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