mirror of https://github.com/n64decomp/mk64.git
167 lines
5.0 KiB
C
167 lines
5.0 KiB
C
#ifndef OBJECTS_H
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#define OBJECTS_H
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#include "common_structs.h"
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#define OBJECT_LIST_SIZE 0x226
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#define D_80183DD8_SIZE 7
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#define SOME_OBJECT_INDEX_LIST_SIZE 32
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typedef struct
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{
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/* 0x00 */ f32 unk_000;
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/* 0x04 */ Vec3f unk_004;
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/* 0x10 */ Vec3f unk_010;
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/* 0x1C */ Vec3f unk_01C;
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/* 0x28 */ Vec3f unk_028;
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/* 0x34 */ f32 unk_034;
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/* 0x38 */ Vec3f unk_038;
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/* 0x44 */ f32 unk_044;
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/* 0x48 */ s32 unk_048;
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/* 0x4C */ s32 unk_04C;
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/* 0x50 */ s32 unk_050;
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/* 0x54 */ s32 unk_054;
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/* 0x58 */ s32 unk_058;
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/* 0x5C */ s32 unk_05C;
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/* 0x60 */ u32 *unk_060;
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/* 0x64 */ u8 *unk_064; // ptr to a texture
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/* 0x68 */ u32 *unk_068;
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/* 0x6C */ u8 *unk_06C; // ptr to a texture
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/* 0x70 */ Gfx *unk_070;
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// For at least 1 object type this is meant to be a Vtx*. See func_800555BC
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/* 0x74 */ Vtx *unk_074;
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/* 0x78 */ s8 unk_078[0x04];
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/* 0x7C */ s32 unk_07C;
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/* 0x80 */ u16 *unk_080; // unk_080[][4]?
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/* 0x84 */ s16 unk_084[0xA];
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/* 0x98 */ u16 unk_098;
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/* 0x9A */ s16 unk_09A;
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/* 0x9C */ s16 unk_09C;
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/* 0x9E */ s16 unk_09E;
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/* 0xA0 */ s16 unk_0A0;
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/* 0xA2 */ s16 unk_0A2;
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/* 0xA4 */ s16 unk_0A4;
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/* 0xA6 */ s16 unk_0A6;
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/* 0xA8 */ s16 unk_0A8;
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/* 0xAA */ s16 unk_0AA;
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/* 0xAC */ s16 unk_0AC;
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/* 0xAE */ s16 unk_0AE;
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/* 0xB0 */ s16 unk_0B0;
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/* 0xB2 */ Vec3su unk_0B2;
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/* 0xB8 */ Vec3su unk_0B8;
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/* 0xBE */ Vec3su unk_0BE;
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/* 0xC4 */ u16 unk_0C4;
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/* 0xC6 */ u16 unk_0C6;
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/* 0xC8 */ u16 unk_0C8;
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/* 0xCA */ s8 unk_0CA;
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/* 0xCB */ s8 unk_0CB;
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/* 0xCC */ s8 unk_0CC;
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/* 0xCD */ s8 unk_0CD;
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/* 0xCE */ s8 unk_0CE;
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/* 0xCF */ s8 unk_0CF;
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/* 0xD0 */ s8 unk_0D0;
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/* 0xD1 */ s8 unk_0D1;
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/* 0xD2 */ s8 unk_0D2;
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/* 0xD3 */ s8 unk_0D3;
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/* 0xD4 */ s8 unk_0D4;
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/* 0xD5 */ u8 unk_0D5;
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/* 0xD6 */ u8 unk_0D6;
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/* 0xD7 */ u8 unk_0D7;
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/* 0xD8 */ s8 unk_0D8;
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/* 0xD9 */ u8 unk_0D9;
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/* 0xDA */ u8 unk_0DA;
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/* 0xDB */ u8 unk_0DB;
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/* 0xDC */ u8 unk_0DC;
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/* 0xDD */ u8 unk_0DD;
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/* 0xDE */ s8 unk_0DE;
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/* 0xDF */ u8 unk_0DF;
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} struct_80165C18_entry; // size = 0xE0
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// This is the object list
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extern struct_80165C18_entry D_80165C18[];
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// This are other lists of indices in D_80165C18.
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extern s32 D_80183DB8[];
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extern s32 D_80183DD8[];
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// Appears to be a list of object list indices for the Item Window part of the HUD
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extern s32 gItemWindowObjectByPlayerId[];
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// Used for loop bounds when accessing D_80183EA0
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extern s16 D_80165750;
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/**
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* D_80183EA0, D_80183F28, D_8018BFA8, and D_8018C030 are all lists of indices in D_80165C18.
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* func_80070190 initializes them in such a way that the indicies in each list are not adjacent.
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* First D_80183EA0 gets an unused index, then D_80183F28, then D_8018BFA8, then D_8018C030, and then it loops.
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*
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* The objects found at the indices in each list appears to be course dependent
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**/
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extern s32 D_80183EA0[];
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/**
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* Snowmen in Frappe Snowlad
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**/
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extern s32 D_80183F28[];
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extern s32 D_8018BFA8[];
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extern s32 D_8018C030[];
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#define D_8018C1B0_SIZE 0x80
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#define NUM_MOLES 0x1F
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#define NUM_SNOWFLAKES 0x32
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/**
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* List of object list indices used for:
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* Moles in Moo Moo Farm
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* Snow flakes in Frappe Snowland
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* Segments of the fire breath from the statues in Bowser's Castle
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* Potentially other things
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**/
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extern s32 D_8018C1B0[];
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// Next free spot in D_8018C1B0? Wraps back around to 0 if it gets bigger than D_8018C1B0_SIZE
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extern s32 D_80183E38;
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// Used for cycling through snowflakes in func_80078790
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extern s16 D_8018D174;
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#define D_8018C3F0_SIZE 0x80
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/**
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* List of object list indices used for:
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* Bats in Banshee's Boardwalk (but only 1 player mode?)
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**/
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extern s32 D_8018C3F0[];
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// Next free spot in D_8018C3F0? Wraps back around to 0 if it gets bigger than D_8018C3F0_SIZE
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extern s32 D_80183E4C;
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#define D_8018C630_SIZE 0x80
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extern s32 D_8018C630[];
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// Next free spot in D_8018C630?
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extern s32 D_80183E5C;
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extern s16 D_80165730;
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// Tracking a count of some object type, don't know what object type yet
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extern s16 D_80165738;
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#define D_8018C870_SIZE 0x40
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/**
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* List of object list indices. Used both for the fires in the DK Jungle cave
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* and, seemingly for the trail that shells leave behind them.
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* I think they're using the same texture, which would explain the dual use
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**/
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extern s32 D_8018C870[];
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// Next free spot in D_8018C870? Wraps back around to 0 if it gets bigger than D_8018C870_SIZE
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extern s32 D_80183E6C;
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// Maximum number of leaves that can be falling?
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#define D_8018C970_SIZE 0x40
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// Number of leaves to spawn each bonk?
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#define D_8018C970_SPAWN_SIZE 0x14
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// Seemingly a list of object list indices used for the leaves that sometimes fall
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// trees when you bonk into them
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extern s32 D_8018C970[];
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// Next free spot in D_8018C970? Wraps back around to 0 if it gets bigger than D_8018C970_SIZE
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extern s32 D_80183E7C;
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// List of object list indices used by the clouds and stars in some stages
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// Also used for snowflakes like D_8018C1B0? Not sure what's up with that
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extern s32 D_8018CC80[];
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#endif
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