#include #include // TODO: make "No Deactivation" struct BgActor { u16 def_id; // 0x00 u16 x; // 0x02 u16 y; // 0x04 u8 layer; // 0x06 u8 EXTRA_off; // 0x07 u32 actor_id; // 0x08 }; struct BgActorDef { u32 tilenum; u16 actor; u8 _06[2]; float x; float y; float z; float width; float height; u32 extra_var; }; struct dBgActorManager_c { u32 vtable; // 0x00 u8 _04[0x34]; // 0x04 BgActor *array; // 0x38 u32 count; // 0x3C u32 type; // 0x40 }; extern dBgActorManager_c *dBgActorManager; extern BgActorDef *BgActorDefs; struct BG_GM_hax { u8 _00[0x8FE64]; float _0x8FE64; float _0x8FE68; float _0x8FE6C; float _0x8FE70; }; extern BG_GM_hax *BG_GM_ptr; // Regular class is 0x3D0. // Let's add stuff to the end just to be safe. // Size is now 0x400 // 80898798 38600400 #define LINEGOD_FUNC_ACTIVATE 0 #define LINEGOD_FUNC_DEACTIVATE 1 struct LineGod { u32 id; // 0x00 u32 settings; // 0x04 u16 name; // 0x08 u8 _0A[6]; // 0x0A u8 _10[0x9C]; // 0x10 float x; // 0xAC float y; // 0xB0 float z; // 0xB4 u8 _B8[0x318]; // 0xB8 u64 eventFlag; // 0x3D0 u8 func; // 0x3D4 u8 width; // 0x3D5 u8 height; // 0x3D6 u8 lastEvState; // 0x3D7 BgActor *ac[8]; // 0x3D8 }; fBase_c *FindActorByID(u32 id); u16 *GetPointerToTile(BG_GM_hax *self, u16 x, u16 y, u16 layer, short *blockID_p, bool unused); void LineGod_BuildList(LineGod *self); bool LineGod_AppendToList(LineGod *self, BgActor *ac); void LineGod_Update(LineGod *self); bool LineGod_Create(LineGod *self) { char eventNum = (self->settings >> 24) & 0xFF; self->eventFlag = (u64)1 << (eventNum - 1); self->func = (self->settings) & 1; self->width = (self->settings >> 4) & 15; self->height = (self->settings >> 8) & 15; self->lastEvState = 0xFF; LineGod_BuildList(self); LineGod_Update(self); return true; } bool LineGod_Execute(LineGod *self) { LineGod_Update(self); return true; } void LineGod_BuildList(LineGod *self) { for (int clearIdx = 0; clearIdx < 8; clearIdx++) { self->ac[clearIdx] = 0; } float gLeft = self->x - (BG_GM_ptr->_0x8FE64 - fmod(BG_GM_ptr->_0x8FE64, 16)); float gTop = self->y - (BG_GM_ptr->_0x8FE6C - fmod(BG_GM_ptr->_0x8FE6C, 16)); // 1 unit padding to avoid catching stuff that is not in our rectangle Vec grect1 = (Vec){ gLeft + 1, gTop - (self->height * 16) + 1, 0 }; Vec grect2 = (Vec){ gLeft + (self->width * 16) - 1, gTop - 1, 0 }; for (int i = 0; i < dBgActorManager->count; i++) { BgActor *ac = &dBgActorManager->array[i]; // the Def width/heights are padded with 8 units on each side // except for one of the steep slopes, which differs for no reason BgActorDef *def = &BgActorDefs[ac->def_id]; float aXCentre = (ac->x * 16) + def->x; float aYCentre = (-ac->y * 16) + def->y; float xDistToCentre = (def->width - 16) / 2; float yDistToCentre = (def->height - 16) / 2; Vec arect1 = (Vec){ aXCentre - xDistToCentre, aYCentre - yDistToCentre, 0 }; Vec arect2 = (Vec){ aXCentre + xDistToCentre, aYCentre + yDistToCentre, 0 }; if (RectanglesOverlap(&arect1, &arect2, &grect1, &grect2)) LineGod_AppendToList(self, ac); } } bool LineGod_AppendToList(LineGod *self, BgActor *ac) { for (int search = 0; search < 8; search++) { if (self->ac[search] == 0) { self->ac[search] = ac; return true; } } return false; } void LineGod_Update(LineGod *self) { u8 newEvState = 0; if (dFlagMgr_c::instance->flags & self->eventFlag) newEvState = 1; if (newEvState == self->lastEvState) return; u16 x_bias = (BG_GM_ptr->_0x8FE64 / 16); u16 y_bias = -(BG_GM_ptr->_0x8FE6C / 16); u8 offState; if (self->func == LINEGOD_FUNC_ACTIVATE) offState = (newEvState == 1) ? 1 : 0; else offState = (newEvState == 1) ? 0 : 1; for (int i = 0; i < 8; i++) { if (self->ac[i] != 0) { BgActor *ac = self->ac[i]; ac->EXTRA_off = offState; if (offState == 1 && ac->actor_id != 0) { fBase_c *assoc_ac = FindActorByID(ac->actor_id); if (assoc_ac != 0) assoc_ac->Delete(); ac->actor_id = 0; } u16 *tile = GetPointerToTile(BG_GM_ptr, (ac->x + x_bias) * 16, (ac->y + y_bias) * 16, 0, 0, 0); if (offState == 1) *tile = 0; else *tile = BgActorDefs[ac->def_id].tilenum; } } self->lastEvState = newEvState; }