mk64/include/objects.h

398 lines
11 KiB
C

#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 boundingBoxSize;
/* 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 indexObjectList1
extern s16 D_80165750;
// These seem to be limits on different object types in Moo Moo Farm
// See init_course_object 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[];
/**
* indexObjectList1, indexObjectList2, indexObjectList3, and indexObjectList4 are all lists of indices in gObjectList.
* init_object_list_index initializes them in such a way that the indicies in each list are not adjacent.
* First indexObjectList1 gets an unused index, then indexObjectList2, then indexObjectList3, then indexObjectList4, 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 indexObjectList1[];
#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 indexObjectList2[];
#define NUM_BOOS 0xA
#define NUM_FIRE_BREATHS 4
extern Vec3s gFireBreathsSpawns[];
// These should really, really be Vec3s arrays, but that doesn't match
extern s16 D_800E5740[];
extern s16 D_800E579C[];
extern s16 D_800E57F8[];
/**
* Boos in Banshee Boardwalk
* Spawners for the 4 small fire breaths inside Bowser's Castle
**/
extern s32 indexObjectList3[];
/**
* Unused list of object indices
*/
extern s32 indexObjectList4[];
#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[];`
//! @todo fix this extern
extern s16 gTorchSpawns[];
/**
* 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;
// Also next free spot in D_8018CC80?
extern s16 D_8018D17C;
// 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