Files
st/include/Unknown/UnkStruct_027e09a4.hpp
Yanis 90203403dd Decompile overlay 24 (Part 1) (#65)
* GameModeAdventure_001 OK

* GameModeAdventure_024 17%

* GameModeAdventure_024 73%

* GameModeAdventure_024 99%

* jp region differences

* rename GameModeAdventure_024 and GameModeAdventure + UnkStruct_ov000_020d8660_024 OK

* UnkActorSystem1OK

* UnkActorSystem2 OK

* delink more of ov024 & UnkStruct_027e0998_024 OK

* improve instance stuff & UnkStruct_027e0cf8_024 OK

* AdventureModeManager_160_024 OK & GameModeStartUp OK

* fix regressions

* fix regressions 2

* AdventureModeManager_170 OK

* AdventureModeManager_174_Base OK

* AdventureModeManager_174 OK

* mark GameModeAdventure_024 as complete

* AdventureModeManager_178 OK

* AdventureModeManager_180 OK

* AdventureModeManager_184_024 OK

* AdventureModeManager_18C_024 OK & AdventureModeManager_190_024 OK

* AdventureModeManager_15C_20_00 61%

* AdventureModeManager_15C_20_00 OK

* jp version differences

* delink what's left in the overlay

* fix regressions

* AdventureModeManager_1B8_Base_024 98%

* AdventureModeManager_1B8 48% and link AdventureModeManager_024

* AdventureModeManager_1B8_Base and AdventureModeManager_1B8 OK

* oops

* mark statics as local
2026-05-18 21:14:27 +02:00

317 lines
13 KiB
C++

#pragma once
#include "Cutscene/Cutscene.hpp"
#include "System/SysNew.hpp"
#include "Unknown/UnkStruct_0204a060.hpp"
#include "global.h"
#include "types.h"
struct SaveFile;
/*
naming scheme:
- test_xxx: debug area
- e3_xxx: E3 demo area
- t_xxx: "T" for "Train" -> overworld area
- d_xxx: "D" for "Dungeon" -> dungeon area
- b_xxx: "B" for "Boss" -> dungeon boss area
- f_xxx: "F" for "Field" -> normal gameplay area (also known as a "land" area)
*/
typedef u32 SceneIndex;
typedef u16 SceneIndex_Half;
enum SceneIndex_ {
/* -1 */ SceneIndex_None = -1,
/* 0 */ SceneIndex_test_trn = 0x00, //
/* 1 */ SceneIndex_test_trn2 = 0x01, //
/* 2 */ SceneIndex_test_pre = 0x02, //
/* 3 */ SceneIndex_test_iwa = 0x03, //
/* 4 */ SceneIndex_t_area0 = 0x04, // Forest Realm
/* 5 */ SceneIndex_t_area1 = 0x05, // Snow Realm
/* 6 */ SceneIndex_t_area2 = 0x06, // Ocean Realm
/* 7 */ SceneIndex_t_area3 = 0x07, // Fire Realm
/* 8 */ SceneIndex_t_tutorial = 0x08, //
/* 9 */ SceneIndex_t_forest = 0x09, //
/* 10 */ SceneIndex_t_smarine = 0x0A, //
/* 11 */ SceneIndex_t_smount = 0x0B, // rocktite scene?
/* 12 */ SceneIndex_t_smount2 = 0x0C, // rocktite scene?
/* 13 */ SceneIndex_t_smount3 = 0x0D, // rocktite fire realm scene?
/* 14 */ SceneIndex_t_minigame = 0x0E, // goron target range minigame
/* 15 */ SceneIndex_t_dark = 0x0F, // Dark Realm
/* 16 */ SceneIndex_t_eviltrain = 0x10, // train cole fight
/* 17 */ SceneIndex_t_eviltrain2 = 0x11, // same as above
/* 18 */ SceneIndex_t_eviltrain3 = 0x12, // same as above
/* 19 */ SceneIndex_d_main = 0x13, // Tower Of Spirits
/* 20 */ SceneIndex_d_main_f = 0x14, // ToS base
/* 21 */ SceneIndex_d_main_s = 0x15, // ToS top stairs
/* 22 */ SceneIndex_d_main_a = 0x16, // ToS altar
/* 23 */ SceneIndex_d_main_w = 0x17, // ToS inner Stairs
/* 24 */ SceneIndex_d_tutorial = 0x18, // Tunnel to ToS
/* 25 */ SceneIndex_d_forest = 0x19, // Forest Temple
/* 26 */ SceneIndex_d_snow26 = 0x1A, // Snow Temple
/* 27 */ SceneIndex_d_water27 = 0x1B, // Water Temple
/* 28 */ SceneIndex_d_flame = 0x1C, // Fire Temple
/* 29 */ SceneIndex_d_sand = 0x1D, // Sand Temple
/* 30 */ SceneIndex_b_forest = 0x1E, // Stagnox
/* 31 */ SceneIndex_b_snow = 0x1F, // Fraaz
/* 32 */ SceneIndex_b_water = 0x20, // Phytops
/* 33 */ SceneIndex_b_flame = 0x21, // Cragma
/* 34 */ SceneIndex_b_sand = 0x22, // Skeldritch
/* 35 */ SceneIndex_b_deago = 0x23, // Byrne
/* 36 */ SceneIndex_b_last1 = 0x24, // demon zelda train
/* 37 */ SceneIndex_b_last2 = 0x25, // malladus beast 1
/* 38 */ SceneIndex_b_last22 = 0x26, // malladus song
/* 39 */ SceneIndex_b_last23 = 0x27, // mallasdus beast 2
/* 40 */ SceneIndex_f_hyral = 0x28, // hyrule castle
/* 41 */ SceneIndex_f_htown = 0x29, // castle town
/* 42 */ SceneIndex_f_forest1 = 0x2A, // Whittleton
/* 43 */ SceneIndex_f_snow = 0x2B, // Anouki Village
/* 44 */ SceneIndex_f_water = 0x2C, // Papuchia Village
/* 45 */ SceneIndex_f_flame = 0x2D, // Goron Village
/* 46 */ SceneIndex_f_flame5 = 0x2E,
/* 47 */ SceneIndex_f_first = 0x2F, // Aboda Village
/* 48 */ SceneIndex_f_forest2 = 0x30, // Forest Sanctuary
/* 49 */ SceneIndex_f_snow2 = 0x31, // Snow Sanctuary
/* 50 */ SceneIndex_f_water2 = 0x32, // Water Sanctuary
/* 51 */ SceneIndex_f_flame2 = 0x33, // Fire Sanctuary
/* 52 */ SceneIndex_f_sand = 0x34, // Sand Sanctuary
/* 53 */ SceneIndex_f_tetsuo = 0x35, // Icy Spring
/* 54 */ SceneIndex_f_bridge = 0x36, // Bridge Worker's House
/* 55 */ SceneIndex_f_bridge2 = 0x37, // Trading Post
/* 56 */ SceneIndex_f_forest3 = 0x38, // whittleton forest
/* 57 */ SceneIndex_f_water3 = 0x39, // papuchia south
/* 58 */ SceneIndex_f_ajito = 0x3A, // Pirate Hideout
/* 59 */ SceneIndex_f_ajito2 = 0x3B, // same as above
/* 60 */ SceneIndex_f_flame3 = 0x3C, // Goron Target Range
/* 61 */ SceneIndex_f_flame4 = 0x3D, // Dark Ore Mine
/* 62 */ SceneIndex_f_rabbit = 0x3E, // Rabbit Haven
/* 63 */ SceneIndex_f_kakushi1 = 0x3F, // Snowdrift Station
/* 64 */ SceneIndex_f_kakushi2 = 0x40, // Disorientation Station
/* 65 */ SceneIndex_f_kakushi3 = 0x41, // Ends of the Earth Station
/* 66 */ SceneIndex_f_kakushi4 = 0x42, // train required?
/* 67 */ SceneIndex_f_pirate = 0x43, // Train passenger pirate attack (including Carben)
/* 68 */ SceneIndex_f_passenger = 0x44, // Anjean force gem
/* 69 */ SceneIndex_f_trnnpc = 0x45, // Ferrus encounter
/* 70 */ SceneIndex_tekiya00 = 0x46, // take em all on?
/* 71 */ SceneIndex_tekiya01 = 0x47, // take em all on?
/* 72 */ SceneIndex_tekiya02 = 0x48, // take em all on?
/* 73 */ SceneIndex_tekiya03 = 0x49, // take em all on?
/* 74 */ SceneIndex_tekiya04 = 0x4A, // take em all on?
/* 75 */ SceneIndex_tekiya05 = 0x4B, // take em all on?
/* 76 */ SceneIndex_tekiya06 = 0x4C, // take em all on?
/* 77 */ SceneIndex_tekiya07 = 0x4D, // take em all on?
/* 78 */ SceneIndex_tekiya08 = 0x4E, // take em all on?
/* 79 */ SceneIndex_tekiya09 = 0x4F, // take em all on?
/* 80 */ SceneIndex_demo_train = 0x50, // title screen?
/* 81 */ SceneIndex_e3_train = 0x51, // ?
/* 82 */ SceneIndex_e3_dungeon = 0x52, // ?
/* 83 */ SceneIndex_e3_boss = 0x53, // forest temple boss
/* 84 */ SceneIndex_e3_bossm = 0x54, // fake forest temple room
/* 85 */ SceneIndex_e3_smount = 0x55, // ?
/* 86 */ SceneIndex_test_hiratsu = 0x56, // ?
/* 87 */ SceneIndex_test_sik = 0x57, // ?
/* 88 */ SceneIndex_test_fuj = 0x58, // ?
/* 89 */ SceneIndex_test_nit = 0x59, // ?
/* 90 */ SceneIndex_test_mri = 0x5A, // ?
/* 91 */ SceneIndex_test_morita = 0x5B, // ?
/* 92 */ SceneIndex_test_yamaz = 0x5C, // ?
/* 93 */ SceneIndex_test_sako = 0x5D, // ?
/* 94 */ SceneIndex_test_kita = 0x5E, // ?
/* 95 */ SceneIndex_test_take = 0x5F, // ?
/* 96 */ SceneIndex_test_suzuki = 0x60, // ?
/* 97 */ SceneIndex_test_okane = 0x61, // ?
/* 98 */ SceneIndex_test_dera = 0x62, // ?
/* 99 */ SceneIndex_test_hosaka = 0x63, // ?
/* 100 */ SceneIndex_test_hosaka_f = 0x64, // ?
/* 101 */ SceneIndex_test_kato = 0x65, // ?
/* 102 */ SceneIndex_test_okane_f = 0x66, // ?
/* 103 */ SceneIndex_test_yamaz_f = 0x67, // ?
/* 104 */ SceneIndex_test_sako_f = 0x68, // ?
/* 105 */ SceneIndex_test_take_f = 0x69, // ?
/* 106 */ SceneIndex_test_kiuchi = 0x6A, // ?
/* 107 */ SceneIndex_test_dera_f = 0x6B, // ?
/* 108 */ SceneIndex_test_slope = 0x6C, // ?
/* 109 */ SceneIndex_battle01 = 0x6D, // battle mode?
/* 110 */ SceneIndex_battle02 = 0x6E, // battle mode?
/* 111 */ SceneIndex_battle03 = 0x6F, // battle mode?
/* 112 */ SceneIndex_battle04 = 0x70, // battle mode?
/* 113 */ SceneIndex_battle05 = 0x71, // battle mode?
/* 114 */ SceneIndex_battle06 = 0x72, // battle mode?
/* 115 */ SceneIndex_battle07 = 0x73, // battle mode?
/* 116 */ SceneIndex_battle08 = 0x74, // battle mode?
/* 117 */ SceneIndex_battle09 = 0x75, // battle mode?
/* 118 */ SceneIndex_battle10 = 0x76, // battle mode?
/* 119 */ SceneIndex_battle11 = 0x77, // battle mode?
/* 120 */ SceneIndex_battle12 = 0x78, // battle mode?
/* 121 */ SceneIndex_Max = 0x79
};
struct UnkStruct_func_01ffd400 {
/* 00 */ STRUCT_PAD(0x00, 0x10);
/* 1B */ unk32 mUnk_10;
/* 1B */ unk32 mUnk_14;
/* 1B */ unk8 mUnk_18;
/* 1B */ unk8 mUnk_19;
/* 1B */ unk8 mUnk_1A;
/* 1B */ u8 mUnk_1B;
};
struct UnkStruct_SceneChange1_Base {
/* 00 */ unk32 mSceneIndex;
/* 04 */ unk32 mUnk_04;
/* 08 */ unk16 mUnk_08;
/* 0A */ u8 mRoomIndex;
/* 0B */ u8 mSpawnIndex;
/* 0C */ bool mIsCS;
/* 0D */ unk8 mUnk_0D;
/* 0E */ u8 mCutsceneIndex;
/* 0F */ unk8 mUnk_0F;
};
struct UnkStruct_SceneChange1 : public UnkStruct_SceneChange1_Base {
/* 10 */ unk8 mUnk_10;
/* 11 */ unk8 mUnk_11;
/* 12 */ unk8 mUnk_12;
/* 13 */ unk8 mUnk_13;
/* 14 */
UnkStruct_SceneChange1() {
this->mSceneIndex = SceneIndex_Max;
this->mUnk_04 = 0;
this->mUnk_08 = 0;
this->mRoomIndex = 0xFF; // this changes when you enter a house, it's not clear if it has another purpose yet
this->mSpawnIndex = 0; // changing this then saving will change your spawn location after opening the save again
// (not the area)
this->mIsCS = false;
this->mUnk_0D = 0;
this->mCutsceneIndex = CutsceneIndex_None;
this->mUnk_0F = 0;
this->mUnk_10 = 0;
}
UnkStruct_SceneChange1(CutsceneParamsEntry *pEntry, bool nextIsCS) {
u8 sceneIndex = pEntry->mSceneIndex;
u8 cutsceneIndex = pEntry->mCutsceneIndex;
u8 spawnIndex = pEntry->mSpawnIndex;
u8 roomIndex = pEntry->mRoomIndex;
this->mSceneIndex = sceneIndex;
this->mUnk_04 = 0;
this->mUnk_08 = 0;
this->mRoomIndex = roomIndex;
this->mSpawnIndex = spawnIndex;
this->mIsCS = nextIsCS;
this->mUnk_0D = 0;
this->mCutsceneIndex = cutsceneIndex;
this->mUnk_0F = 0;
this->mUnk_10 = 0;
}
};
class UnkStruct_WarpUnk1 : public UnkStruct_0204a060_Base {
public:
/* 00 (base) */
/* 24 */ STRUCT_PAD(0x24, 0x78);
/* 78 */ UnkStruct_SceneChange1 mUnk_78; // current scene?
/* 8C */ UnkStruct_SceneChange1 mUnk_8C; // next scene
/* A0 */ STRUCT_PAD(0xA0, 0xB4);
/* B4 */ unk32 mSpawnTransitionType; // the behavior of Link when entering a new scene
};
class UnkStruct_027e09a4 : public SysObject {
public:
/* 00 */ UnkStruct_SceneChange1_Base mUnk_00; // the infos of the current area, this isn't saved when you save the game
/* 10 */ unk32 *mUnk_10;
/* 14 */ UnkStruct_SceneChange1 mUnk_14;
/* 28 */ unk32 mUnk_28;
/* 2C */ s16 mUnk_2C;
/* 2C */ unk16 mUnk_2E;
/* 30 */ Vec3p mUnk_30;
/* 3C */ STRUCT_PAD(0x3C, 0x54);
/* 54 */ void *mUnk_54; // vtable
/* 58 */ UnkStruct_WarpUnk1 *mpWarpUnk1;
/* 5C */ unk32 mUnk_5C;
/* 60 */ unk32 mUnk_60; // related to ds download?
/* 64 */ unk32 mUnk_64;
/* 68 */
bool IsCutscene() {
return this->mUnk_00.mIsCS == true;
}
bool IsNotCutscene() {
return this->mUnk_00.mIsCS != true;
}
u8 CurrentCSIndex() {
return this->mUnk_00.mCutsceneIndex;
}
bool UnkCheck(unk32 sceneIndex) {
switch (sceneIndex) {
case SceneIndex_test_iwa:
case SceneIndex_d_main:
case SceneIndex_f_kakushi4:
case SceneIndex_test_mri:
case SceneIndex_test_morita:
case SceneIndex_test_sako:
case SceneIndex_test_hosaka:
return true;
case SceneIndex_test_yamaz:
case SceneIndex_test_kita:
case SceneIndex_test_take:
case SceneIndex_test_suzuki:
case SceneIndex_test_okane:
case SceneIndex_test_dera:
default:
break;
}
return false;
}
SceneIndex CurrentSceneIndex() {
return this->mUnk_00.mSceneIndex;
}
bool IsDarkRealm() {
return this->mUnk_00.mSceneIndex <= SceneIndex_t_eviltrain3 && this->mUnk_00.mSceneIndex >= SceneIndex_t_eviltrain;
}
bool IsPirate() {
return this->mUnk_00.mSceneIndex == SceneIndex_f_pirate;
}
bool IsPassenger() {
return this->mUnk_00.mSceneIndex == SceneIndex_f_passenger;
}
~UnkStruct_027e09a4();
bool func_01ffd3d8();
UnkStruct_func_01ffd400 *func_01ffd400();
unk8 func_ov000_02070bd0(unk32 csIndex, unk32 param2);
UnkStruct_SceneChange1 *func_ov000_02070560();
void func_ov000_020707a8(void *param1);
void func_ov000_02070834(void *param1);
void func_ov000_0207087c(unk32 param1);
void func_ov000_020708d8(unk32 param1);
void func_ov000_02070938(unk32 param1);
void func_ov000_02070a4c(unk32 param1);
unk32 func_ov000_02070554();
unk16 *func_ov000_02070538();
bool func_ov000_02070a9c(UnkStruct_SceneChange1 *param1);
bool func_ov000_02072154(UnkStruct_SceneChange1 *param1, unk32 param2);
void func_ov000_0207056c();
void func_ov000_020705e8(SaveFile *param1, unk32 param2);
void func_ov017_020bb994(void *param1);
void func_ov017_020bb994(unk32 param1);
void func_ov017_020bb994(void *, void *);
static void func_ov025_020c4a60();
static void Destroy();
};
extern UnkStruct_027e09a4 *data_027e09a4;