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74960176e9
This is part of the `game.h` refactor from a few months ago. I'm parting those changes out into discrete PRs.
59 lines
1.8 KiB
C
59 lines
1.8 KiB
C
#ifndef CUTSCENE_H
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#define CUTSCENE_H
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#include <game.h>
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typedef enum {
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CSOP_END_CUTSCENE,
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CSOP_LINE_BREAK,
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CSOP_SET_SPEED,
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CSOP_SET_WAIT,
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CSOP_SCRIPT_UNKNOWN_4,
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CSOP_SET_PORTRAIT,
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CSOP_NEXT_DIALOG,
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CSOP_SET_POS,
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CSOP_CLOSE_DIALOG,
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CSOP_PLAY_SOUND,
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CSOP_WAIT_FOR_SOUND,
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CSOP_UNK_11,
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CSOP_SET_END,
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CSOP_SCRIPT_UNKNOWN_13,
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CSOP_SCRIPT_UNKNOWN_14,
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CSOP_SCRIPT_UNKNOWN_15,
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CSOP_WAIT_FOR_FLAG,
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CSOP_SET_FLAG,
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CSOP_SCRIPT_UNKNOWN_18,
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CSOP_LOAD_PORTRAIT,
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CSOP_SCRIPT_UNKNOWN_20,
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CSOP_SCRIPT_UNKNOWN_21,
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CSOP_SCRIPT_UNKNOWN_22,
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CSOP_SCRIPT_UNKNOWN_23,
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CSOP_SCRIPT_UNKNOWN_24,
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} CutsceneOpcode;
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#define script_half(x) (((x) & 0xFF0) >> 4), ((x) & 0xFF)
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#define script_word(x) (x & 0xFF000) >> 12, (x & 0xFF00) >> 8, script_half(x)
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#define END_CUTSCENE() CSOP_END_CUTSCENE
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#define LINE_BREAK() CSOP_LINE_BREAK
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#define SET_SPEED(x) CSOP_SET_SPEED, x
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#define SET_WAIT(x) CSOP_SET_WAIT, x
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#define SET_PORTRAIT(clut, side) CSOP_SET_PORTRAIT, clut, side
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#define NEXT_DIALOG() CSOP_NEXT_DIALOG
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#define SET_POS(x, y) CSOP_SET_POS, x, y
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#define CLOSE_DIALOG() CSOP_CLOSE_DIALOG
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#define PLAY_SOUND(id) CSOP_PLAY_SOUND, script_half(id)
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#define WAIT_FOR_SOUND() CSOP_WAIT_FOR_SOUND
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#define SCRIPT_UNKNOWN_11() CSOP_UNK_11
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#define SET_END(x) CSOP_SET_END, script_word(x)
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#define SCRIPT_UNKNOWN_14(x, y, z) \
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CSOP_SCRIPT_UNKNOWN_14, script_word(x), script_word(y), script_word(z)
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#define SCRIPT_UNKNOWN_15(x) CSOP_SCRIPT_UNKNOWN_15, script_word(x)
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#define WAIT_FOR_FLAG(x) CSOP_WAIT_FOR_FLAG, x
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#define SET_FLAG(x) CSOP_SET_FLAG, x
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#define LOAD_PORTRAIT(addr, id) CSOP_LOAD_PORTRAIT, script_word(addr), id
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#define SCRIPT_UNKNOWN_20(x) CSOP_SCRIPT_UNKNOWN_20, script_half(x)
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#define SCRIPT_UNKNOWN_23() CSOP_SCRIPT_UNKNOWN_23
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#endif // CUTSCENE_H
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