NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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game_constants.h
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1#pragma once
2#include <types.h>
3
4/// @file
5// Please place the defines/enums in alphabetical order!
6
7/// @addtogroup constants
8/// @{
9
10#define AMBUSH_ENEMY_COUNT 4 ///< The maximum amount of ambush enemies per world map.
11
12#define HINT_MOVIE_COUNT 70 ///< The total hint movie count.
13
14#define MAX_LIVES 99 ///< The maximum life count.
15
16#define MAX_STOCK_ITEM 99 ///< The maximum inventory amount per item.
17
18#define SAVE_SLOT_COUNT 3 ///< The total save slot count.
19
20#define STAR_COIN_COUNT 3 ///< The amount of Star Coins per level.
21
22#define STARTING_LIVES_COUNT 5 ///< The amount of starting lives.
23
24#define SUPER_GUIDE_DEATH_COUNT 8 ///< The amount of deaths required for the Super Guide to show.
25
26/// @brief The identifiers for each character.
28 PLAYER_MARIO,
29 PLAYER_LUIGI,
30 PLAYER_BLUE_TOAD,
31 PLAYER_YELLOW_TOAD,
32 PLAYER_COUNT
33};
34
35/// @brief Various flags applied to the player on occasion.
37 CREATE_ITEM_NONE = BIT_FLAG(-1),
38 CREATE_ITEM_STAR_POWER = BIT_FLAG(0), ///< Gives the player Star Power.
39 CREATE_ITEM_YOSHI = BIT_FLAG(1), ///< Spawns a Yoshi along with the player.
40 CREATE_ITEM_BUBBLE = BIT_FLAG(2), ///< Spawns the player inside a bubble.
41 CREATE_ITEM_RESCUE_TOAD = BIT_FLAG(3) ///< Spawns a Rescue Toad instead of the regular player character.
42};
43
44/// @brief The identifiers for each powerup.
46 POWERUP_NONE,
47 POWERUP_MUSHROOM,
48 POWERUP_FIRE_FLOWER,
49 POWERUP_MINI_MUSHROOM,
50 POWERUP_PROPELLER_SHROOM,
51 POWERUP_PENGUIN_SUIT,
52 POWERUP_ICE_FLOWER,
53 POWERUP_COUNT
54};
55
56/// @brief The numbers corresponding to each level type.
57enum STAGE_e {
58 STAGE_1,
59 STAGE_2,
60 STAGE_3,
61 STAGE_4,
62 STAGE_5,
63 STAGE_6,
64 STAGE_7,
65 STAGE_8,
66 STAGE_9,
67 STAGE_COIN_BATTLE = 19,
68 STAGE_GHOST_HOUSE,
69 STAGE_TOWER,
70 STAGE_TOWER_2, ///< @unused
71 STAGE_CASTLE,
72 STAGE_CASTLE_2, ///< @unused
73 STAGE_KINOKO_HOUSE,
74 STAGE_KINOKO_HOUSE_2,
75 STAGE_KINOKO_HOUSE_3,
76 STAGE_KINOKO_HOUSE_4,
77 STAGE_ENEMY = 32,
78 STAGE_ENEMY_2,
79 STAGE_ENEMY_3,
80 STAGE_CANNON,
81 STAGE_DOOMSHIP = 37,
82 STAGE_RESCUE, ///< When used, it loads the Toad Rescue level for the corresponding world.
83 STAGE_TITLE,
84 STAGE_PEACH_CASTLE,
85 STAGE_STAFFROLL,
86 STAGE_COUNT
87};
88
89/// @brief The numbers corresponding to each world.
90enum WORLD_e {
91 WORLD_1,
92 WORLD_2,
93 WORLD_3,
94 WORLD_4,
95 WORLD_5,
96 WORLD_6,
97 WORLD_7,
98 WORLD_8,
99 WORLD_9,
100 WORLD_10, ///< @unused
101 WORLD_COUNT,
102
103 LAST_WORLD = WORLD_8,
104 LAST_SPECIAL_WORLD = WORLD_9,
105 NORMAL_WORLD_COUNT = LAST_WORLD + 1,
106 SPECIAL_WORLD_COUNT = LAST_SPECIAL_WORLD - LAST_WORLD
107};
108
109/// @}
WORLD_e
The numbers corresponding to each world.
PLAYER_CHARACTER_e
The identifiers for each character.
PLAYER_CREATE_ITEM_e
Various flags applied to the player on occasion.
PLAYER_POWERUP_e
The identifiers for each powerup.
STAGE_e
The numbers corresponding to each level type.
@ WORLD_10
[Unused].
@ CREATE_ITEM_RESCUE_TOAD
Spawns a Rescue Toad instead of the regular player character.
@ CREATE_ITEM_BUBBLE
Spawns the player inside a bubble.
@ CREATE_ITEM_YOSHI
Spawns a Yoshi along with the player.
@ CREATE_ITEM_STAR_POWER
Gives the player Star Power.
@ STAGE_CASTLE_2
[Unused].
@ STAGE_RESCUE
When used, it loads the Toad Rescue level for the corresponding world.
@ STAGE_TOWER_2
[Unused].