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|
#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))
#include <g3dhax.h>
template <typename T>
inline T min(T one, T two) { return (one < two) ? one : two; }
template <typename T>
inline T max(T one, T two) { return (one > two) ? one : two; }
template <typename T>
inline T clamp(T value, T one, T two) { return (value < one) ? one : ((value > two) ? two : value); }
#define M_PI 3.14159265358979323846
#define M_PI_2 (M_PI / 2)
extern "C" {
int wcslen(const wchar_t *str);
int strlen(const char *str);
char *strcpy(char *dest, const char *src);
char *strncpy(char *dest, const char *src, int num);
int strncmp(const char *str1, const char *str2, int num);
float atan(float x);
float atan2(float y, float x);
float cos(float x);
float sin(float x);
float ceil(float x);
float floor(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);
int MakeRandomNumber(int count);
int MakeRandomNumberForTiles(int count);
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
};
class GMgr8 {
public:
virtual ~GMgr8();
int _4;
float _8, _C;
u32 _10, _14;
u8 _18, _19, _1A, _1B, _1C;
u32 _20, _24, _28, _2C, _30;
};
struct GMgrA0 {
u32 _0, _4, _8;
u8 _C;
};
class GameMgr {
public:
virtual ~GameMgr();
u32 _4;
GMgr8 eight;
u32 _3C, _40, _44, _48, _4C, _50, _54, _58;
u32 _5C, _60, _64, _68, _6C;
u32 _70[10];
u8 _98;
u32 _9C;
GMgrA0 _A0[40];
u32 _320[10], _348[10];
u32 _370, _374, _378, _37C;
u8 switchPalaceFlag;
u32 CharIDs[4];
u8 _394;
u8 _395[10];
u8 _39F[10];
u8 _3A9[10];
u8 _3B3;
u32 numberToInsertInThing[7];
u32 msgCategory, msgID;
u8 _3D8;
u8 currentControllerType, layoutShadowFlag;
u32 numberToInsertInThing10, numberToInsertInThing11;
u32 _3E4, _3E8, _3EC, _3F0, _3F4, _3F8;
// unmapped data from 3FC..AEC (0x6F0)
u8 _3FC[0x6F0];
u32 _AEC, _AF0, _AF4, _AF8;
u8 _AFC, _AFD, _AFE[88];
u8 _B56[4];
u8 _B5A, _B5B;
};
extern GameMgr *GameMgrP;
inline void *GetGameMgr() {
return GameMgrP;
}
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
union {
u16 credits_hiscore; // 0x66
u16 spentStarCoins;
};
u16 score; // 0x68
u32 completions[10][0x2A]; // 0x6C
union {
u8 hint_movie_bought[70]; // 0x6FC
struct {
// ALL Newer additions should go here
// This array has been verified as safe to replace
char newerWorldName[36]; // 0x6FC
GXColor fsTextColours[2]; // 0x720
GXColor fsHintColours[2]; // 0x728
GXColor hudTextColours[2]; // 0x730
s16 hudHintH, hudHintS, hudHintL; // 0x738
u8 currentMapMusic; // 0x73E
u8 _padding; // 0x73F
};
};
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 Remocon {
virtual ~Remocon();
int id;
int controllerType;
u32 untouchedButtons;
u32 lastUntouchedButtons;
u32 heldButtons;
u32 lastHeldButtons;
u32 nowPressed;
u32 _20, _24, _28, _2C, _30;
Vec acc, lastAcc;
Vec2 accVertical, lastAccVertical;
Vec2 vec_5C, lastVec_5C;
Vec2 vec_6C;
Vec2 vec_74, lastVec_74;
float wiimoteMoveDistanceOrSomething;
float lastWiimoteMoveDistanceOrSomething;
u8 isShaking, _8D;
u16 tiltAmount;
u8 _90, _91, _92;
};
struct RemoconMngClass {
void *vtable;
Remocon *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 Remocon *GetActiveRemocon() {
return GetRemoconMng()->controllers[GetActiveWiimoteID()];
}
inline void *GetActiveWiimote() {
return ActiveWiimote;
}
inline unsigned int Remocon_GetButtons(Remocon *self) {
return *((unsigned int*)((u32)self+0x18));
}
inline unsigned int Remocon_GetPressed(Remocon *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;
};
class WLClass {
public:
u32 _0;
u32 _4;
u32 _8;
u32 _otherDatum[38];
static WLClass *instance;
};
class dStage32C_c {
public:
u32 bulletData1[32];
u32 bulletData2[32];
u32 enemyCombos[4];
u32 somethingAboutHatenaBalloons;
u32 redCoinCount[4];
u32 _124[4];
u32 greenCoinsCollected;
u32 hasKilledEnemyThisTick_maybe;
u16 booID;
u32 _bigBooID;
u16 bulletBillCount;
u32 bombCount;
u32 goombaCount;
u32 enemyKillCounter;
u32 another_counter;
u32 freezeMarioBossFlag;
u32 aboutMortonBigPile;
u32 somethingAboutPunchingChainlink;
u32 currentBigHanaMgr;
u32 _16C;
u8 penguinCount;
u32 pokeyTimer;
static dStage32C_c *instance;
};
// No idea if these actually exist or not
class mRect {
public:
float x, y, width, height;
};
class mRect16 {
public:
short x, y, width, height;
};
class mMtx {
Mtx data;
public:
mMtx() { }
mMtx(float _00, float _01, float _02, float _03,
float _10, float _11, float _12, float _13,
float _20, float _21, float _22, float _23);
float* operator[](int row) { return data[row]; }
operator MtxPtr() const { return (MtxPtr)this; }
/* Create New Ones */
void zero();
void identity() { MTXIdentity(data); }
void translation(float x, float y, float z) { MTXTrans(data, x, y, z); }
void scale(float x, float y, float z) { MTXScale(data, x, y, z); }
void rotationX(s16 *amount);
void rotationY(s16 *amount);
void rotationZ(s16 *amount);
/* Applied Manipulations */
void applyTranslation(float x, float y, float z) { MTXTransApply(data, data, x, y, z); }
void applyScale(float x, float y, float z) { MTXScaleApply(data, data, x, y, z); }
void applyRotationX(s16 *amount);
void applyRotationY(s16 *amount);
void applyRotationZ(s16 *amount);
void applyRotationYXZ(s16 *x, s16 *y, s16 *z);
void applyRotationZYX(s16 *x, s16 *y, s16 *z);
/* Get Stuff */
void getTranslation(Vec *target);
void getUnknown(S16Vec *target);
};
namespace nw4r {
namespace math {
float CosFIdx(float);
float SinFIdx(float);
void SinCosFIdx(float *s, float *c, float);
}
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 {
public:
GXColor& operator=(const GXColor &other) {
*((u32*)this) = *((u32*)&other);
return *this;
}
};
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 Group;
class GroupContainer;
namespace detail {
class TexCoordAry {
public:
TexCoordAry();
void Free();
void Reserve(u8 count);
void SetSize(u8 count);
void Copy(const void *source, u8 count);
u8 reservedSize, usedSize;
void *data;
};
}
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 TexMap {
public:
void *image, *palette;
u16 width, height;
f32 minLOD, magLOD;
u16 lodBias, palEntryNum;
struct
{
u32 textureFormat: 4;
u32 mipmap: 1;
u32 wrapS: 2;
u32 wrapT: 2;
u32 minFilter: 3;
u32 magFilter: 1;
u32 biasClampEnable: 1;
u32 edgeLODEnable: 1;
u32 anisotropy: 2;
u32 paletteFormat: 2;
} mBits;
};
class Material {
public:
virtual ~Material();
// cheating a bit here
u8 _[0x3C];
// this is actually a pointer to more stuff, not just texmaps
TexMap *texMaps;
};
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[9];
u8 paneIsOwnedBySomeoneElse;
u8 _D7;
void SetVisible(bool value) {
if (value)
flag |= 1;
else
flag &= ~1;
}
};
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);
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;
};
class Picture : public Pane {
public:
Picture(void *, void *); // todo: Picture((res::Picture const *,ResBlockSet const &))
~Picture();
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 Append(const GXTexObj &obj);
ut::Color colours[4];
detail::TexCoordAry texCoords;
};
}
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();
}
}
}
VEC2 GetSomeSizeRelatedBULLSHIT();
Vec CalculateSomethingAboutRatio(float, float, float, float);
float CalculateSomethingElseAboutRatio();
nw4r::g3d::CameraData *GetCameraByID(int id);
namespace EGG { class Screen; };
void DoSomethingCameraRelatedWithEGGScreen(int id, EGG::Screen *screen);
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
bool ChangeColorUpdate(bool enable); // 802D3210
void DoSpecialDrawing1(); // 8006CAE0
void DoSpecialDrawing2(); // 8006CB40
void SetupLYTDrawing(); // 80163360
void ClearLayoutDrawList(); // 801632B0
void RenderAllLayouts(); // 800067A0
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:
int projType; // 0 = ortho, 1 = perspective.. who needs GXEnum.h anyway
int isCentered;
float width;
float height;
float fovy;
float dunno;
float near;
float far;
float center_x_maybe;
float center_y_maybe;
float horizontalMultiplier;
float verticalMultiplier;
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
static void saveSomething(float f1, float f2, float f3, float f4); // 802C70C0
static void restoreSomething(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 Screen : public Frustum {
public:
struct Info {
float viewportX, viewportY, viewportWidth, viewportHeight;
float viewportNearZ, viewportFarZ;
int scissorX, scissorY, scissorWidth, scissorHeight;
int scissorOffsetX, scissorOffsetY;
};
Screen(); // 802D0FB0; creates perspective screen with basic settings
Screen(Screen *pParent, bool isCentered, float m40, float m44, float width, float height); // 802D1080
Screen(Screen &s); // 802D1140
~Screen(); // not called by the retail game.. dunno how to make CodeWarrior do this, who gives a fuck
void loadDirectly();
void loadIntoCamera(nw4r::g3d::Camera cam);
void setSomeVars(bool isCentered, float m40, float m44, float width, float height); // 802D1500
Info *getStructContainingInfo(); // 802D1AB0
void doSomethingWithAPassedMatrix(Mtx m, float f1, float f2, float f3, float f4); // 802D1B40
//protected:
void copyAllFields(Screen &s); // 802D1430
void setParent(Screen *pParent = 0); // 802D1540
void useScreenWidth640(); // 802D15A0
void calculateCrap(); // 802D15D0
bool checkIfFlag1IsSet(); // 802D1B10
Screen *parent; // I think it's the parent screen, anyway ...
float _40, _44, _48, _4C, _50, _54;
Info info;
};
class LookAtCamera /* : public BaseCamera */ {
public:
virtual Mtx *getMatrix();
virtual Mtx *getMatrixAgain();
virtual void callCalculateMatrix();
virtual void calculateMatrix();
virtual void loadMatricesIntoGX();
virtual void _vf1C(); // null
virtual Vec getCamPos();
virtual void doStuffInvolvingVfsAndOtherObject(void *unkType);
virtual void _vf28(); // null
virtual Mtx *getPreviousMatrix();
void assignToNW4RCamera(nw4r::g3d::Camera &cam); // 802BEB70
Vec getStuffFromMatrix(); // 802BEBC0
Vec getMoreStuffFromMatrix(); // 802BEC20
Vec getEvenMoreStuffFromMatrix(); // 802BEC80
private:
Mtx matrix;
Mtx previousMatrix;
public:
Vec camPos, target, camUp;
};
class ProjectOrtho /* : public something? */ {
public:
virtual GXProjectionType getProjectionType();
virtual void setGXProjection();
virtual void _vf10(); // null
virtual VEC2 _vf14(VEC2 *something);
virtual Vec _vf18(float something, /*BaseCamera?*/ LookAtCamera *camera);
virtual Vec _vf1C(float something, /*BaseCamera?*/ LookAtCamera *camera);
virtual Vec _vf20(VEC2 *something);
virtual void _vf24();
virtual void setOrthoOntoCamera(nw4r::g3d::Camera &cam);
virtual void _vf2C(); // null
virtual void setGXProjectionUnscaled(); // does not take aspect ratio into account
ProjectOrtho(); // 802BF6C0
void setVolume(float top, float bottom, float left, float right); // 802BF710
void setDefaults(); // I think? 802BF830
Mtx44 matrix; // unused? dunno
void *_44; // dunno type
float near, far, top, bottom, left, right;
};
}
class TileRenderer {
public:
TileRenderer();
~TileRenderer();
TileRenderer *previous, *next;
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 dStageActor_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;
void *somePlayer;
u32 _3C;
void *otherCallback1, *otherCallback2, *otherCallback3;
void *callback1, *callback2, *callback3;
float lastX, lastY;
Unknown unkArray[4];
float x, y;
float _88, _8C;
float diameter;
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;
// Flag 4 is icy
u32 flagsMaybe;
u32 _D4, _D8;
u8 isAddedToList, _DD, layer;
u32 id;
void addToList();
void removeFromList();
void baseSetup(dActor_c *actor, void *otherCB1, void *otherCB2, void *otherCB3, 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, Vec2 *scale = 0);
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();
static Physics *globalListHead;
static Physics *globalListTail;
// todo: more stuff that might not be relevant atm
};
class ActivePhysics {
public:
struct Info; // forward declaration
typedef void (*Callback)(ActivePhysics *self, ActivePhysics *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();
dStageActor_c *owner;
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;
void clear();
void addToList();
void removeFromList();
void initWithStruct(dActor_c *owner, const Info *info);
void initWithStruct(dActor_c *owner, const Info *info, u8 clMode);
u16 checkResult1(u16 param);
u16 checkResult3(u16 param);
float top();
float bottom();
float yCenter();
float right();
float left();
float xCenter();
// Plus more stuff that isn't needed in the public API, I'm pretty sure.
static ActivePhysics *globalListHead;
static ActivePhysics *globalListTail;
};
#include <statelib.h>
class dActorState_c;
class dActorMultiState_c;
template <class TOwner>
class dStateWrapperBase_c {
public:
dStateWrapperBase_c(TOwner *pOwner) :
manager(&pointless, &executor, &dStateBase_c::mNoState), executor(pOwner) { }
dStateWrapperBase_c(TOwner *pOwner, dState_c<TOwner> *pInitState) :
manager(&pointless, &executor, pInitState), executor(pOwner) { }
virtual ~dStateWrapperBase_c() { }
dStatePointless_c pointless;
dStateExecutor_c<TOwner> executor;
dStateMgr_c manager;
// All these are passed straight through to the manager
virtual void ensureStateHasBegun() { manager.ensureStateHasBegun(); }
virtual void execute() { manager.execute(); }
virtual void endCurrentState() { manager.endCurrentState(); }
virtual void setState(dStateBase_c *pNewState) { manager.setState(pNewState); }
virtual void executeNextStateThisTick() { manager.executeNextStateThisTick(); }
virtual dStateMethodExecutorBase_c *getCurrentStateMethodExecutor() { return manager.getCurrentStateMethodExecutor(); }
virtual dStateBase_c *getNextState() { return manager.getNextState(); }
virtual dStateBase_c *getCurrentState() { return manager.getCurrentState(); }
virtual dStateBase_c *getPreviousState() { return manager.getPreviousState(); }
};
template <class TOwner>
class dStateWrapper_c : public dStateWrapperBase_c<TOwner> {
public:
dStateWrapper_c(TOwner *pOwner) :
dStateWrapperBase_c(pOwner) { }
dStateWrapper_c(TOwner *pOwner, dState_c<TOwner> *pInitState) :
dStateWrapperBase_c(pOwner, pInitState) { }
~dStateWrapper_c() { }
};
class MultiStateMgrBase {
public:
virtual ~MultiStateMgrBase();
dStateWrapper_c<dActorMultiState_c> s1, s2;
dStateWrapper_c<dActorMultiState_c> *ptrToStateMgr;
virtual void ensureStateHasBegun(); // calls vfC on ptrToStateMgr
virtual void execute(); // calls vf10 on ptrToStateMgr
virtual void endCurrentState(); // if (isSecondStateMgr()) { disableSecond(); } else { ptrToStateMgr->_vf14(); }
virtual void setState(dStateBase_c *state); // calls vf18 on ptrToStateMgr
virtual void executeNextStateThisTick(); // calls vf1C on ptrToStateMgr
virtual dStateMethodExecutorBase_c *getCurrentStateMethodExecutor(); // calls vf20 on ptrToStateMgr
virtual dStateBase_c *getNextState(); // calls vf24 on ptrToStateMgr
virtual dStateBase_c *getCurrentState(); // calls vf28 on ptrToStateMgr
virtual dStateBase_c *getPreviousState(); // calls vf2C on ptrToStateMgr
virtual void enableSecondWithState(dStateBase_c *state); // sets ptrToStateMgr to s2, calls vf18 on it
virtual void disableSecond(); // if (isSecondStateMgr()) { ptrToStateMgr->vf14(); ptrToStateMgr = &s1; }
virtual bool isSecondStateMgr();
virtual dStateBase_c *getCurrentStateFromFirst(); // calls vf28 on s1
};
class MultiStateMgr : public MultiStateMgrBase {
public:
// what the fuck does this do
~MultiStateMgr();
};
#define REF_NINTENDO_STATE(NAME) \
static State StateID_##NAME;
#define DECLARE_STATE(NAME) \
static State StateID_##NAME; \
void beginState_##NAME(); \
void executeState_##NAME(); \
void endState_##NAME();
#define CREATE_STATE(CLASS, NAME) \
CLASS::State CLASS::StateID_##NAME \
(#CLASS "::StateID_" #NAME, \
&CLASS::beginState_##NAME, \
&CLASS::executeState_##NAME, \
&CLASS::endState_##NAME);
#define CREATE_STATE_E(CLASS, NAME) \
CREATE_STATE(CLASS, NAME) \
void CLASS::beginState_##NAME() { } \
void CLASS::endState_##NAME() { }
#define USING_STATES(CLASS) \
typedef dState_c<CLASS> State;
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 dStageActor_c; // forward declaration
class collisionMgr_c {
public:
collisionMgr_c();
virtual ~collisionMgr_c();
//FIXME params and returns and add more
void Clear1();
void Clear2();
void Init(dStageActor_c*,const u8*,const u8*,const u8*);
void Clear3();
bool CollidedWithTile();
int SomethingSemiImportant(u32);
u32 execute();
u32 s_8006FA40(void *);
u32 s_80070760();
bool s_800707E0();
dStageActor_c* owner;
void* struct1_ptr;
void* struct2_ptr;
void* some_ptr;
Vec3* parent_pos_ptr;
Vec3* parent_last_pos_ptr;
Vec3* parent_speed_ptr;
Vec3 someVelocityThing;
float xDeltaMaybe;
float yDeltaMaybe;
u8 _34[24]; //FIXME
float someFloat;
void* class2DC_ptr; //FIXME
void* another_ptr;
void* ptr_to_ptr_to_underneath_actor;
u8 _5C[44]; //FIXME
u32 bitfield_for_checks;
u32 bitfield_backup;
u32 _90, _94;
u8 which_player_of_parent;
u8 which_controller;
u16 _9A, _9C;
u8 _9E[2]; //FIXME
u32 another_bitfield;
u8 _A4;
u8 _A5[3]; //FIXME
u32 yet_another_bitfield;
u8 _AC;
u8 _AD[3]; //FIXME
u32 directional_bitfields[2]; // left right
u8 flagsB8;
u8 flagsB9;
u8 _BA[2]; //FIXME
u8 _BC, _BD;
u16 _BE;
u8 _C0, _C1;
u16 _C2;
u8 _C4[4]; //FIXME
u16 _C8;
u8 _CA[22]; //FIXME
u8 _E0, _E1, _E2;
u8 _E3; //FIXME
u8 _E4, _E5;
u8 _E6[2]; //FIXME
u32 current_layer_ptr;
u8 current_layer;
u8 _ED[3]; //FIXME
};
class BasicCollider {
public:
BasicCollider();
virtual ~BasicCollider();
virtual void update();
virtual void _vf10();
virtual void _vf14();
void clear();
void addToList();
void removeFromList();
dStageActor_c *owner;
BasicCollider *prev, *next;
/* dRSomething */ void *ptrToRSomething;
float rightX, rightY, leftX, leftY;
float xDiff, yDiff;
float lastLeftX, lastLeftY;
float lineLength;
float leftXDeltaSinceLastCalculation;
u32 flags;
s16 rotation;
u8 type;
u8 _43;
u8 isInList;
u8 _45, _46, _47, _48, _49, _4A;
};
class StandOnTopCollider : public BasicCollider {
public:
StandOnTopCollider();
void update();
void init(dStageActor_c *owner,
float _4C, float _50, float topYOffset,
float rightSize, float leftSize,
s16 rotation, u8 unk_45, Vec2 *scale = 0);
// void init(dStageActor_c *owner,
// Vec2 *fields4C_50, float topYOffset,
// float rightSize, float leftSize,
// s16 rotation, u8 unk_45, Vec2 *scale = 0);
void setLeftAndRight(float left, float right);
void setLeftAndRightScaled(float left, float right, float scaleFactor);
// 4C and 50 might be X/Y offset. Not affected by rotation
float _4C, _50, topYOffset, rightSize, leftSize;
};
class RideableActorCollider : public BasicCollider {
public:
RideableActorCollider();
void update();
void init(dStageActor_c *owner, Vec2 *one, Vec2 *two); // 800DB590
void init(dStageActor_c *owner, float x1, float x2, float y1, float y2); // 800DB620
void setPosition(Vec2 *one, Vec2 *two); // 800DB680
void setPosition(float x1, float x2, float y1, float y2); // 800DB6E0
Vec2 left, right;
};
class freezeMgr_c {
public:
u32 some_count;
u32 ice_timer1;
u32 ice_timer2;
u32 _mstate; //0=not,1=frozen,3=die_coin
u32 _10;
u32 _nstate; //1=countdown,2=meltedNormal
u32 spawns_coin; //1=delete,3=coin
u32 _1C_timerLenType;
u32 _20_defaultTimerLenType;
u32 _24;
u32 _28;
u32 perm_freeze;
u32 _30;
u32 actorIds[12];
void* owner; // _64
freezeMgr_c();
~freezeMgr_c();
//FIXME add params and returns
void doSomethingCool1();
void doSomethingCool2();
void setSomething(u32,u32,u32);
void Create_ICEACTORs(void*,int);
void Delete_ICEACTORs();
void SetIceTimer_pt1();
void SetIceTimer_pt2();
void CheckIceTimer_lte_Value();
void doSomethingCool3();
void doSomethingCool4();
void doSomethingCool5();
void doSomethingCool6();
void DoMeltNormal();
void doSomethingCool7();
void CheckCountdownTimer();
};
class StageActorLight {
public:
virtual void init(void *allocator, int);
virtual void update();
virtual void draw();
// virtual ~StageActorLight();
Vec pos;
float size;
u32 secondClass;
u32 firstClass;
};
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
fBase_c *findNextUninitialisedProcess();
};
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;
mMtx matrix;
Vec pos;
Vec last_pos;
Vec pos_delta;
Vec pos_delta2;
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();
void UpdateObjectPosBasedOnSpeedValuesReal();
void HandleXSpeed();
void HandleYSpeed();
};
class dStageActor_c : public dActor_c {
public:
enum StageActorType {
NormalType, PlayerType, YoshiType, EntityType
};
u8 _125;
u32 _128, _12C, _130, _134, _138, _13C;
float _140;
u32 _144;
ActivePhysics aPhysics;
collisionMgr_c collMgr;
u8 classAt2DC[0x34];
float _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 spriteFlagNum;
u64 spriteFlagMask;
u32 _360;
u16 spriteSomeFlag;
u8 _366, _367;
u32 _368;
u8 eatenState; // 0=normal,2=eaten
u8 _36D;
Vec somethingRelatedToScale;
u32 _37C, _380, _384, _388;
u8 stageActorType;
u8 which_player; // _38D
u8 enableFlag, currentLayerID;
u8 deleteForever;
u8 _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 killedByLevelClear(); // 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, float f); // does stuff including effects and playing PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH
virtual void _vfCC(Vec2 *p, float f); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_LAVA
virtual void _vfD0(Vec2 *p, float f); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_POISON
// I'll add methods as I need them
bool outOfZone(Vec3 pos, float* rect, u8 zone);
bool checkZoneBoundaries(u32 flags); // I think this method is for that, anyway
void Delete(u8 param1); // fBase_c::Delete(void);
~dStageActor_c();
static dStageActor_c *create(Actors type, u32 settings, Vec *pos, S16Vec *rot, u8 layer);
static dStageActor_c *createChild(Actors type, dStageActor_c *parent, 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
};
class dAc_Py_c : public dStageActor_c {
public:
u8 data[0x1164 - 0x394];
ActivePhysics bPhysics;
ActivePhysics cPhysics;
ActivePhysics dPhysics;
ActivePhysics ePhysics;
dAc_Py_c();
int beforeCreate();
int afterCreate(int);
int beforeDelete();
int afterDelete(int);
int beforeExecute();
int afterExecute(int);
int beforeDraw();
int afterDraw(int);
~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(dStateBase_c *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;
//FIXME verify that size fits
//u8 classAt484[0x4EC - 0x484];
freezeMgr_c frzMgr;
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;
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, float f);
void _vfD0(Vec2 *p, float f);
void doStateChange(dStateBase_c *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 bool 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 CreateIceActors(); // 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 addScoreWhenHit(void *other); // Other is dPlayer
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();
static void collisionCallback(ActivePhysics *one, ActivePhysics *two);
void doSpriteMovement();
bool CheckIfPlayerBelow(float,float);
void stuffRelatingToCollisions(float, float, float);
void checkLiquidImmersionAndKillIfTouchingLava(Vec *pos, float effectScale);
void checkLiquidImmersion(Vec2 *effectivePosition, float effectScale);
// States
USING_STATES(dEn_c);
REF_NINTENDO_STATE(DieFumi);
REF_NINTENDO_STATE(DieFall);
REF_NINTENDO_STATE(DieBigFall);
REF_NINTENDO_STATE(DieSmoke);
REF_NINTENDO_STATE(DieIceVanish);
REF_NINTENDO_STATE(DieYoshiFumi);
REF_NINTENDO_STATE(DieGoal);
REF_NINTENDO_STATE(DieOther);
};
class daEnBlockMain_c : public dEn_c {
public:
u32 _534, _528, _52C, _530;
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;
USING_STATES(daEnBlockMain_c);
REF_NINTENDO_STATE(UpMove);
REF_NINTENDO_STATE(DownMove);
REF_NINTENDO_STATE(DownMoveEnd);
REF_NINTENDO_STATE(UpMove_Diff);
REF_NINTENDO_STATE(DownMove_Diff);
REF_NINTENDO_STATE(DownMove_DiffEnd);
~daEnBlockMain_c();
};
class daKameckDemo : public dEn_c {
public:
USING_STATES(daKameckDemo);
REF_NINTENDO_STATE(DemoWait);
REF_NINTENDO_STATE(DemoSt);
REF_NINTENDO_STATE(DemoSt2);
};
class daBossKoopa_c : public dEn_c {
public:
USING_STATES(daBossKoopa_c);
REF_NINTENDO_STATE(Fall);
};
class daNeedles : public dEn_c {
public:
USING_STATES(daNeedles);
REF_NINTENDO_STATE(DemoWait);
REF_NINTENDO_STATE(DemoAwake);
REF_NINTENDO_STATE(Idle);
REF_NINTENDO_STATE(Die);
};
class dPlayer : public dActorMultiState_c {
public:
USING_STATES(dPlayer);
REF_NINTENDO_STATE(None);
REF_NINTENDO_STATE(Walk);
REF_NINTENDO_STATE(Jump);
REF_NINTENDO_STATE(DemoNone);
REF_NINTENDO_STATE(DemoWait);
REF_NINTENDO_STATE(DemoGoal);
REF_NINTENDO_STATE(DemoControl);
};
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;
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 HeadPos; // maybe not an array
Vec HatPos; // maybe not an array
Mtx finalMatrix;
Mtx firstMatrix;
Vec headOffs;
Vec pos;
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;
class ModelThing {
public:
m3d::mdl_c body, head;
};
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 ModelThing *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 dPlayerModel_c : public dPlayerModelBase_c {
public:
// methods? what do you need those for...
// (not bothering with them either)
nw4r::g3d::ResFile modelResFile, animResFile1, animResFile2;
u8 effectClass0[296];
u8 effectClass1[296];
ModelThing models[4];
// maybe these are mAllocator_c?
u8 body_switch_animation[12];
mHeapAllocator_c allocator0;
u32 anim0linked;
u8 anim1[12];
mHeapAllocator_c allocator1;
u32 anim1linked;
u8 headSwitchAnimation[12];
mHeapAllocator_c allocator2;
u32 anim2linked;
u8 animForProp[12];
mHeapAllocator_c allocator3;
u32 anim3linked;
u8 animForPeng[12];
mHeapAllocator_c allocator4;
u32 anim4linked;
u8 anim5[12];
mHeapAllocator_c allocator5;
u32 anim5linked;
u32 currentPlayerModelID;
u32 lastPlayerModelID;
// tons of crap more, don't feel like fixing this up atm
};
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 minColMapping, maxColMapping;
Color vtxColours[4];
Color topColour, bottomColour;
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 widthLimit;
float charSpace;
float lineSpace;
u32 tabWidth;
u32 drawFlag;
void *tagProcessor;
};
}
}
// 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
};
class AnimResource {
public:
void *fileHeader;
void *info;
void *tags;
void *share;
};
}
}
namespace m2d {
class ResAcc_c {
public:
ResAcc_c();
virtual ~ResAcc_c();
virtual void initialSetup();
nw4r::lyt::ResourceAccessor *resAccPtr; // 0x04
void *arcData; // 0x08
nw4r::lyt::ArcResourceAccessor resAcc; // 0x0C
// class ends at 0xBC
bool attachArc(void *data, const char *rootDir); // 0x801637A0
};
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 AnmResHandler_c {
public:
AnmResHandler_c();
virtual ~AnmResHandler_c();
struct Thing {
nw4r::lyt::Group *group;
nw4r::lyt::AnimTransform *animTransform;
};
nw4r::lyt::AnimResource resource; // 0x04
Thing *groups; // 0x14
u32 groupCount; // 0x18
bool load(const char *name, ResAcc_c *resAcc, nw4r::lyt::Layout *layout, bool useDiffInit);
bool free();
Thing *getThingForGroupName(const char *name); // 80164130
};
class FrameCtrl_c {
public:
virtual ~FrameCtrl_c();
float frameCount; // 0x04
float currentFrame; // 0x08
float lastFrame; // 0x0C
float speed; // 0x10; default: 1
u8 flags; // 0x14
void processAnim(); // 0x80163800
void setup(u8 flags, float frameCount, float speed, float initialFrame); // 0x801638A0
void setCurrentFrame(float frame); // 0x80163910
void setSpeed(float speed); // 0x80163920
bool isDone(); // 0x80163930
};
class Anm_c {
public:
FrameCtrl_c *frameCtrlPtr;
AnmResHandler_c *resHandler; // ? 0x04
AnmResHandler_c::Thing *thing; // 0x08
u8 flags; // 0x0C - |1 = enabled successfully?
FrameCtrl_c frameCtrl; // 0x10
// too lazy to list the methods for this atm
// after IDA reverted all the changes I made to the DB this
// afternoon ...
};
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::Picture *findPictureByName(const char *name) const;
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
ResAcc_c *resAccPtr; // 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::Picture **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
AnmResHandler_c *brlanHandlers; // 0x180
Anm_c *grpHandlers; // 0x184
bool *animsEnabled; // 0x188
int brlanCount; // 0x18C
int grpCount; // 0x190
int lastAnimTouched; // 0x194
private:
void fixTextBoxesRecursively(nw4r::lyt::Pane *pane);
};
}
extern "C" float fmod(float, float);
bool RectanglesOverlap(Vec *bl1, Vec *tr1, Vec *bl2, Vec *tr2);
/* Tilemap related stuff */
class TilemapClass {
public:
virtual ~TilemapClass();
u16 *allocatedBlocks[256];
u32 _404;
u8 blockLookup[2048];
u16 blockCount;
u32 _C0C;
u32 ts1ID, ts2ID, ts3ID, layerID, areaID, frmHeap, is2Castle;
// Only the public API is listed
u16 *getPointerToTile(int x, int y, u32 *blockNum = 0, bool unkBool = 0);
// TODO: more?
};
class BGDatClass {
public:
BGDatClass();
virtual ~BGDatClass();
u8 *bgData[4][3];
TilemapClass *tilemaps[4][3];
u8 *tsObjIndexData[4][4];
u8 *tsObjData[4][4];
char tsNames[4][4][0x20];
// this is fucked up!
// the parent heap is frmHeaps[0][0]
// each tileset's heap is frmHeaps[AREA][LAYER+1]
void *frmHeaps[4][4];
static BGDatClass *instance; // 8042A0D0
// I've only listed the public API because other stuff isn't really needed atm.
const char *getTilesetName(int area, int number);
// TODO: more?
};
struct BGRender {
u8 unk[0xC00];
u8 *objectData;
u8 _C04, _C05;
u16 _C06, _C08;
u16 blockNumber;
u16 curX, curY;
u16 tileToPlace;
u16 objDataOffset, objType, objX, objY, objWidth, objHeight;
u16 tileNumberWithinBlock, areaID;
};
// A HACK
extern void *DVDClass;
extern "C" u8 *GetRes(void *Something, const char *arcname, const char *filename);
// Use THESE instead, until I write something up for dRes or dRes_c or whatever the fuck it's called
inline u8 *getResource(const char *arcName, const char *fileName) {
return GetRes((void*)(((u8*)DVDClass)+4), arcName, fileName);
}
inline void scaleDown(Vec* scale, float amt) { scale->x -= amt; scale->y -= amt; scale->z -= 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();
};
namespace EGG {
class Effect7C {
public:
virtual ~Effect7C();
virtual void clear();
u8 data[0x94];
};
class Effect {
public:
Effect(); // 802D7D90
virtual ~Effect();
char effectName[32];
u32 secondVarFromSpawnFunc;
u32 flags; // 1 = has translation, 2 = matrix was set, 4 = ?
float _2C, _30, _34;
Vec translate;
Mtx matrix;
u32 HandleBase_00, HandleBase_04;
Effect7C ef7C;
virtual bool _vf0C();
virtual void _vf10(); // related to RetireEmitterAll?
virtual void _vf14(); // also related to RetireEmitterAll?
virtual void _vf18(); // related to RetireEmitterAll and RetireParticleAll?
virtual void _vf1C(bool flag); // sets or clears some flag
virtual void _vf20(bool flag); // sets or clears another flag
virtual void _vf24(bool flag); // sets or clears both of those flags
// all these functions have a strange purpose
// _vf54 is the one sole exception to everything written below!
//
// they all call through to ef7C methods, which modify two bitfields stored in it:
// void EGG::Effect7C::modifyBitfields(u32 mask, u32 flagBit) {
// if (flagBit & 1)
// this->_04 |= mask;
// else
// this->_04 &= ~mask;
// if (flagBit & 2)
// this->_08 |= mask;
// else
// this->_08 &= ~mask;
// }
// after that, the methods set value(s) passed by the caller
virtual void _vf28(u16 unk, u32 flagBit); // flag is 1, value stored to its 0xC
virtual void _vf2C(float unk, u32 flagBit); // flag is 2, value stored to its 0x10
virtual void _vf30(u16 unk, u32 flagBit); // flag is 4, value stored to its 0x14
virtual void _vf34(u16 unk, u32 flagBit); // flag is 8, value stored to its 0x16
virtual void _vf38(char unk, u32 flagBit); // flag is 0x10, value stored to its 0x18
virtual void _vf3C(float unk, u32 flagBit); // flag is 0x20, value stored to its 0x1C
virtual void _vf40(float unk, u32 flagBit); // flag is 0x40, value stored to its 0x20
virtual void _vf44(float unk, u32 flagBit); // flag is 0x80, value stored to its 0x24
virtual void _vf48(float unk, u32 flagBit); // flag is 0x100, value stored to its 0x28
virtual void _vf4C(Vec *unk, u32 flagBit); // flag is 0x200, values stored at its 0x2C
virtual void _vf50(Vec *unk, u32 flagBit); // flag is 0x400, values stored at its 0x38
virtual void _vf54(Vec *unk);
virtual void _vf58(u8 r, u8 g, u8 b, u8 a, u32 flagBit); // flag is 0x1000, value stored to its 0x44
// this one is similar, but it stores two colours into an array at 0x48
// alpha values are ignored
// valid indices are 0 and 1 afaics?
// flag is 0x2000 << index (so, 0x2000 or 0x4000)
virtual void _vf5C(GXColor one, GXColor two, int index, u32 flagBit);
// this one sets the alpha for those colours
// flag is 0x8000 or 0x10000
virtual void _vf60(u8 one, u8 two, int index, u32 flagBit);
virtual void _vf64(Vec2 *vec, u32 flagBit); // flag is 0x20000, values stored at its 0x58
virtual void _vf68(Vec2 *vec, u32 flagBit); // flag is 0x40000, values stored at its 0x60
virtual void _vf6C(Vec *vec, u32 flagBit); // flag is 0x80000, values stored at its 0x68
virtual void _vf70(Vec *vec, u32 flagBit); // flag is 0x100000, values stored at its 0x74
// a bit of a special case: this one will set/clear 0x10000000 depending on flagBit
// but it'll also set 0x20000000 if anotherFlag is true
// if anotherFlag is false, it'll clear 0x20000000 even if flagBit is set
// values stored at ef7C's 0x80
virtual void _vf74(Vec *vec, bool anotherFlag, u32 flagBit);
virtual void _vf78(Vec *vec, u32 flagBit); // flag is 0x40000000, values stored at its 0x8C
virtual void _vf7C(Vec *one, Vec2 *two=0); // sets transformation vals and calls vf68
// stores to _2C, _30, _34
virtual void setXformValsFromParams(float one, float two, float three);
virtual void setXformValsFromVEC3(Vec *vec);
virtual void setTranslationFromVEC3(Vec *vec);
virtual void setMatrix(Mtx *mtx);
virtual void _vf90(/* ??? */); // absolutely zero idea what this does
virtual void makeItHappen(); // for internal use?
virtual void clear(); // resets all properties, etc
};
}
namespace mEf {
class effect_c : public EGG::Effect {
public:
~effect_c();
void clear();
virtual bool probablyCreateWithName(const char *name, u32 unk);
virtual bool spawn(const char *name, u32 unk, Vec *pos=0, S16Vec *rot=0, Vec *scale=0);
virtual bool spawnWithMatrix(const char *name, u32 unk, Mtx *mtx);
// these two deal with mEf::effectCB_c and crap. absolutely no idea.
virtual bool _vfA8(/* tons and tons of params */);
virtual bool _vfAC(/* a slightly smaller amount of params */);
virtual bool _vfB0(Vec *pos=0, S16Vec *rot=0, Vec *scale=0);
virtual bool _vfB4(Mtx *mtx);
};
class es2 : public effect_c {
public:
// vtable: 80329CA0
~es2();
void _vf10();
void _vf18();
void makeItHappen();
bool probablyCreateWithName(const char *name, u32 unk);
bool spawn(const char *name, u32 unk, Vec *pos=0, S16Vec *rot=0, Vec *scale=0);
bool spawnWithMatrix(const char *name, u32 unk, Mtx *mtx);
bool _vfB0(Vec *pos=0, S16Vec *rot=0, Vec *scale=0);
bool _vfB4(Mtx *mtx);
virtual u8 returnField11D(); // does exactly what it says on the tin
u32 _114, _118;
u8 _11C, _11D;
u32 _120, _124;
};
}
struct SSM { short width, height; float xScale, yScale; };
extern SSM ScreenSizesAndMultipliers[3];
extern int currentScreenSizeID;
extern float GlobalScreenWidth, GlobalScreenHeight;
void DoSceneChange(u16 name, u32 sceneSettings, u32 unk);
extern u32 GlobalTickCount;
// A hack, imported from tilesetfixer.cpp
extern void *BGDatClass, *StagePtr;
inline int GetAreaNum() {
char *st = (char*)StagePtr;
return st[0x120E];
}
class ClassWithCameraInfo {
public:
ClassWithCameraInfo();
virtual ~ClassWithCameraInfo();
// Not quite sure what this is for, stores bitflags for each tile or something?
void initBitfields();
void deinitBitfields();
void deleteOneBitfield(int area, int layer);
u16 getBitfieldPart(int area, u16 entryIndex, int layer);
void setBitfieldPart(int area, u16 entryIndex, int layer, u16 value);
void setSomeInitialVars();
void s_80082180(); // sets initedTo2 to 0, 1 or 2 depending on the X position
void s_800821E0(); // same thing for field_81
float getEffectiveScreenLeft(); // takes wrap into account
u16 *tileBitfields[12];
float _34, screenLeft, screenTop, screenWidth, screenHeight;
float screenCentreX, screenCentreY;
float _50, _54, _58, _5C, _60, _64, _68, _6C, _70, _74;
float xOffset, yOffsetForTagScroll;
u8 initedTo2, _81;
u32 _84, _88, _8C, _90;
void *bgHeap;
static ClassWithCameraInfo *instance;
// That is all
};
namespace mHeap {
extern void *archiveHeap;
extern void *commandHeap;
extern void *dylinkHeap;
extern void *assertHeap;
extern void *gameHeaps[3];
};
void WriteNumberToTextBox(int *number, const int *fieldLength, nw4r::lyt::TextBox *textBox, bool unk); // 800B3B60
namespace EGG {
class MsgRes {
private:
const u8 *bmg, *INF1, *DAT1, *STR1, *MID1, *FLW1, *FLI1;
public:
MsgRes(const u8 *bmgFile, u32 unusedParam); // 802D7970
virtual ~MsgRes();
static void parseFormatCode(wchar_t initialTag, const wchar_t *string, u8 *outArgsSize, u32 *outCmd, const wchar_t **args); // 802D7B10
const wchar_t *findStringForMessageID(int category, int message) const; // 0x802D7B50
private:
void setBMG(const u8 *ptr); // 802D7B90
void setINF(const u8 *ptr); // 802D7BA0
void setDAT(const u8 *ptr); // 802D7BB0
void setSTR(const u8 *ptr); // 802D7BC0
void setMID(const u8 *ptr); // 802D7BD0
void setFLW(const u8 *ptr); // 802D7BE0
void setFLI(const u8 *ptr); // 802D7BF0
int identifySectionByMagic(u32 magic) const; // 802D7C00
protected:
struct INFEntry {
u32 stringOffset;
};
const INFEntry *findINFForMessageID(int category, int message) const; // 802D7C90
u32 getEntryFromMID(int index) const; // 802D7D70
};
}
namespace dScript {
class Res_c : public EGG::MsgRes {
public:
Res_c(const u8 *bmgFile, u32 unusedParam); // 800CE7F0
~Res_c();
u16 getCharScaleForMessageID(int category, int message) const; // 800CE890
u8 getFontIDForMessageID(int category, int message) const; // 800CE8C0
};
}
class MessageClass {
public:
dDvdLoader_c loader;
void *rawBmgPointer;
dScript::Res_c *msgRes;
};
dScript::Res_c *GetBMG(); // 800CDD50
void WriteBMGToTextBox(nw4r::lyt::TextBox *textBox, dScript::Res_c *res, int category, int message, int argCount, ...); // 0x800C9B50
extern "C" dAc_Py_c* GetSpecificPlayerActor(int number);
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
extern "C" dStageActor_c *Actor_SearchByID(u32 actorID);
struct DoSomethingCool {
u32 unk_01; //0000
Vec3 pos; //0004
Vec3 scale; //0010
f32 unk_02; //001C
f32 unk_03; //0020
f32 unk_04; //0024
f32 unk_05; //0028
f32 unk_06; //002C
f32 unk_07; //0030
f32 unk_08; //0034
f32 unk_09; //0038
};
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(dEn_c *, Vec pos);
extern "C" void *ShakeScreen(void *, unsigned int, unsigned int, unsigned int, unsigned int);
extern "C" void *PlaySound(dStageActor_c *, int soundID);
extern "C" void *PlaySoundAsync(dStageActor_c *, int soundID);
extern "C" u32 GetActivePlayerCount();
#include "newer.h"
class BGGMEffectRenderer : public m3d::proc_c {
private:
u32 effectGroupID;
public:
~BGGMEffectRenderer();
void drawOpa();
void drawXlu();
virtual bool setupEffectRenderer(mAllocator_c *allocator, int opaPrio, int xluPrio, int groupID);
};
void CleanUpEffectThings();
bool FreeEffects(int efNum);
bool FreeBreff(int efNum);
bool FreeBreft(int efNum);
#endif
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