#ifndef OBJECTS_H #define OBJECTS_H #include "common_structs.h" #define OBJECT_LIST_SIZE 0x226 #define SOME_OBJECT_INDEX_LIST_SIZE 32 typedef struct { /* 0x00 */ f32 sizeScaling; /* 0x04 */ Vec3f pos; /* 0x10 */ Vec3f unk_010; /* 0x1C */ Vec3f unk_01C; /* 0x28 */ Vec3f unk_028; /* 0x34 */ f32 unk_034; /* 0x38 */ Vec3f unk_038; /* 0x44 */ f32 unk_044; /* 0x48 */ s32 unk_048; /* 0x4C */ s32 unk_04C; /* 0x50 */ s32 unk_050; /* 0x54 */ s32 unk_054; /* 0x58 */ s32 unk_058; /* 0x5C */ s32 unk_05C; /* 0x60 */ u8 *activeTLUT; /* 0x64 */ u8 *activeTexture; /** * "list" is something of a misnomer for the names here * they can be pointers to just 1 tlut/texture, but it is common for one or the other * to be a pointer to an array of tluts/textures. **/ /* 0x68 */ u8 *tlutList; // I feel like this should actually be `u8 (*tlutList)[512]`, but that causes mismatches /* 0x6C */ u8 *textureList; /* 0x70 */ Gfx *unk_070; /* 0x74 */ Vtx *vertex; /* 0x78 */ s8 unk_078[0x04]; /* 0x7C */ Vec4s *unk_07C; /* 0x80 */ Vec4s *unk_080; // unk_080[][4]? /* 0x84 */ s16 unk_084[0xA]; /* 0x98 */ u16 timer; /* 0x9A */ u16 unk_09A; /* 0x9C */ s16 unk_09C; /* 0x9E */ s16 unk_09E; /* 0xA0 */ s16 unk_0A0; /* 0xA2 */ s16 unk_0A2; /* 0xA4 */ s16 type; /* 0xA6 */ s16 state; /* 0xA8 */ s16 unk_0A8; /* 0xAA */ s16 unk_0AA; /* 0xAC */ s16 unk_0AC; /* 0xAE */ s16 unk_0AE; /* 0xB0 */ s16 unk_0B0; /* 0xB2 */ Vec3su unk_0B2; // rotation, I think /* 0xB8 */ Vec3su unk_0B8; /* 0xBE */ Vec3su unk_0BE; /* 0xC4 */ u16 unk_0C4; /* 0xC6 */ u16 unk_0C6; /* 0xC8 */ u16 unk_0C8; /* 0xCA */ s8 unk_0CA; /* 0xCB */ s8 unk_0CB; /* 0xCC */ s8 unk_0CC; /* 0xCD */ s8 unk_0CD; /* 0xCE */ s8 unk_0CE; /* 0xCF */ s8 unk_0CF; /* 0xD0 */ s8 unk_0D0; /* 0xD1 */ s8 unk_0D1; /* 0xD2 */ s8 itemDisplay; /* 0xD3 */ s8 unk_0D3; /* 0xD4 */ s8 unk_0D4; /* 0xD5 */ u8 unk_0D5; /* 0xD6 */ u8 unk_0D6; /* 0xD7 */ u8 unk_0D7; /* 0xD8 */ u8 unk_0D8; /* 0xD9 */ u8 textureWidth; /* 0xDA */ u8 textureHeight; /* 0xDB */ u8 unk_0DB; /* 0xDC */ u8 unk_0DC; /* 0xDD */ u8 unk_0DD; /* 0xDE */ s8 unk_0DE; /* 0xDF */ u8 unk_0DF; } Objects; // size = 0xE0 // This is the object list extern Objects gObjectList[]; typedef struct { /* 0x00 */ f32 sizeScaling; /* 0x04 */ Vec3f pos; /* 0x10 */ Vec3f unk_010; /* 0x1C */ Vec3f unk_01C; /* 0x28 */ Vec3f unk_028; /* 0x34 */ f32 unk_034; /* 0x38 */ Vec3f unk_038; /* 0x44 */ f32 unk_044; /* 0x48 */ s32 unk_048; /* 0x4C */ s32 unk_04C; /* 0x50 */ s32 unk_050; /* 0x54 */ s32 unk_054; /* 0x58 */ s32 unk_058; /* 0x5C */ s32 unk_05C; /* 0x60 */ u8 *activeTLUT; /* 0x64 */ u8 *activeTexture; /** * "list" is something of a misnomer for the names here * they can be pointers to just 1 tlut/texture, but it is common for one or the other * to be a pointer to an array of tluts/textures. **/ /* 0x68 */ u8 *tlutList; // I feel like this should actually be `u8 (*tlutList)[512]`, but that causes mismatches /* 0x6C */ u8 *textureList; /* 0x70 */ Gfx *unk_070; /* 0x74 */ Vtx *vertex; /* 0x78 */ s8 unk_078[0x04]; /* 0x7C */ Vec4s *unk_07C; /* 0x80 */ Vec4s *unk_080; // unk_080[][4]? /* 0x84 */ s16 unk_084[0xA]; /* 0x98 */ u16 goldenMushroomTimer; /* 0x9A */ u16 unk_09A; /* 0x9C */ s16 unk_09C; /* 0x9E */ s16 unk_09E; /* 0xA0 */ s16 unk_0A0; /* 0xA2 */ s16 unk_0A2; /* 0xA4 */ s16 currentItem; /* 0xA6 */ s16 itemDisplayState; // Usually a state tracker /* 0xA8 */ s16 unk_0A8; /* 0xAA */ s16 unk_0AA; /* 0xAC */ s16 unk_0AC; /* 0xAE */ s16 unk_0AE; /* 0xB0 */ s16 unk_0B0; /* 0xB2 */ Vec3su unk_0B2; // rotation, I think /* 0xB8 */ Vec3su unk_0B8; /* 0xBE */ Vec3su unk_0BE; /* 0xC4 */ u16 unk_0C4; /* 0xC6 */ u16 unk_0C6; /* 0xC8 */ u16 unk_0C8; /* 0xCA */ s8 unk_0CA; /* 0xCB */ s8 unk_0CB; /* 0xCC */ s8 unk_0CC; /* 0xCD */ s8 unk_0CD; /* 0xCE */ s8 unk_0CE; /* 0xCF */ s8 unk_0CF; /* 0xD0 */ s8 unk_0D0; /* 0xD1 */ s8 unk_0D1; /* 0xD2 */ s8 itemDisplay; /* 0xD3 */ s8 unk_0D3; /* 0xD4 */ s8 unk_0D4; /* 0xD5 */ u8 unk_0D5; /* 0xD6 */ u8 unk_0D6; /* 0xD7 */ u8 unk_0D7; /* 0xD8 */ u8 unk_0D8; /* 0xD9 */ u8 textureWidth; /* 0xDA */ u8 textureHeight; /* 0xDB */ u8 unk_0DB; /* 0xDC */ u8 unk_0DC; /* 0xDD */ u8 unk_0DD; /* 0xDE */ s8 unk_0DE; /* 0xDF */ u8 unk_0DF; } ItemWindowObjects; // size = 0xE0 // This are other lists of indices in gObjectList. /** * Use unknown. An object is reserved and its index is saved to * this variable, but it appears to go unreferenced **/ extern s32 D_80183DA0; /** * Lakitu? **/ extern s32 D_80183DB8[]; #define DELETED_OBJECT_ID -1 // Appears to be a list of object list indices for the Item Window part of the HUD extern s32 gItemWindowObjectByPlayerId[]; // Used for loop bounds when accessing D_80183EA0 extern s16 D_80165750; // These seem to be limits on different object types in Moo Moo Farm // See func_80070780 in code_8006E9C0.c // Maybe max number of active moles in a given group of moles? extern s32 D_8018D1C8; extern s32 D_8018D1D0; extern s32 D_8018D1D8; // Limit on some object type (ice chips?) in Sherbet Land extern s32 D_8018D3C0; extern Collision D_8018C0B0[]; /** * D_80183EA0, D_80183F28, D_8018BFA8, and D_8018C030 are all lists of indices in gObjectList. * func_80070190 initializes them in such a way that the indicies in each list are not adjacent. * First D_80183EA0 gets an unused index, then D_80183F28, then D_8018BFA8, then D_8018C030, and then it loops. * * The objects found at the indices in each list appears to be course dependent **/ #define NUM_YV_FLAG_POLES 4 typedef struct { /* 0x0 */ Vec3s pos; /* 0x6 */ u16 rot; } YVFlagPoleSpawn; // size = 0x8; extern YVFlagPoleSpawn D_800E5DF4[]; #define NUM_CRABS 0xA typedef struct { /* 0x0 */ s16 startX; /* 0x2 */ s16 patrolX; /* 0x4 */ s16 startZ; /* 0x6 */ s16 patrolZ; } CrabSpawn; extern CrabSpawn gCrabSpawns[]; #define NUM_THWOMPS_50CC 8 #define NUM_THWOMPS_100CC_EXTRA 11 #define NUM_THWOMPS_150CC 12 extern Vec3f D_800E6734[]; typedef struct { /* 0x0 */ s16 startX; /* 0x2 */ s16 startZ; /* 0x4 */ s16 unk_4; // Group Id? /* 0x6 */ s16 unk_6; // Starting State? } ThwompSpawn; // size = 0x8; extern ThwompSpawn gThomwpSpawns50CC[]; extern ThwompSpawn gThwompSpawns100CCExtra[]; extern ThwompSpawn gThomwpSpawns150CC[]; extern ThwompSpawn *gThowmpSpawnList; extern s16 gNumActiveThwomps; #define NUM_NEON_SIGNS 10 #define NUM_CHAIN_CHOMPS 3 #define NUM_PENGUINS 15 /** * Snowmen bodies in FrappeSnowland * Crabs in Koopa Troopa Beach * Hot air balloon in Luigi Raceway? * Neon signs in Rainbow Road? * Thwomps in Bower's Castle? * Penguins in Sherbet Land? * Flag Poles in Yoshi Valley? **/ extern s32 D_80183EA0[]; #define NUM_SEAGULLS 10 #define NUM_SNOWMEN 19 #define NUM_HEDGEHOGS 15 typedef struct { /* 0x0 */ Vec3s pos; /* 0x6 */ s16 unk_6; // Group Id? } SnowmanSpawn; // size = 0x8; extern SnowmanSpawn gSnowmanSpawns[]; typedef struct { /* 0x0 */ Vec3s pos; /* 0x6 */ s16 unk_06; // Group Id? } HegdehogSpawn; // size = 0x8; extern HegdehogSpawn gHedgehogSpawns[]; extern Vec3s gHedgehogPatrolPoints[]; /** * Snowmen heads in Frappe Snowland * Chain Chomps in RaindbowRoad? * Trophy in award ceremony? * Seagulls in Koopa Troopa Beach? * Hedgehogs in Yoshi Valley? * Spawn for big fire breath in Bowser's Castle **/ extern s32 D_80183F28[]; #define NUM_BOOS 0xA #define NUM_FIRE_BREATHS 4 extern Vec3s gFireBreathsSpawns[]; /** * Boos in Banshee Boardwalk * Spawners for the 4 small fire breaths inside Bowser's Castle **/ extern s32 D_8018BFA8[]; // Appears to go entirely unused? extern s32 D_8018C030[]; #define D_8018C1B0_SIZE 128 #define NUM_MAX_MOLES 0x1F #define NUM_GROUP1_MOLES 8 #define NUM_GROUP2_MOLES 11 #define NUM_GROUP3_MOLES 12 #define NUM_SNOWFLAKES 0x32 extern Vec3s gMoleSpawns[]; // Exact use unknown, something related to the mole groups // Maybe be indicating that a given mole in a given group is active? extern s8 D_8018D198[]; extern s8 D_8018D1A8[]; extern s8 D_8018D1B8[]; // Unknown object index, only set for Kalimari Desert, never read extern s32 D_8018CF10; /** * List of object list indices used for: * Moles in Moo Moo Farm * Snow flakes in Frappe Snowland * Segments of the fire breath from the statues in Bowser's Castle * Potentially other things **/ extern s32 D_8018C1B0[]; // Next free spot in D_8018C1B0? Wraps back around to 0 if it gets bigger than D_8018C1B0_SIZE extern s32 D_80183E38; // Used for cycling through snowflakes in func_80078790 extern s16 D_8018D174; #define D_8018C3F0_SIZE 128 /** * List of object list indices used for: * Bats in Banshee's Boardwalk (but only 1 player mode?) **/ extern s32 D_8018C3F0[]; // Next free spot in D_8018C3F0? Wraps back around to 0 if it gets bigger than D_8018C3F0_SIZE extern s32 D_80183E4C; // Controls number of come object type placed into D_8018C3F0 on Frappe Snowland. So, maybe snowmen/snowflakes? extern s32 D_8018D3BC; #define D_8018C630_SIZE 128 extern s32 D_8018C630[]; // Next free spot in D_8018C630? extern s32 D_80183E5C; extern s16 D_80165730; // Tracking a count of some object type, don't know what object type yet extern s16 D_80165738; #define D_8018C870_SIZE 0x40 #define NUM_TORCHES 8 // This should really be `extern Vec3s gTorchSpawns[];` extern s16 gTorchSpawns[1]; // todo: fix this extern /** * List of object list indices. Used both for the fires in the DK Jungle cave * and, seemingly for the trail that shells leave behind them. * I think they're using the same texture, which would explain the dual use **/ extern s32 D_8018C870[]; // Next free spot in D_8018C870? Wraps back around to 0 if it gets bigger than D_8018C870_SIZE extern s32 D_80183E6C; // Maximum number of leaves that can be falling? #define D_8018C970_SIZE 0x40 // Number of leaves to spawn each bonk? #define D_8018C970_SPAWN_SIZE 0x14 // Seemingly a list of object list indices used for the leaves that sometimes fall // trees when you bonk into them extern s32 D_8018C970[]; // Next free spot in D_8018C970? Wraps back around to 0 if it gets bigger than D_8018C970_SIZE extern s32 D_80183E7C; #define D_8018CC80_SIZE 0x64 // List of object list indices used by the clouds and stars in some stages // Also used for snowflakes like D_8018C1B0? Not sure what's up with that extern s32 D_8018CC80[]; // Number of used spots in D_8018CC80? extern s32 D_8018D1F0; // Next free spot in D_8018CC80? extern s32 D_8018D1F8; // Something related to the display of the clouds/stars? extern s8 D_8018D230; // Some sort of limiter on how many of some object type can spawn extern s32 D_8018D3C4; #endif