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363 lines
15 KiB
363 lines
15 KiB
#ifndef Z64ACTOR_H |
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#define Z64ACTOR_H |
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#include "z64dma.h" |
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#include "z64animation.h" |
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#include "z64math.h" |
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#include "z64collision_check.h" |
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#define ACTOR_NUMBER_MAX 2000 |
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#define INVISIBLE_ACTOR_MAX 20 |
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#define AM_FIELD_SIZE 0x27A0 |
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#define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC collisions |
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#define MASS_HEAVY 0xFE // Can only be pushed by OC collisions with IMMOVABLE and HEAVY objects. |
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struct Actor; |
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struct GlobalContext; |
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struct Lights; |
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typedef void (*ActorFunc)(struct Actor*, struct GlobalContext*); |
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typedef void (*ActorResetFunc)(void); |
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typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct GlobalContext*); |
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typedef u16 (*callback1_800343CC)(struct GlobalContext*, struct Actor*); |
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typedef s16 (*callback2_800343CC)(struct GlobalContext*, struct Actor*); |
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typedef struct { |
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Vec3f pos; |
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Vec3s rot; |
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} PosRot; // size = 0x14 |
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typedef struct { |
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/* 0x00 */ s16 id; |
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/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw |
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/* 0x04 */ u32 flags; |
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/* 0x08 */ s16 objectId; |
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/* 0x0C */ u32 instanceSize; |
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/* 0x10 */ ActorFunc init; // Constructor |
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/* 0x14 */ ActorFunc destroy; // Destructor |
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/* 0x18 */ ActorFunc update; // Update Function |
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/* 0x1C */ ActorFunc draw; // Draw function |
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/* 0x20 */ ActorResetFunc reset; |
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} ActorInit; // size = 0x20 |
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typedef enum { |
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/* 0 */ ALLOCTYPE_NORMAL, |
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/* 1 */ ALLOCTYPE_ABSOLUTE, |
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/* 2 */ ALLOCTYPE_PERMANENT |
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} AllocType; |
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typedef struct { |
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/* 0x00 */ uintptr_t vromStart; |
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/* 0x04 */ uintptr_t vromEnd; |
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/* 0x08 */ void* vramStart; |
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/* 0x0C */ void* vramEnd; |
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/* 0x10 */ void* loadedRamAddr; // original name: "allocp" |
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/* 0x14 */ ActorInit* initInfo; |
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/* 0x18 */ char* name; |
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/* 0x1C */ u16 allocType; |
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/* 0x1E */ s8 numLoaded; // original name: "clients" |
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} ActorOverlay; // size = 0x20 |
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typedef struct { |
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u8 table[32]; |
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} DamageTable; |
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typedef struct { |
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/* 0x00 */ u8 health; |
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/* 0x02 */ s16 cylRadius; |
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/* 0x04 */ s16 cylHeight; |
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/* 0x06 */ u8 mass; |
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} CollisionCheckInfoInit; |
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typedef struct { |
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/* 0x00 */ u8 health; |
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/* 0x02 */ s16 cylRadius; |
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/* 0x04 */ s16 cylHeight; |
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/* 0x06 */ s16 cylYShift; |
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/* 0x08 */ u8 mass; |
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} CollisionCheckInfoInit2; |
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typedef struct { |
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/* 0x00 */ DamageTable* damageTable; |
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/* 0x04 */ Vec3f displacement; // Amount to correct velocity (0x5C) by when colliding into a body |
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/* 0x10 */ s16 cylRadius; // Used for various purposes |
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/* 0x12 */ s16 cylHeight; // Used for various purposes |
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/* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg |
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/* 0x16 */ u8 mass; // Used to compute displacement for OC collisions |
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/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one |
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/* 0x18 */ u8 damage; // Amount to decrement health by |
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/* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon |
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/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC |
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/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT |
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} CollisionCheckInfo; // size = 0x1C |
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typedef struct { |
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/* 0x00 */ Vec3s rot; // Current actor shape rotation |
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/* 0x06 */ s16 face; // Used to index eyebrow/eye/mouth textures. Only used by player |
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/* 0x08 */ f32 yOffset; // Model y axis offset. Represents model space units |
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/* 0x0C */ ActorShadowFunc shadowDraw; // Shadow draw function |
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/* 0x10 */ f32 shadowScale; // Changes the size of the shadow |
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/* 0x14 */ u8 shadowAlpha; // Default is 255 |
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/* 0x15 */ u8 feetFloorFlags; // Set if the actor's foot is clipped under the floor. & 1 is right foot, & 2 is left |
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/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw |
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} ActorShape; // size = 0x30 |
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#define ACTOR_FLAG_0 (1 << 0) |
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#define ACTOR_FLAG_2 (1 << 2) |
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#define ACTOR_FLAG_3 (1 << 3) |
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#define ACTOR_FLAG_4 (1 << 4) |
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#define ACTOR_FLAG_5 (1 << 5) |
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#define ACTOR_FLAG_6 (1 << 6) |
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#define ACTOR_FLAG_7 (1 << 7) |
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#define ACTOR_FLAG_8 (1 << 8) |
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#define ACTOR_FLAG_9 (1 << 9) |
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#define ACTOR_FLAG_10 (1 << 10) |
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#define ACTOR_FLAG_ENKUSA_CUT (1 << 11) |
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#define ACTOR_FLAG_12 (1 << 12) |
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#define ACTOR_FLAG_13 (1 << 13) |
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#define ACTOR_FLAG_14 (1 << 14) |
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#define ACTOR_FLAG_15 (1 << 15) |
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#define ACTOR_FLAG_16 (1 << 16) |
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#define ACTOR_FLAG_17 (1 << 17) |
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#define ACTOR_FLAG_18 (1 << 18) |
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#define ACTOR_FLAG_19 (1 << 19) |
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#define ACTOR_FLAG_20 (1 << 20) |
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#define ACTOR_FLAG_21 (1 << 21) |
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#define ACTOR_FLAG_22 (1 << 22) |
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#define ACTOR_FLAG_23 (1 << 23) |
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#define ACTOR_FLAG_24 (1 << 24) |
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#define ACTOR_FLAG_25 (1 << 25) |
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#define ACTOR_FLAG_26 (1 << 26) |
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#define ACTOR_FLAG_27 (1 << 27) |
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#define ACTOR_FLAG_28 (1 << 28) |
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typedef struct Actor { |
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/* 0x000 */ s16 id; // Actor ID |
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/* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values |
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/* 0x003 */ s8 room; // Room number the actor is in. -1 denotes that the actor won't despawn on a room change |
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/* 0x004 */ u32 flags; // Flags used for various purposes |
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/* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes |
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/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data" |
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/* 0x01E */ s8 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank" |
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/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on |
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/* 0x020 */ u16 sfx; // SFX ID to play. Sound plays when value is set, then is cleared the following update cycle |
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/* 0x024 */ PosRot world; // Position/rotation in the world |
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/* 0x038 */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot |
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/* 0x04C */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position |
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/* 0x050 */ Vec3f scale; // Scale of the actor in each axis |
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/* 0x05C */ Vec3f velocity; // Velocity of the actor in each axis |
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/* 0x068 */ f32 speedXZ; // How fast the actor is traveling along the XZ plane |
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/* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame |
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/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap on velocity along the Y axis |
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/* 0x074 */ CollisionPoly* wallPoly; // Wall polygon the actor is touching |
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/* 0x078 */ CollisionPoly* floorPoly; // Floor polygon directly below the actor |
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/* 0x07C */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching |
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/* 0x07D */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor |
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/* 0x07E */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching |
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/* 0x080 */ f32 floorHeight; // Y position of the floor polygon directly below the actor |
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/* 0x084 */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water |
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/* 0x088 */ u16 bgCheckFlags; // See comments below actor struct for wip docs. TODO: macros for these flags |
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/* 0x08A */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player |
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/* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player in the x,y,z axis |
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/* 0x090 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane |
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/* 0x094 */ f32 yDistToPlayer; // Dist is negative if the actor is above the player |
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/* 0x098 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system |
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/* 0x0B4 */ ActorShape shape; // Variables related to the physical shape of the actor |
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/* 0x0E4 */ Vec3f projectedPos; // Position of the actor in projected space |
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/* 0x0F0 */ f32 projectedW; // w component of the projected actor position |
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/* 0x0F4 */ f32 uncullZoneForward; // Amount to increase the uncull zone forward by (in projected space) |
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/* 0x0F8 */ f32 uncullZoneScale; // Amount to increase the uncull zone scale by (in projected space) |
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/* 0x0FC */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space) |
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/* 0x100 */ Vec3f prevPos; // World position from the previous update cycle |
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/* 0x10C */ u8 isTargeted; // Set to true if the actor is currently being targeted by the player |
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/* 0x10D */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting |
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/* 0x10E */ u16 textId; // Text ID to pass to link/display when interacting with the actor |
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/* 0x110 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically |
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/* 0x112 */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu |
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/* 0x114 */ u8 colorFilterTimer; // A non-zero value enables the color filter. Decrements automatically |
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/* 0x115 */ u8 isDrawn; // Set to true if the actor is currently being drawn. Always stays false for lens actors |
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/* 0x116 */ u8 dropFlag; // Configures what item is dropped by the actor from `Item_DropCollectibleRandom` |
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/* 0x117 */ u8 naviEnemyId; // Sets what 0600 dialog to display when talking to navi. Default 0xFF |
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/* 0x118 */ struct Actor* parent; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild` |
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/* 0x11C */ struct Actor* child; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild` |
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/* 0x120 */ struct Actor* prev; // Previous actor of this category |
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/* 0x124 */ struct Actor* next; // Next actor of this category |
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/* 0x128 */ ActorFunc init; // Initialization Routine. Called by `Actor_Init` or `Actor_UpdateAll` |
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/* 0x12C */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy` |
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/* 0x130 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll` |
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/* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw` |
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/* 0x138 */ ActorResetFunc reset; |
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/* 0x138 */ ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor |
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/* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom |
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} Actor; // size = 0x14C |
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typedef enum { |
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/* 0 */ FOOT_LEFT, |
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/* 1 */ FOOT_RIGHT |
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} ActorFootIndex; |
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/* |
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BgCheckFlags WIP documentation: |
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& 0x001 : Standing on the ground |
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& 0x002 : Has touched the ground (only active for 1 frame) |
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& 0x004 : Has left the ground (only active for 1 frame) |
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& 0x008 : Touching a wall |
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& 0x010 : Touching a ceiling |
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& 0x020 : On or below water surface |
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& 0x040 : Has touched water (actor is responsible for unsetting this the frame it touches the water) |
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& 0x080 : Similar to & 0x1 but with no velocity check and is cleared every frame |
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& 0x100 : Crushed between a floor and ceiling (triggers a void for player) |
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& 0x200 : Unknown (only set/used by player so far) |
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*/ |
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/* |
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colorFilterParams WIP documentation |
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& 0x8000 : white |
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& 0x4000 : red |
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if neither of the above are set : blue |
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(& 0x1F00 >> 5) | 7 : color intensity |
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0x2000 : translucent, else opaque |
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*/ |
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typedef struct DynaPolyActor { |
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/* 0x000 */ struct Actor actor; |
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/* 0x14C */ s32 bgId; |
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/* 0x150 */ f32 unk_150; |
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/* 0x154 */ f32 unk_154; |
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/* 0x158 */ s16 unk_158; // y rotation? |
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/* 0x15A */ u16 unk_15A; |
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/* 0x15C */ u32 unk_15C; |
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/* 0x160 */ u8 unk_160; |
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/* 0x162 */ s16 unk_162; |
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} DynaPolyActor; // size = 0x164 |
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typedef struct { |
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/* 0x00 */ MtxF* matrices; |
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/* 0x04 */ s16* objectIds; |
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/* 0x08 */ s16 count; |
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/* 0x0C */ Gfx** dLists; |
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/* 0x10 */ s32 val; // used for various purposes: both a status indicator and counter |
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/* 0x14 */ s32 prevLimbIndex; |
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} BodyBreak; |
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#define BODYBREAK_OBJECT_DEFAULT -1 // use the same object as the actor |
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#define BODYBREAK_STATUS_READY -1 |
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#define BODYBREAK_STATUS_FINISHED 0 |
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typedef enum { |
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/* 0x00 */ ITEM00_RUPEE_GREEN, |
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/* 0x01 */ ITEM00_RUPEE_BLUE, |
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/* 0x02 */ ITEM00_RUPEE_RED, |
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/* 0x03 */ ITEM00_HEART, |
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/* 0x04 */ ITEM00_BOMBS_A, |
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/* 0x05 */ ITEM00_ARROWS_SINGLE, |
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/* 0x06 */ ITEM00_HEART_PIECE, |
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/* 0x07 */ ITEM00_HEART_CONTAINER, |
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/* 0x08 */ ITEM00_ARROWS_SMALL, |
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/* 0x09 */ ITEM00_ARROWS_MEDIUM, |
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/* 0x0A */ ITEM00_ARROWS_LARGE, |
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/* 0x0B */ ITEM00_BOMBS_B, |
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/* 0x0C */ ITEM00_NUTS, |
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/* 0x0D */ ITEM00_STICK, |
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/* 0x0E */ ITEM00_MAGIC_LARGE, |
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/* 0x0F */ ITEM00_MAGIC_SMALL, |
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/* 0x10 */ ITEM00_SEEDS, |
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/* 0x11 */ ITEM00_SMALL_KEY, |
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/* 0x12 */ ITEM00_FLEXIBLE, |
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/* 0x13 */ ITEM00_RUPEE_ORANGE, |
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/* 0x14 */ ITEM00_RUPEE_PURPLE, |
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/* 0x15 */ ITEM00_SHIELD_DEKU, |
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/* 0x16 */ ITEM00_SHIELD_HYLIAN, |
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/* 0x17 */ ITEM00_TUNIC_ZORA, |
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/* 0x18 */ ITEM00_TUNIC_GORON, |
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/* 0x19 */ ITEM00_BOMBS_SPECIAL |
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} Item00Type; |
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struct EnItem00; |
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typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct GlobalContext*); |
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typedef struct EnItem00 { |
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/* 0x000 */ Actor actor; |
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/* 0x14C */ EnItem00ActionFunc actionFunc; |
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/* 0x150 */ s16 collectibleFlag; |
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/* 0x152 */ s16 getItemId; |
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/* 0x154 */ s16 unk_154; |
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/* 0x156 */ s16 unk_156; |
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/* 0x158 */ s16 unk_158; |
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/* 0x15A */ s16 unk_15A; |
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/* 0x15C */ f32 scale; |
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/* 0x160 */ ColliderCylinder collider; |
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} EnItem00; // size = 0x1AC |
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// Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files. |
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typedef enum { |
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/* 0x00 */ A_OBJ_BLOCK_SMALL, |
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/* 0x01 */ A_OBJ_BLOCK_LARGE, |
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/* 0x02 */ A_OBJ_BLOCK_HUGE, |
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/* 0x03 */ A_OBJ_BLOCK_SMALL_ROT, |
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/* 0x04 */ A_OBJ_BLOCK_LARGE_ROT, |
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/* 0x05 */ A_OBJ_CUBE_SMALL, |
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/* 0x06 */ A_OBJ_UNKNOWN_6, |
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/* 0x07 */ A_OBJ_GRASS_CLUMP, |
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/* 0x08 */ A_OBJ_TREE_STUMP, |
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/* 0x09 */ A_OBJ_SIGNPOST_OBLONG, |
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/* 0x0A */ A_OBJ_SIGNPOST_ARROW, |
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/* 0x0B */ A_OBJ_BOULDER_FRAGMENT, |
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/* 0x0C */ A_OBJ_MAX |
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} AObjType; |
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struct EnAObj; |
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typedef void (*EnAObjActionFunc)(struct EnAObj*, struct GlobalContext*); |
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typedef struct EnAObj { |
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/* 0x000 */ DynaPolyActor dyna; |
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/* 0x164 */ EnAObjActionFunc actionFunc; |
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/* 0x168 */ s32 rotateWaitTimer; |
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/* 0x16C */ s16 textId; |
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/* 0x16E */ s16 rotateState; |
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/* 0x170 */ s16 rotateForTimer; |
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/* 0x172 */ s16 rotSpeedY; |
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/* 0x174 */ s16 rotSpeedX; |
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/* 0x178 */ f32 focusYoffset; |
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/* 0x17C */ ColliderCylinder collider; |
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} EnAObj; // size = 0x1C8 |
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typedef enum { |
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/* 0x00 */ ACTORCAT_SWITCH, |
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/* 0x01 */ ACTORCAT_BG, |
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/* 0x02 */ ACTORCAT_PLAYER, |
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/* 0x03 */ ACTORCAT_EXPLOSIVE, |
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/* 0x04 */ ACTORCAT_NPC, |
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/* 0x05 */ ACTORCAT_ENEMY, |
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/* 0x06 */ ACTORCAT_PROP, |
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/* 0x07 */ ACTORCAT_ITEMACTION, |
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/* 0x08 */ ACTORCAT_MISC, |
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/* 0x09 */ ACTORCAT_BOSS, |
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/* 0x0A */ ACTORCAT_DOOR, |
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/* 0x0B */ ACTORCAT_CHEST |
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} ActorCategory; |
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//#define DEFINE_ACTOR(_0, enum, _2) enum, |
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#define DEFINE_ACTOR_INTERNAL(_0, enum, _2) enum, |
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#define DEFINE_ACTOR_UNSET(enum) enum, |
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#define DEFINE_ACTOR(_0, enum, _2) DEFINE_ACTOR_INTERNAL(_0, enum, _2) |
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typedef enum { |
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#include "tables/actor_table.h" |
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/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX" |
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} ActorID; |
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#undef DEFINE_ACTOR |
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#undef DEFINE_ACTOR_INTERNAL |
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#undef DEFINE_ACTOR_UNSET |
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typedef enum { |
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DOORLOCK_NORMAL, |
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DOORLOCK_BOSS, |
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DOORLOCK_NORMAL_SPIRIT |
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} DoorLockType; |
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#endif
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