Expand dAcBase work

This commit is contained in:
CovenEsme
2024-05-24 14:37:17 +01:00
parent db430ccc91
commit d9e22fe76d
21 changed files with 882 additions and 187 deletions
+1
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@@ -15,6 +15,7 @@ extern "C" {
#endif
int abs(int);
int labs(int);
double acos(double);
float acosf(float);
double asin(double);
+1 -1
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@@ -21,7 +21,7 @@ struct ObjInfo {
/* 0x04 */ u16 obj_id;
/* 0x06 */ u16 obj_id2;
/* 0x08 */ u16 fiTextEntryId;
/* 0x0A */ u8 unk_0xA;
/* 0x0A */ s8 unk_0xA;
/* 0x0B */ u8 subtype;
};
+27 -22
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@@ -12,9 +12,14 @@
#include "toBeSorted/room_manager.h"
class dAcBase_c;
struct SoundSource {
// TODO
};
struct SoundInfo {
dAcBase_c *actor;
void *obj_sound;
SoundSource *sound_source;
mVec3_c *obj_pos;
SoundInfo *next;
SoundInfo *prev;
@@ -29,13 +34,13 @@ public:
/* 0x88 */ void *sound_info_tail;
/* 0x8c */ void *sound_info_next;
/* 0x90 */ int count;
/* 0x94 */ void *obj_sound;
/* 0x94 */ SoundSource *sound_source;
/* 0x9C */ mVec3_c *obj_pos;
/* 0x9c */ mVec3_c pos_copy;
/* 0xa8 */ u32 params2;
/* 0xAC */ mAng3_c rot_copy;
/* 0xB2 */ u16 obj_id; // enemydefeat flag / id on obj-map
/* 0xB4 */ u8 room_id_copy;
/* 0xB4 */ s8 room_id_copy;
/* 0xB5 */ u8 viewclip_index;
/* 0xB6 */ u8 subtype;
/* 0xB8 */ mAng3_c rotation;
@@ -44,7 +49,7 @@ public:
/* 0xD8 */ u32 actor_properties;
/* 0xDC */ fLiNdBa_c actor_node;
/* 0xE8 */ u32 field_0xe8;
/* 0xEC */ u8 roomid;
/* 0xEC */ s8 roomid;
/* 0xED */ u8 actor_subtype;
/* 0xF0 */ u32 JStudio_actor;
/* 0xF4 */ char someStr[4];
@@ -101,29 +106,29 @@ public:
/* 8002c650 */ static void setTempCreateParams(mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, s32 roomId, u32 params2,
dAcBase_c *parent, u8 subtype, s16 unkFlag, u8 viewClipIdx, ObjInfo *objInfo);
/* 8002c690 */ void *FUN_8002c690();
/* 8002c690 */ SoundSource *FUN_8002c690();
/* 8002c710 */ int initAllocatorWork1Heap(int size, char *name, int align);
/* 8002c720 */ int initAllocator(int size, char *name, EGG::Heap *heap, int align);
/* 8002c7b0 */ bool addActorToRoom(s32 roomId);
/* 8002c840 */ void setBit_field_0xE8(s32);
/* 8002cf10 */ u32 itemDroppingAndGivingRelated(Vec3f *spawnPos, int subtype);
/* 8002cf10 */ u32 itemDroppingAndGivingRelated(mVec3_c *spawnPos, int subtype);
/* 8002cf90 */ void fillUpperParams2Byte();
/* 8002cfa0 */ u32 getParams2_ignoreLower();
/* 8002cfb0 */ void setParams2Upper_ignoreLower(u32 val);
/* 8002cfc0 */ u8 getParams2UpperByte();
/* 8002cfd0 */ void setParams2UpperByte(u32 val);
/* 8002cff0 */ static u32 buildParams2(u32 lower, u8 upper);
/* 8002cff0 */ static u32 buildParams2(u32 lower, u32 upper);
/* 8002d010 */ u32 getParams2Lower();
/* 8002d020 */ static dAcBase_c *findActor(char *objName, dAcBase_c *parent);
/* 8002d0a0 */ static dAcBase_c *searchActor(dAcBase_c &optionalParent);
/* 8002d0a0 */ static dAcBase_c *searchActor(dAcBase_c *parent);
// Kinda performs the code of the first param on every actor (second param is optional parent)
/* 8002d130 */ static void forEachActor(void *, dAcBase_c &);
/* 8002d130 */ static void forEveryActor(void *func(dAcBase_c *, dAcBase_c *), dAcBase_c *parent);
// Not really static, but we currently dont have a type for the return (not just simply a s16)
/* 8002d190 */ mAng getXZAngleToPlayer();
/* 8002d190 */ void getXZAngleToPlayer(s16 *angle);
// returns true if under the distThresh, False if not. the actual distance is returned in outDist
/* 8002d1d0 */ bool getDistanceToActor(dAcBase_c &actor, f32 distThresh, f32 *outDist);
/* 8002d1d0 */ bool getDistanceToActor(dAcBase_c *actor, f32 distThresh, f32 *outDist);
// same concept as above
/* 8002d290 */ bool getDistanceAndAngleToActor(dAcBase_c &actor, f32 distThresh, s16 yAngle, s16 xAngle,
/* 8002d290 */ bool getDistanceAndAngleToActor(dAcBase_c *actor, f32 distThresh, s16 yAngle, s16 xAngle,
f32 *outDist, s16 *outDiffAngleY, s16 *outDiffAngleX);
/* 8002d3e0 */ bool isWithinPlayerRadius(f32 radius);
/* 8002d440 */ bool getDistanceAndAngleToPlayer(f32 distThresh, s16 yAngle, s16 xAngle, f32 *outDist,
@@ -132,7 +137,8 @@ public:
/* 8002d4a0 */ f32 getSquareDistToPlayer();
/* 8002d4b0 */ void updateRoomId(f32 yOffs);
/* 8002d540 */ bool isRoomFlags_0x6_Set();
// Begin Sound Effect Related
// Start of SoundSource stuff
/* 8002d590 */ void FUN_8002d590();
/* 8002d5b0 */ void FUN_8002d5b0();
/* 8002d5d0 */ void playSound();
@@ -148,20 +154,19 @@ public:
/* 8002d810 */ void FUN_8002d810();
/* 8002d830 */ void FUN_8002d830();
/* 8002d860 */ void FUN_8002d860();
/* 8002d880 */ void FUN_8002d880();
// End Sound Effect Related
/* 8002d880 */ SoundSource *getSoundSource();
// End of SoundSource stuff
/* 8002d890 */ void FUN_8002d890();
/* 8002d920 */ void setActorRef(dBase_c *);
// next three funcs are related
/* 8002d930 */ void setUnkFlag();
/* 8002d940 */ void FUN_8002d940();
/* 8002d960 */ void FUN_8002d960();
/* 8002d930 */ void setEnemyDefeatFlag();
/* 8002d940 */ void changeLoadedEntitiesWithSet();
/* 8002d960 */ void changeLoadedEntitiesNoSet();
/* 8002d980 */ static dAcBase_c createActor(ProfileName actorId, u32 params1, Vec3f *pos, Vec3s *rot, Vec3f *scale,
u32 params2, s32 roomId, dBase_c *ref);
/* 8002d980 */ dAcBase_c *createActor(ProfileName actorId, u32 params1, mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, u32 params2, s32 roomId, dBase_c *ref);
/* 8002da80 */ static dAcBase_c createActorUnkGroup3(ProfileName actorId, u32 params1, Vec3f *pos, Vec3s *rot,
Vec3f *scale, u32 params2, s32 roomId, dBase_c *ref);
/* 8002da80 */ dAcBase_c *createActorStage(ProfileName actorId, u32 params1, mVec3_c *pos, mAng3_c *rot, mVec3_c *scale, u32 params2, s32 roomId, dBase_c *ref);
/* 8002dc20 */ void FUN_8002dc20(s16 *, s16 *);
/* 8002dc50 */ void incrementKillCounter();
+15
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@@ -11,6 +11,20 @@
class dAcObjBase_c : public dAcBase_c {
public:
// Data Members
f32 yoffset;
char _0[4];
f32 unkfloat;
char _1[12];
s16 targetFiTextId;
u8 unkByteTargetFiRelated;
mVec3_c poscopy1;
mVec3_c poscopy2;
mVec3_c poscopy3;
mAng3_c rotcopy1;
f32 forwardSpeed;
f32 forwardAccel;
f32 forwardMaxSpeed;
// TODO: add the rest
public:
// could be their own thing?
@@ -72,4 +86,5 @@ public:
/* 8002f260 */ static dAcBase_c createActorUnkGroup3(char *name, u32 roomId, u32 params1, mVec3_c *pos,
mAng3_c *rot, mVec3_c *scale, u32 params2, u16 id, u8 viewclipId);
};
#endif
+12
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@@ -0,0 +1,12 @@
#ifndef D_PLAYER_H
#define D_PLAYER_H
#include <common.h>
#include "d/a/obj/d_a_obj_base.h"
class dPlayer: public dAcObjBase_c {
public:
static dPlayer *LINK;
};
#endif
+2
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@@ -14,6 +14,8 @@ struct mAng {
class mAng3_c {
public:
mAng3_c() {}
s16 x, y, z;
mAng3_c(s16 fx, s16 fy, s16 fz) : x(fx), y(fy), z(fz) {}
+22
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@@ -0,0 +1,22 @@
#ifndef EVENT_H
#define EVENT_H
#include <common.h>
class Event {
public:
void *unk;
u32 eventFlags;
s32 roomid;
s32 toolDataid;
char eventName[32];
void *eventZevData;
void *callback1;
void *callback2;
public:
Event(char *eventName, u32 unk, u32 eventFlags, void *callback1, void *callback2);
virtual ~Event();
};
#endif
+1 -1
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@@ -163,7 +163,7 @@ public:
/* 8000BA70 */ void setBeaconPos(u32 beaconArea, u32 beaconNum, mVec3_c *pos);
/* 8000BB80 */ mVec3_c *getBeaconPos(u32 beaconArea, u32 beaconNum);
/* 8000BC70 */ void setEnemyKillCount(u32 enemy, u16 killCount);
/* 8000BCE0 */ u16 getEnemyKillCount(u32 enemy);
/* 8000BCE0 */ s16 getEnemyKillCount(u32 enemy);
/* 8000BD60 */ void setHitCountFromEnemy(u32 enemy, u16 hitCount);
/* 8000BDD0 */ u16 getHitCountFromEnemy(u32 enemy);
+79
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@@ -0,0 +1,79 @@
#ifndef MISC_FLAG_MANAGERS_H
#define MISC_FLAG_MANAGERS_H
#include <common.h>
#include <toBeSorted/bitwise_flag_helper.h>
#include <toBeSorted/flag_space.h>
class CommittableFlagManager {
public:
bool mNeedsCommit;
virtual void doCommit() = 0;
bool commitIfNecessary();
void setNeedsCommit(bool commit) {
mNeedsCommit = commit;
}
CommittableFlagManager() {
mNeedsCommit = false;
}
CommittableFlagManager(bool commit) {
mNeedsCommit = commit;
}
};
class TBoxFlagManager : public CommittableFlagManager {
public:
FlagSpace mFlagSpace;
u16 mSceneIndex;
BitwiseFlagHelper mFlagHelper;
static u16 sTBoxFlags[2];
static TBoxFlagManager *sInstance;
virtual void doCommit() override;
bool checkUncommittedFlag(u16 flag);
TBoxFlagManager();
virtual ~TBoxFlagManager() {}
void init();
void copyFromSave(s16 sceneIndex);
bool checkFlag(u16 sceneIndex, u16 flag);
virtual u16 getFlagCount() const;
void setFlag(u16 flag);
bool checkUncommittedFlag(u16 sceneIndex, u16 flag);
u16 checkUncommittedFlag2(u16 flag) {
return checkUncommittedFlag(flag);
}
};
// NOTE: Not actually Enemy Defeat.
// This is a little more than that, it keeps track of live objects based on their id as a whole
class EnemyDefeatManager : public CommittableFlagManager {
public:
FlagSpace mFlagSpace;
BitwiseFlagHelper mFlagHelper;
u16 mSceneIndex;
static u16 sEnemyDefeatFlags[4096];
static EnemyDefeatManager *sInstance;
void clearSavedFlags();
bool checkUncommittedFlag(u16 flag);
u16 checkUncommittedFlag2(u16 flag) {
return checkUncommittedFlag(flag);
}
EnemyDefeatManager();
void init();
void copyFromSave(u16 sceneIndex);
void updateFlagIndex(u16 sceneIndex);
void clearAll();
bool checkIsValidFlag(u16 flag);
bool checkFlag(u16 flag);
virtual ~EnemyDefeatManager() {}
virtual u16 getFlagCount() const;
void setFlag(u16 flag);
};
#endif
+79 -7
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@@ -3,16 +3,80 @@
#include "d/d_base.h"
#include <common.h>
#include "m/m_allocator.h"
#include "m/types_m.h"
#define MAX_ROOM_NUMBER 64
class dRoom;
class RoomTable {
RoomTable();
virtual ~RoomTable();
class dRoomModel {
char mainModel[28]; // Actually smdl_c
nw4r::math::AABB *roomBounds;
m3d::anmMatClr_c *anmMatClr;
m3d::anmTexPat_c *anmTexPat;
m3d::anmTexSrt_c *anmTexSrt;
m3d::anmVis_c *anmVis;
};
class dRoomCollision {
char todo[352];
};
class dRoom : dBase_c {
public:
mAllocator_c allocator;
nw4r::g3d::ResFile *roomRes;
char unkWithWater[24];
dRoomModel roomModels[8];
dRoomCollision roomCollisions[2];
char stateMgr[60];
char _0[4];
void *SCEN;
void *PLY;
void *CAM;
void *EVNT;
void *PATH;
void *PNT;
void *BPNT;
void *SPTH;
void *_1;
void *_2;
void *AREA;
char _3[4];
short plyCount;
short camCount;
short evntCount;
short pathCount;
short pntCount;
short bpntCount;
short spthCount;
short _4;
short _5;
short areaCount;
char _6[4];
u8 flags;
void *BZS;
s8 roomid;
char _7[3];
bool hasAnmTexPat;
bool didAlreadyInit;
};
class dRoomTable {
/* 801b4670 */ dRoomTable(dRoomTable *roomTable);
virtual ~dRoomTable();
dRoom *rooms[MAX_ROOM_NUMBER - 1];
};
class MapRelated {
public:
mAllocator_c allocator;
char unk[472];
public:
/* 801b4780 */ void init(MapRelated *);
/* 801b4900 */ void fn_801b4900();
};
// OBJ NAME: STAGE
// Ghidra: RoomManager
// size: 0x239c
@@ -20,9 +84,9 @@ class RoomTable {
class RoomManager : public dBase_c {
public:
/* 0068 */ char field_0x68[0x7C - 0x68];
/* 007C */ RoomTable rooms;
/* 017c */ char fader[0x1a0 - 0x17c]; // size unk
/* 01a0 */ char mapRelated[0x39c - 0x1a0]; // size unk
/* 007C */ dRoomTable rooms;
/* 017c */ char fader[0x1a0 - 0x174]; // size unk
/* 01a0 */ MapRelated mapRelated;
/* 039c */ u32 loaded_entities[2047];
/* 2398 */ u8 curr_room_id;
@@ -31,6 +95,14 @@ public:
public:
/* 801b42b0 */ static dBase_c *getRoom(int roomid);
/* 801b42d0 */ static void bindStageResToFile(nw4r::g3d::ResFile *);
/* 801b4320 */ static void bindSkyCmnToResFile(nw4r::g3d::ResFile *);
/* 801b4380 */ static bool getMA0AnmTexSrt(nw4r::g3d::ResAnmTexSrt *, char *);
/* 801b4420 */ static bool getMA0IndirectSrt(nw4r::g3d::ResAnmTexSrt *, char *);
/* 801b44c0 */ static void changeLoadedEntities(RoomManager *mgr, u32 index_shift, bool set);
/* 801b4510 */ static u32 checkRoomFlag(RoomManager *mgr, u32 flag);
/* 801b4550 */ static bool checkEnemyDefeatFlag(RoomManager *mgr, u32 flag);
/* 801b45c0 */ static bool fn_801B45C0(RoomManager *mgr /* plus others */);
};
#endif
+25
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@@ -0,0 +1,25 @@
#ifndef SCGAME_H
#define SCGAME_H
#include <common.h>
struct SpawnInfo {
/* 0x00 */ char stageName[32];
/* 0x20 */ s16 transitionFadeFrames;
/* 0x22 */ s8 room;
/* 0x23 */ s8 layer;
/* 0x24 */ s8 entrance;
/* 0x25 */ s8 night;
/* 0x26 */ s8 trial;
/* 0x27 */ s8 transitionType;
/* 0x28 */ s32 unk;
};
class ScGame {
public:
static SpawnInfo currentSpawnInfo;
static SpawnInfo nextSpawnInfo;
static ScGame *sInstance;
};
#endif
@@ -0,0 +1,20 @@
#ifndef SPECIAL_ITEM_DROP_MGR_H
#define SPECIAL_ITEM_DROP_MGR_H
#include <common.h>
class SpecialItemDropMgr {
public:
static SpecialItemDropMgr *sInstance;
SpecialItemDropMgr();
static int fn_800C7BB0(SpecialItemDropMgr *mgr, int specialItemId);
static short fn_800C7D00(SpecialItemDropMgr *mgr, int specialItemId);
static short fn_800C7D20(SpecialItemDropMgr *mgr, int specialItemId);
static int giveSpecialDropItem(SpecialItemDropMgr *mgr, int specialItemId, int roomid, mVec3_c *pos, int subtype, s16 *rot, s32 unused);
static bool spawnSpecialDropItem(SpecialItemDropMgr *mgr, int specialItemId, int roomid, mVec3_c *pos, int subtype, s16 *rot);
static void fn_800C81D0(s16, s16, s16);
~SpecialItemDropMgr();
};
#endif