#ifndef F_OP_ACTOR_MNG_H_ #define F_OP_ACTOR_MNG_H_ #include "f_op/f_op_actor.h" #include "f_op/f_op_actor_iter.h" #include "f_pc/f_pc_manager.h" #include "f_pc/f_pc_searcher.h" #include "m_Do/m_Do_audio.h" #define fopAcM_SetupActor(ptr,ClassName) \ if (!fopAcM_CheckCondition(ptr, fopAcCnd_INIT_e)) { \ new (ptr) ClassName(); \ fopAcM_OnCondition(ptr, fopAcCnd_INIT_e); \ } class J3DModelData; // placeholder class JKRHeap; class cM3dGPla; class daItem_c; struct fopAcM_prmBase_class { /* 0x00 */ u32 field_0x00; /* 0x04 */ cXyz field_0x04; /* 0x10 */ csXyz field_0x10; /* 0x16 */ u16 field_0x16; }; // Size = 0x18 struct fopAcM_prmScale_class { u8 x; u8 y; u8 z; }; struct fopAcM_prm_class { /* 0x00 */ u32 mParameter; // single U32 Parameter /* 0x04 */ cXyz mPos; /* 0x10 */ csXyz mAngle; // rotation /* 0x16 */ u16 mSetId; /* 0x18 */ fopAcM_prmScale_class mScale; /* 0x1B */ u8 mGbaName; /* 0x1C */ s32 mParentPcId; // parent process ID /* 0x20 */ s8 mSubtype; /* 0x21 */ s8 mRoomNo; }; struct fopAcM_search4ev_prm { fopAcM_search4ev_prm() { clear(); } void clear() { mName[0] = 0; mEventID = -1; mProcName = 11; mSubType = 0; } /* 0x00 */ char mName[30]; /* 0x1E */ s16 mEventID; /* 0x20 */ s16 mProcName; /* 0x22 */ s8 mSubType; }; struct fopAcM_search_prm { /* 0x00 */ u32 mParam0; /* 0x04 */ u32 mParam1; /* 0x08 */ s16 mProcName; /* 0x0A */ s8 mSubType; }; class l_HIO { public: ~l_HIO() {} }; class dKy_tevstr_c; typedef int (*heapCallbackFunc)(fopAc_ac_c*); typedef int (*createFunc)(void*); // struct DOUBLE_POS { // double x, y, z; // }; inline s8 fopAcM_GetRoomNo(fopAc_ac_c* pActor) { return pActor->current.roomNo; } inline u32 fopAcM_GetID(void* pActor) { return fpcM_GetID(pActor); } inline s16 fopAcM_GetName(void* pActor) { return fpcM_GetName(pActor); } inline MtxP fopAcM_GetMtx(fopAc_ac_c* pActor) { return pActor->mCullMtx; } inline bool fopAcM_checkStatus(fopAc_ac_c* pActor, u32 status) { return pActor->mStatus & status; } inline u32 fopAcM_checkCarryNow(fopAc_ac_c* pActor) { return pActor->mStatus & fopAcStts_CARRY_e; } inline u32 fopAcM_checkHookCarryNow(fopAc_ac_c* pActor) { return fopAcM_checkStatus(pActor, fopAcStts_HOOK_CARRY_e); } inline u32 fopAcM_GetParam(void* pActor) { return fpcM_GetParam(pActor); } inline u32 fopAcM_GetParamBit(u32 param, u8 shift, u8 bit) { return (param >> shift) & ((1 << bit) - 1); } inline void fopAcM_SetParam(void* p_actor, u32 param) { fpcM_SetParam(p_actor, param); } inline void fopAcM_SetJntHit(fopAc_ac_c* i_actorP, JntHit_c* i_jntHitP) { i_actorP->mJntHit = i_jntHitP; } inline s16 fopAcM_GetProfName(void* pActor) { return fpcM_GetProfName(pActor); } inline u8 fopAcM_GetGroup(fopAc_ac_c* p_actor) { return p_actor->mGroup; } inline void fopAcM_OnStatus(fopAc_ac_c* pActor, u32 flag) { pActor->mStatus |= flag; } inline void fopAcM_OffStatus(fopAc_ac_c* pActor, u32 flag) { pActor->mStatus &= ~flag; } inline void fopAcM_SetStatusMap(fopAc_ac_c* pActor, u32 flag) { pActor->mStatus = (pActor->mStatus & ~0x3F) | fopAcStts_SHOWMAP_e | flag; } inline fopAc_ac_c* fopAcM_Search(fopAcIt_JudgeFunc func, void* param) { return (fopAc_ac_c*)fopAcIt_Judge(func, param); } inline cXyz& fopAcM_GetPosition_p(fopAc_ac_c* pActor) { return pActor->current.pos; } inline cXyz& fopAcM_GetPosition(fopAc_ac_c* pActor) { return pActor->current.pos; } inline cXyz& fopAcM_GetOldPosition_p(fopAc_ac_c* pActor) { return pActor->next.pos; } inline cXyz& fopAcM_GetSpeed_p(fopAc_ac_c* pActor) { return pActor->speed; } inline csXyz& fopAcM_GetAngle_p(fopAc_ac_c* pActor) { return pActor->current.angle; } inline csXyz& fopAcM_GetShapeAngle_p(fopAc_ac_c* pActor) { return pActor->shape_angle; } inline bool fopAcM_CheckCondition(fopAc_ac_c* p_actor, u32 flag) { return p_actor->mCondition & flag; } inline void fopAcM_OnCondition(fopAc_ac_c* p_actor, u32 flag) { p_actor->mCondition |= flag; } inline void fopAcM_OffCondition(fopAc_ac_c* p_actor, u32 flag) { p_actor->mCondition &= ~flag; } inline BOOL fopAcM_IsActor(void* actor) { return fopAc_IsActor(actor); } inline void fopAcM_SetRoomNo(fopAc_ac_c* actor, s8 roomNo) { actor->current.roomNo = roomNo; } inline void fopAcM_setHookCarryNow(fopAc_ac_c* actor) { fopAcM_OnStatus(actor, fopAcStts_HOOK_CARRY_e); } inline void fopAcM_cancelHookCarryNow(fopAc_ac_c* actor) { fopAcM_OffStatus(actor, fopAcStts_HOOK_CARRY_e); } inline s8 fopAcM_GetHomeRoomNo(fopAc_ac_c* pActor) { return pActor->orig.roomNo; } inline void fopAcM_SetHomeRoomNo(fopAc_ac_c* pActor, s8 roomNo) { pActor->orig.roomNo = roomNo; } inline void fopAcM_SetGravity(fopAc_ac_c* actor, f32 gravity) { actor->mGravity = gravity; } inline void fopAcM_SetMaxFallSpeed(fopAc_ac_c* actor, f32 speed) { actor->mMaxFallSpeed = speed; } inline void fopAcM_SetMtx(fopAc_ac_c* actor, MtxP m) { actor->mCullMtx = m; } inline void fopAcM_SetSpeed(fopAc_ac_c* actor, f32 x, f32 y, f32 z) { actor->speed.set(x, y, z); } inline void fopAcM_SetSpeedF(fopAc_ac_c* actor, f32 f) { actor->speedF = f; } inline void fopAcM_SetStatus(fopAc_ac_c* actor, u32 status) { actor->mStatus = status; } inline void fopAcM_SetModel(fopAc_ac_c* actor, J3DModel* model) { actor->model = model; } inline J3DModel* fopAcM_GetModel(fopAc_ac_c* actor) { return actor->model; } inline fopAcM_prm_class* fopAcM_GetAppend(void* actor) { return (fopAcM_prm_class*)fpcM_GetAppend(actor); } inline BOOL fopAcM_IsExecuting(unsigned int id) { return fpcM_IsExecuting(id); } inline f32 fopAcM_GetSpeedF(fopAc_ac_c* p_actor) { return p_actor->speedF; } inline f32 fopAcM_GetGravity(fopAc_ac_c* p_actor) { return p_actor->mGravity; } inline f32 fopAcM_GetMaxFallSpeed(fopAc_ac_c* p_actor) { return p_actor->mMaxFallSpeed; } inline JntHit_c* fopAcM_GetJntHit(fopAc_ac_c* i_actor) { return i_actor->mJntHit; } inline void fopAcM_setCullSizeFar(fopAc_ac_c* i_actor, f32 i_far) { i_actor->mCullSizeFar = i_far; } inline f32 fopAcM_getCullSizeFar(fopAc_ac_c* i_actor) { return i_actor->mCullSizeFar; } inline int fopAcM_GetCullSize(fopAc_ac_c* i_actor) { return i_actor->mCullType; } inline BOOL fopAcM_CULLSIZE_IS_BOX(int i_culltype) { return (i_culltype >= 0 && i_culltype < 14) || i_culltype == 14; } inline Vec fopAcM_getCullSizeSphereCenter(fopAc_ac_c* i_actor) { return i_actor->mCull.mSphere.mCenter; } inline f32 fopAcM_getCullSizeSphereR(fopAc_ac_c* i_actor) { return i_actor->mCull.mSphere.mRadius; } inline void dComIfGs_onSwitch(int i_no, int i_roomNo); inline void dComIfGs_offSwitch(int i_no, int i_roomNo); inline BOOL dComIfGs_isSwitch(int i_no, int i_roomNo); inline void dComIfGs_offActor(int i_no, int i_roomNo); inline void fopAcM_onSwitch(fopAc_ac_c* pActor, int sw) { return dComIfGs_onSwitch(sw, fopAcM_GetHomeRoomNo(pActor)); } inline void fopAcM_offSwitch(fopAc_ac_c* pActor, int sw) { return dComIfGs_offSwitch(sw, fopAcM_GetHomeRoomNo(pActor)); } inline BOOL fopAcM_isSwitch(fopAc_ac_c* pActor, int sw) { return dComIfGs_isSwitch(sw, fopAcM_GetHomeRoomNo(pActor)); } inline fopAc_ac_c* fopAcM_SearchByID(u32 id) { return (fopAc_ac_c*)fopAcIt_Judge((fopAcIt_JudgeFunc)fpcSch_JudgeByID, &id); } inline fopAc_ac_c* fopAcM_SearchByName(s16 procName) { return (fopAc_ac_c*)fopAcIt_Judge(fpcSch_JudgeForPName, &procName); } inline void dComIfGs_onItem(int bitNo, int roomNo); inline void fopAcM_onItem(fopAc_ac_c* item, int bitNo) { dComIfGs_onItem(bitNo, fopAcM_GetHomeRoomNo(item)); } inline BOOL dComIfGs_isItem(int bitNo, int roomNo); inline BOOL fopAcM_isItem(fopAc_ac_c* item, int bitNo) { return dComIfGs_isItem(bitNo, fopAcM_GetHomeRoomNo(item)); } inline f32 fopAcM_searchActorDistanceY(fopAc_ac_c* actorA, fopAc_ac_c* actorB) { return actorB->current.pos.y - actorA->current.pos.y; } inline u16 fopAcM_GetSetId(fopAc_ac_c* p_actor) { return p_actor->mSetId; } inline void dComIfGs_onActor(int bitNo, int roomNo); inline void fopAcM_onActor(fopAc_ac_c* p_actor) { int setId = fopAcM_GetSetId(p_actor); dComIfGs_onActor(setId, fopAcM_GetHomeRoomNo(p_actor)); } inline bool fopAcM_IsFirstCreating(void* i_actor) { return fpcM_IsFirstCreating(i_actor); } void fopAcM_setStageLayer(void* p_proc); void fopAcM_setRoomLayer(void* p_proc, int roomNo); s32 fopAcM_SearchByID(unsigned int id, fopAc_ac_c** p_actor); s32 fopAcM_SearchByName(s16 procName, fopAc_ac_c** p_actor); fopAcM_prm_class* fopAcM_CreateAppend(); fopAcM_prm_class* createAppend(u16 enemyNo, u32 parameters, cXyz* p_pos, int roomNo, csXyz* p_angle, cXyz* p_scale, s8 subType, unsigned int parentPId); void fopAcM_Log(fopAc_ac_c* p_actor, char* str); s32 fopAcM_delete(fopAc_ac_c* p_actor); s32 fopAcM_delete(unsigned int actorID); s32 fopAcM_create(char*, u32 i_parameter, cXyz* i_pos, int i_roomNo, csXyz* i_angle, cXyz* i_scale, createFunc i_createFunc); s32 fopAcM_create(s16 i_procName, u32 i_parameter, cXyz* i_pos, int i_roomNo, csXyz* i_angle, cXyz* i_scale, s8 i_subType, createFunc i_createFunc); inline s32 fopAcM_create(s16 i_procName, createFunc i_createFunc, void*); void* fopAcM_fastCreate(s16 procName, u32 parameter, cXyz* p_pos, int roomNo, csXyz* p_angle, cXyz* p_scale, s8 subType, createFunc p_createFunc, void* p_createFuncData); void* fopAcM_fastCreate(char* p_actorName, u32 parameter, cXyz* pActorPos, int roomNo, csXyz* p_angle, cXyz* p_scale, createFunc p_createFunc, void* p_createFuncData); s32 fopAcM_createChild(s16 procName, unsigned int parentPId, u32 parameters, cXyz* p_pos, int roomNo, csXyz* p_angle, cXyz* p_scale, s8 subType, createFunc p_createFunc); s32 fopAcM_createChildFromOffset(s16 procName, unsigned int parentProcID, u32 actorParams, cXyz* p_pos, int roomNo, csXyz* p_angle, cXyz* p_scale, s8 subType, createFunc p_createFunc); void fopAcM_DeleteHeap(fopAc_ac_c* p_actor); bool fopAcM_entrySolidHeap(fopAc_ac_c* p_actor, heapCallbackFunc p_heapCallback, u32 size); inline void fopAcM_SetMin(fopAc_ac_c* p_actor, f32 minX, f32 minY, f32 minZ) { #ifndef __INTELLISENSE__ p_actor->mCull.mBox.mMin.set(minX, minY, minZ); #endif } inline void fopAcM_SetMax(fopAc_ac_c* p_actor, f32 maxX, f32 maxY, f32 maxZ) { #ifndef __INTELLISENSE__ p_actor->mCull.mBox.mMax.set(maxX, maxY, maxZ); #endif } void fopAcM_setCullSizeBox(fopAc_ac_c* p_actor, f32 minX, f32 minY, f32 minZ, f32 maxX, f32 maxY, f32 maxZ); void fopAcM_setCullSizeSphere(fopAc_ac_c* p_actor, f32 minX, f32 minY, f32 minZ, f32 radius); void fopAcM_setCullSizeBox2(fopAc_ac_c* p_actor, J3DModelData* p_modelData); bool fopAcM_addAngleY(fopAc_ac_c* p_actor, s16 target, s16 step); void fopAcM_calcSpeed(fopAc_ac_c* p_actor); void fopAcM_posMove(fopAc_ac_c* p_actor, const cXyz* p_movePos); void fopAcM_posMoveF(fopAc_ac_c* p_actor, const cXyz* p_movePos); s16 fopAcM_searchActorAngleY(fopAc_ac_c* p_actorA, fopAc_ac_c* p_actorB); s32 fopAcM_seenActorAngleY(fopAc_ac_c*, fopAc_ac_c*); f32 fopAcM_searchActorDistance(fopAc_ac_c* p_actorA, fopAc_ac_c* p_actorB); f32 fopAcM_searchActorDistance2(fopAc_ac_c* p_actorA, fopAc_ac_c* p_actorB); f32 fopAcM_searchActorDistanceXZ(fopAc_ac_c* p_actorA, fopAc_ac_c* p_actorB); f32 fopAcM_searchActorDistanceXZ2(fopAc_ac_c* p_actorA, fopAc_ac_c* p_actorB); s32 fopAcM_rollPlayerCrash(fopAc_ac_c* i_this, f32 distAdjust, u32 flag); s32 fopAcM_checkCullingBox(Mtx, f32, f32, f32, f32, f32, f32); s32 fopAcM_cullingCheck(fopAc_ac_c*); s32 fopAcM_orderTalkEvent(fopAc_ac_c*, fopAc_ac_c*); s32 fopAcM_orderSpeakEvent(fopAc_ac_c* i_actor); s32 fopAcM_orderDoorEvent(fopAc_ac_c*, fopAc_ac_c*); s32 fopAcM_orderCatchEvent(fopAc_ac_c*, fopAc_ac_c*); s32 fopAcM_orderOtherEvent2(fopAc_ac_c*, char*, u16, u16); s32 fopAcM_orderChangeEventId(fopAc_ac_c* i_this, s16 eventIdx, u16 flag, u16 hind); s32 fopAcM_orderChangeEventId(fopAc_ac_c* i_this, fopAc_ac_c* i_partner, s16 eventIdx, u16 flag, u16 hind); s32 fopAcM_orderOtherEventId(fopAc_ac_c* actor, s16 eventID, u8 mapToolID, u16 param_3, u16 priority, u16 flag); s32 fopAcM_orderPotentialEvent(fopAc_ac_c*, u16, u16, u16); s32 fopAcM_orderItemEvent(fopAc_ac_c*); s32 fopAcM_orderTreasureEvent(fopAc_ac_c*, fopAc_ac_c*); fopAc_ac_c* fopAcM_getTalkEventPartner(fopAc_ac_c*); fopAc_ac_c* fopAcM_getItemEventPartner(fopAc_ac_c*); fopAc_ac_c* fopAcM_getEventPartner(fopAc_ac_c*); s32 fopAcM_createItemForPresentDemo(cXyz* p_pos, int i_itemNo, u8 param_2, int i_itemBitNo, int i_roomNo, csXyz* p_angle, cXyz* p_scale); s32 fopAcM_createItemForTrBoxDemo(cXyz* p_pos, int i_itemNo, int i_itemBitNo, int i_roomNo, csXyz* p_angle, cXyz* p_scale); s32 fopAcM_createItemFromTable(cXyz* p_pos, int i_tableNo, int i_itemBitNo, int i_roomNo, int, csXyz* p_angle, int, cXyz* p_scale); s32 fopAcM_createShopItem(cXyz* p_pos, int i_itemNo, csXyz* p_angle, int roomNo, cXyz* scale, createFunc createFunc); s32 fopAcM_createRaceItem(cXyz* p_pos, int i_itemNo, int i_itemBitNo, csXyz* p_angle, int roomNo, cXyz* scale, int param_7); s32 fopAcM_createIball(cXyz* p_pos, int itemTableIdx, int roomNo, csXyz* p_angle, int itemStealNum); s32 fopAcM_createDemoItem(cXyz* p_pos, int itemNo, int itemBitNo, csXyz* p_angle, int roomNo, cXyz* scale, u8 param_7); s32 fopAcM_createItemForBoss(cXyz* p_pos, int param_2, int roomNo, csXyz* p_angle, cXyz* p_scale, int param_8); daItem_c* fopAcM_createItemForSimpleDemo(cXyz* p_pos, int i_itemNo, int i_roomNo, csXyz* p_angle, cXyz* p_scale, f32 speedF, f32 speedY); s32 fopAcM_createItem(cXyz* p_pos, int itemNo, int param_3, int roomNo, int type, csXyz* p_angle, int action, cXyz* p_scale); void* fopAcM_fastCreateItem2(cXyz* p_pos, int itemNo, int param_3, int roomNo, int param_5, csXyz* p_angle, int, cXyz* p_scale); void* fopAcM_fastCreateItem(cXyz* p_pos, int i_itemNo, int i_roomNo, csXyz* p_angle, cXyz* p_scale, f32 p_speedF, f32 p_speedY, f32 param_8, int param_9, createFunc p_createFunc); BOOL stealItem_CB(void* actor); fopAc_ac_c* fopAcM_myRoomSearchEnemy(s8 roomNo); s32 fopAcM_createDisappear(fopAc_ac_c* i_actor, cXyz* p_pos, u8 i_scale, u8 i_health, u8 i_switchNo); void fopAcM_setCarryNow(fopAc_ac_c* i_this, int stageLayer); void fopAcM_cancelCarryNow(fopAc_ac_c* i_this); s32 fopAcM_otoCheck(fopAc_ac_c*, f32); // void vectle_calc(DOUBLE_POS*, cXyz*); // void get_vectle_calc(cXyz*, cXyz*, cXyz*); static const char* fopAcM_getProcNameString(fopAc_ac_c* p_actor); static fopAc_ac_c* fopAcM_findObjectCB(fopAc_ac_c* p_actor, void* p_data); fopAc_ac_c* fopAcM_searchFromName(char* name, u32 param0, u32 param1); fopAc_ac_c* fopAcM_findObject4EventCB(fopAc_ac_c* p_actor, void* p_data); fopAc_ac_c* fopAcM_searchFromName4Event(char* name, s16 eventID); s32 fopAcM_getWaterY(const cXyz*, f32*); void fpoAcM_relativePos(fopAc_ac_c* actor, cXyz* p_inPos, cXyz* p_outPos); void fopAcM_setGbaName(fopAc_ac_c* i_this, u8 itemNo, u8 gbaName0, u8 gbaName1); inline fopAc_ac_c* dComIfGp_getPlayer(int); inline s16 fopAcM_searchPlayerAngleY(fopAc_ac_c* actor) { return fopAcM_searchActorAngleY(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0)); } inline f32 fopAcM_searchPlayerDistanceY(fopAc_ac_c* actor) { return fopAcM_searchActorDistanceY(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0)); } inline f32 fopAcM_searchPlayerDistanceXZ2(fopAc_ac_c* actor) { return fopAcM_searchActorDistanceXZ2(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0)); } inline f32 fopAcM_searchPlayerDistanceXZ(fopAc_ac_c* actor) { return fopAcM_searchActorDistanceXZ(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0)); } inline f32 fopAcM_searchPlayerDistance(fopAc_ac_c* actor) { return fopAcM_searchActorDistance(actor, (fopAc_ac_c*)dComIfGp_getPlayer(0)); } s8 dComIfGp_getReverb(int roomNo); inline void fopAcM_seStartCurrent(fopAc_ac_c* actor, u32 sfxID, u32 param_2) { mDoAud_seStart(sfxID, &actor->current.pos, param_2, dComIfGp_getReverb(fopAcM_GetRoomNo(actor))); } inline void fopAcM_seStart(fopAc_ac_c* actor, u32 sfxID, u32 param_2) { mDoAud_seStart(sfxID, &actor->mEyePos, param_2, dComIfGp_getReverb(fopAcM_GetRoomNo(actor))); } inline void fopAcM_monsSeStart(fopAc_ac_c* actor, u32 sfxID, u32 param_2) { mDoAud_monsSeStart(sfxID, &actor->mEyePos, fopAcM_GetID(actor), 0, dComIfGp_getReverb(fopAcM_GetRoomNo(actor))); } void fopDwTg_ToDrawQ(create_tag_class*, int); void fopDwTg_DrawQTo(create_tag_class*); inline void fopAcM_onDraw(fopAc_ac_c* actor) { fopDwTg_ToDrawQ(&actor->mDwTg, fpcLf_GetPriority(actor)); } inline void fopAcM_offDraw(fopAc_ac_c* actor) { fopDwTg_DrawQTo(&actor->mDwTg); } #endif