move actors code in actors folder and rename thing related to actor (#584)

* Move actors into their folders

* Renamings and documentation
This commit is contained in:
coco875
2024-04-03 20:44:44 +02:00
committed by GitHub
parent 705fb6d915
commit 12f332614e
64 changed files with 4330 additions and 3812 deletions
+25 -17
View File
@@ -36,16 +36,18 @@
* exactly what you're doing.
*/
enum ActorType {
ACTOR_TREE_MARIO_RACEWAY = 0x02,
ACTOR_UNKNOWN_0x01 = 0x01,
ACTOR_TREE_MARIO_RACEWAY,
ACTOR_TREE_YOSHI_VALLEY,
ACTOR_TREE_ROYAL_RACEWAY,
ACTOR_FALLING_ROCK,
ACTOR_BANANA,
ACTOR_GREEN_SHELL,
ACTOR_RED_SHELL,
ACTOR_YOSHI_VALLEY_EGG,
ACTOR_YOSHI_EGG,
ACTOR_PIRANHA_PLANT,
ACTOR_ITEM_BOX = 0x0C,
ACTOR_UNKNOWN_0x0B,
ACTOR_ITEM_BOX,
ACTOR_FAKE_ITEM_BOX,
ACTOR_BANANA_BUNCH,
ACTOR_TRAIN_ENGINE,
@@ -53,18 +55,24 @@ enum ActorType {
ACTOR_TRAIN_PASSENGER_CAR,
ACTOR_COW,
ACTOR_TREE_MOO_MOO_FARM,
ACTOR_TRIPLE_GREEN_SHELL = 0x15,
ACTOR_UNKNOWN_0x14,
ACTOR_TRIPLE_GREEN_SHELL,
ACTOR_TRIPLE_RED_SHELL,
ACTOR_MARIO_SIGN,
ACTOR_PALM_TREE = 0x19,
ACTOR_TREE_BOWSERS_CASTLE = 0x1C,
ACTOR_UNKNOWN_0x18,
ACTOR_PALM_TREE,
ACTOR_UNKNOWN_0x1A,
ACTOR_UNKNOWN_0x1B,
ACTOR_TREE_BOWSERS_CASTLE,
ACTOR_TREE_FRAPPE_SNOWLAND,
ACTOR_CACTUS1_KALAMARI_DESERT,
ACTOR_CACTUS2_KALAMARI_DESERT,
ACTOR_CACTUS3_KALAMARI_DESERT,
ACTOR_BUSH_BOWSERS_CASTLE,
ACTOR_WARIO_SIGN = 0x23,
ACTOR_BOX_TRUCK = 0x25,
ACTOR_UNKNOWN_0x21,
ACTOR_WARIO_SIGN,
ACTOR_UNKNOWN_0x23,
ACTOR_BOX_TRUCK,
ACTOR_PADDLE_BOAT,
ACTOR_RAILROAD_CROSSING,
ACTOR_SCHOOL_BUS,
@@ -91,7 +99,7 @@ enum ShellState {
TRIPLE_RED_SHELL, // Loses triple shell state when shot.
DESTROYED_SHELL, // Collision with the shell.
BLUE_SHELL_LOCK_ON, // A blue shell has found a target and is hastily approaching it.
BLUE_SHELL_TARGET_ELIMINATED // Mission completed, well done boss.
BLUE_SHELL_TARGET_ELIMINATED // Mission completed, well done boss.
};
// Actor banana->state
@@ -101,7 +109,7 @@ enum BananaState {
FIRST_BANANA_BUNCH_BANANA, // The first banana of the banana bunch
BANANA_BUNCH_BANANA, // Every banana of the banana bunch except the first one.
BANANA_ON_GROUND, // A banana sitting on the ground.
DESTROYED_BANANA // Collision with the banana.
DESTROYED_BANANA // Collision with the banana.
};
// Actor fakeItemBox->state
@@ -183,7 +191,7 @@ struct ActorSpawnData {
};
};
// Required for func_80298AC0 due to diff size.
// Required for evaluate_collision_player_palm_trees due to diff size.
// members unverified. data located at d_course_dks_jungle_parkway_tree_spawn
/**
* There are nearly 100 trees in DK Jungle Parkway. If they were put into the actor list proper
@@ -261,17 +269,17 @@ struct PiranhaPlant {
/* 0x30 */ Collision unk30;
}; // size = 0x70
// Copied from PiranhaPlant, may not be accurate.
struct PalmTree {
/* 0x00 */ s16 type;
/* 0x02 */ s16 flags;
/* 0x04 */ Vec4s visibilityStates; // A per-camera visibilty state tracker
/* 0x04 */ s16 variant; // four different types of palm trees
/* 0x06 */ s16 state;
/* 0x08 */ f32 unk_08;
/* 0x0C */ f32 boundingBoxSize;
/* 0x10 */ Vec3s unk10;
/* 0x16 */ s16 unk16;
/* 0x10 */ Vec3s rot;
/* 0x16 */ s16 unk_16;
/* 0x18 */ Vec3f pos;
/* 0x24 */ Vec4s timers; // A per-camera timer. Might be more appropriate to call this state
/* 0x2C */ f32 unk_02C;
/* 0x24 */ Vec3f velocity;
/* 0x30 */ Collision unk30;
}; // size = 0x70
+2
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@@ -325,6 +325,7 @@ typedef enum {
* @brief sound effect of player's
* for soundEffect
*/
#define HIT_SOUND_EFFECT 0x100 // hitting an object
#define BOOST_SOUND_EFFECT 0x200 // being boosted by trigger a mushroom
#define BOO_SOUND_EFFECT 0x800 // being a boo
#define STAR_SOUND_EFFECT 0x2000 // being a star
@@ -344,6 +345,7 @@ typedef enum {
#define BOOST_EFFECT 0x2000 // being boosted by trigger a mushroom
#define BOOST_RAMP_ASPHALT_EFFECT 0x100000 // being boosted by a boost pad
#define HIT_BY_ITEM_EFFECT 0x2000000 // being hit by an item
#define HIT_EFFECT 0x4000000 // hitting an object
#define LIGHTNING_EFFECT 0x40000000 // being hit by lightning
#define BOO_EFFECT 0x80000000 // being a boo