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zdefs.h
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zdefs.h
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//--------------------------------------------------------
// ZQuest Classic
// by Jeremy Craner, 1999-2000
//
// zdefs.h
//
// Data formats, definitions, and a few small functions
// for zelda.cc and zquest.cc
//
//--------------------------------------------------------
#ifndef _ZDEFS_H_
#define _ZDEFS_H_
#define DEVLEVEL 0
#define COLLECT_SCRIPT_ITEM_ZERO -32767
//DEVLEVEL 1 = extra debug tools
//DEVLEVEL 2 = force enable cheats
//DEVLEVEL 3 ?? (Seems to do nothing special)
//DEVLEVEL 4 = ignore quest passwords
#ifdef _DEBUG
#if DEVLEVEL < 4
#undef DEVLEVEL
#define DEVLEVEL 4
#endif
#endif
#if DEVLEVEL > 0
#define DEVLOGGING dev_logging
#define DEVDEBUG dev_debug
#define DEVTIMESTAMP dev_timestmp
#else
#define DEVLOGGING false
#define DEVDEBUG false
#define DEVTIMESTAMP false
#endif
//Conditional Debugging Compilation
//Script related
#define _FFDEBUG
//#define _FFDISSASSEMBLY
//#define _FFONESCRIPTDISSASSEMBLY
//Other
//#define _SKIPPASSWORDCHECK
/*
//DOS Graphics Modes
GFX_TEXT
GFX_AUTODETECT
GFX_AUTODETECT_FULLSCREEN
GFX_AUTODETECT_WINDOWED
GFX_SAFE
GFX_VGA
GFX_MODEX
GFX_VESA1
GFX_VESA2B
GFX_VESA2L
GFX_VESA3
GFX_VBEAF
//Windows Graphics Modes
GFX_TEXT
GFX_AUTODETECT
GFX_AUTODETECT_FULLSCREEN
GFX_AUTODETECT_WINDOWED
GFX_SAFE
GFX_DIRECTX
GFX_DIRECTX_ACCEL
GFX_DIRECTX_SOFT
GFX_DIRECTX_SAFE
GFX_DIRECTX_WIN
GFX_DIRECTX_OVL
GFX_GDI
//Linux Graphics Modes
GFX_TEXT
GFX_AUTODETECT
GFX_AUTODETECT_FULLSCREEN
GFX_AUTODETECT_WINDOWED
GFX_SAFE
GFX_FBCON
GFX_VBEAF
GFX_SVGALIB
GFX_VGA
GFX_MODEX
//X-Window Graphics Modes
GFX_TEXT
GFX_AUTODETECT
GFX_AUTODETECT_FULLSCREEN
GFX_AUTODETECT_WINDOWED
GFX_SAFE
GFX_XWINDOWS
GFX_XWINDOWS_FULLSCREEN
GFX_XDGA2
GFX_XDGA2_SOFT
//MacOS X Drivers
GFX_TEXT
GFX_AUTODETECT
GFX_AUTODETECT_FULLSCREEN
GFX_AUTODETECT_WINDOWED
GFX_SAFE
GFX_QUARTZ_FULLSCREEN
GFX_QUARTZ_WINDOW
*/
#include <cstdio>
#include <math.h>
#include <string.h>
#include <vector>
#include <set>
#include <assert.h>
#include <string>
#include "base/ints.h"
#include "metadata/metadata.h"
#include "base/zc_alleg.h"
#include "base/general.h"
#include "gamedata.h"
#include "base/zc_array.h"
#include "base/random.h"
#include "base/util.h"
#include "base/render.h"
#include "zconfig.h"
#include "user_object.h"
struct mapscr;
class solid_object;
class ffcdata;
struct cpos_info;
#define ZELDA_VERSION 0x0255 //version of the program
#define ZC_VERSION 25500 //Version ID for ZScript Game->Version
#define VERSION_BUILD 61 //V_BUILD build number of this version
//31 == 2.53.0 , leaving 32-39 for bugfixes, and jumping to 40.
//#define ZELDA_VERSION_STR "AEternal (v2.55) Alpha 37" //version of the program as presented in text
//#define IS_BETA -39 //is this a beta? (1: beta, -1: alpha)
//#define VERSION_BETA 39
//#define DATE_STR "19th October, 2019, 12:18GMT"
//__DATE__ and __TIME__ macros can simplify this, in the future.
//#define ZELDA_ABOUT_STR "ZC Player 'AEternal', Alpha 37"
#define COPYRIGHT_YEAR "2019" //shown on title screen and in ending
#define MIN_VERSION 0x0184
#define ZELDADAT_VERSION 0x0211 //version of zelda.dat
#define ZELDADAT_BUILD 17 //build of zelda.dat
#define SFXDAT_VERSION 0x0211 //version of sfx.dat
#define SFXDAT_BUILD 15 //build of sfx.dat
#define FONTSDAT_VERSION 0x0253 //version of fonts.dat
#define FONTSDAT_BUILD 30 //build of fonts.dat
#define QSTDAT_VERSION 0x0253 //version of qst.dat
#define QSTDAT_BUILD 30 //build of qst.dat
#define ZQUESTDAT_VERSION 0x0211 //version of zquest.dat
#define ZQUESTDAT_BUILD 18 //build of zquest.dat
enum {ENC_METHOD_192B104=0, ENC_METHOD_192B105, ENC_METHOD_192B185, ENC_METHOD_211B9, ENC_METHOD_211B18, ENC_METHOD_MAX};
//Moved these OS-dependent defs from 'ffasm.cpp', to be global.
#ifdef ALLEGRO_MACOSX
#define strnicmp strncasecmp
#endif
#ifdef ALLEGRO_MACOSX
#define strnicmp strncasecmp
#endif
#ifdef ALLEGRO_LINUX
#define strnicmp strncasecmp
#endif
#ifdef _MSC_VER
#define stricmp _stricmp
#define strnicmp _strnicmp
#define unlink _unlink
#endif
#ifdef _WIN32
#define PATH_SLASH '\\'
#define WRONG_PATH_SLASH '/'
#else
#define PATH_SLASH '/'
#define WRONG_PATH_SLASH '\\'
#endif
#define PI 3.14159265358979323846
#define ZC_ID(a,b,c,d) (((a)<<24) | ((b)<<16) | ((c)<<8) | (d))
//ID values of the different section types
#define ID_HEADER ZC_ID('H','D','R',' ') //quest header
#define ID_RULES ZC_ID('R','U','L','E') //quest rules
#define ID_STRINGS ZC_ID('S','T','R',' ') //message strings
#define ID_MISC ZC_ID('M','I','S','C') //misc data
#define ID_TILES ZC_ID('T','I','L','E') //tiles
#define ID_COMBOS ZC_ID('C','M','B','O') //combos
#define ID_CSETS ZC_ID('C','S','E','T') //csets (and pal names?)
#define ID_MAPS ZC_ID('M','A','P',' ') //maps
#define ID_DMAPS ZC_ID('D','M','A','P') //dmaps
#define ID_DOORS ZC_ID('D','O','O','R') //door combo sets
#define ID_ITEMS ZC_ID('I','T','E','M') //items
#define ID_WEAPONS ZC_ID('W','P','N',' ') //weapons
#define ID_COLORS ZC_ID('M','C','L','R') //misc. colors
#define ID_ICONS ZC_ID('I','C','O','N') //save game icons
#define ID_GRAPHICSPACK ZC_ID('G','P','A','K') //graphics pack header
#define ID_INITDATA ZC_ID('I','N','I','T') //initialization data
#define ID_GUYS ZC_ID('G','U','Y',' ') //guys
#define ID_MIDIS ZC_ID('M','I','D','I') //midis
#define ID_CHEATS ZC_ID('C','H','T',' ') //cheats
#define ID_SAVEGAME ZC_ID('S','V','G','M') //save game data (used in the save game file)
#define ID_COMBOALIASES ZC_ID('C','M','B','A') //combo alias
#define ID_HEROSPRITES ZC_ID('L','I','N','K') //Hero sprites
#define ID_SUBSCREEN ZC_ID('S','U','B','S') //subscreen data
#define ID_ITEMDROPSETS ZC_ID('D','R','O','P') //item drop set tables
#define ID_FAVORITES ZC_ID('F','A','V','S') //favorite combos and combo aliases
#define ID_FFSCRIPT ZC_ID('F','F','S','C') //ff scripts data
#define ID_SFX ZC_ID('S','F','X',' ') //sfx data
#define ID_ZINFO ZC_ID('Z','I','N','F') //ZInfo data
//Version number of the different section types
#define V_HEADER 8
#define V_RULES 17
#define V_STRINGS 10
#define V_MISC 15
#define V_TILES 3 //2 is a int32_t, max 214500 tiles (ZScript upper limit)
#define V_COMBOS 42
#define V_CSETS 5 //palette data
#define V_MAPS 27
#define V_DMAPS 17
#define V_DOORS 1
#define V_ITEMS 57
#define V_WEAPONS 8
#define V_COLORS 4 //Misc Colours
#define V_ICONS 10 //Game Icons
#define V_GRAPHICSPACK 1
#define V_INITDATA 34
#define V_GUYS 47
#define V_MIDIS 4
#define V_CHEATS 1
#define V_SAVEGAME 33
#define V_COMBOALIASES 4
#define V_HEROSPRITES 16
#define V_SUBSCREEN 7
#define V_ITEMDROPSETS 2
#define V_FFSCRIPT 21
#define V_SFX 8
#define V_FAVORITES 3
#define V_COMPATRULE 49
#define V_ZINFO 3
//= V_SHOPS is under V_MISC
/*
* Compatible version number of the different section types
* Basically, the last version number that this section type
* is just an extension of (ie. new variables are stuck on the end)
* instead of a complete rewrite (or variables added to the middle).
* If this and the version number are the same, then this is
* a total reworking of the section and probably won't be able
* to be read by anything that was written for a previous version.
*/
#define CV_HEADER 3
#define CV_RULES 1
#define CV_STRINGS 2
#define CV_MISC 7
#define CV_TILES 1
#define CV_COMBOS 1
#define CV_CSETS 1
#define CV_MAPS 9
#define CV_DMAPS 1
#define CV_DOORS 1
#define CV_ITEMS 15
#define CV_WEAPONS 1
#define CV_COLORS 1
#define CV_ICONS 1
#define CV_GRAPHICSPACK 1
#define CV_INITDATA 15
#define CV_GUYS 4
#define CV_MIDIS 3
#define CV_CHEATS 1
#define CV_SAVEGAME 5
#define CV_COMBOALIASES 1
#define CV_HEROSPRITES 1
#define CV_SUBSCREEN 3
#define CV_ITEMDROPSETS 1
#define CV_FFSCRIPT 1
#define CV_SFX 5
#define CV_FAVORITES 1
#define CV_ZINFO 0
// Loose Object Version Metadata
// If the version is 0, it is ther original.
// 'Higher Versions' use negative numbers, so -1 is newer than 0, -2 is newer than -1.
// Sorry for the ugly hack, but it maintains full compatibility through
// Packfile magic. -Z
#define V_ZCOMBO -1
#define V_ZMOD -1
#define V_ZTHEME -1
#define V_ZASM -1
#define V_ZTILE -1
#define V_ZTILESET -1
#define V_ZDMAP -1
#define V_ZALIAS -1
#define V_ZNPC -1
#define V_ZITEM -1
#define V_ZWPNSPR -1
void zprint(const char * const format,...);
void zprint2(const char * const format,...);
extern int32_t curr_tb_page;
extern int32_t original_playing_field_offset;
extern int32_t playing_field_offset;
extern int32_t passive_subscreen_height;
extern int32_t passive_subscreen_offset;
extern int32_t CSET_SIZE;
extern int32_t CSET_SHFT;
extern volatile bool close_button_quit;
// system colors
#define lc1(x) ((x)+192) // offset to 'level bg color' x (row 12)
#define lc2(x) ((x)+208) // offset to 'level fg color' x (row 13)
#define vc(x) ((x)+224) // offset to 'VGA color' x (row 14)
#define dvc(x) ((x)+240) // offset to dark 'VGA color' x (row 15)
#define r_lc1(x) ((x)-192)
#define r_lc2(x) ((x)-208)
#define r_vc(x) ((x)-224)
#define r_dvc(x) ((x)-240)
#define BLACK 253
#define WHITE 254
#define LARGE_W 912
#define LARGE_H 684
#define BYTE_FILTER 0xFF
#define DIAG_TO_SIDE 0.7071
#define SIDE_TO_DIAG 1.4142
#define STEP_DIAGONAL(s) (s*DIAG_TO_SIDE)
#define WRAP_CS2(cs,cs2) (get_qr(qr_OLDCS2)?((cs+cs2+16)%16):((cs+cs2+14)%14))
#define XOR(a,b) (!(a) != !(b))
// quest stuff
#define ZQ_TILES 0
#define ZQ_MIDIS2 1 //4 bytes
#define ZQ_CHEATS2 5
#define ZQ_MAXDATA 20
// lvlitems flags
#define liTRIFORCE 1
#define liMAP 2
#define liCOMPASS 4
#define liBOSS 8
#define liBOSSKEY 16
// sprite drawing flag bits
#define sprdrawflagALWAYSOLDDRAWS 1
// item "pick up" flags
#define ipBIGRANGE 1 // Collision rectangle is large
#define ipHOLDUP 2 // Hero holds up item when he gets it
#define ipONETIME 4 // Getting this item sets mITEM
#define ipDUMMY 8 // Dummy item. Can't get this.
#define ipCHECK 16 // Check restrictions (money in a shop, etc.)
#define ipMONEY 32 // This item causes money loss (bomb upgrade, swindle room, etc.)
#define ipFADE 64 // Blinks if fadeclk>0
#define ipENEMY 128 // Enemy is carrying it around
#define ipTIMER 256 // Disappears after a while
#define ipBIGTRI 512 // Large collision rectangle (used for large triforce)
#define ipNODRAW 1024 // Don't draw this (for underwater items)
#define ipONETIME2 2048 // Getting this item sets mSPECIALITEM
#define ipSECRETS 4096 // Trigger Secrets when picked up
#define ipCANGRAB 8192 // Always grabbable to hookshot/arrows/brang
//We have definitions for this below, but this is for scripted stuff in 2,54.
enum { warpfxNONE, warpfxBLACKOUT, warpfxWIPE, warpfxSCROLL, warpfxZAP, warpfxZAPIN, warpfxZAPOUT, warpfxWAVY,
warpfxWAVYIN, warpfxWAVYOUT, warpfxWAVYNOHERO, warpfxWAVYINNOHERO, warpfxWAVYOUTNOHERO,
warpfxLAST};
//wipe types - mosaic should be one of them.
enum { wipeNONE, wipeCOOL, wipeBLACK, wipeBSZELDA, wipeTRIANGLE, wipeCIRCLE, wipeALLSTARS, wipeLAST };
enum
{
wtCAVE, wtPASS, wtEXIT, wtSCROLL, wtIWARP, wtIWARPBLK, wtIWARPOPEN,
wtIWARPZAP, wtIWARPWAVE, wtNOWARP, wtWHISTLE, wtMAX
};
enum
{
weINSTANT, weCIRCLE, weOVAL, weTRIANGLE, weSMAS, weBLINDS_SMOOTH, weBLINDS_STEPPED, weMOSAIC, weWAVE_WHITE, weWAVE_BLACK, weFADE_WHITE, weFADE_BLACK, weDEFAULT_OC, weDEST_DEFAULT, weMAX
};
// sprite palettes
enum
{
spAQUA, spGLEEOK, spDIG, spGANON, spBROWN, spPILE, spBLUE, spRED,
spGOLD, spICON1, spICON2, spICON3, spICON4, spGLEEOKF, spFROZEN
};
// map flags
enum
{ //These are the COMBO flags. -Z
//0
mfNONE, mfPUSHUD, mfPUSH4, mfWHISTLE, mfANYFIRE,
//5
mfARROW, mfBOMB, mfFAIRY, mfRAFT, mfARMOS_SECRET,
//10
mfARMOS_ITEM, mfSBOMB, mfRAFT_BRANCH, mfDIVE_ITEM, mfLENSMARKER,
//15
mfZELDA, mfSECRETS01, mfSECRETS02, mfSECRETS03, mfSECRETS04,
//20
mfSECRETS05, mfSECRETS06, mfSECRETS07, mfSECRETS08, mfSECRETS09,
//25
mfSECRETS10, mfSECRETS11, mfSECRETS12, mfSECRETS13, mfSECRETS14,
//30
mfSECRETS15, mfSECRETS16, mfTRAP_H, mfTRAP_V, mfTRAP_4,
//35
mfTRAP_LR, mfTRAP_UD, mfENEMY0, mfENEMY1, mfENEMY2,
//40
mfENEMY3, mfENEMY4, mfENEMY5, mfENEMY6, mfENEMY7,
//45
mfENEMY8, mfENEMY9, mfPUSHLR, mfPUSHU, mfPUSHD,
//50
mfPUSHL, mfPUSHR, mfPUSHUDNS, mfPUSHLRNS, mfPUSH4NS,
//55
mfPUSHUNS, mfPUSHDNS, mfPUSHLNS, mfPUSHRNS, mfPUSHUDINS,
//60
mfPUSHLRINS, mfPUSH4INS, mfPUSHUINS, mfPUSHDINS, mfPUSHLINS,
//65
mfPUSHRINS, mfBLOCKTRIGGER, mfNOBLOCKS, mfBRANG, mfMBRANG,
//70
mfFBRANG, mfSARROW, mfGARROW, mfSTRONGFIRE, mfMAGICFIRE,
//75
mfDIVINEFIRE, mfWANDMAGIC, mfREFMAGIC, mfREFFIREBALL, mfSWORD,
//80
mfWSWORD, mfMSWORD, mfXSWORD, mfSWORDBEAM, mfWSWORDBEAM,
//85
mfMSWORDBEAM, mfXSWORDBEAM, mfHOOKSHOT, mfWAND, mfHAMMER,
//90
mfSTRIKE, mfBLOCKHOLE, mfMAGICFAIRY, mfALLFAIRY, mfSINGLE,
//95
mfSINGLE16, mfNOENEMY, mfNOGROUNDENEMY, mfSCRIPT1, mfSCRIPT2,
//100
mfSCRIPT3, mfSCRIPT4, mfSCRIPT5, mfRAFT_BOUNCE, mfPUSHED,
//105
mfSCRIPT6, mfSCRIPT7, mfSCRIPT8, mfSCRIPT9, mfSCRIPT10,
//110
mfSCRIPT11, mfSCRIPT12, mfSCRIPT13, mfSCRIPT14, mfSCRIPT15,
//115
mfSCRIPT16, mfSCRIPT17, mfSCRIPT18, mfSCRIPT19, mfSCRIPT20,
//120
mfPITHOLE, mfPITFALLFLOOR, mfLAVA, mfICE, mfICEDAMAGE,
//125
mfDAMAGE1, mfDAMAGE2, mfDAMAGE4, mfDAMAGE8, mfDAMAGE16,
//130
mfDAMAGE32, mfFREEZEALL, mfFREZEALLANSFFCS, mfFREEZEFFCSOLY, mfSCRITPTW1TRIG,
//135
mfSCRITPTW2TRIG, mfSCRITPTW3TRIG, mfSCRITPTW4TRIG, mfSCRITPTW5TRIG, mfSCRITPTW6TRIG,
//140
mfSCRITPTW7TRIG, mfSCRITPTW8TRIG, mfSCRITPTW9TRIG, mfSCRITPTW10TRIG, mfTROWEL,
//145
mfTROWELNEXT, mfTROWELSPECIALITEM,mfSLASHPOT, mfLIFTPOT, mfLIFTORSLASH,
//150
mfLIFTROCK, mfLIFTROCKHEAVY, mfDROPITEM, mfSPECIALITEM, mfDROPKEY,
//155
mfDROPLKEY, mfDROPCOMPASS, mfDROPMAP, mfDROPBOSSKEY, mfSPAWNNPC,
//160
mfSWITCHHOOK, mfSIDEVIEWLADDER, mfSIDEVIEWPLATFORM, mfNOENEMYSPAWN, mfENEMYALL,
//165
mfSECRETSNEXT, mfNOMIRROR, mfUNSAFEGROUND, mf168, mf169, mf170, mf171, mf172, mf173, mf174,
mf175, mf176, mf177, mf178, mf179, mf180, mf181, mf182, mf183, mf184, mf185, mf186, mf187,
mf188, mf189, mf190, mf191, mf192, mf193, mf194, mf195, mf196, mf197, mf198, mf199, mf200,
mf201, mf202, mf203, mf204, mf205, mf206, mf207, mf208, mf209, mf210, mf211, mf212, mf213,
mf214, mf215, mf216, mf217, mf218, mf219, mf220, mf221, mf222, mf223, mf224, mf225, mf226,
mf227, mf228, mf229, mf230, mf231, mf232, mf233, mf234, mf235, mf236, mf237, mf238, mf239,
mf240, mf241, mf242, mf243, mf244, mf245, mf246, mf247, mf248, mf249, mf250, mf251, mf252, mf253, mf254,
mfEXTENDED, mfMAX //256 for array sizing
//mfSLASHPOTSPECIALITEM, //stack flags to make a drop or special item
//mfLIFTPOTSPECIAL,
};
// combo types
//combo name strings come from defdata
enum
{
cNONE, cSTAIR, cCAVE, cWATER, cARMOS,
//5
cGRAVE, cDOCK, cUNDEF, cPUSH_WAIT, cPUSH_HEAVY,
//10
cPUSH_HW, cL_STATUE, cR_STATUE, cWALKSLOW, cCVUP,
//15
cCVDOWN, cCVLEFT, cCVRIGHT, cSWIMWARP, cDIVEWARP,
//20
cLADDERHOOKSHOT, cTRIGNOFLAG, cTRIGFLAG, cZELDA, cSLASH,
//25
cSLASHITEM, cPUSH_HEAVY2, cPUSH_HW2, cPOUND, cHSGRAB,
//30
cHSBRIDGE, cDAMAGE1, cDAMAGE2, cDAMAGE3, cDAMAGE4,
//35
cC_STATUE, cTRAP_H, cTRAP_V, cTRAP_4, cTRAP_LR,
//40
cTRAP_UD, cPIT, cHOOKSHOTONLY, cOVERHEAD, cNOFLYZONE,
//45
cMIRROR, cMIRRORSLASH, cMIRRORBACKSLASH, cMAGICPRISM, cMAGICPRISM4,
//50
cMAGICSPONGE, cCAVE2, cEYEBALL_A, cEYEBALL_B, cNOJUMPZONE,
//55
cBUSH, cFLOWERS, cTALLGRASS, cSHALLOWWATER, cLOCKBLOCK,
//60
cLOCKBLOCK2, cBOSSLOCKBLOCK, cBOSSLOCKBLOCK2, cLADDERONLY, cBSGRAVE,
//65
cCHEST, cCHEST2, cLOCKEDCHEST, cLOCKEDCHEST2, cBOSSCHEST,
//70
cBOSSCHEST2, cRESET, cSAVE, cSAVE2, /*cVERTICAL,*/ cCAVEB,
//75
cCAVEC, cCAVED, cSTAIRB, cSTAIRC, cSTAIRD,
//80
cPITB, cPITC, cPITD, cCAVE2B, cCAVE2C,
//85
cCAVE2D, cSWIMWARPB, cSWIMWARPC, cSWIMWARPD, cDIVEWARPB,
//90
cDIVEWARPC, cDIVEWARPD, cSTAIRR, cPITR, cAWARPA,
//95
cAWARPB, cAWARPC, cAWARPD, cAWARPR, cSWARPA,
//100
cSWARPB, cSWARPC, cSWARPD, cSWARPR, cSTRIGNOFLAG,
//105
cSTRIGFLAG, cSTEP, cSTEPSAME, cSTEPALL, cSTEPCOPY,
//110
cNOENEMY, cBLOCKARROW1, cBLOCKARROW2, cBLOCKARROW3, cBLOCKBRANG1,
//115
cBLOCKBRANG2, cBLOCKBRANG3, cBLOCKSBEAM, cBLOCKALL, cBLOCKFIREBALL,
//120
cDAMAGE5, cDAMAGE6, cDAMAGE7, cCHANGE/**DEPRECATED**/, cSPINTILE1,
//125
cSPINTILE2, cSCREENFREEZE, cSCREENFREEZEFF, cNOGROUNDENEMY, cSLASHNEXT,
//130
cSLASHNEXTITEM, cBUSHNEXT, cSLASHTOUCHY, cSLASHITEMTOUCHY, cBUSHTOUCHY,
//135
cFLOWERSTOUCHY, cTALLGRASSTOUCHY, cSLASHNEXTTOUCHY, cSLASHNEXTITEMTOUCHY, cBUSHNEXTTOUCHY,
//140
cEYEBALL_4, cTALLGRASSNEXT, cSCRIPT1, cSCRIPT2, cSCRIPT3,
//145
cSCRIPT4, cSCRIPT5, cSCRIPT6, cSCRIPT7, cSCRIPT8,
//150
cSCRIPT9, cSCRIPT10, cSCRIPT11, cSCRIPT12, cSCRIPT13,
//155
cSCRIPT14, cSCRIPT15, cSCRIPT16, cSCRIPT17, cSCRIPT18,
//160
cSCRIPT19, cSCRIPT20, cTRIGGERGENERIC, cPITFALL, cSTEPSFX,
//165
cBRIDGE, cSIGNPOST, cCSWITCH, cCSWITCHBLOCK, cTORCH,
//170
cSPOTLIGHT, cGLASS, cLIGHTTARGET, cSWITCHHOOK, cBUTTONPROMPT,
//175
cCUSTOMBLOCK, cSHOOTER, cSLOPE, cCUTSCENETRIG, cPUSHBLOCK,
//180
cICY,
cMAX,
// ! potential new stuff that I might decide it is worth adding.
//Five additional user script types,
//165
cDIG, cDIGNEXT, cDIGITEM, //Dig a hole, dig a hole.
/* pot, or rock:
lift and slash combos need a 'break' sprite set in the combo editor.
The lifted object also needs a 'damage enemies' value, so that when thrown
it makes an lweapon. The leweapon type, and damage should be inputs
in the combo editor. -1 to damage means enemies ignore it.
-1 to weapon means that itdoesn't generate a weapon.
The default type should be LW_POT, which we need to add, or LW_ROCK.
We should add both of these.
These should also include a break sound, a throw sound, and possibly other
attributes such as throw distance. Sideview behaviour must be very carefully
defined. -Z
*/
//168
//normal (use undercombo), lift and generate drop item, lift and generate special item (screen item)
cLIFT, cLIFTITEM, cLIFTSPECITER,
//171
//lift and show next combo, same plus item drop, same with room item
cLIFTNEXT, cLIFTNEXTITEM, cLIFTNEXTSPECITEM,
//174
//lift or slash (do not change combo; use undercombo), ...and make drop item, ...and make room item
cLIFTSLASH, cLIFTSLAHITEM, cLIFTSLASHSPECITEM,
//177
//lift or shash, then change the combo at its position to the 'next combo', ...
//...and make drop, ...and make screen room item
cLIFTSLASHNEXT, cLIFTSLASHNEXTITEM, cLIFTSLASHNEXTSPECITEM,
//180
cBREAKAWAYFLOOR, //as combo cycling to pit, but it makes a sound? Might be useful?
//181
cFREEZEFFCONLY, //freezes only scripts
//182
// cSYS183, cSYS184, cSYS185, cSYS186, cSYS187, cSYS188, cSYS189, cSYS190,
// cSYS191, cSYS192, cSYS193, cSYS194, cSYS195, cSYS196, cSYS197, cSYS198, cSYS199, cSYS200,
// cSYS201, cSYS202, cSYS203, cSYS204, cSYS205, cSYS206, cSYS207, cSYS208, cSYS209, cSYS210,
// cSYS211, cSYS212, cSYS213, cSYS214, cSYS215, cSYS216, cSYS217, cSYS218, cSYS219, cSYS220,
// cSYS221, cSYS222, cSYS223, cSYS224, cSYS225, cSYS226, cSYS227, cSYS228, cSYS229, cSYS230,
// cSYS231, cSYS232, cSYS233, cSYS234, cSYS235, cSYS236, cSYS237, cSYS238, cSYS239, cSYS240,
// cSYS241, cSYS242, cSYS243, cSYS244, cSYS245, cSYS246, cSYS247, cSYS248, cSYS249, cSYS250,
// cSYS251, cSYS252, cSYS253, cSYS254,
//Should be 255
cEXPANDED=255, //Set to this, and then select an expansion[0] type for the 'oombo editor'.
//2.54, these would need filepack changes. Needs V_COMBOS.
cMAX250 //Old max, to make filepack handling easier.
//These need to be in a new, index of expansion[].
//Let's use expansion[0] for now.
//cMAX
};
#define PITFALL_FALL_FRAMES 70
#define WATER_DROWN_FRAMES 64
//Combo editor and additional system combos for combo type 'expanded'.
//We could also change .type from a byte to a word, and typecast (byte)combo.type for old quests.
//That would make 2.50 exporting harder, though.
enum
{
cUSER000, cUSER001, cUSER002, cUSER003, cUSER004, cUSER005, cUSER006, cUSER007, cUSER008, cUSER009,
cUSER010, cUSER011, cUSER012, cUSER013, cUSER014, cUSER015, cUSER016, cUSER017, cUSER018, cUSER019,
cUSER020, cUSER021, cUSER022, cUSER023, cUSER024, cUSER025, cUSER026, cUSER027, cUSER028, cUSER029,
cUSER030, cUSER031, cUSER032, cUSER033, cUSER034, cUSER035, cUSER036, cUSER037, cUSER038, cUSER039,
cUSER040, cUSER041, cUSER042, cUSER043, cUSER044, cUSER045, cUSER046, cUSER047, cUSER048, cUSER049,
cUSER050, cUSER051, cUSER052, cUSER053, cUSER054, cUSER055, cUSER056, cUSER057, cUSER058, cUSER059,
cUSER060, cUSER061, cUSER062, cUSER063, cUSER064, cUSER065, cUSER066, cUSER067, cUSER068, cUSER069,
cUSER070, cUSER071, cUSER072, cUSER073, cUSER074, cUSER075, cUSER076, cUSER077, cUSER078, cUSER079,
cUSER080, cUSER081, cUSER082, cUSER083, cUSER084, cUSER085, cUSER086, cUSER087, cUSER088, cUSER089,
cUSER090, cUSER091, cUSER092, cUSER093, cUSER094, cUSER095, cUSER096, cUSER097, cUSER098, cUSER099,
cUSER100, cUSER101, cUSER102, cUSER103, cUSER104, cUSER105, cUSER106, cUSER107, cUSER108, cUSER109,
cUSER110, cUSER111, cUSER112, cUSER113, cUSER114, cUSER115, cUSER116, cUSER117, cUSER118, cUSER119,
cUSER120, cUSER121, cUSER122, cUSER123, cUSER124, cUSER125, cUSER126, cUSER127,
cSYSTEM000, cSYSTEM001, cSYSTEM002, cSYSTEM003, cSYSTEM004, cSYSTEM005, cSYSTEM006, cSYSTEM007, cSYSTEM008, cSYSTEM009,
cSYSTEM010, cSYSTEM011, cSYSTEM012, cSYSTEM013, cSYSTEM014, cSYSTEM015, cSYSTEM016, cSYSTEM017, cSYSTEM018, cSYSTEM019,
cSYSTEM020, cSYSTEM021, cSYSTEM022, cSYSTEM023, cSYSTEM024, cSYSTEM025, cSYSTEM026, cSYSTEM027, cSYSTEM028, cSYSTEM029,
cSYSTEM030, cSYSTEM031, cSYSTEM032, cSYSTEM033, cSYSTEM034, cSYSTEM035, cSYSTEM036, cSYSTEM037, cSYSTEM038, cSYSTEM039,
cSYSTEM040, cSYSTEM041, cSYSTEM042, cSYSTEM043, cSYSTEM044, cSYSTEM045, cSYSTEM046, cSYSTEM047, cSYSTEM048, cSYSTEM049,
cSYSTEM050, cSYSTEM051, cSYSTEM052, cSYSTEM053, cSYSTEM054, cSYSTEM055, cSYSTEM056, cSYSTEM057, cSYSTEM058, cSYSTEM059,
cSYSTEM060, cSYSTEM061, cSYSTEM062, cSYSTEM063, cSYSTEM064, cSYSTEM065, cSYSTEM066, cSYSTEM067, cSYSTEM068, cSYSTEM069,
cSYSTEM070, cSYSTEM071, cSYSTEM072, cSYSTEM073, cSYSTEM074, cSYSTEM075, cSYSTEM076, cSYSTEM077, cSYSTEM078, cSYSTEM079,
cSYSTEM080, cSYSTEM081, cSYSTEM082, cSYSTEM083, cSYSTEM084, cSYSTEM085, cSYSTEM086, cSYSTEM087, cSYSTEM088, cSYSTEM089,
cSYSTEM090, cSYSTEM091, cSYSTEM092, cSYSTEM093, cSYSTEM094, cSYSTEM095, cSYSTEM096, cSYSTEM097, cSYSTEM098, cSYSTEM099,
cSYSTEM100, cSYSTEM101, cSYSTEM102, cSYSTEM103, cSYSTEM104, cSYSTEM105, cSYSTEM106, cSYSTEM107, cSYSTEM108, cSYSTEM109,
cSYSTEM110, cSYSTEM111, cSYSTEM112, cSYSTEM113, cSYSTEM114, cSYSTEM115, cSYSTEM116, cSYSTEM117, cSYSTEM118, cSYSTEM119,
cSYSTEM120, cSYSTEM121, cSYSTEM122, cSYSTEM123, cSYSTEM124, cSYSTEM125, cSYSTEM126, cSYSTEM127,
cEXPANDED_MAX
};
#define lensflagSHOWHINTS = 0x0010;
#define lensflagHIDESECRETS = 0x0020;
#define lensflagNOXRAY = 0x0400;
#define lensflagSHOWRAFTPATHS = 0x0800;
#define lensflagSHOWINVISENEMIES = 0x1000;
enum
{
USR_MIDI_DEATH, USR_MIDI_GAMEOVER, USR_MIDI_OVERWORLD, USR_MIDI_DUNGEON, USR_MIDI_LEVELNINE, USR_MIDI_MAX
}; //Obviously, the overworld, dungeon and L9 midis don;t need to be here, but we can define some user space for o
// otherwise hardcoded sounds, and use these instead of hardcoded SFX if they are set somehow.
// directions
enum direction { dir_invalid = -1, up, down, left, right, l_up, r_up, l_down, r_down };
const direction oppositeDir[]= {down, up, right, left, r_down, l_down, r_up, l_up};
const direction normalDir[]={up,down,left,right,l_up,r_up,l_down,r_down,up,r_up,right,r_down,down,l_down,left,l_up};
const direction xDir[] = { dir_invalid,dir_invalid,left,right,left,right,left,right };
const direction yDir[] = { up,down,dir_invalid,dir_invalid,up,up,down,down };
direction X_DIR(int32_t dir);
direction Y_DIR(int32_t dir);
direction XY_DIR(int32_t xdir, int32_t ydir);
direction GET_XDIR(zfix const& sign);
direction GET_YDIR(zfix const& sign);
direction GET_DIR(zfix const& dx, zfix const& dy);
#define NORMAL_DIR(dir) ((dir >= 0 && dir < 16) ? normalDir[dir] : dir_invalid)
// refill stuff
enum { REFILL_NONE, REFILL_FAIRYDONE, REFILL_LIFE, REFILL_MAGIC, REFILL_ALL};
#define REFILL_FAIRY -1
// 2.55 lighting stuff
enum { pal_litDEFAULT, pal_litOVERRIDE, pal_litRESET, pal_litSET, pal_litRESETONLY };
//Z-axis related
#define FEATHERJUMP 80
//other
#define MAXDRUNKCLOCK 500
enum
{
dBUSHLEAVES, dFLOWERCLIPPINGS, dGRASSCLIPPINGS, dHAMMERSMACK,
dTALLGRASS, dRIPPLES, dDIVINEPROTECTIONSHIELD, dHOVER, dCOMBOSPRITE,
dCUSTOMWALK,
dMAXDECORATIONS
};
// items
enum // value matters because of current quest file data
{
iRupy, i5Rupies, iHeart, iBombs, iClock,
iSword, iWSword, iMSword, iShield, iKey,
// 10
iBCandle, iRCandle, iLetter, iArrow, iSArrow,
iBow, iBait, iBRing, iRRing, iBracelet,
// 20
iTriforce, iMap, iCompass, iBrang, iMBrang,
iWand, iRaft,iLadder,iHeartC, iBPotion,
// 30
iRPotion, iWhistle,iBook, iMKey, iFairyMoving,
iFBrang, iXSword, iMShield, i20Rupies, i50Rupies,
// 40
i200Rupies, iWallet500, iWallet999, iPile, iBigTri,
iSelectA, iMisc1, iMisc2, iSBomb, iHCPiece,
// 50
iAmulet, iFlippers, iHookshot, iLens, iHammer,
iBoots, iL2Bracelet, iGArrow, iMagicC, iSMagic,
// 60
iLMagic, iGRing, iKillAll, iL2Amulet, iDivineFire,
iDivineEscape, iDivineProtection, iBossKey, iBow2, iFairyStill,
// 70
i1ArrowAmmo, i5ArrowAmmo, i10ArrowAmmo, i30ArrowAmmo, iQuiver,
iQuiverL2, iQuiverL3, i1BombAmmo, i4BombAmmo, i8BombAmmo,
// 80
i30BombAmmo, iBombBag, iBombBagL2, iBombBagL3, iLevelKey,
iSelectB, i10Rupies, i100Rupies, iCByrna, iLongshot,
// 90
iLetterUsed,iRocsFeather,iHoverBoots,iSShield,iSpinScroll,
iCrossScroll,iQuakeScroll,iL2QuakeScroll,iL2SpinScroll,iWhispRing,
// 100
iL2WhispRing, iChargeRing, iL2ChargeRing, iPerilScroll, iWalletL3,
iQuiverL4, iBombBagL4, iOldGlove, iL2Ladder,iWealthMedal,
// 110
iL2WealthMedal, iL3WealthMedal,iHeartRing, iL2HeartRing, iL3HeartRing,
iMagicRing, iL2MagicRing, iL3MagicRing, iL4MagicRing, iStoneAgony,
// 120
iStompBoots, iPerilRing, iWhimsicalRing,
iCustom1, iCustom2, iCustom3, iCustom4, iCustom5,
iCustom6, iCustom7, iCustom8, iCustom9, iCustom10,
iCustom11, iCustom12, iCustom13, iCustom14, iCustom15,
iCustom16, iCustom17, iCustom18, iCustom19, iCustom20,
iLast
};
// Shield projectile blocking
#define shROCK 0x001
#define shARROW 0x002
#define shBRANG 0x004
#define shFIREBALL 0x008
#define shSWORD 0x010
#define shMAGIC 0x020
#define shFLAME 0x040
#define shSCRIPT 0x080
#define shFIREBALL2 0x100 // Boss fireball, not ewFireball2
#define shLIGHTBEAM 0x200 //Light puzzle beams
// item sets
enum
{
isNONE, isDEFAULT, isBOMBS, isMONEY, isLIFE, isBOMB100, isSBOMB100,
isMAGIC, isMAGICBOMBS, isMAGICMONEY, isMAGICLIFE, isMAGIC2, isTALLGRASS, isMAX
};
// weapons (in qst data)
enum
{
wSWORD, wWSWORD, wMSWORD, wXSWORD, wBRANG,
wMBRANG, wFBRANG, wBOMB, wSBOMB, wBOOM,
// 10
wARROW, wSARROW, wFIRE, wWIND, wBAIT,
wWAND, wMAGIC, ewFIREBALL, ewROCK, ewARROW,
// 20
ewSWORD, ewMAGIC, iwSpawn, iwDeath, iwSwim,
wHAMMER, wHSHEAD, wHSCHAIN_H, wHSHANDLE, wSSPARKLE,
// 30
wGSPARKLE, wMSPARKLE, wFSPARKLE, iwHammerSmack, wGARROW,
ewFLAME, ewWIND, iwMMeter, wDIVINEFIRE1A, wDIVINEFIRE1B,
// 40
wDIVINEFIRES1A, wDIVINEFIRES1B, wHSCHAIN_V, iwMore, iwBossMarker,
iwHeroSlash, wSWORDSLASH, wWSWORDSLASH, wMSWORDSLASH, wXSWORDSLASH,
// 50
iwShadow, iwLargeShadow, iwBushLeaves, iwFlowerClippings, iwGrassClippings,
iwTallGrass, iwRipples, iwNPCs, wDIVINEPROTECTION1A, wDIVINEPROTECTION1B,
// 60
wDIVINEPROTECTIONS1A, wDIVINEPROTECTIONS1B, wDIVINEPROTECTION2A, wDIVINEPROTECTION2B, wDIVINEPROTECTIONS2A,
wDIVINEPROTECTIONS2B, iwDivineProtectionShieldFront, iwDivineProtectionShieldBack, iwSubscreenVine, wCBYRNA,
// 70
wCBYRNASLASH, wLSHEAD, wLSCHAIN_H, wLSHANDLE, wLSCHAIN_V,
wSBOOM, ewBOMB, ewSBOMB, ewBOOM, ewSBOOM,
// 80
ewFIRETRAIL, ewFLAME2, ewFLAME2TRAIL, ewICE, iwHover,
wFIREMAGIC, iwQuarterHearts, wCBYRNAORB, //iwSideLadder, iwSideRaft,
wLast, wSCRIPT, wMAX=256
};
//Types of hit detection
#define HIT_BY_NPC 0
#define HIT_BY_EWEAPON 1
#define HIT_BY_LWEAPON 2
#define HIT_BY_FFC 3
#define HIT_BY_NPC_UID 4
#define HIT_BY_EWEAPON_UID 5
#define HIT_BY_LWEAPON_UID 6
#define HIT_BY_FFC_UID 7
#define HIT_BY_LWEAPON_PARENT_ID 8
#define HIT_BY_LWEAPON_PARENT_FAMILY 9
#define HIT_BY_NPC_TYPE 10
#define HIT_BY_EWEAPON_TYPE 11
#define HIT_BY_LWEAPON_TYPE 12
#define HIT_BY_NPC_ENGINE_UID 13
#define HIT_BY_EWEAPON_ENGINE_UID 14
#define HIT_BY_LWEAPON_ENGINE_UID 15
#define HIT_BY_NPC_ID 16
#define NUM_HIT_TYPES_USED 17
// weapon types in game engine
enum
{
// 0
wNone,wSword,wBeam,wBrang,
wBomb,wSBomb,wLitBomb,wLitSBomb,
// 8
wArrow,wFire,wWhistle,wBait,
wWand,wMagic,wCatching,wWind,
// 16
wRefMagic,wRefFireball,wRefRock, wHammer,
wHookshot, wHSHandle, wHSChain, wSSparkle,
// 24
wFSparkle, wSmack, wPhantom, wCByrna,
//28
wRefBeam, wStomp,
//30
lwMax,
// Dummy weapons - must be between lwMax and wEnemyWeapons!
//31
wScript1, wScript2, wScript3, wScript4,
//35
wScript5, wScript6, wScript7, wScript8,
//39
wScript9, wScript10, wIce, wFlame, //ice rod, fire rod
wSound, // -Z: sound + defence split == digdogger, sound + one hit kill == pols voice -Z
wThrown, wPot, //Thrown pot or rock -Z //Just gonna use a single 'wThrown' -Em
wLit, //Lightning or Electric -Z
wBombos, wEther, wQuake,// -Z
wSword180, wSwordLA,
wBugNet,
// Enemy weapons
wEnemyWeapons=128,
//129
ewFireball,ewArrow,ewBrang,ewSword,
ewRock,ewMagic,ewBomb,ewSBomb,
//137
ewLitBomb,ewLitSBomb,ewFireTrail,ewFlame,
ewWind,ewFlame2,ewFlame2Trail,
//145
ewIce,ewFireball2,
wMax
};
enum defWpnSprite
{
//0
ws_0,
wsBeam = 0,
wsRefBeam = 1,
wsSword2 = 1,
wsSword3,
wsSword4,
wsBrang,
wsBrang2,
wsBrang3,
wsBomb,
wsSBomb,
wsBombblast,
//10
wsArrow,
wsArrow2,
wsFire,
wsWind,
wsBait,
wsWandHandle,
wsMagic,
wsRefFireball,
wsFireball = 17,
wsFireball2 = 17,
wsRock,
wsEArrow,
//20
wsEBeam,
wsRefMagic,
wsEMagic = 21,
wsSpawn,
wsDeath,
wsUnused24,
wsHammer,
wsHookshotHead,
wsHookshotChainH,
wsHookshotHandle,
wsFireSparkle, //silver sparkle
wsSilverSparkle = 29, //silver sparkle
//30
wsGoldSparkle,
wsBrang2Sparkle,
wsBrang3Sparkle,
wsHammerSmack,
wArrow3,
wsEFire,
wsEWind,
wsMagicGauge,
wsDFireFalling,
wsDFireRising,
//40
wsDFireTrailRising,
wsDFireTrailFalling,
wsHookshotChainV,
wsMore,
wsUnused44,
wsUnused45,
wsSword1Slash,
wsSword2Slash,
wsSword3Slash,
wsSword4Slash,
//50
wsShadow,
wsShadowLarge,
wsBushLeaves,
wsFlowerClippings,
wsGrassGlippings,
wsTallGrass,
wsRipples,
wsUnused57,
wsNayLoveLeft,
wsNayLoveLeftReturn,
//60
wsNayLoveTrailLeft,
wsNayLoveTrailLeftReturn,
wsNayLoveRight,
wsNayLoveRightReturn,
wsNayLoveTrailRight,
wsNayLoveTrailRightReturn,
wsNayLoveShieldFront,
wsNayLoveShieldBack,
wsSubscreenVine,
wsByrnaCane,
//70
wsByrnaSlash,
wsLongshotHead,
wsLongshotChainH,
wsLongshotHandle,
wsLongshotChainV,
wsSbombblast,
wsEBomb,
wsESbomb,
wsEBombblast,
wsESbombblast,
//80
wsEFiretrail,
wsEFire2,
wsEFiretrail2,
wsIce,
wsHoverboots,
wsMagicFire,
wsQuarterHeartPieces,
wsByrnaBeam,
wsFirework,
wsLast
};
// phantom weapon types
enum
{