Files
ac-decomp/include/m_actor.h
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2023-06-24 21:42:07 +02:00

408 lines
12 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"
#ifdef __cplusplus
extern "C" {
#endif
typedef void (*mActor_proc)(ACTOR*, GAME*);
#define ACTOR_STATE_NONE 0
#define ACTOR_STATE_NO_MOVE_WHILE_CULLED (1 << 4)
#define ACTOR_STATE_NO_DRAW_WHILE_CULLED (1 << 5)
#define ACTOR_STATE_CAN_MOVE_IN_DEMO_SCENES (1 << 29)
#define ACTOR_OBJ_BANK_NONE 0
#define ACTOR_OBJ_BANK_3 3 /* TODO: rename, also likely an enum */
#define ACTOR_OBJ_BANK_7 7
#define ACTOR_OBJ_BANK_11 11
#define ACTOR_OBJ_BANK_12 12
enum actor_part {
ACTOR_PART_FG,
ACTOR_PART_ITEM,
ACTOR_PART_PLAYER,
ACTOR_PART_NPC,
ACTOR_PART_4, /* TODO: figure this one out */
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
};
/* 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;
/* 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 */ xyz_t home_position; /* actor 'home' pos */
/* 0x018 */ s_xyz home_rotation; /* actor 'home' 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 */ xyz_t world_position;
/* 0x034 */ s_xyz world_rotation;
/* 0x03C */ xyz_t last_world_position; /* previous actor world position */
/* 0x048 */ xyz_t eye_position; /* actor "eyes" (head/lookat) world position */
/* 0x054 */ s_xyz eye_rotation; /* actor "eyes" (head/lookat) world 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 */ u8 status_data[0xDC-0xC4]; /* TODO: implement, see m_collision_obj */
/* 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 */ void* 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;
extern void Actor_delete(ACTOR* actor);
extern ACTOR* Actor_info_fgName_search(Actor_info* actor_info, mActor_name_t fg_name, int part);
extern void Actor_world_to_eye(ACTOR* actor, f32 eye_height);
extern void Shape_Info_init(ACTOR* actor, f32 y_ofs, mActor_shadow_proc shadow_proc, f32 shadow_sizeX, f32 shadow_sizeZ);
extern void Actor_position_moveF(ACTOR* actor);
extern void mAc_ActorShadowCircle(ACTOR* actor, LightsN* lightsN, GAME_PLAY* play);
extern void mAc_ActorShadowEllipse(ACTOR* actor, LightsN* lightsN, GAME_PLAY* play);
#ifdef __cplusplus
}
#endif
#endif