Files
ac-decomp/include/m_actor.h
T
2024-01-23 09:30:54 -08:00

1213 lines
31 KiB
C

#ifndef M_ACTOR_H
#define M_ACTOR_H
#include "types.h"
#include "m_actor_type.h"
#include "game.h"
#include "m_lib.h"
#include "m_lights.h"
#include "m_collision_bg.h"
#include "m_collision_obj.h"
#include "m_actor_dlftbls.h"
#include "libforest/gbi_extensions.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef void (*mActor_proc)(ACTOR*, GAME*);
#define NONE_ACTOR_PROC ((mActor_proc)&none_proc1)
#define mAc_MAX_ACTORS 200
#define ACTOR_STATE_NONE 0
#define ACTOR_STATE_0 (1 << 0)
#define ACTOR_STATE_2 (1 << 2)
#define ACTOR_STATE_NO_MOVE_WHILE_CULLED (1 << 4)
#define ACTOR_STATE_NO_DRAW_WHILE_CULLED (1 << 5)
#define ACTOR_STATE_NO_CULL (1 << 6)
#define ACTOR_STATE_INVISIBLE (1 << 7)
#define ACTOR_STATE_TA_SET (1 << 11)
#define ACTOR_STATE_LIGHTING (1 << 22) // does lighting NOT affect this actor?
#define ACTOR_STATE_24 (1 << 24)
#define ACTOR_STATE_25 (1 << 25)
#define ACTOR_STATE_26 (1 << 26)
#define ACTOR_STATE_CAN_MOVE_IN_DEMO_SCENES (1 << 29)
#define ACTOR_STATE_IN_DEMO (1 << 30)
//TODO: Name the unique ones for their correspondant actor
typedef enum bank_id {
ACTOR_OBJ_BANK_NONE,
ACTOR_OBJ_BANK_1,
ACTOR_OBJ_BANK_2,
ACTOR_OBJ_BANK_KEEP,
ACTOR_OBJ_BANK_4,
ACTOR_OBJ_BANK_ROOM_SUNSHINE,
ACTOR_OBJ_BANK_6,
ACTOR_OBJ_BANK_AIRPLANE,
ACTOR_OBJ_BANK_8,
ACTOR_OBJ_BANK_9,
ACTOR_OBJ_BANK_10,
ACTOR_OBJ_BANK_TRAINDOOR,
ACTOR_OBJ_BANK_12,
ACTOR_OBJ_BANK_13,
ACTOR_OBJ_BANK_14,
ACTOR_OBJ_BANK_15,
ACTOR_OBJ_BANK_TOOLS,
ACTOR_OBJ_BANK_17,
ACTOR_OBJ_BANK_18,
ACTOR_OBJ_BANK_19,
ACTOR_OBJ_BANK_20,
ACTOR_OBJ_BANK_21,
ACTOR_OBJ_BANK_22,
ACTOR_OBJ_BANK_23,
ACTOR_OBJ_BANK_24,
ACTOR_OBJ_BANK_25,
ACTOR_OBJ_BANK_26,
ACTOR_OBJ_BANK_27,
ACTOR_OBJ_BANK_28,
ACTOR_OBJ_BANK_29,
ACTOR_OBJ_BANK_30,
ACTOR_OBJ_BANK_31,
ACTOR_OBJ_BANK_32,
ACTOR_OBJ_BANK_33,
ACTOR_OBJ_BANK_34,
ACTOR_OBJ_BANK_35,
ACTOR_OBJ_BANK_36,
ACTOR_OBJ_BANK_37,
ACTOR_OBJ_BANK_38,
ACTOR_OBJ_BANK_39,
ACTOR_OBJ_BANK_40,
ACTOR_OBJ_BANK_TRAINWINDOW,
ACTOR_OBJ_BANK_42,
ACTOR_OBJ_BANK_POSTHOUSE,
ACTOR_OBJ_BANK_EF_POLICE,
ACTOR_OBJ_BANK_KEITAI,
ACTOR_OBJ_BANK_46,
ACTOR_OBJ_BANK_47,
ACTOR_OBJ_BANK_48,
ACTOR_OBJ_BANK_49,
ACTOR_OBJ_BANK_50,
ACTOR_OBJ_BANK_51,
ACTOR_OBJ_BANK_52,
ACTOR_OBJ_BANK_HANABI,
ACTOR_OBJ_BANK_54,
ACTOR_OBJ_BANK_55,
ACTOR_OBJ_BANK_56,
ACTOR_OBJ_BANK_57,
ACTOR_OBJ_BANK_58,
ACTOR_OBJ_BANK_59,
ACTOR_OBJ_BANK_60,
ACTOR_OBJ_BANK_61,
ACTOR_OBJ_BANK_62,
ACTOR_OBJ_BANK_63,
ACTOR_OBJ_BANK_64,
ACTOR_OBJ_BANK_65,
ACTOR_OBJ_BANK_66,
ACTOR_OBJ_BANK_67,
ACTOR_OBJ_BANK_68,
ACTOR_OBJ_BANK_69,
ACTOR_OBJ_BANK_70,
ACTOR_OBJ_BANK_71,
ACTOR_OBJ_BANK_72,
ACTOR_OBJ_BANK_73,
ACTOR_OBJ_BANK_74,
ACTOR_OBJ_BANK_75,
ACTOR_OBJ_BANK_76,
ACTOR_OBJ_BANK_77,
ACTOR_OBJ_BANK_78,
ACTOR_OBJ_BANK_79,
ACTOR_OBJ_BANK_80,
ACTOR_OBJ_BANK_81,
ACTOR_OBJ_BANK_82,
ACTOR_OBJ_BANK_83,
ACTOR_OBJ_BANK_84,
ACTOR_OBJ_BANK_85,
ACTOR_OBJ_BANK_86,
ACTOR_OBJ_BANK_87,
ACTOR_OBJ_BANK_88,
ACTOR_OBJ_BANK_89,
ACTOR_OBJ_BANK_90,
ACTOR_OBJ_BANK_91,
ACTOR_OBJ_BANK_92,
ACTOR_OBJ_BANK_93,
ACTOR_OBJ_BANK_94,
ACTOR_OBJ_BANK_95,
ACTOR_OBJ_BANK_96,
ACTOR_OBJ_BANK_97,
ACTOR_OBJ_BANK_98,
ACTOR_OBJ_BANK_99,
ACTOR_OBJ_BANK_100,
ACTOR_OBJ_BANK_101,
ACTOR_OBJ_BANK_102,
ACTOR_OBJ_BANK_103,
ACTOR_OBJ_BANK_104,
ACTOR_OBJ_BANK_105,
ACTOR_OBJ_BANK_106,
ACTOR_OBJ_BANK_107,
ACTOR_OBJ_BANK_108,
ACTOR_OBJ_BANK_109,
ACTOR_OBJ_BANK_110,
ACTOR_OBJ_BANK_111,
ACTOR_OBJ_BANK_112,
ACTOR_OBJ_BANK_113,
ACTOR_OBJ_BANK_114,
ACTOR_OBJ_BANK_115,
ACTOR_OBJ_BANK_116,
ACTOR_OBJ_BANK_117,
ACTOR_OBJ_BANK_118,
ACTOR_OBJ_BANK_119,
ACTOR_OBJ_BANK_120,
ACTOR_OBJ_BANK_121,
ACTOR_OBJ_BANK_122,
ACTOR_OBJ_BANK_123,
ACTOR_OBJ_BANK_124,
ACTOR_OBJ_BANK_125,
ACTOR_OBJ_BANK_126,
ACTOR_OBJ_BANK_127,
ACTOR_OBJ_BANK_128,
ACTOR_OBJ_BANK_129,
ACTOR_OBJ_BANK_130,
ACTOR_OBJ_BANK_131,
ACTOR_OBJ_BANK_132,
ACTOR_OBJ_BANK_133,
ACTOR_OBJ_BANK_134,
ACTOR_OBJ_BANK_135,
ACTOR_OBJ_BANK_136,
ACTOR_OBJ_BANK_137,
ACTOR_OBJ_BANK_138,
ACTOR_OBJ_BANK_139,
ACTOR_OBJ_BANK_140,
ACTOR_OBJ_BANK_141,
ACTOR_OBJ_BANK_142,
ACTOR_OBJ_BANK_143,
ACTOR_OBJ_BANK_144,
ACTOR_OBJ_BANK_145,
ACTOR_OBJ_BANK_146,
ACTOR_OBJ_BANK_147,
ACTOR_OBJ_BANK_148,
ACTOR_OBJ_BANK_149,
ACTOR_OBJ_BANK_150,
ACTOR_OBJ_BANK_151,
ACTOR_OBJ_BANK_152,
ACTOR_OBJ_BANK_153,
ACTOR_OBJ_BANK_154,
ACTOR_OBJ_BANK_155,
ACTOR_OBJ_BANK_156,
ACTOR_OBJ_BANK_157,
ACTOR_OBJ_BANK_158,
ACTOR_OBJ_BANK_159,
ACTOR_OBJ_BANK_160,
ACTOR_OBJ_BANK_161,
ACTOR_OBJ_BANK_162,
ACTOR_OBJ_BANK_163,
ACTOR_OBJ_BANK_164,
ACTOR_OBJ_BANK_165,
ACTOR_OBJ_BANK_166,
ACTOR_OBJ_BANK_167,
ACTOR_OBJ_BANK_168,
ACTOR_OBJ_BANK_169,
ACTOR_OBJ_BANK_170,
ACTOR_OBJ_BANK_171,
ACTOR_OBJ_BANK_172,
ACTOR_OBJ_BANK_173,
ACTOR_OBJ_BANK_174,
ACTOR_OBJ_BANK_175,
ACTOR_OBJ_BANK_176,
ACTOR_OBJ_BANK_177,
ACTOR_OBJ_BANK_178,
ACTOR_OBJ_BANK_179,
ACTOR_OBJ_BANK_180,
ACTOR_OBJ_BANK_181,
ACTOR_OBJ_BANK_182,
ACTOR_OBJ_BANK_183,
ACTOR_OBJ_BANK_184,
ACTOR_OBJ_BANK_185,
ACTOR_OBJ_BANK_186,
ACTOR_OBJ_BANK_187,
ACTOR_OBJ_BANK_188,
ACTOR_OBJ_BANK_189,
ACTOR_OBJ_BANK_190,
ACTOR_OBJ_BANK_191,
ACTOR_OBJ_BANK_192,
ACTOR_OBJ_BANK_193,
ACTOR_OBJ_BANK_194,
ACTOR_OBJ_BANK_195,
ACTOR_OBJ_BANK_196,
ACTOR_OBJ_BANK_197,
ACTOR_OBJ_BANK_198,
ACTOR_OBJ_BANK_199,
ACTOR_OBJ_BANK_200,
ACTOR_OBJ_BANK_201,
ACTOR_OBJ_BANK_202,
ACTOR_OBJ_BANK_203,
ACTOR_OBJ_BANK_204,
ACTOR_OBJ_BANK_205,
ACTOR_OBJ_BANK_206,
ACTOR_OBJ_BANK_207,
ACTOR_OBJ_BANK_208,
ACTOR_OBJ_BANK_209,
ACTOR_OBJ_BANK_210,
ACTOR_OBJ_BANK_211,
ACTOR_OBJ_BANK_212,
ACTOR_OBJ_BANK_213,
ACTOR_OBJ_BANK_214,
ACTOR_OBJ_BANK_215,
ACTOR_OBJ_BANK_216,
ACTOR_OBJ_BANK_217,
ACTOR_OBJ_BANK_218,
ACTOR_OBJ_BANK_219,
ACTOR_OBJ_BANK_220,
ACTOR_OBJ_BANK_221,
ACTOR_OBJ_BANK_222,
ACTOR_OBJ_BANK_223,
ACTOR_OBJ_BANK_224,
ACTOR_OBJ_BANK_225,
ACTOR_OBJ_BANK_226,
ACTOR_OBJ_BANK_227,
ACTOR_OBJ_BANK_228,
ACTOR_OBJ_BANK_229,
ACTOR_OBJ_BANK_230,
ACTOR_OBJ_BANK_231,
ACTOR_OBJ_BANK_232,
ACTOR_OBJ_BANK_233,
ACTOR_OBJ_BANK_234,
ACTOR_OBJ_BANK_235,
ACTOR_OBJ_BANK_236,
ACTOR_OBJ_BANK_237,
ACTOR_OBJ_BANK_238,
ACTOR_OBJ_BANK_239,
ACTOR_OBJ_BANK_240,
ACTOR_OBJ_BANK_241,
ACTOR_OBJ_BANK_242,
ACTOR_OBJ_BANK_243,
ACTOR_OBJ_BANK_244,
ACTOR_OBJ_BANK_245,
ACTOR_OBJ_BANK_246,
ACTOR_OBJ_BANK_247,
ACTOR_OBJ_BANK_248,
ACTOR_OBJ_BANK_249,
ACTOR_OBJ_BANK_250,
ACTOR_OBJ_BANK_251,
ACTOR_OBJ_BANK_252,
ACTOR_OBJ_BANK_253,
ACTOR_OBJ_BANK_254,
ACTOR_OBJ_BANK_255,
ACTOR_OBJ_BANK_256,
ACTOR_OBJ_BANK_257,
ACTOR_OBJ_BANK_258,
ACTOR_OBJ_BANK_259,
ACTOR_OBJ_BANK_260,
ACTOR_OBJ_BANK_261,
ACTOR_OBJ_BANK_262,
ACTOR_OBJ_BANK_263,
ACTOR_OBJ_BANK_264,
ACTOR_OBJ_BANK_265,
ACTOR_OBJ_BANK_266,
ACTOR_OBJ_BANK_267,
ACTOR_OBJ_BANK_268,
ACTOR_OBJ_BANK_269,
ACTOR_OBJ_BANK_270,
ACTOR_OBJ_BANK_271,
ACTOR_OBJ_BANK_272,
ACTOR_OBJ_BANK_273,
ACTOR_OBJ_BANK_274,
ACTOR_OBJ_BANK_275,
ACTOR_OBJ_BANK_276,
ACTOR_OBJ_BANK_277,
ACTOR_OBJ_BANK_278,
ACTOR_OBJ_BANK_279,
ACTOR_OBJ_BANK_280,
ACTOR_OBJ_BANK_281,
ACTOR_OBJ_BANK_282,
ACTOR_OBJ_BANK_283,
ACTOR_OBJ_BANK_284,
ACTOR_OBJ_BANK_285,
ACTOR_OBJ_BANK_286,
ACTOR_OBJ_BANK_287,
ACTOR_OBJ_BANK_288,
ACTOR_OBJ_BANK_289,
ACTOR_OBJ_BANK_290,
ACTOR_OBJ_BANK_291,
ACTOR_OBJ_BANK_292,
ACTOR_OBJ_BANK_293,
ACTOR_OBJ_BANK_294,
ACTOR_OBJ_BANK_295,
ACTOR_OBJ_BANK_296,
ACTOR_OBJ_BANK_297,
ACTOR_OBJ_BANK_298,
ACTOR_OBJ_BANK_299,
ACTOR_OBJ_BANK_300,
ACTOR_OBJ_BANK_301,
ACTOR_OBJ_BANK_302,
ACTOR_OBJ_BANK_303,
ACTOR_OBJ_BANK_304,
ACTOR_OBJ_BANK_305,
ACTOR_OBJ_BANK_306,
ACTOR_OBJ_BANK_307,
ACTOR_OBJ_BANK_308,
ACTOR_OBJ_BANK_309,
ACTOR_OBJ_BANK_310,
ACTOR_OBJ_BANK_311,
ACTOR_OBJ_BANK_312,
ACTOR_OBJ_BANK_313,
ACTOR_OBJ_BANK_314,
ACTOR_OBJ_BANK_315,
ACTOR_OBJ_BANK_316,
ACTOR_OBJ_BANK_317,
ACTOR_OBJ_BANK_318,
ACTOR_OBJ_BANK_319,
ACTOR_OBJ_BANK_320,
ACTOR_OBJ_BANK_321,
ACTOR_OBJ_BANK_322,
ACTOR_OBJ_BANK_323,
ACTOR_OBJ_BANK_324,
ACTOR_OBJ_BANK_325,
ACTOR_OBJ_BANK_326,
ACTOR_OBJ_BANK_327,
ACTOR_OBJ_BANK_328,
ACTOR_OBJ_BANK_329,
ACTOR_OBJ_BANK_330,
ACTOR_OBJ_BANK_331,
ACTOR_OBJ_BANK_332,
ACTOR_OBJ_BANK_333,
ACTOR_OBJ_BANK_334,
ACTOR_OBJ_BANK_335,
ACTOR_OBJ_BANK_336,
ACTOR_OBJ_BANK_337,
ACTOR_OBJ_BANK_338,
ACTOR_OBJ_BANK_339,
ACTOR_OBJ_BANK_340,
ACTOR_OBJ_BANK_341,
ACTOR_OBJ_BANK_342,
ACTOR_OBJ_BANK_343,
ACTOR_OBJ_BANK_344,
ACTOR_OBJ_BANK_345,
ACTOR_OBJ_BANK_346,
ACTOR_OBJ_BANK_347,
ACTOR_OBJ_BANK_348,
ACTOR_OBJ_BANK_349,
ACTOR_OBJ_BANK_350,
ACTOR_OBJ_BANK_351,
ACTOR_OBJ_BANK_352,
ACTOR_OBJ_BANK_353,
ACTOR_OBJ_BANK_354,
ACTOR_OBJ_BANK_355,
ACTOR_OBJ_BANK_356,
ACTOR_OBJ_BANK_357,
ACTOR_OBJ_BANK_358,
ACTOR_OBJ_BANK_359,
ACTOR_OBJ_BANK_360,
ACTOR_OBJ_BANK_361,
ACTOR_OBJ_BANK_362,
ACTOR_OBJ_BANK_363,
ACTOR_OBJ_BANK_364,
ACTOR_OBJ_BANK_365,
ACTOR_OBJ_BANK_366,
ACTOR_OBJ_BANK_367,
ACTOR_OBJ_BANK_368,
ACTOR_OBJ_BANK_369,
ACTOR_OBJ_BANK_NPC_SAO,
ACTOR_OBJ_BANK_TUMBLER,
ACTOR_OBJ_BANK_372,
ACTOR_OBJ_BANK_373,
ACTOR_OBJ_BANK_374,
ACTOR_OBJ_BANK_375,
ACTOR_OBJ_BANK_376,
ACTOR_OBJ_BANK_377,
ACTOR_OBJ_BANK_378,
ACTOR_OBJ_BANK_379,
ACTOR_OBJ_BANK_380,
ACTOR_OBJ_BANK_381,
ACTOR_OBJ_BANK_382,
ACTOR_OBJ_BANK_383,
ACTOR_OBJ_BANK_384,
ACTOR_OBJ_BANK_385,
ACTOR_OBJ_BANK_386,
ACTOR_OBJ_BANK_387,
ACTOR_OBJ_BANK_388,
ACTOR_OBJ_BANK_389,
ACTOR_OBJ_BANK_390,
ACTOR_OBJ_BANK_391,
ACTOR_OBJ_BANK_392,
ACTOR_OBJ_BANK_393,
ACTOR_OBJ_BANK_ROPE,
ACTOR_OBJ_BANK_CRACKER,
ACTOR_OBJ_BANK_396,
ACTOR_OBJ_BANK_397,
ACTOR_OBJ_BANK_398,
ACTOR_OBJ_BANK_399,
ACTOR_OBJ_BANK_FUUSEN,
ACTOR_OBJ_BANK_401,
ACTOR_OBJ_BANK_402,
ACTOR_OBJ_BANK_403,
ACTOR_OBJ_BANK_404,
ACTOR_OBJ_BANK_405,
ACTOR_OBJ_BANK_406,
ACTOR_OBJ_BANK_407,
ACTOR_OBJ_BANK_408,
ACTOR_OBJ_BANK_EF_MUSEUM,
ACTOR_OBJ_BANK_EF_MINSECT,
ACTOR_OBJ_BANK_411,
ACTOR_OBJ_BANK_412,
ACTOR_OBJ_BANK_413,
ACTOR_OBJ_BANK_414,
ACTOR_OBJ_BANK_415,
ACTOR_OBJ_BANK_416,
ACTOR_OBJ_BANK_417,
ACTOR_OBJ_BANK_418,
ACTOR_OBJ_BANK_419,
ACTOR_OBJ_BANK_420,
ACTOR_OBJ_BANK_421,
ACTOR_OBJ_BANK_422,
ACTOR_OBJ_BANK_423,
ACTOR_OBJ_BANK_424,
ACTOR_OBJ_BANK_425,
ACTOR_OBJ_BANK_426,
ACTOR_OBJ_BANK_427,
ACTOR_OBJ_BANK_428,
ACTOR_OBJ_BANK_429,
ACTOR_OBJ_BANK_430,
ACTOR_OBJ_BANK_431,
ACTOR_OBJ_BANK_432,
ACTOR_OBJ_BANK_433,
ACTOR_OBJ_BANK_434,
ACTOR_OBJ_BANK_435,
ACTOR_OBJ_BANK_436,
ACTOR_OBJ_BANK_437,
ACTOR_OBJ_BANK_438,
ACTOR_OBJ_BANK_439,
ACTOR_OBJ_BANK_440,
ACTOR_OBJ_BANK_441,
ACTOR_OBJ_BANK_442,
ACTOR_OBJ_BANK_443,
ACTOR_OBJ_BANK_444,
ACTOR_OBJ_BANK_445,
ACTOR_OBJ_BANK_446,
ACTOR_OBJ_BANK_447,
ACTOR_OBJ_BANK_448,
ACTOR_OBJ_BANK_449,
ACTOR_OBJ_BANK_450,
ACTOR_OBJ_BANK_451,
ACTOR_OBJ_BANK_452,
ACTOR_OBJ_BANK_453,
ACTOR_OBJ_BANK_454,
ACTOR_OBJ_BANK_455,
ACTOR_OBJ_BANK_456,
ACTOR_OBJ_BANK_457,
ACTOR_OBJ_BANK_458,
ACTOR_OBJ_BANK_459,
ACTOR_OBJ_BANK_460,
ACTOR_OBJ_BANK_461,
ACTOR_OBJ_BANK_462,
ACTOR_OBJ_BANK_463,
ACTOR_OBJ_BANK_464,
ACTOR_OBJ_BANK_465,
ACTOR_OBJ_BANK_466,
ACTOR_OBJ_BANK_467,
ACTOR_OBJ_BANK_468,
ACTOR_OBJ_BANK_469,
ACTOR_OBJ_BANK_470,
ACTOR_OBJ_BANK_471,
ACTOR_OBJ_BANK_472,
ACTOR_OBJ_BANK_473,
ACTOR_OBJ_BANK_474,
ACTOR_OBJ_BANK_475,
ACTOR_OBJ_BANK_476,
ACTOR_OBJ_BANK_477,
ACTOR_OBJ_BANK_478,
ACTOR_OBJ_BANK_479,
ACTOR_OBJ_BANK_480,
ACTOR_OBJ_BANK_481,
ACTOR_OBJ_BANK_482,
ACTOR_OBJ_BANK_483,
ACTOR_OBJ_BANK_484,
ACTOR_OBJ_BANK_485,
ACTOR_OBJ_BANK_486,
ACTOR_OBJ_BANK_487,
ACTOR_OBJ_BANK_488,
ACTOR_OBJ_BANK_489,
ACTOR_OBJ_BANK_490,
ACTOR_OBJ_BANK_491,
ACTOR_OBJ_BANK_492,
ACTOR_OBJ_BANK_493,
ACTOR_OBJ_BANK_494,
ACTOR_OBJ_BANK_495,
ACTOR_OBJ_BANK_496,
ACTOR_OBJ_BANK_497,
ACTOR_OBJ_BANK_498,
ACTOR_OBJ_BANK_499,
ACTOR_OBJ_BANK_500,
ACTOR_OBJ_BANK_501,
ACTOR_OBJ_BANK_502,
ACTOR_OBJ_BANK_503,
ACTOR_OBJ_BANK_504,
ACTOR_OBJ_BANK_505,
ACTOR_OBJ_BANK_506,
ACTOR_OBJ_BANK_507,
ACTOR_OBJ_BANK_508,
ACTOR_OBJ_BANK_509,
ACTOR_OBJ_BANK_510,
ACTOR_OBJ_BANK_511,
ACTOR_OBJ_BANK_512,
ACTOR_OBJ_BANK_513,
ACTOR_OBJ_BANK_514,
ACTOR_OBJ_BANK_515,
ACTOR_OBJ_BANK_516,
ACTOR_OBJ_BANK_517,
ACTOR_OBJ_BANK_518,
ACTOR_OBJ_BANK_519,
ACTOR_OBJ_BANK_520,
ACTOR_OBJ_BANK_521,
ACTOR_OBJ_BANK_522,
ACTOR_OBJ_BANK_523,
ACTOR_OBJ_BANK_524,
ACTOR_OBJ_BANK_525,
ACTOR_OBJ_BANK_526,
ACTOR_OBJ_BANK_527,
ACTOR_OBJ_BANK_528,
ACTOR_OBJ_BANK_529,
ACTOR_OBJ_BANK_530,
ACTOR_OBJ_BANK_531,
ACTOR_OBJ_BANK_532,
ACTOR_OBJ_BANK_533,
ACTOR_OBJ_BANK_534,
ACTOR_OBJ_BANK_535,
ACTOR_OBJ_BANK_536,
ACTOR_OBJ_BANK_537,
ACTOR_OBJ_BANK_538,
ACTOR_OBJ_BANK_539,
ACTOR_OBJ_BANK_540,
ACTOR_OBJ_BANK_541,
ACTOR_OBJ_BANK_542,
ACTOR_OBJ_BANK_543,
ACTOR_OBJ_BANK_544,
ACTOR_OBJ_BANK_545,
ACTOR_OBJ_BANK_546,
ACTOR_OBJ_BANK_547,
ACTOR_OBJ_BANK_548,
ACTOR_OBJ_BANK_549,
ACTOR_OBJ_BANK_550,
ACTOR_OBJ_BANK_551,
ACTOR_OBJ_BANK_552,
ACTOR_OBJ_BANK_553,
ACTOR_OBJ_BANK_554,
ACTOR_OBJ_BANK_555,
ACTOR_OBJ_BANK_556,
ACTOR_OBJ_BANK_557,
ACTOR_OBJ_BANK_558,
ACTOR_OBJ_BANK_559,
ACTOR_OBJ_BANK_560,
ACTOR_OBJ_BANK_561,
ACTOR_OBJ_BANK_562,
ACTOR_OBJ_BANK_563,
ACTOR_OBJ_BANK_564,
ACTOR_OBJ_BANK_565,
ACTOR_OBJ_BANK_566,
ACTOR_OBJ_BANK_567,
ACTOR_OBJ_BANK_568,
ACTOR_OBJ_BANK_569,
ACTOR_OBJ_BANK_570,
ACTOR_OBJ_BANK_571,
ACTOR_OBJ_BANK_572,
ACTOR_OBJ_BANK_573,
ACTOR_OBJ_BANK_574,
ACTOR_OBJ_BANK_575,
ACTOR_OBJ_BANK_576,
ACTOR_OBJ_BANK_577,
ACTOR_OBJ_BANK_578,
ACTOR_OBJ_BANK_579,
ACTOR_OBJ_BANK_580,
ACTOR_OBJ_BANK_581,
ACTOR_OBJ_BANK_582,
ACTOR_OBJ_BANK_583,
ACTOR_OBJ_BANK_584,
ACTOR_OBJ_BANK_585,
ACTOR_OBJ_BANK_586,
ACTOR_OBJ_BANK_587,
ACTOR_OBJ_BANK_588,
ACTOR_OBJ_BANK_589,
ACTOR_OBJ_BANK_590,
ACTOR_OBJ_BANK_591,
ACTOR_OBJ_BANK_592,
ACTOR_OBJ_BANK_593,
ACTOR_OBJ_BANK_594,
ACTOR_OBJ_BANK_595,
ACTOR_OBJ_BANK_596,
ACTOR_OBJ_BANK_597,
ACTOR_OBJ_BANK_598,
ACTOR_OBJ_BANK_599,
ACTOR_OBJ_BANK_600,
ACTOR_OBJ_BANK_601,
ACTOR_OBJ_BANK_602,
ACTOR_OBJ_BANK_603,
ACTOR_OBJ_BANK_604,
ACTOR_OBJ_BANK_605,
ACTOR_OBJ_BANK_606,
ACTOR_OBJ_BANK_607,
ACTOR_OBJ_BANK_608,
ACTOR_OBJ_BANK_609,
ACTOR_OBJ_BANK_610,
ACTOR_OBJ_BANK_611,
ACTOR_OBJ_BANK_612,
ACTOR_OBJ_BANK_613,
ACTOR_OBJ_BANK_614,
ACTOR_OBJ_BANK_615,
ACTOR_OBJ_BANK_616,
ACTOR_OBJ_BANK_617,
ACTOR_OBJ_BANK_618,
ACTOR_OBJ_BANK_619,
ACTOR_OBJ_BANK_620,
ACTOR_OBJ_BANK_621,
ACTOR_OBJ_BANK_622,
ACTOR_OBJ_BANK_623,
ACTOR_OBJ_BANK_624,
ACTOR_OBJ_BANK_625,
ACTOR_OBJ_BANK_626,
ACTOR_OBJ_BANK_627,
ACTOR_OBJ_BANK_628,
ACTOR_OBJ_BANK_629,
ACTOR_OBJ_BANK_630,
ACTOR_OBJ_BANK_631,
ACTOR_OBJ_BANK_632,
ACTOR_OBJ_BANK_633,
ACTOR_OBJ_BANK_634,
ACTOR_OBJ_BANK_635,
ACTOR_OBJ_BANK_636,
ACTOR_OBJ_BANK_637,
ACTOR_OBJ_BANK_638,
ACTOR_OBJ_BANK_639,
ACTOR_OBJ_BANK_640,
ACTOR_OBJ_BANK_641,
ACTOR_OBJ_BANK_642,
ACTOR_OBJ_BANK_643,
ACTOR_OBJ_BANK_644,
ACTOR_OBJ_BANK_645,
ACTOR_OBJ_BANK_646,
ACTOR_OBJ_BANK_647,
ACTOR_OBJ_BANK_648,
ACTOR_OBJ_BANK_649,
ACTOR_OBJ_BANK_650,
ACTOR_OBJ_BANK_651,
ACTOR_OBJ_BANK_652,
ACTOR_OBJ_BANK_653,
ACTOR_OBJ_BANK_654,
ACTOR_OBJ_BANK_655,
ACTOR_OBJ_BANK_656,
ACTOR_OBJ_BANK_657,
ACTOR_OBJ_BANK_658,
ACTOR_OBJ_BANK_659,
ACTOR_OBJ_BANK_660,
ACTOR_OBJ_BANK_661,
ACTOR_OBJ_BANK_662,
ACTOR_OBJ_BANK_663,
ACTOR_OBJ_BANK_664,
ACTOR_OBJ_BANK_665,
ACTOR_OBJ_BANK_666,
ACTOR_OBJ_BANK_667,
ACTOR_OBJ_BANK_668,
ACTOR_OBJ_BANK_669,
ACTOR_OBJ_BANK_670,
ACTOR_OBJ_BANK_671,
ACTOR_OBJ_BANK_672,
ACTOR_OBJ_BANK_673,
ACTOR_OBJ_BANK_674,
ACTOR_OBJ_BANK_675,
ACTOR_OBJ_BANK_676,
ACTOR_OBJ_BANK_677,
ACTOR_OBJ_BANK_678,
ACTOR_OBJ_BANK_679,
ACTOR_OBJ_BANK_680,
ACTOR_OBJ_BANK_681,
ACTOR_OBJ_BANK_682,
ACTOR_OBJ_BANK_683,
ACTOR_OBJ_BANK_684,
ACTOR_OBJ_BANK_685,
ACTOR_OBJ_BANK_686,
ACTOR_OBJ_BANK_687,
ACTOR_OBJ_BANK_688,
ACTOR_OBJ_BANK_689,
ACTOR_OBJ_BANK_690,
ACTOR_OBJ_BANK_691,
ACTOR_OBJ_BANK_692,
ACTOR_OBJ_BANK_693,
ACTOR_OBJ_BANK_694,
ACTOR_OBJ_BANK_695,
ACTOR_OBJ_BANK_696,
ACTOR_OBJ_BANK_697,
ACTOR_OBJ_BANK_698,
ACTOR_OBJ_BANK_699,
ACTOR_OBJ_BANK_700,
ACTOR_OBJ_BANK_701,
ACTOR_OBJ_BANK_702,
ACTOR_OBJ_BANK_703,
ACTOR_OBJ_BANK_704,
ACTOR_OBJ_BANK_705,
ACTOR_OBJ_BANK_706,
ACTOR_OBJ_BANK_707,
ACTOR_OBJ_BANK_708,
ACTOR_OBJ_BANK_709,
ACTOR_OBJ_BANK_710,
ACTOR_OBJ_BANK_711,
ACTOR_OBJ_BANK_712,
ACTOR_OBJ_BANK_713,
ACTOR_OBJ_BANK_714,
ACTOR_OBJ_BANK_715,
ACTOR_OBJ_BANK_716,
ACTOR_OBJ_BANK_717,
ACTOR_OBJ_BANK_718,
ACTOR_OBJ_BANK_719,
ACTOR_OBJ_BANK_720,
ACTOR_OBJ_BANK_721,
ACTOR_OBJ_BANK_722,
ACTOR_OBJ_BANK_723,
ACTOR_OBJ_BANK_724,
ACTOR_OBJ_BANK_725,
ACTOR_OBJ_BANK_726,
ACTOR_OBJ_BANK_727,
ACTOR_OBJ_BANK_728,
ACTOR_OBJ_BANK_729,
ACTOR_OBJ_BANK_730,
ACTOR_OBJ_BANK_731,
};
enum actor_part {
ACTOR_PART_FG,
ACTOR_PART_ITEM,
ACTOR_PART_UNUSED,
ACTOR_PART_PLAYER,
ACTOR_PART_NPC,
ACTOR_PART_BG,
ACTOR_PART_EFFECT,
ACTOR_PART_CONTROL,
ACTOR_PART_NUM
};
enum actor_profile_table {
mAc_PROFILE_PLAYER,
mAc_PROFILE_BGITEM,
mAc_PROFILE_SAMPLE,
mAc_PROFILE_FIELDM_DRAW,
mAc_PROFILE_FIELD_DRAW,
mAc_PROFILE_AIRPLANE,
mAc_PROFILE_ROOM_SUNSHINE,
mAc_PROFILE_LAMP_LIGHT,
mAc_PROFILE_EV_ANGLER,
mAc_PROFILE_BALL,
mAc_PROFILE_HANIWA,
mAc_PROFILE_MY_ROOM,
mAc_PROFILE_MBG,
mAc_PROFILE_T_TAMA,
mAc_PROFILE_BOXMANAGER,
mAc_PROFILE_BOXMOVE,
mAc_PROFILE_BOXTRICK01,
mAc_PROFILE_ARRANGE_ROOM,
mAc_PROFILE_ARRANGE_FURNITURE,
mAc_PROFILE_TRAINDOOR,
mAc_PROFILE_T_KEITAI,
mAc_PROFILE_HALLOWEEN_NPC,
mAc_PROFILE_EV_PUMPKIN,
mAc_PROFILE_RIDE_OFF_DEMO,
mAc_PROFILE_NPC_MAMEDANUKI,
mAc_PROFILE_HANABI_NPC0,
mAc_PROFILE_HANABI_NPC1,
mAc_PROFILE_SNOWMAN,
mAc_PROFILE_NPC_POST_GIRL,
mAc_PROFILE_NPC_ENGINEER,
mAc_PROFILE_NPC_MAJIN3,
mAc_PROFILE_NPC_SLEEP_OBABA,
mAc_PROFILE_NPC,
mAc_PROFILE_EFFECT_CONTROL,
mAc_PROFILE_NPC2,
mAc_PROFILE_KAMAKURA_NPC0,
mAc_PROFILE_NPC_POST_MAN,
mAc_PROFILE_SHOP_DESIGN,
mAc_PROFILE_QUEST_MANAGER,
mAc_PROFILE_MAILBOX,
mAc_PROFILE_HOUSE,
mAc_PROFILE_SHOP_LEVEL,
mAc_PROFILE_SHOP,
mAc_PROFILE_MYHOUSE,
mAc_PROFILE_EV_ARTIST,
mAc_PROFILE_EV_BROKER,
mAc_PROFILE_EV_DESIGNER,
mAc_PROFILE_T_UMBRELLA,
mAc_PROFILE_NPC_SHOP_MASTER,
mAc_PROFILE_BIRTH_CONTROL,
mAc_PROFILE_SHOP_MANEKIN,
mAc_PROFILE_SHOP_INDOOR,
mAc_PROFILE_EVENT_MANAGER,
mAc_PROFILE_SHOP_GOODS,
mAc_PROFILE_BRSHOP,
mAc_PROFILE_WEATHER,
mAc_PROFILE_POST_OFFICE,
mAc_PROFILE_NPC_GUIDE,
mAc_PROFILE_NPC_GUIDE2,
mAc_PROFILE_INSECT,
mAc_PROFILE_STATION,
mAc_PROFILE_EV_CARPETPEDDLER,
mAc_PROFILE_EV_KABUPEDDLER,
mAc_PROFILE_RESERVE,
mAc_PROFILE_HANDOVERITEM,
mAc_PROFILE_NPC_CONV_MASTER,
mAc_PROFILE_NPC_SUPER_MASTER,
mAc_PROFILE_NPC_DEPART_MASTER,
mAc_PROFILE_TOOLS,
mAc_PROFILE_STRUCTURE,
mAc_PROFILE_EV_GYPSY,
mAc_PROFILE_NPC_POLICE,
mAc_PROFILE_TRAIN0,
mAc_PROFILE_TRAIN1,
mAc_PROFILE_NPC_STATION_MASTER,
mAc_PROFILE_EV_SANTA,
mAc_PROFILE_NPC_POLICE2,
mAc_PROFILE_POLICE_BOX,
mAc_PROFILE_BGPOLICEITEM,
mAc_PROFILE_BGCHERRYITEM,
mAc_PROFILE_BGWINTERITEM,
mAc_PROFILE_BGXMASITEM,
mAc_PROFILE_BGPOSTITEM,
mAc_PROFILE_FALLS,
mAc_PROFILE_FALLSESW,
mAc_PROFILE_EV_BROKER2,
mAc_PROFILE_BROKER_DESIGN,
mAc_PROFILE_T_UTIWA,
mAc_PROFILE_PSNOWMAN,
mAc_PROFILE_MY_INDOOR,
mAc_PROFILE_NPC_RCN_GUIDE,
mAc_PROFILE_INTRO_DEMO,
mAc_PROFILE_SHRINE,
mAc_PROFILE_BUGGY,
mAc_PROFILE_T_HANABI,
mAc_PROFILE_CONVENI,
mAc_PROFILE_SUPER,
mAc_PROFILE_DEPART,
mAc_PROFILE_HANAMI_NPC0,
mAc_PROFILE_S_CAR,
mAc_PROFILE_HANAMI_NPC1,
mAc_PROFILE_NPC_P_SEL,
mAc_PROFILE_NPC_P_SEL2,
mAc_PROFILE_NPC_RCN_GUIDE2,
mAc_PROFILE_TRAIN_WINDOW,
mAc_PROFILE_NPC_MAJIN4,
mAc_PROFILE_KAMAKURA,
mAc_PROFILE_GYOEI,
mAc_PROFILE_NPC_MAJIN,
mAc_PROFILE_T_NPCSAO,
mAc_PROFILE_EV_SONCHO,
mAc_PROFILE_UKI,
mAc_PROFILE_NPC_MAJIN2,
mAc_PROFILE_NORMAL_NPC,
mAc_PROFILE_SET_MANAGER,
mAc_PROFILE_SET_NPC_MANAGER,
mAc_PROFILE_NPC_SHOP_MASTERSP,
mAc_PROFILE_ROOM_SUNSHINE_POSTHOUSE,
mAc_PROFILE_ROOM_SUNSHINE_POLICE,
mAc_PROFILE_EFFECTBG,
mAc_PROFILE_EV_CHERRY_MANAGER,
mAc_PROFILE_EV_YOMISE,
mAc_PROFILE_TOKYOSO_NPC0,
mAc_PROFILE_TOKYOSO_NPC1,
mAc_PROFILE_GOZA,
mAc_PROFILE_RADIO,
mAc_PROFILE_YATAI,
mAc_PROFILE_TOKYOSO_CONTROL,
mAc_PROFILE_SHOP_UMBRELLA,
mAc_PROFILE_GYO_RELEASE,
mAc_PROFILE_TUKIMI,
mAc_PROFILE_KAMAKURA_INDOOR,
mAc_PROFILE_EV_MIKO,
mAc_PROFILE_GYO_KAGE,
mAc_PROFILE_MIKUJI,
mAc_PROFILE_HOUSE_GOKI,
mAc_PROFILE_T_CRACKER,
mAc_PROFILE_NPC_NEEDLEWORK,
mAc_PROFILE_T_PISTOL,
mAc_PROFILE_T_FLAG,
mAc_PROFILE_T_TUMBLER,
mAc_PROFILE_TUKIMI_NPC0,
mAc_PROFILE_TUKIMI_NPC1,
mAc_PROFILE_NEEDLEWORK_SHOP,
mAc_PROFILE_COUNTDOWN_NPC0,
mAc_PROFILE_COUNTDOWN_NPC1,
mAc_PROFILE_TURI_NPC0,
mAc_PROFILE_TAISOU_NPC0,
mAc_PROFILE_COUNT,
mAc_PROFILE_GARAGARA,
mAc_PROFILE_TAMAIRE_NPC0,
mAc_PROFILE_TAMAIRE_NPC1,
mAc_PROFILE_HATUMODE_NPC0,
mAc_PROFILE_NPC_TOTAKEKE,
mAc_PROFILE_COUNT02,
mAc_PROFILE_HATUMODE_CONTROL,
mAc_PROFILE_TAMA,
mAc_PROFILE_KAGO,
mAc_PROFILE_TURI,
mAc_PROFILE_HOUSE_CLOCK,
mAc_PROFILE_TUNAHIKI_CONTROL,
mAc_PROFILE_TUNAHIKI_NPC0,
mAc_PROFILE_TUNAHIKI_NPC1,
mAc_PROFILE_KOINOBORI,
mAc_PROFILE_BEE,
mAc_PROFILE_NAMEPLATE,
mAc_PROFILE_DUMP,
mAc_PROFILE_ROPE,
mAc_PROFILE_EV_DOZAEMON,
mAc_PROFILE_WINDMILL,
mAc_PROFILE_LOTUS,
mAc_PROFILE_ANIMAL_LOGO,
mAc_PROFILE_MIKANBOX,
mAc_PROFILE_DOUZOU,
mAc_PROFILE_NPC_RTC,
mAc_PROFILE_TOUDAI,
mAc_PROFILE_NPC_RESTART,
mAc_PROFILE_NPC_MAJIN5,
mAc_PROFILE_FUUSEN,
mAc_PROFILE_EV_DOKUTU,
mAc_PROFILE_DUMMY,
mAc_PROFILE_NPC_CURATOR,
mAc_PROFILE_MUSEUM,
mAc_PROFILE_EV_GHOST,
mAc_PROFILE_MUSEUM_PICTURE,
mAc_PROFILE_185,
mAc_PROFILE_MUSEUM_FISH,
mAc_PROFILE_MUSEUM_INSECT,
mAc_PROFILE_BRIDGE_A,
mAc_PROFILE_ROOM_SUNSHINE_MUSEUM,
mAc_PROFILE_NEEDLEWORK_INDOOR,
mAc_PROFILE_ROOM_SUNSHINE_MINSECT,
mAc_PROFILE_MUSEUM_FOSSIL,
mAc_PROFILE_MURAL,
mAc_PROFILE_AC_SIGN,
mAc_PROFILE_ANT,
mAc_PROFILE_NPC_SENDO,
mAc_PROFILE_FLAG,
mAc_PROFILE_PRESENT_DEMO,
mAc_PROFILE_PRESENT_NPC,
mAc_PROFILE_BOAT,
mAc_PROFILE_BOAT_DEMO,
mAc_PROFILE_COTTAGE_MY,
mAc_PROFILE_COTTAGE_NPC,
mAc_PROFILE_EV_SONCHO2,
mAc_PROFILE_NPC_MASK_CAT,
mAc_PROFILE_NPC_MASK_CAT2,
mAc_PROFILE_RESET_DEMO,
mAc_PROFILE_GO_HOME_NPC,
mAc_PROFILE_MISIN,
mAc_PROFILE_LIGHTHOUSE_SWITCH,
mAc_PROFILE_MUSEUM_INDOOR,
mAc_PROFILE_T_ANRIUM1,
mAc_PROFILE_T_BISCUS1,
mAc_PROFILE_T_BISCUS2,
mAc_PROFILE_T_HASU1,
mAc_PROFILE_T_HAT1,
mAc_PROFILE_T_ZINNIA1,
mAc_PROFILE_T_BISCUS3,
mAc_PROFILE_T_BISCUS4,
mAc_PROFILE_T_ZINNIA2,
mAc_PROFILE_T_HAT2,
mAc_PROFILE_T_HAT3,
mAc_PROFILE_T_REI1,
mAc_PROFILE_T_REI2,
mAc_PROFILE_NPC_SHASHO,
mAc_PROFILE_T_BAG1,
mAc_PROFILE_T_BAG2,
mAc_PROFILE_EV_CASTAWAY,
mAc_PROFILE_T_COBRA1,
mAc_PROFILE_BALLOON,
mAc_PROFILE_NPC_SONCHO,
mAc_PROFILE_APRILFOOL_CONTROL,
mAc_PROFILE_EV_MAJIN,
mAc_PROFILE_HARVEST_NPC0,
mAc_PROFILE_HARVEST_NPC1,
mAc_PROFILE_GROUNDHOG_CONTROL,
mAc_PROFILE_EV_SPEECH_SONCHO,
mAc_PROFILE_GROUNDHOG_NPC0,
mAc_PROFILE_EV_TURKEY,
mAc_PROFILE_GHOG,
mAc_PROFILE_HTABLE,
mAc_PROFILE_NPC_HEM,
mAc_PROFILE_TENT,
mAc_PROFILE_PTERMINAL,
mAc_PROFILE_MSCORE_CONTROL,
mAc_PROFILE_NUM
};
enum {
mAc_HILITE_OPAQUE,
mAc_HILITE_TRANSLUCENT,
mAc_HILITE_NUM
};
/* sizeof(ACTOR_PROFILE) == 0x24 */
struct actor_profile_s {
/* 0x00 */ s16 id; /* unique actor type ID */
/* 0x02 */ u8 part; /* actor type, seemingly called 'part' */
/* 0x04 */ u32 initial_flags_state; /* initial actor flag state */
/* 0x08 */ mActor_name_t npc_id; /* "world" npc id/name */
/* 0x0A */ s16 obj_bank_id; /* used with object exchange */
/* 0x0C */ size_t class_size; /* sizeof(ZZZ_ACTOR) */
/* 0x10 */ mActor_proc ct_proc; /* constructor */
/* 0x14 */ mActor_proc dt_proc; /* destructor */
/* 0x18 */ mActor_proc mv_proc; /* move */
/* 0x1C */ mActor_proc dw_proc; /* draw */
/* 0x20 */ mActor_proc sv_proc; /* save */
};
typedef void (*mActor_shadow_proc)(ACTOR*, LightsN*, GAME_PLAY*);
/* sizeof(Shape_Info) == 0x48 */
typedef struct actor_shape_info_s {
/* 0x00 */ s_xyz rotation;
/* 0x06 */ s16 unk_6;
/* 0x08 */ f32 ofs_y;
/* 0x0C */ mActor_shadow_proc shadow_proc;
/* 0x10 */ f32 shadow_size_x;
/* 0x14 */ f32 shadow_size_z;
/* 0x18 */ f32 shadow_size_change_rate;
/* 0x1C */ f32 shadow_alpha_change_rate;
/* 0x20 */ int unk_20;
/* 0x24 */ xyz_t* shadow_position;
/* 0x28 */ int unk_28;
/* 0x2C */ u8 draw_shadow; /* TRUE = shadow is drawn, FALSE = shadow is not drawn */
/* 0x2D */ u8 unk_2D;
/* 0x2E */ u8 force_shadow_position; /* TRUE = shadow's position is forcefully updated, FALSE = non-forcefully updated */
/* 0x2F */ u8 unused_2F[0x48-0x2F];
} Shape_Info;
typedef struct actor_shadow_s{
/* 0x00 */ xyz_t position;
/* 0x0C */ f32 groundY;
/* 0x10 */ f32 unk10;
/* 0x14 */ f32 unk14;
/* 0x18 */ f32 unk18;
/* 0x1C */ f32 unk1C;
/* 0x20 */ s16 unk20;
/* 0x22 */ s16 unk22;
/* 0x24 */ s16 unk24;
/* 0x26 */ s16 unk26;
/* 0x28 */ char pad28[0xC];
/* 0x34 */ int unk34;
/* 0x38 */ int kind;
}Shadow_Info;
/* sizeof(struct actor_s) == 0x174 */
struct actor_s {
/* 0x000 */ s16 id; /* unique actor type ID */
/* 0x002 */ u8 part;
/* 0x003 */ u8 restore_fg; /* restores 'fgdata' according to restore_fgdata_all */
/* 0x004 */ s16 scene_id;
/* 0x006 */ mActor_name_t npc_id;
/* 0x008 */ s8 block_x;
/* 0x009 */ s8 block_z;
/* 0x00A */ s16 move_actor_list_idx; /* used in aBC_setupCommonMvActor */
/* 0x00C */ PositionAngle home; /* Home position & rotation */
/* 0x020 */ u32 state_bitfield; /* bitfield of current actor state */
/* 0x024 */ s16 actor_specific; /* actor specific temp data */
/* 0x026 */ s16 data_bank_id; /* data bank id actor is in */
/* 0x028 */ PositionAngle world; /* World position & rotation */
/* 0x03C */ xyz_t last_world_position; /* previous actor world position */
/* 0x048 */ PositionAngle eye; /* actor "eyes" (head/lookat) world position & rotation */
/* 0x05C */ xyz_t scale; /* actor size */
/* 0x068 */ xyz_t position_speed; /* actor movement velocity (see Actor_position_speed_set) */
/* 0x074 */ f32 speed; /* movement speed */
/* 0x078 */ f32 gravity; /* gravity acting on actor */
/* 0x07C */ f32 max_velocity_y; /* maximum y velocity possible due to gravity, usually -20.0f */
/* 0x080 */ f32 ground_y; /* vertical position of ground underneath actor */
/* 0x084 */ mCoBG_Check_c bg_collision_check; /* background object collision info with actor */
/* 0x0B4 */ u8 unknown_b4; /* some sort of flag */
/* 0x0B5 */ u8 drawn; /* was drawn flag, TRUE = actor was drawn, FALSE = actor was not drawn */
/* 0x0B6 */ s16 player_angle_y; /* Y angle (yaw) between actor and player actor */
/* 0x0B8 */ f32 player_distance; /* distance between actor and player actor (squared magnitude) */
/* 0x0BC */ f32 player_distance_xz; /* distance between actor and player actor on XZ plane (magnitude) */
/* 0x0C0 */ f32 player_distance_y; /* distance between actor and player actor on Y plane */
/* 0x0C4 */ Status_c status_data; /* collider info, lots of leftover stuff from OoT */
/* 0x0DC */ Shape_Info shape_info;
/* 0x124 */ xyz_t camera_position; /* camera position relative to actor position */
/* 0x130 */ f32 camera_w; /* camera projection W value */
/* 0x134 */ f32 cull_width;
/* 0x138 */ f32 cull_height;
/* 0x13C */ f32 cull_distance;
/* 0x140 */ f32 cull_radius;
/* 0x144 */ f32 talk_distance; /* maximum distance for talking to be triggered, default seems to be 55.0f */
/* 0x148 */ u8 cull_while_talking; /* flag to disable actor drawing while talking */
/* 0x149 */ u8 skip_drawing; /* manual "do not draw" override flag only used by player umbrella actor */
/* 0x14C */ ACTOR* parent_actor;
/* 0x150 */ ACTOR* child_actor;
/* 0x154 */ ACTOR* prev_actor;
/* 0x158 */ ACTOR* next_actor;
/* 0x15C */ mActor_proc ct_proc; /* constructor */
/* 0x160 */ mActor_proc dt_proc; /* destructor */
/* 0x164 */ mActor_proc mv_proc; /* move */
/* 0x168 */ mActor_proc dw_proc; /* draw */
/* 0x16C */ mActor_proc sv_proc; /* save */
/* 0x170 */ ACTOR_DLFTBL* dlftbl; /* display list function table */
};
#define mActor_NONE_PROC1 ((mActor_proc)none_proc1)
typedef struct actor_list_s {
int num_actors;
ACTOR* actor;
} Actor_list;
typedef struct actor_info_s {
int total_num;
Actor_list list[ACTOR_PART_NUM];
} Actor_info;
typedef struct actor_data_s {
s16 profile;
s_xyz position;
s_xyz rotation;
s16 arg;
} Actor_data;
extern void Actor_world_to_eye(ACTOR* actor, f32 eye_height);
extern void Actor_position_move(ACTOR* actor);
extern void Actor_position_speed_set(ACTOR* actor);
extern void Actor_position_moveF(ACTOR* actor);
extern int Actor_player_look_direction_check(ACTOR* actor, s16 angle, GAME_PLAY* play);
extern void Shape_Info_init(ACTOR* actor, f32 ofs_y, mActor_shadow_proc shadow_proc, f32 shadow_size_x, f32 shadow_size_z);
extern void Actor_delete(ACTOR* actor);
extern int Actor_draw_actor_no_culling_check(ACTOR* actor);
extern int Actor_draw_actor_no_culling_check2(ACTOR* actor, xyz_t* camera_pos, f32 camera_w);
extern void Actor_info_ct(GAME* game, Actor_info* actor_info, Actor_data* player_data);
extern void Actor_info_dt(Actor_info* actor_info, GAME_PLAY* play);
extern void Actor_info_call_actor(GAME_PLAY* play, Actor_info* actor_info);
extern void Actor_info_draw_actor(GAME_PLAY* play, Actor_info* actor_info);
extern void Actor_free_overlay_area(ACTOR_DLFTBL* dlftbl);
extern void Actor_get_overlay_area(ACTOR_DLFTBL* dlftbl, int unused, size_t alloc_size);
extern void Actor_init_actor_class(ACTOR* actor, ACTOR_PROFILE* profile, ACTOR_DLFTBL* dlftbl, GAME_PLAY* play, int bank_idx, f32 x, f32 y, f32 z, s16 rot_x, s16 rot_y, s16 rot_z, s8 block_x, s8 block_z, s16 move_actor_list_idx, mActor_name_t name_id, s16 arg);
#ifndef MUST_MATCH
extern ACTOR* Actor_info_make_actor(Actor_info* actor_info, GAME* game, s16 profile_no, f32 x, f32 y, f32 z, s16 rot_x, s16 rot_y, s16 rot_z, s8 block_x, s8 block_z, s16 move_actor_list_idx, mActor_name_t name_id, s16 arg, s8 npc_info_idx, int data_bank_idx);
#else
extern asm ACTOR* Actor_info_make_actor(Actor_info* actor_info, GAME* game, s16 profile_no, f32 x, f32 y, f32 z, s16 rot_x, s16 rot_y, s16 rot_z, s8 block_x, s8 block_z, s16 move_actor_list_idx, mActor_name_t name_id, s16 arg, s8 npc_info_idx, int data_bank_idx);
#endif
extern ACTOR* Actor_info_make_child_actor(Actor_info* actor_info, ACTOR* parent_actor, GAME* game, s16 profile, f32 x, f32 y, f32 z, s16 rot_x, s16 rot_y, s16 rot_z, s16 move_actor_list_idx, mActor_name_t name_id, s16 arg, int data_bank_idx);
extern void restore_fgdata_all(GAME_PLAY* play);
extern void Actor_info_save_actor(GAME_PLAY* play);
extern ACTOR* Actor_info_delete(Actor_info* actor_info, ACTOR* actor, GAME* game);
extern ACTOR* Actor_info_name_search_sub(ACTOR* actor, s16 name);
extern ACTOR* Actor_info_name_search(Actor_info* actor_info, s16 name, int part);
extern ACTOR* Actor_info_fgName_search_sub(ACTOR* actor, mActor_name_t fgName);
extern ACTOR* Actor_info_fgName_search(Actor_info* actor_info, mActor_name_t fgName, int part);
extern Gfx* HiliteReflect_new(xyz_t* pos, xyz_t* eye, xyz_t* light_direction, GRAPH* graph, Gfx* gfx, Hilite** hilite);
extern Hilite* HiliteReflect_init(xyz_t* pos, xyz_t* eye, xyz_t* light_direction, GRAPH* graph);
extern Hilite* HiliteReflect_xlu_init(xyz_t* pos, xyz_t* eye, xyz_t* light_direction, GRAPH* graph);
extern void Setpos_HiliteReflect_init(xyz_t* pos, GAME_PLAY* play);
extern void Setpos_HiliteReflect_xlu_init(xyz_t* pos, GAME_PLAY* play);
#ifdef __cplusplus
}
#endif
#endif