06 */ u8 unk_06;
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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 unk_04;
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/* 0x05 */ u8 unk_05;
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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 */ void* segment;
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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* segment;
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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* segment;
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} SCmdAltHeaders;
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typedef struct {
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/* 0x00 */ u8 code;
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/* 0x01 */ u8 cameraMovement;
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/* 0x04 */ u32 area;
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} SCmdMiscSettings;
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typedef struct {
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u8 headerType;
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} MeshHeaderBase;
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typedef struct {
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MeshHeaderBase base;
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u8 numEntries;
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Gfx* dListStart;
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Gfx* dListEnd;
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} MeshHeader0;
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typedef struct {
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Gfx* opaqueDList;
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Gfx* translucentDList;
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} MeshEntry0;
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typedef struct {
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MeshHeaderBase base;
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u8 format;
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u32 entryRecord;
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} MeshHeader1Base;
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typedef struct {
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MeshHeader1Base base;
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void* imagePtr; // 0x08
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u32 unknown; // 0x0C
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u32 unknown2; // 0x10
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u16 bgWidth; // 0x14
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u16 bgHeight; // 0x16
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u8 imageFormat; // 0x18
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u8 imageSize; // 0x19
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u16 imagePal; // 0x1A
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u16 imageFlip; // 0x1C
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} MeshHeader1Single;
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typedef struct {
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MeshHeader1Base base;
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u8 bgCnt;
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void* bgRecordPtr;
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} MeshHeader1Multi;
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typedef struct {
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u16 unknown; // 0x00
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s8 bgID; // 0x02
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void* imagePtr; // 0x04
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u32 unknown2; // 0x08
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u32 unknown3; // 0x0C
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u16 bgWidth; // 0x10
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u16 bgHeight; // 0x12
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u8 imageFmt; // 0x14
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u8 imageSize; // 0x15
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u16 imagePal; // 0x16
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u16 imageFlip; // 0x18
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} BackgroundRecord;
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typedef struct {
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s16 playerXMax, playerZMax;
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s16 playerXMin, playerZMin;
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Gfx* opaqueDList;
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Gfx* translucentDList;
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} MeshEntry2;
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typedef struct {
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MeshHeaderBase base;
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u8 numEntries;
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Gfx* dListStart;
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Gfx* dListEnd;
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} MeshHeader2;
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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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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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#ifdef __cplusplus
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enum SceneID : int {
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#else
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enum SceneID {
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#endif
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/* 0x00 */ SCENE_YDAN,
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/* 0x01 */ SCENE_DDAN,
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/* 0x02 */ SCENE_BDAN,
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/* 0x03 */ SCENE_BMORI1,
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/* 0x04 */ SCENE_HIDAN,
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/* 0x05 */ SCENE_MIZUSIN,
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/* 0x06 */ SCENE_JYASINZOU,
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/* 0x07 */ SCENE_HAKADAN,
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/* 0x08 */ SCENE_HAKADANCH,
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/* 0x09 */ SCENE_ICE_DOUKUTO,
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/* 0x0A */ SCENE_GANON,
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/* 0x0B */ SCENE_MEN,
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/* 0x0C */ SCENE_GERUDOWAY,
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/* 0x0D */ SCENE_GANONTIKA,
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/* 0x0E */ SCENE_GANON_SONOGO,
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/* 0x0F */ SCENE_GANONTIKA_SONOGO,
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/* 0x10 */ SCENE_TAKARAYA,
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/* 0x11 */ SCENE_YDAN_BOSS,
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/* 0x12 */ SCENE_DDAN_BOSS,
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/* 0x13 */ SCENE_BDAN_BOSS,
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/* 0x14 */ SCENE_MORIBOSSROOM,
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/* 0x15 */ SCENE_FIRE_BS,
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/* 0x16 */ SCENE_MIZUSIN_BS,
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/* 0x17 */ SCENE_JYASINBOSS,
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/* 0x18 */ SCENE_HAKADAN_BS,
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/* 0x19 */ SCENE_GANON_BOSS,
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/* 0x1A */ SCENE_GANON_FINAL,
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/* 0x1B */ SCENE_ENTRA,
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/* 0x1C */ SCENE_ENTRA_N,
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/* 0x1D */ SCENE_ENRUI,
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/* 0x1E */ SCENE_MARKET_ALLEY,
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/* 0x1F */ SCENE_MARKET_ALLEY_N,
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/* 0x20 */ SCENE_MARKET_DAY,
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/* 0x21 */ SCENE_MARKET_NIGHT,
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/* 0x22 */ SCENE_MARKET_RUINS,
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/* 0x23 */ SCENE_SHRINE,
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/* 0x24 */ SCENE_SHRINE_N,
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/* 0x25 */ SCENE_SHRINE_R,
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/* 0x26 */ SCENE_KOKIRI_HOME,
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/* 0x27 */ SCENE_KOKIRI_HOME3,
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/* 0x28 */ SCENE_KOKIRI_HOME4,
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/* 0x29 */ SCENE_KOKIRI_HOME5,
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/* 0x2A */ SCENE_KAKARIKO,
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/* 0x2B */ SCENE_KAKARIKO3,
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/* 0x2C */ SCENE_SHOP1,
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/* 0x2D */ SCENE_KOKIRI_SHOP,
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/* 0x2E */ SCENE_GOLON,
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/* 0x2F */ SCENE_ZOORA,
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/* 0x30 */ SCENE_DRAG,
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/* 0x31 */ SCENE_ALLEY_SHOP,
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/* 0x32 */ SCENE_NIGHT_SHOP,
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/* 0x33 */ SCENE_FACE_SHOP,
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/* 0x34 */ SCENE_LINK_HOME,
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/* 0x35 */ SCENE_IMPA,
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/* 0x36 */ SCENE_MALON_STABLE,
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/* 0x37 */ SCENE_LABO,
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/* 0x38 */ SCENE_HYLIA_LABO,
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/* 0x39 */ SCENE_TENT,
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/* 0x3A */ SCENE_HUT,
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/* 0x3B */ SCENE_DAIYOUSEI_IZUMI,
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/* 0x3C */ SCENE_YOUSEI_IZUMI_TATE,
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/* 0x3D */ SCENE_YOUSEI_IZUMI_YOKO,
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/* 0x3E */ SCENE_KAKUSIANA,
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/* 0x3F */ SCENE_HAKAANA,
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/* 0x40 */ SCENE_HAKAANA2,
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/* 0x41 */ SCENE_HAKAANA_OUKE,
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/* 0x42 */ SCENE_SYATEKIJYOU,
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/* 0x43 */ SCENE_TOKINOMA,
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/* 0x44 */ SCENE_KENJYANOMA,
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/* 0x45 */ SCENE_HAIRAL_NIWA,
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/* 0x46 */ SCENE_HAIRAL_NIWA_N,
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/* 0x47 */ SCENE_HIRAL_DEMO,
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/* 0x48 */ SCENE_HAKASITARELAY,
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/* 0x49 */ SCENE_TURIBORI,
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/* 0x4A */ SCENE_NAKANIWA,
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/* 0x4B */ SCENE_BOWLING,
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/* 0x4C */ SCENE_SOUKO,
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/* 0x4D */ SCENE_MIHARIGOYA,
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/* 0x4E */ SCENE_MAHOUYA,
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/* 0x4F */ SCENE_GANON_DEMO,
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/* 0x50 */ SCENE_KINSUTA,
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/* 0x51 */ SCENE_SPOT00,
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/* 0x52 */ SCENE_SPOT01,
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/* 0x53 */ SCENE_SPOT02,
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/* 0x54 */ SCENE_SPOT03,
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/* 0x55 */ SCENE_SPOT04,
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/* 0x56 */ SCENE_SPOT05,
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/* 0x57 */ SCENE_SPOT06,
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/* 0x58 */ SCENE_SPOT07,
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/* 0x59 */ SCENE_SPOT08,
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/* 0x5A */ SCENE_SPOT09,
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/* 0x5B */ SCENE_SPOT10,
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/* 0x5C */ SCENE_SPOT11,
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/* 0x5D */ SCENE_SPOT12,
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/* 0x5E */ SCENE_SPOT13,
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/* 0x5F */ SCENE_SPOT15,
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/* 0x60 */ SCENE_SPOT16,
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/* 0x61 */ SCENE_SPOT17,
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/* 0x62 */ SCENE_SPOT18,
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/* 0x63 */ SCENE_SPOT20,
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/* 0x64 */ SCENE_GANON_TOU,
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// Debug only scenes
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/* 0x65 */ SCENE_TEST01,
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/* 0x66 */ SCENE_BESITU,
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/* 0x67 */ SCENE_DEPTH_TEST,
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/* 0x68 */ SCENE_SYOTES,
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/* 0x69 */ SCENE_SYOTES2,
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/* 0x6A */ SCENE_SUTARU,
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/* 0x6B */ SCENE_HAIRAL_NIWA2,
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/* 0x6C */ SCENE_SASATEST,
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/* 0x6D */ SCENE_TESTROOM,
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/* 0x6E */ SCENE_ID_MAX
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};
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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_MESH_HEADER,
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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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/* 0x20 */ 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(elfMessageFile, keepObjectId) \
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{ SCENE_CMD_ID_SPECIAL_FILES, elfMessageFile, 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_MESH(meshHeader) \
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{ SCENE_CMD_ID_MESH_HEADER, 0, CMD_PTR(meshHeader) }
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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, speed) \
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{ SCENE_CMD_ID_TIME_SETTINGS, 0, CMD_BBBB(hour, min, speed, 0) }
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#define SCENE_CMD_SKYBOX_SETTINGS(skyboxId, weather, isIndoors) \
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{ SCENE_CMD_ID_SKYBOX_SETTINGS, 0, CMD_BBBB(skyboxId, weather, isIndoors, 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(camMode, worldMapLocation) \
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{ SCENE_CMD_ID_MISC_SETTINGS, camMode, CMD_W(worldMapLocation) }
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#endif
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