move d_a_alink and some related stuff (#130)

* clean up d_a_player

* move some of daalink

* more daalink / daplayer

* setup some daalink members

* rest of daalink members setup

* remove comment

* few more matches

* remove asm

* more matches

* more matches + move e_wb_class

* fix some d_save classes

Co-authored-by: lepelog <lepelog@users.noreply.github.com>
This commit is contained in:
TakaRikka
2021-05-23 03:09:59 -07:00
committed by GitHub
parent 462d71cbef
commit e915df66c8
196 changed files with 5322 additions and 6569 deletions
+2935 -1
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+27
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@@ -1,6 +1,33 @@
#ifndef D_A_D_A_HORSE_STATIC_H
#define D_A_D_A_HORSE_STATIC_H
#include "Z2AudioLib/Z2Creature.h"
#include "dolphin/types.h"
class e_wb_class {
public:
BOOL checkWait(void);
void setPlayerRideNow(void);
void setPlayerRide(void);
void getOff(void);
BOOL checkDownDamage(void);
u8 checkNormalRideMode(void) const;
void setRunRideMode(void);
private:
u8 unk0[0x5b4];
s16 unk1460;
u8 unk1462[0x36];
Z2CreatureRide mZ2Ride;
u8 unk1673[7];
s16 unk1680;
u16 unk1682;
u8 unk1684[0x2a];
u16 unk1726;
};
class daTagHstop_c {
static daTagHstop_c* m_top;
};
#endif /* D_A_D_A_HORSE_STATIC_H */
+121 -50
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@@ -2,24 +2,51 @@
#define D_A_D_A_PLAYER_H
#include "JSystem/J3DGraphAnimator/J3DAnimation.h"
#include "JSystem/JUtility/JUTTexture.h"
#include "SSystem/SComponent/c_bg_s_poly_info.h"
#include "d/d_drawlist.h"
#include "d/d_resorce.h"
#include "d/d_stage.h"
#include "d/save/d_save.h"
#include "dolphin/types.h"
#include "f_op/f_op_actor.h"
class daPy_sightPacket_c {
/* 80140CDC */ ~daPy_sightPacket_c();
virtual void test(); // temp to build OK, remove later
/* 8015F1A0 */ virtual void draw();
/* 8015F2FC */ void setSight();
/* 8015F384 */ void setSightImage(ResTIMG*);
private:
/* 0x04 */ bool mDrawFlag;
/* 0x05 */ u8 field_0x5[3];
/* 0x08 */ cXyz mPos;
/* 0x14 */ Mtx field_0x14;
/* 0x44 */ ResTIMG* field_0x44;
/* 0x48 */ ResTIMG* field_0x48;
};
struct daPy_boomerangMove_c {
/* 8015E5B0 */ void initOffset(cXyz const*);
/* 8015E654 */ void posMove(cXyz*, s16*, fopAc_ac_c*, s16);
/* 8015E87C */ void bgCheckAfterOffset(cXyz const*);
};
class daPy_anmHeap_c {
public:
enum daAlinkHEAP_TYPE {};
/* 80140DCC */ void __defctor();
daPy_anmHeap_c(u32);
~daPy_anmHeap_c();
void initData();
void mallocBuffer();
void createHeap(daPy_anmHeap_c::daAlinkHEAP_TYPE);
void loadData(u16);
void loadDataIdx(u16);
void loadDataPriIdx(u16);
void loadDataDemoRID(u16, u16);
J3DAnmBase* loadData(u16);
J3DAnmBase* loadDataIdx(u16);
J3DAnmBase* loadDataPriIdx(u16);
J3DAnmBase* loadDataDemoRID(u16, u16);
void setAnimeHeap();
u16 getIdx() const { return mIdx; }
@@ -56,6 +83,8 @@ private:
#pragma pack(push, 1)
class daPy_frameCtrl_c : public J3DFrameCtrl {
public:
/* 80140D24 */ ~daPy_frameCtrl_c();
/* 80140D80 */ daPy_frameCtrl_c();
bool checkAnmEnd(void);
void updateFrame(void);
void setFrameCtrl(u8, short, short, float, float);
@@ -78,6 +107,11 @@ private:
class daPy_demo_c {
public:
void setSpecialDemoType();
void setDemoType(u16 pType) { mDemoType = pType; }
u16 getDemoType() const { return mDemoType; }
private:
/* 0x00 */ u16 mDemoType;
/* 0x02 */ s16 mDemoMoveAngle;
@@ -91,7 +125,7 @@ private:
}; // Size = 0x24
class daPy_py_c : public fopAc_ac_c {
private:
public:
/* 0x0538 */ u8 field_0x538[0x32];
/* 0x056A */ u8 field_0x56a;
/* 0x056B */ u8 field_0x56b[5];
@@ -116,16 +150,26 @@ private:
/* 0x0604 */ daPy_demo_c mDemo;
public:
enum daPy_FLG0 { EquipHeavyBoots = 0x2000000 };
enum daPy_FLG2 {};
enum daPy_FLG0 {
EquipHeavyBoots = 0x2000000,
MagneBootsOn = 0x1000,
UnkFrollCrashFlg2 = 0x10,
UnkFrollCrashFlg1 = 0x8
};
enum daPy_FLG1 { Wolf = 0x2000000, ThrowDamage = 0x4000 };
enum daPy_FLG2 { BoarSingleBattle = 0x1800000, UnkArmor = 0x80000, Unk = 1 };
enum daPy_FLG3 { CopyRodThrowAfter = 0x40000 };
enum daPy_ERFLG0 {};
enum daPy_ERFLG1 { GanonFinish = 0x80000000, UnkForcePutPos = 0x2000 };
enum daPy_ERFLG2 {};
enum daPy_RFLG0 {};
void setParamData(int, int, int, int);
void checkFishingRodItem(int);
int checkFishingRodItem(int);
void checkBombItem(int);
void checkBottleItem(int);
void checkDrinkBottleItem(int);
void checkOilBottleItem(int);
int checkOilBottleItem(int);
void checkOpenBottleItem(int);
void checkBowItem(int);
void checkHookshotItem(int);
@@ -156,23 +200,38 @@ public:
void setMidnaFaceNum(int);
int checkNoResetFlg0(daPy_FLG0) const;
int checkEquipHeavyBoots() const;
u32 checkBoarSingleBattle(void) const;
u32 checkEndResetFlg0(daPy_ERFLG0) const;
int checkBoarSingleBattle(void) const;
int checkEndResetFlg0(daPy_ERFLG0) const;
void onNoResetFlg2(daPy_py_c::daPy_FLG2);
void offNoResetFlg0(daPy_py_c::daPy_FLG0);
int checkEndResetFlg2(daPy_py_c::daPy_ERFLG2) const;
bool getSumouMode() const;
int checkNoResetFlg3(daPy_py_c::daPy_FLG3) const;
void checkShieldGet();
void onNoResetFlg0(daPy_py_c::daPy_FLG0);
int checkEndResetFlg1(daPy_py_c::daPy_ERFLG1) const;
void offNoResetFlg1(daPy_py_c::daPy_FLG1);
void offNoResetFlg2(daPy_py_c::daPy_FLG2);
int checkWolf() const;
void checkSwordGet();
int checkResetFlg0(daPy_py_c::daPy_RFLG0) const;
int checkNoResetFlg2(daPy_py_c::daPy_FLG2) const;
int checkMagneBootsOn() const;
virtual void unk();
virtual bool getMidnaAtnPos(void) const;
virtual void setMidnaMsgNum(fopAc_ac_c*, u16);
virtual u32 getModelMtx(void);
virtual u32 getInvMtx(void);
virtual Mtx* getModelMtx(void);
virtual Mtx* getInvMtx(void);
virtual cXyz* getShadowTalkAtnPos(void);
virtual float getGroundY();
virtual u32 getLeftItemMatrix(void);
virtual u32 getRightItemMatrix(void);
virtual u32 getLeftHandMatrix(void);
virtual u32 getRightHandMatrix(void);
virtual u32 getLinkBackBone1Matrix(void);
virtual u32 getWolfMouthMatrix(void);
virtual u32 getWolfBackbone2Matrix(void);
virtual Mtx* getLeftItemMatrix(void);
virtual Mtx* getRightItemMatrix(void);
virtual Mtx* getLeftHandMatrix(void);
virtual Mtx* getRightHandMatrix(void);
virtual Mtx* getLinkBackBone1Matrix(void);
virtual Mtx* getWolfMouthMatrix(void);
virtual Mtx* getWolfBackbone2Matrix(void);
virtual bool getBottleMtx(void);
virtual bool checkPlayerGuard(void) const;
virtual bool checkPlayerFly() const;
@@ -216,45 +275,45 @@ public:
virtual bool checkHorseElecDamage(void) const;
virtual float getBaseAnimeFrameRate(void) const;
virtual float getBaseAnimeFrame(void) const;
virtual float setAnimeFrame(float);
virtual void setAnimeFrame(float);
virtual bool checkWolfLock(fopAc_ac_c*) const;
virtual bool cancelWolfLock(fopAc_ac_c*) const;
virtual bool cancelWolfLock(fopAc_ac_c*);
virtual bool getAtnActorID(void) const;
virtual bool getItemID(void) const;
virtual s32 getItemID(void) const;
virtual bool getGrabActorID(void) const;
virtual bool exchangeGrabActor(fopAc_ac_c*);
virtual bool setForceGrab(fopAc_ac_c*, bool, bool);
virtual bool setForceGrab(fopAc_ac_c*, int, int);
virtual void setForcePutPos(cXyz const&);
virtual bool checkPlayerNoDraw(void);
virtual bool checkRopeTag(void);
virtual void voiceStart(u32);
virtual void seStartOnlyReverb(u32);
virtual void seStartOnlyReverbLevel(u32);
virtual float setOutPower(float, short, bool);
virtual void setGrabCollisionOffset(float, float, void*);
virtual void setOutPower(float, short, int);
virtual void setGrabCollisionOffset(float, float, cBgS_PolyInfo*);
virtual void onMagneGrab(float, float);
virtual void onFrollCrashFlg(u8, bool);
virtual bool getModelJoboolMtx(u16);
virtual void onFrollCrashFlg(u8, int);
virtual bool getModelJointMtx(u16);
virtual bool getHeadMtx(void);
virtual bool setHookshotCarryOffset(u32, cXyz const*);
virtual bool setHookshotCarryOffset(unsigned int, cXyz const*);
virtual bool checkIronBallReturn(void) const;
virtual bool checkIronBallGroundStop(void) const;
virtual bool checkSingleBoarBattleSecondBowReady(void) const;
virtual bool checkPoboolSubWindowMode(void) const;
virtual void setClothesChange(bool);
virtual bool checkPointSubWindowMode(void) const;
virtual void setClothesChange(int);
virtual void setPlayerPosAndAngle(float (*)[4]);
virtual void setPlayerPosAndAngle(cXyz const*, csXyz const*);
virtual void setPlayerPosAndAngle(cXyz const*, short, bool);
virtual bool setThrowDamage(short, float, float, bool, bool, bool);
virtual bool checkSetNpcTks(cXyz*, bool, bool);
virtual void setPlayerPosAndAngle(cXyz const*, short, int);
virtual bool setThrowDamage(short, float, float, int, int, int);
virtual bool checkSetNpcTks(cXyz*, int, int);
virtual bool setRollJump(float, float, short);
virtual void playerStartCollisionSE(u32, u32);
virtual void changeTextureAnime(u16, u16, bool);
virtual void changeTextureAnime(u16, u16, int);
virtual void cancelChangeTextureAnime(void);
virtual void cancelDungeonWarpReadyNeck(void);
virtual void onSceneChangeArea(u8, u8, fopAc_ac_c*);
virtual void onSceneChangeAreaJump(u8, u8, fopAc_ac_c*);
virtual void onSceneChangeDead(u8, bool);
virtual void onSceneChangeDead(u8, int);
virtual bool checkHorseRide() const;
virtual bool checkBoarRide() const;
virtual bool checkCanoeRide() const;
@@ -263,23 +322,23 @@ public:
virtual bool getSpinnerActor(void);
virtual bool checkHorseRideNotReady(void) const;
virtual bool checkArrowChargeEnd(void) const;
virtual float getSearchBallScale(void) const;
virtual void getSearchBallScale(void) const;
virtual bool checkFastShotTime(void);
virtual bool checkNoEquipItem(void) const;
virtual bool checkFireMaterial(void) const;
virtual bool checkKandelaarSwing(bool) const;
virtual bool checkKandelaarSwing(int) const;
virtual bool getBoardCutTurnOffsetAngleY(void) const;
virtual bool getMagneHitPos(void);
virtual bool getMagneBootsTopVec(void);
virtual cXyz* getMagneHitPos(void);
virtual cXyz* getMagneBootsTopVec(void);
virtual bool getKandelaarFlamePos();
virtual bool checkUseKandelaar(bool);
virtual bool checkUseKandelaar(int);
virtual void setDkCaught(fopAc_ac_c*);
virtual void onPressedDamage(cXyz const&, short);
virtual bool checkPriActorOwn(fopAc_ac_c const*) const;
virtual bool onWolfEnemyBiteAll(fopAc_ac_c*, daPy_FLG2);
virtual bool checkWolfEnemyBiteAllOwn(fopAc_ac_c const*) const;
virtual void setWolfEnemyHangBiteAngle(short);
virtual void setKandelaarMtx(float (*)[4], bool, bool);
virtual void setKandelaarMtx(float (*)[4], int, int);
virtual bool getStickAngleFromPlayerShape(short*) const;
virtual bool checkSpinnerPathMove(void);
virtual bool checkSpinnerTriggerAttack(void);
@@ -290,13 +349,13 @@ public:
virtual bool checkCanoeFishingGetRight(void) const;
virtual bool checkBeeChildDrink(void) const;
virtual void skipPortalObjWarp(void);
virtual bool checkTreasureRupeeReturn(bool) const;
virtual bool checkTreasureRupeeReturn(int) const;
virtual void setSumouReady(fopAc_ac_c*);
virtual bool checkAcceptDungeonWarpAlink(bool);
virtual bool checkAcceptDungeonWarpAlink(int);
virtual bool getSumouCounter(void) const;
virtual bool checkSumouWithstand(void) const;
virtual void cancelGoronThrowEvent(void);
virtual void setSumouGraspCancelCount(bool);
virtual void setSumouGraspCancelCount(int);
virtual void setSumouPushBackDirection(short);
virtual void setSumouLoseHeadUp(void);
virtual s16 getGiantPuzzleAimAngle(void) const;
@@ -318,7 +377,7 @@ public:
virtual bool checkMetamorphose(void) const;
virtual bool checkWolfDownAttackPullOut(void) const;
virtual bool checkBootsOrArmorHeavy(void) const;
virtual bool getBottleOpenAppearItem(void) const;
virtual s32 getBottleOpenAppearItem(void) const;
virtual bool checkItemSwordEquip(void) const;
virtual float getSinkShapeOffset(void) const;
virtual bool checkSinkDead(void) const;
@@ -329,10 +388,22 @@ public:
virtual bool checkCopyRodEquip(void) const;
virtual bool checkCutJumpMode(void) const;
inline void onNoResetFlg0(int pFlg) { mNoResetFlg0 |= pFlg; }
inline void onNoResetFlg3(int pFlg) { mNoResetFlg3 |= pFlg; }
inline void offNoResetFlg3(int pFlg) { mNoResetFlg3 &= ~pFlg; }
// inline fopAc_ac_c& getActor() { return mActor; }
inline bool getSumouCameraMode() const {
bool sumouCameraMode = false;
if (field_0x56a != 0 && field_0x56a < 0x26) {
sumouCameraMode = true;
}
return sumouCameraMode;
}
// some functions use these function as an inline
// is there a better way to handle this?
int i_checkNoResetFlg0(daPy_FLG0 pFlag) const { return mNoResetFlg0 & pFlag; }
int i_checkNoResetFlg1(daPy_FLG1 pFlag) const { return mNoResetFlg1 & pFlag; }
int i_checkNoResetFlg2(daPy_FLG2 pFlag) const { return mNoResetFlg2 & pFlag; }
void i_onNoResetFlg0(int pFlg) { mNoResetFlg0 |= pFlg; }
void i_onEndResetFlg1(daPy_ERFLG1 pFlg) { mEndResetFlg1 |= pFlg; }
int i_checkWolf() { return i_checkNoResetFlg1(Wolf); }
static u8 m_midnaActor[4];
};