From 09d075c5469f64f500de70123bbb1042315d7ac0 Mon Sep 17 00:00:00 2001 From: Colin Noga Date: Sat, 23 Jul 2011 11:47:43 -0500 Subject: Added Crowd clapper. Changed everything to LF only. If anyone on Windows tries to read the code now, they will be faced with a single impenetrable line! --- include/game.h | 4056 ++++++++++++++++++++++++++++---------------------------- 1 file changed, 2028 insertions(+), 2028 deletions(-) (limited to 'include') diff --git a/include/game.h b/include/game.h index 81f4e69..8bc0dc2 100644 --- a/include/game.h +++ b/include/game.h @@ -1,2038 +1,2038 @@ -#ifndef __KAMEK_GAME_H -#define __KAMEK_GAME_H - -//#define offsetof(type, member) ((__std(size_t)) &(((type *) 0)->member)) - -#include -#include -#include -#include -#include -#define offsetof(type, member) ((u32) &(((type *) 0)->member)) - - -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 -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; -}; - - -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 TagProcessorBase { }; -} - -namespace lyt { - class Pane; // forward declaration - class DrawInfo; - - class AnimTransform; // I'll do these later - class AnimResource; - class AnimationLink; - class ResourceAccessor; - class GroupContainer; - - class Layout { - public: - Layout(); - virtual ~Layout(); - - virtual bool Build(const void *data, ResourceAccessor *resAcc); - - virtual AnimTransform *CreateAnimTransform(); - virtual AnimTransform *CreateAnimTransform(const void *data, ResourceAccessor *resAcc); - virtual AnimTransform *CreateAnimTransform(const AnimResource &res, ResourceAccessor *resAcc); - - virtual void BindAnimation(AnimTransform *anim); - virtual void UnbindAnimation(AnimTransform *anim); - virtual void UnbindAllAnimation(); - virtual bool BindAnimationAuto(const AnimResource &res, ResourceAccessor *resAcc); - - virtual void SetAnimationEnable(AnimTransform *anim, bool unk); - - virtual void CalculateMtx(const DrawInfo &info); - - virtual void/*?*/ Draw(const DrawInfo &info); - virtual void/*?*/ Animate(ulong flag); - - virtual void/*?*/ SetTagProcessor(ut::TagProcessorBase *tagProc); - - ut::LinkList animations; - - Pane *rootPane; - GroupContainer *groupContainer; - - float width; - float height; - }; - - - class DrawInfo { - public: - DrawInfo(); - virtual ~DrawInfo(); - - Mtx matrix; - float left; - float top; - float right; - float bottom; - float scaleX; - float scaleY; - float alpha; - u8 _50; // this is actually a bitfield. todo: investigate how CW handles bitfields, and so on - }; - - - class Material { - public: - // ... - }; - - class Pane { - public: - //Pane(nw4r::lyt::res::Pane const *); // todo: this struct - Pane(void *); - 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 - }; -} - - -class TileRenderer { -public: - TileRenderer(); - ~TileRenderer(); - - TileRenderer *list1, *list2; - 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 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, _38, _3C; - void *otherCallback1, *otherCallback2, *otherCallback3; - void *callback1, *callback2, *callback3; - float lastX, lastY; - Unknown unkArray[4]; - float x, y; - float _88, _8C, _90; - 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; - u32 flagsMaybe; - u32 _D4, _D8; - u8 isAddedToList, _DD, layer; - u32 id; - - void addToList(); - void removeFromList(); - - void baseSetup(dActor_c *actor, u32 t_40, u32 t_44, u32 t_48, 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); - - 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(); - - // todo: more stuff that might not be relevant atm -}; - - -class ActivePhysics { -public: - struct Info; // forward declaration - typedef void (*Callback)(Info *self, Info *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(); - - dActor_c *owner; // should be dStageActor? dunno - 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; -}; - - -#include - -class dActorState_c; -class dActorMultiState_c; - - -class AcStateMgrBase { -public: - virtual ~AcStateMgrBase(); - - u32 cls1, cls2, cls3; - dActorMultiState_c *owner; - u32 unkZero; - - StateMgr manager; - - // All these are passed straight through to the manager - virtual void _vfC(); - virtual void _vf10(); - virtual void _vf14(); - virtual void _vf18(); - virtual void _vf1C(); - virtual void _vf20(); - virtual void _vf24(); - virtual void _vf28(); - virtual void _vf2C(); -}; - -class AcStateMgr : public AcStateMgrBase { -public: - ~AcStateMgr(); -}; - -class MultiStateMgrBase { -public: - virtual ~MultiStateMgrBase(); - - AcStateMgr s1, s2; - AcStateMgr *ptrToStateMgr; - - virtual void _vfC(); // calls vfC on ptrToStateMgr - virtual void execute(); // calls vf10 on ptrToStateMgr - virtual void _vf14(); // if (isSecondStateMgr()) { disableSecond(); } else { ptrToStateMgr->_vf14(); } - virtual void setState(StateBase *state); // calls vf18 on ptrToStateMgr - virtual void _vf1C(); // calls vf1C on ptrToStateMgr - virtual void _vf20(); // calls vf20 on ptrToStateMgr - virtual void _vf24(); // calls vf24 on ptrToStateMgr - virtual StateBase *getCurrentState(); // calls vf28 on ptrToStateMgr - virtual void _vf2C(); // calls vf2C on ptrToStateMgr - virtual void enableSecond(); // sets ptrToStateMgr to s2, calls vf18 on it - virtual void disableSecond(); // if (isSecondStateMgr()) { ptrToStateMgr->vf14(); ptrToStateMgr = &s1; } - virtual bool isSecondStateMgr(); - virtual void _vf3C(); // calls vf28 on s1 -}; - -class MultiStateMgr : public MultiStateMgrBase { -public: - // what the fuck does this do - ~MultiStateMgr(); -}; - - -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(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 -}; - -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; - 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 dStageActor_c : public dActor_c { -public: - u8 _125; - u32 _128, _12C, _130, _134, _138, _13C; - float _140; - u32 _144; - ActivePhysics aPhysics; - u8 classAt1EC[236]; - u32 _2D8; - u8 classAt2DC[0x34]; - u32 _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 spriteEventNum; - u64 spriteEventMask; - u32 _360; - u16 spriteSomeFlag; - u8 _366, _367; - u32 _368; - u8 _36C, _36D; - Vec somethingRelatedToScale; - u32 _37C, _380, _384, _388; - u8 _38C, _38D, enableFlag, currentLayerID; - u8 _390, _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 _vfB0(); // 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); // does stuff including effects and playing PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH - virtual void _vfCC(Vec2 *p); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_LAVA - virtual void _vfD0(Vec2 *p); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_POISON - - // I'll add methods as I need them - void checkZoneBoundaries(u32 flags); // I think this method is for that, anyway - - ~dStageActor_c(); - - - static void create(Actors type, u32 settings, Vec *pos, S16Vec *rot, u8 layer); - static void createChild(Actors type, u32 settings, Vec *pos, S16Vec *rot, u8 layer); -}; +#ifndef __KAMEK_GAME_H +#define __KAMEK_GAME_H + +//#define offsetof(type, member) ((__std(size_t)) &(((type *) 0)->member)) + +#include +#include +#include +#include +#include +#define offsetof(type, member) ((u32) &(((type *) 0)->member)) + + +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 +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; +}; + + +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 TagProcessorBase { }; +} + +namespace lyt { + class Pane; // forward declaration + class DrawInfo; + + class AnimTransform; // I'll do these later + class AnimResource; + class AnimationLink; + class ResourceAccessor; + class GroupContainer; + + class Layout { + public: + Layout(); + virtual ~Layout(); + + virtual bool Build(const void *data, ResourceAccessor *resAcc); + + virtual AnimTransform *CreateAnimTransform(); + virtual AnimTransform *CreateAnimTransform(const void *data, ResourceAccessor *resAcc); + virtual AnimTransform *CreateAnimTransform(const AnimResource &res, ResourceAccessor *resAcc); + + virtual void BindAnimation(AnimTransform *anim); + virtual void UnbindAnimation(AnimTransform *anim); + virtual void UnbindAllAnimation(); + virtual bool BindAnimationAuto(const AnimResource &res, ResourceAccessor *resAcc); + + virtual void SetAnimationEnable(AnimTransform *anim, bool unk); + + virtual void CalculateMtx(const DrawInfo &info); + + virtual void/*?*/ Draw(const DrawInfo &info); + virtual void/*?*/ Animate(ulong flag); + + virtual void/*?*/ SetTagProcessor(ut::TagProcessorBase *tagProc); + + ut::LinkList animations; + + Pane *rootPane; + GroupContainer *groupContainer; + + float width; + float height; + }; + + + class DrawInfo { + public: + DrawInfo(); + virtual ~DrawInfo(); + + Mtx matrix; + float left; + float top; + float right; + float bottom; + float scaleX; + float scaleY; + float alpha; + u8 _50; // this is actually a bitfield. todo: investigate how CW handles bitfields, and so on + }; + + + class Material { + public: + // ... + }; + + class Pane { + public: + //Pane(nw4r::lyt::res::Pane const *); // todo: this struct + Pane(void *); + 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 + }; +} + + +class TileRenderer { +public: + TileRenderer(); + ~TileRenderer(); + + TileRenderer *list1, *list2; + 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 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, _38, _3C; + void *otherCallback1, *otherCallback2, *otherCallback3; + void *callback1, *callback2, *callback3; + float lastX, lastY; + Unknown unkArray[4]; + float x, y; + float _88, _8C, _90; + 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; + u32 flagsMaybe; + u32 _D4, _D8; + u8 isAddedToList, _DD, layer; + u32 id; + + void addToList(); + void removeFromList(); + + void baseSetup(dActor_c *actor, u32 t_40, u32 t_44, u32 t_48, 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); + + 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(); + + // todo: more stuff that might not be relevant atm +}; + + +class ActivePhysics { +public: + struct Info; // forward declaration + typedef void (*Callback)(Info *self, Info *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(); + + dActor_c *owner; // should be dStageActor? dunno + 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; +}; + + +#include + +class dActorState_c; +class dActorMultiState_c; + + +class AcStateMgrBase { +public: + virtual ~AcStateMgrBase(); + + u32 cls1, cls2, cls3; + dActorMultiState_c *owner; + u32 unkZero; + + StateMgr manager; + + // All these are passed straight through to the manager + virtual void _vfC(); + virtual void _vf10(); + virtual void _vf14(); + virtual void _vf18(); + virtual void _vf1C(); + virtual void _vf20(); + virtual void _vf24(); + virtual void _vf28(); + virtual void _vf2C(); +}; + +class AcStateMgr : public AcStateMgrBase { +public: + ~AcStateMgr(); +}; + +class MultiStateMgrBase { +public: + virtual ~MultiStateMgrBase(); + + AcStateMgr s1, s2; + AcStateMgr *ptrToStateMgr; + + virtual void _vfC(); // calls vfC on ptrToStateMgr + virtual void execute(); // calls vf10 on ptrToStateMgr + virtual void _vf14(); // if (isSecondStateMgr()) { disableSecond(); } else { ptrToStateMgr->_vf14(); } + virtual void setState(StateBase *state); // calls vf18 on ptrToStateMgr + virtual void _vf1C(); // calls vf1C on ptrToStateMgr + virtual void _vf20(); // calls vf20 on ptrToStateMgr + virtual void _vf24(); // calls vf24 on ptrToStateMgr + virtual StateBase *getCurrentState(); // calls vf28 on ptrToStateMgr + virtual void _vf2C(); // calls vf2C on ptrToStateMgr + virtual void enableSecond(); // sets ptrToStateMgr to s2, calls vf18 on it + virtual void disableSecond(); // if (isSecondStateMgr()) { ptrToStateMgr->vf14(); ptrToStateMgr = &s1; } + virtual bool isSecondStateMgr(); + virtual void _vf3C(); // calls vf28 on s1 +}; + +class MultiStateMgr : public MultiStateMgrBase { +public: + // what the fuck does this do + ~MultiStateMgr(); +}; + + +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(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 +}; + +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; + 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 dStageActor_c : public dActor_c { +public: + u8 _125; + u32 _128, _12C, _130, _134, _138, _13C; + float _140; + u32 _144; + ActivePhysics aPhysics; + u8 classAt1EC[236]; + u32 _2D8; + u8 classAt2DC[0x34]; + u32 _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 spriteEventNum; + u64 spriteEventMask; + u32 _360; + u16 spriteSomeFlag; + u8 _366, _367; + u32 _368; + u8 _36C, _36D; + Vec somethingRelatedToScale; + u32 _37C, _380, _384, _388; + u8 _38C, _38D, enableFlag, currentLayerID; + u8 _390, _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 _vfB0(); // 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); // does stuff including effects and playing PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH + virtual void _vfCC(Vec2 *p); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_LAVA + virtual void _vfD0(Vec2 *p); // mostly same as vfC8, but uses PLAYER_SE_OBJ/GROUP_BOOT/SE_OBJ_CMN_SPLASH_POISON + + // I'll add methods as I need them + void checkZoneBoundaries(u32 flags); // I think this method is for that, anyway + + ~dStageActor_c(); + + + static void create(Actors type, u32 settings, Vec *pos, S16Vec *rot, u8 layer); + static void createChild(Actors type, u32 settings, Vec *pos, S16Vec *rot, u8 layer); +}; class dAc_Py_c : public dStageActor_c { public: u8 data[0x1164 - 0x394]; - ActivePhysics bPhysics; - ActivePhysics cPhysics; - ActivePhysics dPhysics; + ActivePhysics bPhysics; + ActivePhysics cPhysics; + ActivePhysics dPhysics; ActivePhysics ePhysics; - dAc_Py_c(); + dAc_Py_c(); - int beforeCreate(); - int afterCreate(int); - int beforeDelete(); - int afterDelete(int); - int beforeExecute(); - int afterExecute(int); - int beforeDraw(); + int beforeCreate(); + int afterCreate(int); + int beforeDelete(); + int afterDelete(int); + int beforeExecute(); + int afterExecute(int); + int beforeDraw(); int afterDraw(int); - - ~dAc_Py_c(); + + ~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(StateBase *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; + u8 classAt484[0x4EC - 0x484]; + 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; + u32 _524, _528, _52C, _530; + + 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); + void _vfD0(Vec2 *p); + + void doStateChange(StateBase *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 void 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 _vf22C(); // 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 _vf250(void *other); + 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(); }; - - -/* 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(StateBase *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; - u8 classAt484[0x4EC - 0x484]; - 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; - u32 _524, _528, _52C, _530; - - 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); - void _vfD0(Vec2 *p); - - void doStateChange(StateBase *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 void 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 _vf22C(); // 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 _vf250(void *other); - 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(); -}; - - -class daEnBlockMain_c : public dEn_c { -public: - 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; - - static State StateID_UpMove; - static State StateID_DownMove; - static State StateID_DownMoveEnd; - static State StateID_UpMove_Diff; - static State StateID_DownMove_Diff; - static State StateID_DownMove_DiffEnd; - - ~daEnBlockMain_c(); -}; - - -class dBgGm_c { -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 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, 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 - + + +class daEnBlockMain_c : public dEn_c { +public: + 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; + + static State StateID_UpMove; + static State StateID_DownMove; + static State StateID_DownMoveEnd; + static State StateID_UpMove_Diff; + static State StateID_DownMove_Diff; + static State StateID_DownMove_DiffEnd; + + ~daEnBlockMain_c(); +}; + + +class dBgGm_c { +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 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, 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 + -- cgit v1.2.3