Shipwright/soh/include/z64actor.h

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#ifndef Z64ACTOR_H
#define Z64ACTOR_H
#include "z64dma.h"
#include "z64animation.h"
#include "z64math.h"
#include "z64collision_check.h"
#include "z64bgcheck.h"
#include "soh/Enhancements/item-tables/ItemTableTypes.h"
Rando Definition Deduplication (#3284) * Initial StaticData and RandoItem class definitions * Initial implementation of RandoItem class. * Rerranges RandoItem Constructor parameters The parameters were rearranged for easy copy-paste from the GET_ITEM macro calls later on. * Switches static data from map to static array. Array is all that is needed, since the item list will be contiguous and indexed by the RandomizerGet Enum values. * Defines part of the randomizer item list. * Adds more item class instances to item_list.cpp Up through bottles, many more items still to go. * Adds song items * Adds Maps and Compasses to the item_list * Added Key Items to item_list * Added Key Rings to item_list * Added Dungeon Rewards to item_list * Adds generic items and refills to item_list * Adds shop items, triforce, and hints Also added constructors that put the GET_ITEM_NONE data in for these items, since there is no corresponding GetItemEntry for them. * Adds in the stages of progressive items These are present for GetItemEntry purposes, and aren't really meant to be used in seed generation (unless we find a need for it later on.) * Remove GetItemEntry data from progressive items * Moves/adds function definitions to item/item_list * Refactors GetItemEntry data It's now a pointer to memory instantiated on the heap in the constructor. These are shared pointers so the memory is freed if any of the item instances get deconstructed (which they shouldn't but just in case.) * Adds item class member for if item is progressive * Removes unneeded stuff from initializer list macro * Replaces relevant `uint32_t`s w/ `RandomizerGet`s Also replaces calls to the ItemTable method with StaticData::RetrieveItem * Switches our runtime code to use the new itemList. * Changes just enough hint gen code to compile * Initial Definition of Location Class * Initial Implementation of Location * Fixes some names and definitions. * Extracts ActorID and SceneID enums to separate files. This allows importing them without causing weird conflicts in cpp files when importing the z64scene.h and z64actor.h files directly. Now you can just import z64scene_enum.h and z64actor_enum.h instead. The two old files also import these new files so that existing setups still work as expected. * Replaces the forward definitions with the new imports. * Adds missing data for RandomizerCheckObjects. * Definition and first entry of locationTable * Added Mido's House Locations * Added locations up through lost woods. * Adds in Hyrule Field locations. * Adds Lake Hylia locations * Adds location name comments * Adds Gerudo Valley Locations * Adds Gerudo Fortress locations. * Adds the Wasteland and Collosus locations * Adds Market locations * Adds Hyrule Castle locations. * Adds Kakariko and Graveyard locations. * Adds Death Mountain checks. * Adds Goron City locations * Adds Death Mountain Crater locations * Adds Zora's River locations * Added Zora's Domain Locations. * Added Zora's Fountain locations * Adds Lon Lon Ranch locations. * Adds Deku Tree locations * Adds Dodongo's Cavern Locations. * Adds Jabu Jabu's Belly Locations * Adds Forest Temple Locations * Adds Fire Temple Locations * Adds Water Temple Locations * Added Spirit Temple Locations * Some of shadow temple locations. * Adds remaining Shadow Temple locations * Fixes a leftover merge conflict * Adds Bottom of the Well locations. * Adds Ice Cavern locations * Adds GTG locations. * Adds Ganon's Castle and Tower locations * Adds dungeon Gold Skulltula locations. * Adds Overworld Gold Skulltula locations * Adds dungeon reward locations * Adds Heart Container Locations * Adds Cutscene and Song locations * Adds Cow locations * Adds Shop locations. * Adds hint locations * Adds function for retrieving the Location data. * Initial definition of ItemLocation structure for tracking runtime data * First push on converting code to use new location definitions * Changes hints to use the new tables * Further conversion of hints to new definitions. * Adds new Hint and Location IDs to area tables * Moves areaTable to use new RandomizerRegion keys * Removal of 3drando/item_location files. * Uses new RandomizerRegion keys in entrance.cpp * Final push for removal of massive keys.hpp enum * Uses new SceneID Enum Values * Remove RandomizerCheckObject structs in favor of new location list. * Fix a few stragglers to successfully build * Rename of RandoItem to just Item, but in the Rando namespace * Adds static hints (Light Arrows, Altar text, etc) to the new Hint table. * More hint related fixes/edits * small fix for #include path * Fix various miscellaneous issues related to seed gen and spoiler parsing. * Handle progressive items correctly. * Fixes some hint generation logic * Fix a few GetItemEntry niche bugs. * Adds missing shop GI Entries * Formatting fixes * small formatting fix * Namespace StaticData under Rando * Added a note about a potential use-after-free. I confirmed the actual pointer in question isn't currently being used, but I added the note as a reminder to fix it later and/or as a warning to anyone who changes how the return value is used. * Fixes missing location table entries * Fixes LUS submodule and removes now-unused code * Resolves weird duplicate definition issue * Fix missing include It was missed because not being included wasn't an issue on Windows. * Fixes error present on Linux builds * Fixes some issues with excluding locations * Updates the Resolve Exclusion conflicts function not sure if actually used, will look into that more later * Removes some duplicate RGs * More fixes of duplicate RG values. * Fix a few duplication issues in the check tracker. * Fix progressive bombchus. * Minor typo fix, shouldn't really be affecting anything though * Should fix some of the remaining check tracker issues. * oops wrong boolean operator * Fix skulltulas in the check tracker. * oops, missing comma * re-formatting of HintStone locations * Fixes issue when picking up second Progressive Bullet Bag * Hide bombchu bowling bombchus * Fixes missed skullScene in location_list * Reformats shop items * Re-formats cow checks * reformat song locations * reformat "cutscene" checks * reformat heart container locaitons * reformat Boss/Dungeon reward checks * Hide Triforce Completed if not playing Triforce Hunt * Fixes incorrect chest param * reformat GS Tokens locations and cuts down on duplicate data * reformat Ganons Castle checks * reformat GTG check locations * Prevents Gift from Raoru from appearing in the check tracker * more reformatting (botw, ice cavern, shadow temple) * Should fix a couple more check tracker checks * reformat spirit temple checks * reformat water and fire temple checks * fix RC_ZR_GS_ABOVE_BRIDGE flag typo * reformat Forest Temple checks * Fix RC_LW_TRADE_ODD_POTION in check tracker * reformat child dungeon locations * reformat overworld locations * reformat item entries
2023-10-19 19:48:25 -04:00
#include "z64actor_enum.h"
#include "soh/Enhancements/randomizer/randomizerTypes.h"
#define ACTOR_NUMBER_MAX 2000
#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.
struct Actor;
struct PlayState;
struct Lights;
typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
typedef void (*ActorResetFunc)(void);
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 {
Vec3f pos;
Vec3s rot;
} PosRot; // size = 0x14
typedef struct {
/* 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
/* 0x20 */ ActorResetFunc reset;
} ActorInit; // size = 0x20
typedef enum {
/* 0 */ ALLOCTYPE_NORMAL,
/* 1 */ ALLOCTYPE_ABSOLUTE,
/* 2 */ ALLOCTYPE_PERMANENT
} AllocType;
typedef struct {
u8 table[32];
} DamageTable;
typedef struct {
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ u8 mass;
} CollisionCheckInfoInit;
typedef struct {
/* 0x00 */ u8 health;
/* 0x02 */ s16 cylRadius;
/* 0x04 */ s16 cylHeight;
/* 0x06 */ s16 cylYShift;
/* 0x08 */ u8 mass;
} CollisionCheckInfoInit2;
typedef struct {
/* 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 {
/* 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 = 0x30
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// Actor is discoverable by the Attention System. This enables Navi to hover over the actor when it is in range.
// The actor can also be locked onto (as long as `ACTOR_FLAG_LOCK_ON_DISABLED` is not set).
#define ACTOR_FLAG_ATTENTION_ENABLED (1 << 0)
// Actor is hostile toward the Player. Player has specific "battle" behavior when locked onto hostile actors.
// Enemy background music will also be played when the player is close enough to a hostile actor.
// Note: This must be paired with `ACTOR_FLAG_ATTENTION_ENABLED` to have any effect
#define ACTOR_FLAG_HOSTILE (1 << 2)
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// Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`.
// Note that this flag doesn't have any effect on either the actor, or Player's behavior.
// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
#define ACTOR_FLAG_FRIENDLY (1 << 3)
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// Culling of the actor's update process is disabled.
// In other words, the actor will keep updating even if the actor is outside its own culling volume.
// See `Actor_CullingCheck` for more information about culling.
// See `Actor_CullingVolumeTest` for more information on the test used to determine if an actor should be culled.
#define ACTOR_FLAG_UPDATE_CULLING_DISABLED (1 << 4)
// Culling of the actor's draw process is disabled.
// In other words, the actor will keep drawing even if the actor is outside its own culling volume.
// See `Actor_CullingCheck` for more information about culling.
// See `Actor_CullingVolumeTest` for more information on the test used to determine if an actor should be culled.
// (The original name for this flag is `NO_CULL_DRAW`, known from the Majora's Mask Debug ROM)
#define ACTOR_FLAG_DRAW_CULLING_DISABLED (1 << 5)
// Set if the actor is currently within the bounds of its culling volume.
// In most cases, this flag can be used to determine whether or not an actor is currently culled.
// However this flag still updates even if `ACTOR_FLAG_UPDATE_CULLING_DISABLED` or `ACTOR_FLAG_DRAW_CULLING_DISABLED`
// are set. Meaning, the flag can still have a value of "false" even if it is not actually culled.
// (The original name for this flag is `NO_CULL_FLAG`, known from the Majora's Mask Debug ROM)
#define ACTOR_FLAG_INSIDE_CULLING_VOLUME (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)
// When the hookshot attaches to this actor, the actor will be pulled back as the hookshot retracts.
#define ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR (1 << 9)
// When the hookshot attaches to this actor, Player will be pulled by the hookshot and fly to the actor.
#define ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER (1 << 10)
// A clump of grass (EN_KUSA) has been destroyed.
// This flag is used to communicate with the spawner actor (OBJ_MURE).
#define ACTOR_FLAG_GRASS_DESTROYED (1 << 11)
// Actor will not shake when a quake occurs
#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
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// The hookshot is currently attached to this actor.
// The behavior that occurs after attachment is determined by `ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR` and `ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER`.
// If neither of those flags are set attachment cannot occur, and the hookshot will simply act as a damage source.
//
// This flag is also reused to indicate that an actor is attached to the boomerang.
// This only has an effect for Gold Skulltula Tokens (EN_SI) which has overlapping behavior for hookshot and boomerang.
#define ACTOR_FLAG_HOOKSHOT_ATTACHED (1 << 13)
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// When hit by an arrow, the actor will be able to attach to the arrow and fly with it in the air
#define ACTOR_FLAG_CAN_ATTACH_TO_ARROW (1 << 14)
// Actor is currently attached to an arrow and flying with it in the air
#define ACTOR_FLAG_ATTACHED_TO_ARROW (1 << 15)
// Player automatically accepts a Talk Offer without needing to press the A button.
// Player still has to meet all conditions to be able to receive a talk offer (for example, being in range).
#define ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED (1 << 16)
// Actor will be influenced by the pitch (x rot) of Player's left hand when being carried,
// instead of Player's yaw which is the default actor carry behavior.
// This flag is helpful for something like the `BG_HEAVY_BLOCK` actor which Player carries underhanded.
#define ACTOR_FLAG_CARRY_X_ROT_INFLUENCE (1 << 17)
// When locked onto an actor with this flag set, the C-Up button can be used to talk to this actor.
// A C-Up button labeled "Navi" will appear on the HUD when locked on which indicates the actor can be checked with Navi.
// With this flag Player talks directly to the actor with C-Up. It is expected that the resulting dialog should appear
// to be coming from Navi, even though she is not involved at all with this interaction.
#define ACTOR_FLAG_TALK_WITH_C_UP (1 << 18)
// Flags controlling the use of `Actor.sfx`. Do not use directly.
#define ACTOR_FLAG_SFX_ACTOR_POS_2 (1 << 19)
#define ACTOR_AUDIO_FLAG_SFX_CENTERED_1 (1 << 20)
#define ACTOR_AUDIO_FLAG_SFX_CENTERED_2 (1 << 21)
// ignores point lights but not directional lights (such as environment lights)
#define ACTOR_FLAG_IGNORE_POINTLIGHTS (1 << 22)
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// When Player is carrying this actor, it can only be thrown, not dropped/placed.
// Typically an actor can only be thrown when moving, but this allows an actor to be thrown when standing still.
#define ACTOR_FLAG_THROW_ONLY (1 << 23)
// When colliding with Player's body AC collider, a "thump" sound will play indicating his body has been hit
#define ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT (1 << 24)
// Actor can update even if Player is currently using the ocarina.
// Typically an actor will halt while the ocarina is active (depending on category).
// This flag allows a given actor to be an exception.
#define ACTOR_FLAG_UPDATE_DURING_OCARINA (1 << 25)
// Actor can press and hold down switches.
// See usages of `DynaPolyActor_SetSwitchPressed` and `DynaPolyActor_IsSwitchPressed` for more context on how switches work.
#define ACTOR_FLAG_CAN_PRESS_SWITCHES (1 << 26)
// Player is not able to lock onto the actor.
// Navi will still be able to hover over the actor, assuming `ACTOR_FLAG_ATTENTION_ENABLED` is set.
#define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27)
// Flag controlling the use of `Actor.sfx`. Do not use directly. See Actor_PlaySfx_FlaggedTimer
#define ACTOR_FLAG_SFX_TIMER (1 << 28)
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; // 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
/* 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 */ ActorResetFunc reset;
/* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom
// #region SOH [General]
/* */ u8 maximumHealth; // Max health value for use with health bars, set on actor init
// #endregion
} 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
*/
#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_ACTOR_SWITCH_PRESSED \
(1 << 3) // An actor that is capable of pressing switches is on top of the dynapoly actor
typedef struct DynaPolyActor {
/* 0x000 */ struct Actor actor;
/* 0x14C */ s32 bgId;
/* 0x150 */ f32 unk_150;
/* 0x154 */ f32 unk_154;
/* 0x158 */ s16 unk_158; // y rotation?
/* 0x15A */ u16 unk_15A;
/* 0x15C */ u32 transformFlags;
/* 0x160 */ u8 interactFlags;
/* 0x162 */ s16 unk_162;
} 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
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,
/* 0x1A */ ITEM00_BOMBCHU,
/* 0x1B */ ITEM00_SOH_DUMMY,
/* 0x1C */ ITEM00_SOH_GIVE_ITEM_ENTRY,
/* 0x1D */ ITEM00_SOH_GIVE_ITEM_ENTRY_GI,
/* 0x1E */ 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 unk_15A;
/* 0x15C */ f32 scale;
/* 0x160 */ ColliderCylinder collider;
// #region SOH [Randomizer]
RandomizerCheck randoCheck;
RandomizerInf randoInf;
/* */ s16 ogParams;
/* */ GetItemEntry itemEntry;
// #endregion
} EnItem00; // size = 0x1AC
// Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files.
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
} 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 {
/* 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) enum,
typedef enum {
DOORLOCK_NORMAL,
DOORLOCK_BOSS,
DOORLOCK_NORMAL_SPIRIT
} DoorLockType;
typedef enum {
/* 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 {
/* 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 {
/* 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
#endif