#ifndef SURFACE_TERRAINS_H1#define SURFACE_TERRAINS_H23// Surface Types4#define SURFACE_DEFAULT 0x0000 // Environment default5#define SURFACE_BURNING 0x0001 // Lava / Frostbite (in SL), but is used mostly for Lava6#define SURFACE_0004 0x0004 // Unused, has no function and has parameters7#define SURFACE_HANGABLE 0x0005 // Ceiling that Mario can climb on8#define SURFACE_SLOW 0x0009 // Slow down Mario, unused9#define SURFACE_DEATH_PLANE 0x000A // Death floor10#define SURFACE_CLOSE_CAMERA 0x000B // Close camera11#define SURFACE_WATER 0x000D // Water, has no action, used on some waterboxes below12#define SURFACE_FLOWING_WATER 0x000E // Water (flowing), has parameters13#define SURFACE_INTANGIBLE 0x0012 // Intangible (Separates BBH mansion from merry-go-round, for room usage)14#define SURFACE_VERY_SLIPPERY 0x0013 // Very slippery, mostly used for slides15#define SURFACE_SLIPPERY 0x0014 // Slippery16#define SURFACE_NOT_SLIPPERY 0x0015 // Non-slippery, climbable17#define SURFACE_TTM_VINES 0x0016 // TTM vines, has no action defined18#define SURFACE_MGR_MUSIC 0x001A // Plays the Merry go round music, see handle_merry_go_round_music in bbh_merry_go_round.inc.c for more details19#define SURFACE_INSTANT_WARP_1B 0x001B // Instant warp to another area, used to warp between areas in WDW and the endless stairs to warp back20#define SURFACE_INSTANT_WARP_1C 0x001C // Instant warp to another area, used to warp between areas in WDW21#define SURFACE_INSTANT_WARP_1D 0x001D // Instant warp to another area, used to warp between areas in DDD, SSL and TTM22#define SURFACE_INSTANT_WARP_1E 0x001E // Instant warp to another area, used to warp between areas in DDD, SSL and TTM23#define SURFACE_SHALLOW_QUICKSAND 0x0021 // Shallow Quicksand (depth of 10 units)24#define SURFACE_DEEP_QUICKSAND 0x0022 // Quicksand (lethal, slow, depth of 160 units)25#define SURFACE_INSTANT_QUICKSAND 0x0023 // Quicksand (lethal, instant)26#define SURFACE_DEEP_MOVING_QUICKSAND 0x0024 // Moving quicksand (flowing, depth of 160 units)27#define SURFACE_SHALLOW_MOVING_QUICKSAND 0x0025 // Moving quicksand (flowing, depth of 25 units)28#define SURFACE_QUICKSAND 0x0026 // Moving quicksand (60 units)29#define SURFACE_MOVING_QUICKSAND 0x0027 // Moving quicksand (flowing, depth of 60 units)30#define SURFACE_WALL_MISC 0x0028 // Used for some walls, Cannon to adjust the camera, and some objects like Warp Pipe31#define SURFACE_NOISE_DEFAULT 0x0029 // Default floor with noise32#define SURFACE_NOISE_SLIPPERY 0x002A // Slippery floor with noise33#define SURFACE_HORIZONTAL_WIND 0x002C // Horizontal wind, has parameters34#define SURFACE_INSTANT_MOVING_QUICKSAND 0x002D // Quicksand (lethal, flowing)35#define SURFACE_ICE 0x002E // Slippery Ice, in snow levels and THI's water floor36#define SURFACE_LOOK_UP_WARP 0x002F // Look up and warp (Wing cap entrance)37#define SURFACE_HARD 0x0030 // Hard floor (Always has fall damage)38#define SURFACE_WARP 0x0032 // Surface warp39#define SURFACE_TIMER_START 0x0033 // Timer start (Peach's secret slide)40#define SURFACE_TIMER_END 0x0034 // Timer stop (Peach's secret slide)41#define SURFACE_HARD_SLIPPERY 0x0035 // Hard and slippery (Always has fall damage)42#define SURFACE_HARD_VERY_SLIPPERY 0x0036 // Hard and very slippery (Always has fall damage)43#define SURFACE_HARD_NOT_SLIPPERY 0x0037 // Hard and Non-slippery (Always has fall damage)44#define SURFACE_VERTICAL_WIND 0x0038 // Death at bottom with vertical wind45#define SURFACE_BOSS_FIGHT_CAMERA 0x0065 // Wide camera for BOB and WF bosses46#define SURFACE_CAMERA_FREE_ROAM 0x0066 // Free roam camera for THI and TTC47#define SURFACE_THI3_WALLKICK 0x0068 // Surface where there's a wall kick section in THI 3rd area, has no action defined48#define SURFACE_CAMERA_8_DIR 0x0069 // Surface that enables far camera for platforms, used in THI49#define SURFACE_CAMERA_MIDDLE 0x006E // Surface camera that returns to the middle, used on the 4 pillars of SSL50#define SURFACE_CAMERA_ROTATE_RIGHT 0x006F // Surface camera that rotates to the right (Bowser 1 & THI)51#define SURFACE_CAMERA_ROTATE_LEFT 0x0070 // Surface camera that rotates to the left (BOB & TTM)52#define SURFACE_CAMERA_BOUNDARY 0x0072 // Intangible Area, only used to restrict camera movement53#define SURFACE_NOISE_VERY_SLIPPERY_73 0x0073 // Very slippery floor with noise, unused54#define SURFACE_NOISE_VERY_SLIPPERY_74 0x0074 // Very slippery floor with noise, unused55#define SURFACE_NOISE_VERY_SLIPPERY 0x0075 // Very slippery floor with noise, used in CCM56#define SURFACE_NO_CAM_COLLISION 0x0076 // Surface with no cam collision flag57#define SURFACE_NO_CAM_COLLISION_77 0x0077 // Surface with no cam collision flag, unused58#define SURFACE_NO_CAM_COL_VERY_SLIPPERY 0x0078 // Surface with no cam collision flag, very slippery with noise (THI)59#define SURFACE_NO_CAM_COL_SLIPPERY 0x0079 // Surface with no cam collision flag, slippery with noise (CCM, PSS and TTM slides)60#define SURFACE_SWITCH 0x007A // Surface with no cam collision flag, non-slippery with noise, used by switches and Dorrie61#define SURFACE_VANISH_CAP_WALLS 0x007B // Vanish cap walls, pass through them with Vanish Cap62#define SURFACE_PAINTING_WOBBLE_A6 0x00A6 // Painting wobble (BOB Left)63#define SURFACE_PAINTING_WOBBLE_A7 0x00A7 // Painting wobble (BOB Middle)64#define SURFACE_PAINTING_WOBBLE_A8 0x00A8 // Painting wobble (BOB Right)65#define SURFACE_PAINTING_WOBBLE_A9 0x00A9 // Painting wobble (CCM Left)66#define SURFACE_PAINTING_WOBBLE_AA 0x00AA // Painting wobble (CCM Middle)67#define SURFACE_PAINTING_WOBBLE_AB 0x00AB // Painting wobble (CCM Right)68#define SURFACE_PAINTING_WOBBLE_AC 0x00AC // Painting wobble (WF Left)69#define SURFACE_PAINTING_WOBBLE_AD 0x00AD // Painting wobble (WF Middle)70#define SURFACE_PAINTING_WOBBLE_AE 0x00AE // Painting wobble (WF Right)71#define SURFACE_PAINTING_WOBBLE_AF 0x00AF // Painting wobble (JRB Left)72#define SURFACE_PAINTING_WOBBLE_B0 0x00B0 // Painting wobble (JRB Middle)73#define SURFACE_PAINTING_WOBBLE_B1 0x00B1 // Painting wobble (JRB Right)74#define SURFACE_PAINTING_WOBBLE_B2 0x00B2 // Painting wobble (LLL Left)75#define SURFACE_PAINTING_WOBBLE_B3 0x00B3 // Painting wobble (LLL Middle)76#define SURFACE_PAINTING_WOBBLE_B4 0x00B4 // Painting wobble (LLL Right)77#define SURFACE_PAINTING_WOBBLE_B5 0x00B5 // Painting wobble (SSL Left)78#define SURFACE_PAINTING_WOBBLE_B6 0x00B6 // Painting wobble (SSL Middle)79#define SURFACE_PAINTING_WOBBLE_B7 0x00B7 // Painting wobble (SSL Right)80#define SURFACE_PAINTING_WOBBLE_B8 0x00B8 // Painting wobble (Unused - Left)81#define SURFACE_PAINTING_WOBBLE_B9 0x00B9 // Painting wobble (Unused - Middle)82#define SURFACE_PAINTING_WOBBLE_BA 0x00BA // Painting wobble (Unused - Right)83#define SURFACE_PAINTING_WOBBLE_BB 0x00BB // Painting wobble (DDD - Left), makes the painting wobble if touched84#define SURFACE_PAINTING_WOBBLE_BC 0x00BC // Painting wobble (Unused, DDD - Middle)85#define SURFACE_PAINTING_WOBBLE_BD 0x00BD // Painting wobble (Unused, DDD - Right)86#define SURFACE_PAINTING_WOBBLE_BE 0x00BE // Painting wobble (WDW Left)87#define SURFACE_PAINTING_WOBBLE_BF 0x00BF // Painting wobble (WDW Middle)88#define SURFACE_PAINTING_WOBBLE_C0 0x00C0 // Painting wobble (WDW Right)89#define SURFACE_PAINTING_WOBBLE_C1 0x00C1 // Painting wobble (THI Tiny - Left)90#define SURFACE_PAINTING_WOBBLE_C2 0x00C2 // Painting wobble (THI Tiny - Middle)91#define SURFACE_PAINTING_WOBBLE_C3 0x00C3 // Painting wobble (THI Tiny - Right)92#define SURFACE_PAINTING_WOBBLE_C4 0x00C4 // Painting wobble (TTM Left)93#define SURFACE_PAINTING_WOBBLE_C5 0x00C5 // Painting wobble (TTM Middle)94#define SURFACE_PAINTING_WOBBLE_C6 0x00C6 // Painting wobble (TTM Right)95#define SURFACE_PAINTING_WOBBLE_C7 0x00C7 // Painting wobble (Unused, TTC - Left)96#define SURFACE_PAINTING_WOBBLE_C8 0x00C8 // Painting wobble (Unused, TTC - Middle)97#define SURFACE_PAINTING_WOBBLE_C9 0x00C9 // Painting wobble (Unused, TTC - Right)98#define SURFACE_PAINTING_WOBBLE_CA 0x00CA // Painting wobble (Unused, SL - Left)99#define SURFACE_PAINTING_WOBBLE_CB 0x00CB // Painting wobble (Unused, SL - Middle)100#define SURFACE_PAINTING_WOBBLE_CC 0x00CC // Painting wobble (Unused, SL - Right)101#define SURFACE_PAINTING_WOBBLE_CD 0x00CD // Painting wobble (THI Huge - Left)102#define SURFACE_PAINTING_WOBBLE_CE 0x00CE // Painting wobble (THI Huge - Middle)103#define SURFACE_PAINTING_WOBBLE_CF 0x00CF // Painting wobble (THI Huge - Right)104#define SURFACE_PAINTING_WOBBLE_D0 0x00D0 // Painting wobble (HMC & COTMC - Left), makes the painting wobble if touched105#define SURFACE_PAINTING_WOBBLE_D1 0x00D1 // Painting wobble (Unused, HMC & COTMC - Middle)106#define SURFACE_PAINTING_WOBBLE_D2 0x00D2 // Painting wobble (Unused, HMC & COTMC - Right)107#define SURFACE_PAINTING_WARP_D3 0x00D3 // Painting warp (BOB Left)108#define SURFACE_PAINTING_WARP_D4 0x00D4 // Painting warp (BOB Middle)109#define SURFACE_PAINTING_WARP_D5 0x00D5 // Painting warp (BOB Right)110#define SURFACE_PAINTING_WARP_D6 0x00D6 // Painting warp (CCM Left)111#define SURFACE_PAINTING_WARP_D7 0x00D7 // Painting warp (CCM Middle)112#define SURFACE_PAINTING_WARP_D8 0x00D8 // Painting warp (CCM Right)113#define SURFACE_PAINTING_WARP_D9 0x00D9 // Painting warp (WF Left)114#define SURFACE_PAINTING_WARP_DA 0x00DA // Painting warp (WF Middle)115#define SURFACE_PAINTING_WARP_DB 0x00DB // Painting warp (WF Right)116#define SURFACE_PAINTING_WARP_DC 0x00DC // Painting warp (JRB Left)117#define SURFACE_PAINTING_WARP_DD 0x00DD // Painting warp (JRB Middle)118#define SURFACE_PAINTING_WARP_DE 0x00DE // Painting warp (JRB Right)119#define SURFACE_PAINTING_WARP_DF 0x00DF // Painting warp (LLL Left)120#define SURFACE_PAINTING_WARP_E0 0x00E0 // Painting warp (LLL Middle)121#define SURFACE_PAINTING_WARP_E1 0x00E1 // Painting warp (LLL Right)122#define SURFACE_PAINTING_WARP_E2 0x00E2 // Painting warp (SSL Left)123#define SURFACE_PAINTING_WARP_E3 0x00E3 // Painting warp (SSL Medium)124#define SURFACE_PAINTING_WARP_E4 0x00E4 // Painting warp (SSL Right)125#define SURFACE_PAINTING_WARP_E5 0x00E5 // Painting warp (Unused - Left)126#define SURFACE_PAINTING_WARP_E6 0x00E6 // Painting warp (Unused - Medium)127#define SURFACE_PAINTING_WARP_E7 0x00E7 // Painting warp (Unused - Right)128#define SURFACE_PAINTING_WARP_E8 0x00E8 // Painting warp (DDD - Left)129#define SURFACE_PAINTING_WARP_E9 0x00E9 // Painting warp (DDD - Middle)130#define SURFACE_PAINTING_WARP_EA 0x00EA // Painting warp (DDD - Right)131#define SURFACE_PAINTING_WARP_EB 0x00EB // Painting warp (WDW Left)132#define SURFACE_PAINTING_WARP_EC 0x00EC // Painting warp (WDW Middle)133#define SURFACE_PAINTING_WARP_ED 0x00ED // Painting warp (WDW Right)134#define SURFACE_PAINTING_WARP_EE 0x00EE // Painting warp (THI Tiny - Left)135#define SURFACE_PAINTING_WARP_EF 0x00EF // Painting warp (THI Tiny - Middle)136#define SURFACE_PAINTING_WARP_F0 0x00F0 // Painting warp (THI Tiny - Right)137#define SURFACE_PAINTING_WARP_F1 0x00F1 // Painting warp (TTM Left)138#define SURFACE_PAINTING_WARP_F2 0x00F2 // Painting warp (TTM Middle)139#define SURFACE_PAINTING_WARP_F3 0x00F3 // Painting warp (TTM Right)140#define SURFACE_TTC_PAINTING_1 0x00F4 // Painting warp (TTC Left)141#define SURFACE_TTC_PAINTING_2 0x00F5 // Painting warp (TTC Medium)142#define SURFACE_TTC_PAINTING_3 0x00F6 // Painting warp (TTC Right)143#define SURFACE_PAINTING_WARP_F7 0x00F7 // Painting warp (SL Left)144#define SURFACE_PAINTING_WARP_F8 0x00F8 // Painting warp (SL Middle)145#define SURFACE_PAINTING_WARP_F9 0x00F9 // Painting warp (SL Right)146#define SURFACE_PAINTING_WARP_FA 0x00FA // Painting warp (THI Tiny - Left)147#define SURFACE_PAINTING_WARP_FB 0x00FB // Painting warp (THI Tiny - Middle)148#define SURFACE_PAINTING_WARP_FC 0x00FC // Painting warp (THI Tiny - Right)149#define SURFACE_WOBBLING_WARP 0x00FD // Pool warp (HMC & DDD)150#define SURFACE_TRAPDOOR 0x00FF // Bowser Left trapdoor, has no action defined151152#define SURFACE_IS_QUICKSAND(cmd) (cmd >= 0x21 && cmd < 0x28) // Doesn't include SURFACE_INSTANT_MOVING_QUICKSAND153#define SURFACE_IS_NOT_HARD(cmd) (cmd != SURFACE_HARD && \154!(cmd >= 0x35 && cmd <= 0x37))155#define SURFACE_IS_PAINTING_WARP(cmd) (cmd >= 0xD3 && cmd < 0xFD)156157#define SURFACE_CLASS_DEFAULT 0x0000158#define SURFACE_CLASS_VERY_SLIPPERY 0x0013159#define SURFACE_CLASS_SLIPPERY 0x0014160#define SURFACE_CLASS_NOT_SLIPPERY 0x0015161162#define SURFACE_FLAG_DYNAMIC (1 << 0)163#define SURFACE_FLAG_NO_CAM_COLLISION (1 << 1)164#define SURFACE_FLAG_X_PROJECTION (1 << 3)165166// These are effectively unique "surface" types like those defined higher167// And they are used as collision commands to load certain functions168#define TERRAIN_LOAD_VERTICES 0x0040 // Begins vertices list for collision triangles169#define TERRAIN_LOAD_CONTINUE 0x0041 // Stop loading vertices but continues to load other collision commands170#define TERRAIN_LOAD_END 0x0042 // End the collision list171#define TERRAIN_LOAD_OBJECTS 0x0043 // Loads in certain objects for level start172#define TERRAIN_LOAD_ENVIRONMENT 0x0044 // Loads water/HMC gas173174#define TERRAIN_LOAD_IS_SURFACE_TYPE_LOW(cmd) (cmd < 0x40)175#define TERRAIN_LOAD_IS_SURFACE_TYPE_HIGH(cmd) (cmd >= 0x65)176177// Terrain types defined by the level script command terrain_type (cmd_31)178#define TERRAIN_GRASS 0x0000179#define TERRAIN_STONE 0x0001180#define TERRAIN_SNOW 0x0002181#define TERRAIN_SAND 0x0003182#define TERRAIN_SPOOKY 0x0004183#define TERRAIN_WATER 0x0005184#define TERRAIN_SLIDE 0x0006185#define TERRAIN_MASK 0x0007186187// These collision commands are unique "surface" types like those defined higher188189// Collision Data Routine Initiate190#define COL_INIT() TERRAIN_LOAD_VERTICES191192// Collision Vertices Read Initiate193#define COL_VERTEX_INIT(vtxNum) vtxNum194195// Collision Vertex196#define COL_VERTEX(x, y, z) x, y, z197198// Collision Tris Initiate199#define COL_TRI_INIT(surfType, triNum) surfType, triNum200201// Collision Tri202#define COL_TRI(v1, v2, v3) v1, v2, v3203204// Collision Tri With Special Params205#define COL_TRI_SPECIAL(v1, v2, v3, param) v1, v2, v3, param206207// Collision Tris Stop Loading208#define COL_TRI_STOP() TERRAIN_LOAD_CONTINUE209210// End Collision Data211#define COL_END() TERRAIN_LOAD_END212213// Special Object Initiate214#define COL_SPECIAL_INIT(num) TERRAIN_LOAD_OBJECTS, num215216// Water Boxes Initiate217#define COL_WATER_BOX_INIT(num) TERRAIN_LOAD_ENVIRONMENT, num218219// Water Box220#define COL_WATER_BOX(id, x1, z1, x2, z2, y) id, x1, z1, x2, z2, y221222#endif // SURFACE_TERRAINS_H223224225