ActorSpawner 99%

This commit is contained in:
Aetias
2025-05-29 12:24:19 +02:00
parent a65e5547da
commit d29c7c377e
7 changed files with 123 additions and 17 deletions
@@ -16,6 +16,9 @@ src/00_Core/Actor/ActorManager.cpp:
.text start:0x020c33d4 end:0x020c3e54
.data start:0x020e72a8 end:0x020e72f4
src/00_Core/Actor/ActorSpawner.cpp:
.text start:0x020c3f9c end:0x020c42d8
src/00_Core/Actor/Dungeon/ActorSwitchObject.cpp:
.text start:0x0208fa70 end:0x020903a8
.init start:0x020df678 end:0x020df6b8
+1 -1
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@@ -2868,7 +2868,7 @@ _ZN12ActorSpawnerD1Ev kind:function(arm,size=0x4) addr:0x20c4010
_ZN12ActorSpawner19func_ov000_020c4014Ev kind:function(arm,size=0x4) addr:0x20c4014
_ZN12ActorSpawner19func_ov000_020c4018Ev kind:function(arm,size=0x4) addr:0x20c4018
_ZN12ActorSpawner11CreateActorEj kind:function(arm,size=0x2c) addr:0x20c401c
_ZN12ActorSpawner5SpawnEjP5Vec3pPvP8ActorRef kind:function(arm,size=0x290) addr:0x20c4048
_ZN12ActorSpawner5SpawnEjP5Vec3pP17ActorSpawnOptionsP8ActorRef kind:function(arm,size=0x290) addr:0x20c4048
func_ov000_020c42d8 kind:function(arm,size=0x14) addr:0x20c42d8
func_ov000_020c42ec kind:function(arm,size=0x30) addr:0x20c42ec
func_ov000_020c431c kind:function(arm,size=0x6c) addr:0x20c431c
@@ -16,6 +16,9 @@ src/00_Core/Actor/ActorManager.cpp:
.text start:0x020c3374 end:0x020c3df4
.data start:0x020e7248 end:0x020e7294
src/00_Core/Actor/ActorSpawner.cpp:
.text start:0x020c3f3c end:0x020c4278
src/00_Core/Actor/Dungeon/ActorSwitchObject.cpp:
.text start:0x0208fa10 end:0x02090348
.init start:0x020df618 end:0x020df658
+1 -1
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@@ -2868,7 +2868,7 @@ _ZN12ActorSpawnerD1Ev kind:function(arm,size=0x4) addr:0x20c3fb0
_ZN12ActorSpawner19func_ov000_020c4014Ev kind:function(arm,size=0x4) addr:0x20c3fb4
_ZN12ActorSpawner19func_ov000_020c4018Ev kind:function(arm,size=0x4) addr:0x20c3fb8
_ZN12ActorSpawner11CreateActorEj kind:function(arm,size=0x2c) addr:0x20c3fbc
_ZN12ActorSpawner5SpawnEjP5Vec3pPvP8ActorRef kind:function(arm,size=0x290) addr:0x20c3fe8
_ZN12ActorSpawner5SpawnEjP5Vec3pP17ActorSpawnOptionsP8ActorRef kind:function(arm,size=0x290) addr:0x20c3fe8
func_ov000_020c42d8 kind:function(arm,size=0x14) addr:0x20c4278
func_ov000_020c42ec kind:function(arm,size=0x30) addr:0x20c428c
func_ov000_020c431c kind:function(arm,size=0x6c) addr:0x20c42bc
+3 -4
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@@ -35,8 +35,8 @@ struct Actor_UnkStruct_020 {
/* 08 */ u8 mUnk_08[2];
/* 0a */ u8 mUnk_0a[2];
/* 0c */ unk8 mUnk_0c;
/* 0d */ unk8 mUnk_0d;
/* 0e */ unk8 mUnk_0e;
/* 0d */ u8 mUnk_0d;
/* 0e */ u8 mUnk_0e;
/* 0f */ unk8 mUnk_0f;
/* 10 */ unk32 mUnk_10;
/* 14 */
@@ -110,8 +110,7 @@ public:
/* 012 */ unk16 mUnk_012;
/* 014 */ Vec3p mUnk_014;
/* 020 */ Actor_UnkStruct_020 mUnk_020;
/* 034 */ unk32 mUnk_034;
/* 038 */ unk32 mUnk_038;
/* 034 */ ActorRef mUnk_034;
/* 03c */ unk32 mUnk_03c;
/* 040 */ ActorRef mUnk_040;
/* 048 */ Vec3p mPos;
+16 -3
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@@ -5,10 +5,23 @@
#include "global.h"
#include "types.h"
#include "Actor/Actor.hpp"
#include "Actor/ActorRef.hpp"
#include "Actor/ActorType.hpp"
#include "System/SysNew.hpp"
class ActorSpawner {
struct ActorSpawnOptions {
/* 00 */ Actor_UnkStruct_020 mUnk_00;
/* 14 */ s16 mAngle;
/* 16 */ unk8 mUnk_16[0x2];
/* 18 */ unk32 mUnk_18;
/* 1c */ ActorRef mUnk_1c;
/* 24 */ unk32 mUnk_24;
/* 28 */ unk32 mUnk_28;
/* 2c */
};
class ActorSpawner : public SysObject {
public:
/* 0 (empty) */
@@ -18,8 +31,8 @@ public:
~ActorSpawner();
void func_ov000_020c4014();
void func_ov000_020c4018();
Actor *CreateActor(ActorTypeId type);
s32 Spawn(ActorTypeId type, Vec3p *pos, void *param3, ActorRef *ref);
Actor *CreateActor(ActorTypeId typeId);
s32 Spawn(ActorTypeId type, Vec3p *pos, ActorSpawnOptions *param3, ActorRef *ref);
};
extern ActorSpawner *gActorSpawner;
+96 -8
View File
@@ -1,10 +1,98 @@
#include "Actor/ActorSpawner.hpp"
#include "Actor/ActorManager.hpp"
#include "Map/MapManager.hpp"
ActorSpawner *ActorSpawner::Create() {}
void ActorSpawner::Destroy() {}
ActorSpawner::ActorSpawner() {}
ActorSpawner::~ActorSpawner() {}
void ActorSpawner::func_ov000_020c4014() {}
void ActorSpawner::func_ov000_020c4018() {}
Actor *ActorSpawner::CreateActor(ActorTypeId type) {}
s32 ActorSpawner::Spawn(ActorTypeId type, Vec3p *pos, void *param3, ActorRef *ref) {}
extern u32 *data_027e0ce0[];
ARM ActorSpawner *ActorSpawner::Create() {
gActorSpawner = new(data_027e0ce0[1], 4) ActorSpawner();
}
ARM void ActorSpawner::Destroy() {
delete gActorSpawner;
gActorSpawner = NULL;
}
ARM ActorSpawner::ActorSpawner() {}
ARM ActorSpawner::~ActorSpawner() {}
ARM void ActorSpawner::func_ov000_020c4014() {}
ARM void ActorSpawner::func_ov000_020c4018() {}
ARM Actor *ActorSpawner::CreateActor(ActorTypeId typeId) {
Actor *actor = NULL;
ActorType *type = ActorType::Find(typeId);
if (type != NULL) {
actor = type->create();
}
return actor;
}
extern "C" unk32 GetCardinal(s16 angle);
ARM s32 ActorSpawner::Spawn(ActorTypeId type, Vec3p *pos, ActorSpawnOptions *options, ActorRef *ref) {
ActorManager *actorManager = gActorManager;
u16 maxActors = actorManager->mMaxActors;
Actor **actorSlot = actorManager->mActorTable;
ActorRef actorRef;
actorRef.id = -1;
for (actorRef.index = 0; actorRef.index < maxActors; actorRef.index++, actorSlot++) {
if (*actorSlot != NULL) {
continue;
}
Actor *actor = this->CreateActor(type);
*actorSlot = actor;
if (actor == NULL) {
if (ref != NULL) {
ref->Reset();
}
return -1;
}
actor->mType = type;
(*actorSlot)->mRef.id = actorManager->mNextActorId;
(*actorSlot)->mRef.index = actorRef.index;
(*actorSlot)->mUnk_014 = *pos;
(*actorSlot)->mUnk_020 = options->mUnk_00;
(*actorSlot)->mAngle = options->mAngle;
(*actorSlot)->mUnk_012 = options->mAngle;
(*actorSlot)->mUnk_074 = GetCardinal(options->mAngle);
if (options->mUnk_18 >= 0xffff) {
(*actorSlot)->mUnk_03c = -1;
} else {
(*actorSlot)->mUnk_03c = options->mUnk_18;
}
(*actorSlot)->mUnk_034 = options->mUnk_1c;
(*actorSlot)->mUnk_140 = options->mUnk_24;
(*actorSlot)->mUnk_144 = options->mUnk_28;
Actor *actor2 = *actorSlot;
actor2->mPos = *pos;
actor2->mPrevPos = *pos;
(*actorSlot)->mUnk_010 = gMapManager->GetCourseData_Unk_1c();
(*actorSlot)->mUnk_011 = gMapManager->GetCourseData_Unk_1d();
u16 nextIndex = actorRef.index + 1;
if (actorManager->mMaxActorIndex < nextIndex) {
actorManager->mMaxActorIndex = nextIndex;
}
actorManager->mCacheEmptyActorIndex = actorRef.index;
actorRef.id = actorManager->mNextActorId;
if (ref != NULL) {
*ref = actorRef;
}
actorManager->mNextActorId += 1;
actorManager->mNumActors += 1;
if (!(*actorSlot)->vfunc_08()) {
(*actorSlot)->mAlive = false;
if (ref != NULL) {
ref->Reset();
}
return -1;
}
break;
}
if ((actorRef.id == -1) && (ref != NULL)) {
ref->Reset();
}
return actorRef.id;
}