544 lines
18 KiB
C
544 lines
18 KiB
C
#ifndef DEFINES_H
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#define DEFINES_H
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/**
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* @brief Options for Controller Pak state
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*/
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#define OK 1
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#define BAD 0
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/**
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* @brief Enable debug mode
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*
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* Press start to skip through menus
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*
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* Toggle resource meters by holding R and tapping B. L must not be held.
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*
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* Reset to start screen by holding A, B, R, and L.
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*
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* View player direction and currentPathPoint in a single player race during staging tap L while holding A and B.
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* Turn off this UI by tapping R while holding A and B.
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* @bug This looks like it should work at any point in the race.
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*
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* Set player 1 to the final lap by tapping D-pad up.
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* Set player 1 and player 2 to the final lap by tapping D-pad right.
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* Set player all players to the final lap by tapping D-pad down.
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*
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* Immediately start the race if any controller presses Z.
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*
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* As the ceremony cutscene starts hold a C or D-pad to switch characters.
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* C UP = LUIGI
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* C LEFT = YOSHI
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* C RIGHT = TOAD
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* C DOWN = DK
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* D-pad UP = WARIO
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* D-pad LEFT = PEACH
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* D-pad RIGHT = BOWSER
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* D-pad DOWN = MARIO
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*
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*/
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#if defined(GCC) || defined(DEBUG)
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#define DEBUG_MODE 1
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#define DEBUG_MENU 2
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#else
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#define DEBUG_MODE 1
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#define DEBUG_MENU 2
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#endif
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#define HOLD_ALL_DPAD_AND_C_BUTTONS \
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(U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
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#define ALL_BUTTONS \
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(A_BUTTON | B_BUTTON | L_TRIG | R_TRIG | Z_TRIG | START_BUTTON | U_JPAD | L_JPAD | R_JPAD | D_JPAD | U_CBUTTONS | \
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L_CBUTTONS | R_CBUTTONS | D_CBUTTONS)
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/**
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* Replay controller buttons
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* Used for time trial replays (including staff and player ghosts)
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* Each entry is converted to a u32 value
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* This allows access to the button struct member
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*/
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#define REPLAY_A_BUTTON (1 << 31) // 0x80000000
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#define REPLAY_B_BUTTON (1 << 30) // 0x40000000
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#define REPLAY_Z_TRIG (1 << 29) // 0x20000000
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#define REPLAY_R_TRIG (1 << 28) // 0x10000000
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#define REPLAY_FRAME_COUNTER 0xFF0000
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#define REPLAY_CLEAR_FRAME_COUNTER (0xFFFFFFFF & ~REPLAY_FRAME_COUNTER)
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#define REPLAY_STICK_Y 0xFF00
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#define REPLAY_STICK_X 0xFF
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#define REPLAY_FRAME_INCREMENT 0x10000
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/**
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* @brief Jump to demo mode from the debug menu using L and A
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*/
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#define DEMO_MODE_ACTIVE 1
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#define DEMO_MODE_INACTIVE 0
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#ifdef VERSION_EU
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#define TRACK_TIMER_ITER 0.020041665999999999 // 1 / 50
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#define TRACK_TIMER_ITER_f 0.020041665999999999f // 1 / 50
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#else
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#define TRACK_TIMER_ITER 0.01666666 // 1 / 60
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#define TRACK_TIMER_ITER_f 0.01666666f // 1 / 60
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#endif
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#define V_BlANK_TIMER_ITER 0.01666666
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/**
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* Racing terms:
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* Staging means aligning a racecar to the starting line.
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* Start sequence means waiting for the light to turn green.
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* Used in the Player struct's 'type' member: player->type
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*/
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#define PLAYER_INACTIVE 0 // 0x0000
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#define PLAYER_UNKNOWN_0x10 (1 << 4) // 0x0010 // unused?
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#define PLAYER_UNKNOWN_0x40 (1 << 6) // 0x0040
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#define PLAYER_UNKNOWN_0x80 (1 << 7) // 0x0080 // UNUSED
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#define PLAYER_INVISIBLE_OR_BOMB (1 << 8) // 0x0100
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#define PLAYER_STAGING (1 << 9) // 0x0200
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#define PLAYER_UNKNOWN (1 << 10) // 0x0400 // unused ?
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#define PLAYER_CINEMATIC_MODE (1 << 11) // 0x0800 // Also used to track eliminations in Battle mode.
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#define PLAYER_CPU (1 << 12) // 0x1000
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#define PLAYER_START_SEQUENCE (1 << 13) // 0x2000
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#define PLAYER_HUMAN (1 << 14) // 0x4000
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#define PLAYER_EXISTS (1 << 15) // 0x8000
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// Compiles to -0x1000 in diff.py
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#define PLAYER_HUMAN_AND_CPU PLAYER_EXISTS | PLAYER_HUMAN | PLAYER_CPU | PLAYER_START_SEQUENCE
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#define ZERO_PLAYERS_SELECTED 0
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#define ONE_PLAYERS_SELECTED 1
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#define TWO_PLAYERS_SELECTED 2
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#define THREE_PLAYERS_SELECTED 3
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#define FOUR_PLAYERS_SELECTED 4
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#define SELECTED_PLAYER_DEFINES_TOTAL 5
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// Camera index into cameras array
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enum CameraId {
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CAMERA_ONE = 0,
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CAMERA_TWO,
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CAMERA_THREE,
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CAMERA_FOUR,
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CAMERA_FREECAM
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};
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enum PlayerId {
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PLAYER_NONE = -1,
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PLAYER_ONE = 0,
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PLAYER_TWO = 1,
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PLAYER_THREE = 2,
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PLAYER_FOUR = 3,
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PLAYER_FIVE = 4,
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PLAYER_SIX = 5,
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PLAYER_SEVEN = 6,
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PLAYER_EIGHT = 7
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};
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#define NUM_PLAYERS 8
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#define MARIO_SIZE 0.75f
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#define LUIGI_SIZE 0.75f
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#define YOSHI_SIZE 0.75f
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#define TOAD_SIZE 0.75f
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#define DK_SIZE 0.75f
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#define WARIO_SIZE 0.75f
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#define PEACH_SIZE 0.75f
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#define BOWSER_SIZE 0.75f
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// 2P Game has Grand Prix, VS, and Battle as available game types
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#define MAX_NUM_MAIN_MENU_GAME_TYPES 3
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/**
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* @brief Options for gModeSelection
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*/
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#define GRAND_PRIX 0
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#define TIME_TRIALS 1
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#define VERSUS 2
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#define BATTLE 3
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/**
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* @brief Options for gCCSelection
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* CC stands for cubic-centimetres.
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* It measures engine displacement composed from
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* cylinder volume.
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* Generally, the main determiner of horsepower output.
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*/
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#define CC_50 0
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#define CC_100 1
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#define CC_150 2
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#define CC_EXTRA 3
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#define CC_BATTLE 4
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/**
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* @brief Options for gCupSelection
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* There is a "cup" for battle mode, probably so that
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* the battle courses could be displayed in the same
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* way race courses are.
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*/
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enum { MUSHROOM_CUP, FLOWER_CUP, STAR_CUP, SPECIAL_CUP, BATTLE_CUP, NUM_CUPS };
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#define NUM_COURSES_PER_CUP 4
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/**
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* @brief Options for gCourseIndexInCup
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*/
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enum { TRACK_ONE, TRACK_TWO, TRACK_THREE, TRACK_FOUR };
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/**
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* @brief Character IDs
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* Note that these are not the same as the values
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* found in gCharacterGridSelections as those are
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* ordered by table
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*/
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#define MARIO 0
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#define LUIGI 1
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#define YOSHI 2
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#define TOAD 3
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#define DK 4
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#define WARIO 5
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#define PEACH 6
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#define BOWSER 7
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/**
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* @brief Options for gMenuSelection
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*/
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#define OPTIONS_MENU 5
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#define DATA_MENU 6
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#define COURSE_DATA_MENU 7
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#define LOGO_INTRO_MENU 8
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#define CONTROLLER_PAK_MENU 9
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#define START_MENU 10
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#define MAIN_MENU 11
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#define CHARACTER_SELECT_MENU 12
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#define COURSE_SELECT_MENU 13
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#define RACING_DUPLICATE 14
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#define HARBOUR_MASTERS_MENU 15
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/**
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* @brief Options for gGameState gGotoMode and gGotoMenu
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*/
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#define START_MENU_FROM_QUIT 0
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#define MAIN_MENU_FROM_QUIT 1
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#define PLAYER_SELECT_MENU_FROM_QUIT 2
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#define COURSE_SELECT_MENU_FROM_QUIT 3
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#define RACING 4
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#define ENDING 5
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#define CREDITS_SEQUENCE 9
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/**
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* @brief Options for gRaceState
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*/
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#define RACE_INIT 0
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#define RACE_SETUP 1
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#define RACE_STAGING 2
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#define RACE_IN_PROGRESS 3
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#define RACE_CALCULATE_RANKS 4
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#define RACE_FINISHED 5 // End of race and score screen
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#define RACE_UNK 6
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#define RACE_EXIT 7
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/**
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* @brief Options for gScreenModeSelection and gActiveScreenMode
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*/
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#define SCREEN_MODE_1P 0
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#define SCREEN_MODE_2P_SPLITSCREEN_HORIZONTAL 1
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#define SCREEN_MODE_2P_SPLITSCREEN_VERTICAL 2
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#define SCREEN_MODE_3P_4P_SPLITSCREEN 3
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#define NUM_SCREEN_MODES 4
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/**
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* @brief Indexes for accessing Time Trial records
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*/
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#define TIME_TRIAL_3LAP_RECORD_1 0
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#define TIME_TRIAL_3LAP_RECORD_2 1
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#define TIME_TRIAL_3LAP_RECORD_3 2
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#define TIME_TRIAL_3LAP_RECORD_4 3
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#define TIME_TRIAL_3LAP_RECORD_5 4
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#define TIME_TRIAL_1LAP_RECORD 5
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/**
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* @brief Text color options
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* The 2 cycling options cycle through Blue -> Green -> Red
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* Cycle 2 appears to be one step ahead of Cycle 1
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* Other values like 6 and 7 sort of work, they cause rapid
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* flashing between 2 colors, but also cause individual characters
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* to be cutoff on their right side
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*/
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enum COLOR_ID {
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TEXT_BLUE,
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TEXT_GREEN,
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TEXT_RED,
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TEXT_YELLOW,
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TEXT_BLUE_GREEN_RED_CYCLE_1,
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TEXT_BLUE_GREEN_RED_CYCLE_2
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};
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/**
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* @brief Sound mode options
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* Option 2 appears to be unused, as such its probably not
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* a valid option
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*/
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#define SOUND_STEREO 0
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#define SOUND_HEADPHONES 1
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#define SOUND_UNUSED 2
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#define SOUND_MONO 3
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#define NUM_SOUND_MODES 4
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/**
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* @brief Title screen demo options
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* All demos use 100 CC
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*/
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#define DEMO_ONE 0 // Mario, Mario Raceway, Grand Prix
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#define DEMO_TWO 1 // Yoshi DK, Choco Mountain, Versus
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#define DEMO_THREE 2 // Luigi, Kalamari Desert, Grand Prix
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#define DEMO_FOUR 3 // Wario Yoshi Bowser, Wario Stadium, Versus
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#define DEMO_FIVE 4 // Bowser, Bowser Castle, Grand Prix
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#define DEMO_SIX 5 // Mario Luigi Peach Toad, Sherbert Land, Versus
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#define NUM_DEMOS 6
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/**
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* @brief Item IDs
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*/
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enum ITEMS {
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/* 0x00 */ ITEM_NONE = 0,
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/* 0x01 */ ITEM_BANANA,
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/* 0x02 */ ITEM_BANANA_BUNCH,
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/* 0x03 */ ITEM_GREEN_SHELL,
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/* 0x04 */ ITEM_TRIPLE_GREEN_SHELL,
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/* 0x05 */ ITEM_RED_SHELL,
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/* 0x06 */ ITEM_TRIPLE_RED_SHELL,
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/* 0x07 */ ITEM_BLUE_SPINY_SHELL,
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/* 0x08 */ ITEM_THUNDERBOLT,
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/* 0x09 */ ITEM_FAKE_ITEM_BOX,
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/* 0x0A */ ITEM_STAR,
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/* 0x0B */ ITEM_BOO,
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/* 0x0C */ ITEM_MUSHROOM,
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/* 0x0D */ ITEM_DOUBLE_MUSHROOM,
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/* 0x0E */ ITEM_TRIPLE_MUSHROOM,
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/* 0x0F */ ITEM_SUPER_MUSHROOM,
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/* 0x0G */ ITEM_MAX,
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};
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enum CPU_BEHAVIOURS {
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BEHAVIOUR_NONE = 0,
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BEHAVIOUR_1,
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BEHAVIOUR_HOP,
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BEHAVIOUR_DRIVE_CENTER,
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BEHAVIOUR_DRIVE_LEFT,
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BEHAVIOUR_DRIVE_OUTER,
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BEHAVIOUR_NORMAL_SPEED,
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BEHAVIOUR_FAST_SPEED,
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BEHAVIOUR_SLOW_SPEED,
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BEHAVIOUR_9,
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BEHAVIOUR_10,
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BEHAVIOUR_MAX_SPEED
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};
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enum DIRECTION { NORTH, EAST, SOUTH, WEST };
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enum PLACE { FIRST_PLACE, SECOND_PLACE, THIRD_PLACE, FOURTH_PLACE };
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/**
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* @brief Balloon status
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*/
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#define BALLOON_STATUS_GONE 0
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#define BALLOON_STATUS_PRESENT 1
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#define BALLOON_STATUS_DEPARTING 2
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/**
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* Number of podiums in podium ceremony
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*/
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#define NUM_PODIUMS 3
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/**
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* @brief Max representable time, 100 minutes measured in centiseconds
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*/
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#define MAX_TIME 0x927C0
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#define DEGREES_CONVERSION_FACTOR 182
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// player->oobProps
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/* Deals with the lower out of bounds (OOB) plane on levels. Represented by fluids (water / lava)
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or nothing for Rainbow Road and Skyscraper. */
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#define UNDER_OOB_OR_FLUID_LEVEL 0x1 // Set while mostly under the plane. Does not necessarily trigger Lakitu on Koopa Troopa Beach.
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#define PASS_OOB_OR_FLUID_LEVEL 0x2 // Set when passing through the lower plane in either direction
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// The next two are also activated when passing through the lower plane.
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#define UNDER_FLUID_LEVEL 0x4 // Stays active until Lakitu places back on track
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#define UNDER_OOB_LEVEL 0x8 // Active while under a non-fluid OOB plane. Is momentarily active when passing through fluids.
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/* UNK_002 has something to do with player animations. Each player has a 32-bit
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flag broken into 8 groups of 4 bits. Those 4 bits affect how each of the 8 players
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appear to the specified player */
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#define CHANGING_ANIMATION 0x1 // Seems to be set when the kart animation has to change.
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#define UNK_002_UNKNOWN_0x2 0x2
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#define UNK_002_UNKNOWN_0x4 0x4 /* Unclear, but has to do with viewing the side of player. At least tends to change if target
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player spins. Something with avoding rollover of aniamation frame data? */
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#define SIDE_OF_KART 0x8 // Seems to be whether you are in a rectangle shooting out from both sides of target player
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#define WHISTLE 0x20 // Whistle spinout save graphic
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#define CRASH 0x40 // Crash! graphic (vertical tumble)
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#define WHIRRR 0x80 // Whirrr! graphic (spinning out)
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#define POOMP 0x100 // Poomp! graphic (landing from a height)
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#define BOING 0x800 // Boing! graphic (hopping)
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#define EXPLOSION 0x1000 // Big shock looking graphic when starting tumble
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// player->lakituProps
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#define LAKITU_RETRIEVAL 0x1 // While lakitu is grabbing you, but before the scene transition of being placed on the track
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#define HELD_BY_LAKITU 0x2
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#define LAKITU_FIZZLE 0x4 // Disintegration and reintegration effect when transitioning from retrieval to placement
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#define LAKITU_SCENE 0x8 // the whole segment from when lakitu is called to when you regain control
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#define FRIGID_EFFECT 0x10 // Cold colors on Sherbet Land after in frigid water
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#define THAWING_EFFECT 0x20 // Regaining usual colors post frigid effect
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#define FROZEN_EFFECT 0x80 // In the ice cube
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#define WENT_OVER_OOB 0x100 // Player went over (or is on) an OOB area. Cancelled if touch back in bounds
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#define LAKITU_LAVA 0x1000 // smoky effect when retrieved from lava
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#define LAKITU_WATER 0x2000 // dripping effect when retreived from water
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// player->kartProps
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#define BACK_UP 0x1
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#define RIGHT_TURN 0x2 // non-drifting (more than 5 degrees)
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#define LEFT_TURN 0x4 // non-drifting (more than 5 degrees)
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#define MOVE_BACKWARDS 0x8 // includes lakitu
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#define LOSE_GP_RACE 0x10 // pointless, only unsets itself
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#define THROTTLE 0x20 // Closely tied to just pressing A. Possible exception for AB-spins
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#define EARLY_SPINOUT_RIGHT 0x40 // Spinning out while facing right (not actually used for anything)
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#define EARLY_SPINOUT_LEFT 0x80 // Spinning out while facing left
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#define POST_TUMBLE_GAS 0x100 // Causes particles after a vertical tumble, I think
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#define BECOME_INVISIBLE 0x200
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#define UNUSED_0x400 0x400 // locked behind 0x800 (func_80091440)
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#define UNUSED_0x800 0x800 // locked behind 0x400 (func_8002B830 -> func_800911B4)
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#define UNUSED_0x1000 0x1000 // 0x1000 locked behind 0x400 (func_8002B830 -> func_800911B4)
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#define UNUSED_0x2000 0x2000 // 0x2000 locked behind 0x400 and 0x800 (func_8002B830 -> func_800911B4, apply_effect -> func_80091298,
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// func_80091440)
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#define DRIVING_SPINOUT 0x4000
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#define UNKNOWN_BATTLE_VAR 0x8000 // 0x8000 something battle related, unclear if ever set
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/**
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* @brief triggers indicating that an effect should be applied to a kart
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*/
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#define HIT_BANANA_TRIGGER 0x1 // hits a banana
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#define HIGH_TUMBLE_TRIGGER 0x2 // hit by a red shell, blue shell, or hit a mole
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#define LOW_TUMBLE_TRIGGER 0x4 // hit by a green shell
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#define DRIVING_SPINOUT_TRIGGER 0x80 // spinning out from erratic driving
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#define THWOMP_SQUISH_TRIGGER 0x100 // stomped by thwomp
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#define SHROOM_TRIGGER 0x200 // being boosted by trigger a mushroom
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#define BOO_TRIGGER 0x800 // being a boo
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#define UNUSED_TRIGGER_0x1000 0x1000 // Unused
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#define STAR_TRIGGER 0x2000 // Starting a star
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#define LIGHTNING_STRIKE_TRIGGER 0x4000 // Struck by lightning
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#define BOOST_RAMP_WOOD_TRIGGER 0x8000 // being boosted by a ramp
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#define UNUSED_TRIGGER_0x20000 0x20000 // Unused
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#define DRAG_ITEM_EFFECT 0x40000 // holding a non-shell item behind you
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#define HIT_PADDLE_BOAT_TRIGGER 0x80000 // hit paddle boat
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#define UNUSED_TRIGGER_0x10000 0x100000 // Unused
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#define SPINOUT_TRIGGER 0x200000 // hit crab or spiny spinout or losing versus race
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#define VERTICAL_TUMBLE_TRIGGER 0x400000 // hitting a fake item / bomb / snowman / car / train
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#define BOOST_RAMP_ASPHALT_TRIGGER 0x800000 // being boosted by a boost pad
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#define HIT_BY_STAR_TRIGGER 0x1000000 // being hit by a star
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#define START_BOOST_TRIGGER 0x2000000 // Start boost
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#define LOSE_BATTLE_EFFECT 0x4000000 // When losing battle mode
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#define BECOME_BOMB_EFFECT 0x8000000 // When becoming a bomb in battle mode
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#define START_SPINOUT_TRIGGER 0x10000000 // Spinning out by holding gas at start of race
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#define ALL_TRIGGERS (0xFFFFFFFF)
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#define RACING_SPINOUT_TRIGGERS (SPINOUT_TRIGGER | DRIVING_SPINOUT_TRIGGER | HIT_BANANA_TRIGGER) // 0x200081
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#define RAMP_BOOST_TRIGGERS (BOOST_RAMP_ASPHALT_TRIGGER | BOOST_RAMP_WOOD_TRIGGER) // 0x00808000
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#define ANY_BOOST_TRIGGERS (RAMP_BOOST_TRIGGERS | SHROOM_TRIGGER) // 0x00808200
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#define STATE_TRANSITION_TRIGGERS (STAR_TRIGGER | BOO_TRIGGER | UNUSED_TRIGGER_0x1000 | UNUSED_TRIGGER_0x20000)// 0x00023800
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#define HIT_TRIGGERS (HIT_BY_STAR_TRIGGER | VERTICAL_TUMBLE_TRIGGER | \
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LIGHTNING_STRIKE_TRIGGER | LOW_TUMBLE_TRIGGER | HIGH_TUMBLE_TRIGGER | THWOMP_SQUISH_TRIGGER) // 0x01404106
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/**
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* @brief effect of player's
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* for effects
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*/
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#define UNKNOWN_EFFECT_0x1 0x1 //
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#define BOOST_RAMP_WOOD_EFFECT 0x4 // being boosted by a ramp
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#define DRIFTING_EFFECT 0x10 // drifting
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#define UNKNOWN_EFFECT_0x40 0x40 //
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#define UNKNOWN_EFFECT_0x80 0x80 //
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#define UNKNOWN_EFFECT_0xC 0xC //
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#define UNKNOWN_EFFECT_0x100 0x100 //
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#define UNKNOWN_EFFECT_0x1000 0x1000 //
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#define STAR_EFFECT 0x200 // being a star
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#define BOOST_EFFECT 0x2000 // being boosted by trigger a mushroom
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#define UNKNOWN_EFFECT_0x10000 0x10000 //
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#define BOOST_RAMP_ASPHALT_EFFECT 0x100000 // being boosted by a boost pad
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#define UNKNOWN_EFFECT_0x200000 0x200000 //
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#define REVERSE_EFFECT 0x400000 // Player is facing the wrong direction
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#define UNKNOWN_EFFECT_0x1000000 0x1000000 //
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#define HIT_BY_ITEM_EFFECT 0x2000000 // being hit by an item
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#define HIT_EFFECT 0x4000000 // hitting an object
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#define UNKNOWN_EFFECT_0x10000000 0x10000000 //
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#define LIGHTNING_EFFECT 0x40000000 // being hit by lightning
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#define BOO_EFFECT 0x80000000 // being a boo
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|
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/**
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|
* @brief durations of effects
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|
*/
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#define STAR_EFFECT_DURATION 0xA
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#define BOO_EFFECT_DURATION 0x7
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|
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/**
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|
* @brief alpha relates values
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|
*/
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|
#define ALPHA_MAX 0xFF
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#define ALPHA_MIN 0x0
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#define ALPHA_BOO_EFFECT 0x60
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|
|
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/**
|
|
* @brief durations of effects
|
|
*/
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|
#define STAR_EFFECT_DURATION 0xA
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#define BOO_EFFECT_DURATION 0x7
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|
|
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/**
|
|
* @brief alpha related values
|
|
*/
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|
#define ALPHA_MAX 0xFF
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|
#define ALPHA_MIN 0x0
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#define ALPHA_BOO_EFFECT 0x60
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|
|
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#define ALPHA_CHANGE_LARGE 8
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|
#define ALPHA_CHANGE_MEDIUM 4
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|
#define ALPHA_CHANGE_SMALL 2
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|
|
|
/**
|
|
* @brief shell state
|
|
*
|
|
*/
|
|
#define SPAWN_FIRST_SHELL 0
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|
#define SPAWN_SECOND_SHELL 1
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|
#define SPAWN_THIRD_SHELL 2
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|
#define SHELL_COLLISION 3 // Activated when triple shells have spawned
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|
#define ORBIT_PLAYER 4
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|
|
|
#define GPACK_RGB888(r, g, b) (((r) << 16) | ((g) << 8) | (b))
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#define COLOR_LIGHT GPACK_RGB888(0x1C, 0x00, 0x00)
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|
#define COLOR_LAVA GPACK_RGB888(0x34, 0x00, 0x00)
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|
#define COLOR_BLACK GPACK_RGB888(0, 0, 0)
|
|
|
|
/**
|
|
*
|
|
* Collision mesh flags
|
|
*
|
|
*/
|
|
|
|
#define GRID_SIZE 32
|
|
|
|
#define FACING_Y_AXIS 0x4000
|
|
#define FACING_X_AXIS 0x8000
|
|
#define FACING_Z_AXIS 0x2000
|
|
|
|
#endif // DEFINES_H
|
|
|
|
/**
|
|
*
|
|
* Laps
|
|
*
|
|
*/
|
|
#define MIN_LAPS 0
|
|
#define MAX_LAPS 3
|