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https://github.com/ACreTeam/ac-decomp
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69 lines
1.6 KiB
C
69 lines
1.6 KiB
C
#ifndef M_NAME_TABLE_H
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#define M_NAME_TABLE_H
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#include "types.h"
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#include "m_actor_type.h"
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/* TODO: these defintions are likely included from an auto-gen source */
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#ifdef __cplusplus
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extern "C" {
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#endif
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enum {
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NAME_TYPE_ITEM0, /* Scenery items */
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NAME_TYPE_FTR0, /* Furniture 0 */
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NAME_TYPE_ITEM1, /* Obtainable items */
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NAME_TYPE_FTR1, /* Furniture 1 */
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NAME_TYPE_WARP, /* Loading zones */
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NAME_TYPE_STRUCT, /* Structures */
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NAME_TYPE_PAD6, /* Unused? */
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NAME_TYPE_PAD7, /* Unused? */
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NAME_TYPE_ITEM2, /* Misc items */
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NAME_TYPE_ACTOR, /* Actors */
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NAME_TYPE_PROPS, /* Props */
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NAME_TYPE_PADB, /* Unused? */
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NAME_TYPE_PADC, /* Unused? */
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NAME_TYPE_SPNPC, /* Special NPCs */
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NAME_TYPE_NPC, /* Villager NPCs */
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NAME_TYPE_PAD15, /* Unused? */
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NAME_TYPE_NUM
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};
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/* Retrieve the item actor's category */
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#define ITEM_NAME_GET_TYPE(n) (((n) & 0xF000) >> 12)
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#define ITEM_IS_FTR(n) \
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(ITEM_NAME_GET_TYPE(n) == NAME_TYPE_FTR0 || ITEM_NAME_GET_TYPE(n) == NAME_TYPE_FTR1)
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#define GET_NAME_ITEM0_CATEGORY(f) (((f)&0x800) >> 11)
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#define GET_NAME_ITEM1_CATEGORY(f) (((f)&0xF00) >> 8)
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#define EMPTY_NO 0x0000
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#define FTR_REDALOHASHIRT 0x1814
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#define FTR_BLUEALOHASHIRT 0x1818
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#define FTR_TAPEDECK 0x1E58
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#define ITM_COLLEGERULE 0x2B00
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#define FTR_ORANGEBOX 0x30F8
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#define DOOR_START 0x4000
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#define DOOR0 DOOR_START /* 0x4000 */
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#define DOOR1 (DOOR0 + 1) /* 0x4001 */
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#define EXIT_DOOR 0x4080
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#define RSV_DOOR 0xFE1B
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#define RSV_WALL_NO 0xFFFE /* interior wall item, no collision */
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#define RSV_NO 0xFFFF /* reserved space, can't interact but no collision */
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#ifdef __cplusplus
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}
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#endif
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#endif
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