diff options
Diffstat (limited to '')
-rwxr-xr-x | include/game.h | 79 |
1 files changed, 73 insertions, 6 deletions
diff --git a/include/game.h b/include/game.h index 590fd1c..d055097 100755 --- a/include/game.h +++ b/include/game.h @@ -1585,6 +1585,10 @@ public: class dStageActor_c : public dActor_c {
public:
+ enum StageActorType {
+ NormalType, PlayerType, YoshiType, EntityType
+ };
+
u8 _125;
u32 _128, _12C, _130, _134, _138, _13C;
float _140;
@@ -1592,7 +1596,7 @@ public: ActivePhysics aPhysics;
collisionMgr_c collMgr;
u8 classAt2DC[0x34];
- u32 _310, _314;
+ float _310, _314;
float spriteSomeRectX, spriteSomeRectY;
float _320, _324, _328, _32C, _330, _334, _338, _33C, _340, _344;
u8 direction;
@@ -1600,8 +1604,8 @@ public: u8 _34A, _34B;
u8 *spriteByteStorage;
u16 *spriteShortStorage;
- u16 spriteEventNum;
- u64 spriteEventMask;
+ u16 spriteFlagNum;
+ u64 spriteFlagMask;
u32 _360;
u16 spriteSomeFlag;
u8 _366, _367;
@@ -1610,7 +1614,7 @@ public: u8 _36D;
Vec somethingRelatedToScale;
u32 _37C, _380, _384, _388;
- u8 _38C;
+ u8 stageActorType;
u8 which_player; // _38D
u8 enableFlag, currentLayerID;
u8 _390, _391, _392, _padding;
@@ -1660,7 +1664,7 @@ public: // I'll add methods as I need them
int outOfZone(Vec3 pos, float* rect, u8 zone);
- int checkZoneBoundaries(u32 flags); // I think this method is for that, anyway
+ bool checkZoneBoundaries(u32 flags); // I think this method is for that, anyway
void Delete(u8 param1); // fBase_c::Delete(void);
~dStageActor_c();
@@ -1668,6 +1672,12 @@ public: 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);
+
+ // these are valid while in onCreate
+ static u8 *creatingByteStorage; // 0x80429FF4
+ static u16 creatingFlagID; // 0x80429FF8
+ static u64 creatingFlagMask; // 0x8042A000
+ static u8 creatingLayerID; // 0x8042A000
};
@@ -1979,7 +1989,18 @@ public: };
-class dBgGm_c {
+class BgGmBase : public dBase_c {
+public:
+ // TODO, a lot
+
+ u16 *getPointerToTile(int x, int y, int layer, int *pBlockNum = 0, bool unused = false);
+
+ // Note: these tile numbers are kinda weird and involve GetTileFromTileTable
+ void placeTile(u16 x, u16 y, int layer, int tile);
+};
+
+
+class dBgGm_c : public BgGmBase {
public:
// TODO TODO TODO TODO TODO
static dBgGm_c *instance;
@@ -2452,6 +2473,52 @@ inline void scaleDown(Vec* scale, float amt) { scale->x -= amt; scale->y -= amt; inline void scaleUp(Vec* scale, float amt) { scale->x -= amt; scale->y -= amt; scale->z -= amt; }
+void ConvertStagePositionToScreenPosition(Vec2 *screen, Vec *stage);
+
+
+class SoundPlayingClass /* : public something */ {
+public:
+ // Size: 0x17C
+
+ void PlaySoundAtPosition(int id, Vec2 *pos, u32 flags); // 80198D70
+
+ static SoundPlayingClass *instance1; // 8042A03C
+ static SoundPlayingClass *instance2; // 8042A03C
+ static SoundPlayingClass *instance3; // 8042A03C
+};
+
+
+class dEffectBreakBase_c {
+ // TODO (not really needed, though)
+};
+
+class dEffectBreakMgr_c {
+ public:
+ static dEffectBreakMgr_c *instance;
+
+ dEffectBreakMgr_c();
+ ~dEffectBreakMgr_c();
+
+ void execute();
+ void draw();
+
+ bool spawnTile(Vec *position, u32 settings, char param);
+ // Settings:
+ // (BlockType << 8) | (HalfSpeedFlag << 4) | (VelocityChange & 3)
+ //
+ // Types:
+ // 0=Brick, 1=Stone, 2=Wood, 3=Question, 4=Used
+ // 5=Red, 6=Used, 7=Unused, 8=Final Battle
+
+ bool spawnIcePiece(Vec *position, u32 settings, char param);
+
+ // Three more still need to be REed
+
+ private:
+ bool prepare(dEffectBreakBase_c *ef, Vec *pos, u32 settings, u8 param);
+ void cleanup();
+ void cleanupAll();
+};
struct SSM { short width, height; float xScale, yScale; };
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