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|
#ifndef __KAMEK_GAME_H
#define __KAMEK_GAME_H
#include <common.h>
#include <rvl/mtx.h>
#include <rvl/GXEnum.h>
#include <rvl/vifuncs.h>
#include <rvl/arc.h>
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[];
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
};
}
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
};
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
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