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author | megazig <megazig@megazig.(none)> | 2012-01-11 01:45:32 -0600 |
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committer | megazig <megazig@megazig.(none)> | 2012-01-11 01:45:32 -0600 |
commit | 81edb47b7f677ba37e81f896645ecdc023f4adb9 (patch) | |
tree | 6ae00bb3d5bcae69a10869f58dde6147f4767a2d /include | |
parent | ef5d3be97708ba98f242a25e4a63127a8138dbf9 (diff) | |
download | kamek-81edb47b7f677ba37e81f896645ecdc023f4adb9.tar.gz kamek-81edb47b7f677ba37e81f896645ecdc023f4adb9.zip |
changed class1EC to collisionMgr class
changed class484 to freezeMgr class
added daEnDosun_c definition
fixed bossMegaGecko to use new collisionMgr class
changed bossThwompaDomp to inherit from daEnDosun_c
(need to make it actually different now)
Diffstat (limited to '')
-rw-r--r-- | include/common.h | 2 | ||||
-rw-r--r-- | include/daEnDosun_c.h | 74 | ||||
-rw-r--r-- | include/daEnemy_c.h | 30 | ||||
-rw-r--r-- | include/g3dhax.h | 16 | ||||
-rwxr-xr-x | include/game.h | 114 |
5 files changed, 227 insertions, 9 deletions
diff --git a/include/common.h b/include/common.h index e212eb4..a070a56 100644 --- a/include/common.h +++ b/include/common.h @@ -40,7 +40,7 @@ typedef f32 ROMtx[4][3]; typedef f32 (*ROMtxPtr)[3];
typedef struct { f32 x, y; } VEC2, Vec2, *Vec2Ptr, Point2d, *Point2dPtr;
-typedef struct { f32 x, y, z; } VEC3, Vec, *VecPtr, Point3d, *Point3dPtr;
+typedef struct { f32 x, y, z; } VEC3, Vec, Vec3, *VecPtr, Point3d, *Point3dPtr;
typedef struct { s16 x; s16 y; s16 z; }S16Vec, *S16VecPtr;
typedef struct { f32 x, y, z, w; } Quaternion, *QuaternionPtr, Qtrn, *QtrnPtr;
diff --git a/include/daEnDosun_c.h b/include/daEnDosun_c.h new file mode 100644 index 0000000..49acabe --- /dev/null +++ b/include/daEnDosun_c.h @@ -0,0 +1,74 @@ +#ifndef __DOSUN_H +#define __DOSUN_H + +#include <daEnemy_c.h> + +/* All Addresses NTSCv2 */ + +class daEnDosun_c : public daEnemy_c { +public: + //vtable // 80ae8268 + //ctor - Normal // 809f5ad0 + //ctor - Big // 809f5b60 + int onCreate(); // 809f5bf0 + int onDelete(); // 809f5fd0 + int onExecute(); // 809f5e50 + int onDraw(); // 809f5ea0 + //~daEnBigDosun_c(); // 809f7140 + void kill(); // 809f7110 + void killedByLevelClear(); // 809f6810 + void collisionCat3_StarPower(ActivePhysics* apThis, ActivePhysics *apOther); // 809f6050 + void _vf108(ActivePhysics* apThis, ActivePhysics* apOther); // 809f5fe0 + void collisionCatD_GroundPound(ActivePhysics* apThis, ActivePhysics* apOther); // 809f7130 + void _vf110(ActivePhysics* apThis, ActivePhysics* apOther); // 809f6090 + void collisionCat7_WMWaggleWater(ActivePhysics* apThis, ActivePhysics* apOther); // 809f7120 + void collisionCat9_RollingObject(ActivePhysics* apThis, ActivePhysics* apOther); // 809f70a0 + void collisionCat1_Fireball_E_Explosion(ActivePhysics* apThis, ActivePhysics* apOther); // 809f70e0 + bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics* apThis, ActivePhysics* apOther); // 809f70b0 + void _vf144(int something); // 809f6120 + //State Functions + void DieFall_Begin(); // 809f6e00 + void DieFall_Execute(); // 809f6f10 + void DieFall_End(); // 809f6f00 + void Ice_Begin(); // 809f7020 + void Ice_Execute(); // 809f7090 + void Ice_End(); // 809f7080 + bool CreateIceActors(); // 809f6260 + + mHeapAllocator_c allocator; // _524 + nw4r::g3d::ResFile resFile; // _540 + m3d::mdl_c bodyModel; // _544 + m3d::anmVis_c anmVis; // _584 + //u8 collision_struct[4]; // _5BC + u32 collision_struct; // _5BC + u32 _5C0, _5C4, _5C8; + float posXrelated_1; // _5CC + u32 bigOrSmall; // _5D0 0=small,1=big + u32 holdsFromSettings; // _5D4 + u16 puruMoveCounter; // _5D8 + u16 _5DA; + u32 countdownTimer; // _5DC + u32 anotherCounter; // _5E0 + float posXrelated_2; // _5E4 + float posYrelated_1; // _5E8 + u32 _5EC; + + /* don't have params yet */ + void setupBodyModel(); // 809f63f0 + void s_809F6530(); // 809f6530 + void spawnEffects(); // 809f66a0 + + USING_STATES(daEnDosun_c); + REF_NINTENDO_STATE(UpWait); + REF_NINTENDO_STATE(DownMoveWait); + REF_NINTENDO_STATE(PuruMove); + REF_NINTENDO_STATE(DownMove_Kameck); + REF_NINTENDO_STATE(DownMove); + REF_NINTENDO_STATE(DownWait); + REF_NINTENDO_STATE(UpMove); + REF_NINTENDO_STATE(DieFall); + REF_NINTENDO_STATE(Ice); +}; + +#endif + diff --git a/include/daEnemy_c.h b/include/daEnemy_c.h new file mode 100644 index 0000000..36fd574 --- /dev/null +++ b/include/daEnemy_c.h @@ -0,0 +1,30 @@ +#ifndef __ENEMY_H +#define __ENEMY_H + +#include <common.h> +#include <game.h> +#include <g3dhax.h> + +/* All Addresses NTSCv2 */ + +class daEnemy_c : public dEn_c { +public: + int _vf58(); // 809a54e0 // daEnAkoya_c + void _vf5C(); // 809a54d0 // daEnAkoya_c + int _vf68(); // 809a5520 // daEnAkoya_c + //u8* _vf6C(); // 809a3550 // daEnAkoya_c + //FIXME + u8* ptrToWhichPlayer(); // 809a3550 // daEnAkoya_c + int _vf74(); // 809a5510 // dActorState_c + void _vf7C(); // 809a5500 // dActorState_c + void _vfB8(); // 809a54f0 // dActorState_c + void _vf228(); // 809a5560 // smthg w/InitlScale + void _vf23C(); // 809a5550 // nullsub + void _vf240(); // 809a5540 // nullsub + int _vf244(); // 809a5530 // return 0; + + void setupBodyModel(); //FIXME +}; + +#endif + diff --git a/include/g3dhax.h b/include/g3dhax.h index d4aa9a0..f13aab3 100644 --- a/include/g3dhax.h +++ b/include/g3dhax.h @@ -29,6 +29,7 @@ namespace nw4r { }; class ResAnmChr { public: void* data; ResAnmChr(void *p = NULL) { data = p; } }; + class ResAnmVis { public: void* data; ResAnmVis(void *p = NULL) { data = p; } }; class ResAnmTexPat { public: void* data; ResAnmTexPat(void *p = NULL) { data = p; } }; class ResAnmTexSrt { public: void* data; ResAnmTexSrt(void *p = NULL) { data = p; } }; @@ -49,7 +50,7 @@ namespace nw4r { void * /*ResTex*/ GetResTex(const ResName n) const; void * /*ResTex*/ GetResTex(u32 idx) const; ResAnmChr GetResAnmChr(const char *str) const; - void * /*ResAnmVis*/ GetResAnmVis(const char *str) const; + ResAnmVis GetResAnmVis(const char *str) const; void * /*ResAnmClr*/ GetResAnmClr(const char *str) const; ResAnmTexPat GetResAnmTexPat(const char *str) const; ResAnmTexSrt GetResAnmTexSrt(const char *str) const; @@ -279,7 +280,7 @@ namespace m3d { // 28 might be Max Frame? float _28, _2C, currentFrame; - u8 _34; + u8 _34; // animation group?? }; class anmChr_c : public fanm_c { @@ -293,6 +294,17 @@ namespace m3d { void bind(/*b*/mdl_c *model, nw4r::g3d::ResAnmChr anmRes, int unk); }; + class anmVis_c : public fanm_c { + public: + ~anmVis_c(); + int _vf0C(); + + bool setup(nw4r::g3d::ResMdl modelRes, nw4r::g3d::ResAnmVis anmRes, + mAllocator_c *allocator, u32 *sizeOutPtr); + + void bind(/*b*/mdl_c *model, nw4r::g3d::ResAnmVis anmRes, int unk); + }; + class anmTexPat_c : public banm_c { public: class child_c : public fanm_c { diff --git a/include/game.h b/include/game.h index 0fa72c9..5fd71d5 100755 --- a/include/game.h +++ b/include/game.h @@ -1232,6 +1232,107 @@ public: };
+class dStageActor_c; // forward declaration
+class collisionMgr_c {
+public:
+ collisionMgr_c();
+ virtual ~collisionMgr_c();
+
+ //FIXME params and returns and add more
+ void Clear1();
+ void Clear2();
+ void Init(dStageActor_c*,u8*,u8*,u8*);
+
+ void Clear3();
+ int CollidedWithTile();
+
+ dStageActor_c* owner;
+ void* struct1_ptr;
+ void* struct2_ptr;
+ void* some_ptr;
+ Vec3* parent_pos_ptr;
+ Vec3* parent_last_pos_ptr;
+ Vec3* parent_speed_ptr;
+ Vec3 someVelocityThing;
+ float xDeltaMaybe;
+ float yDeltaMaybe;
+ u8 _34[24]; //FIXME
+ float someFloat;
+ void* class2DC_ptr; //FIXME
+ void* another_ptr;
+ void* ptr_to_ptr_to_underneath_actor;
+ u8 _5C[44]; //FIXME
+ u32 bitfield_for_checks;
+ u32 bitfield_backup;
+ u32 _90, _94;
+ u8 which_player_of_parent;
+ u8 which_controller;
+ u16 _9A, _9C;
+ u8 _9E[2]; //FIXME
+ u32 another_bitfield;
+ u8 _A4;
+ u8 _A5[3]; //FIXME
+ u32 yet_another_bitfield;
+ u8 _AC;
+ u8 _AD[3]; //FIXME
+ u32 directional_bitfields[2]; // left right
+ u8 flagsB8;
+ u8 flagsB9;
+ u8 _BA[2]; //FIXME
+ u8 _BC, _BD;
+ u16 _BE;
+ u8 _C0, _C1;
+ u16 _C2;
+ u8 _C4[4]; //FIXME
+ u16 _C8;
+ u8 _CA[22]; //FIXME
+ u8 _E0, _E1, _E2;
+ u8 _E3; //FIXME
+ u8 _E4, _E5;
+ u8 _E6[2]; //FIXME
+ u32 current_layer_ptr;
+ u8 current_layer;
+ u8 _ED[3]; //FIXME
+};
+
+class freezeMgr_c {
+public:
+ u32 some_count;
+ u32 ice_timer1;
+ u32 ice_timer2;
+ u32 _mstate; //0=not,1=frozen,3=die_coin
+ u32 _10;
+ u32 _nstate; //1=countdown,2=meltedNormal
+ u32 spawns_coin; //1=delete,3=coin
+ u32 _1C_timerLenType;
+ u32 _20_defaultTimerLenType;
+ u32 _24;
+ u32 _28;
+ u32 perm_freeze;
+ u32 _30;
+ u32 actorIds[12];
+ void* owner; // _64
+
+ freezeMgr_c();
+ ~freezeMgr_c();
+ //FIXME add params and returns
+ void doSomethingCool1();
+ void doSomethingCool2();
+ void setSomething(u32,u32,u32);
+ void Create_ICEACTORs(void*,int);
+ void Delete_ICEACTORs();
+ void SetIceTimer_pt1();
+ void SetIceTimer_pt2();
+ void CheckIceTimer_lte_Value();
+ void doSomethingCool3();
+ void doSomethingCool4();
+ void doSomethingCool5();
+ void doSomethingCool6();
+ void DoMeltNormal();
+ void doSomethingCool7();
+ void CheckCountdownTimer();
+};
+
class fBase_c {
public:
u32 id;
@@ -1339,7 +1440,7 @@ public: Vec pos;
Vec last_pos;
Vec pos_delta;
- Vec _D0;
+ Vec pos_delta2;
Vec scale;
Vec speed;
Vec max_speed;
@@ -1370,8 +1471,7 @@ public: float _140;
u32 _144;
ActivePhysics aPhysics;
- u8 classAt1EC[236];
- u32 _2D8;
+ collisionMgr_c collMgr;
u8 classAt2DC[0x34];
u32 _310, _314;
float spriteSomeRectX, spriteSomeRectY;
@@ -1426,7 +1526,7 @@ public: 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 killedByLevelClear(); // 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
@@ -1512,7 +1612,9 @@ public: u32 _474, _478;
dEn_c *_47C;
u32 _480;
- u8 classAt484[0x4EC - 0x484];
+ //FIXME verify that size fits
+ //u8 classAt484[0x4EC - 0x484];
+ freezeMgr_c frzMgr;
u32 _4EC;
float _4F0, _4F4, _4F8;
u32 flags_4FC;
@@ -1634,7 +1736,7 @@ public: 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 bool CreateIceActors(); // 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
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