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oot/include/z64actor.h
Tharo eaf955ad22
Generic actor params getters (#1359)
* Initial PARAMS_GET macros

* NOSHIFT macro

* Use number of bits rather than raw mask values

* Add descriptions for each generic macro

* Reformat

* Adjust comment

* format

* edit en_door macro names

* edit redead macro name

* edit bdan switch macro name, and remove unneeded comments in go2

* mizushutter macro names

* remove PARAMS_GET_S, rework ishi switch flag handling

* actually remove PARAMS_GET_S

* remove PARAMS_GET2_S

* PARAMS_GET_U and PARAMS_GET_S

* format

* fix merge

* format

---------

Co-authored-by: fig02 <fig02srl@gmail.com>
Co-authored-by: Dragorn421 <Dragorn421@users.noreply.github.com>
2024-08-14 21:29:43 +02:00

739 lines
28 KiB
C

#ifndef Z64ACTOR_H
#define Z64ACTOR_H
#include "color.h"
#include "z64dma.h"
#include "z64animation.h"
#include "z64math.h"
#include "z64collision_check.h"
#define ACTOR_NUMBER_MAX 200
#define INVISIBLE_ACTOR_MAX 20
#define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC colliders
#define MASS_HEAVY 0xFE // Can only be pushed by OC colliders from actors with IMMOVABLE or HEAVY mass.
struct Actor;
struct CollisionPoly;
struct Lights;
struct PlayState;
typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct PlayState*);
typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*);
typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*);
typedef struct ActorProfile {
/* 0x00 */ s16 id;
/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
/* 0x04 */ u32 flags;
/* 0x08 */ s16 objectId;
/* 0x0C */ u32 instanceSize;
/* 0x10 */ ActorFunc init; // Constructor
/* 0x14 */ ActorFunc destroy; // Destructor
/* 0x18 */ ActorFunc update; // Update Function
/* 0x1C */ ActorFunc draw; // Draw function
} ActorProfile; // size = 0x20
/**
* @see ACTOROVL_ALLOC_ABSOLUTE
*/
#if OOT_DEBUG
#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x27A0
#else
#define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x24E0
#endif
/**
* The actor overlay should be allocated memory for when loading,
* and the memory deallocated when there is no more actor using the overlay.
*
* `ACTOROVL_ALLOC_` defines indicate how an actor overlay should be loaded.
*
* @note Bitwise or-ing `ACTOROVL_ALLOC_` types is not meaningful.
* The `ACTOROVL_ALLOC_` types are 0, 1, 2 but checked against with a bitwise and.
*
* @see ACTOROVL_ALLOC_ABSOLUTE
* @see ACTOROVL_ALLOC_PERSISTENT
* @see actor_table.h
*/
#define ACTOROVL_ALLOC_NORMAL 0
/**
* The actor overlay should be loaded to "absolute space".
*
* Absolute space is a fixed amount of memory allocated once.
* The overlay will still need to be loaded again if at some point there is no more actor using the overlay.
*
* @note Only one such overlay may be loaded at a time.
* This is not checked: a newly loaded overlay will overwrite the previous one in absolute space,
* even if actors are still relying on the previous one. Actors using absolute-allocated overlays should be deleted
* when another absolute-allocated overlay is about to be used.
*
* @see ACTOROVL_ABSOLUTE_SPACE_SIZE
* @see ActorContext.absoluteSpace
* @see ACTOROVL_ALLOC_NORMAL
*/
#define ACTOROVL_ALLOC_ABSOLUTE (1 << 0)
/**
* The actor overlay should be loaded persistently.
* It will stay loaded until the current game state instance ends.
*
* @see ACTOROVL_ALLOC_NORMAL
*/
#define ACTOROVL_ALLOC_PERSISTENT (1 << 1)
typedef struct ActorOverlay {
/* 0x00 */ RomFile file;
/* 0x08 */ void* vramStart;
/* 0x0C */ void* vramEnd;
/* 0x10 */ void* loadedRamAddr; // original name: "allocp"
/* 0x14 */ ActorProfile* profile;
/* 0x18 */ char* name;
/* 0x1C */ u16 allocType; // See `ACTOROVL_ALLOC_` defines
/* 0x1E */ s8 numLoaded; // original name: "clients"
} ActorOverlay; // size = 0x20
typedef struct DamageTable {
u8 table[32];
} DamageTable;
typedef struct CollisionCheckInfoInit {
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ u8 mass;
} CollisionCheckInfoInit;
typedef struct CollisionCheckInfoInit2 {
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ s16 cylYShift;
/* 0x08 */ u8 mass;
} CollisionCheckInfoInit2;
typedef struct CollisionCheckInfo {
/* 0x00 */ DamageTable* damageTable;
/* 0x04 */ Vec3f displacement; // Amount to correct actor velocity 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
} CollisionCheckInfo; // size = 0x1C
typedef struct ActorShape {
/* 0x00 */ Vec3s rot; // Current actor shape rotation
/* 0x06 */ s16 face; // Used to index eyes and 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 feetFloorFlag; // 0 if actor or feet aren't on ground, or 1 or 2 depending on feet positions
/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw
} ActorShape; // size = 0x30
//
#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)
// hidden or revealed by Lens of Truth (depending on room lensMode)
#define ACTOR_FLAG_REACT_TO_LENS (1 << 7)
// Signals that player has accepted an offer to talk to an actor
// Player will retain this flag until the player is finished talking
// Actor will retain this flag until `Actor_TalkOfferAccepted` is called or manually turned off by the actor
#define ACTOR_FLAG_TALK (1 << 8)
//
#define ACTOR_FLAG_9 (1 << 9)
//
#define ACTOR_FLAG_10 (1 << 10)
//
#define ACTOR_FLAG_ENKUSA_CUT (1 << 11)
// Actor will not shake when a quake occurs
#define ACTOR_FLAG_IGNORE_QUAKE (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)
// ignores point lights but not directional lights (such as environment lights)
#define ACTOR_FLAG_IGNORE_POINT_LIGHTS (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 COLORFILTER_GET_COLORINTENSITY(colorFilterParams) (((colorFilterParams) & 0x1F00) >> 5)
#define COLORFILTER_GET_DURATION(colorFilterParams) ((colorFilterParams) & 0xFF)
#define COLORFILTER_COLORFLAG_GRAY 0x8000
#define COLORFILTER_COLORFLAG_RED 0x4000
#define COLORFILTER_COLORFLAG_BLUE 0x0000
#define COLORFILTER_INTENSITY_FLAG 0x8000
#define COLORFILTER_BUFFLAG_XLU 0x2000
#define COLORFILTER_BUFFLAG_OPA 0x0000
#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
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 objectSlot; // Object slot (in ObjectContext) corresponding to the actor's object; 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. Sfx 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 speed; // Context dependent speed value. Can be used for XZ or XYZ depending on which move function is used
/* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame
/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap for velocity along the Y axis. Only relevant when moved with gravity.
/* 0x074 */ struct CollisionPoly* wallPoly; // Wall polygon the actor is touching
/* 0x078 */ struct 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 depthInWater; // Distance below the surface of active waterbox. Positive value means under water, 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
/* 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 player/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`
/* 0x138 */ ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor
#if OOT_DEBUG
/* 0x13C */ char dbgPad[0x10];
#endif
} Actor; // size = 0x14C
typedef enum ActorFootIndex {
/* 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
*/
#define DYNA_TRANSFORM_POS (1 << 0) // Position of the actors on top follows the dynapoly actor's movement.
#define DYNA_TRANSFORM_ROT_Y (1 << 1) // The Y rotation of the actors on top follows the dynapoly actor's Y rotation.
#define DYNA_INTERACT_ACTOR_ON_TOP (1 << 0) // There is an actor standing on the collision of the dynapoly actor
#define DYNA_INTERACT_PLAYER_ON_TOP (1 << 1) // The player actor is standing on the collision of the dynapoly actor
#define DYNA_INTERACT_PLAYER_ABOVE (1 << 2) // The player is directly above the collision of the dynapoly actor (any distance above)
#define DYNA_INTERACT_3 (1 << 3) // Like the ACTOR_ON_TOP flag but only actors with ACTOR_FLAG_26
typedef struct DynaPolyActor {
/* 0x000 */ struct Actor actor;
/* 0x14C */ s32 bgId;
/* 0x150 */ f32 unk_150;
/* 0x154 */ f32 unk_154;
/* 0x158 */ s16 unk_158; // y rotation?
/* 0x15C */ u32 transformFlags;
/* 0x160 */ u8 interactFlags;
/* 0x162 */ s16 unk_162;
} DynaPolyActor; // size = 0x164
typedef struct BodyBreak {
/* 0x00 */ MtxF* matrices;
/* 0x04 */ s16* objectSlots;
/* 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_SLOT_DEFAULT -1 // use the same object as the actor
#define BODYBREAK_STATUS_READY -1
#define BODYBREAK_STATUS_FINISHED 0
typedef enum Item00Type {
/* 0x00 */ ITEM00_RUPEE_GREEN,
/* 0x01 */ ITEM00_RUPEE_BLUE,
/* 0x02 */ ITEM00_RUPEE_RED,
/* 0x03 */ ITEM00_RECOVERY_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,
/* 0x1A */ ITEM00_MAX,
/* 0xFF */ ITEM00_NONE = 0xFF
} Item00Type;
struct EnItem00;
typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct PlayState*);
typedef struct EnItem00 {
/* 0x000 */ Actor actor;
/* 0x14C */ EnItem00ActionFunc actionFunc;
/* 0x150 */ s16 collectibleFlag;
/* 0x152 */ s16 getItemId;
/* 0x154 */ s16 unk_154;
/* 0x156 */ s16 unk_156;
/* 0x158 */ s16 unk_158;
/* 0x15A */ s16 despawnTimer;
/* 0x15C */ f32 scale;
/* 0x160 */ ColliderCylinder collider;
} EnItem00; // size = 0x1AC
// Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files.
typedef enum AObjType {
/* 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
} AObjType;
struct EnAObj;
typedef void (*EnAObjActionFunc)(struct EnAObj*, struct PlayState*);
typedef struct EnAObj {
/* 0x000 */ DynaPolyActor dyna;
/* 0x164 */ EnAObjActionFunc actionFunc;
/* 0x168 */ s32 rotateWaitTimer;
/* 0x16C */ s16 textId;
/* 0x16E */ s16 rotateState;
/* 0x170 */ s16 rotateForTimer;
/* 0x172 */ s16 rotSpeedY;
/* 0x174 */ s16 rotSpeedX;
/* 0x178 */ f32 focusYoffset;
/* 0x17C */ ColliderCylinder collider;
} EnAObj; // size = 0x1C8
typedef enum ActorCategory {
/* 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;
#define DEFINE_ACTOR(_0, enum, _2, _3) enum,
#define DEFINE_ACTOR_INTERNAL(_0, enum, _2, _3) enum,
#define DEFINE_ACTOR_UNSET(enum) enum,
typedef enum ActorID {
#include "tables/actor_table.h"
/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
} ActorID;
#undef DEFINE_ACTOR
#undef DEFINE_ACTOR_INTERNAL
#undef DEFINE_ACTOR_UNSET
typedef enum DoorLockType {
DOORLOCK_NORMAL,
DOORLOCK_BOSS,
DOORLOCK_NORMAL_SPIRIT
} DoorLockType;
typedef enum NaviEnemy {
/* 0x00 */ NAVI_ENEMY_DEFAULT,
/* 0x01 */ NAVI_ENEMY_GOHMA,
/* 0x02 */ NAVI_ENEMY_GOHMA_EGG,
/* 0x03 */ NAVI_ENEMY_GOHMA_LARVA,
/* 0x04 */ NAVI_ENEMY_SKULLTULA,
/* 0x05 */ NAVI_ENEMY_BIG_SKULLTULA,
/* 0x06 */ NAVI_ENEMY_TAILPASARAN,
/* 0x07 */ NAVI_ENEMY_DEKU_BABA,
/* 0x08 */ NAVI_ENEMY_BIG_DEKU_BABA,
/* 0x09 */ NAVI_ENEMY_WITHERED_DEKU_BABA,
/* 0x0A */ NAVI_ENEMY_DEKU_SCRUB,
/* 0x0B */ NAVI_ENEMY_UNUSED_B,
/* 0x0C */ NAVI_ENEMY_KING_DODONGO,
/* 0x0D */ NAVI_ENEMY_DODONGO,
/* 0x0E */ NAVI_ENEMY_BABY_DODONGO,
/* 0x0F */ NAVI_ENEMY_LIZALFOS,
/* 0x10 */ NAVI_ENEMY_DINOLFOS,
/* 0x11 */ NAVI_ENEMY_FIRE_KEESE,
/* 0x12 */ NAVI_ENEMY_KEESE,
/* 0x13 */ NAVI_ENEMY_ARMOS,
/* 0x14 */ NAVI_ENEMY_BARINADE,
/* 0x15 */ NAVI_ENEMY_PARASITIC_TENTACLE,
/* 0x16 */ NAVI_ENEMY_SHABOM,
/* 0x17 */ NAVI_ENEMY_BIRI,
/* 0x18 */ NAVI_ENEMY_BARI,
/* 0x19 */ NAVI_ENEMY_STINGER,
/* 0x1A */ NAVI_ENEMY_PHANTOM_GANON_PHASE_2,
/* 0x1B */ NAVI_ENEMY_STALFOS,
/* 0x1C */ NAVI_ENEMY_BLUE_BUBBLE,
/* 0x1D */ NAVI_ENEMY_WHITE_BUBBLE,
/* 0x1E */ NAVI_ENEMY_GREEN_BUBBLE,
/* 0x1F */ NAVI_ENEMY_SKULLWALLTULA,
/* 0x20 */ NAVI_ENEMY_GOLD_SKULLTULA,
/* 0x21 */ NAVI_ENEMY_VOLVAGIA,
/* 0x22 */ NAVI_ENEMY_FLARE_DANCER,
/* 0x23 */ NAVI_ENEMY_TORCH_SLUG,
/* 0x24 */ NAVI_ENEMY_RED_BUBBLE,
/* 0x25 */ NAVI_ENEMY_MORPHA,
/* 0x26 */ NAVI_ENEMY_DARK_LINK,
/* 0x27 */ NAVI_ENEMY_SHELL_BLADE,
/* 0x28 */ NAVI_ENEMY_SPIKE,
/* 0x29 */ NAVI_ENEMY_BONGO_BONGO,
/* 0x2A */ NAVI_ENEMY_REDEAD,
/* 0x2B */ NAVI_ENEMY_PHANTOM_GANON_PHASE_1,
/* 0x2C */ NAVI_ENEMY_UNUSED_2C,
/* 0x2D */ NAVI_ENEMY_GIBDO,
/* 0x2E */ NAVI_ENEMY_DEAD_HANDS_HAND,
/* 0x2F */ NAVI_ENEMY_DEAD_HAND,
/* 0x30 */ NAVI_ENEMY_WALLMASTER,
/* 0x31 */ NAVI_ENEMY_FLOORMASTER,
/* 0x32 */ NAVI_ENEMY_TWINROVA_KOUME,
/* 0x33 */ NAVI_ENEMY_TWINROVA_KOTAKE,
/* 0x34 */ NAVI_ENEMY_IRON_KNUCKLE_NABOORU,
/* 0x35 */ NAVI_ENEMY_IRON_KNUCKLE,
/* 0x36 */ NAVI_ENEMY_SKULL_KID_ADULT,
/* 0x37 */ NAVI_ENEMY_LIKE_LIKE,
/* 0x38 */ NAVI_ENEMY_UNUSED_38,
/* 0x39 */ NAVI_ENEMY_BEAMOS,
/* 0x3A */ NAVI_ENEMY_ANUBIS,
/* 0x3B */ NAVI_ENEMY_FREEZARD,
/* 0x3C */ NAVI_ENEMY_UNUSED_3C,
/* 0x3D */ NAVI_ENEMY_GANONDORF,
/* 0x3E */ NAVI_ENEMY_GANON,
/* 0x3F */ NAVI_ENEMY_SKULL_KID,
/* 0x40 */ NAVI_ENEMY_SKULL_KID_FRIENDLY,
/* 0x41 */ NAVI_ENEMY_SKULL_KID_MASK,
/* 0x42 */ NAVI_ENEMY_OCTOROK,
/* 0x43 */ NAVI_ENEMY_POE_COMPOSER,
/* 0x44 */ NAVI_ENEMY_POE,
/* 0x45 */ NAVI_ENEMY_RED_TEKTITE,
/* 0x46 */ NAVI_ENEMY_BLUE_TEKTITE,
/* 0x47 */ NAVI_ENEMY_LEEVER,
/* 0x48 */ NAVI_ENEMY_PEAHAT,
/* 0x49 */ NAVI_ENEMY_PEAHAT_LARVA,
/* 0x4A */ NAVI_ENEMY_MOBLIN,
/* 0x4B */ NAVI_ENEMY_MOBLIN_CLUB,
/* 0x4C */ NAVI_ENEMY_WOLFOS,
/* 0x4D */ NAVI_ENEMY_MAD_SCRUB,
/* 0x4E */ NAVI_ENEMY_BUSINESS_SCRUB,
/* 0x4F */ NAVI_ENEMY_DAMPES_GHOST,
/* 0x50 */ NAVI_ENEMY_POE_SISTER_MEG,
/* 0x51 */ NAVI_ENEMY_POE_SISTER_JOELLE,
/* 0x52 */ NAVI_ENEMY_POE_SISTER_BETH,
/* 0x53 */ NAVI_ENEMY_POE_SISTER_AMY,
/* 0x54 */ NAVI_ENEMY_GERUDO_THIEF,
/* 0x55 */ NAVI_ENEMY_STALCHILD,
/* 0x56 */ NAVI_ENEMY_ICE_KEESE,
/* 0x57 */ NAVI_ENEMY_WHITE_WOLFOS,
/* 0x58 */ NAVI_ENEMY_GUAY,
/* 0x59 */ NAVI_ENEMY_BIGOCTO,
/* 0x5A */ NAVI_ENEMY_BIG_POE,
/* 0x5B */ NAVI_ENEMY_TWINROVA,
/* 0x5C */ NAVI_ENEMY_POE_WASTELAND,
/* 0xFF */ NAVI_ENEMY_NONE = 0xFF
} NaviEnemy;
typedef struct TargetContextEntry {
/* 0x00 */ Vec3f pos;
/* 0x0C */ f32 unk_0C; // radius?
/* 0x10 */ Color_RGB8 color;
} TargetContextEntry; // size = 0x14
typedef struct TargetContext {
/* 0x00 */ Vec3f naviRefPos; // possibly wrong
/* 0x0C */ Vec3f targetCenterPos;
/* 0x18 */ Color_RGBAf naviInner;
/* 0x28 */ Color_RGBAf naviOuter;
/* 0x38 */ Actor* arrowPointedActor;
/* 0x3C */ Actor* targetedActor;
/* 0x40 */ f32 unk_40;
/* 0x44 */ f32 unk_44;
/* 0x48 */ s16 unk_48;
/* 0x4A */ u8 activeCategory;
/* 0x4B */ u8 unk_4B;
/* 0x4C */ s8 unk_4C;
/* 0x4D */ char unk_4D[0x03];
/* 0x50 */ TargetContextEntry arr_50[3];
/* 0x8C */ Actor* unk_8C;
/* 0x90 */ Actor* bgmEnemy; // The nearest enemy to player with the right flags that will trigger NA_BGM_ENEMY
/* 0x94 */ Actor* unk_94;
} TargetContext; // size = 0x98
typedef struct TitleCardContext {
/* 0x00 */ void* texture;
/* 0x04 */ s16 x;
/* 0x06 */ s16 y;
/* 0x08 */ u8 width;
/* 0x09 */ u8 height;
/* 0x0A */ u8 durationTimer; // how long the title card appears for before fading
/* 0x0B */ u8 delayTimer; // how long the title card waits to appear
/* 0x0C */ s16 alpha;
/* 0x0E */ s16 intensity;
} TitleCardContext; // size = 0x10
typedef struct ActorListEntry {
/* 0x00 */ s32 length; // number of actors loaded of this category
/* 0x04 */ Actor* head; // pointer to head of the linked list of this category (most recent actor added)
} ActorListEntry; // size = 0x08
typedef struct ActorContextSceneFlags {
/* 0x00 */ u32 swch;
/* 0x04 */ u32 tempSwch;
/* 0x08 */ u32 unk0;
/* 0x0C */ u32 unk1;
/* 0x10 */ u32 chest;
/* 0x14 */ u32 clear;
/* 0x18 */ u32 tempClear;
/* 0x1C */ u32 collect;
/* 0x20 */ u32 tempCollect;
} ActorContextSceneFlags; // size = 0x24
typedef struct ActorContext {
/* 0x000 */ u8 freezeFlashTimer;
/* 0x001 */ char unk_01[0x01];
/* 0x002 */ u8 unk_02;
/* 0x003 */ u8 lensActive;
/* 0x004 */ char unk_04[0x04];
/* 0x008 */ u8 total; // total number of actors loaded
/* 0x00C */ ActorListEntry actorLists[ACTORCAT_MAX];
/* 0x06C */ TargetContext targetCtx;
/* 0x104 */ ActorContextSceneFlags flags;
/* 0x128 */ TitleCardContext titleCtx;
/* 0x138 */ char unk_138[0x04];
/* 0x13C */ void* absoluteSpace; // Space used to allocate actor overlays with alloc type ACTOROVL_ALLOC_ABSOLUTE
} ActorContext; // size = 0x140
// EnDoor and DoorKiller share openAnim and playerIsOpening
// Due to alignment, a substruct cannot be used in the structs of these actors.
#define DOOR_ACTOR_BASE \
/* 0x0000 */ Actor actor; \
/* 0x014C */ SkelAnime skelAnime; \
/* 0x0190 */ u8 openAnim; \
/* 0x0191 */ u8 playerIsOpening
typedef struct DoorActorBase {
/* 0x0000 */ DOOR_ACTOR_BASE;
} DoorActorBase;
// DoorShutter and DoorGerudo share isActive
// Due to alignment, a substruct cannot be used in the structs of these actors.
#define SLIDING_DOOR_ACTOR_BASE \
/* 0x0000 */ DynaPolyActor dyna; \
/* 0x0164 */ s16 isActive // Set to true by player when using the door. Also a timer for niche cases in DoorShutter
typedef struct SlidingDoorActorBase {
/* 0x0000 */ SLIDING_DOOR_ACTOR_BASE;
} SlidingDoorActorBase;
typedef enum DoorOpenAnim {
/* 0x00 */ DOOR_OPEN_ANIM_ADULT_L,
/* 0x01 */ DOOR_OPEN_ANIM_CHILD_L,
/* 0x02 */ DOOR_OPEN_ANIM_ADULT_R,
/* 0x03 */ DOOR_OPEN_ANIM_CHILD_R,
/* 0x04 */ DOOR_OPEN_ANIM_MAX
} DoorOpenAnim;
#define UPDBGCHECKINFO_FLAG_0 (1 << 0) // check wall
#define UPDBGCHECKINFO_FLAG_1 (1 << 1) // check ceiling
#define UPDBGCHECKINFO_FLAG_2 (1 << 2) // check floor and water
#define UPDBGCHECKINFO_FLAG_3 (1 << 3)
#define UPDBGCHECKINFO_FLAG_4 (1 << 4)
#define UPDBGCHECKINFO_FLAG_5 (1 << 5) // unused
#define UPDBGCHECKINFO_FLAG_6 (1 << 6) // disable water ripples
#define UPDBGCHECKINFO_FLAG_7 (1 << 7) // alternate wall check?
typedef enum NpcTalkState {
/* 0x0 */ NPC_TALK_STATE_IDLE, // NPC not currently talking to player
/* 0x1 */ NPC_TALK_STATE_TALKING, // NPC is currently talking to player
/* 0x2 */ NPC_TALK_STATE_ACTION, // An NPC-defined action triggered in the conversation
/* 0x3 */ NPC_TALK_STATE_ITEM_GIVEN // NPC finished giving an item and text box is done
} NpcTalkState;
typedef enum NpcTrackingMode {
/* 0x0 */ NPC_TRACKING_PLAYER_AUTO_TURN, // Determine tracking mode based on player position, see Npc_UpdateAutoTurn
/* 0x1 */ NPC_TRACKING_NONE, // Don't track the target (usually the player)
/* 0x2 */ NPC_TRACKING_HEAD_AND_TORSO, // Track target by turning the head and the torso
/* 0x3 */ NPC_TRACKING_HEAD, // Track target by turning the head
/* 0x4 */ NPC_TRACKING_FULL_BODY // Track target by turning the body, torso and head
} NpcTrackingMode;
typedef struct NpcInteractInfo {
/* 0x00 */ s16 talkState;
/* 0x02 */ s16 trackingMode;
/* 0x04 */ s16 autoTurnTimer;
/* 0x06 */ s16 autoTurnState;
/* 0x08 */ Vec3s headRot;
/* 0x0E */ Vec3s torsoRot;
/* 0x14 */ f32 yOffset; // Y position offset to add to actor position when calculating angle to target
/* 0x18 */ Vec3f trackPos;
/* 0x24 */ char unk_24[0x4];
} NpcInteractInfo; // size = 0x28
// Converts a number of bits to a bitmask, helper for params macros
// e.g. 3 becomes 0b111 (7)
#define NBITS_TO_MASK(n) \
((1 << (n)) - 1)
// Extracts the `n`-bit value at position `s` in `p`, shifts then masks
// Unsigned variant, no possibility of sign extension
#define PARAMS_GET_U(p, s, n) \
(((p) >> (s)) & NBITS_TO_MASK(n))
// Extracts the `n`-bit value at position `s` in `p`, masks then shifts
// Signed variant, possibility of sign extension
#define PARAMS_GET_S(p, s, n) \
(((p) & (NBITS_TO_MASK(n) << (s))) >> (s))
// Extracts all bits past position `s` in `p`
#define PARAMS_GET_NOMASK(p, s) \
((p) >> (s))
// Extracts the `n`-bit value at position `s` in `p` without shifting it from its current position
#define PARAMS_GET_NOSHIFT(p, s, n) \
((p) & (NBITS_TO_MASK(n) << (s)))
// Generates a bitmask for bit position `s` of length `n`
#define PARAMS_MAKE_MASK(s, n) PARAMS_GET_NOSHIFT(~0, s, n)
#define TRANSITION_ACTOR_PARAMS_INDEX_SHIFT 10
#define GET_TRANSITION_ACTOR_INDEX(actor) PARAMS_GET_NOMASK((u16)(actor)->params, 10)
#endif