#ifndef __KAMEK_GAME_H #define __KAMEK_GAME_H #include #include #include #include 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); 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 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[]; 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 { LinkListNode *next; LinkListNode *prev; }; class LinkList { int count; LinkListNode initialNode; }; class Color : public GXColor { }; class Rect { f32 left; f32 top; f32 right; f32 bottom; }; template 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 *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 *); ~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[0x14]; char userdata[8]; u8 _D5; u8 paneIsOwnedBySomeoneElse; u8 _D7; }; } 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? */ { u32 _00; u32 _04; Base_c(); virtual ~Base_c(); virtual void _vf0C(); u8 _0C; }; class Simple_c : public Base_c { nw4r::lyt::Layout layout; nw4r::lyt::DrawInfo drawInfo; u32 _84; float _88; float _8C; float _90; u32 _94; Simple_c(); ~Simple_c(); void _vf0C(); virtual void _vf10(); virtual void _vf14(); }; } namespace EGG { class Frustum { 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 }; } 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(); virtual int onDelete(); virtual int beforeDelete(); virtual int afterDelete(); virtual int onExecute(); virtual int beforeExecute(); virtual int afterExecute(); virtual int onDraw(); virtual int beforeDraw(); virtual int afterDraw(); 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 beforeDelete(); int afterDelete(); int beforeExecute(); int afterExecute(); int beforeDraw(); int afterDraw(); ~dBase_c(); virtual const char *GetExplanationString(); }; class dScene_c : public dBase_c { public: FunctionChain *ptrToInitChain; dScene_c(); int beforeCreate(); int afterCreate(); int beforeDelete(); int afterDelete(); int beforeExecute(); int afterExecute(); int beforeDraw(); int afterDraw(); ~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 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 }; #endif