Files
st/include/Actor/Actor.hpp
T
Alessevan f66583c194 Decompile ActorUnkAROW (83%) (#70)
* refactor: unknown arow actor to arrow

* refactor: rename ActorUnkArow_c4 and remove warning

* refactor: rename class in system files

* feat: match actorprofilearrow

* feat: progress decompilation

* feat: rename actor to ActorShotArrow

* feat: change mangled name

* feat: decompile some functions and mark unmatched functions as non-matching

* feat: progress

* feat: decompiling function 020f206c

* feat: change two fields for struct padding

* feat: remove non-matching comment on matched function

* feat: decompiling function 020f20bc

* refactor: fix .bss mangled names

* feat: decompiling 020f2134

* feat: decompiling func_ov031_020f2160

* feat: matching function func_ov031_020f21dc

* feat: use correct mangled names in jp version

* fix: change back arm9/delinks in eur version

* feat: non-matching function 020f1a64

* feat: decompile 020f2270

* feat: decompile function 020f2280

* feat: uncompile func_ov031_020f229c

* feat: match 020f22d4 add UnkSystem{4,5} as fields

* feat: reverse 020f2b8c

* feat: 020f2bbc

* feat: 020f2bec

* feat: 020f3304

* style: explicitly indicate floating values when using FLOAT_TO_Q20

* style: move external function to the top

* feat: begin of 020f3258

* feat: decompile 020f32c4

* feat: propagate mangled names changes to japan version

* feat: begin decompilation of func_ov031_020f370c

* feat: begin weird decompilation of func_ov031_020f3d4c

* feat: decompile function 020f3d04

* feat: better matching

* feat: matching function func_ov031_020f2214

* feat: decompile the function 020f3258

* feat: increase matched code

* feat: decompile function func_ov031_020f2794

* feat: decompile function func_ov031_020f18bc

* feat: decompile almost all func_ov031_020f195c

* feat: decompile 3/4 of func_ov031_020f173c

* refactor: change back function's return type to void

* feat: begin decompilation of func_ov031_020f1b04

* feat: advance decompilation of 020f1c7c

* feat: decompile 020f1e3c

* feat: decompile function func_ov031_020f1f54

* refactor: move func(Actor *) into ActorShotArrow class

* feat: introduce ActorShotArrow_194 thanks to Yanis002

* fix: use FX32 in macros over old Q20

* fix: praying magic behaviour

* revert: revert before build failure

* revert: remove all relocs.txt magic stuff

* revert: introduce back correct symbols

* revert: introduce back CORRECTLY correct symbols

* feat: rename vtable

* fix: wrong hex in comment

* feat: huge improvements

* fix: undefined 02081d7c

* fix: awful symbol name

* fix: part of mangled name in jp version

* fix: rest of the line disappeared

* fix: try to fix jp version

* fix: apply eur fix to jp

* feat: add function 020f374c

* fix: full match of 020f173c

* feat: move function in upperclass

* feat: change ActorRupee to use class function

* feat: try decompiling func_ov031_020f2ef0

* feat: improvements

* feat: improvements

* docs: add comment

* fix: build issues

* feat: improvements

* feat: improvements

* feat: forget inclusion of unkstruct

* feat: enhanced

* feat: some improvements

* style: better style

* feat: decompile function and cleanup

* refactor: remove .cache ??

* review

---------

Co-authored-by: Yanis002 <35189056+Yanis002@users.noreply.github.com>
2026-06-22 01:20:15 +02:00

306 lines
8.4 KiB
C++

#pragma once
#include "Actor/ActorId.hpp"
#include "Actor/ActorProfile.hpp"
#include "Actor/ActorRef.hpp"
#include "Physics/Cylinder.hpp"
#include "System/SysNew.hpp"
#include "flags.h"
#include "global.h"
#include "math.hpp"
#include "types.h"
#include "versions.h"
class ActorParams {
public:
/* 00 */ VecFx32 mInitialPos;
/* 0C */ s16 mInitialAngle;
/* 0E */ s8 mUnk_0E;
/* 0F */ bool mUnk_0F;
/* 10 */ u16 mParams[4];
/* 18 */ Vec2b mUnk_18;
/* 1A */ u16 mUnk_1A;
/* 1C */ union {
unk32 mUnk_1C;
u16 mUnk_1C_0;
u16 mUnk_1C_2;
};
/* 20 */ union {
unk32 mUnk_20;
unk16 mUnk_20_0;
unk16 mUnk_20_2;
};
/* 24 */ unk16 mUnk_24;
/* 26 */ union {
unk16 mUnk_26;
unk8 mUnk_26_0;
unk8 mUnk_26_1;
};
/* 28 */ ActorRef mUnk_28;
/* 2C */ u32 mUnk_2C;
/* 30 */
void func_ov000_020975f8();
};
class UnkStruct_ov000_020b539c {
public:
/* 00 */ ActorParams mUnk_00;
/* 30 */ ActorProfile *mUnk_30;
/* 34 */
ActorProfile **func_ov000_02073dc();
ActorProfile **func_ov000_02073e8();
ActorProfile *GetProfileFromId(ActorId actorId);
};
class Actor_C4;
typedef u32 ActorFlags;
enum ActorFlag_ {
ActorFlag_Alive = FLAG(0, 0),
ActorFlag_Visible = FLAG(0, 1),
ActorFlag_2 = FLAG(0, 2),
ActorFlag_Active = FLAG(0, 3), // stops updating if false
ActorFlag_4 = FLAG(0, 4),
ActorFlag_5 = FLAG(0, 5),
ActorFlag_6 = FLAG(0, 6),
ActorFlag_7 = FLAG(0, 7),
ActorFlag_Grabbed = FLAG(0, 8),
ActorFlag_9 = FLAG(0, 9),
ActorFlag_Interacting = FLAG(0, 10), // set when player interacts with actor
ActorFlag_11 = FLAG(0, 11),
ActorFlag_12 = FLAG(0, 12),
ActorFlag_13 = FLAG(0, 13),
ActorFlag_14 = FLAG(0, 14),
ActorFlag_15 = FLAG(0, 15),
ActorFlag_16 = FLAG(0, 16),
ActorFlag_17 = FLAG(0, 17),
ActorFlag_18 = FLAG(0, 18),
ActorFlag_19 = FLAG(0, 19),
ActorFlag_20 = FLAG(0, 20),
ActorFlag_21 = FLAG(0, 21),
ActorFlag_22 = FLAG(0, 22),
ActorFlag_23 = FLAG(0, 23),
ActorFlag_24 = FLAG(0, 24),
ActorFlag_25 = FLAG(0, 25),
ActorFlag_26 = FLAG(0, 26),
ActorFlag_27 = FLAG(0, 27),
ActorFlag_28 = FLAG(0, 28),
ActorFlag_29 = FLAG(0, 29),
ActorFlag_30 = FLAG(0, 30),
ActorFlag_31 = FLAG(0, 31),
};
class Actor_C4;
struct ActorGrabParams {
/* 00 */ u16 unk_00;
/* 02 */ u16 unk_02;
/* 04 */
};
class Actor_9C {
public:
/* 00 (vtable) */
/* 04 */ unk32 mUnk_04;
/* 08 */ unk32 mUnk_08;
/* 0C */ ActorRef mUnk_0C;
/* 10 */ unk32 mUnk_10;
/* 14 */ unk32 mUnk_14;
/* 18 */ unk32 mUnk_18;
/* 1C */ u16 mUnk_1C;
/* 1E */ u16 mUnk_1E;
/* 20 */
/* 00 */ virtual void vfunc_00(); // corresponds to func_ov000_02097c14
/* 04 */ virtual void vfunc_04(); // corresponds to func_ov000_02097c20
/* 08 */
Actor_9C();
void func_ov000_02097bec();
};
typedef s16 ActorState;
#define ActorState_None -1
class Actor {
public:
/* 00 (vtable) */
/* 04 */ VecFx32 mPos;
/* 10 */ VecFx32 mPrevPos;
/* 1C */ VecFx32 mVel;
/* 28 */ fx16 mAngle;
/* 2A */ unk16 mUnk_2A;
/* 2C */ unk32 mUnk_2C; // gravity?
/* 30 */ Cylinder *mUnk_30;
/* 34 */ Cylinder *mUnk_34;
/* 38 */ unk32 *mUnk_38;
/* 3C */ Actor_9C *mUnk_3C;
/* 40 */ Actor_C4 *mUnk_40;
/* 44 */ u16 mUnk_44;
/* 46 */ unk16 mUnk_46;
/* 48 */ unk16 mUnk_48;
/* 4A */ u8 mUnk_4A[2];
/* 4C */ ActorState mState;
/* 4E */ fx16 mYOffset;
/* 50 */ volatile u16 mUnk_50; // timer some actors are using
/* 52 */ u16 mUnk_52; // maximum value for above timer
/* 54 */ unk32 mUnk_54;
/* 58 */ ActorFlags mFlags[1];
/* 5C */ ActorParams mUnk_5C;
/* 8C */ ActorRef mRef;
/* 90 */ ActorProfile *mpProfile;
/* 94 */
/* 00 */ virtual void GetOffsetPos(VecFx32 *pPos) const;
/* 04 */ virtual bool vfunc_04();
/* 08 */ virtual unk16 vfunc_08();
/* 0C */ virtual unk8 vfunc_0C();
/* 10 */ virtual void vfunc_10(VecFx32 *param1);
/* 14 */ virtual void vfunc_14();
/* 18 */ virtual bool vfunc_18(unk32 param1);
/* 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(unk32 param1);
/* 30 */ virtual void vfunc_30();
/* 34 */ virtual unk32 vfunc_34();
/* 38 */ virtual bool Grab(ActorGrabParams grabParams);
/* 3C */ virtual bool Drop(ActorGrabParams grabParams, const VecFx32 *pVel);
/* 40 */ virtual void vfunc_40();
/* 44 */ virtual void vfunc_44();
/* 48 */ virtual void vfunc_48();
/* 4C */ virtual ~Actor();
/* 54 */
unk32 func_01fff5d0(unk32 param1, unk32 param2);
void ResetFlags() {
*(u32 *) this->mFlags = 0;
}
void Kill() {
UNSET_FLAG(this->mFlags, ActorFlag_Alive);
}
bool IsAlive() {
return GET_FLAG(this->mFlags, ActorFlag_Alive);
}
Actor();
ActorId GetActorId();
bool IsTimerOut() {
if (this->mUnk_50 < this->mUnk_52) {
this->mUnk_50++;
return false;
}
return true;
}
// overlay 0
bool func_ov000_0205cbc4(u32 param1, VecFx32 *param2);
unk32 func_ov000_0207e294(Cylinder *param1);
void func_ov000_0209848c(ActorProfile *param1);
void func_ov000_020984b0();
void func_ov000_020984b4();
void func_ov000_020984b8();
void func_ov000_020984bc();
void func_ov000_020984c0();
void func_ov000_020984c4();
unk32 func_ov000_020984c8();
void func_ov000_020984d0();
void func_ov000_020984f0();
u32 func_ov000_02098800(bool param1);
bool func_ov000_02098838();
unk32 func_ov000_02098910(unk32 param1, unk32 param2);
void func_ov000_02098b8c(unk32 param1, unk32 param2);
s32 func_ov000_02098518(unk32 *param1);
VecFx32 *func_ov000_0209853c(unk32 param1);
s32 func_ov000_02098554();
s16 func_ov000_0209856c();
s8 func_ov000_02098578();
s32 func_ov000_02098584();
s32 func_ov000_020985f0(void *param1);
void func_ov000_0209862c(unk32 param1);
void func_ov000_020989e0();
bool func_ov000_02098a60(unk32 param1);
void func_ov000_02098a88(unk32 param1, unk32 param2);
u32 func_ov000_02098ab4(bool param1, unk32 param2, unk32 param3, VecFx32 *param4);
static void func_ov000_020973f4(ActorRef *pOutRef, UnkStruct_ov000_020b539c *param2, ActorId actorId, ActorParams *pParams,
int param5);
// overlay 17
bool func_ov017_020beeec(unk32 param1);
void func_ov017_020bf5c4(VecFx32 *param1, unk32 param2, unk32 param3, unk32 param4, unk32 param5);
void func_ov017_020bf9c8(Actor *param1);
};
class Actor_C4_Base {
public:
Actor_C4_Base(void *param1, unk32 param2);
};
class Actor_C4 : public Actor_C4_Base {
public:
/* 00 (vtable) */
/* 04 */ unk32 mUnk_04;
/* 08 */ unk16 mUnk_08;
/* 08 */ unk16 mUnk_0A;
/* 0C */ unk16 mUnk_0C;
/* 0C */ unk16 mUnk_0E;
/* 10 */ unk16 mUnk_10;
/* 10 */ unk16 mUnk_12;
/* 14 */ unk32 mUnk_14;
/* 18 */ unk32 mUnk_18;
/* 1C */ unk32 mUnk_1C;
/* 20 */ Actor *mUnk_20;
/* 24 */
/* 00 */ virtual bool vfunc_00(ActorRef ref, unk32 param2);
/* 04 */ virtual void vfunc_04();
/* 08 */ virtual void vfunc_08();
/* 0C */ virtual void vfunc_0C(unk32 param1);
/* 10 */
template <typename T> T *GetActorPtr() {
return (T *) this->mUnk_20;
}
Actor_C4(Actor *param1) :
Actor_C4_Base(&param1->mRef, 0) {}
};
class Actor_Derived2 : public Actor {
public:
/* 00 (base) */
/* 94 */ unk32 mUnk_94;
/* 98 */ VecFx32 mUnk_98;
/* A4 */ unk32 mUnk_A4;
/* A8 */ void *mUnk_A8;
/* AC */ unk8 mUnk_AC;
/* AD */ unk8 mUnk_AD;
/* AE */
Actor_Derived2();
/* 30 */ virtual void vfunc_30();
/* 4C */ WEAK virtual ~Actor_Derived2() {}
/* 54 */ virtual void vfunc_54();
};
extern UnkStruct_ov000_020b539c data_ov000_020b539c_eur;
struct UnkActorDataStruct1 {
/* 00 */ unk32 unk_00[4];
/* 10 */ unk32 unk_10;
/* 14 */ unk32 unk_14;
/* 18 */
};
extern "C" void func_ov000_02099ddc(void *thisx, UnkActorDataStruct1 param1, unk32 param2, unk32 param3);