#pragma once #include "z64dma.h" #include "z64animation.h" #include "z64math.h" #include "z64collision_check.h" #include "color.h" #include "framerate.h" #define ACTOR_NUMBER_MAX 200 #define INVISIBLE_ACTOR_MAX 20 #define AM_FIELD_SIZE 0x27A0 #define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC collisions #define MASS_HEAVY 0xFE // Can only be pushed by OC collisions with IMMOVABLE and HEAVY objects. enum DynaPolyMoveFlag { DPM_UNK = 0, DPM_PLAYER = 1, DPM_ENEMY = 2, DPM_UNK3 = 3 }; struct Actor; struct GlobalContext; struct Lights; typedef void (*ActorFunc)(struct Actor*, struct GlobalContext*); typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct GlobalContext*); typedef u16 (*callback1_800343CC)(struct GlobalContext*, struct Actor*); typedef s16 (*callback2_800343CC)(struct GlobalContext*, struct Actor*); struct ActorEntry { /* 0x00 */ s16 id; /* 0x02 */ Vec3s pos; /* 0x08 */ Vec3s rot; /* 0x0E */ s16 params; }; // size = 0x10 struct ActorInit { constexpr ActorInit(s16 id, u8 category, u32 flags, s16 objectId, u32 instanceSize, ActorFunc init, ActorFunc destroy, ActorFunc update, ActorFunc draw, ActorFunc reset) : id(id), category(category), flags(flags), objectId(objectId), instanceSize(instanceSize), init(init), destroy(destroy), update(update), draw(draw), reset(reset) { } /* 0x00 */ s16 id; /* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw /* 0x04 */ u32 flags; /* 0x08 */ s16 objectId; /* 0x0C */ u32 instanceSize; /* 0x10 */ ActorFunc init; // Constructor /* 0x14 */ ActorFunc destroy; // Destructor /* 0x18 */ ActorFunc update; // Update Function /* 0x1C */ ActorFunc draw; // Draw function ActorFunc reset; // Reset function }; // size = 0x20 enum AllocType { /* 0 */ ALLOCTYPE_NORMAL, /* 1 */ ALLOCTYPE_ABSOLUTE, /* 2 */ ALLOCTYPE_PERMANENT }; struct ActorOverlay { /* 0x00 */ Pointer vromStart; /* 0x04 */ Pointer vromEnd; /* 0x08 */ Pointer vramStart; /* 0x0C */ Pointer vramEnd; /* 0x10 */ Pointer loadedRamAddr; // original name: "allocp" /* 0x14 */ ActorInit* initInfo; /* 0x18 */ const char* name; /* 0x1C */ u16 allocType; /* 0x1E */ s8 numLoaded; // original name: "clients" }; // size = 0x20 struct DamageTable { u8 table[32]; }; struct CollisionCheckInfoInit { /* 0x00 */ u8 health; /* 0x02 */ s16 cylRadius; /* 0x04 */ s16 cylHeight; /* 0x06 */ u8 mass; }; struct CollisionCheckInfoInit2 { /* 0x00 */ u8 health; /* 0x02 */ s16 cylRadius; /* 0x04 */ s16 cylHeight; /* 0x06 */ s16 cylYShift; /* 0x08 */ u8 mass; }; struct CollisionCheckInfo { /* 0x00 */ DamageTable* damageTable; /* 0x04 */ Vec3f displacement; // Amount to correct velocity (0x5C) by when colliding into a body /* 0x10 */ s16 cylRadius; // Used for various purposes /* 0x12 */ s16 cylHeight; // Used for various purposes /* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg /* 0x16 */ u8 mass; // Used to compute displacement for OC collisions /* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one /* 0x18 */ u8 damage; // Amount to decrement health by /* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon /* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC /* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT }; // size = 0x1C struct ActorShape { /* 0x00 */ VecRot rot; // Current actor shape rotation /* 0x06 */ s16 face; // Used to index eyebrow/eye/mouth textures. Only used by player /* 0x08 */ f32 yOffset; // Model y axis offset. Represents model space units /* 0x0C */ ActorShadowFunc shadowDraw; // Shadow draw function /* 0x10 */ f32 shadowScale; // Changes the size of the shadow /* 0x14 */ u8 shadowAlpha; // Default is 255 /* 0x15 */ u8 feetFloorFlags; // Set if the actor's foot is clipped under the floor. & 1 is right foot, & 2 is left /* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw }; // size = 0x30 #define ACTOR_FLAG_0 (1 << 0) #define ACTOR_FLAG_2 (1 << 2) #define ACTOR_FLAG_3 (1 << 3) #define ACTOR_FLAG_4 (1 << 4) #define ACTOR_FLAG_5 (1 << 5) #define ACTOR_FLAG_UNCULLED (1 << 6) #define ACTOR_FLAG_7 (1 << 7) #define ACTOR_FLAG_8 (1 << 8) #define ACTOR_FLAG_9 (1 << 9) #define ACTOR_FLAG_10 (1 << 10) #define ACTOR_FLAG_11 (1 << 11) #define ACTOR_FLAG_12 (1 << 12) #define ACTOR_FLAG_13 (1 << 13) #define ACTOR_FLAG_14 (1 << 14) #define ACTOR_FLAG_15 (1 << 15) #define ACTOR_FLAG_16 (1 << 16) #define ACTOR_FLAG_17 (1 << 17) #define ACTOR_FLAG_18 (1 << 18) #define ACTOR_FLAG_19 (1 << 19) #define ACTOR_FLAG_20 (1 << 20) #define ACTOR_FLAG_21 (1 << 21) #define ACTOR_FLAG_22 (1 << 22) #define ACTOR_FLAG_23 (1 << 23) #define ACTOR_FLAG_24 (1 << 24) #define ACTOR_FLAG_25 (1 << 25) #define ACTOR_FLAG_26 (1 << 26) #define ACTOR_FLAG_27 (1 << 27) #define ACTOR_FLAG_28 (1 << 28) struct Actor { /* 0x000 */ s16 id; // Actor ID /* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values /* 0x003 */ s8 room; // Room number the actor is in. -1 denotes that the actor won't despawn on a room change /* 0x004 */ u32 flags; // Flags used for various purposes /* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes /* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data" /* 0x01E */ s32 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank" /* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on /* 0x020 */ u16 sfx; // SFX ID to play. Sound plays when value is set, then is cleared the following update cycle /* 0x024 */ PosRot world; // Position/rotation in the world /* 0x038 */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot /* 0x04C */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position /* 0x050 */ Vec3f scale; // Scale of the actor in each axis /* 0x05C */ Vec3f velocity; // Velocity of the actor in each axis /* 0x068 */ f32 speedXZ; // How fast the actor is traveling along the XZ plane /* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame /* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap on velocity along the Y axis /* 0x074 */ struct CollisionPoly* wallPoly; // Wall polygon the actor is touching /* 0x078 */ struct CollisionPoly* floorPoly; // Floor polygon directly below the actor /* 0x07C */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching /* 0x07D */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor /* 0x07E */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching /* 0x080 */ f32 floorHeight; // Y position of the floor polygon directly below the actor /* 0x084 */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water /* 0x088 */ u16 bgCheckFlags; // See comments below actor struct for wip docs. TODO: macros for these flags /* 0x08A */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player /* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player in the x,y,z axis /* 0x090 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane /* 0x094 */ f32 yDistToPlayer; // Dist is negative if the actor is above the player /* 0x098 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system /* 0x0B4 */ ActorShape shape; // Variables related to the physical shape of the actor /* 0x0E4 */ Vec3f projectedPos; // Position of the actor in projected space /* 0x0F0 */ f32 projectedW; // w component of the projected actor position /* 0x0F4 */ f32 uncullZoneForward; // Amount to increase the uncull zone forward by (in projected space) /* 0x0F8 */ f32 uncullZoneScale; // Amount to increase the uncull zone scale by (in projected space) /* 0x0FC */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space) /* 0x100 */ Vec3f prevPos; // World position from the previous update cycle /* 0x10C */ u8 isTargeted; // Set to true if the actor is currently being targeted by the player /* 0x10D */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting /* 0x10E */ u16 textId; // Text ID to pass to link/display when interacting with the actor /* 0x110 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically /* 0x112 */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu /* 0x114 */ u8 colorFilterTimer; // A non-zero value enables the color filter. Decrements automatically /* 0x115 */ u8 isDrawn; // Set to true if the actor is currently being drawn. Always stays false for lens actors /* 0x116 */ u8 dropFlag; // Configures what item is dropped by the actor from `Item_DropCollectibleRandom` /* 0x117 */ u8 naviEnemyId; // Sets what 0600 dialog to display when talking to navi. Default 0xFF /* 0x118 */ struct Actor* parent; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild` /* 0x11C */ struct Actor* child; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild` /* 0x120 */ struct Actor* prev; // Previous actor of this category /* 0x124 */ struct Actor* next; // Next actor of this category /* 0x128 */ ActorFunc init; // Initialization Routine. Called by `Actor_Init` or `Actor_UpdateAll` /* 0x12C */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy` /* 0x130 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll` /* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw` /* 0x138 */ ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor /* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom }; // size = 0x14C enum ActorFootIndex { /* 0 */ FOOT_LEFT, /* 1 */ FOOT_RIGHT }; /* BgCheckFlags WIP documentation: & 0x001 : Standing on the ground & 0x002 : Has touched the ground (only active for 1 frame) & 0x004 : Has left the ground (only active for 1 frame) & 0x008 : Touching a wall & 0x010 : Touching a ceiling & 0x020 : On or below water surface & 0x040 : Has touched water (actor is responsible for unsetting this the frame it touches the water) & 0x080 : Similar to & 0x1 but with no velocity check and is cleared every frame & 0x100 : Crushed between a floor and ceiling (triggers a void for player) & 0x200 : Unknown (only set/used by player so far) */ /* colorFilterParams WIP documentation & 0x8000 : white & 0x4000 : red if neither of the above are set : blue (& 0x1F00 >> 5) | 7 : color intensity 0x2000 : translucent, else opaque */ struct DynaPolyActor { /* 0x000 */ struct Actor actor; /* 0x14C */ s32 bgId; /* 0x150 */ f32 unk_150; /* 0x154 */ f32 unk_154; /* 0x158 */ s16 unk_158; // y rotation? /* 0x15A */ u16 unk_15A; /* 0x15C */ u32 unk_15C; /* 0x160 */ u8 unk_160; /* 0x162 */ s16 unk_162; }; // size = 0x164 struct BodyBreak { /* 0x00 */ MtxF* matrices; /* 0x04 */ s16* objectIds; /* 0x08 */ s16 count; /* 0x0C */ Gfx** dLists; /* 0x10 */ s32 val; // used for various purposes: both a status indicator and counter /* 0x14 */ s32 prevLimbIndex; }; #define BODYBREAK_OBJECT_DEFAULT -1 // use the same object as the actor #define BODYBREAK_STATUS_READY -1 #define BODYBREAK_STATUS_FINISHED 0 enum Item00Type { /* 0x00 */ ITEM00_RUPEE_GREEN, /* 0x01 */ ITEM00_RUPEE_BLUE, /* 0x02 */ ITEM00_RUPEE_RED, /* 0x03 */ ITEM00_HEART, /* 0x04 */ ITEM00_BOMBS_A, /* 0x05 */ ITEM00_ARROWS_SINGLE, /* 0x06 */ ITEM00_HEART_PIECE, /* 0x07 */ ITEM00_HEART_CONTAINER, /* 0x08 */ ITEM00_ARROWS_SMALL, /* 0x09 */ ITEM00_ARROWS_MEDIUM, /* 0x0A */ ITEM00_ARROWS_LARGE, /* 0x0B */ ITEM00_BOMBS_B, /* 0x0C */ ITEM00_NUTS, /* 0x0D */ ITEM00_STICK, /* 0x0E */ ITEM00_MAGIC_LARGE, /* 0x0F */ ITEM00_MAGIC_SMALL, /* 0x10 */ ITEM00_SEEDS, /* 0x11 */ ITEM00_SMALL_KEY, /* 0x12 */ ITEM00_FLEXIBLE, /* 0x13 */ ITEM00_RUPEE_ORANGE, /* 0x14 */ ITEM00_RUPEE_PURPLE, /* 0x15 */ ITEM00_SHIELD_DEKU, /* 0x16 */ ITEM00_SHIELD_HYLIAN, /* 0x17 */ ITEM00_TUNIC_ZORA, /* 0x18 */ ITEM00_TUNIC_GORON, /* 0x19 */ ITEM00_BOMBS_SPECIAL }; struct EnItem00; typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct GlobalContext*); struct EnItem00 { /* 0x000 */ Actor actor; /* 0x14C */ EnItem00ActionFunc actionFunc; /* 0x150 */ s16 collectibleFlag; /* 0x152 */ s16 getItemId; /* 0x154 */ s16 unk_154; /* 0x156 */ s16 unk_156; /* 0x158 */ s16 unk_158; /* 0x15A */ s16 unk_15A; /* 0x15C */ f32 scale; /* 0x160 */ ColliderCylinder collider; }; // size = 0x1AC // Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files. enum AObjType { /* 0x00 */ A_OBJ_BLOCK_SMALL, /* 0x01 */ A_OBJ_BLOCK_LARGE, /* 0x02 */ A_OBJ_BLOCK_HUGE, /* 0x03 */ A_OBJ_BLOCK_SMALL_ROT, /* 0x04 */ A_OBJ_BLOCK_LARGE_ROT, /* 0x05 */ A_OBJ_CUBE_SMALL, /* 0x06 */ A_OBJ_UNKNOWN_6, /* 0x07 */ A_OBJ_GRASS_CLUMP, /* 0x08 */ A_OBJ_TREE_STUMP, /* 0x09 */ A_OBJ_SIGNPOST_OBLONG, /* 0x0A */ A_OBJ_SIGNPOST_ARROW, /* 0x0B */ A_OBJ_BOULDER_FRAGMENT, /* 0x0C */ A_OBJ_MAX }; struct EnAObj; typedef void (*EnAObjActionFunc)(struct EnAObj*, struct GlobalContext*); struct EnAObj { /* 0x000 */ DynaPolyActor dyna; /* 0x164 */ EnAObjActionFunc actionFunc; /* 0x168 */ s32 rotateWaitTimer; /* 0x16C */ s16 textId; /* 0x16E */ s16 rotateState; /* 0x170 */ s16 rotateForTimer; /* 0x172 */ s16 rotSpeedY; /* 0x174 */ s16 rotSpeedX; /* 0x178 */ f32 focusYoffset; /* 0x17C */ ColliderCylinder collider; }; // size = 0x1C8 enum ActorCategory { /* 0x00 */ ACTORCAT_SWITCH, /* 0x01 */ ACTORCAT_BG, /* 0x02 */ ACTORCAT_PLAYER, /* 0x03 */ ACTORCAT_EXPLOSIVE, /* 0x04 */ ACTORCAT_NPC, /* 0x05 */ ACTORCAT_ENEMY, /* 0x06 */ ACTORCAT_PROP, /* 0x07 */ ACTORCAT_ITEMACTION, /* 0x08 */ ACTORCAT_MISC, /* 0x09 */ ACTORCAT_BOSS, /* 0x0A */ ACTORCAT_DOOR, /* 0x0B */ ACTORCAT_CHEST }; #define DEFINE_ACTOR(_0, enum, _2) enum, #define DEFINE_ACTOR_INTERNAL(_0, enum, _2) enum, #define DEFINE_ACTOR_UNSET(enum) enum, enum ActorID { #include "tables/actor_table.h" /* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX" }; #undef DEFINE_ACTOR #undef DEFINE_ACTOR_INTERNAL #undef DEFINE_ACTOR_UNSET enum DoorLockType { DOORLOCK_NORMAL, DOORLOCK_BOSS, DOORLOCK_NORMAL_SPIRIT }; struct TargetContextEntry { /* 0x00 */ Vec3f pos; /* 0x0C */ f32 unk_0C; // radius? /* 0x10 */ Color_RGB8 color; }; // size = 0x14 struct TitleCardContext { /* 0x00 */ void* texture; /* 0x04 */ s16 x; /* 0x06 */ s16 y; /* 0x08 */ u8 width; /* 0x09 */ u8 height; /* 0x0A */ u8 durationTimer; // how long the title card appears for before fading /* 0x0B */ u8 delayTimer; // how long the title card waits to appear /* 0x0C */ s16 alpha; /* 0x0E */ s16 intensity; }; // size = 0x10 struct TargetContext { /* 0x00 */ Vec3f naviRefPos; // possibly wrong /* 0x0C */ Vec3f targetCenterPos; /* 0x18 */ Color_RGBAf naviInner; /* 0x28 */ Color_RGBAf naviOuter; /* 0x38 */ Actor* arrowPointedActor; /* 0x3C */ Actor* targetedActor; /* 0x40 */ f32 unk_40; /* 0x44 */ f32 unk_44; /* 0x48 */ s16 unk_48; /* 0x4A */ u8 activeCategory; /* 0x4B */ u8 unk_4B; /* 0x4C */ s8 unk_4C; /* 0x4D */ char unk_4D[0x03]; /* 0x50 */ TargetContextEntry arr_50[3]; /* 0x8C */ Actor* unk_8C; /* 0x90 */ Actor* bgmEnemy; // The nearest enemy to player with the right flags that will trigger NA_BGM_ENEMY /* 0x94 */ Actor* unk_94; }; // size = 0x98 struct ActorListEntry { /* 0x00 */ s32 length; // number of actors loaded of this category /* 0x04 */ Actor* head; // pointer to head of the linked list of this category (most recent actor added) }; // size = 0x08 struct ActorContext { /* 0x0000 */ u8 freezeFlashTimer; /* 0x0001 */ char unk_01[0x01]; /* 0x0002 */ u8 unk_02; /* 0x0003 */ u8 unk_03; /* 0x0004 */ char unk_04[0x04]; /* 0x0008 */ u8 total; // total number of actors loaded /* 0x0009 */ char unk_09[0x03]; /* 0x000C */ ActorListEntry actorLists[12]; /* 0x006C */ TargetContext targetCtx; struct { /* 0x0104 */ u32 swch; /* 0x0108 */ u32 tempSwch; /* 0x010C */ u32 unk0; /* 0x0110 */ u32 unk1; /* 0x0114 */ u32 chest; /* 0x0118 */ u32 clear; /* 0x011C */ u32 tempClear; /* 0x0120 */ u32 collect; /* 0x0124 */ u32 tempCollect; } flags; /* 0x0128 */ TitleCardContext titleCtx; /* 0x0138 */ char unk_138[0x04]; /* 0x013C */ void* absoluteSpace; // Space used to allocate actor overlays of alloc type 1 }; // size = 0x140 struct struct_80034A14_arg1 { /* 0x00 */ s16 unk_00; /* 0x02 */ s16 unk_02; /* 0x04 */ s16 unk_04; /* 0x06 */ s16 unk_06; /* 0x08 */ Vec3s unk_08; /* 0x0E */ Vec3s unk_0E; /* 0x14 */ f32 unk_14; /* 0x18 */ Vec3f unk_18; /* 0x24 */ s16 unk_24; }; // size = 0x28 // Some animation related structure struct struct_80034EC0_Entry { /* 0x00 */ AnimationHeader* animation; /* 0x04 */ f32 playbackSpeed; /* 0x08 */ f32 startFrame; /* 0x0C */ f32 frameCount; /* 0x10 */ u8 mode; /* 0x14 */ f32 transitionRate; }; // size = 0x18 // Another animation related structure struct struct_D_80AA1678 { /* 0x00 */ AnimationHeader* animation; /* 0x04 */ f32 frameCount; /* 0x08 */ u8 mode; /* 0x0C */ f32 transitionRate; }; // size = 0x10 s32 func_800343CC(struct GlobalContext* globalCtx, Actor* actor, s16* arg2, f32 interactRange, u16(*unkFunc1)(struct GlobalContext*, Actor*), s16(*unkFunc2)(struct GlobalContext*, Actor*)); extern ActorOverlay gActorOverlayTable[ACTOR_ID_MAX]; // original name: "actor_dlftbls" 801162A0 extern s32 gMaxActorId; // original name: "MaxProfile" extern Gfx D_80116280[]; #include namespace oot::overlay { class IOverlay { public: constexpr IOverlay() { } virtual ~IOverlay(); }; namespace actor { class IInstance { public: }; class IActor : public IOverlay { public: constexpr IActor(s16 id, u8 category, u32 flags, s16 objectId) : IOverlay(), m_id(id), m_category(category), m_flags(flags), m_objectId(objectId) { } virtual ~IActor() { } template std::shared_ptr spawn() { return std::make_shared(); } protected: s16 m_id; u8 m_category; // Classifies actor and determines when it will update or draw u32 m_flags; s16 m_objectId; }; } // namespace actor }