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authorTreeki <treeki@gmail.com>2011-09-16 23:01:09 +0200
committerTreeki <treeki@gmail.com>2011-09-16 23:01:09 +0200
commit3f51fed7227c3a409efd3fb8a38a63b709d9cca3 (patch)
tree29e292ed42823e2390c226f6557e5aed8f8da734 /include/game.h
parent11d6762251f2170058b8b2de76163962138dc6b5 (diff)
downloadkamek-3f51fed7227c3a409efd3fb8a38a63b709d9cca3.tar.gz
kamek-3f51fed7227c3a409efd3fb8a38a63b709d9cca3.zip
uncompiling mr sun
Diffstat (limited to 'include/game.h')
-rwxr-xr-x[-rw-r--r--]include/game.h4202
1 files changed, 2106 insertions, 2096 deletions
diff --git a/include/game.h b/include/game.h
index 7412762..38e8dd6 100644..100755
--- a/include/game.h
+++ b/include/game.h
@@ -1,2096 +1,2106 @@
-#ifndef __KAMEK_GAME_H
-#define __KAMEK_GAME_H
-
-//#define offsetof(type, member) ((__std(size_t)) &(((type *) 0)->member))
-
-#include <common.h>
-#include <rvl/mtx.h>
-#include <rvl/GXEnum.h>
-#include <rvl/vifuncs.h>
-#include <rvl/arc.h>
-#define offsetof(type, member) ((u32) &(((type *) 0)->member))
-
-
-extern "C" {
-int strlen(const char *str);
-
-float atan(float x);
-float atan2(float y, float x);
-
-float cos(float x);
-float sin(float x);
-}
-
-bool DVD_Start();
-bool DVD_End();
-bool DVD_StillLoading(void *dvdclass2);
-void DVD_LoadFile(void *dvdclass, char *folder, char *file, void *callbackData);
-void DVD_FreeFile(void *dvdclass2, char *file);
-
-extern void *DVDClass;
-
-inline void *GetDVDClass() {
- return DVDClass;
-}
-
-inline void *GetDVDClass2() {
- return (void*)(((u32)GetDVDClass())+4);
-}
-
-void *DVD_GetFile(void *dvdclass2, const char *arc, const char *file);
-void *DVD_GetFile(void *dvdclass2, const char *arc, const char *file, u32 *length);
-
-int MakeRandomNumber(int count);
-int MakeRandomNumberForTiles(int count);
-
-
-extern int Player_Active[4];
-extern int Player_ID[4];
-extern int Player_Powerup[4];
-extern int Player_Flags[4];
-extern int Player_Lives[4];
-extern int Player_Coins[4];
-
-struct StartLevelInfo {
- int maybeUnused;
- unsigned char unk1; // 0x04
- unsigned char unk2; // 0x05
- unsigned char unk3; // 0x06
- unsigned char unk4; // 0x07
- unsigned int purpose; // 0x08
- unsigned char world1; // 0x0C
- unsigned char level1; // 0x0D
- unsigned char world2; // 0x0E
- unsigned char level2; // 0x0F
-};
-
-extern void *GameMgr;
-inline void *GetGameMgr() {
- return GameMgr;
-}
-
-bool QueryPlayerAvailability(int id);
-void DoStartLevel(void *gameMgr, StartLevelInfo *sl);
-void SetSomeConditionShit(int world, int level, unsigned int bits);
-
-bool IsWideScreen();
-
-#define GAMEMGR_GET_AFC(gmgr) (*((bool*)(((u32)(gmgr))+0xAFC)))
-
-
-#define COND_COIN1 1
-#define COND_COIN2 2
-#define COND_COIN3 4
-#define COND_NORMAL 0x10
-#define COND_SECRET 0x20
-#define COND_SGNORMAL 0x80
-#define COND_SGSECRET 0x100
-
-class SaveFirstBlock {
-public:
- char titleID[4]; // 0x00
- u8 field_00; // 0x04
- u8 field_01; // 0x05
- u8 current_file; // 0x06
- u8 field_03; // 0x07
- u16 freemode_fav[10][0x2A]; // 0x08
- u16 coinbtl_fav[10][0x2A]; // 0x350
- u16 bitfield; // 0x698
- u16 field_69A; // 0x69A
- u32 checksum; // 0x69C
-};
-
-class SaveBlock {
-public:
- u8 field_00; // 0x00
- u8 field_01; // 0x01
- u8 bitfield; // 0x02
- u8 current_world; // 0x03
- u8 field_04; // 0x04
- u8 current_path_node; // 0x05
- u8 field_06; // 0x06
- u8 switch_on; // 0x07
- u8 field_08; // 0x08
- u8 powerups_available[7]; // 0x09
- u8 toad_level_idx[10]; // 0x10
- u8 player_continues[4]; // 0x1A
- u8 player_coins[4]; // 0x1E
- u8 player_lives[4]; // 0x22
- u8 player_flags[4]; // 0x26
- u8 player_type[4]; // 0x2A
- u8 player_powerup[4]; // 0x2E
- u8 worlds_available[10]; // 0x32
- u32 ambush_countdown[10]; // 0x3C
- u16 field_64; // 0x64
- u16 credits_hiscore; // 0x66
- u16 score; // 0x68
- u32 completions[10][0x2A]; // 0x6C
- u8 hint_movie_bought[70]; // 0x6FC
- u8 toad_location[10]; // 0x742
- u8 field_74C[10][4]; // 0x74C
- u8 field_774[10][4]; // 0x774
- u8 field_79C[10][4]; // 0x79C
- u8 death_counts[10][0x2A]; // 0x7C4
- u8 death_count_3_4_switch; // 0x968
- u8 pad[0x13]; // 0x969
- u32 checksum; // 0x97C
-
- u32 GetLevelCondition(int world, int level);
- bool CheckLevelCondition(int world, int level, int cond);
- bool CheckIfCoinCollected(int world, int level, int num);
-};
-
-class SaveFile {
-public:
- u32 field_00;
- u32 field_04;
- u32 field_08;
- u32 field_0C;
- u32 field_10;
- u32 field_14;
- u32 field_18;
- u32 field_1C;
-
- // Real Savefile starts here
- SaveFirstBlock header;
- SaveBlock blocks[3];
- SaveBlock quickSave[3];
-
- SaveBlock *GetBlock(int id);
- SaveBlock *GetQSBlock(int id);
-
- bool CheckIfWriting(); // 0x800E0540
-};
-
-class SaveHandler {
-public:
- u8 unknown[0x70];
- u32 CurrentState;
- u32 CurrentError;
- u32 field_7C;
-};
-
-extern SaveFile *SaveFileInstance;
-extern SaveHandler *SaveHandlerInstance;
-
-inline SaveFile *GetSaveFile() {
- return SaveFileInstance;
-}
-
-inline SaveHandler *GetSaveHandler() {
- return SaveHandlerInstance;
-}
-
-#define WPAD_DOWN 0x0001 // Actually Left, but rotated
-#define WPAD_UP 0x0002 // Actually Right, but rotated
-#define WPAD_RIGHT 0x0004 // Actually Down, but rotated
-#define WPAD_LEFT 0x0008 // Actually Up, but rotated
-#define WPAD_PLUS 0x0010
-#define WPAD_TWO 0x0100
-#define WPAD_ONE 0x0200
-#define WPAD_B 0x0400
-#define WPAD_A 0x0800
-#define WPAD_MINUS 0x1000
-#define WPAD_HOME 0x8000
-
-struct RemoconMngClass {
- void *vtable;
- void *controllers[4];
-};
-
-/*
- * Ok, here's how the remocon/wiimote shit works:
- * Remocon is a NSMB-specific class, it handles the different control methods
- * and D-pad directions and such automatically.
- *
- * Wiimote is a generic class (part of EGG) -- well it's not actually called
- * that, but who cares. It handles different types of controllers. Only
- * query it if whatever you're accessing is control type dependent.
- */
-
-extern RemoconMngClass *RemoconMng;
-extern int ActiveWiimoteID;
-extern void *ActiveWiimote;
-
-inline RemoconMngClass *GetRemoconMng() {
- return RemoconMng;
-}
-
-inline int GetActiveWiimoteID() {
- return ActiveWiimoteID;
-}
-
-inline void *GetActiveRemocon() {
- return GetRemoconMng()->controllers[GetActiveWiimoteID()];
-}
-
-inline void *GetActiveWiimote() {
- return ActiveWiimote;
-}
-
-inline unsigned int Remocon_GetButtons(void *self) {
- return *((unsigned int*)((u32)self+0x18));
-}
-
-inline unsigned int Remocon_GetPressed(void *self) {
- return *((unsigned int*)((u32)self+0x1C));
-}
-
-typedef bool (*__Wiimote_TestButtons_type)(void*, unsigned int);
-inline bool Wiimote_TestButtons(void *self, unsigned int btns) {
- VF_BEGIN(__Wiimote_TestButtons_type, self, 8, 0)
- return VF_CALL(self, btns);
- VF_END;
-}
-
-int SearchForIndexOfPlayerID(int id);
-
-bool CheckIfContinueShouldBeActivated();
-
-bool CheckIfMenuShouldBeCancelledForSpecifiedWiimote(int num);
-
-void StartTitleScreenStage(bool realDemo, int sceneParam);
-
-bool CheckIfWeCantDoStuff();
-
-u32 QueryGlobal5758(u32 check);
-
-void SaveGame(void *classDoesntMatter, bool isQuick);
-
-#include <actors.h>
-void *CreateParentedObject(short classID, void *parent, int settings, char something);
-void *CreateChildObject(short classID, void *parent, int settings, int unk1, int unk2);
-
-
-#define WIPE_FADE 0
-#define WIPE_CIRCLE 1
-#define WIPE_BOWSER 2
-#define WIPE_WAVY 3
-#define WIPE_MARIO 4
-#define WIPE_CIRCLE_s 5
-
-void ActivateWipe(int type);
-
-typedef void (*ScreenDrawFunc)();
-
-extern ScreenDrawFunc *CurrentDrawFunc;
-void WorldMapDrawFunc();
-void GameSetupDrawFunc();
-
-void GameSetup__LoadScene(void *self); // 0x80919560
-void FreeScene(int id);
-
-void WpadShit(int unk); // 0x8016F780
-
-void *BgTexMng__LoadAnimTile(void *self, int tileset, short tile, char *name, char *delays, char reverse); // 0x80087B60
-
-extern void *GameHeaps[];
-
-
-class dFlagMgr_c {
-public:
- dFlagMgr_c();
-
- enum ActionFlag {
- ACTIVATE = 1,
- TICKS = 2
- };
-
- u64 flags;
- float _8[64], _108[64];
- u8 _208[64];
- u64 _248[64];
- u8 _448[64];
-
- u32 ticksRemainingForAction[64];
- u8 actionFlag[64];
- u32 _5C8[64]; // somehow sound related?! assigned by last param to set(); only checked for == 0
- u8 _6C8; // assigned -1 by FlagMgr, and other values by the Switch object, nothing else though
-
- void setup(bool isNewLevel);
- void applyAndClearAllTimedActions(); // only used when setup(true) is called
- void execute();
-
- void set(u8 number, int delay, bool activate, bool reverseEffect, bool makeNoise, u32 unknown=0);
-
- u8 findLowestFlagInSet(u32 unk, u64 set);
-
- void setSpecial(u8 number, float to8, float to108, u8 to208, u32 unk, u64 to248);
- float get8(u8 number);
- float get108(u8 number);
- u8 get208(u8 number);
- u64 get248(u8 number);
- u8 get448(u8 number);
-
- // convenience inline functions which may or may not actually exist in Nintendo's original code
- u64 mask(u8 number) { return (u64)1 << number; }
- bool active(u8 number) { return (flags & mask(number)) != 0; }
- bool inactive(u8 number) { return (flags & mask(number)) == 0; }
-
- static dFlagMgr_c *instance;
-};
-
-
-namespace nw4r {
-
-namespace ut {
- // this isn't 100% accurate because it doesn't use templates
- // or detail::LinkListImpl, but oh well
- // I don't need the methods anyway.
-
- class LinkListNode {
- public:
- LinkListNode *next;
- LinkListNode *prev;
- };
-
- class LinkList {
- public:
- int count;
- LinkListNode initialNode;
- };
-
- class Color : public GXColor { };
-
- class Rect {
- public:
- f32 left;
- f32 top;
- f32 right;
- f32 bottom;
- };
-
- template <class T>
- class TagProcessorBase { };
-}
-
-namespace lyt {
- class Pane; // forward declaration
- class DrawInfo;
-
- class AnimTransform; // I'll do these later
- class AnimResource;
- class AnimationLink;
- class ResourceAccessor;
- class GroupContainer;
-
- class Layout {
- public:
- Layout();
- virtual ~Layout();
-
- virtual bool Build(const void *data, ResourceAccessor *resAcc);
-
- virtual AnimTransform *CreateAnimTransform();
- virtual AnimTransform *CreateAnimTransform(const void *data, ResourceAccessor *resAcc);
- virtual AnimTransform *CreateAnimTransform(const AnimResource &res, ResourceAccessor *resAcc);
-
- virtual void BindAnimation(AnimTransform *anim);
- virtual void UnbindAnimation(AnimTransform *anim);
- virtual void UnbindAllAnimation();
- virtual bool BindAnimationAuto(const AnimResource &res, ResourceAccessor *resAcc);
-
- virtual void SetAnimationEnable(AnimTransform *anim, bool unk);
-
- virtual void CalculateMtx(const DrawInfo &info);
-
- virtual void/*?*/ Draw(const DrawInfo &info);
- virtual void/*?*/ Animate(ulong flag);
-
- virtual void/*?*/ SetTagProcessor(ut::TagProcessorBase<wchar_t> *tagProc);
-
- ut::LinkList animations;
-
- Pane *rootPane;
- GroupContainer *groupContainer;
-
- float width;
- float height;
- };
-
-
- class DrawInfo {
- public:
- DrawInfo();
- virtual ~DrawInfo();
-
- Mtx matrix;
- float left;
- float top;
- float right;
- float bottom;
- float scaleX;
- float scaleY;
- float alpha;
- u8 _50; // this is actually a bitfield. todo: investigate how CW handles bitfields, and so on
- };
-
-
- class Material {
- public:
- // ...
- };
-
- class Pane {
- public:
- //Pane(nw4r::lyt::res::Pane const *); // todo: this struct
- Pane(void *);
- virtual ~Pane();
-
- virtual void *GetRuntimeTypeInfo() const;
- virtual void CalculateMtx(const DrawInfo &info);
-
- virtual void Draw(const DrawInfo &info);
- virtual void DrawSelf(const DrawInfo &info);
- virtual void Animate(ulong flag);
- virtual void AnimateSelf(ulong flag);
-
- virtual ut::Color GetVtxColor(ulong id) const;
- virtual void SetVtxColor(ulong id, ut::Color color);
- virtual uchar GetColorElement(ulong id) const;
- virtual void SetColorElement(ulong id, uchar value);
- virtual uchar GetVtxColorElement(ulong id) const;
- virtual void SetVtxColorElement(ulong id, uchar value);
-
- virtual Pane *FindPaneByName(const char *name, bool recursive);
- virtual Material *FindMaterialByName(const char *name, bool recursive);
-
- virtual void/*?*/ BindAnimation(AnimTransform *anim, bool unk1, bool unk2);
- virtual void UnbindAnimation(AnimTransform *anim, bool unk);
- virtual void UnbindAllAnimation(bool unk);
- virtual void UnbindAnimationSelf(AnimTransform *anim);
-
- virtual ut::LinkListNode *FindAnimationLinkSelf(AnimTransform *anim);
- virtual ut::LinkListNode *FindAnimationLinkSelf(const AnimResource &anim);
-
- virtual void SetAnimationEnable(AnimTransform *anim, bool unk1, bool unk2);
- virtual void SetAnimationEnable(const AnimResource &anim, bool unk1, bool unk2);
-
- virtual ulong GetMaterialNum() const;
- virtual Material *GetMaterial() const;
- virtual Material *GetMaterial(ulong id) const;
-
- virtual void LoadMtx(const DrawInfo &info);
-
- void AppendChild(Pane *child);
-
- ut::Rect GetPaneRect(const DrawInfo &info) const;
-
- ut::LinkListNode *AddAnimationLink(AnimationLink *link);
-
- Vec2 GetVtxPos() const;
-
-
- ut::LinkListNode parentLink;
- Pane *parent;
-
- ut::LinkList children;
- ut::LinkList animations;
-
- Material *material;
-
- Vec trans;
- Vec rotate;
- Vec2 scale;
- Vec2 size;
-
- Mtx calcMtx;
- Mtx effectiveMtx;
-
- float _B4;
-
- u8 alpha;
- u8 effectiveAlpha;
- u8 origin;
- u8 flag;
-
- char name[0x11];
- char userdata[8];
-
- u8 _D5;
- u8 paneIsOwnedBySomeoneElse;
- u8 _D7;
- };
-
- class TextBox : public Pane {
- public:
- TextBox(void *, void *); // todo: TextBox((res::TextBox const *,ResBlockSet const &))
- ~TextBox();
-
- void *GetRuntimeTypeInfo() const;
-
- void DrawSelf(const DrawInfo &info);
-
- ut::Color GetVtxColor(ulong id) const;
- void SetVtxColor(ulong id, ut::Color color);
- uchar GetVtxColorElement(ulong id) const;
- void SetVtxColorElement(ulong id, uchar value);
-
- virtual void LoadMtx(const DrawInfo &info);
-
- virtual void AllocStringBuffer(u16 size);
- virtual void FreeStringBuffer();
-
- virtual u16 SetString(const wchar_t *str, u16 destOffset = 0);
- virtual u16 SetString(const wchar_t *str, u16 destOffset, u16 length);
-
- wchar_t *stringBuf;
-
- ut::Color colour1, colour2;
- void *font; // actually a ut::ResFont or whatever
-
- float fontSizeX, fontSizeY;
- float lineSpace, charSpace;
-
- void *tagProc; // actually a TagProcessor
-
- u16 bufferLength;
- u16 stringLength;
-
- u8 alignment;
- u8 flags;
- };
-}
-
-
-
-namespace g3d {
-struct CameraData
-{
-enum Flag
- {
-FLAG_CAMERA_LOOKAT = 0x00000001,
-FLAG_CAMERA_ROTATE = 0x00000002,
-FLAG_CAMERA_AIM = 0x00000004,
-MASK_CAMERA = 0x00000007,
-
-FLAG_CMTX_VALID = 0x00000008,
-
-FLAG_PROJ_FLUSTUM = 0x00000010,
-FLAG_PROJ_PERSP = 0x00000020,
-FLAG_PROJ_ORTHO = 0x00000040,
-MASK_PROJ = 0x00000070,
-
-FLAG_PMTX_VALID = 0x00000080,
-
-FLAG_VIEWPORT_JITTER_ABOVE = 0x00000100
- };
-
-Mtx cameraMtx;
-Mtx44 projMtx;
-
-u32 flags;
-
-VEC3 cameraPos;
-VEC3 cameraUp;
-VEC3 cameraTarget;
-VEC3 cameraRotate;
-f32 cameraTwist;
-
-GXProjectionType projType;
-f32 projFovy;
-f32 projAspect;
-f32 projNear;
-f32 projFar;
-f32 projTop;
-f32 projBottom;
-f32 projLeft;
-f32 projRight;
-
-f32 lightScaleS;
-f32 lightScaleT;
-f32 lightTransS;
-f32 lightTransT;
-
-VEC2 viewportOrigin;
-VEC2 viewportSize;
-f32 viewportNear;
-f32 viewportFar;
-
-u32 scissorX;
-u32 scissorY;
-u32 scissorWidth;
-u32 scissorHeight;
-
-s32 scissorOffsetX;
-s32 scissorOffsetY;
-};
-
-/* Correct camera
-cameraMtx:
-1.0 0.0 0.0 -0.0
-0.0 1.0 0.0 -0.0
-0.0 0.0 1.0 -6000.0
-
-projMtx:
-0.002345 0.000000 0.000000 -1.000000
-0.000000 0.004386 0.000000 -1.000000
-0.000000 0.000000 -0.000005 -0.500000
-0.000000 0.000000 0.000000 1.000000
-
-flags: 000000C9 : FLAG_CAMERA_LOOKAT | FLAG_CMTX_VALID | FLAG_PROJ_ORTHO | FLAG_PMTX_VALID
-
-cameraPos: {0, 0, 15}
-cameraUp: {0, 1, 0}
-cameraTarget: {0, 0, 0}
-cameraRotate: {0, 0, 0}
-cameraTwist: 0
-
-projType: 1
-projFovy: 60
-projAspect: 1.333333
-projNear: -100000
-projFar: 100000
-projTop: 456
-projBottom: 0
-projLeft: 0
-projRight: 853
-
-lightScaleS: 0.5
-lightScaleT: 0.5
-lightTransS: 0.5
-lightTransT: 0.5
-
-viewportOrigin: {0,0}
-viewportSize: {640,456}
-viewportNear: 0
-viewportFar: 1
-
-scissorX: 0
-scissorY: 0
-scissorWidth: 0x280
-scissorHeight: 0x1C8
-
-scissorOffsetX: 0
-scissorOffsetY: 0
-*/
-
-class Camera {
-public:
- enum PostureType { POSTURE_LOOKAT, POSTURE_ROTATE, POSTURE_AIM };
- struct PostureInfo
- {
- PostureType tp;
- VEC3 cameraUp;
- VEC3 cameraTarget;
- VEC3 cameraRotate;
- f32 cameraTwist;
- };
-private:
- CameraData *data;
-public:
- Camera(CameraData *pCamera);
- void Init();
- void Init(u16 efbWidth, u16 efbHeight, u16 xfbWidth, u16 xfbHeight, u16 viWidth, u16 viHeight);
- //void SetPosition(f32 x, f32 y, f32 z);
- void SetPosition(const VEC3 &pos);
- //void GetPosition(f32 *px, f32 *py, f32 *pz) const;
- void GetPosition(VEC3 *pPos) const;
- void SetPosture(const PostureInfo &info);
- //void GetPosture(PostureInfo *info) const;
- void SetCameraMtxDirectly(const Mtx &mtx);
- void GetCameraMtx(Mtx *pMtx) const;
- void SetOrtho(f32 top, f32 bottom, f32 left, f32 right, f32 near, f32 far);
- //void SetFrustum(f32 top, f32 bottom, f32 left, f32 right, f32 near, f32 far);
- void SetPerspective(f32 fovy, f32 aspect, f32 near, f32 far);
- void SetProjectionMtxDirectly(const Mtx44 *pMtx);
- void GetProjectionMtx(Mtx44 *pMtx) const;
- //GXProjectionType GetProjectionType() const;
- void SetScissor(u32 xOrigin, u32 yOrigin, u32 width, u32 height);
- void SetScissorBoxOffset(s32 xOffset, s32 yOffset);
- //void GetScissor(u32 *xOrigin, u32 *yOrigin, u32 *width, u32 *height);
- void SetViewport(f32 xOrigin, f32 yOrigin, f32 width, f32 height);
- //void SetViewport(f32 xOrigin, f32 yOrigin, f32 width, f32 height, f32 near, f32 far);
- void SetViewportZRange(f32 near, f32 far);
- void SetViewportJitter(u32 field);
- //void SetViewportJitter(f32 xOrigin, f32 yOrigin, f32 width, f32 height, f32 near, f32 far, u32 field);
- void GetViewport(f32 *xOrigin, f32 *yOrigin, f32 *width, f32 *height, f32 *near, f32 *far) const;
- void GXSetViewport() const;
- void GXSetProjection() const;
- void GXSetScissor() const;
- void GXSetScissorBoxOffset() const;
-};
-
-namespace G3DState {
- GXRenderModeObj *GetRenderModeObj();
-}
-}
-}
-
-
-nw4r::g3d::CameraData *GetCameraByID(int id);
-
-int GetCurrentCameraID(); // 80164C80
-void SetCurrentCameraID(int id); // 80164C90
-
-void LinkScene(int id); // 80164D50
-void UnlinkScene(int id); // 80164CD0
-
-void SceneCalcWorld(int sceneID); // 80164E10
-void SceneCameraStuff(int sceneID); // 80164EA0
-
-void CalcMaterial(); // 80164E90
-void DrawOpa(); // 80164F70
-void DrawXlu(); // 80164F80
-
-bool ChangeAlphaUpdate(bool enable); // 802D3270
-
-void DoSpecialDrawing1(); // 8006CAE0
-void DoSpecialDrawing2(); // 8006CB40
-
-void SetupLYTDrawing(); // 80163360
-void ClearLayoutDrawList(); // 801632B0
-
-void DrawAllLayoutsBeforeX(int x); // 80163440
-void DrawAllLayoutsAfterX(int x); // 801634D0
-void DrawAllLayoutsAfterXandBeforeY(int x, int y); // 80163560
-
-void RenderEffects(int v1, int v2); // 80093F10
-
-void RemoveAllFromScnRoot(); // 80164FB0
-void Reset3DState(); // 80165000
-
-extern "C" void GXDrawDone(); // 801C4FE0
-
-
-
-namespace m2d {
- class Base_c /*: public nw4r::ut::Link what's this? */ {
- public:
- u32 _00;
- u32 _04;
-
- Base_c();
- virtual ~Base_c();
- virtual void draw(); // don't call this directly
-
- void scheduleForDrawing();
-
- u8 drawOrder;
- };
-
- class Simple_c : public Base_c {
- public:
- nw4r::lyt::Layout layout;
- nw4r::lyt::DrawInfo drawInfo;
-
- u32 _84;
- float _88;
- float _8C;
- float _90;
- u32 _94;
-
- Simple_c();
- ~Simple_c();
-
- void draw();
- virtual void _vf10();
- virtual void _vf14();
- };
-}
-
-
-
-namespace EGG {
- class Frustum {
- public:
- GXProjectionType projType;
- int isCentered;
- float width;
- float height;
- float fovy;
- float dunno;
- float near;
- float far;
- float center_x_maybe;
- float center_y_maybe;
- float x_direction;
- float unk2;
- float unk3;
- short some_flag_bit;
-
-
- // isCentered might actually be isNotCentered, dunno
- Frustum(GXProjectionType projType, Vec2 size, bool isCentered, float near, float far); // 802C6D20
- Frustum(Frustum &f); // 802C6D90
- virtual ~Frustum(); // 802C75F0
-
- virtual void loadDirectly(); // 802C7050
- virtual void loadIntoCamera(nw4r::g3d::Camera cam); // 802C7070
-
- void setOrtho(float top, float bottom, float left, float right, float near, float far); // 802C6DD0
-
- void setFovy(float newFovy); // 802C6F60
-
- void getCenterPointsBasedOnPos(float x, float y, float *destX, float *destY); // 802C6FD0
-
- // no idea what this does
- float getSomethingForPerspective(float blah); // 802C7020
-
-
- protected:
- // not all of these might be protected, dunno
-
- void copyAllFields(Frustum &f); // 802C6EE0
-
- void saveSomething(float f1, float f2, float f3, float f4); // 802C70C0
- void loadSomething(float *f1, float *f2, float *f3, float *f4); // 802C70E0
-
- void loadPerspective(); // 802C7110
- void loadOrtho(); // 802C7140
-
- void setCameraPerspective(nw4r::g3d::Camera cam); // 802C7170
- void setCameraOrtho(nw4r::g3d::Camera cam); // 802C71E0
-
- void getPerspectiveProjMtx(Mtx44 *mtx); // 802C7250
- void getPerspectiveProjv(float *ptr); // 802C72E0
- void getOrthoProjv(float *ptr); // 802C73A0
-
- void getOrthoVars(float *top, float *bottom, float *left, float *right); // 802C7480
- };
-}
-
-
-class TileRenderer {
-public:
- TileRenderer();
- ~TileRenderer();
-
- TileRenderer *list1, *list2;
- u16 tileNumber;
- u8 unkFlag, someBool;
- float x, y, z;
- float scale;
- s16 rotation;
- u8 unkByte;
-
- u16 getTileNum();
- bool getSomeBool();
- void setSomeBool(u8 value);
-
- float getX();
- float getY();
- float getZ();
- void setPosition(float x, float y);
- void setPosition(float x, float y, float z);
-
- u8 getUnkFlag();
-
- void setVars(float scale); // sets unkFlag=1, rotation=0, unkByte=0
- void setVars(float scale, s16 rotation); // sets unkFlag=2, unkByte=0
-
- float getScale();
- float getRotationFloat();
- s16 getRotation();
-
- u8 getUnkByte();
-
- class List {
- public:
- u32 count;
- TileRenderer *first, *last; // order?
-
- void add(TileRenderer *r);
- void remove(TileRenderer *r);
- void removeAll();
-
- List();
- ~List();
- };
-};
-
-class dActor_c; // forward declaration
-
-class Physics {
-public:
- struct Unknown {
- Unknown();
- ~Unknown();
-
- float x, y;
- };
-
- struct Info {
- float x1, y1, x2, y2; // Might be distance to center/edge like APhysics
- void *otherCallback1, *otherCallback2, *otherCallback3;
- };
-
- Physics();
- ~Physics();
-
- dActor_c *owner;
- Physics *next, *prev;
- u32 _C, _10, _14, _18, _1C, _20, _24, _28, _2C, _30, _34, _38, _3C;
- void *otherCallback1, *otherCallback2, *otherCallback3;
- void *callback1, *callback2, *callback3;
- float lastX, lastY;
- Unknown unkArray[4];
- float x, y;
- float _88, _8C, _90;
- Vec lastActorPosition;
- float _A0, _A4, last_A0, last_A4, _B0, _B4;
- u32 _B8;
- s16 *ptrToRotationShort;
- s16 currentRotation;
- s16 rotDiff;
- s16 rotDiffAlt;
- u32 isRound;
- u32 _CC;
- u32 flagsMaybe;
- u32 _D4, _D8;
- u8 isAddedToList, _DD, layer;
- u32 id;
-
- void addToList();
- void removeFromList();
-
- void baseSetup(dActor_c *actor, u32 t_40, u32 t_44, u32 t_48, u8 t_DD, u8 layer);
-
- // note: Scale can be a null pointer (in that case, it'll use 1.0)
- void setup(dActor_c *actor,
- float x1, float y1, float x2, float y2,
- void *otherCB1, void *otherCB2, void *otherCB3,
- u8 t_DD, u8 layer, Vec2 *scale = 0);
-
- void setup(dActor_c *actor,
- Vec2 *p1, Vec2 *p2,
- void *otherCB1, void *otherCB2, void *otherCB3,
- u8 t_DD, u8 layer, Vec2 *scale = 0);
-
- void setup(dActor_c *actor, Info *pInfo, u8 t_DD, u8 layer, Vec2 *scale = 0);
-
- // radius might be diameter? dunno
- void setupRound(dActor_c *actor,
- float x, float y, float radius,
- void *otherCB1, void *otherCB2, void *otherCB3,
- u8 t_DD, u8 layer);
-
- void setRect(float x1, float y1, float x2, float y2, Vec2 *scale = 0);
- void setRect(Vec2 *p1, Vec2 *p2, Vec2 *scale = 0);
-
- void setX(float value);
- void setY(float value);
- void setWidth(float value);
- void setHeight(float value);
-
- void setPtrToRotation(s16 *ptr);
-
- void update();
-
- // todo: more stuff that might not be relevant atm
-};
-
-
-class ActivePhysics {
-public:
- struct Info; // forward declaration
- typedef void (*Callback)(Info *self, Info *other);
-
- struct Info {
- float xDistToCenter;
- float yDistToCenter;
- float xDistToEdge;
- float yDistToEdge;
- u8 category1;
- u8 category2;
- u32 bitfield1;
- u32 bitfield2;
- u16 unkShort1C;
- Callback callback;
- };
-
- ActivePhysics();
- virtual ~ActivePhysics();
-
- dActor_c *owner; // should be dStageActor? dunno
- u32 _8;
- u32 _C;
- ActivePhysics *listPrev, *listNext;
- u32 _18;
- Info info;
- u32 _40, _44, _48, _4C;
- float firstFloatArray[8];
- float secondFloatArray[8];
- Vec2 positionOfLastCollision;
- u16 result1;
- u16 result2;
- u16 result3;
- u8 collisionCheckType;
- u8 chainlinkMode;
- u8 layer;
- u8 someFlagByte;
- u8 isLinkedIntoList;
-};
-
-
-#include <statelib.h>
-
-class dActorState_c;
-class dActorMultiState_c;
-
-
-class AcStateMgrBase {
-public:
- virtual ~AcStateMgrBase();
-
- u32 cls1, cls2, cls3;
- dActorMultiState_c *owner;
- u32 unkZero;
-
- StateMgr<dActorMultiState_c> manager;
-
- // All these are passed straight through to the manager
- virtual void _vfC();
- virtual void _vf10();
- virtual void _vf14();
- virtual void _vf18();
- virtual void _vf1C();
- virtual void _vf20();
- virtual void _vf24();
- virtual void _vf28();
- virtual void _vf2C();
-};
-
-class AcStateMgr : public AcStateMgrBase {
-public:
- ~AcStateMgr();
-};
-
-class MultiStateMgrBase {
-public:
- virtual ~MultiStateMgrBase();
-
- AcStateMgr s1, s2;
- AcStateMgr *ptrToStateMgr;
-
- virtual void _vfC(); // calls vfC on ptrToStateMgr
- virtual void execute(); // calls vf10 on ptrToStateMgr
- virtual void _vf14(); // if (isSecondStateMgr()) { disableSecond(); } else { ptrToStateMgr->_vf14(); }
- virtual void setState(StateBase *state); // calls vf18 on ptrToStateMgr
- virtual void _vf1C(); // calls vf1C on ptrToStateMgr
- virtual void _vf20(); // calls vf20 on ptrToStateMgr
- virtual void _vf24(); // calls vf24 on ptrToStateMgr
- virtual StateBase *getCurrentState(); // calls vf28 on ptrToStateMgr
- virtual void _vf2C(); // calls vf2C on ptrToStateMgr
- virtual void enableSecond(); // sets ptrToStateMgr to s2, calls vf18 on it
- virtual void disableSecond(); // if (isSecondStateMgr()) { ptrToStateMgr->vf14(); ptrToStateMgr = &s1; }
- virtual bool isSecondStateMgr();
- virtual void _vf3C(); // calls vf28 on s1
-};
-
-class MultiStateMgr : public MultiStateMgrBase {
-public:
- // what the fuck does this do
- ~MultiStateMgr();
-};
-
-
-struct LinkListEntry {
- LinkListEntry *prev;
- LinkListEntry *next;
- void *owned_obj;
-};
-
-
-struct LinkList {
- LinkListEntry *first;
- LinkListEntry *last;
- // PTMF goes here, but I don't know how to represent it
-};
-
-
-struct OrderedLinkListEntry : LinkListEntry {
- u16 order;
- u16 _;
-};
-
-
-struct TreeNode {
- TreeNode *parent;
- TreeNode *child;
- TreeNode *prev;
- TreeNode *next;
- void *owned_obj;
-};
-
-
-struct Tree {
- TreeNode *firstNode;
- // PTMF goes here, but I don't know how to represent it
-};
-
-
-typedef bool (*ChainedFunc)(void*);
-
-class FunctionChain {
-public:
- ChainedFunc *functions;
- u16 count;
- u16 current;
-
- void setup(ChainedFunc *functions, u16 count); // 8015F740
-};
-
-
-class fBase_c {
-public:
- u32 id;
- u32 settings;
- u16 name;
- u8 _A;
- u8 _B;
- u8 _C;
- u8 _D;
- u8 base_type;
- u8 _F;
- TreeNode link_connect;
- OrderedLinkListEntry link_execute;
- OrderedLinkListEntry link_draw;
- LinkListEntry link_IDlookup;
- u32 _50;
- u32 _54;
- u32 _58;
- u32 heap;
-
- fBase_c();
-
- virtual int onCreate();
- virtual int beforeCreate();
- virtual int afterCreate(int);
-
- virtual int onDelete();
- virtual int beforeDelete();
- virtual int afterDelete(int);
-
- virtual int onExecute();
- virtual int beforeExecute();
- virtual int afterExecute(int);
-
- virtual int onDraw();
- virtual int beforeDraw();
- virtual int afterDraw(int);
-
- virtual void willBeDeleted();
-
- virtual bool moreHeapShit(u32 size, void *parentHeap);
- virtual bool createHeap(u32 size, void *parentHeap);
- virtual void heapCreated();
-
- virtual ~fBase_c();
-
- void Delete();
-
- fBase_c *GetParent();
- fBase_c *GetChild();
- fBase_c *GetNext();
-
- bool hasUninitialisedProcesses(); // 80162B60
-};
-
-class dBase_c : public fBase_c {
-public:
- u32 _64;
- const char *explanation_string;
- const char *name_string;
-
- dBase_c();
-
- int beforeCreate();
- int afterCreate(int);
- int beforeDelete();
- int afterDelete(int);
- int beforeExecute();
- int afterExecute(int);
- int beforeDraw();
- int afterDraw(int);
-
- ~dBase_c();
-
- virtual const char *GetExplanationString();
-};
-
-class dScene_c : public dBase_c {
-public:
- FunctionChain *ptrToInitChain;
-
- dScene_c();
-
- int beforeCreate();
- int afterCreate(int);
- int beforeDelete();
- int afterDelete(int);
- int beforeExecute();
- int afterExecute(int);
- int beforeDraw();
- int afterDraw(int);
-
- ~dScene_c();
-
-
- void setInitChain(FunctionChain &initChain) {
- ptrToInitChain = &initChain;
- }
-};
-
-class dActor_c : public dBase_c {
-public:
- LinkListEntry link_actor;
- Mtx matrix;
- Vec pos;
- Vec last_pos;
- Vec pos_delta;
- Vec _D0;
- Vec scale;
- Vec speed;
- Vec max_speed;
- S16Vec rot;
- S16Vec _106;
- u32 _10C;
- u32 _110;
- float y_speed_inc;
- u32 _118;
- float x_speed_inc;
- u32 _120;
- bool visible;
-
- dActor_c();
-
- virtual void specialDraw1();
- virtual void specialDraw2();
- virtual int _vf58();
- virtual void _vf5C();
-
- ~dActor_c();
-};
-
-class dStageActor_c : public dActor_c {
-public:
- u8 _125;
- u32 _128, _12C, _130, _134, _138, _13C;
- float _140;
- u32 _144;
- ActivePhysics aPhysics;
- u8 classAt1EC[236];
- u32 _2D8;
- u8 classAt2DC[0x34];
- u32 _310, _314;
- float spriteSomeRectX, spriteSomeRectY;
- float _320, _324, _328, _32C, _330, _334, _338, _33C, _340, _344;
- u8 direction;
- u8 currentZoneID;
- u8 _34A, _34B;
- u8 *spriteByteStorage;
- u16 *spriteShortStorage;
- u16 spriteEventNum;
- u64 spriteEventMask;
- u32 _360;
- u16 spriteSomeFlag;
- u8 _366, _367;
- u32 _368;
- u8 _36C, _36D;
- Vec somethingRelatedToScale;
- u32 _37C, _380, _384, _388;
- u8 _38C, _38D, enableFlag, currentLayerID;
- u8 _390, _391, _392, _padding;
-
- dStageActor_c();
-
- int beforeCreate();
- int afterCreate(int);
- int beforeDelete();
- int afterDelete(int);
- int beforeExecute();
- int afterExecute(int);
- int beforeDraw();
- int afterDraw(int);
-
- const char *GetExplanationString();
-
- virtual bool _vf60(); // does stuff with BG_GM
- virtual void kill(); // nullsub here, defined in StageActor. probably no params
- virtual int _vf68(); // params unknown. return (1) might be bool
- virtual u8 *_vf6C(); // returns byte 0x38D
- virtual Vec2 _vf70(); // returns Vec Actor.pos + Vec Actor.field_D0
- virtual int _vf74(); // params unknown. return (1) might be bool
- virtual void _vf78(); // params unknown. nullsub
- virtual void _vf7C(); // params unknown. nullsub
- virtual void eatIn(); // copies Actor.scale into StageActor.somethingRelatedToScale
- virtual void disableEatIn(); // params unknown. nullsub
- virtual void _vf88(); // params unknown. nullsub
- virtual bool _vf8C(void *other); // dAcPy_c/daPlBase_c? return (1) is probably bool. seems related to EatOut. uses vfA4
- virtual bool _vf90(dStageActor_c *other); // does something with scores
- virtual void _vf94(void *other); // dAcPy_c/daPlBase_c? modifies This's position
- virtual void removeMyActivePhysics();
- virtual void addMyActivePhysics();
- virtual void returnRegularScale(); // the reverse of vf80, yay
- virtual void _vfA4(void *other); // AcPy/PlBase? similar to vf94 but not quite the same
- virtual float _vfA8(void *other); // AcPy/PlBase? what DOES this do...? does a bit of float math
- virtual void _vfAC(void *other); // copies somethingRelatedToScale into scale, then multiplies scale by vfA8's return
- virtual void _vfB0(); // plays Wm_en_burst_s at actor position
- virtual void _vfB4(); // params unknown. nullsub
- virtual void _vfB8(); // params unknown. nullsub
- virtual void _vfBC(); // params unknown. nullsub
- virtual void _vfC0(); // params unknown. nullsub
- virtual void _vfC4(); // params unknown. nullsub
- virtual void _vfC8(Vec2 *p); // does stuff including effects and playing PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH
- virtual void _vfCC(Vec2 *p); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_LAVA
- virtual void _vfD0(Vec2 *p); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_POISON
-
- // I'll add methods as I need them
- void checkZoneBoundaries(u32 flags); // I think this method is for that, anyway
-
- ~dStageActor_c();
-
-
- static void create(Actors type, u32 settings, Vec *pos, S16Vec *rot, u8 layer);
- static void createChild(Actors type, u32 settings, Vec *pos, S16Vec *rot, u8 layer);
-};
-
-
-class dAc_Py_c : public dStageActor_c {
-public:
- u8 data[0x1164 - 0x394];
- ActivePhysics bPhysics;
- ActivePhysics cPhysics;
- ActivePhysics dPhysics;
- ActivePhysics ePhysics;
-
- dAc_Py_c();
-
- int beforeCreate();
- int afterCreate(int);
- int beforeDelete();
- int afterDelete(int);
- int beforeExecute();
- int afterExecute(int);
- int beforeDraw();
- int afterDraw(int);
-
- ~dAc_Py_c();
-};
-
-
-/* TODO
-class dActorState_c : public dStageActor_c {
-public:
- ~dActorState_c();
-
- virtual void _vfD4();
- virtual void _vfD8();
- virtual void _vfDC();
-};
-*/
-
-
-class dActorMultiState_c : public dStageActor_c {
-public:
- ~dActorMultiState_c();
-
- MultiStateMgr acState;
-
- virtual void doStateChange(StateBase *state); // might return bool? overridden by dEn_c
- virtual void _vfD8(); // nullsub ??
- virtual void _vfDC(); // nullsub ??
- virtual void _vfE0(); // nullsub ??
-};
-
-
-class dEn_c : public dActorMultiState_c {
-public:
- float _414, _418, _41C, _420;
- void *nextState;
- u32 _428, _42C;
- u8 _430, _431, isDead;
- u32 _434;
- u16 _438;
- u32 _43C;
- Vec velocity1, velocity2;
- u8 _458, _459, _45A, _45B, _45C, _45D, _45E;
- u32 _460;
- Vec initialScale;
- float _470;
- u32 _474, _478;
- dEn_c *_47C;
- u32 _480;
- u8 classAt484[0x4EC - 0x484];
- u32 _4EC;
- float _4F0, _4F4, _4F8;
- u32 flags_4FC;
- u16 counter_500, counter_502;
- u16 counter_504[4];
- u16 counter_50C;
- u32 _510, _514, _518;
- void *_51C;
- dEn_c *_520;
- u32 _524, _528, _52C, _530;
-
- dEn_c();
-
- int afterCreate(int);
- int beforeExecute(int);
- int afterExecute(int);
- int beforeDraw(int);
-
- void kill();
-
- void eatIn();
- void disableEatIn();
- bool _vf8C(void *other); // AcPy/PlBase?
- void _vfAC();
- void _vfCC(Vec2 *p);
- void _vfD0(Vec2 *p);
-
- void doStateChange(StateBase *state); // might return bool, dunno
-
- // Now here's where the fun starts.
-
- virtual bool preSpriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual bool prePlayerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual bool preYoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
-
- virtual bool stageActorCollision(ActivePhysics *apThis, ActivePhysics *apOther);
-
- virtual void spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
-
- // WHAT A MESS
- virtual void collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void _vf108(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void _vf110(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCat8_FencePunch(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void _vf120(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
- virtual void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
-
- virtual void _vf140(dStageActor_c *actor);
- virtual void _vf144(int something);
- virtual void _vf148(); // deletes actors held by Class484 and other stuff
- virtual void _vf14C(); // deletes actors held by Class484 and makes an En Coin Jump
- virtual u32 _vf150(); // reads some bits from a value in Class1EC
- virtual void eatenByYoshiProbably(); // nullsub, params unknown
- virtual void playHpdpSound1(); // plays PLAYER_SE_EMY/GROUP_BOOT/SE_EMY_DOWN_HPDP_S or _H
- virtual void playEnemyDownSound1();
- virtual void playEnemyDownComboSound(void *player); // AcPy_c/daPlBase_c?
- virtual void playHpdpSound2(); // plays PLAYER_SE_EMY/GROUP_BOOT/SE_EMY_DOWN_HPDP_S or _H
- virtual void _vf168(); // nullsub, params unknown
-
- // State Functions
- virtual void dieFumi_Begin(); // does something involving looping thruogh players
- virtual void dieFumi_Execute(); // does movement and some other stuff
- virtual void dieFumi_End(); // nullsub
- virtual void dieFall_Begin(); // does something involving looping thruogh players
- virtual void dieFall_Execute(); // does movement and some other stuff
- virtual void dieFall_End(); // nullsub
- virtual void dieBigFall_Begin(); // calls vf178 [dieFall_Begin]
- virtual void dieBigFall_Execute(); // does movement and some other stuff (but less than 170 and 17C)
- virtual void dieBigFall_End(); // calls vf180 [dieFall_End]
- virtual void dieSmoke_Begin(); // spawns Wm_en_burst_m effect and then removeMyActivePhysics
- virtual void dieSmoke_Execute(); // deletes actor with r4=1
- virtual void dieSmoke_End(); // nullsub
- virtual void dieYoshiFumi_Begin(); // spawns Wm_mr_yoshistep effect and then removeMyActivePhysics
- virtual void dieYoshiFumi_Execute(); // deletes actor with r4=1
- virtual void dieYoshiFumi_End(); // nullsub
- virtual void dieIceVanish_Begin(); // lots of weird stuff
- virtual void dieIceVanish_Execute(); // deletes actor with r4=1
- virtual void dieIceVanish_End(); // nullsub
- virtual void dieGoal_Begin(); // nullsub
- virtual void dieGoal_Execute(); // nullsub
- virtual void dieGoal_End(); // nullsub
- virtual void dieOther_Begin(); // deletes actor with r4=1
- virtual void dieOther_Execute(); // nullsub
- virtual void dieOther_End(); // nullsub
- virtual void eatIn_Begin(); // nullsub
- virtual void eatIn_Execute(); // changes to EatNow on one condition, otherwise calls vfAC
- virtual void eatIn_End(); // nullsub
- virtual void eatNow_Begin(); // nullsub
- virtual void eatNow_Execute(); // nullsub
- virtual void eatNow_End(); // nullsub
- virtual void eatOut_Begin(); // nullsub
- virtual void eatOut_Execute(); // nullsub
- virtual void eatOut_End(); // nullsub
- virtual void hitSpin_Begin(); // nullsub
- virtual void hitSpin_Execute(); // nullsub
- virtual void hitSpin_End(); // nullsub
- virtual void ice_Begin(); // does stuff with Class484 and lots of vf's
- virtual void ice_Execute(); // tons of stuff with Class484
- virtual void ice_End(); // sets a field in Class484 to 0
-
- virtual void spawnHitEffectAtPosition(Vec2 pos);
- virtual void doSomethingWithHardHitAndSoftHitEffects(Vec pos);
- virtual void playEnemyDownSound2();
- virtual void add2ToYSpeed();
- virtual bool _vf218(); // stuff with floats and camera
- virtual void _vf21C(); // does stuff with the speeds
- virtual void _vf220(void *other); // some type of actor, PlBase? calls vf3F4 on other with r4=this, r5=0
- virtual void _vf224(); // stores a couple of values into the struct at 464
- virtual void _vf228(); // more fun stuff with 464 and floats
- virtual bool _vf22C(); // does stuff involving ICE_ACTORs and arrays
- virtual void _vf230(); // "relatedToPlayerOrYoshiCollision" apparently. nullsub, params unknown for now.
- virtual void _vf234(); // nullsub, params unknown
- virtual void _vf238(); // calls vf34 on class394, params unknown
- virtual void _vf23C(); // nullsub, params unknown
- virtual void _vf240(); // nullsub, params unknown
- virtual int _vf244(); // returns 0. might be bool. params unknown
- virtual int _vf248(int something); // does some math involving field510 and [7,7,4,0] and param
- virtual void _vf24C(void *other); // deals with something in the class involving the bahp flag
- virtual void _vf250(void *other);
- virtual void _vf254(void *other);
- virtual void _vf258(void *other);
- virtual void _vf25C(void *other); // calls vf250
- virtual void _vf260(void *other); // AcPy/PlBase? plays the SE_EMY_FUMU_%d sounds based on some value
- virtual void _vf264(dStageActor_c *other); // if other is player or yoshi, do Wm_en_hit and a few other things
- virtual void _vf268(void *other); // AcPy/PlBase? plays the SE_EMY_DOWN_SPIN_%d sounds based on some value
- virtual void spawnHitEffectAtPositionAgain(Vec2 pos);
- virtual void playMameStepSound(); // SE_EMY_MAME_STEP at actor position
- virtual void _vf274(); // nullsub, params unknown
- virtual void _vf278(void *other); // AcPy/PlBase? plays the SE_EMY_YOSHI_FUMU_%d sounds based on some value
- virtual void _vf27C(); // nullsub, params unknown
-
- ~dEn_c();
-};
-
-
-class daEnBlockMain_c : public dEn_c {
-public:
- Physics physics;
- float _618, _61C, _620;
- u32 _624, _628, _62C;
- float initialY;
- float _634, _638, _63C, _640;
- u32 countdown, _648, _64C;
- u32 _650, _654, _658, _65C;
- u16 _660;
- u8 _662, _663, _664, _665, _666, _667;
- u8 _668, _669, _66A, _66B, _66C, _66D, _66E, _66F;
- u8 _670, _671, _672, _673;
- u8 _674;
- u8 _675, _676, _677, _678, _679, _67A, _67B, _67C;
- u8 _67D, _67E, _67F, _680;
- u32 _684;
- u8 _688, isGroundPound, anotherFlag, _68B, _68C, _68D, _68E, _68F;
- u32 _690;
- u8 _694;
-
- // Regular methods
- void blockInit(float initialY);
- void blockUpdate();
- u8 blockResult();
-
- virtual void calledWhenUpMoveBegins();
- virtual void calledWhenDownMoveBegins();
-
- virtual void calledWhenUpMoveExecutes();
- virtual void calledWhenUpMoveDiffExecutes();
- virtual void calledWhenDownMoveExecutes();
- virtual void calledWhenDownMoveEndExecutes();
- virtual void calledWhenDownMoveDiffExecutes();
- virtual void calledWhenDownMoveDiffEndExecutes();
-
- virtual void updateScale(bool movingDown);
-
- // State functions
- virtual void upMove_Begin();
- virtual void upMove_Execute();
- virtual void upMove_End();
- virtual void downMove_Begin();
- virtual void downMove_Execute();
- virtual void downMove_End();
- virtual void downMoveEnd_Begin();
- virtual void downMoveEnd_Execute();
- virtual void downMoveEnd_End();
- virtual void upMove_Diff_Begin();
- virtual void upMove_Diff_Execute();
- virtual void upMove_Diff_End();
- virtual void downMove_Diff_Begin();
- virtual void downMove_Diff_Execute();
- virtual void downMove_Diff_End();
- virtual void downMove_DiffEnd_Begin();
- virtual void downMove_DiffEnd_Execute();
- virtual void downMove_DiffEnd_End();
-
- static void *PhysicsCallback1;
- static void *PhysicsCallback2;
- static void *PhysicsCallback3;
- static void *OPhysicsCallback1;
- static void *OPhysicsCallback2;
- static void *OPhysicsCallback3;
-
- static State<daEnBlockMain_c> StateID_UpMove;
- static State<daEnBlockMain_c> StateID_DownMove;
- static State<daEnBlockMain_c> StateID_DownMoveEnd;
- static State<daEnBlockMain_c> StateID_UpMove_Diff;
- static State<daEnBlockMain_c> StateID_DownMove_Diff;
- static State<daEnBlockMain_c> StateID_DownMove_DiffEnd;
-
- ~daEnBlockMain_c();
-};
-
-
-class dBgGm_c {
-public:
- // TODO TODO TODO TODO TODO
- static dBgGm_c *instance;
-
- TileRenderer::List *getTileRendererList(int index);
-};
-
-
-class dPlayerModelBase_c {
- // dunno what's public and what's private here
- // don't really care
-public:
- dPlayerModelBase_c(u8 player_id); // 800D5420
- virtual ~dPlayerModelBase_c(); // 800D55D0
-
- char allocator[28]; // actually a mHeapAllocatorSubclass but I don't have that
- u32 _20;
- u32 _24;
- char someAnimation[2][0x38]; // actually PlayerAnim's
- char yetAnotherAnimation[40]; // actually m3d::banm_c afaics -- is it even 40 bytes?
- Vec someVector[2]; // maybe not an array
- Vec headOffs;
- Vec scale;
- u8 player_id_1;
- u8 player_id_2;
- u8 powerup_id;
- u8 powerup_tex;
- int current_anim;
- int last_anim_maybe;
- u32 _15C;
- int someFlags;
- u32 _164;
- u32 _168; // related to jump_strings
- u32 _16C;
- u32 _170;
- u32 _174;
- u8 _178;
- char padding[3]; // not needed?
- u32 model_visibility_flags_maybe;
- u32 mode_maybe;
- float _184;
- float _188;
- u32 _18C;
- char someArray[6][12]; // some unknown class/struct
- char _1D8[0x24];
- short _1FC;
- short _1FE;
- short _200;
- char padding_[2]; // not needed?
- u32 _204;
- u32 _208;
-
- virtual int _vf0C(); // 800D6DA0
- virtual void prepare(); // 800D5720
- virtual void finaliseModel(); // 800D5740
- virtual void update(); // 800D5750
- virtual void update3DStuff(); // 800D5760
- virtual void _vf20(); // 800D6D90
- virtual void draw(); // 800D5C70
- virtual int getCurrentModel(); // 800D5870
- virtual int getCurrentResFile(); // 800D62D0
- virtual void setPowerup(u8 powerup_id); // 800D5730
- virtual void setPowerupTexture(); // 800D5CC0
- virtual void _vf38(); // 800D6D80
- virtual void _vf3C(); // 800BD750
- virtual void _vf40(); // 800D6D70
- virtual void _vf44(); // 800D6D60
- virtual void _vf48(); // 800BD740
- virtual void _vf4C(); // 800BD730
- virtual void getModelMatrix(u32 unk, MtxPtr dest); // 800D5820
- virtual int _vf54(); // 80318D0C
- virtual bool _vf58(int type, char *buf, bool unk); // 800D6930
- virtual void startAnimation(int id, float frame, float unk, float updateRate); // 800D5EC0
- virtual int _vf60(); // 800D6920
- virtual void _vf64(int id, float unk1, float unk2, float unk3); // 800D62F0
- virtual void _vf68(int id, float unk); // 800D63E0
- virtual void _vf6C(); // 800D62E0
- virtual void _vf70(); // 800D6690
- virtual void _vf74(); // 800D66A0
- virtual void _vf78(); // 800D66B0
- virtual void SomethingRelatedToPenguinAnims(); // 800D66C0
- virtual void _vf80(); // 800D6A20
- virtual void _vf84(float frame); // 800D5D00
- virtual void _vf88(float frame); // 800D5D70
- virtual void _vf8C(float updateRate); // 800D5D80
- virtual void setUpdateRateForAnim1(float updateRate); // 800D5DF0
- virtual void _vf94(); // 800D6D40
- virtual int _vf98(); // 800D6D30
- virtual void _vf9C(); // 800D6D20
- virtual int _vfA0(); // 800D6D10
- virtual void _vfA4(); // 800D6D00
- virtual int _vfA8(); // 800D6CF0
- virtual void _vfAC(bool blah); // 800BD720
-
- // I won't even bother with non-virtual functions....
-};
-
-
-class dPlayerModelHandler_c {
-public:
- dPlayerModelHandler_c(u8 player_id); // 800D6DB0
- virtual ~dPlayerModelHandler_c(); // 800D6EF0
-
- dPlayerModelBase_c *mdlClass; // might be dPlayerModel_c ?
-
- int loadModel(u8 player_id, int powerup_id, int unk); // 800D6EE0
- void update(); // 800D6F80
- void setMatrix(Mtx matrix); // 800D6FA0
- void setSRT(Vec position, S16Vec rotation, Vec scale); // 800D7030
- void callVF20(); // 800D70F0
- void draw(); // 800D7110
-
-private:
- int hasMatrix; // might be bool ?
-
- void allocPlayerClass(u8 player_id); // 800D6E00
-};
-
-
-class mTexture_c {
-public:
- mTexture_c(); // 802C0D20
- mTexture_c(u16 width, u16 height, GXTexFmt format); // 802C0D70
-
- // vtable is at 80350450
- virtual ~mTexture_c(); // 802C0DB0
- virtual void setFlagTo1(); // 802C0E20
-
- void setImageBuffer(void *buffer); // 802C0E30
- void load(GXTexMapID id); // 802C0E50
- void makeTexObj(GXTexObj *obj); // 802C0E90
- void flushDC(); // 802C0F10
-
- void makeRadialGradient(); // 802C0F60 parameters unknown yet
- void makeLinearGradient(int type, char size, u16 startPos, u16 endPos,
- GXColor begin, GXColor end, bool startAtCenter); // 802C1120
- // "type" should be enum once I figure it out
- // reverse might not be accurate
-
- void allocateBuffer(/* EGG::Heap */void *heap = 0); // 802C14D0
-
- void plotPixel(u16 x, u16 y, GXColor pixel); // 802C1570
-
-
- u16 width;
- u16 height;
- u8 flags;
- u8 format;
- u8 wrapS;
- u8 wrapT;
- u8 minFilter;
- u8 magFilter;
-
-private:
- void *buffer;
- void *myBuffer;
-};
-
-
-class dDvdLoader_c {
-public:
- dDvdLoader_c(); // 8008F140
- virtual ~dDvdLoader_c(); // 8008F170
-
- void *load(const char *filename, u8 unk = 0, void *heap = 0); // 8008F1B0
-
- bool close(); // 8008F2B0 -- Frees command, DON'T USE THIS unless you free the buffer yourself
- bool unload(); // 8008F310 -- Frees command and buffer, USE THIS
-
- int size;
- void *command; // really mDvd_toMainRam_c
- void *heap; // really EGG::Heap
- void *buffer;
-
-private:
- virtual void freeBuffer(); // 8008F380
- void freeCommand(); // 8008F3F0
-};
-
-
-
-namespace nw4r {
- namespace ut {
- class CharWriter {
- public:
- CharWriter();
- ~CharWriter();
-
- void SetupGX();
-
- void SetFontSize(float w, float h);
- void SetFontSize(float v);
- float GetFontWidth() const;
- float GetFontHeight() const;
- float GetFontAscent() const;
- float GetFontDescent() const;
-
- // returns width
- float Print(ushort character);
-
- void PrintGlyph(float, float, float, /* nw4r::ut::Glyph const & */ void*);
-
- void UpdateVertexColor();
-
- private:
- void SetupGXWithColorMapping(Color c1, Color c2);
-
- public:
- Color colors[8]; // todo: document
- u32 modeOfSomeKind;
- float scaleX;
- float scaleY;
- float posX;
- float posY;
- float posZ;
- GXTexFilter minFilt;
- GXTexFilter magFilt;
- u16 completelyUnknown;
- u8 alpha;
- u8 isFixedWidth;
- float fixedWidthValue;
- /* ResFont* */ void *font;
- };
-
- // actually TextWriterBase<w>, but ...
- class TextWriter : public CharWriter {
- public:
- TextWriter();
- ~TextWriter();
-
- float GetLineHeight() const;
-
- // left out most of these to avoid all the format string vararg bullshit
- float CalcStringWidth(wchar_t const *string, int length) const;
-
- float Print(wchar_t const *string, int length);
-
- float CalcLineWidth(wchar_t const *string, int length);
-
- float GetLineSpace() const;
-
- bool IsDrawFlagSet(ulong, ulong) const;
-
- float _4C;
- float charSpace;
- float somethingRelatedToLineHeight;
- u32 _58;
- u32 drawFlag;
- void *tagProcessorMaybe;
- };
- }
-}
-
-// More layout crap
-// This file REALLY needs to be reorganised.
-
-namespace nw4r {
-namespace lyt {
-
- class ResourceAccessor {
- public:
- ResourceAccessor();
- virtual ~ResourceAccessor();
-
- virtual void *GetResource(u32 dirKey, const char *filename, u32 *sizePtr) = 0;
- virtual void *GetFont(const char *name);
- };
-
- class ArcResourceAccessor : public ResourceAccessor {
- public:
- ArcResourceAccessor();
- ~ArcResourceAccessor();
-
- bool Attach(void *data, const char *rootDirName);
- void *GetResource(u32 dirKey, const char *filename, u32 *sizePtr);
- void *GetFont(const char *name);
-
- ARCHandle arc;
- u32 unk_20;
- ut::LinkList list; // 0x24
- char rootDirName[0x80]; // 0x30
- // class ends at 0xB0
- };
-
-}
-}
-
-namespace m2d {
- class ResAcc_c {
- public:
- ResAcc_c();
- virtual ~ResAcc_c();
- virtual void initialSetup();
-
- nw4r::lyt::ResourceAccessor *resAccPtr; // 0x04
- u32 unk_08; // 0x08
- nw4r::lyt::ArcResourceAccessor resAcc; // 0x0C
- // class ends at 0xBC
- };
-
- class ResAccLoader_c : public ResAcc_c {
- public:
- ResAccLoader_c();
- ~ResAccLoader_c();
-
- void *buffer;
- dDvdLoader_c loader; // 0xC0
- // ends at 0xD4
-
- bool loadArc(const char *path);
- bool loadArc(const char *path, u8 unk);
- void free();
- };
-
- class EmbedLayoutBase_c : public Base_c {
- public:
- EmbedLayoutBase_c();
- ~EmbedLayoutBase_c();
-
- void draw(); // don't call this directly
-
- virtual void update();
- virtual bool build(const char *brlytPath, ResAcc_c *resAcc = 0);
-
- nw4r::lyt::Pane *getRootPane();
- nw4r::lyt::Pane *findPaneByName(const char *name) const;
- nw4r::lyt::TextBox *findTextBoxByName(const char *name) const;
- nw4r::lyt::Pane *findPictureByName(const char *name) const; // TODO: change to others
- nw4r::lyt::Pane *findWindowByName(const char *name) const;
-
- void animate();
- void calculateMtx();
-
- nw4r::lyt::Layout layout; // 0x10 -- actually m2d::Layout_c but I'll add that later
- nw4r::lyt::DrawInfo drawInfo; // 0x30
- void *unk_84; // 0x84 -- a ResAcc? referenced in Build()
- float posX; // 0x88
- float posY; // 0x8C
- float clipX; // 0x90
- float clipY; // 0x94
- float clipWidth; // 0x98
- float clipHeight; // 0x9C
- bool clippingEnabled; // 0xA0
- u32 hasAnimations; // 0xA4
- u32 unk_A8; // 0xA8
- };
-
- class EmbedLayout_c : public EmbedLayoutBase_c {
- public:
- EmbedLayout_c();
- ~EmbedLayout_c();
-
- bool build(const char *brlytPath, ResAcc_c *resAcc = 0);
-
- bool loadArc(const char *name, bool isLangSpecific);
- bool loadArc(const char *name, u8 unk, bool isLangSpecific);
-
- bool loadArcForRegion(const char *name); // uses EU/Layout/$name
-
- // there's also a NedEU one, but should it really be listed here...?
-
- bool free();
-
- // does NSMBW even use consts? I have no idea. maybe not
-
- void getPanes(const char **names, nw4r::lyt::Pane *output, int count) const;
- void getWindows(const char **names, nw4r::lyt::Pane *output, int count) const; // TODO: change to others
- void getPictures(const char **names, nw4r::lyt::Pane *output, int count) const;
- void getTextBoxes(const char **names, nw4r::lyt::TextBox *output, int count) const;
-
- void setLangStrings(const char **names, const int *msgIDs, int category, int count);
-
- void loadAnimations(const char **names, int count);
- void loadGroups(const char **names, int *animLinkIDs, int count);
-
- void enableNonLoopAnim(int num, bool goToLastFrame = false);
- void enableLoopAnim(int num);
- void resetAnim(int num, bool goToLastFrame = false);
- void disableAnim(int num);
- void disableAllAnimations();
-
- bool isAnimOn(int num = -1);
- bool isAnyAnimOn();
-
- void execAnimations();
-
- ResAccLoader_c loader; // 0xAC
- void *brlanHandlers; // 0x180
- void *grpHandlers; // 0x184
- bool *animsEnabled; // 0x188
- int brlanCount; // 0x18C
- int grpCount; // 0x190
- int lastAnimTouched; // 0x194
-
- private:
- void fixTextBoxesRecursively(nw4r::lyt::Pane *pane);
- };
-}
-
-
-
-/* Tilemap related stuff */
-class TilemapClass {
- public:
- virtual ~TilemapClass();
-
- u16 *allocatedBlocks[256];
- u32 _404;
-
- u8 blockLookup[2048];
-
- u16 blockCount;
-
- u32 _C0C;
- u32 ts1ID, ts2ID, ts3ID, layerID, areaID, frmHeap, is2Castle;
-
- // Only the public API is listed
- u16 *getPointerToTile(int x, int y, u32 *blockNum = 0, bool unkBool = 0);
- // TODO: more?
-};
-
-class BGDatClass {
- public:
- BGDatClass();
- virtual ~BGDatClass();
-
- u8 *bgData[4][3];
- TilemapClass *tilemaps[4][3];
- u8 *tsObjIndexData[4][4];
- u8 *tsObjData[4][4];
- char tsNames[4][4][0x20];
- // this is fucked up!
- // the parent heap is frmHeaps[0][0]
- // each tileset's heap is frmHeaps[AREA][LAYER+1]
- void *frmHeaps[4][4];
-
- static BGDatClass *instance; // 8042A0D0
-
- // I've only listed the public API because other stuff isn't really needed atm.
- const char *getTilesetName(int area, int number);
- // TODO: more?
-};
-
-struct BGRender {
- u8 unk[0xC00];
- u8 *objectData;
- u8 _C04, _C05;
- u16 _C06, _C08;
- u16 blockNumber;
- u16 curX, curY;
- u16 tileToPlace;
- u16 objDataOffset, objType, objX, objY, objWidth, objHeight;
- u16 tileNumberWithinBlock, areaID;
-};
-
-#endif
-
+#ifndef __KAMEK_GAME_H
+#define __KAMEK_GAME_H
+
+//#define offsetof(type, member) ((__std(size_t)) &(((type *) 0)->member))
+
+#include <common.h>
+#include <rvl/mtx.h>
+#include <rvl/GXEnum.h>
+#include <rvl/vifuncs.h>
+#include <rvl/arc.h>
+#define offsetof(type, member) ((u32) &(((type *) 0)->member))
+
+
+extern "C" {
+int strlen(const char *str);
+
+float atan(float x);
+float atan2(float y, float x);
+
+float cos(float x);
+float sin(float x);
+}
+
+bool DVD_Start();
+bool DVD_End();
+bool DVD_StillLoading(void *dvdclass2);
+void DVD_LoadFile(void *dvdclass, char *folder, char *file, void *callbackData);
+void DVD_FreeFile(void *dvdclass2, char *file);
+
+extern void *DVDClass;
+
+inline void *GetDVDClass() {
+ return DVDClass;
+}
+
+inline void *GetDVDClass2() {
+ return (void*)(((u32)GetDVDClass())+4);
+}
+
+void *DVD_GetFile(void *dvdclass2, const char *arc, const char *file);
+void *DVD_GetFile(void *dvdclass2, const char *arc, const char *file, u32 *length);
+
+int MakeRandomNumber(int count);
+int MakeRandomNumberForTiles(int count);
+
+
+extern int Player_Active[4];
+extern int Player_ID[4];
+extern int Player_Powerup[4];
+extern int Player_Flags[4];
+extern int Player_Lives[4];
+extern int Player_Coins[4];
+
+struct StartLevelInfo {
+ int maybeUnused;
+ unsigned char unk1; // 0x04
+ unsigned char unk2; // 0x05
+ unsigned char unk3; // 0x06
+ unsigned char unk4; // 0x07
+ unsigned int purpose; // 0x08
+ unsigned char world1; // 0x0C
+ unsigned char level1; // 0x0D
+ unsigned char world2; // 0x0E
+ unsigned char level2; // 0x0F
+};
+
+extern void *GameMgr;
+inline void *GetGameMgr() {
+ return GameMgr;
+}
+
+bool QueryPlayerAvailability(int id);
+void DoStartLevel(void *gameMgr, StartLevelInfo *sl);
+void SetSomeConditionShit(int world, int level, unsigned int bits);
+
+bool IsWideScreen();
+
+#define GAMEMGR_GET_AFC(gmgr) (*((bool*)(((u32)(gmgr))+0xAFC)))
+
+
+#define COND_COIN1 1
+#define COND_COIN2 2
+#define COND_COIN3 4
+#define COND_NORMAL 0x10
+#define COND_SECRET 0x20
+#define COND_SGNORMAL 0x80
+#define COND_SGSECRET 0x100
+
+class SaveFirstBlock {
+public:
+ char titleID[4]; // 0x00
+ u8 field_00; // 0x04
+ u8 field_01; // 0x05
+ u8 current_file; // 0x06
+ u8 field_03; // 0x07
+ u16 freemode_fav[10][0x2A]; // 0x08
+ u16 coinbtl_fav[10][0x2A]; // 0x350
+ u16 bitfield; // 0x698
+ u16 field_69A; // 0x69A
+ u32 checksum; // 0x69C
+};
+
+class SaveBlock {
+public:
+ u8 field_00; // 0x00
+ u8 field_01; // 0x01
+ u8 bitfield; // 0x02
+ u8 current_world; // 0x03
+ u8 field_04; // 0x04
+ u8 current_path_node; // 0x05
+ u8 field_06; // 0x06
+ u8 switch_on; // 0x07
+ u8 field_08; // 0x08
+ u8 powerups_available[7]; // 0x09
+ u8 toad_level_idx[10]; // 0x10
+ u8 player_continues[4]; // 0x1A
+ u8 player_coins[4]; // 0x1E
+ u8 player_lives[4]; // 0x22
+ u8 player_flags[4]; // 0x26
+ u8 player_type[4]; // 0x2A
+ u8 player_powerup[4]; // 0x2E
+ u8 worlds_available[10]; // 0x32
+ u32 ambush_countdown[10]; // 0x3C
+ u16 field_64; // 0x64
+ u16 credits_hiscore; // 0x66
+ u16 score; // 0x68
+ u32 completions[10][0x2A]; // 0x6C
+ u8 hint_movie_bought[70]; // 0x6FC
+ u8 toad_location[10]; // 0x742
+ u8 field_74C[10][4]; // 0x74C
+ u8 field_774[10][4]; // 0x774
+ u8 field_79C[10][4]; // 0x79C
+ u8 death_counts[10][0x2A]; // 0x7C4
+ u8 death_count_3_4_switch; // 0x968
+ u8 pad[0x13]; // 0x969
+ u32 checksum; // 0x97C
+
+ u32 GetLevelCondition(int world, int level);
+ bool CheckLevelCondition(int world, int level, int cond);
+ bool CheckIfCoinCollected(int world, int level, int num);
+};
+
+class SaveFile {
+public:
+ u32 field_00;
+ u32 field_04;
+ u32 field_08;
+ u32 field_0C;
+ u32 field_10;
+ u32 field_14;
+ u32 field_18;
+ u32 field_1C;
+
+ // Real Savefile starts here
+ SaveFirstBlock header;
+ SaveBlock blocks[3];
+ SaveBlock quickSave[3];
+
+ SaveBlock *GetBlock(int id);
+ SaveBlock *GetQSBlock(int id);
+
+ bool CheckIfWriting(); // 0x800E0540
+};
+
+class SaveHandler {
+public:
+ u8 unknown[0x70];
+ u32 CurrentState;
+ u32 CurrentError;
+ u32 field_7C;
+};
+
+extern SaveFile *SaveFileInstance;
+extern SaveHandler *SaveHandlerInstance;
+
+inline SaveFile *GetSaveFile() {
+ return SaveFileInstance;
+}
+
+inline SaveHandler *GetSaveHandler() {
+ return SaveHandlerInstance;
+}
+
+#define WPAD_DOWN 0x0001 // Actually Left, but rotated
+#define WPAD_UP 0x0002 // Actually Right, but rotated
+#define WPAD_RIGHT 0x0004 // Actually Down, but rotated
+#define WPAD_LEFT 0x0008 // Actually Up, but rotated
+#define WPAD_PLUS 0x0010
+#define WPAD_TWO 0x0100
+#define WPAD_ONE 0x0200
+#define WPAD_B 0x0400
+#define WPAD_A 0x0800
+#define WPAD_MINUS 0x1000
+#define WPAD_HOME 0x8000
+
+struct RemoconMngClass {
+ void *vtable;
+ void *controllers[4];
+};
+
+/*
+ * Ok, here's how the remocon/wiimote shit works:
+ * Remocon is a NSMB-specific class, it handles the different control methods
+ * and D-pad directions and such automatically.
+ *
+ * Wiimote is a generic class (part of EGG) -- well it's not actually called
+ * that, but who cares. It handles different types of controllers. Only
+ * query it if whatever you're accessing is control type dependent.
+ */
+
+extern RemoconMngClass *RemoconMng;
+extern int ActiveWiimoteID;
+extern void *ActiveWiimote;
+
+inline RemoconMngClass *GetRemoconMng() {
+ return RemoconMng;
+}
+
+inline int GetActiveWiimoteID() {
+ return ActiveWiimoteID;
+}
+
+inline void *GetActiveRemocon() {
+ return GetRemoconMng()->controllers[GetActiveWiimoteID()];
+}
+
+inline void *GetActiveWiimote() {
+ return ActiveWiimote;
+}
+
+inline unsigned int Remocon_GetButtons(void *self) {
+ return *((unsigned int*)((u32)self+0x18));
+}
+
+inline unsigned int Remocon_GetPressed(void *self) {
+ return *((unsigned int*)((u32)self+0x1C));
+}
+
+typedef bool (*__Wiimote_TestButtons_type)(void*, unsigned int);
+inline bool Wiimote_TestButtons(void *self, unsigned int btns) {
+ VF_BEGIN(__Wiimote_TestButtons_type, self, 8, 0)
+ return VF_CALL(self, btns);
+ VF_END;
+}
+
+int SearchForIndexOfPlayerID(int id);
+
+bool CheckIfContinueShouldBeActivated();
+
+bool CheckIfMenuShouldBeCancelledForSpecifiedWiimote(int num);
+
+void StartTitleScreenStage(bool realDemo, int sceneParam);
+
+bool CheckIfWeCantDoStuff();
+
+u32 QueryGlobal5758(u32 check);
+
+void SaveGame(void *classDoesntMatter, bool isQuick);
+
+#include <actors.h>
+void *CreateParentedObject(short classID, void *parent, int settings, char something);
+void *CreateChildObject(short classID, void *parent, int settings, int unk1, int unk2);
+
+
+#define WIPE_FADE 0
+#define WIPE_CIRCLE 1
+#define WIPE_BOWSER 2
+#define WIPE_WAVY 3
+#define WIPE_MARIO 4
+#define WIPE_CIRCLE_s 5
+
+void ActivateWipe(int type);
+
+typedef void (*ScreenDrawFunc)();
+
+extern ScreenDrawFunc *CurrentDrawFunc;
+void WorldMapDrawFunc();
+void GameSetupDrawFunc();
+
+void GameSetup__LoadScene(void *self); // 0x80919560
+void FreeScene(int id);
+
+void WpadShit(int unk); // 0x8016F780
+
+void *BgTexMng__LoadAnimTile(void *self, int tileset, short tile, char *name, char *delays, char reverse); // 0x80087B60
+
+extern void *GameHeaps[];
+
+
+class dFlagMgr_c {
+public:
+ dFlagMgr_c();
+
+ enum ActionFlag {
+ ACTIVATE = 1,
+ TICKS = 2
+ };
+
+ u64 flags;
+ float _8[64], _108[64];
+ u8 _208[64];
+ u64 _248[64];
+ u8 _448[64];
+
+ u32 ticksRemainingForAction[64];
+ u8 actionFlag[64];
+ u32 _5C8[64]; // somehow sound related?! assigned by last param to set(); only checked for == 0
+ u8 _6C8; // assigned -1 by FlagMgr, and other values by the Switch object, nothing else though
+
+ void setup(bool isNewLevel);
+ void applyAndClearAllTimedActions(); // only used when setup(true) is called
+ void execute();
+
+ void set(u8 number, int delay, bool activate, bool reverseEffect, bool makeNoise, u32 unknown=0);
+
+ u8 findLowestFlagInSet(u32 unk, u64 set);
+
+ void setSpecial(u8 number, float to8, float to108, u8 to208, u32 unk, u64 to248);
+ float get8(u8 number);
+ float get108(u8 number);
+ u8 get208(u8 number);
+ u64 get248(u8 number);
+ u8 get448(u8 number);
+
+ // convenience inline functions which may or may not actually exist in Nintendo's original code
+ u64 mask(u8 number) { return (u64)1 << number; }
+ bool active(u8 number) { return (flags & mask(number)) != 0; }
+ bool inactive(u8 number) { return (flags & mask(number)) == 0; }
+
+ static dFlagMgr_c *instance;
+};
+
+
+namespace nw4r {
+
+namespace ut {
+ // this isn't 100% accurate because it doesn't use templates
+ // or detail::LinkListImpl, but oh well
+ // I don't need the methods anyway.
+
+ class LinkListNode {
+ public:
+ LinkListNode *next;
+ LinkListNode *prev;
+ };
+
+ class LinkList {
+ public:
+ int count;
+ LinkListNode initialNode;
+ };
+
+ class Color : public GXColor { };
+
+ class Rect {
+ public:
+ f32 left;
+ f32 top;
+ f32 right;
+ f32 bottom;
+ };
+
+ template <class T>
+ class TagProcessorBase { };
+}
+
+namespace lyt {
+ class Pane; // forward declaration
+ class DrawInfo;
+
+ class AnimTransform; // I'll do these later
+ class AnimResource;
+ class AnimationLink;
+ class ResourceAccessor;
+ class GroupContainer;
+
+ class Layout {
+ public:
+ Layout();
+ virtual ~Layout();
+
+ virtual bool Build(const void *data, ResourceAccessor *resAcc);
+
+ virtual AnimTransform *CreateAnimTransform();
+ virtual AnimTransform *CreateAnimTransform(const void *data, ResourceAccessor *resAcc);
+ virtual AnimTransform *CreateAnimTransform(const AnimResource &res, ResourceAccessor *resAcc);
+
+ virtual void BindAnimation(AnimTransform *anim);
+ virtual void UnbindAnimation(AnimTransform *anim);
+ virtual void UnbindAllAnimation();
+ virtual bool BindAnimationAuto(const AnimResource &res, ResourceAccessor *resAcc);
+
+ virtual void SetAnimationEnable(AnimTransform *anim, bool unk);
+
+ virtual void CalculateMtx(const DrawInfo &info);
+
+ virtual void/*?*/ Draw(const DrawInfo &info);
+ virtual void/*?*/ Animate(ulong flag);
+
+ virtual void/*?*/ SetTagProcessor(ut::TagProcessorBase<wchar_t> *tagProc);
+
+ ut::LinkList animations;
+
+ Pane *rootPane;
+ GroupContainer *groupContainer;
+
+ float width;
+ float height;
+ };
+
+
+ class DrawInfo {
+ public:
+ DrawInfo();
+ virtual ~DrawInfo();
+
+ Mtx matrix;
+ float left;
+ float top;
+ float right;
+ float bottom;
+ float scaleX;
+ float scaleY;
+ float alpha;
+ u8 _50; // this is actually a bitfield. todo: investigate how CW handles bitfields, and so on
+ };
+
+
+ class Material {
+ public:
+ // ...
+ };
+
+ class Pane {
+ public:
+ //Pane(nw4r::lyt::res::Pane const *); // todo: this struct
+ Pane(void *);
+ virtual ~Pane();
+
+ virtual void *GetRuntimeTypeInfo() const;
+ virtual void CalculateMtx(const DrawInfo &info);
+
+ virtual void Draw(const DrawInfo &info);
+ virtual void DrawSelf(const DrawInfo &info);
+ virtual void Animate(ulong flag);
+ virtual void AnimateSelf(ulong flag);
+
+ virtual ut::Color GetVtxColor(ulong id) const;
+ virtual void SetVtxColor(ulong id, ut::Color color);
+ virtual uchar GetColorElement(ulong id) const;
+ virtual void SetColorElement(ulong id, uchar value);
+ virtual uchar GetVtxColorElement(ulong id) const;
+ virtual void SetVtxColorElement(ulong id, uchar value);
+
+ virtual Pane *FindPaneByName(const char *name, bool recursive);
+ virtual Material *FindMaterialByName(const char *name, bool recursive);
+
+ virtual void/*?*/ BindAnimation(AnimTransform *anim, bool unk1, bool unk2);
+ virtual void UnbindAnimation(AnimTransform *anim, bool unk);
+ virtual void UnbindAllAnimation(bool unk);
+ virtual void UnbindAnimationSelf(AnimTransform *anim);
+
+ virtual ut::LinkListNode *FindAnimationLinkSelf(AnimTransform *anim);
+ virtual ut::LinkListNode *FindAnimationLinkSelf(const AnimResource &anim);
+
+ virtual void SetAnimationEnable(AnimTransform *anim, bool unk1, bool unk2);
+ virtual void SetAnimationEnable(const AnimResource &anim, bool unk1, bool unk2);
+
+ virtual ulong GetMaterialNum() const;
+ virtual Material *GetMaterial() const;
+ virtual Material *GetMaterial(ulong id) const;
+
+ virtual void LoadMtx(const DrawInfo &info);
+
+ void AppendChild(Pane *child);
+
+ ut::Rect GetPaneRect(const DrawInfo &info) const;
+
+ ut::LinkListNode *AddAnimationLink(AnimationLink *link);
+
+ Vec2 GetVtxPos() const;
+
+
+ ut::LinkListNode parentLink;
+ Pane *parent;
+
+ ut::LinkList children;
+ ut::LinkList animations;
+
+ Material *material;
+
+ Vec trans;
+ Vec rotate;
+ Vec2 scale;
+ Vec2 size;
+
+ Mtx calcMtx;
+ Mtx effectiveMtx;
+
+ float _B4;
+
+ u8 alpha;
+ u8 effectiveAlpha;
+ u8 origin;
+ u8 flag;
+
+ char name[0x11];
+ char userdata[8];
+
+ u8 _D5;
+ u8 paneIsOwnedBySomeoneElse;
+ u8 _D7;
+ };
+
+ class TextBox : public Pane {
+ public:
+ TextBox(void *, void *); // todo: TextBox((res::TextBox const *,ResBlockSet const &))
+ ~TextBox();
+
+ void *GetRuntimeTypeInfo() const;
+
+ void DrawSelf(const DrawInfo &info);
+
+ ut::Color GetVtxColor(ulong id) const;
+ void SetVtxColor(ulong id, ut::Color color);
+ uchar GetVtxColorElement(ulong id) const;
+ void SetVtxColorElement(ulong id, uchar value);
+
+ virtual void LoadMtx(const DrawInfo &info);
+
+ virtual void AllocStringBuffer(u16 size);
+ virtual void FreeStringBuffer();
+
+ virtual u16 SetString(const wchar_t *str, u16 destOffset = 0);
+ virtual u16 SetString(const wchar_t *str, u16 destOffset, u16 length);
+
+ wchar_t *stringBuf;
+
+ ut::Color colour1, colour2;
+ void *font; // actually a ut::ResFont or whatever
+
+ float fontSizeX, fontSizeY;
+ float lineSpace, charSpace;
+
+ void *tagProc; // actually a TagProcessor
+
+ u16 bufferLength;
+ u16 stringLength;
+
+ u8 alignment;
+ u8 flags;
+ };
+}
+
+
+
+namespace g3d {
+struct CameraData
+{
+enum Flag
+ {
+FLAG_CAMERA_LOOKAT = 0x00000001,
+FLAG_CAMERA_ROTATE = 0x00000002,
+FLAG_CAMERA_AIM = 0x00000004,
+MASK_CAMERA = 0x00000007,
+
+FLAG_CMTX_VALID = 0x00000008,
+
+FLAG_PROJ_FLUSTUM = 0x00000010,
+FLAG_PROJ_PERSP = 0x00000020,
+FLAG_PROJ_ORTHO = 0x00000040,
+MASK_PROJ = 0x00000070,
+
+FLAG_PMTX_VALID = 0x00000080,
+
+FLAG_VIEWPORT_JITTER_ABOVE = 0x00000100
+ };
+
+Mtx cameraMtx;
+Mtx44 projMtx;
+
+u32 flags;
+
+VEC3 cameraPos;
+VEC3 cameraUp;
+VEC3 cameraTarget;
+VEC3 cameraRotate;
+f32 cameraTwist;
+
+GXProjectionType projType;
+f32 projFovy;
+f32 projAspect;
+f32 projNear;
+f32 projFar;
+f32 projTop;
+f32 projBottom;
+f32 projLeft;
+f32 projRight;
+
+f32 lightScaleS;
+f32 lightScaleT;
+f32 lightTransS;
+f32 lightTransT;
+
+VEC2 viewportOrigin;
+VEC2 viewportSize;
+f32 viewportNear;
+f32 viewportFar;
+
+u32 scissorX;
+u32 scissorY;
+u32 scissorWidth;
+u32 scissorHeight;
+
+s32 scissorOffsetX;
+s32 scissorOffsetY;
+};
+
+/* Correct camera
+cameraMtx:
+1.0 0.0 0.0 -0.0
+0.0 1.0 0.0 -0.0
+0.0 0.0 1.0 -6000.0
+
+projMtx:
+0.002345 0.000000 0.000000 -1.000000
+0.000000 0.004386 0.000000 -1.000000
+0.000000 0.000000 -0.000005 -0.500000
+0.000000 0.000000 0.000000 1.000000
+
+flags: 000000C9 : FLAG_CAMERA_LOOKAT | FLAG_CMTX_VALID | FLAG_PROJ_ORTHO | FLAG_PMTX_VALID
+
+cameraPos: {0, 0, 15}
+cameraUp: {0, 1, 0}
+cameraTarget: {0, 0, 0}
+cameraRotate: {0, 0, 0}
+cameraTwist: 0
+
+projType: 1
+projFovy: 60
+projAspect: 1.333333
+projNear: -100000
+projFar: 100000
+projTop: 456
+projBottom: 0
+projLeft: 0
+projRight: 853
+
+lightScaleS: 0.5
+lightScaleT: 0.5
+lightTransS: 0.5
+lightTransT: 0.5
+
+viewportOrigin: {0,0}
+viewportSize: {640,456}
+viewportNear: 0
+viewportFar: 1
+
+scissorX: 0
+scissorY: 0
+scissorWidth: 0x280
+scissorHeight: 0x1C8
+
+scissorOffsetX: 0
+scissorOffsetY: 0
+*/
+
+class Camera {
+public:
+ enum PostureType { POSTURE_LOOKAT, POSTURE_ROTATE, POSTURE_AIM };
+ struct PostureInfo
+ {
+ PostureType tp;
+ VEC3 cameraUp;
+ VEC3 cameraTarget;
+ VEC3 cameraRotate;
+ f32 cameraTwist;
+ };
+private:
+ CameraData *data;
+public:
+ Camera(CameraData *pCamera);
+ void Init();
+ void Init(u16 efbWidth, u16 efbHeight, u16 xfbWidth, u16 xfbHeight, u16 viWidth, u16 viHeight);
+ //void SetPosition(f32 x, f32 y, f32 z);
+ void SetPosition(const VEC3 &pos);
+ //void GetPosition(f32 *px, f32 *py, f32 *pz) const;
+ void GetPosition(VEC3 *pPos) const;
+ void SetPosture(const PostureInfo &info);
+ //void GetPosture(PostureInfo *info) const;
+ void SetCameraMtxDirectly(const Mtx &mtx);
+ void GetCameraMtx(Mtx *pMtx) const;
+ void SetOrtho(f32 top, f32 bottom, f32 left, f32 right, f32 near, f32 far);
+ //void SetFrustum(f32 top, f32 bottom, f32 left, f32 right, f32 near, f32 far);
+ void SetPerspective(f32 fovy, f32 aspect, f32 near, f32 far);
+ void SetProjectionMtxDirectly(const Mtx44 *pMtx);
+ void GetProjectionMtx(Mtx44 *pMtx) const;
+ //GXProjectionType GetProjectionType() const;
+ void SetScissor(u32 xOrigin, u32 yOrigin, u32 width, u32 height);
+ void SetScissorBoxOffset(s32 xOffset, s32 yOffset);
+ //void GetScissor(u32 *xOrigin, u32 *yOrigin, u32 *width, u32 *height);
+ void SetViewport(f32 xOrigin, f32 yOrigin, f32 width, f32 height);
+ //void SetViewport(f32 xOrigin, f32 yOrigin, f32 width, f32 height, f32 near, f32 far);
+ void SetViewportZRange(f32 near, f32 far);
+ void SetViewportJitter(u32 field);
+ //void SetViewportJitter(f32 xOrigin, f32 yOrigin, f32 width, f32 height, f32 near, f32 far, u32 field);
+ void GetViewport(f32 *xOrigin, f32 *yOrigin, f32 *width, f32 *height, f32 *near, f32 *far) const;
+ void GXSetViewport() const;
+ void GXSetProjection() const;
+ void GXSetScissor() const;
+ void GXSetScissorBoxOffset() const;
+};
+
+namespace G3DState {
+ GXRenderModeObj *GetRenderModeObj();
+}
+}
+}
+
+
+nw4r::g3d::CameraData *GetCameraByID(int id);
+
+int GetCurrentCameraID(); // 80164C80
+void SetCurrentCameraID(int id); // 80164C90
+
+void LinkScene(int id); // 80164D50
+void UnlinkScene(int id); // 80164CD0
+
+void SceneCalcWorld(int sceneID); // 80164E10
+void SceneCameraStuff(int sceneID); // 80164EA0
+
+void CalcMaterial(); // 80164E90
+void DrawOpa(); // 80164F70
+void DrawXlu(); // 80164F80
+
+bool ChangeAlphaUpdate(bool enable); // 802D3270
+
+void DoSpecialDrawing1(); // 8006CAE0
+void DoSpecialDrawing2(); // 8006CB40
+
+void SetupLYTDrawing(); // 80163360
+void ClearLayoutDrawList(); // 801632B0
+
+void DrawAllLayoutsBeforeX(int x); // 80163440
+void DrawAllLayoutsAfterX(int x); // 801634D0
+void DrawAllLayoutsAfterXandBeforeY(int x, int y); // 80163560
+
+void RenderEffects(int v1, int v2); // 80093F10
+
+void RemoveAllFromScnRoot(); // 80164FB0
+void Reset3DState(); // 80165000
+
+extern "C" void GXDrawDone(); // 801C4FE0
+
+
+
+namespace m2d {
+ class Base_c /*: public nw4r::ut::Link what's this? */ {
+ public:
+ u32 _00;
+ u32 _04;
+
+ Base_c();
+ virtual ~Base_c();
+ virtual void draw(); // don't call this directly
+
+ void scheduleForDrawing();
+
+ u8 drawOrder;
+ };
+
+ class Simple_c : public Base_c {
+ public:
+ nw4r::lyt::Layout layout;
+ nw4r::lyt::DrawInfo drawInfo;
+
+ u32 _84;
+ float _88;
+ float _8C;
+ float _90;
+ u32 _94;
+
+ Simple_c();
+ ~Simple_c();
+
+ void draw();
+ virtual void _vf10();
+ virtual void _vf14();
+ };
+}
+
+
+
+namespace EGG {
+ class Frustum {
+ public:
+ GXProjectionType projType;
+ int isCentered;
+ float width;
+ float height;
+ float fovy;
+ float dunno;
+ float near;
+ float far;
+ float center_x_maybe;
+ float center_y_maybe;
+ float x_direction;
+ float unk2;
+ float unk3;
+ short some_flag_bit;
+
+
+ // isCentered might actually be isNotCentered, dunno
+ Frustum(GXProjectionType projType, Vec2 size, bool isCentered, float near, float far); // 802C6D20
+ Frustum(Frustum &f); // 802C6D90
+ virtual ~Frustum(); // 802C75F0
+
+ virtual void loadDirectly(); // 802C7050
+ virtual void loadIntoCamera(nw4r::g3d::Camera cam); // 802C7070
+
+ void setOrtho(float top, float bottom, float left, float right, float near, float far); // 802C6DD0
+
+ void setFovy(float newFovy); // 802C6F60
+
+ void getCenterPointsBasedOnPos(float x, float y, float *destX, float *destY); // 802C6FD0
+
+ // no idea what this does
+ float getSomethingForPerspective(float blah); // 802C7020
+
+
+ protected:
+ // not all of these might be protected, dunno
+
+ void copyAllFields(Frustum &f); // 802C6EE0
+
+ void saveSomething(float f1, float f2, float f3, float f4); // 802C70C0
+ void loadSomething(float *f1, float *f2, float *f3, float *f4); // 802C70E0
+
+ void loadPerspective(); // 802C7110
+ void loadOrtho(); // 802C7140
+
+ void setCameraPerspective(nw4r::g3d::Camera cam); // 802C7170
+ void setCameraOrtho(nw4r::g3d::Camera cam); // 802C71E0
+
+ void getPerspectiveProjMtx(Mtx44 *mtx); // 802C7250
+ void getPerspectiveProjv(float *ptr); // 802C72E0
+ void getOrthoProjv(float *ptr); // 802C73A0
+
+ void getOrthoVars(float *top, float *bottom, float *left, float *right); // 802C7480
+ };
+}
+
+
+class TileRenderer {
+public:
+ TileRenderer();
+ ~TileRenderer();
+
+ TileRenderer *list1, *list2;
+ u16 tileNumber;
+ u8 unkFlag, someBool;
+ float x, y, z;
+ float scale;
+ s16 rotation;
+ u8 unkByte;
+
+ u16 getTileNum();
+ bool getSomeBool();
+ void setSomeBool(u8 value);
+
+ float getX();
+ float getY();
+ float getZ();
+ void setPosition(float x, float y);
+ void setPosition(float x, float y, float z);
+
+ u8 getUnkFlag();
+
+ void setVars(float scale); // sets unkFlag=1, rotation=0, unkByte=0
+ void setVars(float scale, s16 rotation); // sets unkFlag=2, unkByte=0
+
+ float getScale();
+ float getRotationFloat();
+ s16 getRotation();
+
+ u8 getUnkByte();
+
+ class List {
+ public:
+ u32 count;
+ TileRenderer *first, *last; // order?
+
+ void add(TileRenderer *r);
+ void remove(TileRenderer *r);
+ void removeAll();
+
+ List();
+ ~List();
+ };
+};
+
+class dActor_c; // forward declaration
+
+class Physics {
+public:
+ struct Unknown {
+ Unknown();
+ ~Unknown();
+
+ float x, y;
+ };
+
+ struct Info {
+ float x1, y1, x2, y2; // Might be distance to center/edge like APhysics
+ void *otherCallback1, *otherCallback2, *otherCallback3;
+ };
+
+ Physics();
+ ~Physics();
+
+ dActor_c *owner;
+ Physics *next, *prev;
+ u32 _C, _10, _14, _18, _1C, _20, _24, _28, _2C, _30, _34, _38, _3C;
+ void *otherCallback1, *otherCallback2, *otherCallback3;
+ void *callback1, *callback2, *callback3;
+ float lastX, lastY;
+ Unknown unkArray[4];
+ float x, y;
+ float _88, _8C, _90;
+ Vec lastActorPosition;
+ float _A0, _A4, last_A0, last_A4, _B0, _B4;
+ u32 _B8;
+ s16 *ptrToRotationShort;
+ s16 currentRotation;
+ s16 rotDiff;
+ s16 rotDiffAlt;
+ u32 isRound;
+ u32 _CC;
+ u32 flagsMaybe;
+ u32 _D4, _D8;
+ u8 isAddedToList, _DD, layer;
+ u32 id;
+
+ void addToList();
+ void removeFromList();
+
+ void baseSetup(dActor_c *actor, u32 t_40, u32 t_44, u32 t_48, u8 t_DD, u8 layer);
+
+ // note: Scale can be a null pointer (in that case, it'll use 1.0)
+ void setup(dActor_c *actor,
+ float x1, float y1, float x2, float y2,
+ void *otherCB1, void *otherCB2, void *otherCB3,
+ u8 t_DD, u8 layer, Vec2 *scale = 0);
+
+ void setup(dActor_c *actor,
+ Vec2 *p1, Vec2 *p2,
+ void *otherCB1, void *otherCB2, void *otherCB3,
+ u8 t_DD, u8 layer, Vec2 *scale = 0);
+
+ void setup(dActor_c *actor, Info *pInfo, u8 t_DD, u8 layer, Vec2 *scale = 0);
+
+ // radius might be diameter? dunno
+ void setupRound(dActor_c *actor,
+ float x, float y, float radius,
+ void *otherCB1, void *otherCB2, void *otherCB3,
+ u8 t_DD, u8 layer);
+
+ void setRect(float x1, float y1, float x2, float y2, Vec2 *scale = 0);
+ void setRect(Vec2 *p1, Vec2 *p2, Vec2 *scale = 0);
+
+ void setX(float value);
+ void setY(float value);
+ void setWidth(float value);
+ void setHeight(float value);
+
+ void setPtrToRotation(s16 *ptr);
+
+ void update();
+
+ // todo: more stuff that might not be relevant atm
+};
+
+
+class ActivePhysics {
+public:
+ struct Info; // forward declaration
+ typedef void (*Callback)(Info *self, Info *other);
+
+ struct Info {
+ float xDistToCenter;
+ float yDistToCenter;
+ float xDistToEdge;
+ float yDistToEdge;
+ u8 category1;
+ u8 category2;
+ u32 bitfield1;
+ u32 bitfield2;
+ u16 unkShort1C;
+ Callback callback;
+ };
+
+ ActivePhysics();
+ virtual ~ActivePhysics();
+
+ dActor_c *owner; // should be dStageActor? dunno
+ u32 _8;
+ u32 _C;
+ ActivePhysics *listPrev, *listNext;
+ u32 _18;
+ Info info;
+ u32 _40, _44, _48, _4C;
+ float firstFloatArray[8];
+ float secondFloatArray[8];
+ Vec2 positionOfLastCollision;
+ u16 result1;
+ u16 result2;
+ u16 result3;
+ u8 collisionCheckType;
+ u8 chainlinkMode;
+ u8 layer;
+ u8 someFlagByte;
+ u8 isLinkedIntoList;
+
+ void clear();
+ void addToList();
+ void removeFromList();
+
+ void initWithStruct(dActor_c *owner, Info *info);
+ void initWithStruct(dActor_c *owner, Info *info, u8 clMode);
+
+ u16 checkResult1(u16 param);
+ u16 checkResult3(u16 param);
+
+ float top();
+ float bottom();
+ float yCenter();
+ float right();
+ float left();
+ float xCenter();
+
+ // Plus more stuff that isn't needed in the public API, I'm pretty sure.
+};
+
+
+#include <statelib.h>
+
+class dActorState_c;
+class dActorMultiState_c;
+
+
+class AcStateMgrBase {
+public:
+ virtual ~AcStateMgrBase();
+
+ u32 cls1, cls2, cls3;
+ dActorMultiState_c *owner;
+ u32 unkZero;
+
+ StateMgr<dActorMultiState_c> manager;
+
+ // All these are passed straight through to the manager
+ virtual void _vfC();
+ virtual void _vf10();
+ virtual void _vf14();
+ virtual void _vf18();
+ virtual void _vf1C();
+ virtual void _vf20();
+ virtual void _vf24();
+ virtual void _vf28();
+ virtual void _vf2C();
+};
+
+class AcStateMgr : public AcStateMgrBase {
+public:
+ ~AcStateMgr();
+};
+
+class MultiStateMgrBase {
+public:
+ virtual ~MultiStateMgrBase();
+
+ AcStateMgr s1, s2;
+ AcStateMgr *ptrToStateMgr;
+
+ virtual void _vfC(); // calls vfC on ptrToStateMgr
+ virtual void execute(); // calls vf10 on ptrToStateMgr
+ virtual void _vf14(); // if (isSecondStateMgr()) { disableSecond(); } else { ptrToStateMgr->_vf14(); }
+ virtual void setState(StateBase *state); // calls vf18 on ptrToStateMgr
+ virtual void _vf1C(); // calls vf1C on ptrToStateMgr
+ virtual void _vf20(); // calls vf20 on ptrToStateMgr
+ virtual void _vf24(); // calls vf24 on ptrToStateMgr
+ virtual StateBase *getCurrentState(); // calls vf28 on ptrToStateMgr
+ virtual void _vf2C(); // calls vf2C on ptrToStateMgr
+ virtual void enableSecond(); // sets ptrToStateMgr to s2, calls vf18 on it
+ virtual void disableSecond(); // if (isSecondStateMgr()) { ptrToStateMgr->vf14(); ptrToStateMgr = &s1; }
+ virtual bool isSecondStateMgr();
+ virtual void _vf3C(); // calls vf28 on s1
+};
+
+class MultiStateMgr : public MultiStateMgrBase {
+public:
+ // what the fuck does this do
+ ~MultiStateMgr();
+};
+
+
+struct LinkListEntry {
+ LinkListEntry *prev;
+ LinkListEntry *next;
+ void *owned_obj;
+};
+
+
+struct LinkList {
+ LinkListEntry *first;
+ LinkListEntry *last;
+ // PTMF goes here, but I don't know how to represent it
+};
+
+
+struct OrderedLinkListEntry : LinkListEntry {
+ u16 order;
+ u16 _;
+};
+
+
+struct TreeNode {
+ TreeNode *parent;
+ TreeNode *child;
+ TreeNode *prev;
+ TreeNode *next;
+ void *owned_obj;
+};
+
+
+struct Tree {
+ TreeNode *firstNode;
+ // PTMF goes here, but I don't know how to represent it
+};
+
+
+typedef bool (*ChainedFunc)(void*);
+
+class FunctionChain {
+public:
+ ChainedFunc *functions;
+ u16 count;
+ u16 current;
+
+ void setup(ChainedFunc *functions, u16 count); // 8015F740
+};
+
+
+class fBase_c {
+public:
+ u32 id;
+ u32 settings;
+ u16 name;
+ u8 _A;
+ u8 _B;
+ u8 _C;
+ u8 _D;
+ u8 base_type;
+ u8 _F;
+ TreeNode link_connect;
+ OrderedLinkListEntry link_execute;
+ OrderedLinkListEntry link_draw;
+ LinkListEntry link_IDlookup;
+ u32 _50;
+ u32 _54;
+ u32 _58;
+ u32 heap;
+
+ fBase_c();
+
+ virtual int onCreate();
+ virtual int beforeCreate();
+ virtual int afterCreate(int);
+
+ virtual int onDelete();
+ virtual int beforeDelete();
+ virtual int afterDelete(int);
+
+ virtual int onExecute();
+ virtual int beforeExecute();
+ virtual int afterExecute(int);
+
+ virtual int onDraw();
+ virtual int beforeDraw();
+ virtual int afterDraw(int);
+
+ virtual void willBeDeleted();
+
+ virtual bool moreHeapShit(u32 size, void *parentHeap);
+ virtual bool createHeap(u32 size, void *parentHeap);
+ virtual void heapCreated();
+
+ virtual ~fBase_c();
+
+ void Delete();
+
+ fBase_c *GetParent();
+ fBase_c *GetChild();
+ fBase_c *GetNext();
+
+ bool hasUninitialisedProcesses(); // 80162B60
+};
+
+class dBase_c : public fBase_c {
+public:
+ u32 _64;
+ const char *explanation_string;
+ const char *name_string;
+
+ dBase_c();
+
+ int beforeCreate();
+ int afterCreate(int);
+ int beforeDelete();
+ int afterDelete(int);
+ int beforeExecute();
+ int afterExecute(int);
+ int beforeDraw();
+ int afterDraw(int);
+
+ ~dBase_c();
+
+ virtual const char *GetExplanationString();
+};
+
+class dScene_c : public dBase_c {
+public:
+ FunctionChain *ptrToInitChain;
+
+ dScene_c();
+
+ int beforeCreate();
+ int afterCreate(int);
+ int beforeDelete();
+ int afterDelete(int);
+ int beforeExecute();
+ int afterExecute(int);
+ int beforeDraw();
+ int afterDraw(int);
+
+ ~dScene_c();
+
+
+ void setInitChain(FunctionChain &initChain) {
+ ptrToInitChain = &initChain;
+ }
+};
+
+class dActor_c : public dBase_c {
+public:
+ LinkListEntry link_actor;
+ Mtx matrix;
+ Vec pos;
+ Vec last_pos;
+ Vec pos_delta;
+ Vec _D0;
+ Vec scale;
+ Vec speed;
+ Vec max_speed;
+ S16Vec rot;
+ S16Vec _106;
+ u32 _10C;
+ u32 _110;
+ float y_speed_inc;
+ u32 _118;
+ float x_speed_inc;
+ u32 _120;
+ bool visible;
+
+ dActor_c();
+
+ virtual void specialDraw1();
+ virtual void specialDraw2();
+ virtual int _vf58();
+ virtual void _vf5C();
+
+ ~dActor_c();
+};
+
+class dStageActor_c : public dActor_c {
+public:
+ u8 _125;
+ u32 _128, _12C, _130, _134, _138, _13C;
+ float _140;
+ u32 _144;
+ ActivePhysics aPhysics;
+ u8 classAt1EC[236];
+ u32 _2D8;
+ u8 classAt2DC[0x34];
+ u32 _310, _314;
+ float spriteSomeRectX, spriteSomeRectY;
+ float _320, _324, _328, _32C, _330, _334, _338, _33C, _340, _344;
+ u8 direction;
+ u8 currentZoneID;
+ u8 _34A, _34B;
+ u8 *spriteByteStorage;
+ u16 *spriteShortStorage;
+ u16 spriteEventNum;
+ u64 spriteEventMask;
+ u32 _360;
+ u16 spriteSomeFlag;
+ u8 _366, _367;
+ u32 _368;
+ u8 _36C, _36D;
+ Vec somethingRelatedToScale;
+ u32 _37C, _380, _384, _388;
+ u8 _38C, _38D, enableFlag, currentLayerID;
+ u8 _390, _391, _392, _padding;
+
+ dStageActor_c();
+
+ int beforeCreate();
+ int afterCreate(int);
+ int beforeDelete();
+ int afterDelete(int);
+ int beforeExecute();
+ int afterExecute(int);
+ int beforeDraw();
+ int afterDraw(int);
+
+ const char *GetExplanationString();
+
+ virtual bool _vf60(); // does stuff with BG_GM
+ virtual void kill(); // nullsub here, defined in StageActor. probably no params
+ virtual int _vf68(); // params unknown. return (1) might be bool
+ virtual u8 *_vf6C(); // returns byte 0x38D
+ virtual Vec2 _vf70(); // returns Vec Actor.pos + Vec Actor.field_D0
+ virtual int _vf74(); // params unknown. return (1) might be bool
+ virtual void _vf78(); // params unknown. nullsub
+ virtual void _vf7C(); // params unknown. nullsub
+ virtual void eatIn(); // copies Actor.scale into StageActor.somethingRelatedToScale
+ virtual void disableEatIn(); // params unknown. nullsub
+ virtual void _vf88(); // params unknown. nullsub
+ virtual bool _vf8C(void *other); // dAcPy_c/daPlBase_c? return (1) is probably bool. seems related to EatOut. uses vfA4
+ virtual bool _vf90(dStageActor_c *other); // does something with scores
+ virtual void _vf94(void *other); // dAcPy_c/daPlBase_c? modifies This's position
+ virtual void removeMyActivePhysics();
+ virtual void addMyActivePhysics();
+ virtual void returnRegularScale(); // the reverse of vf80, yay
+ virtual void _vfA4(void *other); // AcPy/PlBase? similar to vf94 but not quite the same
+ virtual float _vfA8(void *other); // AcPy/PlBase? what DOES this do...? does a bit of float math
+ virtual void _vfAC(void *other); // copies somethingRelatedToScale into scale, then multiplies scale by vfA8's return
+ virtual void _vfB0(); // plays Wm_en_burst_s at actor position
+ virtual void _vfB4(); // params unknown. nullsub
+ virtual void _vfB8(); // params unknown. nullsub
+ virtual void _vfBC(); // params unknown. nullsub
+ virtual void _vfC0(); // params unknown. nullsub
+ virtual void _vfC4(); // params unknown. nullsub
+ virtual void _vfC8(Vec2 *p); // does stuff including effects and playing PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH
+ virtual void _vfCC(Vec2 *p); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_LAVA
+ virtual void _vfD0(Vec2 *p); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_POISON
+
+ // I'll add methods as I need them
+ void checkZoneBoundaries(u32 flags); // I think this method is for that, anyway
+
+ ~dStageActor_c();
+
+
+ static void create(Actors type, u32 settings, Vec *pos, S16Vec *rot, u8 layer);
+ static void createChild(Actors type, u32 settings, Vec *pos, S16Vec *rot, u8 layer);
+};
+
+
+/* TODO
+class dActorState_c : public dStageActor_c {
+public:
+ ~dActorState_c();
+
+ virtual void _vfD4();
+ virtual void _vfD8();
+ virtual void _vfDC();
+};
+*/
+
+
+class dActorMultiState_c : public dStageActor_c {
+public:
+ ~dActorMultiState_c();
+
+ MultiStateMgr acState;
+
+ virtual void doStateChange(StateBase *state); // might return bool? overridden by dEn_c
+ virtual void _vfD8(); // nullsub ??
+ virtual void _vfDC(); // nullsub ??
+ virtual void _vfE0(); // nullsub ??
+};
+
+
+class dEn_c : public dActorMultiState_c {
+public:
+ float _414, _418, _41C, _420;
+ void *nextState;
+ u32 _428, _42C;
+ u8 _430, _431, isDead;
+ u32 _434;
+ u16 _438;
+ u32 _43C;
+ Vec velocity1, velocity2;
+ u8 _458, _459, _45A, _45B, _45C, _45D, _45E;
+ u32 _460;
+ Vec initialScale;
+ float _470;
+ u32 _474, _478;
+ dEn_c *_47C;
+ u32 _480;
+ u8 classAt484[0x4EC - 0x484];
+ u32 _4EC;
+ float _4F0, _4F4, _4F8;
+ u32 flags_4FC;
+ u16 counter_500, counter_502;
+ u16 counter_504[4];
+ u16 counter_50C;
+ u32 _510, _514, _518;
+ void *_51C;
+ dEn_c *_520;
+ u32 _524;
+
+ dEn_c();
+
+ int afterCreate(int);
+ int beforeExecute(int);
+ int afterExecute(int);
+ int beforeDraw(int);
+
+ void kill();
+
+ void eatIn();
+ void disableEatIn();
+ bool _vf8C(void *other); // AcPy/PlBase?
+ void _vfAC();
+ void _vfCC(Vec2 *p);
+ void _vfD0(Vec2 *p);
+
+ void doStateChange(StateBase *state); // might return bool, dunno
+
+ // Now here's where the fun starts.
+
+ virtual bool preSpriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual bool prePlayerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual bool preYoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
+
+ virtual bool stageActorCollision(ActivePhysics *apThis, ActivePhysics *apOther);
+
+ virtual void spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);
+
+ // WHAT A MESS
+ virtual void collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void _vf108(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void _vf110(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCat8_FencePunch(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCat7_WMWaggleWater(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCat7_WMWaggleWaterYoshi(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void _vf120(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
+ virtual void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
+
+ virtual void _vf140(dStageActor_c *actor);
+ virtual void _vf144(int something);
+ virtual void _vf148(); // deletes actors held by Class484 and other stuff
+ virtual void _vf14C(); // deletes actors held by Class484 and makes an En Coin Jump
+ virtual u32 _vf150(); // reads some bits from a value in Class1EC
+ virtual void eatenByYoshiProbably(); // nullsub, params unknown
+ virtual void playHpdpSound1(); // plays PLAYER_SE_EMY/GROUP_BOOT/SE_EMY_DOWN_HPDP_S or _H
+ virtual void playEnemyDownSound1();
+ virtual void playEnemyDownComboSound(void *player); // AcPy_c/daPlBase_c?
+ virtual void playHpdpSound2(); // plays PLAYER_SE_EMY/GROUP_BOOT/SE_EMY_DOWN_HPDP_S or _H
+ virtual void _vf168(); // nullsub, params unknown
+
+ // State Functions
+ virtual void dieFumi_Begin(); // does something involving looping thruogh players
+ virtual void dieFumi_Execute(); // does movement and some other stuff
+ virtual void dieFumi_End(); // nullsub
+ virtual void dieFall_Begin(); // does something involving looping thruogh players
+ virtual void dieFall_Execute(); // does movement and some other stuff
+ virtual void dieFall_End(); // nullsub
+ virtual void dieBigFall_Begin(); // calls vf178 [dieFall_Begin]
+ virtual void dieBigFall_Execute(); // does movement and some other stuff (but less than 170 and 17C)
+ virtual void dieBigFall_End(); // calls vf180 [dieFall_End]
+ virtual void dieSmoke_Begin(); // spawns Wm_en_burst_m effect and then removeMyActivePhysics
+ virtual void dieSmoke_Execute(); // deletes actor with r4=1
+ virtual void dieSmoke_End(); // nullsub
+ virtual void dieYoshiFumi_Begin(); // spawns Wm_mr_yoshistep effect and then removeMyActivePhysics
+ virtual void dieYoshiFumi_Execute(); // deletes actor with r4=1
+ virtual void dieYoshiFumi_End(); // nullsub
+ virtual void dieIceVanish_Begin(); // lots of weird stuff
+ virtual void dieIceVanish_Execute(); // deletes actor with r4=1
+ virtual void dieIceVanish_End(); // nullsub
+ virtual void dieGoal_Begin(); // nullsub
+ virtual void dieGoal_Execute(); // nullsub
+ virtual void dieGoal_End(); // nullsub
+ virtual void dieOther_Begin(); // deletes actor with r4=1
+ virtual void dieOther_Execute(); // nullsub
+ virtual void dieOther_End(); // nullsub
+ virtual void eatIn_Begin(); // nullsub
+ virtual void eatIn_Execute(); // changes to EatNow on one condition, otherwise calls vfAC
+ virtual void eatIn_End(); // nullsub
+ virtual void eatNow_Begin(); // nullsub
+ virtual void eatNow_Execute(); // nullsub
+ virtual void eatNow_End(); // nullsub
+ virtual void eatOut_Begin(); // nullsub
+ virtual void eatOut_Execute(); // nullsub
+ virtual void eatOut_End(); // nullsub
+ virtual void hitSpin_Begin(); // nullsub
+ virtual void hitSpin_Execute(); // nullsub
+ virtual void hitSpin_End(); // nullsub
+ virtual void ice_Begin(); // does stuff with Class484 and lots of vf's
+ virtual void ice_Execute(); // tons of stuff with Class484
+ virtual void ice_End(); // sets a field in Class484 to 0
+
+ virtual void spawnHitEffectAtPosition(Vec2 pos);
+ virtual void doSomethingWithHardHitAndSoftHitEffects(Vec pos);
+ virtual void playEnemyDownSound2();
+ virtual void add2ToYSpeed();
+ virtual bool _vf218(); // stuff with floats and camera
+ virtual void _vf21C(); // does stuff with the speeds
+ virtual void _vf220(void *other); // some type of actor, PlBase? calls vf3F4 on other with r4=this, r5=0
+ virtual void _vf224(); // stores a couple of values into the struct at 464
+ virtual void _vf228(); // more fun stuff with 464 and floats
+ virtual bool _vf22C(); // does stuff involving ICE_ACTORs and arrays
+ virtual void _vf230(); // "relatedToPlayerOrYoshiCollision" apparently. nullsub, params unknown for now.
+ virtual void _vf234(); // nullsub, params unknown
+ virtual void _vf238(); // calls vf34 on class394, params unknown
+ virtual void _vf23C(); // nullsub, params unknown
+ virtual void _vf240(); // nullsub, params unknown
+ virtual int _vf244(); // returns 0. might be bool. params unknown
+ virtual int _vf248(int something); // does some math involving field510 and [7,7,4,0] and param
+ virtual void _vf24C(void *other); // deals with something in the class involving the bahp flag
+ virtual void _vf250(void *other);
+ virtual void _vf254(void *other);
+ virtual void _vf258(void *other);
+ virtual void _vf25C(void *other); // calls vf250
+ virtual void _vf260(void *other); // AcPy/PlBase? plays the SE_EMY_FUMU_%d sounds based on some value
+ virtual void _vf264(dStageActor_c *other); // if other is player or yoshi, do Wm_en_hit and a few other things
+ virtual void _vf268(void *other); // AcPy/PlBase? plays the SE_EMY_DOWN_SPIN_%d sounds based on some value
+ virtual void spawnHitEffectAtPositionAgain(Vec2 pos);
+ virtual void playMameStepSound(); // SE_EMY_MAME_STEP at actor position
+ virtual void _vf274(); // nullsub, params unknown
+ virtual void _vf278(void *other); // AcPy/PlBase? plays the SE_EMY_YOSHI_FUMU_%d sounds based on some value
+ virtual void _vf27C(); // nullsub, params unknown
+
+ ~dEn_c();
+
+
+ static void collisionCallback(ActivePhysics::Info *one, ActivePhysics::Info *two);
+};
+
+
+class daEnBlockMain_c : public dEn_c {
+public:
+ u32 _528, _52C, _530;
+ Physics physics;
+ float _618, _61C, _620;
+ u32 _624, _628, _62C;
+ float initialY;
+ float _634, _638, _63C, _640;
+ u32 countdown, _648, _64C;
+ u32 _650, _654, _658, _65C;
+ u16 _660;
+ u8 _662, _663, _664, _665, _666, _667;
+ u8 _668, _669, _66A, _66B, _66C, _66D, _66E, _66F;
+ u8 _670, _671, _672, _673;
+ u8 _674;
+ u8 _675, _676, _677, _678, _679, _67A, _67B, _67C;
+ u8 _67D, _67E, _67F, _680;
+ u32 _684;
+ u8 _688, isGroundPound, anotherFlag, _68B, _68C, _68D, _68E, _68F;
+ u32 _690;
+ u8 _694;
+
+ // Regular methods
+ void blockInit(float initialY);
+ void blockUpdate();
+ u8 blockResult();
+
+ virtual void calledWhenUpMoveBegins();
+ virtual void calledWhenDownMoveBegins();
+
+ virtual void calledWhenUpMoveExecutes();
+ virtual void calledWhenUpMoveDiffExecutes();
+ virtual void calledWhenDownMoveExecutes();
+ virtual void calledWhenDownMoveEndExecutes();
+ virtual void calledWhenDownMoveDiffExecutes();
+ virtual void calledWhenDownMoveDiffEndExecutes();
+
+ virtual void updateScale(bool movingDown);
+
+ // State functions
+ virtual void upMove_Begin();
+ virtual void upMove_Execute();
+ virtual void upMove_End();
+ virtual void downMove_Begin();
+ virtual void downMove_Execute();
+ virtual void downMove_End();
+ virtual void downMoveEnd_Begin();
+ virtual void downMoveEnd_Execute();
+ virtual void downMoveEnd_End();
+ virtual void upMove_Diff_Begin();
+ virtual void upMove_Diff_Execute();
+ virtual void upMove_Diff_End();
+ virtual void downMove_Diff_Begin();
+ virtual void downMove_Diff_Execute();
+ virtual void downMove_Diff_End();
+ virtual void downMove_DiffEnd_Begin();
+ virtual void downMove_DiffEnd_Execute();
+ virtual void downMove_DiffEnd_End();
+
+ static void *PhysicsCallback1;
+ static void *PhysicsCallback2;
+ static void *PhysicsCallback3;
+ static void *OPhysicsCallback1;
+ static void *OPhysicsCallback2;
+ static void *OPhysicsCallback3;
+
+ static State<daEnBlockMain_c> StateID_UpMove;
+ static State<daEnBlockMain_c> StateID_DownMove;
+ static State<daEnBlockMain_c> StateID_DownMoveEnd;
+ static State<daEnBlockMain_c> StateID_UpMove_Diff;
+ static State<daEnBlockMain_c> StateID_DownMove_Diff;
+ static State<daEnBlockMain_c> StateID_DownMove_DiffEnd;
+
+ ~daEnBlockMain_c();
+};
+
+
+class dBgGm_c {
+public:
+ // TODO TODO TODO TODO TODO
+ static dBgGm_c *instance;
+
+ TileRenderer::List *getTileRendererList(int index);
+};
+
+
+class dPlayerModelBase_c {
+ // dunno what's public and what's private here
+ // don't really care
+public:
+ dPlayerModelBase_c(u8 player_id); // 800D5420
+ virtual ~dPlayerModelBase_c(); // 800D55D0
+
+ char allocator[28]; // actually a mHeapAllocatorSubclass but I don't have that
+ u32 _20;
+ u32 _24;
+ char someAnimation[2][0x38]; // actually PlayerAnim's
+ char yetAnotherAnimation[40]; // actually m3d::banm_c afaics -- is it even 40 bytes?
+ Vec someVector[2]; // maybe not an array
+ Vec headOffs;
+ Vec scale;
+ u8 player_id_1;
+ u8 player_id_2;
+ u8 powerup_id;
+ u8 powerup_tex;
+ int current_anim;
+ int last_anim_maybe;
+ u32 _15C;
+ int someFlags;
+ u32 _164;
+ u32 _168; // related to jump_strings
+ u32 _16C;
+ u32 _170;
+ u32 _174;
+ u8 _178;
+ char padding[3]; // not needed?
+ u32 model_visibility_flags_maybe;
+ u32 mode_maybe;
+ float _184;
+ float _188;
+ u32 _18C;
+ char someArray[6][12]; // some unknown class/struct
+ char _1D8[0x24];
+ short _1FC;
+ short _1FE;
+ short _200;
+ char padding_[2]; // not needed?
+ u32 _204;
+ u32 _208;
+
+ virtual int _vf0C(); // 800D6DA0
+ virtual void prepare(); // 800D5720
+ virtual void finaliseModel(); // 800D5740
+ virtual void update(); // 800D5750
+ virtual void update3DStuff(); // 800D5760
+ virtual void _vf20(); // 800D6D90
+ virtual void draw(); // 800D5C70
+ virtual int getCurrentModel(); // 800D5870
+ virtual int getCurrentResFile(); // 800D62D0
+ virtual void setPowerup(u8 powerup_id); // 800D5730
+ virtual void setPowerupTexture(); // 800D5CC0
+ virtual void _vf38(); // 800D6D80
+ virtual void _vf3C(); // 800BD750
+ virtual void _vf40(); // 800D6D70
+ virtual void _vf44(); // 800D6D60
+ virtual void _vf48(); // 800BD740
+ virtual void _vf4C(); // 800BD730
+ virtual void getModelMatrix(u32 unk, MtxPtr dest); // 800D5820
+ virtual int _vf54(); // 80318D0C
+ virtual bool _vf58(int type, char *buf, bool unk); // 800D6930
+ virtual void startAnimation(int id, float frame, float unk, float updateRate); // 800D5EC0
+ virtual int _vf60(); // 800D6920
+ virtual void _vf64(int id, float unk1, float unk2, float unk3); // 800D62F0
+ virtual void _vf68(int id, float unk); // 800D63E0
+ virtual void _vf6C(); // 800D62E0
+ virtual void _vf70(); // 800D6690
+ virtual void _vf74(); // 800D66A0
+ virtual void _vf78(); // 800D66B0
+ virtual void SomethingRelatedToPenguinAnims(); // 800D66C0
+ virtual void _vf80(); // 800D6A20
+ virtual void _vf84(float frame); // 800D5D00
+ virtual void _vf88(float frame); // 800D5D70
+ virtual void _vf8C(float updateRate); // 800D5D80
+ virtual void setUpdateRateForAnim1(float updateRate); // 800D5DF0
+ virtual void _vf94(); // 800D6D40
+ virtual int _vf98(); // 800D6D30
+ virtual void _vf9C(); // 800D6D20
+ virtual int _vfA0(); // 800D6D10
+ virtual void _vfA4(); // 800D6D00
+ virtual int _vfA8(); // 800D6CF0
+ virtual void _vfAC(bool blah); // 800BD720
+
+ // I won't even bother with non-virtual functions....
+};
+
+
+class dPlayerModelHandler_c {
+public:
+ dPlayerModelHandler_c(u8 player_id); // 800D6DB0
+ virtual ~dPlayerModelHandler_c(); // 800D6EF0
+
+ dPlayerModelBase_c *mdlClass; // might be dPlayerModel_c ?
+
+ int loadModel(u8 player_id, int powerup_id, int unk); // 800D6EE0
+ void update(); // 800D6F80
+ void setMatrix(Mtx matrix); // 800D6FA0
+ void setSRT(Vec position, S16Vec rotation, Vec scale); // 800D7030
+ void callVF20(); // 800D70F0
+ void draw(); // 800D7110
+
+private:
+ int hasMatrix; // might be bool ?
+
+ void allocPlayerClass(u8 player_id); // 800D6E00
+};
+
+
+class mTexture_c {
+public:
+ mTexture_c(); // 802C0D20
+ mTexture_c(u16 width, u16 height, GXTexFmt format); // 802C0D70
+
+ // vtable is at 80350450
+ virtual ~mTexture_c(); // 802C0DB0
+ virtual void setFlagTo1(); // 802C0E20
+
+ void setImageBuffer(void *buffer); // 802C0E30
+ void load(GXTexMapID id); // 802C0E50
+ void makeTexObj(GXTexObj *obj); // 802C0E90
+ void flushDC(); // 802C0F10
+
+ void makeRadialGradient(); // 802C0F60 parameters unknown yet
+ void makeLinearGradient(int type, char size, u16 startPos, u16 endPos,
+ GXColor begin, GXColor end, bool startAtCenter); // 802C1120
+ // "type" should be enum once I figure it out
+ // reverse might not be accurate
+
+ void allocateBuffer(/* EGG::Heap */void *heap = 0); // 802C14D0
+
+ void plotPixel(u16 x, u16 y, GXColor pixel); // 802C1570
+
+
+ u16 width;
+ u16 height;
+ u8 flags;
+ u8 format;
+ u8 wrapS;
+ u8 wrapT;
+ u8 minFilter;
+ u8 magFilter;
+
+private:
+ void *buffer;
+ void *myBuffer;
+};
+
+
+class dDvdLoader_c {
+public:
+ dDvdLoader_c(); // 8008F140
+ virtual ~dDvdLoader_c(); // 8008F170
+
+ void *load(const char *filename, u8 unk = 0, void *heap = 0); // 8008F1B0
+
+ bool close(); // 8008F2B0 -- Frees command, DON'T USE THIS unless you free the buffer yourself
+ bool unload(); // 8008F310 -- Frees command and buffer, USE THIS
+
+ int size;
+ void *command; // really mDvd_toMainRam_c
+ void *heap; // really EGG::Heap
+ void *buffer;
+
+private:
+ virtual void freeBuffer(); // 8008F380
+ void freeCommand(); // 8008F3F0
+};
+
+
+
+namespace nw4r {
+ namespace ut {
+ class CharWriter {
+ public:
+ CharWriter();
+ ~CharWriter();
+
+ void SetupGX();
+
+ void SetFontSize(float w, float h);
+ void SetFontSize(float v);
+ float GetFontWidth() const;
+ float GetFontHeight() const;
+ float GetFontAscent() const;
+ float GetFontDescent() const;
+
+ // returns width
+ float Print(ushort character);
+
+ void PrintGlyph(float, float, float, /* nw4r::ut::Glyph const & */ void*);
+
+ void UpdateVertexColor();
+
+ private:
+ void SetupGXWithColorMapping(Color c1, Color c2);
+
+ public:
+ Color colors[8]; // todo: document
+ u32 modeOfSomeKind;
+ float scaleX;
+ float scaleY;
+ float posX;
+ float posY;
+ float posZ;
+ GXTexFilter minFilt;
+ GXTexFilter magFilt;
+ u16 completelyUnknown;
+ u8 alpha;
+ u8 isFixedWidth;
+ float fixedWidthValue;
+ /* ResFont* */ void *font;
+ };
+
+ // actually TextWriterBase<w>, but ...
+ class TextWriter : public CharWriter {
+ public:
+ TextWriter();
+ ~TextWriter();
+
+ float GetLineHeight() const;
+
+ // left out most of these to avoid all the format string vararg bullshit
+ float CalcStringWidth(wchar_t const *string, int length) const;
+
+ float Print(wchar_t const *string, int length);
+
+ float CalcLineWidth(wchar_t const *string, int length);
+
+ float GetLineSpace() const;
+
+ bool IsDrawFlagSet(ulong, ulong) const;
+
+ float _4C;
+ float charSpace;
+ float somethingRelatedToLineHeight;
+ u32 _58;
+ u32 drawFlag;
+ void *tagProcessorMaybe;
+ };
+ }
+}
+
+// More layout crap
+// This file REALLY needs to be reorganised.
+
+namespace nw4r {
+namespace lyt {
+
+ class ResourceAccessor {
+ public:
+ ResourceAccessor();
+ virtual ~ResourceAccessor();
+
+ virtual void *GetResource(u32 dirKey, const char *filename, u32 *sizePtr) = 0;
+ virtual void *GetFont(const char *name);
+ };
+
+ class ArcResourceAccessor : public ResourceAccessor {
+ public:
+ ArcResourceAccessor();
+ ~ArcResourceAccessor();
+
+ bool Attach(void *data, const char *rootDirName);
+ void *GetResource(u32 dirKey, const char *filename, u32 *sizePtr);
+ void *GetFont(const char *name);
+
+ ARCHandle arc;
+ u32 unk_20;
+ ut::LinkList list; // 0x24
+ char rootDirName[0x80]; // 0x30
+ // class ends at 0xB0
+ };
+
+}
+}
+
+namespace m2d {
+ class ResAcc_c {
+ public:
+ ResAcc_c();
+ virtual ~ResAcc_c();
+ virtual void initialSetup();
+
+ nw4r::lyt::ResourceAccessor *resAccPtr; // 0x04
+ u32 unk_08; // 0x08
+ nw4r::lyt::ArcResourceAccessor resAcc; // 0x0C
+ // class ends at 0xBC
+ };
+
+ class ResAccLoader_c : public ResAcc_c {
+ public:
+ ResAccLoader_c();
+ ~ResAccLoader_c();
+
+ void *buffer;
+ dDvdLoader_c loader; // 0xC0
+ // ends at 0xD4
+
+ bool loadArc(const char *path);
+ bool loadArc(const char *path, u8 unk);
+ void free();
+ };
+
+ class EmbedLayoutBase_c : public Base_c {
+ public:
+ EmbedLayoutBase_c();
+ ~EmbedLayoutBase_c();
+
+ void draw(); // don't call this directly
+
+ virtual void update();
+ virtual bool build(const char *brlytPath, ResAcc_c *resAcc = 0);
+
+ nw4r::lyt::Pane *getRootPane();
+ nw4r::lyt::Pane *findPaneByName(const char *name) const;
+ nw4r::lyt::TextBox *findTextBoxByName(const char *name) const;
+ nw4r::lyt::Pane *findPictureByName(const char *name) const; // TODO: change to others
+ nw4r::lyt::Pane *findWindowByName(const char *name) const;
+
+ void animate();
+ void calculateMtx();
+
+ nw4r::lyt::Layout layout; // 0x10 -- actually m2d::Layout_c but I'll add that later
+ nw4r::lyt::DrawInfo drawInfo; // 0x30
+ void *unk_84; // 0x84 -- a ResAcc? referenced in Build()
+ float posX; // 0x88
+ float posY; // 0x8C
+ float clipX; // 0x90
+ float clipY; // 0x94
+ float clipWidth; // 0x98
+ float clipHeight; // 0x9C
+ bool clippingEnabled; // 0xA0
+ u32 hasAnimations; // 0xA4
+ u32 unk_A8; // 0xA8
+ };
+
+ class EmbedLayout_c : public EmbedLayoutBase_c {
+ public:
+ EmbedLayout_c();
+ ~EmbedLayout_c();
+
+ bool build(const char *brlytPath, ResAcc_c *resAcc = 0);
+
+ bool loadArc(const char *name, bool isLangSpecific);
+ bool loadArc(const char *name, u8 unk, bool isLangSpecific);
+
+ bool loadArcForRegion(const char *name); // uses EU/Layout/$name
+
+ // there's also a NedEU one, but should it really be listed here...?
+
+ bool free();
+
+ // does NSMBW even use consts? I have no idea. maybe not
+
+ void getPanes(const char **names, nw4r::lyt::Pane *output, int count) const;
+ void getWindows(const char **names, nw4r::lyt::Pane *output, int count) const; // TODO: change to others
+ void getPictures(const char **names, nw4r::lyt::Pane *output, int count) const;
+ void getTextBoxes(const char **names, nw4r::lyt::TextBox *output, int count) const;
+
+ void setLangStrings(const char **names, const int *msgIDs, int category, int count);
+
+ void loadAnimations(const char **names, int count);
+ void loadGroups(const char **names, int *animLinkIDs, int count);
+
+ void enableNonLoopAnim(int num, bool goToLastFrame = false);
+ void enableLoopAnim(int num);
+ void resetAnim(int num, bool goToLastFrame = false);
+ void disableAnim(int num);
+ void disableAllAnimations();
+
+ bool isAnimOn(int num = -1);
+ bool isAnyAnimOn();
+
+ void execAnimations();
+
+ ResAccLoader_c loader; // 0xAC
+ void *brlanHandlers; // 0x180
+ void *grpHandlers; // 0x184
+ bool *animsEnabled; // 0x188
+ int brlanCount; // 0x18C
+ int grpCount; // 0x190
+ int lastAnimTouched; // 0x194
+
+ private:
+ void fixTextBoxesRecursively(nw4r::lyt::Pane *pane);
+ };
+}
+
+
+
+/* Tilemap related stuff */
+class TilemapClass {
+ public:
+ virtual ~TilemapClass();
+
+ u16 *allocatedBlocks[256];
+ u32 _404;
+
+ u8 blockLookup[2048];
+
+ u16 blockCount;
+
+ u32 _C0C;
+ u32 ts1ID, ts2ID, ts3ID, layerID, areaID, frmHeap, is2Castle;
+
+ // Only the public API is listed
+ u16 *getPointerToTile(int x, int y, u32 *blockNum = 0, bool unkBool = 0);
+ // TODO: more?
+};
+
+class BGDatClass {
+ public:
+ BGDatClass();
+ virtual ~BGDatClass();
+
+ u8 *bgData[4][3];
+ TilemapClass *tilemaps[4][3];
+ u8 *tsObjIndexData[4][4];
+ u8 *tsObjData[4][4];
+ char tsNames[4][4][0x20];
+ // this is fucked up!
+ // the parent heap is frmHeaps[0][0]
+ // each tileset's heap is frmHeaps[AREA][LAYER+1]
+ void *frmHeaps[4][4];
+
+ static BGDatClass *instance; // 8042A0D0
+
+ // I've only listed the public API because other stuff isn't really needed atm.
+ const char *getTilesetName(int area, int number);
+ // TODO: more?
+};
+
+struct BGRender {
+ u8 unk[0xC00];
+ u8 *objectData;
+ u8 _C04, _C05;
+ u16 _C06, _C08;
+ u16 blockNumber;
+ u16 curX, curY;
+ u16 tileToPlace;
+ u16 objDataOffset, objType, objX, objY, objWidth, objHeight;
+ u16 tileNumberWithinBlock, areaID;
+};
+
+// A HACK
+extern void *DVDClass;
+extern "C" u8 *GetRes(void *Something, const char *arcname, const char *filename);
+
+// Use THESE instead, until I write something up for dRes or dRes_c or whatever the fuck it's called
+
+inline u8 *getResource(const char *arcName, const char *fileName) {
+ return GetRes((void*)(((u8*)DVDClass)+4), arcName, fileName);
+}
+
+#endif
+