Files
Yanis 0f74fd4201 Misc Stuff 5 (#63)
* name item 31 to 34

* name item 25 to 29

* decompile PassengerManager (95%)

* started cargo manager

* local attribute

* passenger/cargo manager ov001 functions

* name item manager functions

* fix build issues & more docs on 027e0cd8

* format
2026-05-11 17:27:59 +02:00

82 lines
4.1 KiB
C++

#pragma once
#include "global.h"
#include "types.h"
#include "Save/AdventureFlags.hpp"
enum CutsceneIndex_ {
/* 0 */ CutsceneIndex_TitleScreen,
/* 1 */ CutsceneIndex_Intro,
/* 2 */ CutsceneIndex_EngineerCertificate,
/* 3 */ CutsceneIndex_SpiritTowerSplit_01, // Rails disappearing
/* 4 */ CutsceneIndex_SpiritTowerSplit_02, // Spirit Tower split
/* 5 */ CutsceneIndex_SpiritTowerSplit_03, // Tower parts aligning
/* 6 */ CutsceneIndex_SpiritTowerSplit_04, // Demon Train appearing
/* 7 */ CutsceneIndex_SpiritTowerSplit_05, // Zelda becoming a ghost
/* 8 */ CutsceneIndex_WalkingToSpiritTower,
/* 9 */ CutsceneIndex_FirstAnjeanMeeting,
/* 10 */ CutsceneIndex_FirstPhantomPossession,
/* 11 */ CutsceneIndex_ForestTempleCompleted_01, // Altar appearing in boss room
/* 12 */ CutsceneIndex_ForestTempleCompleted_02, // Forest Realm Spirit Tracks restoring
/* 13 */ CutsceneIndex_ForestTempleCompleted_03, // First part of Spirit Tower split re-attatching
/* 14 */ CutsceneIndex_BlizzardTempleCompleted_01, // Altar appearing in boss room
/* 15 */ CutsceneIndex_BlizzardTempleCompleted_02, // Snow Realm Spirit Tracks restoring
/* 16 */ CutsceneIndex_BlizzardTempleCompleted_03, // Second part of Spirit Tower split re-attatching
/* 17 */ CutsceneIndex_MarineTempleCompleted_01, // Altar appearing in boss room
/* 18 */ CutsceneIndex_MarineTempleCompleted_02, // Ocean Realm Spirit Tracks restoring
/* 19 */ CutsceneIndex_MarineTempleCompleted_03, // Third part of Spirit Tower split re-attatching
/* 20 */ CutsceneIndex_StavenInTOSAfterFireGlyph_01, // Staven appearing in ToS
/* 21 */ CutsceneIndex_StavenInTOSAfterFireGlyph_02, // Zelda and Link falling inside tower's lobby
/* 22 */ CutsceneIndex_MountainTempleCompleted_01, // Altar appearing in boss room
/* 23 */ CutsceneIndex_MountainTempleCompleted_02, // Fire Realm Spirit Tracks restoring
/* 24 */ CutsceneIndex_MountainTempleCompleted_03, // Fourth part of Spirit Tower split re-attatching
/* 25 */ CutsceneIndex_StavenPreBattle,
/* 26 */ CutsceneIndex_StavenPostBattle,
/* 27 */ CutsceneIndex_MalladusOnTOSSummit_01, // Malladus appearing
/* 28 */ CutsceneIndex_MalladusOnTOSSummit_02, // Malladus and Cole leaving with the Demon Train
/* 29 */ CutsceneIndex_PassengerCarAnjeanBowOfLight,
/* 30 */ CutsceneIndex_LokomoSword,
/* 31 */ CutsceneIndex_PassengerCarBeforeMalladusFight,
/* 32 */ CutsceneIndex_BoardingDemonTrain,
/* 33 */ CutsceneIndex_BeforeMalladusBeast_01, // Demon Train getting destroyed
/* 34 */ CutsceneIndex_BeforeMalladusBeast_02, // Zelda getting her body back
/* 35 */ CutsceneIndex_BeforeMalladusBeast_03, // Beast Malladus appearing
/* 36 */ CutsceneIndex_PreCredits,
/* 37 */ CutsceneIndex_Credits_01, // Credits followed by first ending
/* 38 */ CutsceneIndex_Credits_02, // Credits followed by second ending
/* 39 */ CutsceneIndex_Credits_03, // Credits followed by third ending
/* 40 */ CutsceneIndex_SpiritPipes,
/* 41 */ CutsceneIndex_ForestTracksRestoredFromGlyph,
/* 42 */ CutsceneIndex_MalladusBeastDestroyed,
/* 43 */ CutsceneIndex_Max,
CutsceneIndex_None = CutsceneIndex_Max,
};
struct CutsceneParamsEntry {
/* 00 */ const char *mUnk_00;
/* 04 */ u8 mSceneIndex;
/* 05 */ u8 mRoomIndex;
/* 06 */ u8 mSpawnIndex;
/* 07 */ u8 mCutsceneIndex; // note: this seems to be the index of the current entry?
/* 08 */ u8 mNextSceneIndex;
/* 09 */ u8 mNextRoomIndex;
/* 0A */ u8 mNextSpawnIndex;
/* 0B */ u8 mNextCutsceneIndex;
/* 0C */ bool mNextIsCS; // doesn't makes sense with the array's data
/* 0C */ bool mUnk_0D;
/* 0E */ unk16 mUnk_0E;
/* 10 */ AdventureFlag_Half mFlag;
/* 12 */ unk16 mUnk_12; // pad?
/* 14 */ u32 mUnk_14;
/* 18 */ u32 mUnk_18;
/* 1C */
};
CutsceneParamsEntry *Cutscene_GetParamEntry(s32 csIndex);
s32 func_ov000_020a7840(unk32 param1);
bool Cutscene_IsAdventureFlagSet(s32 csIndex);
extern const CutsceneParamsEntry gCSParamsEntries[CutsceneIndex_Max];