474 lines
24 KiB
C
474 lines
24 KiB
C
/********************************************************************************
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-------------------------
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Ultra 64 MARIO Brothers
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-------------------------
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File : pathmacs.h
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Description : pathdata command macros
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Date : 1995.x.x
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Author : H.yajima
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********************************************************************************/
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/********************************************************************************
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ENUM LABEL LIST
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********************************************************************************/
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#define stw_imm 0
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#define stw_flag 1
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#define stw_enemyflag 2
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#define stw_my_status 3
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#define stw_hit_status 4
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#define stw_hit_timer 5
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#define stw_worldX 6
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#define stw_worldY 7
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#define stw_worldZ 8
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#define stw_speedX 9
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#define stw_speedY 10
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#define stw_speedZ 11
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#define stw_speedF 12
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#define stw_speedL 13
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#define stw_speedU 14
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#define stw_angleX 15
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#define stw_angleY 16
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#define stw_angleZ 17
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#define stw_animeangleX 18
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#define stw_animeangleY 19
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#define stw_animeangleZ 20
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#define stw_animepositionY 21
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#define stw_effect 22
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#define stw_gravity 23
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#define stw_groundY 24
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#define stw_movestatus 25
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#define stw_animecounter 26
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#define stw_work0 27
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#define stw_work1 28
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#define stw_work2 29
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#define stw_work3 30
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#define stw_work4 31
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#define stw_work5 32
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#define stw_work6 33
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#define stw_work7 34
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#define stw_anglespeedX 35
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#define stw_anglespeedY 36
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#define stw_anglespeedZ 37
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#define stw_skelanime 38
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#define stw_actionmode 39
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#define stw_wall_offsetR 40
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#define stw_air_fric 41
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#define stw_objname 42
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#define stw_mail 43
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#define stw_skeletonX 44
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#define stw_skeletonY 45
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#define stw_skeletonZ 46
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#define stw_programselect 47
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#define stw_breakflag 48
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#define stw_mode 49
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#define stw_process 50
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#define stw_timer 51
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#define stw_bound_e 52
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#define stw_playerdist 53
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#define stw_targetangle 54
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#define stw_worldX_attention 55
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#define stw_worldY_attention 56
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#define stw_worldZ_attention 57
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#define stw_friction 58
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#define stw_specificG 59
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#define stw_skelanimeNo 60
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#define stw_alpha 61
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#define stw_ap 62
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#define stw_hp 63
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#define stw_actorcode 64
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#define stw_oldmode 65
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#define stw_enemyinfo 66
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#define stw_movebg_checkdist 67
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#define stw_havecoin 68
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#define stw_shapeLOD 69
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#define stw_areamap_info 70
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#define stw_enemytype 71
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#define stw_taginfo 72
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#define stw_work8 73
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#define stw_work9 74
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#define stw_wallangleY 75
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#define stw_bgparam 76
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#define stw_returnangle 77
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#define stw_bgpointer 78
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#define stw_soundparam 79
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/*-----------------------------------------------------------------------------*/
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#define look_player1 0
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#define look_player2 1
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#define look_mother 2
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#define look_nearshape 3
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#define look_nearenemy 4
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#define look_nearplayer 5
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#define look_neartarget 6
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/*-----------------------------------------------------------------------------*/
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#define CLEARSTAR_PLAYERPOS 0
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#define CLEARSTAR_NOWPOS 1
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#define CLEARSTAR_LOWSTAR 2
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#define CLEARSTAR_RAILSTAR 3
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/*-----------------------------------------------------------------------------*/
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#define CHILEDMODE_NO_CATCH 0
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#define CHILEDMODE_CATCH 1
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#define CHILEDMODE_THROW 2
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#define CHILEDMODE_DROP 3
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#define CHILEDMODE_RESET 4
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/*-----------------------------------------------------------------------------*/
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#define ENFLAG_FLY 1
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#define ENFLAG_DOWN 2
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/*-----------------------------------------------------------------------------*/
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#define BGTYPE_MOVEBG 1
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#define BGTYPE_BGCHECK_CAMERASKIP 2
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#define BGTYPE_BGCHECK_PLAYERSKIP 4
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#define BGTYPE_BGCHECK_WALL_XTYPE 8
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/*-----------------------------------------------------------------------------*/
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#define MOVESTAT_BGBOUND 1
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#define MOVESTAT_BGTOUCH 2
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#define MOVESTAT_BGTAKEOFF 4
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#define MOVESTAT_DIVE 8
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#define MOVESTAT_SURFACEWATER 16
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#define MOVESTAT_UNDERWATER 32
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#define MOVESTAT_BOTTOMWATER 64
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#define MOVESTAT_SKY 128
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#define MOVESTAT_OUTSCOPE 256
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#define MOVESTAT_WALL 512
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#define MOVESTAT_GAKE 1024
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#define MOVESTAT_FIRE 2048
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#define MOVESTAT_WATERJUMP 4096
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#define MOVESTAT_BIGBOUND 8192
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#define MOVESTAT_DEATHCODE 16384
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/*-----------------------------------------------------------------------------*/
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#define STRATMAIN_COINCLEAR 1
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#define STRATMAIN_DEMOMODE 2
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#define STRATMAIN_ENEMYSTOP 4
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#define STRATMAIN_PLAYERSTOP 8
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#define STRATMAIN_ALLSTOP 16
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#define STRATMAIN_DOOROPEN 32
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#define STRATMAIN_DEMOMODE_OK 64
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/*-----------------------------------------------------------------------------*/
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#define OBJNAME_BIRD 1
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#define OBJNAME_TAKE 2
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#define OBJNAME_DOOR 4
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#define OBJNAME_DAMAGE 8
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#define OBJNAME_COIN 16
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#define OBJNAME_ITEMHAT 32
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#define OBJNAME_BAR 64
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#define OBJNAME_NOKONOKO 128
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#define OBJNAME_TOGEZO 256
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#define OBJNAME_PUNCHITEM 512
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#define OBJNAME_WIND 1024
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#define OBJNAME_TRIPDOOR 2048
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#define OBJNAME_TRIPSTAR 4096
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#define OBJNAME_TRIPCHIMNEY 8192
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#define OBJNAME_CANNON 16384
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#define OBJNAME_PUNCHATTACK 32768
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#define OBJNAME_RECOVER 65536
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#define OBJNAME_MOTOS 131072
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#define OBJNAME_FIRE 262144
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#define OBJNAME_NOKOBOARD 524288
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#define OBJNAME_HANACYAN 1048576
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#define OBJNAME_WANWAN 2097152
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#define OBJNAME_HEYHO 4194304
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#define OBJNAME_FRIEND 8388608
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#define OBJNAME_TORNEDO 16777216
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#define OBJNAME_DRAINPIPE 33554432
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#define OBJNAME_SHELL 67108864
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#define OBJNAME_TRIPKAGO 134217728
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#define OBJNAME_TAMA 268435456
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#define OBJNAME_BIRIBIRI 536870912
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/*-----------------------------------------------------------------------------*/
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#define ENEMYINFO_ROBCOIN 1
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#define ENEMYINFO_DAMAGEOFF 2
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#define ENEMYINFO_CARRY 4
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#define ENEMYINFO_KUPPA 8
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#define ENEMYINFO_FRIEND_ENEMY 16
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#define ENEMYINFO_AUTO_DOOR 32
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#define ENEMYINFO_CATCH_OFF_REQUEST 64
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#define ENEMYINFO_FURAFURA 128
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#define ENEMYINFO_BOMB 256
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#define ENEMYINFO_HORIAGE 512
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#define ENEMYINFO_EXTSTAR 1024
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#define ENEMYINFO_FINALSTAR 2048
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#define ENEMYINFO_KANBAN 4096
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#define ENEMYINFO_EAT 8192
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#define ENEMYINFO_MESSAGE 16384
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/*-----------------------------------------------------------------------------*/
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#define objtype_player 0
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#define objtype_allfire 1
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#define objtype_plfire 2
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#define objtype_enfire 3
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#define objtype_enemyA 4
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#define objtype_enemyB 5
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#define objtype_item 6
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#define objtype_build 7
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#define objtype_option 8
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#define objtype_moveBG 9
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#define objtype_player_friend 10
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#define objtype_control 11
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#define objtype_effect 12
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#define objtype_totalcount 13
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/*-----------------------------------------------------------------------------*/
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#define code_player 1
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#define code_enemy 2
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#define code_zako 4
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#define code_kabe 8
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/*-----------------------------------------------------------------------------*/
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#define OBJECT_ON 1
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#define OBJECT_ERASE 2
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#define OBJECT_CALC_MOVEBG 4
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#define OBJECT_AREAOUT 8
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#define OBJECT_DEMOMOVEOBJ 16
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#define OBJECT_DEMOMOVEENTRY 32
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#define OBJECT_GHOST 64
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#define OBJECT_DITHER 128
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#define OBJECT_INITIAL 256
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#define OBJECT_PLFIRE_OFF 512
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#define OBJECT_NOWATER 1024
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/*-----------------------------------------------------------------------------*/
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#define ENEMYDEMO_LOOKPLAYER 1
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#define ENEMYDEMO_SETMESSAGE 2
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#define ENEMYDEMO_SETMESSAGE_YESNO 4
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#define ENEMYDEMO_CAMERA 8
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#define ENEMYDEMO_DLOG_NOSTOP 16
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/*-----------------------------------------------------------------------------*/
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#define stf_smoke 1
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#define stf_splash 2
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#define stf_sleep 4
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#define stf_twinkle 8
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#define stf_crash 16
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#define stf_bubble 32
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#define stf_diving 64
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#define stf_ripple 128
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#define stf_sink 256
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#define stf_bubblejet 512
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#define stf_wave 1024
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#define stf_firesmoke 2048
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#define stf_jumpsink 4096
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#define stf_grass 8192
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#define stf_sand 16384
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#define stf_mowan 32768
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#define stf_snow 65536
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#define stf_breath 131072
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#define stf_wallcrash 262144
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#define stf_punchcrash 524288
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/*-----------------------------------------------------------------------------*/
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#define stf_moveON 1
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#define stf_FspeedON 2
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#define stf_YspeedON 4
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#define stf_YangleSAME 8
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#define stf_ALLangleSAME 16
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#define stf_createON 32
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#define stf_playerdistON 64
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#define stf_alldispON 128
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#define stf_playerON 256
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#define stf_relativeON 512
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#define stf_catchON 1024
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#define stf_matrixON 2048
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#define stf_programstopON 4096
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#define stf_playerangleON 8192
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#define stf_NOramsave 16384
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/*-----------------------------------------------------------------------------*/
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#define stratmode_player1 1
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#define stratmode_player2 2
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#define stratmode_program 4
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#define stratmode_actorset_object 8
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#define stratmode_wakidashi_on 16
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#define stratmode_enemy_dead 32
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/*-----------------------------------------------------------------------------*/
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#define mks_exit 0
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#define mks_root 1
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#define mks_begin 2
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#define mks_end 3
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#define mks_joint 4
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/*-----------------------------------------------------------------------------*/
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#define ACTORTYPE_MAKEOBJ 0
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#define ACTORTYPE_ACTOR 1
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#define ACTORTYPE_TAG 2
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/*-----------------------------------------------------------------------------*/
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#define MODE_SWITCH_OFF 0
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#define MODE_SWITCH_ON_ANIME 1
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#define MODE_SWITCH_ON 2
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#define MODE_SWITCH_OFF_ANIME 3
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#define MODE_SWITCH_OFF_WAIT 4
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/*-----------------------------------------------------------------------------*/
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#define BURNSET_NOTHING 0
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#define BURNSET_NORMAL_COIN 1
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#define BURNSET_ESCAPE_COIN 2
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/*-----------------------------------------------------------------------------*/
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#define ITEMCODE_HAT_WING 0
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#define ITEMCODE_HAT_METAL 1
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#define ITEMCODE_HAT_ERASE 2
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#define ITEMCODE_NOKO 3
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#define ITEMCODE_COIN_1 4
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#define ITEMCODE_COIN_3 5
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#define ITEMCODE_COIN_10 6
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#define ITEMCODE_1UP 7
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#define ITEMCODE_GOALSTAR 8
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#define ITEMCODE_1UP_ESCAPE 9
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#define ITEMCODE_GOALSTAR_1 10
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#define ITEMCODE_GOALSTAR_2 11
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#define ITEMCODE_GOALSTAR_3 12
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#define ITEMCODE_GOALSTAR_4 13
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#define ITEMCODE_GOALSTAR_5 14
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#define ITEMCODE_GOALSTAR_6 15
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/*-----------------------------------------------------------------------------*/
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/********************************************************************************
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PATH PROGRAM MACRO
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********************************************************************************/
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#define stw_erasedist stw_movebg_checkdist
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#define MOVESTAT_NOSKY (MOVESTAT_BGBOUND+MOVESTAT_BGTOUCH+MOVESTAT_UNDERWATER+MOVESTAT_SURFACEWATER)
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#define MOVESTAT_GROUND (MOVESTAT_BGBOUND+MOVESTAT_BGTOUCH)
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#define MOVESTAT_WATER (MOVESTAT_DIVE+MOVESTAT_SURFACEWATER+MOVESTAT_UNDERWATER+MOVESTAT_BOTTOMWATER)
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#define MOVESTAT_STOP (MOVESTAT_SURFACEWATER+MOVESTAT_BOTTOMWATER+MOVESTAT_BGTOUCH)
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#define OBJNAME_KAMAKURA (0x40000000)
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#define OBJNAME_0 0
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#define OBJNAME_KURIBO OBJNAME_PUNCHATTACK
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#define OBJNAME_KILLER OBJNAME_DAMAGE
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#define OBJNAME_BIGSTONE OBJNAME_PUNCHATTACK
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#define objtype_enemyC objtype_item
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#define STF_HITINITIAL (1<<30)
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#define ITEMCODE_END 99
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#define allbit 0xffff
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#define p_animereset p_setd(animecounter,-1)
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#define p_animeinc p_addd(animecounter,1)
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#define p_animeset(n) p_setd(animecounter,(n))
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#define p_hitOFF p_setd(hit_timer,-1)
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#define p_hitON p_setd(hit_timer,0)
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#define p_setname(name) p_setd(objname,OBJNAME_##name)
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#define p_movebginfo(addr) p_setshapeinfo(addr)
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#define _pcmd(num) ((num)<<24)
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#define _pindex(num,index,work) ((num)<<24)+((index)<<16)+((work)&0xffff)
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#define _pdata(dataH,dataL) (((dataH)&0xffff)<<16)+((dataL)&0xffff)
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#define _pbyte(c0,c1,c2,c3) ((c0)<<24)+((c1)<<16)+((c2)<<8)+(c3)
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#define p_killobj p_killshape
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/********************************************************************************
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PATH COMMAND INDEX LIST
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********************************************************************************/
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#define pc_initialize 0
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#define pc_wait 1
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#define pc_jsr 2
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#define pc_rts 3
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#define pc_jmp 4
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#define pc_do 5
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#define pc_next 6
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#define pc_next_imm 7
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#define pc_while 8
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#define pc_loop 9
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#define pc_end 10
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#define pc_exit 11
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#define pc_program 12
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#define pc_addf 13
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#define pc_setf 14
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#define pc_addd 15
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#define pc_setd 16
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#define pc_setbit 17
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#define pc_clrbit 18
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#define pc_setangle_random 19
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#define pc_setf_random 20
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#define pc_setd_random 21
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#define pc_addf_random 22
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#define pc_addd_random 23
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#define pc_dprintf 24
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#define pc_dprintx 25
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#define pc_dprintd 26
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#define pc_changeshape 27
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#define pc_makeshape 28
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#define pc_killshape 29
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#define pc_BGcheckYset 30
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#define pc_WADDf 31
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#define pc_WADDd 32
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#define pc_softspritemodeON 33
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#define pc_shapeOFF 34
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#define pc_sethitbox 35
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#define pc_softspriteanime 36
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#define pc_wait_work 37
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#define pc_do_work 38
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#define pc_set_pointer 39
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#define pc_set_skelanime_number 40
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#define pc_makeobj 41
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#define pc_setshapeinfo 42
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#define pc_sethitbox2 43
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#define pc_makeobj_child 44
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#define pc_save_nowpos 45
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#define pc_setdamagebox 46
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#define pc_setobjname 47
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#define pc_setmovedata 48
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#define pc_setobjinfo 49
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#define pc_set_scale 50
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#define pc_mother_clrbit 51
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#define pc_inc_frame 52
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#define pc_shapeDISABLE 53
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#define pc_setlong 54
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#define pc_makeobj_initdata 55
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/********************************************************************************
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PATH COMMAND MACRO
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********************************************************************************/
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#define p_initialize(type) .word _pindex(pc_initialize,objtype_##type,0)
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#define p_wait(var) .word _pindex(pc_wait,0,var)
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#define p_jsr(addr) .word _pcmd(pc_jsr),addr
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#define p_rts .word _pcmd(pc_rts)
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#define p_jmp(addr) .word _pcmd(pc_jmp),addr
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#define p_do(var) .word _pindex(pc_do,0,var)
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#define p_next .word _pcmd(pc_next)
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#define p_next_imm .word _pcmd(pc_next_imm)
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#define p_while .word _pcmd(pc_while)
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#define p_loop .word _pcmd(pc_loop)
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#define p_end .word _pcmd(pc_end)
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#define p_exit .word _pcmd(pc_exit)
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#define p_program(addr) .word _pcmd(pc_program),addr
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#define p_addf(index,work) .word _pindex(pc_addf,stw_##index,work)
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#define p_setf(index,work) .word _pindex(pc_setf,stw_##index,work)
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#define p_addd(index,work) .word _pindex(pc_addd,stw_##index,work)
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#define p_setd(index,work) .word _pindex(pc_setd,stw_##index,work)
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#define p_setbit(index,flag) .word _pindex(pc_setbit,stw_##index,flag)
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#define p_clrbit(index,flag) .word _pindex(pc_clrbit,stw_##index,flag)
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#define p_setangle_random(index,base,offset) .word _pindex(pc_setangle_random,stw_##index,base),_pdata(offset,0)
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#define p_setf_random(index,base,offset) .word _pindex(pc_setf_random,stw_##index,base),_pdata(offset,0)
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#define p_setd_random(index,base,offset) .word _pindex(pc_setd_random,stw_##index,base),_pdata(offset,0)
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#define p_addf_random(index,base,offset) .word _pindex(pc_addf_random,stw_##index,base),_pdata(offset,0)
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#define p_addd_random(index,base,offset) .word _pindex(pc_addd_random,stw_##index,base),_pdata(offset,0)
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#define p_dprintf(index) .word _pindex(pc_dprintf,stw_##index,0)
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#define p_dprintx(index) .word _pindex(pc_dprintx,stw_##index,0)
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#define p_dprintd(index) .word _pindex(pc_dprintd,stw_##index,0)
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#define p_changeshape(index,shape) .word _pindex(pc_changeshape,stw_##index,shape)
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#define p_makeshape(shape,strat) .word _pcmd(pc_makeshape),shape,strat
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#define p_killshape .word _pcmd(pc_killshape)
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#define p_BGcheckYset .word _pcmd(pc_BGcheckYset)
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#define p_WADDf(s1,s2,s3) .word _pbyte(pc_WADDf,stw_##s1,stw_##s2,stw_##s3)
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#define p_WADDd(s1,s2,s3) .word _pbyte(pc_WADDd,stw_##s1,stw_##s2,stw_##s3)
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#define p_softspritemodeON .word _pcmd(pc_softspritemodeON)
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#define p_shapeOFF .word _pcmd(pc_shapeOFF)
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#define p_sethitbox(Rdata,Hdata) .word _pcmd(pc_sethitbox),_pdata(Rdata,Hdata)
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#define p_softspriteanime(animeNo) .word _pindex(pc_softspriteanime,0,animeNo)
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#define p_wait_work(work) .word _pindex(pc_wait_work,stw_##work,0)
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#define p_do_work(work) .word _pindex(pc_do_work,stw_##work,0)
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#define p_set_pointer(work,addr) .word _pindex(pc_set_pointer,stw_##work,0),addr
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#define p_set_skelanime_number(n) .word _pindex(pc_set_skelanime_number,n,0)
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#define p_makeobj(shape,strat,number) .word _pindex(pc_makeobj,0,number),shape,strat
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#define p_setshapeinfo(addr) .word _pcmd(pc_setshapeinfo),addr
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#define p_sethitbox2(Rdata,Hdata,Ldata) .word _pcmd(pc_sethitbox2),_pdata(Rdata,Hdata),_pdata(Ldata,0)
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#define p_makeobj_child(shape,strat) .word _pcmd(pc_makeobj_child),shape,strat
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#define p_save_nowpos .word _pcmd(pc_save_nowpos)
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#define p_setdamagebox(Rdata,Hdata) .word _pcmd(pc_setdamagebox),_pdata(Rdata,Hdata)
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#define p_setobjname(name) .word _pcmd(pc_setobjname),OBJNAME_##name
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#define p_setmovedata(d0,d1,d2,d3,d4,d5,d6,d7) .word _pcmd(pc_setmovedata),_pdata(d0,d1),_pdata(d2,d3),_pdata(d4,d5),_pdata(d6,d7)
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#define p_setobjinfo(name) .word _pcmd(pc_setobjinfo),ENEMYINFO_##name
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#define p_set_scale(scale) .word _pindex(pc_set_scale,0,scale)
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#define p_mother_clrbit(index,flag) .word _pindex(pc_mother_clrbit,stw_##index,0),flag
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#define p_inc_frame(index,frame) .word _pindex(pc_inc_frame,stw_##index,frame)
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#define p_shapeDISABLE .word _pcmd(pc_shapeDISABLE)
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#define p_setlong(index,data) .word _pindex(pc_setlong,stw_##index,0),data
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#define p_makeobj_initdata(addr) .word _pcmd(pc_makeobj_initdata),addr
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/*===============================================================================
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End Of File
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===============================================================================*/
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