Files
st/include/Unknown/Common.hpp
T
Yanis 0b367ecdfb Decompile ActorManager_001.cpp (#31)
* started ActorManager_001.cpp

* create, ctor, dtor

* prog

* fix build

* fix build issues

* progress

* struct comments

* match ClearInstance
2026-02-04 04:08:40 +01:00

864 lines
27 KiB
C++

#pragma once
#include "Game/GameModeManager.hpp"
#include "System/SysNew.hpp"
#include "global.h"
#include "nitro/math.h"
#include "types.h"
extern "C" void func_0201e8d4(void *param1, void *param2);
class UnkSubStruct1 : public SysObject {
public:
/* 00 (vtable) */
/* 04 */ u16 mUnk_04;
/* 06 */ u16 mUnk_06;
/* 08 */ u16 mUnk_08;
/* 0A */ bool mUnk_0A;
/* 0B */ bool mUnk_0B;
/* 0C */ bool mUnk_0C;
/* 0D */ bool mUnk_0D;
/* 0E */ unk8 mUnk_0E;
/* 0F */ unk8 mUnk_0F;
/* 10 */ unk32 mUnk_10; // brightness (in this context: of the background)
/* 14 */ unk32 mUnk_14;
/* 18 */ unk32 mUnk_18;
/* 1C */ unk32 mUnk_1C;
/* 20 */ unk32 mUnk_20;
/* 24 */ unk32 mUnk_24;
/* 28 */ unk32 mUnk_28;
/* 2C */ unk32 mUnk_2C;
/* 30 */
UnkSubStruct1();
void func_0201ea68(unk32 param1, unk32 param2, unk32 param3, unk32 param4);
u16 func_0201eaa0();
// data_02044330 vtable
/* 00 */ virtual void vfunc_00();
/* 04 */ virtual void vfunc_04();
/* 08 */ virtual void vfunc_08();
/* 0C */
bool UnkCheck1() {
bool value = true;
if (mUnk_0A == false && mUnk_0B == false) {
value = false;
}
return value;
}
void UnkOperations(Vec2s *pPos, bool doSetPos) {
int iVar1;
if (this->mUnk_08 != 0) {
iVar1 = this->mUnk_08 - this->mUnk_0D;
this->mUnk_08 = CLAMP(iVar1, 0, 0xFFFF);
} else {
if (this->mUnk_0A) {
if (this->mUnk_04 < this->mUnk_06) {
iVar1 = this->mUnk_04 + this->mUnk_0D;
if (iVar1 > this->mUnk_06) {
iVar1 = this->mUnk_06;
} else if (iVar1 < 0) {
iVar1 = 0;
}
this->mUnk_04 = iVar1;
this->vfunc_00();
if (this->mUnk_04 >= this->mUnk_06) {
this->mUnk_10 = this->mUnk_20;
this->mUnk_14 = this->mUnk_24;
this->mUnk_0A = false;
this->mUnk_0C = true;
}
}
} else {
if (this->mUnk_0B && this->mUnk_04 != 0) {
iVar1 = this->mUnk_04 - this->mUnk_0D;
if (iVar1 > this->mUnk_06) {
iVar1 = this->mUnk_06;
} else if (iVar1 < 0) {
iVar1 = 0;
}
this->mUnk_04 = iVar1;
this->vfunc_04();
if (this->mUnk_04 == 0) {
this->mUnk_10 = this->mUnk_18;
this->mUnk_14 = this->mUnk_1C;
this->mUnk_0B = false;
this->mUnk_0C = true;
}
}
}
}
if (doSetPos) {
Vec2us local_4c;
func_0201e8d4(&local_4c, this);
u16 x = local_4c.x;
u16 y = local_4c.y;
// necessary to flip r1 and r2
pPos->x = 0;
pPos->y = 0;
pPos->x = x;
pPos->y = y;
}
}
void UnkOperations2(Vec2s *pPos, bool doSetPos) {
int iVar1;
if (this->mUnk_08 != 0) {
iVar1 = this->mUnk_08 - this->mUnk_0D;
this->mUnk_08 = CLAMP2(iVar1, 0, 0xFFFF);
} else {
if (this->mUnk_0A) {
if (this->mUnk_04 < this->mUnk_06) {
iVar1 = this->mUnk_04 + this->mUnk_0D;
if (iVar1 > this->mUnk_06) {
iVar1 = this->mUnk_06;
} else if (iVar1 < 0) {
iVar1 = 0;
}
this->mUnk_04 = iVar1;
this->vfunc_00();
if (this->mUnk_04 >= this->mUnk_06) {
this->mUnk_10 = this->mUnk_20;
this->mUnk_14 = this->mUnk_24;
this->mUnk_0A = false;
this->mUnk_0C = true;
}
}
} else {
if (this->mUnk_0B && this->mUnk_04 != 0) {
iVar1 = this->mUnk_04 - this->mUnk_0D;
if (iVar1 > this->mUnk_06) {
iVar1 = this->mUnk_06;
} else if (iVar1 < 0) {
iVar1 = 0;
}
this->mUnk_04 = iVar1;
this->vfunc_04();
if (this->mUnk_04 == 0) {
this->mUnk_10 = this->mUnk_18;
this->mUnk_14 = this->mUnk_1C;
this->mUnk_0B = false;
this->mUnk_0C = true;
}
}
}
}
if (doSetPos) {
Vec2us local_4c;
func_0201e8d4(&local_4c, this);
u16 x = local_4c.x;
u16 y = local_4c.y;
// necessary to flip r1 and r2
pPos->x = 0;
pPos->y = 0;
pPos->x = x;
pPos->y = y;
}
}
void UnkOperations3() {
int test;
int iVar1;
if (this->mUnk_08 != 0) {
iVar1 = this->mUnk_08 - this->mUnk_0D;
this->mUnk_08 = CLAMP(iVar1, 0, 0xFFFF);
} else {
if (this->mUnk_0A) {
if (this->mUnk_04 < this->mUnk_06) {
iVar1 = this->mUnk_04 + this->mUnk_0D;
if (iVar1 > this->mUnk_06) {
iVar1 = this->mUnk_06;
} else if (iVar1 < 0) {
iVar1 = 0;
}
this->mUnk_04 = iVar1;
this->vfunc_00();
if (this->mUnk_04 >= this->mUnk_06) {
this->mUnk_10 = this->mUnk_18;
this->mUnk_0A = false;
this->mUnk_0C = true;
}
}
} else {
if (this->mUnk_0B && this->mUnk_04 != 0) {
int iVar1 = this->mUnk_04 - this->mUnk_0D;
if (iVar1 > this->mUnk_06) {
iVar1 = this->mUnk_06;
} else if (iVar1 < 0) {
iVar1 = 0;
}
this->mUnk_04 = iVar1;
this->vfunc_04();
if (this->mUnk_04 == 0) {
this->mUnk_10 = this->mUnk_14;
this->mUnk_0B = false;
this->mUnk_0C = true;
}
}
}
}
}
};
struct UnkStruct_ov019_020d24c8_28_258_00 {
/* 00 */ void *mUnk_00;
/* 04 */ unk32 mUnk_04;
UnkStruct_ov019_020d24c8_28_258_00() {}
UnkStruct_ov019_020d24c8_28_258_00(void *param1, unk32 param2) :
mUnk_00(param1),
mUnk_04(param2) {}
void func_ov000_0205fc20(unk32 param1, unk32 param2, void *param3, void *param4);
};
class UnkStruct_ov019_020d24c8_28_258 : public UnkStruct_ov019_020d24c8_28_258_00 {
public:
/* 08 */ unk16 mUnk_08;
/* 0A */ union { //! TODO: figure out
Vec2s mPos;
Vec2us mPosU;
};
/* 0E */ unk16 mUnk_0E;
/* 10 */ unk16 mUnk_10;
/* 12 */ unk16 mUnk_12;
/* 14 */ unk16 mUnk_14;
/* 16 */ unk16 mUnk_16;
/* 18 */
UnkStruct_ov019_020d24c8_28_258() {
this->mUnk_00 = NULL;
this->mUnk_04 = 0;
this->mPos.x = 0;
this->mPos.y = 0;
};
UnkStruct_ov019_020d24c8_28_258(unk32 param1, unk32 param2) :
UnkStruct_ov019_020d24c8_28_258_00(NULL, 0) {
this->UnknownAction(param1, param2);
}
void UnknownAction(unk32 param1, unk32 param2) {
this->func_ov000_0205fc20(param1, param2, &this->mPos, &this->mUnk_0E);
this->mUnk_12 = param1;
this->mUnk_14 = param2;
}
};
#define BTN_ID_NONE -1
#define BTN_ID_ITEM 0x03
#define BTN_ID_RETURN 0x05
#define BTN_ID_TRAIN_ROUTE_GO 0x0E
#define BTN_ID_TRAIN_ROUTE_CANCEL 0x0F
#define BTN_ID_TRAIN_ROUTE_QUIT 0x10
#define BTN_ID_TRAIN_LEVER 0x11
#define BTN_ID_TRAIN_ROPE 0x15
#define BTN_ID_MAP_MEMO 0x1A
#define BTN_ID_MAP_ERASE 0x1B
#define BTN_ID_PAUSE_CONTINUE 0x28
#define BTN_ID_PAUSE_SAVE_AND_QUIT 0x29
#define BTN_ID_MENU_OPEN 0x2D
#define BTN_ID_MENU_ROUTE 0x2E
#define BTN_ID_MENU_CLOSE_BOTTOM 0x2F
#define BTN_ID_MENU_WHIRLWIND 0x30
#define BTN_ID_MENU_BOOMERANG 0x31
#define BTN_ID_MENU_WHIP 0x32
#define BTN_ID_MENU_BOW 0x33
#define BTN_ID_MENU_BOMBS 0x34
#define BTN_ID_MENU_SAND_ROD 0x35
#define BTN_ID_MENU_POTION_SLOT_1 0x36
#define BTN_ID_MENU_POTION_SLOT_2 0x37
#define BTN_ID_MENU_SAVE 0x38
#define BTN_ID_MENU_MAP 0x39
#define BTN_ID_MENU_COLLECTION 0x3A
#define BTN_ID_MENU_RAIL_MAP 0x3B
#define BTN_ID_MENU_PAN_FLUTE 0x3C
#define BTN_ID_MENU_CLOSE_TOP 0x3D
#define BTN_ID_FILE_SELECT_FILE_1 0x40
#define BTN_ID_FILE_SELECT_FILE_2 0x41
#define BTN_ID_FILE_SELECT_42 0x42 // unused file 3 probably
#define BTN_ID_FILE_SELECT_START 0x43
#define BTN_ID_FILE_SELECT_COPY 0x44
#define BTN_ID_FILE_SELECT_ERASE 0x45
#define BTN_ID_FILE_SELECT_ADVENTURE 0x46
#define BTN_ID_FILE_SELECT_BATTLE 0x47
#define BTN_ID_FILE_SELECT_CONTACT_MODE 0x48
#define BTN_ID_FILE_SELECT_OPTIONS 0x49
#define BTN_ID_FILE_SELECT_CONFIRM 0x4A
#define BTN_ID_FILE_SELECT_MIC_TEST 0x4B
#define BTN_ID_FILE_SELECT_MESG_SPEED_LEFT_ARROW 0x4C
#define BTN_ID_FILE_SELECT_MESG_SPEED_RIGHT_ARROW 0x4D
#define BTN_ID_FILE_SELECT_SOUND_SETTINGS_LEFT_ARROW 0x4E
#define BTN_ID_FILE_SELECT_SOUND_SETTINGS_RIGHT_ARROW 0x4F
#define BTN_ID_FILE_SELECT_HANDEDNESS_LEFT_ARROW 0x50
#define BTN_ID_FILE_SELECT_HANDEDNESS_RIGHT_ARROW 0x51
#define BTN_ID_FILE_SELECT_NEW_FILE_CONFIRM 0x57
#define BTN_ID_FILE_SELECT_NEW_FILE_RETURN 0x58
#define BTN_ID_RAIL_MAP_FOREST_MAYSCORE 0x5D
#define BTN_ID_RAIL_MAP_FOREST_OUTSET_VILLAGE 0x5E
#define BTN_ID_RAIL_MAP_SNOW_ANOUKI_VILLAGE 0x5F
#define BTN_ID_RAIL_MAP_OCEAN_PAPUZIA_VILLAGE 0x60
#define BTN_ID_RAIL_MAP_FIRE_GORON_VILLAGE 0x61
#define BTN_ID_RAIL_MAP_TOWER_OF_SPIRITS 0x62
#define BTN_ID_RAIL_MAP_WOODED_TEMPLE 0x63
#define BTN_ID_RAIL_MAP_SNOW_BLIZZARD_TEMPLE 0x64
#define BTN_ID_RAIL_MAP_MARINE_TEMPLE 0x65
#define BTN_ID_RAIL_MAP_MOUNTAIN_TEMPLE 0x66
#define BTN_ID_RAIL_MAP_DESERT_TEMPLE 0x67
#define BTN_ID_RAIL_MAP_FOREST_WOODLAND_SANCTUARY 0x68
#define BTN_ID_RAIL_MAP_SNOW_SNOWFALL_SANCTUARY 0x69
#define BTN_ID_RAIL_MAP_OCEAN_ISLAND_SANCTUARY 0x6A
#define BTN_ID_RAIL_MAP_OCEAN_DUNE_SANCTUARY 0x6B
#define BTN_ID_RAIL_MAP_FOREST_HYRULE_CASTLE 0x6C
#define BTN_ID_RAIL_MAP_SNOW_BRIDGE_WORKERS_HOUSE 0x6D
#define BTN_ID_RAIL_MAP_SNOW_ICY_SPRING 0x6E
#define BTN_ID_RAIL_MAP_FOREST_TRADING_POST 0x6F
#define BTN_ID_RAIL_MAP_FOREST_RABBIT_HAVEN 0x70
#define BTN_ID_RAIL_MAP_OCEAN_PIRATE_HIDEOUT 0x71
#define BTN_ID_RAIL_MAP_FIRE_GORON_TARGET_RANGE 0x72
#define BTN_ID_RAIL_MAP_FIRE_DARK_ORE_MINE 0x73
#define BTN_ID_RAIL_MAP_SNOW_SNOWDRIFT_STATION 0x74
#define BTN_ID_RAIL_MAP_FIRE_DISORIENTATION_STATION 0x75
#define BTN_ID_RAIL_MAP_FIRE_ENDS_OF_THE_EARTH_STATION 0x76
#define BTN_ID_RAIL_MAP_OCEAN_LOST_AT_SEA_STATION 0x77
#define BTN_ID_RAIL_MAP_SNOW_SLIPPERY_STATION 0x78
#define BTN_ID_SHOP_QUIT 0x81 // quit shop
#define BTN_ID_SHOP_RETURN 0x82 // quit item preview
#define BTN_ID_SHOP_BUY 0x83
#define BTN_ID_SHOP_ITEM_1 0x84
#define BTN_ID_SHOP_ITEM_2 0x85
#define BTN_ID_SHOP_ITEM_3 0x86
#define BTN_ID_SHOP_ITEM_4 0x87
#define BTN_ID_SHOP_ITEM_5 0x88
#define BTN_ID_COLLECTION_TO_TRAIN_PARTS 0x99
#define BTN_ID_COLLECTION_TO_TREASURES 0x9A
#define BTN_ID_COLLECTION_TO_LETTERS 0x9B
#define BTN_ID_COLLECTION_TO_STAMPS 0x9C
#define BTN_ID_COLLECTION_FLIP_SCREENS 0x9D
#define BTN_ID_COLLECTION_SWORD 0x9E
#define BTN_ID_COLLECTION_SHIELD 0x9F
#define BTN_ID_COLLECTION_BOMB_BAG 0xA0
#define BTN_ID_COLLECTION_QUIVER 0xA1
#define BTN_ID_COLLECTION_CLOTHES 0xA2
#define BTN_ID_COLLECTION_BOW_OF_LIGHT 0xA3
#define BTN_ID_COLLECTION_A4 0xA4 // most likely the other scroll
#define BTN_ID_COLLECTION_GREAT_SPIN_ATTACK 0xA5
#define BTN_ID_COLLECTION_ENGINEER_CERTIFICATE 0xA6
#define BTN_ID_COLLECTION_BEEDLE_CARD 0xA7
#define BTN_ID_COLLECTION_RABBIT_NET 0xAA
#define BTN_ID_COLLECTION_COMPASS_OF_LIGHT 0xAB
#define BTN_ID_COLLECTION_PRIZE_POSTCARDS 0xAC
#define BTN_ID_COLLECTION_PAN_FLUTE 0xAD
#define BTN_ID_COLLECTION_FOREST_SOURCE 0xAE
#define BTN_ID_COLLECTION_SNOW_SOURCE 0xAF
#define BTN_ID_COLLECTION_OCEAN_SOURCE 0xB0
#define BTN_ID_COLLECTION_FIRE_SOURCE 0xB1
#define BTN_ID_COLLECTION_SAND_SOURCE 0xB2
#define BTN_ID_COLLECTION_SONG_OF_AWAKENING 0xB3
#define BTN_ID_COLLECTION_SONG_OF_HEALING 0xB4
#define BTN_ID_COLLECTION_SONG_OF_BIRDS 0xB5
#define BTN_ID_COLLECTION_SONG_OF_LIGHT 0xB6
#define BTN_ID_COLLECTION_SONG_OF_DISCOVERY 0xB7
#define BTN_ID_COLLECTION_RETURN 0xB8
#define BTN_ID_TRAIN_PARTS_TRAIN 0x99
#define BTN_ID_TRAIN_PARTS_CANNON 0x9A
#define BTN_ID_TRAIN_PARTS_CAR 0x9B
#define BTN_ID_TRAIN_PARTS_WAGON 0x9C
#define BTN_ID_TRAIN_PARTS_CHOICE_1 0x9D
#define BTN_ID_TRAIN_PARTS_CHOICE_2 0x9E
#define BTN_ID_TRAIN_PARTS_CHOICE_3 0x9F
#define BTN_ID_TRAIN_PARTS_RETURN 0xB8
#define BTN_ID_TREASURES_DEMON_FOSSIL 0x9D
#define BTN_ID_TREASURES_STALFOS_SKULL 0x9E
#define BTN_ID_TREASURES_STAR_FRAGMENT 0x9F
#define BTN_ID_TREASURES_BEE_LARVAE 0xA0
#define BTN_ID_TREASURES_WOOD_HEART 0xA1
#define BTN_ID_TREASURES_DARK_PEARL_LOOP 0xA2
#define BTN_ID_TREASURES_WHITE_PEARL_LOOP 0xA3
#define BTN_ID_TREASURES_RUTO_CROWN 0xA4
#define BTN_ID_TREASURES_DRAGON_SCALE 0xA5
#define BTN_ID_TREASURES_PIRATE_NECKLACE 0xA6
#define BTN_ID_TREASURES_PALACE_DISH 0xA7
#define BTN_ID_TREASURES_GORON_AMBER 0xA8
#define BTN_ID_TREASURES_MYSTIC_JADE 0xA9
#define BTN_ID_TREASURES_ANCIENT_COIN 0xAA
#define BTN_ID_TREASURES_PRICELESS_STONE 0xAB
#define BTN_ID_TREASURES_REGAL_RING 0xAC
#define BTN_ID_TREASURES_RETURN 0xB8
#define BTN_ID_STAMPS_PAGE_LEFT 0x99
#define BTN_ID_STAMPS_PAGE_RIGHT 0x9A
#define BTN_ID_STAMPS_RETURN 0xB8
#define BTN_ID_LETTERS_CHOICE_1 0x99
#define BTN_ID_LETTERS_CHOICE_2 0x9A
#define BTN_ID_LETTERS_CHOICE_3 0x9B
#define BTN_ID_LETTERS_CHOICE_4 0x9C
#define BTN_ID_LETTERS_ARROW_RIGHT 0x9E
#define BTN_ID_LETTERS_ARROW_LEFT 0x9F
#define BTN_ID_LETTERS_MAP 0xA0
#define BTN_ID_LETTERS_RAIL_MAP 0xA1
#define BTN_ID_LETTERS_RETURN 0xB8
#define BTN_ID_CONTACT_MODE_EXCHANGE 0x99
#define BTN_ID_CONTACT_MODE_DEMON_FOSSIL 0x9B
#define BTN_ID_CONTACT_MODE_STALFOS_SKULL 0x9C
#define BTN_ID_CONTACT_MODE_STAR_FRAGMENT 0x9D
#define BTN_ID_CONTACT_MODE_BEE_LARVAE 0x9E
#define BTN_ID_CONTACT_MODE_WOOD_HEART 0x9F
#define BTN_ID_CONTACT_MODE_DARK_PEARL_LOOP 0xA0
#define BTN_ID_CONTACT_MODE_WHITE_PEARL_LOOP 0xA1
#define BTN_ID_CONTACT_MODE_RUTO_CROWN 0xA2
#define BTN_ID_CONTACT_MODE_DRAGON_SCALE 0xA3
#define BTN_ID_CONTACT_MODE_PIRATE_NECKLACE 0xA4
#define BTN_ID_CONTACT_MODE_PALACE_DISH 0xA5
#define BTN_ID_CONTACT_MODE_GORON_AMBER 0xA6
#define BTN_ID_CONTACT_MODE_MYSTIC_JADE 0xA7
#define BTN_ID_CONTACT_MODE_ANCIENT_COIN 0xA8
#define BTN_ID_CONTACT_MODE_PRICELESS_STONE 0xA9
#define BTN_ID_CONTACT_MODE_REGAL_RING 0xAA
#define BTN_ID_CONTACT_MODE_RETURN 0xB8
#define BTN_ID_BATTLE_MENU_RETURN 0xB9
#define BTN_ID_BATTLE_MENU_CREATE_GROUP 0xBA
#define BTN_ID_BATTLE_MENU_JOIN_GROUP 0xBB
#define BTN_ID_BATTLE_MENU_PLAYER_LIST 0xBD
class UnkSystem2_UnkSubSystem1_Base {
public:
/* 04 */ GameModeLinkList<UnkSystem2_UnkSubSystem1_Base> mUnk_04;
/* 0C */ void *mUnk_0C;
/* 10 */ unk32 mButtonID;
/* 14 */ Vec2s mPos; // image position (among other things)
/* 18 */ STRUCT_PAD(0x18, 0x24);
/* 24 */ Vec2us mPosOffset; // used to shift the button when selected
/* 28 */ bool mUnk_28; // selected highlight effect when set to true
/* 29 */ bool mUnk_29; // related to having the button selected
/* 2A */ bool mUnk_2A; // disables button action
/* 2A */ bool mUnk_2B;
/* 2C */ bool mUnk_2C;
/* 2D */ unk8 mUnk_2D;
/* 2E */ unk8 mUnk_2E;
/* 2F */ unk8 mUnk_2F;
UnkSystem2_UnkSubSystem1_Base();
// data_ov000_020b1ecc vtable
/* 00 */ virtual ~UnkSystem2_UnkSubSystem1_Base();
/* 08 */ virtual void vfunc_08();
/* 0C */ virtual void vfunc_0C();
};
// this class is related to the selectable buttons (actually more related to texture with things on top)
class UnkSystem2_UnkSubSystem1_Derived1 : public UnkSystem2_UnkSubSystem1_Base {
public:
/* 00 (vtable) */
/* 30 */ UnkStruct_ov019_020d24c8_28_258 mUnk_30; // idle
/* 48 */ UnkStruct_ov019_020d24c8_28_258 mUnk_48; // selected
/* 60 */
UnkSystem2_UnkSubSystem1_Derived1();
UnkSystem2_UnkSubSystem1_Derived1(unk32 buttonID, unk32 param2, unk32 param3, unk32 param4, unk32 param5, unk32 param6);
void func_ov000_020633c0(unk32 param1, unk32 param2, unk32 param3, unk32 param4, unk32 param5, unk32 param6);
// data_ov000_020b1efc vtable
/* 00 */ virtual ~UnkSystem2_UnkSubSystem1_Derived1() override {}
/* 08 */ virtual void vfunc_08() override;
/* 0C */ virtual void vfunc_0C() override;
};
class UnkSystem2_UnkSubSystem7 {
public:
/* 00 */ unk32 mUnk_00;
~UnkSystem2_UnkSubSystem7();
};
//! TODO: conflicts with UnkSystem2_UnkSubSystem1_Derived1? mUnk_34 type differs for some reasons
class UnkSystem2_UnkSubSystem1_Derived2 : public UnkSystem2_UnkSubSystem1_Base {
public:
/* 00 (vtable) */
/* 30 */ void *mUnk_30; // related to the background texture draw (idle)
/* 34 */ UnkSystem2_UnkSubSystem7 mUnk_34; // related to the texture draw
/* 38 */ unk16 mUnk_38; // related to the texture draw
/* 3C */ Vec2us mUnk_3A; // overlaid elements position (text, icons etc...), relative to background position
/* 40 */ unk16 mUnk_3E;
/* 40 */ unk32 mUnk_40;
/* 44 */ unk32 mUnk_44;
/* 48 */ void *mUnk_48; // related to the background texture draw (selected)
/* 4C */ unk32 mUnk_4C;
/* 50 */ unk16 mUnk_50; // related to the texture draw
/* 50 */ unk16 mUnk_52;
/* 54 */ unk32 mUnk_54;
/* 58 */ unk32 mUnk_58;
/* 5C */ unk32 mUnk_5C;
/* 60 */
UnkSystem2_UnkSubSystem1_Derived2(unk32 param1, unk32 param2, unk32 param3, unk32 param4, unk32 param5, unk32 param6);
void func_ov000_020633c0(unk32 param1, unk32 param2, unk32 param3, unk32 param4, unk32 param5, unk32 param6);
// data_ov000_020b1efc vtable
/* 00 */ virtual ~UnkSystem2_UnkSubSystem1_Derived2() override {}
/* 08 */ virtual void vfunc_08() override;
/* 0C */ virtual void vfunc_0C() override;
};
class UnkSystem2_UnkSubSystem5_Base_10 {
public:
/* 000 (vtable) */
/* 014 */ void *mUnk_014;
/* 018 */ unk32 mUnk_018;
/* 01C */ void *mUnk_01C;
/* 020 */ unk32 mUnk_020;
/* 024 */ unk32 mUnk_024;
/* 028 */ unk8 mUnk_028;
/* 029 */ unk8 mUnk_029;
/* 02A */ unk8 mUnk_02A;
/* 02B */ unk8 mUnk_02B;
/* 02C */ unk32 mUnk_02C;
/* 030 */ unk32 mUnk_030;
/* 034 */ unk32 mUnk_034;
/* 038 */ unk32 mUnk_038;
/* 03C */ unk32 mUnk_03C;
/* 040 */ unk32 mUnk_040;
/* 044 */ unk32 mUnk_044;
/* 048 */ unk32 mUnk_048;
/* 04C */ unk32 mUnk_04C;
/* 050 */ STRUCT_PAD(0x50, 0x130);
// data_ov000_020b20fc (vtable)
/* 00 */ virtual ~UnkSystem2_UnkSubSystem5_Base_10();
/* 08 */ virtual void vfunc_08();
/* 0C */ virtual void vfunc_0C();
/* 10 */ virtual void vfunc_10();
/* 14 */ virtual void vfunc_14();
/* 18 */ virtual void vfunc_18();
/* 1C */ virtual void vfunc_1C();
/* 20 */ virtual void vfunc_20();
/* 24 */ virtual void vfunc_24();
/* 28 */ virtual void vfunc_28();
/* 2C */ virtual void vfunc_2C();
/* 30 */ virtual void vfunc_30();
/* 34 */ virtual void vfunc_34();
/* 38 */ virtual void vfunc_38();
/* 3C */ virtual void vfunc_3C();
/* 40 */ virtual void vfunc_40();
/* 44 */ virtual void vfunc_44();
/* 48 */ virtual void vfunc_48();
/* 4C */
};
class UnkSystem2_UnkSubSystem5_Base {
public:
/* 000 (vtable) */
/* 004 */ wchar_t *mpString; // in this context it points to the player's name
/* 008 */ unk16 mUnk_008;
/* 00A */ unk16 mUnk_00A;
/* 00C */ void *mUnk_00C;
/* 010 */ UnkSystem2_UnkSubSystem5_Base_10 mUnk_010;
~UnkSystem2_UnkSubSystem5_Base();
/* 00 */ virtual void vfunc_00();
/* 04 */
};
class UnkSystem2_UnkSubSystem11 {
public:
/* 00 (vtable) */
/* 04 */ void *mUnk_04;
/* 08 */ unk32 mUnk_08;
/* 0C */ unk32 mUnk_0C;
/* 10 */ unk32 mUnk_10;
/* 14 */ unk32 mUnk_14;
/* 18 */ void *mUnk_18;
/* 1C */ void *mUnk_1C;
/* 20 */
void func_ov000_02061f60();
~UnkSystem2_UnkSubSystem11();
// data_ov000_020b1e9c vtable
/* 00 */ virtual void vfunc_00();
/* 04 */ virtual void vfunc_04();
/* 08 */ virtual void vfunc_08();
/* 0C */ virtual void vfunc_0C();
};
// this class seems related to drawing strings?
class UnkSystem2_UnkSubSystem5 : public UnkSystem2_UnkSubSystem5_Base {
public:
/* 000 (base) */
/* 130 */ STRUCT_PAD(0x130, 0x140);
/* 140 */ unk16 mUnk_140;
/* 142 */ unk16 mUnk_142;
/* 144 */ unk16 mUnk_144;
/* 146 */ unk16 mUnk_146;
/* 148 */ unk32 mUnk_148;
/* 14C */ unk8 mUnk_14C; // 0x544
/* 14D */ unk8 mUnk_14D; // 0x545
/* 14E */ unk8 mUnk_14E; // 0x546
/* 14F */ unk8 mUnk_14F; // 0x547
/* 150 */ UnkSystem2_UnkSubSystem11 mUnk_150;
/* 170 */ void *mUnk_170;
/* 144 */ STRUCT_PAD(0x174, 0x238);
/* 238 */
UnkSystem2_UnkSubSystem5() {}
UnkSystem2_UnkSubSystem5(unk32 param1, unk32 param2);
~UnkSystem2_UnkSubSystem5() {}
void func_0201f498();
void func_0201f4b4(unk32 param1);
void func_0201f500(void *param1);
void func_0201f730(unk32 param1);
void func_0201f9c4();
void func_0201fb78(wchar_t *param1);
void func_0201fa70(unk32 param1);
// data_0204439c vtable
/* 00 */ virtual void vfunc_00() override;
/* 04 */
};
class UnkSystem2_UnkSubSystem3 {
public:
/* 00 */ UnkSystem2_UnkSubSystem1_Base *mUnk_00;
/* 04 */ UnkSystem2_UnkSubSystem5 mUnk_04;
UnkSystem2_UnkSubSystem3(UnkSystem2_UnkSubSystem1_Base *param1, unk32 param2, unk32 param3, unk32 param4);
void func_ov000_02062f30();
};
class UnkSystem2_UnkSubSystem8_Base {
public:
/* 00 (vtable) */
/* 04 */ UnkSystem2_UnkSubSystem1_Derived2 *mUnk_04;
/* 08 */ bool mUnk_08;
/* 09 */ unk8 mUnk_09;
/* 0A */ unk8 mUnk_0A;
/* 0B */ unk8 mUnk_0B;
/* 0C */
UnkSystem2_UnkSubSystem8_Base(UnkSystem2_UnkSubSystem1_Derived2 *param1);
// data_ov000_020b1fac vtable
/* 00 */ virtual void vfunc_00() = 0;
/* 04 */ virtual void vfunc_04() = 0;
};
// seems to be related to the animations of the ui elements
class UnkSystem2_UnkSubSystem9 : public UnkSubStruct1 {
public:
/* 00 (base) */
/* 30 */ unk32 mUnk_30;
/* 34 */ unk32 mUnk_34;
/* 38 */ unk32 mUnk_38;
/* 3C */ unk32 mUnk_3C;
/* 40 */ unk32 mUnk_40;
/* 44 */
UnkSystem2_UnkSubSystem9();
// data_020442f4 vtable
/* 00 */ virtual void vfunc_00() override;
/* 04 */ virtual void vfunc_04() override;
/* 08 */ virtual void vfunc_08() override;
/* 0C */
//! TODO: conflict with UnkStruct_ov019_020d24c8_28_304
void func_0201e874(unk32 param1, void *param2, void *param3, unk32 param4);
};
class UnkSystem2_UnkSubSystem8 : public UnkSystem2_UnkSubSystem8_Base {
public:
/* 00 (base) */
/* 0C */ UnkSystem2_UnkSubSystem9 mUnk_0C;
/* 50 */
UnkSystem2_UnkSubSystem8() :
UnkSystem2_UnkSubSystem8_Base(NULL) {}
UnkSystem2_UnkSubSystem8(UnkSystem2_UnkSubSystem1_Derived2 *param1) :
UnkSystem2_UnkSubSystem8_Base(param1) {}
UnkSystem2_UnkSubSystem8(UnkSystem2_UnkSubSystem1_Derived1 *param1) :
UnkSystem2_UnkSubSystem8_Base((UnkSystem2_UnkSubSystem1_Derived2 *) param1) {}
void func_ov000_02064080(void *param1, void *param2, unk32 param3, u16 param4);
void func_ov000_0206415c(void *param1, unk32 param2, unk32 param3, unk32 param4);
void func_ov000_02063f64();
// data_ov000_020b1f8c vtable
/* 00 */ virtual void vfunc_00() override;
/* 04 */ virtual void vfunc_04() override;
};
class UnkSystem3 {
public:
/* 00 */ unk32 mUnk_00;
/* 04 */ unk32 mUnk_04;
/* 08 */ unk32 mUnk_08;
/* 0C */
UnkSystem3(const char *path, unk32 param2);
~UnkSystem3();
void func_02015410(const char *path, unk32 param2);
void func_02015460(const char *param1, void *param2, unk32 param3);
};
class UnkSystem4 {
public:
/* 00 */ unk32 mUnk_00;
/* 04 */ unk32 mUnk_04;
/* 08 */ unk32 mUnk_08;
/* 0C */ unk32 mUnk_0C;
/* 10 */
~UnkSystem4();
};
class UnkStruct2 {
public:
/* 00 */ unk8 pad[0x10];
/* 10 */
UnkStruct2(const char *path, unk32 param2);
~UnkStruct2();
void func_020154ec(const char *param1);
};
struct UnkResult {
void *mUnk_00;
void *mUnk_04;
void *mUnk_08;
UnkSystem4 mUnk_0C;
UnkSystem4 mUnk_1C;
UnkSystem4 mUnk_2C;
UnkResult();
UnkResult(const char *path);
UnkResult(const char *path, const char *param2, const char *param3);
~UnkResult() {}
void func_02017520(const char *nscrPath, const char *ncgrPath, const char *nclrPath);
};
// used to draw the swords from the adventure and battle buttons
class UnkSubStruct19 {
public:
/* 00 */ void *mUnk_00;
/* 04 */ void *mUnk_04;
/* 08 */ unk32 mUnk_08;
/* 0C */ unk32 mUnk_0C; // pause the animation timer (in this context: pause the shiny animation on the sword)
/* 10 */ unk32 mUnk_10; // animation timer
/* 14 */ unk32 mUnk_14; // animation speed (also affects above timer)
/* 18 */ unk32 mUnk_18;
/* 1C */ void *mUnk_1C; // pointer to animation bank ("ABNK")
/* 20 */ unk32 mUnk_20;
/* 24 */ unk32 mUnk_24;
/* 28 */ u8 mUnk_28; // bool?
/* 29 */ unk8 mUnk_29;
/* 2A */ unk8 mUnk_2A;
/* 2B */ unk8 mUnk_2B;
/* 2C */ unk32 mUnk_2C;
/* 30 */ void *mUnk_30; // pointer to somewhere inside "CEBK"
/* 34 */ void *mUnk_34;
/* 38 */ unk32 mUnk_38;
/* 3C */ unk32 mUnk_3C;
/* 40 */ unk32 mUnk_40; // related to the width of the texture (scaling matrix?)
/* 44 */ unk32 mUnk_44; // related to the height of the texture
/* 48 */ Vec2us mUnk_48;
/* 4C */ unk32 mUnk_4C;
/* 50 */ unk32 mUnk_50;
/* 54 */ unk32 mUnk_54;
/* 58 */ unk32 mUnk_58; // another timer?
/* 5C */ Vec2us mUnk_5C; // position of the animated texture
/* 60 */ unk32 mUnk_60;
/* 64 */ unk32 mUnk_64;
/* 68 */ unk32 mUnk_68;
/* 6C */ unk16 mUnk_6C;
/* 6E */ bool mUnk_6E;
/* 6F */ unk8 mUnk_6F;
/* 70 */ unk32 mUnk_70;
/* 74 */ unk16 mUnk_74;
/* 76 */ unk16 mUnk_76;
/* 78 */
UnkSubStruct19();
UnkSubStruct19(unk32 param1, unk32 param2) {
this->mUnk_6E = true;
this->mUnk_70 = 0;
this->mUnk_5C.x = 0;
this->mUnk_5C.y = 0;
this->mUnk_74 = 0;
this->func_ov000_0206082c(param1, param2);
}
void func_ov000_0206082c(unk32 param1, unk32 param2);
void func_ov000_02060950();
void func_ov000_020609b0();
void func_ov000_020609c4(void);
void func_ov000_02060a98();
void func_ov000_02060ad0();
unk32 func_ov000_02060af8(void);
void func_ov000_02060b50();
void func_ov000_02060b64(void);
unk32 func_ov000_02060c28(void);
void func_ov000_02060bd8(unk32 param1);
};
struct UnkStruct_StackTitleScreen {
/* 00 */ unk32 pad[5];
/* 14 */
UnkStruct_StackTitleScreen(const char *path, unk32 param1);
~UnkStruct_StackTitleScreen();
void func_ov000_02059270(unk32 param1, char *param2, unk32 param3);
void func_ov000_02059288(unk32 param1, char *param2, unk32 param3);
};