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oot/include/z64actor.h

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#ifndef Z64ACTOR_H
#define Z64ACTOR_H
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#include "z64dma.h"
#include "z64animation.h"
#include "z64math.h"
#include "z64collision_check.h"
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#define ACTOR_NUMBER_MAX 200
#define INVISIBLE_ACTOR_MAX 20
#define AM_FIELD_SIZE 0x27A0
#define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC collisions
#define MASS_HEAVY 0xFE // Can only be pushed by OC collisions with IMMOVABLE and HEAVY objects.
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struct Actor;
struct GlobalContext;
struct Lights;
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typedef void (*ActorFunc)(struct Actor*, struct GlobalContext*);
typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct GlobalContext*);
typedef u16 (*callback1_800343CC)(struct GlobalContext*, struct Actor*);
typedef s16 (*callback2_800343CC)(struct GlobalContext*, struct Actor*);
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typedef struct {
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Vec3f pos;
Vec3s rot;
} PosRot; // size = 0x14
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typedef struct {
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/* 0x00 */ s16 id;
/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
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/* 0x04 */ u32 flags;
/* 0x08 */ s16 objectId;
/* 0x0C */ u32 instanceSize;
/* 0x10 */ ActorFunc init; // Constructor
/* 0x14 */ ActorFunc destroy; // Destructor
/* 0x18 */ ActorFunc update; // Update Function
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/* 0x1C */ ActorFunc draw; // Draw function
} ActorInit; // size = 0x20
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typedef enum {
/* 0 */ ALLOCTYPE_NORMAL,
/* 1 */ ALLOCTYPE_ABSOLUTE,
/* 2 */ ALLOCTYPE_PERMANENT
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} AllocType;
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typedef struct {
/* 0x00 */ u32 vromStart;
/* 0x04 */ u32 vromEnd;
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/* 0x08 */ void* vramStart;
/* 0x0C */ void* vramEnd;
/* 0x10 */ void* loadedRamAddr; // original name: "allocp"
/* 0x14 */ ActorInit* initInfo;
/* 0x18 */ char* name;
/* 0x1C */ u16 allocType;
/* 0x1E */ s8 numLoaded; // original name: "clients"
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} ActorOverlay; // size = 0x20
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typedef struct {
z_collision_check.c (#73) * func_8005B280 ok * func_8005B65C OK * split out func_8005BD50 * func_8005B7C0 OK * func_8005B7F4 OK * func_8005B824 OK * func_8005B860 ok * improve sanity * func_8005B6B0 ok, ColliderInit_Actor structs added * func_8005B884 ok * func_8005BBF8 ok, split out func_8005BF50 * split more stuff out of func_8005C050.s * func_8005C050 OK * func_8005BA30 fakish OK, func_8005BAD8 real OK * func_8005BB48 OK, func_8005BA84 almost decomp'd, but type issues * func_8005BB10 Ok * func_8005BF50 OK * func_8005BE50 OK * func_8005BD50 OK * func_8005BCC8 Ok * func_8005BC28 * func_8005BB8C func_8005BBB0 func_8005BBD4 Ok * save my work commit * func_8005C2BC fake OK * func_8005C5B0 ok * func_8005C608 ok * func_8005C6C0 ok * func_8005C6F8 ok * func_8005C730 ok * func_8005C774 func_8005C798 func_8005C7BC OK * func_8005C7E0 ok, func_8005C810 split * func_8005C810 OK * func_8005C8C8 ok * func_8005C964 OK * func_8005CA88 ok * func_8005CBAC ok * func_8005C124 func_8005C1AC func_8005C234 func_8005CC98 OK * func_8005CD34 func_8005CDD0 Ok * func_8005CE6C ok * func_8005CEC4 ok * func_8005CEDC ok * func_8005CF90 Ok * standardize type names/vars more * func_8005D3BC ok * func_8005D40C OK, z64.h CollisionCheckContext * func_8005D4B4 func_8005D4C8 ok * partial data section migration * improve function documentation, OT->OC * Actor_CollisionCheck_SetOC ok * Actor_CollisionCheck_SetAT Actor_CollisionCheck_SetAC Ok * func_8005BA84 ok * func_800611A0 ok * func_80061274 ok * clean up func_80061274 * func_8006139C ok * func_8005E9C0 and dependencies OK * minor cleanup to func_8005E9C0 * func_8005EC6C OK! * func_8005E81C ok * func_8005E604 ok * func_8005E2EC func_8005E4F8 OK * func_8005DE9C OK func_8005D8AC disassembled * func_8006146C func_8006268C ok * func_8005EEE0 ok * func_8005F17C * func_8005F39C ok * func_8005F5B0 decompiled, not matching * func_8005F7D0 decomp, func_8005D218 and func_8005D324 OK * func_8005FA30 ok, split more functions * func_8005FC04 ok * func_8005FDCC k * func_8005FF90 OK OK OK * func_80060204 dead * func_800604B0 ok * func_80060704 func_80060994 ok, func_80060C2C somewhat disassembled. AT to AC matrix doneish * func_800635D0 ok, func_80062ECC not so much * OcLine oks * D_8011DF28 functions disassembled * D_8011DF5C functions OK * setAT_SAC. setAC_SAC, setOC_SAC OK * func_80061C98 decompiled, func_80061BF4, func_80061C18 OK * func_800617D4 ok, func_800614A4 disassembled * CollisionCheck_OC D_8011DFAC functions OK * func_80062530 ok * CollisionCheck_generalLineOcCheck subfunctions OK * func_800622E4 ok * after a long fought battle, func_80061F64 has fallen. * func_800628A4 disassembled * func_800627A0 func_8006285C OK * ActorCollider_Cylinder_Update, func_80062718, func_80062734 ok * func_80062CD4 decompiled, import EffShield/EffSpark types from MM * various SubActor98 struct functions OK * func_8005D4DC func_8005D62C ok * .data section migrated, more OKs, fix NON_MATCHINGs to use effect structs * func_80060C2C ok * minor code tweaks * func_80061C98 ok somehow * Attempt to fix some unknowns, move types out of z64actor, add set3 ColliderInit types * Apply changes * formatting * tweak a couple function names * krim changes, func naming * missed some things * function renames * Implement GenColliderInit.py utility * Implement pr changes, GenColliderInit.py, DamageTable.py, z_collision_btltbls.c fully matching * func_800614A4 ok * Implement Roman's fixes, name Collider unknowns, rename COLTYPE -> COLSHAPE and define new COLTYPE * collisionCheckCtx -> colChkCtx, fix small things
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u8 table[32];
} DamageTable;
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typedef struct {
z_collision_check.c (#73) * func_8005B280 ok * func_8005B65C OK * split out func_8005BD50 * func_8005B7C0 OK * func_8005B7F4 OK * func_8005B824 OK * func_8005B860 ok * improve sanity * func_8005B6B0 ok, ColliderInit_Actor structs added * func_8005B884 ok * func_8005BBF8 ok, split out func_8005BF50 * split more stuff out of func_8005C050.s * func_8005C050 OK * func_8005BA30 fakish OK, func_8005BAD8 real OK * func_8005BB48 OK, func_8005BA84 almost decomp'd, but type issues * func_8005BB10 Ok * func_8005BF50 OK * func_8005BE50 OK * func_8005BD50 OK * func_8005BCC8 Ok * func_8005BC28 * func_8005BB8C func_8005BBB0 func_8005BBD4 Ok * save my work commit * func_8005C2BC fake OK * func_8005C5B0 ok * func_8005C608 ok * func_8005C6C0 ok * func_8005C6F8 ok * func_8005C730 ok * func_8005C774 func_8005C798 func_8005C7BC OK * func_8005C7E0 ok, func_8005C810 split * func_8005C810 OK * func_8005C8C8 ok * func_8005C964 OK * func_8005CA88 ok * func_8005CBAC ok * func_8005C124 func_8005C1AC func_8005C234 func_8005CC98 OK * func_8005CD34 func_8005CDD0 Ok * func_8005CE6C ok * func_8005CEC4 ok * func_8005CEDC ok * func_8005CF90 Ok * standardize type names/vars more * func_8005D3BC ok * func_8005D40C OK, z64.h CollisionCheckContext * func_8005D4B4 func_8005D4C8 ok * partial data section migration * improve function documentation, OT->OC * Actor_CollisionCheck_SetOC ok * Actor_CollisionCheck_SetAT Actor_CollisionCheck_SetAC Ok * func_8005BA84 ok * func_800611A0 ok * func_80061274 ok * clean up func_80061274 * func_8006139C ok * func_8005E9C0 and dependencies OK * minor cleanup to func_8005E9C0 * func_8005EC6C OK! * func_8005E81C ok * func_8005E604 ok * func_8005E2EC func_8005E4F8 OK * func_8005DE9C OK func_8005D8AC disassembled * func_8006146C func_8006268C ok * func_8005EEE0 ok * func_8005F17C * func_8005F39C ok * func_8005F5B0 decompiled, not matching * func_8005F7D0 decomp, func_8005D218 and func_8005D324 OK * func_8005FA30 ok, split more functions * func_8005FC04 ok * func_8005FDCC k * func_8005FF90 OK OK OK * func_80060204 dead * func_800604B0 ok * func_80060704 func_80060994 ok, func_80060C2C somewhat disassembled. AT to AC matrix doneish * func_800635D0 ok, func_80062ECC not so much * OcLine oks * D_8011DF28 functions disassembled * D_8011DF5C functions OK * setAT_SAC. setAC_SAC, setOC_SAC OK * func_80061C98 decompiled, func_80061BF4, func_80061C18 OK * func_800617D4 ok, func_800614A4 disassembled * CollisionCheck_OC D_8011DFAC functions OK * func_80062530 ok * CollisionCheck_generalLineOcCheck subfunctions OK * func_800622E4 ok * after a long fought battle, func_80061F64 has fallen. * func_800628A4 disassembled * func_800627A0 func_8006285C OK * ActorCollider_Cylinder_Update, func_80062718, func_80062734 ok * func_80062CD4 decompiled, import EffShield/EffSpark types from MM * various SubActor98 struct functions OK * func_8005D4DC func_8005D62C ok * .data section migrated, more OKs, fix NON_MATCHINGs to use effect structs * func_80060C2C ok * minor code tweaks * func_80061C98 ok somehow * Attempt to fix some unknowns, move types out of z64actor, add set3 ColliderInit types * Apply changes * formatting * tweak a couple function names * krim changes, func naming * missed some things * function renames * Implement GenColliderInit.py utility * Implement pr changes, GenColliderInit.py, DamageTable.py, z_collision_btltbls.c fully matching * func_800614A4 ok * Implement Roman's fixes, name Collider unknowns, rename COLTYPE -> COLSHAPE and define new COLTYPE * collisionCheckCtx -> colChkCtx, fix small things
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/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
z_collision_check.c (#73) * func_8005B280 ok * func_8005B65C OK * split out func_8005BD50 * func_8005B7C0 OK * func_8005B7F4 OK * func_8005B824 OK * func_8005B860 ok * improve sanity * func_8005B6B0 ok, ColliderInit_Actor structs added * func_8005B884 ok * func_8005BBF8 ok, split out func_8005BF50 * split more stuff out of func_8005C050.s * func_8005C050 OK * func_8005BA30 fakish OK, func_8005BAD8 real OK * func_8005BB48 OK, func_8005BA84 almost decomp'd, but type issues * func_8005BB10 Ok * func_8005BF50 OK * func_8005BE50 OK * func_8005BD50 OK * func_8005BCC8 Ok * func_8005BC28 * func_8005BB8C func_8005BBB0 func_8005BBD4 Ok * save my work commit * func_8005C2BC fake OK * func_8005C5B0 ok * func_8005C608 ok * func_8005C6C0 ok * func_8005C6F8 ok * func_8005C730 ok * func_8005C774 func_8005C798 func_8005C7BC OK * func_8005C7E0 ok, func_8005C810 split * func_8005C810 OK * func_8005C8C8 ok * func_8005C964 OK * func_8005CA88 ok * func_8005CBAC ok * func_8005C124 func_8005C1AC func_8005C234 func_8005CC98 OK * func_8005CD34 func_8005CDD0 Ok * func_8005CE6C ok * func_8005CEC4 ok * func_8005CEDC ok * func_8005CF90 Ok * standardize type names/vars more * func_8005D3BC ok * func_8005D40C OK, z64.h CollisionCheckContext * func_8005D4B4 func_8005D4C8 ok * partial data section migration * improve function documentation, OT->OC * Actor_CollisionCheck_SetOC ok * Actor_CollisionCheck_SetAT Actor_CollisionCheck_SetAC Ok * func_8005BA84 ok * func_800611A0 ok * func_80061274 ok * clean up func_80061274 * func_8006139C ok * func_8005E9C0 and dependencies OK * minor cleanup to func_8005E9C0 * func_8005EC6C OK! * func_8005E81C ok * func_8005E604 ok * func_8005E2EC func_8005E4F8 OK * func_8005DE9C OK func_8005D8AC disassembled * func_8006146C func_8006268C ok * func_8005EEE0 ok * func_8005F17C * func_8005F39C ok * func_8005F5B0 decompiled, not matching * func_8005F7D0 decomp, func_8005D218 and func_8005D324 OK * func_8005FA30 ok, split more functions * func_8005FC04 ok * func_8005FDCC k * func_8005FF90 OK OK OK * func_80060204 dead * func_800604B0 ok * func_80060704 func_80060994 ok, func_80060C2C somewhat disassembled. AT to AC matrix doneish * func_800635D0 ok, func_80062ECC not so much * OcLine oks * D_8011DF28 functions disassembled * D_8011DF5C functions OK * setAT_SAC. setAC_SAC, setOC_SAC OK * func_80061C98 decompiled, func_80061BF4, func_80061C18 OK * func_800617D4 ok, func_800614A4 disassembled * CollisionCheck_OC D_8011DFAC functions OK * func_80062530 ok * CollisionCheck_generalLineOcCheck subfunctions OK * func_800622E4 ok * after a long fought battle, func_80061F64 has fallen. * func_800628A4 disassembled * func_800627A0 func_8006285C OK * ActorCollider_Cylinder_Update, func_80062718, func_80062734 ok * func_80062CD4 decompiled, import EffShield/EffSpark types from MM * various SubActor98 struct functions OK * func_8005D4DC func_8005D62C ok * .data section migrated, more OKs, fix NON_MATCHINGs to use effect structs * func_80060C2C ok * minor code tweaks * func_80061C98 ok somehow * Attempt to fix some unknowns, move types out of z64actor, add set3 ColliderInit types * Apply changes * formatting * tweak a couple function names * krim changes, func naming * missed some things * function renames * Implement GenColliderInit.py utility * Implement pr changes, GenColliderInit.py, DamageTable.py, z_collision_btltbls.c fully matching * func_800614A4 ok * Implement Roman's fixes, name Collider unknowns, rename COLTYPE -> COLSHAPE and define new COLTYPE * collisionCheckCtx -> colChkCtx, fix small things
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/* 0x06 */ u8 mass;
} CollisionCheckInfoInit;
typedef struct {
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ s16 cylYShift;
z_collision_check.c (#73) * func_8005B280 ok * func_8005B65C OK * split out func_8005BD50 * func_8005B7C0 OK * func_8005B7F4 OK * func_8005B824 OK * func_8005B860 ok * improve sanity * func_8005B6B0 ok, ColliderInit_Actor structs added * func_8005B884 ok * func_8005BBF8 ok, split out func_8005BF50 * split more stuff out of func_8005C050.s * func_8005C050 OK * func_8005BA30 fakish OK, func_8005BAD8 real OK * func_8005BB48 OK, func_8005BA84 almost decomp'd, but type issues * func_8005BB10 Ok * func_8005BF50 OK * func_8005BE50 OK * func_8005BD50 OK * func_8005BCC8 Ok * func_8005BC28 * func_8005BB8C func_8005BBB0 func_8005BBD4 Ok * save my work commit * func_8005C2BC fake OK * func_8005C5B0 ok * func_8005C608 ok * func_8005C6C0 ok * func_8005C6F8 ok * func_8005C730 ok * func_8005C774 func_8005C798 func_8005C7BC OK * func_8005C7E0 ok, func_8005C810 split * func_8005C810 OK * func_8005C8C8 ok * func_8005C964 OK * func_8005CA88 ok * func_8005CBAC ok * func_8005C124 func_8005C1AC func_8005C234 func_8005CC98 OK * func_8005CD34 func_8005CDD0 Ok * func_8005CE6C ok * func_8005CEC4 ok * func_8005CEDC ok * func_8005CF90 Ok * standardize type names/vars more * func_8005D3BC ok * func_8005D40C OK, z64.h CollisionCheckContext * func_8005D4B4 func_8005D4C8 ok * partial data section migration * improve function documentation, OT->OC * Actor_CollisionCheck_SetOC ok * Actor_CollisionCheck_SetAT Actor_CollisionCheck_SetAC Ok * func_8005BA84 ok * func_800611A0 ok * func_80061274 ok * clean up func_80061274 * func_8006139C ok * func_8005E9C0 and dependencies OK * minor cleanup to func_8005E9C0 * func_8005EC6C OK! * func_8005E81C ok * func_8005E604 ok * func_8005E2EC func_8005E4F8 OK * func_8005DE9C OK func_8005D8AC disassembled * func_8006146C func_8006268C ok * func_8005EEE0 ok * func_8005F17C * func_8005F39C ok * func_8005F5B0 decompiled, not matching * func_8005F7D0 decomp, func_8005D218 and func_8005D324 OK * func_8005FA30 ok, split more functions * func_8005FC04 ok * func_8005FDCC k * func_8005FF90 OK OK OK * func_80060204 dead * func_800604B0 ok * func_80060704 func_80060994 ok, func_80060C2C somewhat disassembled. AT to AC matrix doneish * func_800635D0 ok, func_80062ECC not so much * OcLine oks * D_8011DF28 functions disassembled * D_8011DF5C functions OK * setAT_SAC. setAC_SAC, setOC_SAC OK * func_80061C98 decompiled, func_80061BF4, func_80061C18 OK * func_800617D4 ok, func_800614A4 disassembled * CollisionCheck_OC D_8011DFAC functions OK * func_80062530 ok * CollisionCheck_generalLineOcCheck subfunctions OK * func_800622E4 ok * after a long fought battle, func_80061F64 has fallen. * func_800628A4 disassembled * func_800627A0 func_8006285C OK * ActorCollider_Cylinder_Update, func_80062718, func_80062734 ok * func_80062CD4 decompiled, import EffShield/EffSpark types from MM * various SubActor98 struct functions OK * func_8005D4DC func_8005D62C ok * .data section migrated, more OKs, fix NON_MATCHINGs to use effect structs * func_80060C2C ok * minor code tweaks * func_80061C98 ok somehow * Attempt to fix some unknowns, move types out of z64actor, add set3 ColliderInit types * Apply changes * formatting * tweak a couple function names * krim changes, func naming * missed some things * function renames * Implement GenColliderInit.py utility * Implement pr changes, GenColliderInit.py, DamageTable.py, z_collision_btltbls.c fully matching * func_800614A4 ok * Implement Roman's fixes, name Collider unknowns, rename COLTYPE -> COLSHAPE and define new COLTYPE * collisionCheckCtx -> colChkCtx, fix small things
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/* 0x08 */ u8 mass;
} CollisionCheckInfoInit2;
typedef struct {
/* 0x00 */ DamageTable* damageTable;
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/* 0x04 */ Vec3f displacement; // Amount to correct velocity (0x5C) by when colliding into a body
/* 0x10 */ s16 cylRadius; // Used for various purposes
/* 0x12 */ s16 cylHeight; // Used for various purposes
/* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg
/* 0x16 */ u8 mass; // Used to compute displacement for OC collisions
/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one
/* 0x18 */ u8 damage; // Amount to decrement health by
/* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon
/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
z_collision_check.c (#73) * func_8005B280 ok * func_8005B65C OK * split out func_8005BD50 * func_8005B7C0 OK * func_8005B7F4 OK * func_8005B824 OK * func_8005B860 ok * improve sanity * func_8005B6B0 ok, ColliderInit_Actor structs added * func_8005B884 ok * func_8005BBF8 ok, split out func_8005BF50 * split more stuff out of func_8005C050.s * func_8005C050 OK * func_8005BA30 fakish OK, func_8005BAD8 real OK * func_8005BB48 OK, func_8005BA84 almost decomp'd, but type issues * func_8005BB10 Ok * func_8005BF50 OK * func_8005BE50 OK * func_8005BD50 OK * func_8005BCC8 Ok * func_8005BC28 * func_8005BB8C func_8005BBB0 func_8005BBD4 Ok * save my work commit * func_8005C2BC fake OK * func_8005C5B0 ok * func_8005C608 ok * func_8005C6C0 ok * func_8005C6F8 ok * func_8005C730 ok * func_8005C774 func_8005C798 func_8005C7BC OK * func_8005C7E0 ok, func_8005C810 split * func_8005C810 OK * func_8005C8C8 ok * func_8005C964 OK * func_8005CA88 ok * func_8005CBAC ok * func_8005C124 func_8005C1AC func_8005C234 func_8005CC98 OK * func_8005CD34 func_8005CDD0 Ok * func_8005CE6C ok * func_8005CEC4 ok * func_8005CEDC ok * func_8005CF90 Ok * standardize type names/vars more * func_8005D3BC ok * func_8005D40C OK, z64.h CollisionCheckContext * func_8005D4B4 func_8005D4C8 ok * partial data section migration * improve function documentation, OT->OC * Actor_CollisionCheck_SetOC ok * Actor_CollisionCheck_SetAT Actor_CollisionCheck_SetAC Ok * func_8005BA84 ok * func_800611A0 ok * func_80061274 ok * clean up func_80061274 * func_8006139C ok * func_8005E9C0 and dependencies OK * minor cleanup to func_8005E9C0 * func_8005EC6C OK! * func_8005E81C ok * func_8005E604 ok * func_8005E2EC func_8005E4F8 OK * func_8005DE9C OK func_8005D8AC disassembled * func_8006146C func_8006268C ok * func_8005EEE0 ok * func_8005F17C * func_8005F39C ok * func_8005F5B0 decompiled, not matching * func_8005F7D0 decomp, func_8005D218 and func_8005D324 OK * func_8005FA30 ok, split more functions * func_8005FC04 ok * func_8005FDCC k * func_8005FF90 OK OK OK * func_80060204 dead * func_800604B0 ok * func_80060704 func_80060994 ok, func_80060C2C somewhat disassembled. AT to AC matrix doneish * func_800635D0 ok, func_80062ECC not so much * OcLine oks * D_8011DF28 functions disassembled * D_8011DF5C functions OK * setAT_SAC. setAC_SAC, setOC_SAC OK * func_80061C98 decompiled, func_80061BF4, func_80061C18 OK * func_800617D4 ok, func_800614A4 disassembled * CollisionCheck_OC D_8011DFAC functions OK * func_80062530 ok * CollisionCheck_generalLineOcCheck subfunctions OK * func_800622E4 ok * after a long fought battle, func_80061F64 has fallen. * func_800628A4 disassembled * func_800627A0 func_8006285C OK * ActorCollider_Cylinder_Update, func_80062718, func_80062734 ok * func_80062CD4 decompiled, import EffShield/EffSpark types from MM * various SubActor98 struct functions OK * func_8005D4DC func_8005D62C ok * .data section migrated, more OKs, fix NON_MATCHINGs to use effect structs * func_80060C2C ok * minor code tweaks * func_80061C98 ok somehow * Attempt to fix some unknowns, move types out of z64actor, add set3 ColliderInit types * Apply changes * formatting * tweak a couple function names * krim changes, func naming * missed some things * function renames * Implement GenColliderInit.py utility * Implement pr changes, GenColliderInit.py, DamageTable.py, z_collision_btltbls.c fully matching * func_800614A4 ok * Implement Roman's fixes, name Collider unknowns, rename COLTYPE -> COLSHAPE and define new COLTYPE * collisionCheckCtx -> colChkCtx, fix small things
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} CollisionCheckInfo; // size = 0x1C
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typedef struct {
/* 0x00 */ Vec3s rot; // Current actor shape rotation
/* 0x06 */ s16 face; // Used to index eyebrow/eye/mouth textures. Only used by player
/* 0x08 */ f32 yOffset; // Model y axis offset. Represents model space units
/* 0x0C */ ActorShadowFunc shadowDraw; // Shadow draw function
/* 0x10 */ f32 shadowScale; // Changes the size of the shadow
/* 0x14 */ u8 shadowAlpha; // Default is 255
/* 0x15 */ u8 feetFloorFlags; // Set if the actor's foot is clipped under the floor. & 1 is right foot, & 2 is left
/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw
2021-02-25 03:37:20 +00:00
} ActorShape; // size = 0x30
2020-03-17 04:31:30 +00:00
#define ACTOR_FLAG_0 (1 << 0)
#define ACTOR_FLAG_2 (1 << 2)
#define ACTOR_FLAG_3 (1 << 3)
#define ACTOR_FLAG_4 (1 << 4)
#define ACTOR_FLAG_5 (1 << 5)
#define ACTOR_FLAG_6 (1 << 6)
#define ACTOR_FLAG_7 (1 << 7)
#define ACTOR_FLAG_8 (1 << 8)
#define ACTOR_FLAG_9 (1 << 9)
#define ACTOR_FLAG_10 (1 << 10)
#define ACTOR_FLAG_ENKUSA_CUT (1 << 11)
#define ACTOR_FLAG_12 (1 << 12)
#define ACTOR_FLAG_13 (1 << 13)
#define ACTOR_FLAG_14 (1 << 14)
#define ACTOR_FLAG_15 (1 << 15)
#define ACTOR_FLAG_16 (1 << 16)
#define ACTOR_FLAG_17 (1 << 17)
#define ACTOR_FLAG_18 (1 << 18)
#define ACTOR_FLAG_19 (1 << 19)
#define ACTOR_FLAG_20 (1 << 20)
#define ACTOR_FLAG_21 (1 << 21)
#define ACTOR_FLAG_22 (1 << 22)
#define ACTOR_FLAG_23 (1 << 23)
#define ACTOR_FLAG_24 (1 << 24)
#define ACTOR_FLAG_25 (1 << 25)
#define ACTOR_FLAG_26 (1 << 26)
#define ACTOR_FLAG_27 (1 << 27)
#define ACTOR_FLAG_28 (1 << 28)
#define BGCHECKFLAG_GROUND (1 << 0) // Standing on the ground
#define BGCHECKFLAG_GROUND_TOUCH (1 << 1) // Has touched the ground (only active for 1 frame)
#define BGCHECKFLAG_GROUND_LEAVE (1 << 2) // Has left the ground (only active for 1 frame)
#define BGCHECKFLAG_WALL (1 << 3) // Touching a wall
#define BGCHECKFLAG_CEILING (1 << 4) // Touching a ceiling
#define BGCHECKFLAG_WATER (1 << 5) // In water
#define BGCHECKFLAG_WATER_TOUCH (1 << 6) // Has touched water (reset when leaving water)
#define BGCHECKFLAG_GROUND_STRICT (1 << 7) // Strictly on ground (BGCHECKFLAG_GROUND has some leeway)
#define BGCHECKFLAG_CRUSHED (1 << 8) // Crushed between a floor and ceiling (triggers a void for player)
#define BGCHECKFLAG_PLAYER_WALL_INTERACT (1 << 9) // Only set/used by player, related to interacting with walls
2020-03-22 21:50:11 +00:00
typedef struct Actor {
/* 0x000 */ s16 id; // Actor ID
/* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values
/* 0x003 */ s8 room; // Room number the actor is in. -1 denotes that the actor won't despawn on a room change
/* 0x004 */ u32 flags; // Flags used for various purposes
/* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes
/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
/* 0x01E */ s8 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank"
/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
/* 0x020 */ u16 sfx; // SFX ID to play. Sound plays when value is set, then is cleared the following update cycle
/* 0x024 */ PosRot world; // Position/rotation in the world
/* 0x038 */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot
/* 0x04C */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position
/* 0x050 */ Vec3f scale; // Scale of the actor in each axis
/* 0x05C */ Vec3f velocity; // Velocity of the actor in each axis
/* 0x068 */ f32 speedXZ; // How fast the actor is traveling along the XZ plane
/* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame
/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap on velocity along the Y axis
/* 0x074 */ CollisionPoly* wallPoly; // Wall polygon the actor is touching
/* 0x078 */ CollisionPoly* floorPoly; // Floor polygon directly below the actor
/* 0x07C */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching
/* 0x07D */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor
/* 0x07E */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching
/* 0x080 */ f32 floorHeight; // Y position of the floor polygon directly below the actor
/* 0x084 */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water
/* 0x088 */ u16 bgCheckFlags; // Flags indicating how the actor is interacting with collision
/* 0x08A */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player
/* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player in the x,y,z axis
/* 0x090 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane
/* 0x094 */ f32 yDistToPlayer; // Dist is negative if the actor is above the player
/* 0x098 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system
/* 0x0B4 */ ActorShape shape; // Variables related to the physical shape of the actor
/* 0x0E4 */ Vec3f projectedPos; // Position of the actor in projected space
/* 0x0F0 */ f32 projectedW; // w component of the projected actor position
/* 0x0F4 */ f32 uncullZoneForward; // Amount to increase the uncull zone forward by (in projected space)
/* 0x0F8 */ f32 uncullZoneScale; // Amount to increase the uncull zone scale by (in projected space)
/* 0x0FC */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space)
/* 0x100 */ Vec3f prevPos; // World position from the previous update cycle
/* 0x10C */ u8 isTargeted; // Set to true if the actor is currently being targeted by the player
/* 0x10D */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting
/* 0x10E */ u16 textId; // Text ID to pass to link/display when interacting with the actor
/* 0x110 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically
/* 0x112 */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu
/* 0x114 */ u8 colorFilterTimer; // A non-zero value enables the color filter. Decrements automatically
/* 0x115 */ u8 isDrawn; // Set to true if the actor is currently being drawn. Always stays false for lens actors
/* 0x116 */ u8 dropFlag; // Configures what item is dropped by the actor from `Item_DropCollectibleRandom`
/* 0x117 */ u8 naviEnemyId; // Sets what 0600 dialog to display when talking to navi. Default 0xFF
/* 0x118 */ struct Actor* parent; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild`
/* 0x11C */ struct Actor* child; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild`
/* 0x120 */ struct Actor* prev; // Previous actor of this category
/* 0x124 */ struct Actor* next; // Next actor of this category
/* 0x128 */ ActorFunc init; // Initialization Routine. Called by `Actor_Init` or `Actor_UpdateAll`
/* 0x12C */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy`
/* 0x130 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll`
/* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw`
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/* 0x138 */ ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor
/* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom
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} Actor; // size = 0x14C
typedef enum {
/* 0 */ FOOT_LEFT,
/* 1 */ FOOT_RIGHT
} ActorFootIndex;
/*
colorFilterParams WIP documentation
& 0x8000 : white
& 0x4000 : red
if neither of the above are set : blue
(& 0x1F00 >> 5) | 7 : color intensity
0x2000 : translucent, else opaque
*/
2020-03-17 04:31:30 +00:00
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
typedef struct DynaPolyActor {
/* 0x000 */ struct Actor actor;
/* 0x14C */ s32 bgId;
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/* 0x150 */ f32 unk_150;
/* 0x154 */ f32 unk_154;
z_bgcheck.c, 800430A0.c, 80043480.c (#256) * beginning of migrating changes * got matching * changed order a bit * clean up bgcheck * fix conflict * fix conflict again * first stab at identifying types, some oks * Clean up most bad structs/pointer math, move relevant structs to z64bgcheck.h, get some OKs * more OKs, z_bgcheck.bss migration, update some sys_math3d.c args * couple more OKs * pushing some OKs * fix compilation issues * code_800430A0.c OK, more files decomp'd * 8003A3E0 big OK :) * Decomp most of func_8003C614, decomp helper funcs * Decomp SurfaceType, CamData, and WaterBox property related functions * more OKs, big OK in 8003C078 * more OKs, more progress, move a function definition in z_collision_check to functions.h * more clean-ups, more OKs, dyn_vtx is now defined as u8* * 8003A5B8, 8003A7D8, 8003C614, 8003DD6C OK, document function args better * data migrated, more OKs * 80041240 OK, func_8003B3C8 and func_8003BB18 disassembled * func_80040284, 800409A8 non_matching, add IS_ZERO macro * All asm files have C representations, some big OKs, lots of minor tweaks * More OKs, non-matching code cleanup * 8003FBF4 and 80040BE4 OK, improve codegen for most functions * format z_bgcheck.c * fix warnings, compile errors on NON_MATCHING * func_8003EE80 is now NON_MATCHING * begin documenting some functions * formatting * more documentation, func_8003A95C OK * fix PHYSICAL_TO_VIRTUAL changes * fix var rename * More documentation, functions 80040E40, 80041648 OK, change types to not be compatible with ZAP * func_8004239C ok, more NON_MATCHING improvements, more documentation * Implement most suggested changes * Convert comments to slower comments * /** * Implement ZAP2 changes * my anti-virus ate my format.sh results * Rename a couple hundred functions, fix minor stuff * rename var so that clang formats correctly * run format.sh * implement Petrie's matches/suggestions * format * matches * and the asm * slight error * Add SSList * two more matches * stuff * implement code changes * clean up Petrie's matchings Co-authored-by: Arthur <arthurtilly413@gmail.com> Co-authored-by: fig02 <fig02srl@gmail.com> Co-authored-by: petrie911 <pmontag@DESKTOP-LG8A167.localdomain>
2021-01-08 11:12:58 +00:00
/* 0x158 */ s16 unk_158; // y rotation?
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/* 0x15A */ u16 unk_15A;
/* 0x15C */ u32 unk_15C;
/* 0x160 */ u8 unk_160;
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/* 0x162 */ s16 unk_162;
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} DynaPolyActor; // size = 0x164
typedef struct {
/* 0x00 */ MtxF* matrices;
/* 0x04 */ s16* objectIds;
/* 0x08 */ s16 count;
/* 0x0C */ Gfx** dLists;
/* 0x10 */ s32 val; // used for various purposes: both a status indicator and counter
/* 0x14 */ s32 prevLimbIndex;
} BodyBreak;
#define BODYBREAK_OBJECT_DEFAULT -1 // use the same object as the actor
#define BODYBREAK_STATUS_READY -1
#define BODYBREAK_STATUS_FINISHED 0
Decompiled ovl_Shot_Sun (#236) * match ShotSun_Init * match ShotSun_Destroy * match func_80BADDCC * break up unk_19C to add spawnTimer * ShotSun_Update * func_80BADE74 * work on func_80BAE05C * make func_80BAE05C closer * use proper macros for osSyncPrintf * format if statement better and add temp player pointer func_80BAE05C * Reorder spawnPos to match stack args later * match func_80BAE05C * almost match func_80BADF0C * Remove temporary and add parenthesis * change part of comment and move last unk_1A4 assignment to be similar to decompiler * Change do while(false) to if (1) * func_80BADF0C * change comment * update spec * fix vt macro * cleanup and name * remove asm * remove data * remove extern Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> * remove & for function pointers * rename and retype D_02007020 * format * remove tiny whitespace * reorder if statement * finish renaming * replace cast with bitwise operation * move globally used functions to functions.h * reorder description * move headers for EnItem00 and EnAObj to z64actor.h * retype Item_DropCollectible and Item_DropCollectible2 to return EnItem00* * rename ShotSun_StartFairyCountdown to ShotSun_TriggerFairy * rename ShotSun_FairyCountdown to ShotSun_SpawnFairy * add unk_E3EC field to MessageContext * rename to ShotSun_UpdateHyliaSun for now * remove != 0 on flag check * remove unsigned suffix and use enum constant for Item_DropCollectible call * add unk_95C field to Player * add ub comment * retype unk_1A4 and remove explicit struct padding * Update src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2020-07-12 23:03:38 +00:00
typedef enum {
/* 0x00 */ ITEM00_RUPEE_GREEN,
/* 0x01 */ ITEM00_RUPEE_BLUE,
/* 0x02 */ ITEM00_RUPEE_RED,
/* 0x03 */ ITEM00_HEART,
/* 0x04 */ ITEM00_BOMBS_A,
/* 0x05 */ ITEM00_ARROWS_SINGLE,
/* 0x06 */ ITEM00_HEART_PIECE,
/* 0x07 */ ITEM00_HEART_CONTAINER,
/* 0x08 */ ITEM00_ARROWS_SMALL,
/* 0x09 */ ITEM00_ARROWS_MEDIUM,
/* 0x0A */ ITEM00_ARROWS_LARGE,
/* 0x0B */ ITEM00_BOMBS_B,
/* 0x0C */ ITEM00_NUTS,
/* 0x0D */ ITEM00_STICK,
/* 0x0E */ ITEM00_MAGIC_LARGE,
/* 0x0F */ ITEM00_MAGIC_SMALL,
/* 0x10 */ ITEM00_SEEDS,
/* 0x11 */ ITEM00_SMALL_KEY,
/* 0x12 */ ITEM00_FLEXIBLE,
/* 0x13 */ ITEM00_RUPEE_ORANGE,
/* 0x14 */ ITEM00_RUPEE_PURPLE,
/* 0x15 */ ITEM00_SHIELD_DEKU,
/* 0x16 */ ITEM00_SHIELD_HYLIAN,
/* 0x17 */ ITEM00_TUNIC_ZORA,
/* 0x18 */ ITEM00_TUNIC_GORON,
/* 0x19 */ ITEM00_BOMBS_SPECIAL
} Item00Type;
struct EnItem00;
typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct GlobalContext*);
typedef struct EnItem00 {
/* 0x000 */ Actor actor;
/* 0x14C */ EnItem00ActionFunc actionFunc;
/* 0x150 */ s16 collectibleFlag;
/* 0x152 */ s16 getItemId;
Decompiled ovl_Shot_Sun (#236) * match ShotSun_Init * match ShotSun_Destroy * match func_80BADDCC * break up unk_19C to add spawnTimer * ShotSun_Update * func_80BADE74 * work on func_80BAE05C * make func_80BAE05C closer * use proper macros for osSyncPrintf * format if statement better and add temp player pointer func_80BAE05C * Reorder spawnPos to match stack args later * match func_80BAE05C * almost match func_80BADF0C * Remove temporary and add parenthesis * change part of comment and move last unk_1A4 assignment to be similar to decompiler * Change do while(false) to if (1) * func_80BADF0C * change comment * update spec * fix vt macro * cleanup and name * remove asm * remove data * remove extern Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> * remove & for function pointers * rename and retype D_02007020 * format * remove tiny whitespace * reorder if statement * finish renaming * replace cast with bitwise operation * move globally used functions to functions.h * reorder description * move headers for EnItem00 and EnAObj to z64actor.h * retype Item_DropCollectible and Item_DropCollectible2 to return EnItem00* * rename ShotSun_StartFairyCountdown to ShotSun_TriggerFairy * rename ShotSun_FairyCountdown to ShotSun_SpawnFairy * add unk_E3EC field to MessageContext * rename to ShotSun_UpdateHyliaSun for now * remove != 0 on flag check * remove unsigned suffix and use enum constant for Item_DropCollectible call * add unk_95C field to Player * add ub comment * retype unk_1A4 and remove explicit struct padding * Update src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2020-07-12 23:03:38 +00:00
/* 0x154 */ s16 unk_154;
/* 0x156 */ s16 unk_156;
/* 0x158 */ s16 unk_158;
/* 0x15A */ s16 unk_15A;
/* 0x15C */ f32 scale;
Decompiled ovl_Shot_Sun (#236) * match ShotSun_Init * match ShotSun_Destroy * match func_80BADDCC * break up unk_19C to add spawnTimer * ShotSun_Update * func_80BADE74 * work on func_80BAE05C * make func_80BAE05C closer * use proper macros for osSyncPrintf * format if statement better and add temp player pointer func_80BAE05C * Reorder spawnPos to match stack args later * match func_80BAE05C * almost match func_80BADF0C * Remove temporary and add parenthesis * change part of comment and move last unk_1A4 assignment to be similar to decompiler * Change do while(false) to if (1) * func_80BADF0C * change comment * update spec * fix vt macro * cleanup and name * remove asm * remove data * remove extern Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> * remove & for function pointers * rename and retype D_02007020 * format * remove tiny whitespace * reorder if statement * finish renaming * replace cast with bitwise operation * move globally used functions to functions.h * reorder description * move headers for EnItem00 and EnAObj to z64actor.h * retype Item_DropCollectible and Item_DropCollectible2 to return EnItem00* * rename ShotSun_StartFairyCountdown to ShotSun_TriggerFairy * rename ShotSun_FairyCountdown to ShotSun_SpawnFairy * add unk_E3EC field to MessageContext * rename to ShotSun_UpdateHyliaSun for now * remove != 0 on flag check * remove unsigned suffix and use enum constant for Item_DropCollectible call * add unk_95C field to Player * add ub comment * retype unk_1A4 and remove explicit struct padding * Update src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2020-07-12 23:03:38 +00:00
/* 0x160 */ ColliderCylinder collider;
} EnItem00; // size = 0x1AC
// Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files.
Decompiled ovl_Shot_Sun (#236) * match ShotSun_Init * match ShotSun_Destroy * match func_80BADDCC * break up unk_19C to add spawnTimer * ShotSun_Update * func_80BADE74 * work on func_80BAE05C * make func_80BAE05C closer * use proper macros for osSyncPrintf * format if statement better and add temp player pointer func_80BAE05C * Reorder spawnPos to match stack args later * match func_80BAE05C * almost match func_80BADF0C * Remove temporary and add parenthesis * change part of comment and move last unk_1A4 assignment to be similar to decompiler * Change do while(false) to if (1) * func_80BADF0C * change comment * update spec * fix vt macro * cleanup and name * remove asm * remove data * remove extern Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> * remove & for function pointers * rename and retype D_02007020 * format * remove tiny whitespace * reorder if statement * finish renaming * replace cast with bitwise operation * move globally used functions to functions.h * reorder description * move headers for EnItem00 and EnAObj to z64actor.h * retype Item_DropCollectible and Item_DropCollectible2 to return EnItem00* * rename ShotSun_StartFairyCountdown to ShotSun_TriggerFairy * rename ShotSun_FairyCountdown to ShotSun_SpawnFairy * add unk_E3EC field to MessageContext * rename to ShotSun_UpdateHyliaSun for now * remove != 0 on flag check * remove unsigned suffix and use enum constant for Item_DropCollectible call * add unk_95C field to Player * add ub comment * retype unk_1A4 and remove explicit struct padding * Update src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2020-07-12 23:03:38 +00:00
typedef enum {
/* 0x00 */ A_OBJ_BLOCK_SMALL,
/* 0x01 */ A_OBJ_BLOCK_LARGE,
/* 0x02 */ A_OBJ_BLOCK_HUGE,
/* 0x03 */ A_OBJ_BLOCK_SMALL_ROT,
/* 0x04 */ A_OBJ_BLOCK_LARGE_ROT,
/* 0x05 */ A_OBJ_CUBE_SMALL,
/* 0x06 */ A_OBJ_UNKNOWN_6,
/* 0x07 */ A_OBJ_GRASS_CLUMP,
/* 0x08 */ A_OBJ_TREE_STUMP,
/* 0x09 */ A_OBJ_SIGNPOST_OBLONG,
/* 0x0A */ A_OBJ_SIGNPOST_ARROW,
/* 0x0B */ A_OBJ_BOULDER_FRAGMENT,
/* 0x0C */ A_OBJ_MAX
Decompiled ovl_Shot_Sun (#236) * match ShotSun_Init * match ShotSun_Destroy * match func_80BADDCC * break up unk_19C to add spawnTimer * ShotSun_Update * func_80BADE74 * work on func_80BAE05C * make func_80BAE05C closer * use proper macros for osSyncPrintf * format if statement better and add temp player pointer func_80BAE05C * Reorder spawnPos to match stack args later * match func_80BAE05C * almost match func_80BADF0C * Remove temporary and add parenthesis * change part of comment and move last unk_1A4 assignment to be similar to decompiler * Change do while(false) to if (1) * func_80BADF0C * change comment * update spec * fix vt macro * cleanup and name * remove asm * remove data * remove extern Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> * remove & for function pointers * rename and retype D_02007020 * format * remove tiny whitespace * reorder if statement * finish renaming * replace cast with bitwise operation * move globally used functions to functions.h * reorder description * move headers for EnItem00 and EnAObj to z64actor.h * retype Item_DropCollectible and Item_DropCollectible2 to return EnItem00* * rename ShotSun_StartFairyCountdown to ShotSun_TriggerFairy * rename ShotSun_FairyCountdown to ShotSun_SpawnFairy * add unk_E3EC field to MessageContext * rename to ShotSun_UpdateHyliaSun for now * remove != 0 on flag check * remove unsigned suffix and use enum constant for Item_DropCollectible call * add unk_95C field to Player * add ub comment * retype unk_1A4 and remove explicit struct padding * Update src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2020-07-12 23:03:38 +00:00
} AObjType;
struct EnAObj;
typedef void (*EnAObjActionFunc)(struct EnAObj*, struct GlobalContext*);
typedef struct EnAObj {
/* 0x000 */ DynaPolyActor dyna;
/* 0x164 */ EnAObjActionFunc actionFunc;
/* 0x168 */ s32 rotateWaitTimer;
Decompiled ovl_Shot_Sun (#236) * match ShotSun_Init * match ShotSun_Destroy * match func_80BADDCC * break up unk_19C to add spawnTimer * ShotSun_Update * func_80BADE74 * work on func_80BAE05C * make func_80BAE05C closer * use proper macros for osSyncPrintf * format if statement better and add temp player pointer func_80BAE05C * Reorder spawnPos to match stack args later * match func_80BAE05C * almost match func_80BADF0C * Remove temporary and add parenthesis * change part of comment and move last unk_1A4 assignment to be similar to decompiler * Change do while(false) to if (1) * func_80BADF0C * change comment * update spec * fix vt macro * cleanup and name * remove asm * remove data * remove extern Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> * remove & for function pointers * rename and retype D_02007020 * format * remove tiny whitespace * reorder if statement * finish renaming * replace cast with bitwise operation * move globally used functions to functions.h * reorder description * move headers for EnItem00 and EnAObj to z64actor.h * retype Item_DropCollectible and Item_DropCollectible2 to return EnItem00* * rename ShotSun_StartFairyCountdown to ShotSun_TriggerFairy * rename ShotSun_FairyCountdown to ShotSun_SpawnFairy * add unk_E3EC field to MessageContext * rename to ShotSun_UpdateHyliaSun for now * remove != 0 on flag check * remove unsigned suffix and use enum constant for Item_DropCollectible call * add unk_95C field to Player * add ub comment * retype unk_1A4 and remove explicit struct padding * Update src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2020-07-12 23:03:38 +00:00
/* 0x16C */ s16 textId;
/* 0x16E */ s16 rotateState;
/* 0x170 */ s16 rotateForTimer;
/* 0x172 */ s16 rotSpeedY;
/* 0x174 */ s16 rotSpeedX;
/* 0x178 */ f32 focusYoffset;
Decompiled ovl_Shot_Sun (#236) * match ShotSun_Init * match ShotSun_Destroy * match func_80BADDCC * break up unk_19C to add spawnTimer * ShotSun_Update * func_80BADE74 * work on func_80BAE05C * make func_80BAE05C closer * use proper macros for osSyncPrintf * format if statement better and add temp player pointer func_80BAE05C * Reorder spawnPos to match stack args later * match func_80BAE05C * almost match func_80BADF0C * Remove temporary and add parenthesis * change part of comment and move last unk_1A4 assignment to be similar to decompiler * Change do while(false) to if (1) * func_80BADF0C * change comment * update spec * fix vt macro * cleanup and name * remove asm * remove data * remove extern Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> * remove & for function pointers * rename and retype D_02007020 * format * remove tiny whitespace * reorder if statement * finish renaming * replace cast with bitwise operation * move globally used functions to functions.h * reorder description * move headers for EnItem00 and EnAObj to z64actor.h * retype Item_DropCollectible and Item_DropCollectible2 to return EnItem00* * rename ShotSun_StartFairyCountdown to ShotSun_TriggerFairy * rename ShotSun_FairyCountdown to ShotSun_SpawnFairy * add unk_E3EC field to MessageContext * rename to ShotSun_UpdateHyliaSun for now * remove != 0 on flag check * remove unsigned suffix and use enum constant for Item_DropCollectible call * add unk_95C field to Player * add ub comment * retype unk_1A4 and remove explicit struct padding * Update src/overlays/actors/ovl_Shot_Sun/z_shot_sun.c Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Random <28494085+Random06457@users.noreply.github.com> Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com>
2020-07-12 23:03:38 +00:00
/* 0x17C */ ColliderCylinder collider;
} EnAObj; // size = 0x1C8
2020-03-22 21:50:11 +00:00
typedef enum {
/* 0x00 */ ACTORCAT_SWITCH,
/* 0x01 */ ACTORCAT_BG,
/* 0x02 */ ACTORCAT_PLAYER,
/* 0x03 */ ACTORCAT_EXPLOSIVE,
/* 0x04 */ ACTORCAT_NPC,
/* 0x05 */ ACTORCAT_ENEMY,
/* 0x06 */ ACTORCAT_PROP,
/* 0x07 */ ACTORCAT_ITEMACTION,
/* 0x08 */ ACTORCAT_MISC,
/* 0x09 */ ACTORCAT_BOSS,
/* 0x0A */ ACTORCAT_DOOR,
/* 0x0B */ ACTORCAT_CHEST,
/* 0x0C */ ACTORCAT_MAX
} ActorCategory;
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#define DEFINE_ACTOR(_0, enum, _2) enum,
#define DEFINE_ACTOR_INTERNAL(_0, enum, _2) enum,
#define DEFINE_ACTOR_UNSET(enum) enum,
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typedef enum {
#include "tables/actor_table.h"
/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
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} ActorID;
#undef DEFINE_ACTOR
#undef DEFINE_ACTOR_INTERNAL
#undef DEFINE_ACTOR_UNSET
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typedef enum {
DOORLOCK_NORMAL,
DOORLOCK_BOSS,
DOORLOCK_NORMAL_SPIRIT
} DoorLockType;
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#endif