mirror of
https://github.com/zeldaret/st
synced 2026-06-22 16:43:02 -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>
170 lines
5.0 KiB
C++
170 lines
5.0 KiB
C++
#pragma once
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#include "files.h"
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#include "math.hpp"
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#include "types.h"
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#include "MapObject/MapObjectManager.hpp"
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#include "Unknown/UnkStruct_027e09a4.hpp"
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class MapObject_20;
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class UnkStruct_027e0cd8_0c_160 {
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public:
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bool func_ov026_02106aa8();
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};
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class UnkStruct_027e0cd8_0c {
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public:
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/* 000 (vtable) */
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/* 004 */ unk32 *mUnk_04;
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/* 008 */ unk32 *mUnk_08;
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/* 00C */ unk32 mUnk_0C;
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/* 010 */ unk32 *mUnk_10;
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/* 014 */ unk32 *mUnk_14;
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/* 018 */ unk32 mUnk_18;
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/* 01C */ unk32 *mUnk_1C;
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/* 020 */ unk32 mUnk_20;
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/* 024 */ unk32 *mUnk_24;
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/* 028 */ unk32 mUnk_28;
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/* 02C */ unk32 *mUnk_2C;
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/* 030 */ unk32 mUnk_30;
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/* 034 */ unk32 *mUnk_34;
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/* 038 */ unk32 mUnk_38;
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/* 03C */ unk32 mUnk_3C;
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/* 040 */ unk32 mUnk_40;
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/* 044 */ unk32 mUnk_44;
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/* 048 */ unk32 mUnk_48;
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/* 04C */ unk32 mUnk_4C;
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/* 050 */ unk32 mUnk_50;
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/* 054 */ unk32 mUnk_54;
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/* 058 */ unk32 mUnk_58;
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/* 05C */ unk32 mUnk_5C;
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/* 060 */ unk32 mUnk_60;
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/* 064 */ unk32 mUnk_64;
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/* 068 */ unk32 mUnk_68;
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/* 06C */ unk32 mUnk_6C;
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/* 070 */ unk32 *mUnk_70;
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/* 074 */ unk32 *mUnk_74;
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/* 078 */ unk32 *mUnk_78;
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/* 07C */ unk32 mUnk_7C;
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/* 080 */ unk32 mUnk_80;
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/* 084 */ unk32 mUnk_84;
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/* 088 */ unk32 *mUnk_88;
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/* 08C */ unk32 *mUnk_8C;
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/* 090 */ unk32 mUnk_90;
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/* 094 */ unk32 mUnk_94;
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/* 098 */ unk32 mUnk_98;
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/* 09C */ unk32 mUnk_9C;
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/* 0A0 */ unk32 mUnk_A0;
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/* 0A4 */ unk32 mUnk_A4;
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/* 0A8 */ unk32 mUnk_A8;
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/* 0AC */ unk32 mUnk_AC;
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/* 0B0 */ unk32 mUnk_B0;
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/* 0B4 */ ZeldaObjectList *mUnk_B4;
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/* 0B8 */ ZeldaObjectList *mUnk_B8;
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/* 0BC */ ZeldaObjectList *mUnk_BC;
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/* 0C0 */ ZeldaObjectList *mUnk_C0;
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/* 0C4 */ ZeldaObjectList *mUnk_C4;
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/* 0C8 */ ZeldaObjectList *mUnk_C8;
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/* 0CC */ ZeldaObjectList *mUnk_CC;
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/* 0D0 */ ZeldaObjectList *mUnk_D0;
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/* 0D4 */ ZeldaObjectList *mUnk_D4;
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/* 0D8 */ ZeldaObjectList *mUnk_D8;
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/* 0DC */ ZeldaObjectList *mUnk_DC[8];
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/* 0FC */ STRUCT_PAD(0xFC, 0x128);
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/* 128 */ u16 mUnk_128;
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/* 12A */ STRUCT_PAD(0x12A, 0x160);
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/* 160 */ UnkStruct_027e0cd8_0c_160 *mUnk_160;
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/* 164 */ STRUCT_PAD(0x164, 0x1E0);
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/* 1E0 */
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// data_ov031_02112a0c
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/* 00 */ virtual void vfunc_00();
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/* 04 */ virtual void vfunc_04();
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/* 08 */ virtual void vfunc_08();
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/* 0C */ virtual void vfunc_0C();
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/* 10 */ virtual void vfunc_10();
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/* 14 */ virtual void vfunc_14();
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/* 18 */ virtual void vfunc_18();
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/* 1C */ virtual void vfunc_1C();
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/* 20 */ virtual void vfunc_20();
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/* 24 */ virtual void vfunc_24();
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/* 28 */ virtual fx32 vfunc_28(VecFx32 *param1, unk32 param2, unk32 param3);
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/* 2C */ virtual void vfunc_2C();
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fx32 func_01ffedf4(Vec2b *pPos);
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unk32 func_ov000_02080180(void *param1);
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bool func_ov000_02080658(unk32 param1, UnkStruct_SceneChange1 *param2);
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void func_ov000_020808f4(void *param1, void *param2, unk32 param3);
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unk32 func_ov000_02080a44();
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void func_ov000_020801b0(Vec2b *param1, unk32 param2, unk32 param3);
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void func_ov000_0208053c(u16 param1);
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void func_ov000_020803ec(u16 param1);
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bool func_ov000_020802ec(u16 param1, VecFx32 *param2);
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void func_ov000_02080a5c(VecFx32 *param1);
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void func_ov000_02080a78(VecFx32 *param1);
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VecFx32 *func_ov001_020b8a5c(unk32 spawnIndex, unk32 param1);
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};
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class UnkStruct_027e0cd8_04_0C {
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public:
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/* 00 */ unk32 mUnk_00;
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/* 04 */ unk32 mUnk_04;
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/* 08 */ s16 mUnk_08;
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/* 0C */ STRUCT_PAD(0x0C, 0x50);
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/* 50 */
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UnkStruct_027e0cd8_04_0C();
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};
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class UnkStruct_027e0cd8_04 {
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public:
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/* 00 */ unk32 mUnk_00;
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/* 04 */ unk32 mUnk_04;
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/* 08 */ unk32 mUnk_08;
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/* 0C */ UnkStruct_027e0cd8_04_0C *mUnk_0C;
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/* 10 */
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/* B4 */
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UnkStruct_027e0cd8_04();
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};
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class UnkStruct_027e0cd8 : public AutoInstance<UnkStruct_027e0cd8> {
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public:
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/* 00 */ unk32 mUnk_00;
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/* 04 */ UnkStruct_027e0cd8_04 *mUnk_04; // stage flags
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/* 08 */ unk32 mUnk_08;
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/* 0C */ UnkStruct_027e0cd8_0c *mUnk_0C; // related to train?
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/* 10 */ MapObjectManager *mUnk_10;
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/* 14 */ STRUCT_PAD(0x14, 0x24);
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/* 24 */ VecFx32 mUnk_24;
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/* 34 */ STRUCT_PAD(0x34, 0x4C);
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/* 4C */
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UnkStruct_027e0cd8();
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~UnkStruct_027e0cd8();
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// overlay 0
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bool func_ov000_02081e30(unk32 param1, unk32 param2);
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void func_ov000_02081d7c(unk32 flagValue, unk32 param2, bool doSet);
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void func_ov000_02081ecc(unk16 param1, unk32 param2);
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void func_ov000_02081eec(unk16 param1, unk32 param2, unk32 param3);
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bool func_ov000_02081f3c(unk16 param1, unk32 param2);
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u32 func_ov000_02081d5c(); // returns current room index?
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bool func_ov000_02082124();
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bool func_ov000_02081c28();
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// overlay 1
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void func_ov001_020b7a7c();
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void func_ov001_020b7830(UnkStruct_SceneChange1 *param1);
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void func_ov001_020b7c08(UnkStruct_SceneChange1 *param1, UnkStruct_WarpUnk1_A0 *param2);
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static UnkStruct_027e0cd8 *Create();
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static void Destroy();
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};
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extern UnkStruct_027e0cd8 *data_027e0cd8;
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