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>
166 lines
4.6 KiB
C++
166 lines
4.6 KiB
C++
#pragma once
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#include "global.h"
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#include "types.h"
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#include <nns/g3d/g3d.h>
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typedef void (*UnkSystem4_UnkCallback)(void);
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class UnkSystem4_vfunc_1C_B4 {
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public:
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/* 00 */ unk32 mUnk_00;
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/* 00 */ STRUCT_PAD(0x04, 0x4C);
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/* 4C */ unk32 mUnk_4C;
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/* 50 */ unk32 mUnk_50;
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/* 54 */ unk32 mUnk_54;
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};
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class UnkSystem4_vfunc_1C {
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public:
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/* 00 */ u8 *mUnk_00;
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/* 04 */ unk32 *mUnk_04;
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/* 08 */ STRUCT_PAD(0x08, 0xB4);
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/* B4 */ UnkSystem4_vfunc_1C_B4 *mUnk_B4;
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/* 00 */ unk32 *mUnk_B8;
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};
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class ModelRenderBase {
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public:
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/* 00 (vtable) */
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/* 04 */ G3d_Model *mpModel;
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/* 08 */
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ModelRenderBase(G3d_Model *pModel) :
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mpModel(pModel) {}
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// data_ov000_020b1a98
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/* 00 */ virtual ~ModelRenderBase();
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/* 08 */ virtual void vfunc_08(G3d_Model *pModel);
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/* 0C */ virtual void vfunc_0C() = 0;
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/* 10 */ virtual void vfunc_10(VecFx32 *param1, Mat3p *param2, VecFx32 *param3) = 0;
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/* 14 */ virtual void vfunc_14(Mat3p *param1, VecFx32 *param2) = 0;
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/* 18 */ virtual void vfunc_18() = 0;
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/* 1C */
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};
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class ModelRender : public ModelRenderBase {
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public:
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/* 00 (base) */
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/* 08 */ G3d_RenderObject mRenderObj;
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/* 5C */ unk32 mUnk_5C; // G3d_BoneMtxStruct?
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/* 60 */
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ModelRender(G3d_Model *pModel);
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// data_ov000_020b1a6c
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/* 00 */ virtual ~ModelRender();
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/* 08 */ virtual void vfunc_08(G3d_Model *pModel) override;
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/* 0C */ virtual void vfunc_0C() override;
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/* 10 */ virtual void vfunc_10(VecFx32 *param1, Mat3p *param2, VecFx32 *param3) override; // SetTransform?
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/* 14 */ virtual void vfunc_14(Mat3p *param1, VecFx32 *param2) override; // SetRotationTranslation?
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/* 18 */ virtual void vfunc_18() override;
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/* 1C */ virtual void vfunc_1C(UnkSystem4_vfunc_1C *param1);
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/* 20 */ virtual void vfunc_20();
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void func_ov000_02057c38(unk32 param1, unk32 param2);
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void func_ov000_0209a7b8(void *param1, UnkSystem4_UnkCallback param2);
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};
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class UnkSystem6_Derived1 : public ModelRenderBase {
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public:
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/* 00 (base) */
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/* 08 */
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UnkSystem6_Derived1(G3d_Model *pModel) :
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ModelRenderBase(pModel) {}
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// data_ov000_020b1a48
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/* 00 */ virtual ~UnkSystem6_Derived1() override {}
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/* 10 */ virtual void vfunc_10(VecFx32 *param1, Mat3p *param2, VecFx32 *param3) override;
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/* 14 */ virtual void vfunc_14(Mat3p *param1, VecFx32 *param2) override;
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/* 18 */ virtual void vfunc_18() override;
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};
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class UnkSystem6_Derived2 : public UnkSystem6_Derived1 {
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public:
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/* 00 (base) */
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/* 08 */
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UnkSystem6_Derived2() :
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UnkSystem6_Derived1(NULL) {}
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UnkSystem6_Derived2(G3d_Model *pModel) :
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UnkSystem6_Derived1(pModel) {}
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// data_ov000_020b1968
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/* 00 */ virtual ~UnkSystem6_Derived2() {}
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/* 0C */ virtual void vfunc_0C() override;
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};
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class UnkSystem5 {
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public:
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/* 00 */ G3d_Model *mpModel;
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/* 04 */ unk32 mUnk_04;
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/* 08 */ unk32 mUnk_08;
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/* 0C */ unk32 mUnk_0C;
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/* 10 */ unk32 mUnk_10;
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/* 14 */ unk32 mUnk_14;
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/* 18 */ unk32 mUnk_18;
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/* 1C */ unk32 mUnk_1C;
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/* 20 */
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UnkSystem5(void *param1, G3d_Model *pModel);
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void func_01ffc3b4();
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void func_ov000_020577a4(unk32 param1, unk32 param2, unk32 param3);
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void func_ov000_020577f8(unk32 param1);
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};
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class UnkSystem5_Derived1 : public UnkSystem5 {
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public:
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UnkSystem5_Derived1(void *param1, G3d_Model *param2, unk32 param3) :
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UnkSystem5(param1, param2) {
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unk32 value = 0;
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//! TODO: struct
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if (!(*((u32 *) param3 + 2) & 2)) {
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value = 1;
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}
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this->func_ov000_020577a4(param3, 0, value);
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}
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};
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class ModelRender_Derived1 : public ModelRender {
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public:
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/* 00 (base) */
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/* 60 */ unk32 mUnk_60;
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/* 64 */ unk32 mUnk_64;
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/* 68 */ unk32 mUnk_68;
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/* 6C */
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ModelRender_Derived1(G3d_Model *pModel, unk32 param2, void *param3);
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// data_ov000_020b1be4
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/* 00 */ virtual ~ModelRender_Derived1() override {}
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/* 08 */ virtual void vfunc_08(G3d_Model *pModel) override;
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/* 1C */ virtual void vfunc_1C(UnkSystem4_vfunc_1C *param1) override;
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unk32 func_ov000_0205a778(const char *param1);
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void *func_ov000_0205a7a8(unk32 param1);
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};
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class ModelRender_Derived2 : public ModelRender_Derived1 {
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public:
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/* 00 (base) */
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/* 6C */
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ModelRender_Derived2(G3d_Model *pModel, unk32 param2, void *param3) :
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ModelRender_Derived1(pModel, param2, param3) {}
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// data_ov024_020d84bc
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/* 00 */ virtual ~ModelRender_Derived2() override {}
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};
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