Mario Kart 64
objects.h File Reference
#include "common_structs.h"
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Data Structures

struct  Objects
 
struct  ItemWindowObjects
 

Macros

#define OBJECT_LIST_SIZE   0x226
 
#define SOME_OBJECT_INDEX_LIST_SIZE   32
 
#define DELETED_OBJECT_ID   -1
 
#define NUM_CRABS   0xA
 
#define NUM_NEON_SIGNS   0xA
 
#define NUM_BOOS   0xA
 
#define D_8018C1B0_SIZE   128
 
#define NUM_MOLES   0x1F
 
#define NUM_SNOWFLAKES   0x32
 
#define D_8018C3F0_SIZE   128
 
#define D_8018C630_SIZE   128
 
#define D_8018C870_SIZE   0x40
 
#define D_8018C970_SIZE   0x40
 
#define D_8018C970_SPAWN_SIZE   0x14
 
#define D_8018CC80_SIZE   0x64
 

Variables

Objects gObjectList []
 
s32 D_80183DA0
 
s32 D_80183DB8 []
 
s32 gItemWindowObjectByPlayerId []
 
s16 D_80165750
 
s32 D_8018D1C8
 
s32 D_8018D1D0
 
s32 D_8018D1D8
 
s32 D_8018D3C0
 
Collision D_8018C0B0 []
 
s32 D_80183EA0 []
 
s32 D_80183F28 []
 
s32 D_8018BFA8 []
 
s32 D_8018C030 []
 
s32 D_8018C1B0 []
 
s32 D_80183E38
 
s16 D_8018D174
 
s32 D_8018C3F0 []
 
s32 D_80183E4C
 
s32 D_8018D3BC
 
s32 D_8018C630 []
 
s32 D_80183E5C
 
s16 D_80165730
 
s16 D_80165738
 
s32 D_8018C870 []
 
s32 D_80183E6C
 
s32 D_8018C970 []
 
s32 D_80183E7C
 
s32 D_8018CC80 []
 
s32 D_8018D1F0
 
s32 D_8018D1F8
 
s8 D_8018D230
 
s32 D_8018D3C4
 

Macro Definition Documentation

◆ D_8018C1B0_SIZE

#define D_8018C1B0_SIZE   128

◆ D_8018C3F0_SIZE

#define D_8018C3F0_SIZE   128

◆ D_8018C630_SIZE

#define D_8018C630_SIZE   128

◆ D_8018C870_SIZE

#define D_8018C870_SIZE   0x40

◆ D_8018C970_SIZE

#define D_8018C970_SIZE   0x40

◆ D_8018C970_SPAWN_SIZE

#define D_8018C970_SPAWN_SIZE   0x14

◆ D_8018CC80_SIZE

#define D_8018CC80_SIZE   0x64

◆ DELETED_OBJECT_ID

#define DELETED_OBJECT_ID   -1

◆ NUM_BOOS

#define NUM_BOOS   0xA

◆ NUM_CRABS

#define NUM_CRABS   0xA

D_80183EA0, D_80183F28, D_8018BFA8, and D_8018C030 are all lists of indices in gObjectList. func_80070190 initializes them in such a way that the indicies in each list are not adjacent. First D_80183EA0 gets an unused index, then D_80183F28, then D_8018BFA8, then D_8018C030, and then it loops.

The objects found at the indices in each list appears to be course dependent

◆ NUM_MOLES

#define NUM_MOLES   0x1F

◆ NUM_NEON_SIGNS

#define NUM_NEON_SIGNS   0xA

◆ NUM_SNOWFLAKES

#define NUM_SNOWFLAKES   0x32

◆ OBJECT_LIST_SIZE

#define OBJECT_LIST_SIZE   0x226

◆ SOME_OBJECT_INDEX_LIST_SIZE

#define SOME_OBJECT_INDEX_LIST_SIZE   32

Variable Documentation

◆ D_80165730

s16 D_80165730
extern

◆ D_80165738

s16 D_80165738
extern

◆ D_80165750

s16 D_80165750
extern

◆ D_80183DA0

s32 D_80183DA0
extern

Use unknown. An object is reserved and its index is saved to this variable, but it appears to go unreferenced

◆ D_80183DB8

s32 D_80183DB8[]
extern

Lakitu?

◆ D_80183E38

s32 D_80183E38
extern

◆ D_80183E4C

s32 D_80183E4C
extern

◆ D_80183E5C

s32 D_80183E5C
extern

◆ D_80183E6C

s32 D_80183E6C
extern

◆ D_80183E7C

s32 D_80183E7C
extern

◆ D_80183EA0

s32 D_80183EA0[]
extern

Crabs in Koopa Troopa Beach Hot air balloon in Luigi Raceway? Neon signs in Rainbow Road? Thwomps in Bower's Castle? Penguins in Sherbet Land? Flag Poles in Yoshi Valley?

◆ D_80183F28

s32 D_80183F28[]
extern

Snowmen in Frappe Snowland Chain Chomps in RaindbowRoad? Trophy in award ceremony? Seagulls in Koopa Troopa Beach?

◆ D_8018BFA8

s32 D_8018BFA8[]
extern

Boos in Banshee Boardwalk

◆ D_8018C030

s32 D_8018C030[]
extern

◆ D_8018C0B0

Collision D_8018C0B0[]
extern

◆ D_8018C1B0

s32 D_8018C1B0[]
extern

List of object list indices used for: Moles in Moo Moo Farm Snow flakes in Frappe Snowland Segments of the fire breath from the statues in Bowser's Castle Potentially other things

◆ D_8018C3F0

s32 D_8018C3F0[]
extern

List of object list indices used for: Bats in Banshee's Boardwalk (but only 1 player mode?)

◆ D_8018C630

s32 D_8018C630[]
extern

◆ D_8018C870

s32 D_8018C870[]
extern

List of object list indices. Used both for the fires in the DK Jungle cave and, seemingly for the trail that shells leave behind them. I think they're using the same texture, which would explain the dual use

◆ D_8018C970

s32 D_8018C970[]
extern

◆ D_8018CC80

s32 D_8018CC80[]
extern

◆ D_8018D174

s16 D_8018D174
extern

◆ D_8018D1C8

s32 D_8018D1C8
extern

◆ D_8018D1D0

s32 D_8018D1D0
extern

◆ D_8018D1D8

s32 D_8018D1D8
extern

◆ D_8018D1F0

s32 D_8018D1F0
extern

◆ D_8018D1F8

s32 D_8018D1F8
extern

◆ D_8018D230

s8 D_8018D230
extern

◆ D_8018D3BC

s32 D_8018D3BC
extern

◆ D_8018D3C0

s32 D_8018D3C0
extern

◆ D_8018D3C4

s32 D_8018D3C4
extern

◆ gItemWindowObjectByPlayerId

s32 gItemWindowObjectByPlayerId[]
extern

◆ gObjectList

Objects gObjectList[]
extern