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 CHECKPOINT_COUNT 2 ///< The maximum number of checkpoints supported.
13
14#define HINT_MOVIE_COUNT 70 ///< The total hint movie count.
15
16#define MAX_LIVES 99 ///< The maximum life count.
17
18#define MAX_STOCK_ITEM 99 ///< The maximum inventory amount per item.
19
20#define SAVE_SLOT_COUNT 3 ///< The total save slot count.
21
22#define STAR_COIN_COUNT 3 ///< The amount of Star Coins per level.
23
24#define STARTING_LIVES_COUNT 5 ///< The amount of starting lives.
25
26#define SUPER_GUIDE_DEATH_COUNT 8 ///< The amount of deaths required for the Super Guide to show.
27
28enum DIRECTION_e {
29 DIR_UP,
30 DIR_DOWN,
31 DIR_LEFT,
32 DIR_RIGHT
33};
34
35/// @brief The identifiers for each character.
37 PLAYER_MARIO,
38 PLAYER_LUIGI,
39 PLAYER_YELLOW_TOAD,
40 PLAYER_BLUE_TOAD,
41 PLAYER_COUNT
42};
43
44/// @brief Various flags applied to the player on occasion.
46 CREATE_ITEM_NONE = BIT_FLAG(-1),
47 CREATE_ITEM_STAR_POWER = BIT_FLAG(0), ///< Gives the player Star Power.
48 CREATE_ITEM_YOSHI = BIT_FLAG(1), ///< Spawns a Yoshi along with the player.
49 CREATE_ITEM_BUBBLE = BIT_FLAG(2), ///< Spawns the player inside a bubble.
50 CREATE_ITEM_RESCUE_TOAD = BIT_FLAG(3) ///< Spawns a Rescue Toad instead of the regular player character.
51};
52
53/// @brief The identifiers for each powerup.
55 POWERUP_NONE,
56 POWERUP_MUSHROOM,
57 POWERUP_FIRE_FLOWER,
58 POWERUP_MINI_MUSHROOM,
59 POWERUP_PROPELLER_SHROOM,
60 POWERUP_PENGUIN_SUIT,
61 POWERUP_ICE_FLOWER,
62 POWERUP_COUNT
63};
64
65/// @brief The numbers corresponding to each level type.
66enum STAGE_e {
67 STAGE_1,
68 STAGE_2,
69 STAGE_3,
70 STAGE_4,
71 STAGE_5,
72 STAGE_6,
73 STAGE_7,
74 STAGE_8,
75 STAGE_9,
76 STAGE_COIN_BATTLE = 19,
77 STAGE_GHOST_HOUSE,
78 STAGE_TOWER,
79 STAGE_TOWER_2, ///< @unused
80 STAGE_CASTLE,
81 STAGE_CASTLE_2, ///< @unused
82 STAGE_KINOKO_HOUSE,
83 STAGE_KINOKO_HOUSE_2,
84 STAGE_KINOKO_HOUSE_3,
85 STAGE_KINOKO_HOUSE_4,
86 STAGE_ENEMY = 32,
87 STAGE_ENEMY_2,
88 STAGE_ENEMY_3,
89 STAGE_CANNON,
90 STAGE_DOOMSHIP = 37,
91 STAGE_START_KINOKO_HOUSE, ///< The toad house on the starting node of each world.
92 STAGE_TITLE,
93 STAGE_PEACH_CASTLE,
94 STAGE_STAFFROLL,
95 STAGE_COUNT
96};
97
98/// @brief The numbers corresponding to each world.
99enum WORLD_e {
100 WORLD_1,
101 WORLD_2,
102 WORLD_3,
103 WORLD_4,
104 WORLD_5,
105 WORLD_6,
106 WORLD_7,
107 WORLD_8,
108 WORLD_9,
109 WORLD_10, ///< @unused
110 WORLD_COUNT,
111
112 LAST_WORLD = WORLD_8,
113 LAST_SPECIAL_WORLD = WORLD_9,
114 NORMAL_WORLD_COUNT = LAST_WORLD + 1,
115 SPECIAL_WORLD_COUNT = LAST_SPECIAL_WORLD - LAST_WORLD,
116 WORLD_USED_COUNT = NORMAL_WORLD_COUNT + SPECIAL_WORLD_COUNT
117};
118
119/// @}
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
@ 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_START_KINOKO_HOUSE
The toad house on the starting node of each world.
@ STAGE_CASTLE_2
@ STAGE_TOWER_2