diff options
| author | fig02 <fig02srl@gmail.com> | 2021-01-18 16:04:04 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-01-18 16:04:04 -0500 |
| commit | 00a5edea71a605e7bdad78892b2863000e53624e (patch) | |
| tree | 8750e088e82191ddda97b566e2dc28d9d999a3a6 /include | |
| parent | 20206fba0d1c404c7493c470a0526a5e50cc1576 (diff) | |
Actor Struct Changes (and a few related things) (#617)
* reformat header
* type -> category
* done for now i think
* some more stuff
* first -> head
* focus
* flag comment
* ground -> floor
* remove asm, name wrapper funcs
* name func, format
* review
* targetPriority, format
* git subrepo pull --force tools/ZAPD
subrepo:
subdir: "tools/ZAPD"
merged: "0305ec2c2"
upstream:
origin: "https://github.com/zeldaret/ZAPD.git"
branch: "master"
commit: "0305ec2c2"
git-subrepo:
version: "0.4.3"
origin: "https://github.com/ingydotnet/git-subrepo.git"
commit: "2f68596"
* comment
* review
* feet flags
* horse shadow
Diffstat (limited to 'include')
| -rw-r--r-- | include/functions.h | 146 | ||||
| -rw-r--r-- | include/macros.h | 2 | ||||
| -rw-r--r-- | include/z64.h | 8 | ||||
| -rw-r--r-- | include/z64actor.h | 241 | ||||
| -rw-r--r-- | include/z64camera.h | 4 |
5 files changed, 229 insertions, 172 deletions
diff --git a/include/functions.h b/include/functions.h index f449db303..d9550dedf 100644 --- a/include/functions.h +++ b/include/functions.h @@ -347,12 +347,13 @@ void EffectSsIceSmoke_Spawn(GlobalContext* globalCtx, Vec3f* pos, Vec3f* velocit void FlagSet_Update(GlobalContext* globalCtx); void Overlay_LoadGameState(GameStateOverlay* overlayEntry); void Overlay_FreeGameState(GameStateOverlay* overlayEntry); -void ActorShape_Init(ActorShape* shape, f32 arg1, void* shadowDrawFunc, f32 arg3); -void ActorShadow_DrawFunc_Circle(Actor* actor, Lights* lights, GlobalContext* globalCtx); -void ActorShadow_DrawFunc_WhiteCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx); -void ActorShadow_DrawFunc_Squiggly(Actor* actor, Lights* lights, GlobalContext* globalCtx); -void ActorShadow_DrawFunc_Teardrop(Actor* actor, Lights* lights, GlobalContext* globalCtx); -void func_8002BDB0(Actor* actor, s32 arg1, s32 arg2, Vec3f* arg3, s32 arg4, Vec3f* arg5); +void ActorShape_Init(ActorShape* shape, f32 yOffset, ActorShadowFunc* shadowDraw, f32 shadowScale); +void ActorShadow_DrawCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx); +void ActorShadow_DrawWhiteCircle(Actor* actor, Lights* lights, GlobalContext* globalCtx); +void ActorShadow_DrawHorse(Actor* actor, Lights* lights, GlobalContext* globalCtx); +void ActorShadow_DrawFeet(Actor* actor, Lights* lights, GlobalContext* globalCtx); +void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, + Vec3f* rightFootPos); void func_8002C124(TargetContext* targetCtx, GlobalContext* globalCtx); s32 Flags_GetSwitch(GlobalContext* globalCtx, s32 flag); void Flags_SetSwitch(GlobalContext* globalCtx, s32 flag); @@ -376,7 +377,7 @@ void TitleCard_InitPlaceName(GlobalContext* globalCtx, TitleCardContext* titleCt s32 arg5, s32 arg6, s32 arg7); s32 func_8002D53C(GlobalContext* globalCtx, TitleCardContext* titleCtx); void Actor_Kill(Actor* actor); -void Actor_SetHeight(Actor* actor, f32 offset); +void Actor_SetFocus(Actor* actor, f32 offset); void Actor_SetScale(Actor* actor, f32 scale); void Actor_SetObjectDependency(GlobalContext* globalCtx, Actor* actor); void func_8002D7EC(Actor* actor); @@ -385,14 +386,14 @@ void Actor_MoveForward(Actor* actor); void func_8002D908(Actor* actor); void func_8002D97C(Actor* actor); void func_8002D9A4(Actor* actor, f32 arg1); -s16 func_8002DA78(Actor* actorA, Actor* actorB); -s16 func_8002DAC0(Actor* actor, Vec3f* arg1); -f32 func_8002DB48(Actor* actorA, Actor* actorB); -f32 func_8002DB6C(Actor* actor, Vec3f* arg1); -s16 func_8002DAE0(Actor* actorA, Actor* actorB); -s16 func_8002DB28(Actor* actor, Vec3f* arg1); -f32 func_8002DB8C(Actor* actorA, Actor* actorB); -f32 func_8002DBB0(Actor* actor, Vec3f* arg1); +s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB); +s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint); +f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB); +f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint); +s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB); +s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint); +f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB); +f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint); void func_8002DBD0(Actor* actor, Vec3f* result, Vec3f* arg2); f32 Actor_HeightDiff(Actor* actorA, Actor* actorB); f32 Player_GetHeight(Player* player); @@ -414,14 +415,14 @@ s32 func_8002DFC8(Actor* actor, s16 arg1, GlobalContext* globalCtx); s32 func_8002E084(Actor* actor, s16 arg1); s32 func_8002E12C(Actor* actor, f32 arg1, s16 arg2); s32 func_8002E1A8(Actor* actorA, Actor* actorB, f32 arg2, s16 arg3); -void func_8002E4B4(GlobalContext* globalCtx, Actor* actor, f32 arg2, f32 arg3, f32 arg4, s32 arg5); +void Actor_UpdateBgCheckInfo(GlobalContext* globalCtx, Actor* actor, f32 arg2, f32 arg3, f32 arg4, s32 arg5); Hilite* func_8002EABC(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx); Hilite* func_8002EB44(Vec3f* object, Vec3f* eye, Vec3f* lightDir, GraphicsContext* gfxCtx); void func_8002EBCC(Actor* actor, GlobalContext* globalCtx, s32 flag); void func_8002ED80(Actor* actor, GlobalContext* globalCtx, s32 flag); -PosRot* func_8002EEE4(PosRot* arg0, Actor* actor); -PosRot* func_8002EF14(PosRot* arg0, Actor* actor); -PosRot* func_8002EF44(PosRot* arg0, Actor* actor); +PosRot* Actor_GetFocus(PosRot* arg0, Actor* actor); +PosRot* Actor_GetWorld(PosRot* arg0, Actor* actor); +PosRot* Actor_GetWorldPosShapeRot(PosRot* arg0, Actor* actor); s32 func_8002F0C8(Actor* actor, Player* player, s32 arg2); u32 func_8002F194(Actor* actor, GlobalContext* globalCtx); s32 func_8002F1C4(Actor* actor, GlobalContext* globalCtx, f32 arg2, f32 arg3, u32 arg4); @@ -469,7 +470,7 @@ void Actor_SpawnTransitionActors(GlobalContext* globalCtx, ActorContext* actorCt Actor* Actor_SpawnEntry(ActorContext* actorCtx, ActorEntry* actorEntry, GlobalContext* globalCtx); Actor* Actor_Delete(ActorContext* actorCtx, Actor* actor, GlobalContext* globalCtx); Actor* func_80032AF0(GlobalContext* globalCtx, ActorContext* actorCtx, Actor** actorPtr, Player* player); -Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorType); +Actor* Actor_Find(ActorContext* actorCtx, s32 actorId, s32 actorCategory); void func_80032C7C(GlobalContext* globalCtx, Actor* actor); void func_80032E24(struct_80032E24* arg0, s32 arg1, GlobalContext* globalCtx); void func_80032F54(struct_80032E24* arg0, s32 arg1, s32 arg2, s32 arg3, u32 arg4, Gfx** dList, s16 arg6); @@ -480,7 +481,7 @@ void func_80033480(GlobalContext* globalCtx, Vec3f* arg1, f32 arg2, s32 arg3, s1 Actor* Actor_GetCollidedExplosive(GlobalContext* globalCtx, Collider* collider); Actor* func_80033684(GlobalContext* globalCtx, Actor* explosiveActor); Actor* func_80033780(GlobalContext* globalCtx, Actor* refActor, f32 arg2); -void Actor_ChangeType(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actor, u8 actorType); +void Actor_ChangeCategory(GlobalContext* globalCtx, ActorContext* actorCtx, Actor* actor, u8 actorCategory); void Actor_SetTextWithPrefix(GlobalContext* globalCtx, Actor* actor, s16 textIdLower); s16 func_800339B8(Actor* actor, GlobalContext* globalCtx, f32 arg2, s16 arg3); s32 func_80033A84(GlobalContext* globalCtx, Actor* actor); @@ -511,7 +512,7 @@ void func_80034F54(GlobalContext* globalCtx, s16* arg1, s16* arg2, s32 arg3); void Actor_Noop(Actor* actor, GlobalContext* globalCtx); void Gfx_DrawDListOpa(GlobalContext* globalCtx, Gfx* dlist); void Gfx_DrawDListXlu(GlobalContext* globalCtx, Gfx* dlist); -Actor* Actor_FindNearby(GlobalContext* globalCtx, Actor* refActor, s16 actorId, u8 actorType, f32 range); +Actor* Actor_FindNearby(GlobalContext* globalCtx, Actor* refActor, s16 actorId, u8 actorCategory, f32 range); s32 func_800354B4(GlobalContext* globalCtx, Actor* actor, f32 range, s16 arg3, s16 arg4, s16 arg5); void func_8003555C(GlobalContext* globalCtx, Vec3f* arg1, Vec3f* arg2, Vec3f* arg3); void func_800355B8(GlobalContext* globalCtx, Vec3f* arg1); @@ -560,8 +561,10 @@ void CollisionPoly_GetVerticesByBgId(CollisionPoly* poly, s32 bgId, CollisionCon // ? func_8003992C(?); // ? BgCheck_ComputeWallDisplacement(?); // ? BgCheck_SphVsStaticWall(?); -s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight, CollisionPoly** outPoly); -s32 func_8003A5B8(SSList* headNodeId, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB, Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist, s32 bccFlags); +s32 BgCheck_CheckStaticCeiling(StaticLookup* lookup, u16 xpFlags, CollisionContext* colCtx, f32* outY, Vec3f* pos, + f32 checkHeight, CollisionPoly** outPoly); +s32 func_8003A5B8(SSList* headNodeId, CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB, + Vec3f* outPos, CollisionPoly** outPoly, f32* outDistSq, f32 chkDist, s32 bccFlags); // ? func_8003A7D8(?); // ? BgCheck_SphVsFirstStaticPolyList(?); // ? BgCheck_SphVsFirstStaticPoly(?); @@ -580,37 +583,60 @@ void BgCheck_Allocate(CollisionContext* colCtx, GlobalContext* globalCtx, Collis // ? BgCheck_GetCollisionHeader(?); s32 BgCheck_PosInStaticBoundingBox(CollisionContext* colCtx, Vec3f* pos); f32 BgCheck_EntityRaycastFloor1(CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos); -f32 BgCheck_EntityRaycastFloor2(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly, Vec3f* pos); +f32 BgCheck_EntityRaycastFloor2(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly, + Vec3f* pos); f32 BgCheck_EntityRaycastFloor3(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos); -f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* arg4); -f32 BgCheck_EntityRaycastFloor5(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos); -f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos, f32 chkDist); +f32 BgCheck_EntityRaycastFloor4(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, + Vec3f* arg4); +f32 BgCheck_EntityRaycastFloor5(GlobalContext* globalCtx, CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, + Actor* actor, Vec3f* pos); +f32 BgCheck_EntityRaycastFloor6(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos, + f32 chkDist); f32 BgCheck_EntityRaycastFloor7(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos); f32 BgCheck_AnyRaycastFloor1(CollisionContext* colCtx, CollisionPoly* outPoly, Vec3f* pos); f32 BgCheck_AnyRaycastFloor2(CollisionContext* colCtx, CollisionPoly* outPoly, s32* bgId, Vec3f* pos); f32 BgCheck_CameraRaycastFloor2(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos); f32 BgCheck_EntityRaycastFloor8(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Actor* actor, Vec3f* pos); f32 BgCheck_EntityRaycastFloor9(CollisionContext* colCtx, CollisionPoly** outPoly, s32* bgId, Vec3f* pos); -s32 BgCheck_SphVsWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA); -s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, f32 checkHeight); -s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, f32 checkHeight); -s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight); -s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight); +s32 BgCheck_SphVsWallImpl(CollisionContext* colCtx, u16 xpFlags, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, + f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight, u8 argA); +s32 BgCheck_EntitySphVsWall1(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, + CollisionPoly** outPoly, f32 checkHeight); +s32 BgCheck_EntitySphVsWall2(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, + CollisionPoly** outPoly, s32* outBgId, f32 checkHeight); +s32 BgCheck_EntitySphVsWall3(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, + CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight); +s32 BgCheck_EntitySphVsWall4(CollisionContext* colCtx, Vec3f* posResult, Vec3f* posNext, Vec3f* posPrev, f32 radius, + CollisionPoly** outPoly, s32* outBgId, Actor* actor, f32 checkHeight); // ? BgCheck_CheckCeilingImpl(?); s32 BgCheck_AnyCheckCeiling(CollisionContext* colCtx, f32* outY, Vec3f* pos, f32 checkHeight); -s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* arg1, Vec3f* arg2, f32 arg3, CollisionPoly** outPoly, s32* outBgId, Actor* actor); -s32 BgCheck_LineTestImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32* bgId, Actor* actor, f32 chkDist, u32 bccFlags); -s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); -s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); -s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); -s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId, Actor* actor); -s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId, Actor* actor, f32 chkDist); -s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); -s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkOneFace); -s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace); -s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); +s32 BgCheck_EntityCheckCeiling(CollisionContext* colCtx, f32* arg1, Vec3f* arg2, f32 arg3, CollisionPoly** outPoly, + s32* outBgId, Actor* actor); +s32 BgCheck_LineTestImpl(CollisionContext* colCtx, u16 xpFlags1, u16 xpFlags2, Vec3f* posA, Vec3f* posB, + Vec3f* posResult, CollisionPoly** outPoly, s32* bgId, Actor* actor, f32 chkDist, u32 bccFlags); +s32 BgCheck_CameraLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); +s32 BgCheck_CameraLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); +s32 BgCheck_EntityLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); +s32 BgCheck_EntityLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId, + Actor* actor); +s32 BgCheck_EntityLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId, + Actor* actor, f32 chkDist); +s32 BgCheck_ProjectileLineTest(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, + s32* bgId); +s32 BgCheck_AnyLineTest1(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, + s32 chkOneFace); +s32 BgCheck_AnyLineTest2(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, + s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace); +s32 BgCheck_AnyLineTest3(CollisionContext* colCtx, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, + s32 chkWall, s32 chkFloor, s32 chkCeil, s32 chkOneFace, s32* bgId); // ? BgCheck_SphVsFirstPolyImpl(?); -s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius); +s32 BgCheck_SphVsFirstPoly(CollisionContext* colCtx, Vec3f* center, f32 radius); void SSNodeList_Initialize(SSNodeList*); void SSNodeList_Alloc(GlobalContext* globalCtx, SSNodeList* this, s32 tblMax, s32 numPolys); u16 SSNodeList_GetNextNodeIdx(SSNodeList* this); @@ -644,15 +670,19 @@ void DynaPoly_UpdateBgActorTransforms(GlobalContext* globalCtx, DynaCollisionCon // ? BgCheck_RaycastFloorDynaList(?); f32 BgCheck_RaycastFloorDyna(DynaRaycast* dynaRaycast); // ? BgCheck_SphVsDynaWallInBgActor(?); -s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius, CollisionPoly** outPoly, s32* outBgId, Actor* actor); +s32 BgCheck_SphVsDynaWall(CollisionContext* colCtx, u16 xpFlags, f32* outX, f32* outZ, Vec3f* pos, f32 radius, + CollisionPoly** outPoly, s32* outBgId, Actor* actor); // ? BgCheck_CheckDynaCeilingList(?); -s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist, CollisionPoly** outPoly, s32* outBgId, Actor* actor); +s32 BgCheck_CheckDynaCeiling(CollisionContext* colCtx, u16 xpFlags, f32* outY, Vec3f* pos, f32 chkDist, + CollisionPoly** outPoly, s32* outBgId, Actor* actor); // ? func_80040FA4(?); // ? func_80041128(?); -s32 func_80041240(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult, CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist, s32 bccFlags); +s32 func_80041240(CollisionContext* colCtx, u16 xpFlags, Vec3f* posA, Vec3f* posB, Vec3f* posResult, + CollisionPoly** outPoly, f32* distSq, s32* outBgId, Actor* actor, f32 chkDist, s32 bccFlags); // ? BgCheck_SphVsFirstDynaPolyList(?); // ? BgCheck_SphVsFirstDynaPolyInBgActor(?); -s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, Vec3f* center, f32 radius, Actor* actor, u16 bciFlags); +s32 BgCheck_SphVsFirstDynaPoly(CollisionContext* colCtx, u16 xpFlags, CollisionPoly** outPoly, s32* outBgId, + Vec3f* center, f32 radius, Actor* actor, u16 bciFlags); // ? CollisionHeader_SegmentedToVirtual(?); void CollisionHeader_GetVirtual(void* colHeader, CollisionHeader** dest); void BgCheck_ResetPolyCheckTbl(SSNodeList* nodeList, s32 numPolys); @@ -687,9 +717,12 @@ s32 SurfaceType_IsConveyor(CollisionContext* colCtx, CollisionPoly* poly, s32 bg u32 SurfaceType_GetConveyorSpeed(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_GetConveyorDirection(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); u32 SurfaceType_IsWallDamage(CollisionContext* colCtx, CollisionPoly* poly, s32 bgId); -s32 WaterBox_GetSurface1(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox); -s32 WaterBox_GetSurface2(GlobalContext* globalCtx, CollisionContext* colCtx, Vec3f* pos, f32 surfaceChkDist, WaterBox** outWaterBox); -s32 WaterBox_GetSurfaceImpl(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, WaterBox** outWaterBox); +s32 WaterBox_GetSurface1(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, + WaterBox** outWaterBox); +s32 WaterBox_GetSurface2(GlobalContext* globalCtx, CollisionContext* colCtx, Vec3f* pos, f32 surfaceChkDist, + WaterBox** outWaterBox); +s32 WaterBox_GetSurfaceImpl(GlobalContext* globalCtx, CollisionContext* colCtx, f32 x, f32 z, f32* ySurface, + WaterBox** outWaterBox); u32 WaterBox_GetCamDataIndex(CollisionContext* colCtx, WaterBox* waterBox); u16 WaterBox_GetCameraSType(CollisionContext* colCtx, WaterBox* waterBox); u32 WaterBox_GetLightSettingIndex(CollisionContext* colCtx, WaterBox* waterBox); @@ -708,8 +741,8 @@ s32 func_800433A4(CollisionContext* colCtx, s32 bgId, Actor* actor); void DynaPolyActor_Init(DynaPolyActor* dynaActor, DynaPolyMoveFlag flags); void func_800434A0(DynaPolyActor* dynaActor); void func_800434A8(DynaPolyActor* dynaActor); -void func_800434C8(CollisionContext* colCtx, s32 floorPolySource); -void func_80043508(CollisionContext* colCtx, s32 floorPolySource); +void func_800434C8(CollisionContext* colCtx, s32 floorBgId); +void func_80043508(CollisionContext* colCtx, s32 floorBgId); void func_80043538(DynaPolyActor* dynaActor); s32 func_80043548(DynaPolyActor* dynaActor); s32 func_8004356C(DynaPolyActor* dynaActor); @@ -819,8 +852,7 @@ void Collider_UpdateCylinder(Actor* actor, ColliderCylinder* collider); void Collider_SetCylinderPosition(ColliderCylinder* collider, Vec3s* pos); void Collider_SetQuadVertices(ColliderQuad* collider, Vec3f* a, Vec3f* b, Vec3f* c, Vec3f* d); void Collider_SetTrisVertices(ColliderTris* collider, s32 index, Vec3f* a, Vec3f* b, Vec3f* c); -void Collider_SetTrisDim(GlobalContext* globalCtx, ColliderTris* collider, s32 index, - ColliderTrisElementDimInit* init); +void Collider_SetTrisDim(GlobalContext* globalCtx, ColliderTris* collider, s32 index, ColliderTrisElementDimInit* init); void Collider_UpdateSpheres(s32 limb, ColliderJntSph* collider); void CollisionCheck_SpawnRedBlood(GlobalContext* globalCtx, Vec3f* v); void CollisionCheck_SpawnWaterDroplets(GlobalContext* globalCtx, Vec3f* v); @@ -1040,7 +1072,7 @@ s16 func_800800F8(GlobalContext* globalCtx, s16 csID, s16 timer, Actor* actor, s void func_800803F0(GlobalContext* globalCtx, s16 camId); s16 func_80080480(GlobalContext* globalCtx, Actor* actor); void func_800806BC(GlobalContext* globalCtx, Actor* actor, u16 sfxId); -UNK_TYPE func_80080728(GlobalContext* globalCtx, u8 actorType); +UNK_TYPE func_80080728(GlobalContext* globalCtx, u8 actorCategory); void func_80080788(UNK_TYPE, UNK_TYPE); void Map_SavePlayerInitialInfo(GlobalContext* globalCtx); void Map_SetFloorPalettesData(GlobalContext* globalCtx, s16 floor); diff --git a/include/macros.h b/include/macros.h index e972883c1..13e7a061b 100644 --- a/include/macros.h +++ b/include/macros.h @@ -19,7 +19,7 @@ #define RGBA8(r, g, b, a) (((r & 0xFF) << 24) | ((g & 0xFF) << 16) | ((b & 0xFF) << 8) | ((a & 0xFF) << 0)) -#define PLAYER ((Player*)globalCtx->actorCtx.actorList[ACTORTYPE_PLAYER].first) +#define PLAYER ((Player*)globalCtx->actorCtx.actorLists[ACTORCAT_PLAYER].head) #define ACTIVE_CAM globalCtx->cameraPtrs[globalCtx->activeCamera] diff --git a/include/z64.h b/include/z64.h index 19c98e68b..865037665 100644 --- a/include/z64.h +++ b/include/z64.h @@ -205,7 +205,7 @@ typedef struct { /* 0x40 */ f32 unk_40; /* 0x44 */ f32 unk_44; /* 0x48 */ s16 unk_48; - /* 0x4A */ u8 activeType; + /* 0x4A */ u8 activeCategory; /* 0x4B */ u8 unk_4B; /* 0x4C */ s8 unk_4C; /* 0x4D */ char unk_4D[0x03]; @@ -228,8 +228,8 @@ typedef struct { } TitleCardContext; // size = 0x10 typedef struct { - /* 0x00 */ s32 length; // number of actors loaded of this type - /* 0x04 */ Actor* first; // pointer to first actor of this type + /* 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 { @@ -240,7 +240,7 @@ typedef struct { /* 0x0004 */ char unk_04[0x04]; /* 0x0008 */ u8 total; // total number of actors loaded /* 0x0009 */ char unk_09[0x03]; - /* 0x000C */ ActorListEntry actorList[12]; + /* 0x000C */ ActorListEntry actorLists[12]; /* 0x006C */ TargetContext targetCtx; struct { /* 0x0104 */ u32 swch; diff --git a/include/z64actor.h b/include/z64actor.h index 780118c9e..f8670cc27 100644 --- a/include/z64actor.h +++ b/include/z64actor.h @@ -13,50 +13,47 @@ #define MASS_HEAVY 0xFE // Can only be pushed by OC collisions with IMMOVABLE and HEAVY objects. struct Actor; -// From z64.h struct GlobalContext; - -// From z64light.h struct Lights; +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*); + typedef struct { Vec3f pos; Vec3s rot; } PosRot; // size = 0x14 - -typedef void (*ActorFunc)(struct Actor*, struct GlobalContext*); -typedef u16 (*callback1_800343CC)(struct GlobalContext*, struct Actor*); -typedef s16 (*callback2_800343CC)(struct GlobalContext*, struct Actor*); - typedef struct { /* 0x00 */ s16 id; - /* 0x02 */ u8 type; // Classifies actor and determines when actor will execute + /* 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; // Main Update Function + /* 0x18 */ ActorFunc update; // Update Function /* 0x1C */ ActorFunc draw; // Draw function } ActorInit; // size = 0x20 typedef enum { - ALLOCTYPE_NORMAL, - ALLOCTYPE_ABSOLUTE, - ALLOCTYPE_PERMANENT + /* 0 */ ALLOCTYPE_NORMAL, + /* 1 */ ALLOCTYPE_ABSOLUTE, + /* 2 */ ALLOCTYPE_PERMANENT } AllocType; typedef struct { - /* 0x00 */ u32 vromStart; - /* 0x04 */ u32 vromEnd; + /* 0x00 */ u32 vromStart; + /* 0x04 */ u32 vromEnd; /* 0x08 */ void* vramStart; /* 0x0C */ void* vramEnd; /* 0x10 */ void* loadedRamAddr; // original name: "allocp" /* 0x14 */ ActorInit* initInfo; /* 0x18 */ char* name; - /* 0x1C */ u16 allocType; - /* 0x1E */ s8 nbLoaded; // original name: "clients" + /* 0x1C */ u16 allocType; + /* 0x1E */ s8 nbLoaded; // original name: "clients" } ActorOverlay; // size = 0x20 typedef struct { @@ -65,103 +62,131 @@ typedef struct { typedef struct { /* 0x00 */ u8 health; - /* 0x02 */ s16 unk_02; - /* 0x04 */ s16 unk_04; + /* 0x02 */ s16 cylRadius; + /* 0x04 */ s16 cylHeight; /* 0x06 */ u8 mass; } CollisionCheckInfoInit; typedef struct { /* 0x00 */ u8 health; - /* 0x02 */ s16 unk_02; - /* 0x04 */ s16 unk_04; - /* 0x06 */ s16 unk_06; + /* 0x02 */ s16 cylRadius; + /* 0x04 */ s16 cylHeight; + /* 0x06 */ s16 cylYShift; /* 0x08 */ u8 mass; } CollisionCheckInfoInit2; typedef struct { - /* 0x00 */ DamageTable* damageTable; // For actors which contain one (example: Stalfos)... + /* 0x00 */ DamageTable* damageTable; /* 0x04 */ Vec3f displacement; // Amount to correct velocity (0x5C) by when colliding into a body - /* 0x10 */ s16 unk_10; - /* 0x12 */ s16 unk_12; - /* 0x14 */ u16 unk_14; - /* 0x16 */ u8 mass; // Used to compute displacement, 50 is common value, 0xFF for infinite mass/unmoveable - /* 0x17 */ u8 health; - /* 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 + /* 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 { - /* 0x00 */ Vec3s rot; // Current actor shape rotation - /* 0x06 */ s16 unk_06; - /* 0x08 */ f32 unk_08; // Model y axis offset. Represents model space units. collision mesh related - /* 0x0C */ void (*shadowDrawFunc)(struct Actor*, struct Lights*, struct GlobalContext*); - /* 0x10 */ f32 unk_10; - /* 0x14 */ u8 unk_14; - /* 0x15 */ u8 unk_15; + /* 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 } ActorShape; // size = 0x18 typedef struct Actor { - /* 0x000 */ s16 id; // Actor Id - /* 0x002 */ u8 type; // Actor Type. 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 initPosRot; // Initial position/rotation when spawned. Is sometimes used for other purposes - /* 0x01C */ s16 params; // original name: "args_data"; Configurable variable set by an actor's spawn data - /* 0x01E */ s8 objBankIndex; // original name: "bank"; Object bank index of this actor's object dependency - /* 0x01F */ s8 unk_1F; - /* 0x020 */ u16 sfx; // Plays sound effect relative to actor's location (if within range of camera?) - /* 0x024 */ PosRot posRot; // position/rotation in the world - /* 0x038 */ PosRot posRot2; - /* 0x04C */ f32 unk_4C; - /* 0x050 */ Vec3f scale; // Sets x,y,z scaling factor. Typically, a factor of 0.01 is used for each axis - /* 0x05C */ Vec3f velocity; - /* 0x068 */ f32 speedXZ; // Always positive, stores 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 an actor is touching - /* 0x078 */ CollisionPoly* floorPoly; // Floor polygon an actor is over/touching - /* 0x07C */ u8 wallPolySource; // Complex Poly Surface Source. 0x32 = Scene - /* 0x07D */ u8 floorPolySource; // Complex Poly Surface Source. 0x32 = Scene. related to 0x80/88 - /* 0x07E */ s16 wallPolyRot; // Rotation of the wall poly - /* 0x080 */ f32 groundY; // Floor poly height - /* 0x084 */ f32 yDistToWater; // Distance from water surface - /* 0x088 */ u16 bgCheckFlags; - /* 0x08A */ s16 yawTowardsLink; - /* 0x08C */ f32 xyzDistToLinkSq; - /* 0x090 */ f32 xzDistToLink; - /* 0x094 */ f32 yDistToLink; - /* 0x098 */ CollisionCheckInfo colChkInfo; - /* 0x0B4 */ ActorShape shape; - /* 0x0CC */ Vec3f unk_CC[2]; - /* 0x0E4 */ Vec3f projectedPos; // actor position in projected space - /* 0x0F0 */ f32 projectedW; // w component of the projected actor position vector - /* 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 pos4; // previous position - /* 0x10C */ u8 unk_10C; // Z-Target related - /* 0x10D */ u8 unk_10D; // Z-Target related - /* 0x10E */ u16 textId; // Text id to pass to link/display when interacting with an actor - /* 0x110 */ u16 freezeTimer; - /* 0x112 */ u16 dmgEffectParams; // Specifies damage effect color (white/red/blue) and if opaque or translucent - /* 0x114 */ u8 dmgEffectTimer; - /* 0x115 */ u8 isDrawn; // Indicates whether the actor is currently being drawn (but not seen through lens) - /* 0x116 */ u8 unk_116; - /* 0x117 */ u8 naviEnemyId; // Sets what 0600 dialog to display when talking to navi. Default 0xFF - /* 0x118 */ struct Actor* parent; - /* 0x11C */ struct Actor* child; - /* 0x120 */ struct Actor* prev; // Previous Actor of this type - /* 0x124 */ struct Actor* next; // Next Actor of this type - /* 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 + /* 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; // See comments below actor struct for wip docs. TODO: macros for these flags + /* 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` /* 0x138 */ ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor - /* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom + /* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom } Actor; // size = 0x14C +typedef enum { + /* 0 */ FOOT_LEFT, + /* 1 */ FOOT_RIGHT +} ActorFootIndex; + +/* +BgCheckFlags WIP documentation: +& 0x001 : Standing on the ground +& 0x002 : Has touched the ground (only active for 1 frame) +& 0x004 : Has left the ground (only active for 1 frame) +& 0x008 : Touching a wall +& 0x010 : Touching a ceiling +& 0x020 : On or below water surface +& 0x040 : Has touched water (actor is responsible for unsetting this the frame it touches the water) +& 0x080 : Similar to & 0x1 but with no velocity check and is cleared every frame +& 0x100 : Crushed between a floor and ceiling (triggers a void for player) +& 0x200 : Unknown (only set/used by player so far) +*/ + +/* +colorFilterParams WIP documentation +& 0x8000 : white +& 0x4000 : red +if neither of the above are set : blue + +(& 0x1F00 >> 5) | 7 : color intensity +0x2000 : translucent, else opaque +*/ typedef struct DynaPolyActor { /* 0x000 */ struct Actor actor; @@ -264,19 +289,19 @@ typedef struct EnAObj { } EnAObj; // size = 0x1C8 typedef enum { - /* 0x00 */ ACTORTYPE_SWITCH, - /* 0x01 */ ACTORTYPE_BG, - /* 0x02 */ ACTORTYPE_PLAYER, - /* 0x03 */ ACTORTYPE_EXPLOSIVES, - /* 0x04 */ ACTORTYPE_NPC, - /* 0x05 */ ACTORTYPE_ENEMY, - /* 0x06 */ ACTORTYPE_PROP, - /* 0x07 */ ACTORTYPE_ITEMACTION, - /* 0x08 */ ACTORTYPE_MISC, - /* 0x09 */ ACTORTYPE_BOSS, - /* 0x0A */ ACTORTYPE_DOOR, - /* 0x0B */ ACTORTYPE_CHEST -} ActorType; + /* 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 +} ActorCategory; typedef enum { /* 0x0000 */ ACTOR_PLAYER, diff --git a/include/z64camera.h b/include/z64camera.h index 71ff853f5..cca2a8ff6 100644 --- a/include/z64camera.h +++ b/include/z64camera.h @@ -677,9 +677,9 @@ typedef struct { * & 0x00FF = atInitFlags * & 0xFF00 = eyeInitFlags * 0x1: Direct Copy of atTargetInit - * if initFlags & 0x6060: use posRot2 for focus point + * if initFlags & 0x6060: use head for focus point * 0x2: Add atTargetInit to view's lookAt - * if initFlags & 0x6060: use posRot for focus point + * if initFlags & 0x6060: use world for focus point * 0x3: Add atTargetInit to camera's at * 0x4: Don't update targets? * 0x8: flag to use atTagetInit as f32 pitch, yaw, r |
