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https://github.com/n64decomp/mk64
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Add structs for "vehicle" types in 80005FD0 (#248)
Signed-off-by: Taggerung <tyler.taggerung@gmail.com>
This commit is contained in:
@@ -49,10 +49,14 @@ exactly what you're doing.
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#define ACTOR_MARIO_RACEWAY_SIGN 0x17
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#define ACTOR_PALM_TREE 0x19
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#define ACTOR_WARIO_STADIUM_SIGN 0x23
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#define ACTOR_BOX_TRUCK 0x25
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#define ACTOR_PADDLE_WHEEL_BOAT 0x26
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#define ACTOR_RAILROAD_CROSSING 0x27
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#define ACTOR_SCHOOL_BUS 0x28
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#define ACTOR_TANKER_TRUCK 0x29
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#define ACTOR_BLUE_SPINY_SHELL 0x2A
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#define ACTOR_HOT_AIR_BALLOON_ITEM_BOX 0x2B
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#define ACTOR_CAR 0x2C
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#define ACTOR_KIWANO_FRUIT 0x2D
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#define ACTOR_LIST_SIZE 100
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@@ -101,7 +105,8 @@ struct RailroadCrossing {
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/* 0x06 */ s16 crossingId;
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/* 0x08 */ f32 unk_08;
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/* 0x0C */ f32 unk_0C;
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/* 0x10 */ Vec4s unk_10;
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/* 0x10 */ Vec3s rot;
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/* 0x16 */ s16 unk_16;
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/* 0x18 */ Vec3f pos;
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/* 0x24 */ Vec3f velocity;
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/* 0x30 */ UnkActorInner unk30;
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@@ -0,0 +1,92 @@
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#ifndef VEHICLES_H
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#define VEHICLES_H
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#include "common_structs.h"
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#define NUM_1P_PASSENGER_CARS 5
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#define NUM_2P_PASSENGER_CARS 2
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#define NUM_PASSENGER_CAR_ENTRIES 5
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#define NUM_TRAINS 2
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#define NUM_PADDLE_WHEEL_BOATS 1
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#define NUM_RACE_BOX_TRUCKS 7
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#define NUM_RACE_SCHOOL_BUSES 7
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#define NUM_RACE_TANKER_TRUCKS 7
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#define NUM_RACE_CARS 7
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#define NUM_TIME_TRIAL_BOX_TRUCKS (NUM_RACE_BOX_TRUCKS + 1)
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#define NUM_TIME_TRIAL_SCHOOL_BUSES (NUM_RACE_SCHOOL_BUSES + 1)
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#define NUM_TIME_TRIAL_TANKER_TRUCKS (NUM_RACE_TANKER_TRUCKS + 1)
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#define NUM_TIME_TRIAL_CARS (NUM_RACE_CARS + 1)
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typedef struct {
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/* 0x00 */ s16 isActive; // Only used for Tender and Passenger Cars, unused for Locomotives
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/* 0x02 */ s16 compilerPadding;
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/* 0x04 */ Vec3f position;
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/* 0x10 */ Vec3f velocity;
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/* 0x1C */ s16 wayPointIndex;
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/* 0x1E */ s16 actorIndex;
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/* 0x20 */ s32 unused; // Not read or written. Could be padding?
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} TrainCarStuff; // size = 0x24;
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typedef struct {
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/* 0x000 */ TrainCarStuff locomotive;
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/* 0x024 */ TrainCarStuff tender;
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/* 0x048 */ TrainCarStuff passengerCars[NUM_PASSENGER_CAR_ENTRIES];
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/* 0x0FC */ f32 someMultiplier;
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/* 0x100 */ s32 someFlags;
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/* 0x104 */ s32 numCars; // Non-locomotive car count?
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/* 0x108 */ s32 unused; // Not read or written. Could be padding?
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} TrainStuff; // size = 0x10C
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typedef struct {
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/* 0x00 */ s16 isActive; // The paddle wheel boat only shows up if the number of players is < 3
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/* 0x02 */ // s16 compilerPadding;
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/* 0x04 */ Vec3f position; //
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/* 0x10 */ Vec3f velocity; //
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/* 0x1C */ s16 wayPointIndex; //
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/* 0x1E */ s16 actorIndex; //
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/* 0x20 */ f32 someMultiplier; //
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/* 0x24 */ s16 yRotation; // Only Y rotation is tracked in this struct
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/* 0x26 */ // s16 compilerPadding2;
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/**
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* Bit field that tracks whether a given human player is within a certain distance of the boat
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* Probably audio related
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**/
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/* 0x28 */ s32 someFlags;
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} PaddleWheelBoatStuff; // size = 0x2C
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typedef struct {
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/* 0x00 */ s16 unused; // Gets set to 0, but doesn't seem to have any purpose
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/* 0x02 */ // s16 compilerPadding;
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/* 0x04 */ Vec3f position;
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/* 0x10 */ Vec3f velocity;
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/* 0x1C */ s16 wayPointIndex;
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/* 0x1E */ s16 actorIndex;
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/* 0x20 */ f32 someMultiplier; //
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/* 0x24 */ f32 someMultiplierTheSequel; //
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/* 0x28 */ Vec3s rotation;
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/* 0x2E */ s16 someType; //
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/**
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* Each set of flags seems to be a bit field tracking whether a given human player
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* is within a certain distance of the vehicle. Likely related to audio stuff
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* Seems to turn on/off based on player distance from the vehicle
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**/
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/* 0x30 */ s8 someFlags; //
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/* 0x31 */ s8 someFlagsTheSequel; //
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/* 0x32 */ // s16 compilerPadding2;
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} VehicleStuff; // size = 0x34
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extern TrainStuff D_801635A0[];
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// This is an array, maybe they intended to have multiple boats at some point in development?
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extern PaddleWheelBoatStuff D_801637C0[];
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// Lists for different vehicles in Toad's Turnpike
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extern VehicleStuff gBoxTruckList[];
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extern VehicleStuff gSchoolBusList[];
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extern VehicleStuff gTankerTruckList[];
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extern VehicleStuff gCarList[];
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#endif
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