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https://github.com/zeldaret/ph
synced 2026-07-10 22:31:57 -04:00
ActorSpawner 99%
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@@ -1,10 +1,98 @@
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#include "Actor/ActorSpawner.hpp"
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#include "Actor/ActorManager.hpp"
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#include "Map/MapManager.hpp"
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ActorSpawner *ActorSpawner::Create() {}
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void ActorSpawner::Destroy() {}
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ActorSpawner::ActorSpawner() {}
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ActorSpawner::~ActorSpawner() {}
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void ActorSpawner::func_ov000_020c4014() {}
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void ActorSpawner::func_ov000_020c4018() {}
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Actor *ActorSpawner::CreateActor(ActorTypeId type) {}
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s32 ActorSpawner::Spawn(ActorTypeId type, Vec3p *pos, void *param3, ActorRef *ref) {}
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extern u32 *data_027e0ce0[];
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ARM ActorSpawner *ActorSpawner::Create() {
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gActorSpawner = new(data_027e0ce0[1], 4) ActorSpawner();
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}
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ARM void ActorSpawner::Destroy() {
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delete gActorSpawner;
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gActorSpawner = NULL;
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}
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ARM ActorSpawner::ActorSpawner() {}
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ARM ActorSpawner::~ActorSpawner() {}
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ARM void ActorSpawner::func_ov000_020c4014() {}
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ARM void ActorSpawner::func_ov000_020c4018() {}
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ARM Actor *ActorSpawner::CreateActor(ActorTypeId typeId) {
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Actor *actor = NULL;
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ActorType *type = ActorType::Find(typeId);
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if (type != NULL) {
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actor = type->create();
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}
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return actor;
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}
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extern "C" unk32 GetCardinal(s16 angle);
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ARM s32 ActorSpawner::Spawn(ActorTypeId type, Vec3p *pos, ActorSpawnOptions *options, ActorRef *ref) {
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ActorManager *actorManager = gActorManager;
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u16 maxActors = actorManager->mMaxActors;
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Actor **actorSlot = actorManager->mActorTable;
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ActorRef actorRef;
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actorRef.id = -1;
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for (actorRef.index = 0; actorRef.index < maxActors; actorRef.index++, actorSlot++) {
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if (*actorSlot != NULL) {
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continue;
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}
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Actor *actor = this->CreateActor(type);
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*actorSlot = actor;
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if (actor == NULL) {
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if (ref != NULL) {
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ref->Reset();
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}
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return -1;
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}
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actor->mType = type;
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(*actorSlot)->mRef.id = actorManager->mNextActorId;
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(*actorSlot)->mRef.index = actorRef.index;
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(*actorSlot)->mUnk_014 = *pos;
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(*actorSlot)->mUnk_020 = options->mUnk_00;
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(*actorSlot)->mAngle = options->mAngle;
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(*actorSlot)->mUnk_012 = options->mAngle;
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(*actorSlot)->mUnk_074 = GetCardinal(options->mAngle);
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if (options->mUnk_18 >= 0xffff) {
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(*actorSlot)->mUnk_03c = -1;
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} else {
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(*actorSlot)->mUnk_03c = options->mUnk_18;
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}
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(*actorSlot)->mUnk_034 = options->mUnk_1c;
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(*actorSlot)->mUnk_140 = options->mUnk_24;
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(*actorSlot)->mUnk_144 = options->mUnk_28;
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Actor *actor2 = *actorSlot;
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actor2->mPos = *pos;
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actor2->mPrevPos = *pos;
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(*actorSlot)->mUnk_010 = gMapManager->GetCourseData_Unk_1c();
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(*actorSlot)->mUnk_011 = gMapManager->GetCourseData_Unk_1d();
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u16 nextIndex = actorRef.index + 1;
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if (actorManager->mMaxActorIndex < nextIndex) {
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actorManager->mMaxActorIndex = nextIndex;
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}
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actorManager->mCacheEmptyActorIndex = actorRef.index;
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actorRef.id = actorManager->mNextActorId;
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if (ref != NULL) {
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*ref = actorRef;
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}
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actorManager->mNextActorId += 1;
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actorManager->mNumActors += 1;
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if (!(*actorSlot)->vfunc_08()) {
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(*actorSlot)->mAlive = false;
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if (ref != NULL) {
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ref->Reset();
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}
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return -1;
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}
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break;
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}
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if ((actorRef.id == -1) && (ref != NULL)) {
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ref->Reset();
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}
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return actorRef.id;
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}
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