mirror of
https://github.com/zeldaret/st
synced 2026-06-22 08:35:42 -04:00
f66583c194
* 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>
245 lines
6.6 KiB
C++
245 lines
6.6 KiB
C++
#pragma once
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#include "Actor/Actor.hpp"
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#include "Actor/ActorProfile.hpp"
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#include "Render/ModelRender.hpp"
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#include "Unknown/UnkStruct_027e0ce0.hpp"
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#include "global.h"
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#include "types.h"
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typedef u32 ActorShotArrowState;
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enum ActorShotArrowState_ {
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ActorShotArrowState_0 = 0,
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ActorShotArrowState_1 = 1,
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ActorShotArrowState_2 = 2,
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ActorShotArrowState_3 = 3,
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ActorShotArrowState_4 = 4,
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ActorShotArrowState_5 = 5,
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ActorShotArrowState_6 = 6,
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ActorShotArrowState_7 = 7,
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ActorShotArrowState_Max,
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};
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class ActorShotArrow;
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class ActorShotArrow_140 : public Actor_9C {
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public:
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/* 00 (vtable) */
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/* 20 */ STRUCT_PAD(0x20, 0x24);
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/* 24 */ bool mUnk_24;
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/* 25 */ unk8 mUnk_25;
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/* 26 */ unk8 mUnk_26;
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/* 27 */ unk8 mUnk_27;
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/* 28 */
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ActorShotArrow_140(Actor *param1);
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};
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class ActorShotArrow_178_Base : public UnkStruct_027e0ce0_38_Base {
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public:
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/* 00 (vtable) */
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/* 04 */
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ActorShotArrow_178_Base();
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// data_ov000_020b30d0
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/* 00 */ virtual ~ActorShotArrow_178_Base();
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/* 08 */ virtual bool vfunc_08(const UnkStruct_ov031_020f3310 *param1) override;
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};
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class ActorShotArrow_178 : public ActorShotArrow_178_Base {
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public:
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/* 00 (vtable) */
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/* 04 */ STRUCT_PAD(0x04, 0x08);
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/* 08 */ ActorShotArrow *mUnk_08;
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/* 0C */ VecFx32 mUnk_0C;
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/* 18 */ u16 mUnk_18;
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/* 1A */
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ActorShotArrow_178(ActorShotArrow *param1);
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// data_ov031_02114288
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/* 00 */ virtual ~ActorShotArrow_178() override;
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/* 08 */ virtual bool vfunc_08(const UnkStruct_ov031_020f3310 *param1) override;
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/* 0C */ virtual bool vfunc_0C() override;
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void func_ov031_020f3304();
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};
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class ActorShotArrow_194_Base {
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public:
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/* 00 (vtable) */
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/* 04 */ ActorRef mUnk_04;
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/* 08 */ unk16 mUnk_08;
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/* 08 */ unk16 mUnk_0A;
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/* 0C */ VecFx32 mUnk_0C;
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/* 18 */ fx32 mUnk_18;
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/* 1C */ unk32 mUnk_1C;
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/* 20 */ unk32 mUnk_20;
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/* 24 */ unk32 mUnk_24;
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/* 28 */ unk32 mUnk_28;
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/* 2C */
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ActorShotArrow_194_Base() {
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this->mUnk_04 = 0;
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this->mUnk_08 = 0;
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VecFx32_Init(0, 0, 0, &this->mUnk_0C);
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this->mUnk_18 = 0;
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this->mUnk_1C = 0;
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this->mUnk_20 = 0;
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this->mUnk_24 = 0;
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this->mUnk_28 = 0;
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}
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// data_ov000_020b27c8
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/* 00 */ virtual ~ActorShotArrow_194_Base();
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/* 08 */ virtual void vfunc_08();
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/* 0C */ virtual bool vfunc_0C(Actor *param1, VecFx32 *vector);
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/* 10 */ virtual void vfunc_10(Actor *actor);
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};
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class ActorShotArrow_194 : public ActorShotArrow_194_Base {
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public:
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/* 00 (base) */
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/* 2C */ ActorShotArrow *mUnk_2C;
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/* 30 */ unk32 mUnk_30;
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/* 34 */
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const bool IsParam1_3Or4() const {
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Actor *pActor = (Actor *) this->mUnk_2C;
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return pActor->mUnk_5C.mParams[1] == 0x03 || pActor->mUnk_5C.mParams[1] == 0x04;
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}
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ActorShotArrow_194(ActorShotArrow *param1);
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// data_ov031_0211426c
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/* 0C */ virtual bool vfunc_0C(Actor *param1, VecFx32 *vector) override; // func_ov031_020f3c38
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/* 10 */ virtual void vfunc_10(Actor *actor) override; // func_ov031_020f38b0
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// /* 14 */ virtual void vfunc_14(Mat3p *, VecFx32 *);
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void func_ov031_020f374c(Actor *param1);
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};
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class ActorShotArrow_1C8 {
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public:
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/* 00 */ Actor *mUnk_00;
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/* 04 */ VecFx32 mUnk_04;
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/* 10 */ s16 mUnk_10;
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/* 12 */ s16 mUnk_12;
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/* 14 */
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ActorShotArrow_1C8() {
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this->mUnk_00 = NULL;
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this->mUnk_04.x = 0;
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this->mUnk_04.y = 0;
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this->mUnk_04.z = 0;
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this->mUnk_10 = 0;
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this->mUnk_12 = 0;
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}
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};
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class ActorShotArrow_1DC {
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public:
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/* 00 */ VecFx32 mUnk_00;
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/* 0C */
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ActorShotArrow_1DC(unk32 param1, unk32 param2);
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~ActorShotArrow_1DC();
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};
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class ActorShotArrow : public Actor {
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public:
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/* 000 (base) */
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/* 094 */ UnkSystem6_Derived2 mUnk_94;
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/* 09C */ bool mUnk_9C;
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/* 09C */ STRUCT_PAD(0x9D, 0xA0);
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/* 0A0 */ ModelRender mUnk_A0;
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/* 100 */ UnkSystem5_Derived1 mUnk_100;
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/* 120 */ unk32 mUnk_120;
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/* 124 */ STRUCT_PAD(0x124, 0x140);
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/* 140 */ ActorShotArrow_140 mUnk_140;
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/* 168 */ unk32 mUnk_168;
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/* 16C */ fx32 mUnk_16C;
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/* 170 */ u16 mUnk_170;
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/* 172 */ u16 mUnk_172;
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/* 174 */ unk16 mUnk_174;
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/* 176 */ unk16 mUnk_176;
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/* 178 */ ActorShotArrow_178 mUnk_178;
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/* 194 */ ActorShotArrow_194 mUnk_194;
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/* 1C8 */ ActorShotArrow_1C8 mUnk_1C8;
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/* 1DC */ ActorShotArrow_1DC mUnk_1DC;
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/* 1E0 */ STRUCT_PAD(0x1E8, 0x224);
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/* 224 */ Mat4x3p *mUnk_224;
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/* 228 */ Mat4x3p mUnk_228;
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/* 258 */ u16 mUnk_258;
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/* 25A */ bool mUnk_25A;
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/* 25B */ bool mUnk_25B;
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/* 25C */ bool mUnk_25C;
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/* 25D */ bool mUnk_25D;
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/* 25E */ u8 mUnk_25E;
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/* 25F */
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ActorShotArrow();
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/* 18 */ virtual bool vfunc_18(unk32 param1) override;
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/* 20 */ virtual void vfunc_20() override;
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/* 24 */ virtual void vfunc_24() override;
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/* 2C */ virtual void vfunc_2C(unk32 param1) override;
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/* 4C */ virtual ~ActorShotArrow() override;
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void func_ov031_020f1868();
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void SetState(ActorShotArrowState state);
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unk32 func_ov031_020f2270();
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void func_ov031_020f2280();
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void func_ov031_020f229c();
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void func_ov031_020f22d4(Mat3p *param1, VecFx32 *param2);
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void func_ov031_020f2654(Mat3p *param1);
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void func_ov031_020f2794(unk16 param1);
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void func_ov031_020f28ac();
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void func_ov031_020f2b8c();
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void func_ov031_020f2bbc();
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void func_ov031_020f2bec();
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void func_ov031_020f2c08(unk16 param1);
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void func_ov031_020f2cac(VecFx32 *param1, bool param2);
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void func_ov031_020f2ef0();
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void func_ov031_020f2f5c(VecFx32 *param1);
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bool func_ov031_020f2f9c();
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void func_ov031_020f3000();
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void func_ov031_020f311c(Mat4x3p *param1);
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bool func_ov031_020f3210(u16 param1);
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bool func_ov031_020f3258(u16 param1);
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void func_ov031_020f3d04(unk16 param1);
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// data_ov031_021142c0
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void func_ov031_020f1a64();
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void func_ov031_020f1c24();
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void func_ov031_020f1dd4();
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void func_ov031_020f1f54();
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void func_ov031_020f206c();
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void func_ov031_020f2134();
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void func_ov031_020f21dc();
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void func_ov031_020f1874();
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// data_ov031_02114300
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void func_ov031_020f1b04();
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void func_ov031_020f1c7c();
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void func_ov031_020f1e3c();
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void func_ov031_020f2010();
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void func_ov031_020f20bc();
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void func_ov031_020f2160();
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void func_ov031_020f2214();
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void func_ov031_020f1958();
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};
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class ActorProfileShotArrow : public ActorProfile {
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public:
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/* 00 (base) */
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ActorProfileShotArrow();
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/* 0C */ virtual Actor *Create();
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static ActorProfileShotArrow *GetProfile();
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};
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