diff options
author | Treeki <treeki@gmail.com> | 2011-07-23 23:55:14 +0200 |
---|---|---|
committer | Treeki <treeki@gmail.com> | 2011-07-23 23:55:14 +0200 |
commit | 803c43cce9a5494d842856dd2e2aeb40666fe48a (patch) | |
tree | 14ced075735b06eb5768302602d92c1f01891b25 /include | |
parent | 77d7cadea5d8762a0e2a7d9a1a40f314748a6dcf (diff) | |
parent | 693dc221a8af9a90754a3e500f459c4a9517b439 (diff) | |
download | kamek-803c43cce9a5494d842856dd2e2aeb40666fe48a.tar.gz kamek-803c43cce9a5494d842856dd2e2aeb40666fe48a.zip |
merged
Diffstat (limited to 'include')
-rw-r--r-- | include/game.h | 4056 |
1 files changed, 2028 insertions, 2028 deletions
diff --git a/include/game.h b/include/game.h index 81f4e69..8bc0dc2 100644 --- a/include/game.h +++ b/include/game.h @@ -1,2038 +1,2038 @@ -#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);
-
-
-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);
-};
+#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); + + +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 bPhysics; + ActivePhysics cPhysics; + ActivePhysics dPhysics; ActivePhysics ePhysics; - dAc_Py_c();
+ dAc_Py_c(); - int beforeCreate();
- int afterCreate(int);
- int beforeDelete();
- int afterDelete(int);
- int beforeExecute();
- int afterExecute(int);
- int beforeDraw();
+ int beforeCreate(); + int afterCreate(int); + int beforeDelete(); + int afterDelete(int); + int beforeExecute(); + int afterExecute(int); + int beforeDraw(); int afterDraw(int); -
- ~dAc_Py_c();
+ + ~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(); }; -
-
-/* 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);
- };
-}
-
-
-#endif
-
+ + +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); + }; +} + + +#endif + |