mk64/include/common_structs.h

505 lines
16 KiB
C

#ifndef _COMMON_STRUCTS_H_
#define _COMMON_STRUCTS_H_
#include <ultra64.h>
typedef f32 Vec3f[3];
typedef f32 Vec4f[4];
typedef s32 Vec3iu[3];
typedef s16 Vec3s[3];
typedef u16 Vec3su[3];
typedef s16 Vec4s[4];
typedef f32 Mat3[3][3];
typedef f32 Mat4[4][4];
// might not be real, used by func_8002C954
typedef struct {
f32 x, y, z;
} Vec3fs;
// This was added as a silly idea:
// In the data to use "A, B, Z, R" instead of hex numbers.
typedef enum { A = 0x80, B = 0x40, Z = 0x20, R = 0x10 } GhostController;
/*** types.h ***/
typedef struct {
/* 0x0 */ s16 pathPointStart;
/* 0x2 */ s16 pathPointEnd;
/* 0x4 */ s32 type;
} CPUBehaviour; // size = 0x8
enum SpTaskState {
SPTASK_STATE_NOT_STARTED,
SPTASK_STATE_RUNNING,
SPTASK_STATE_INTERRUPTED,
SPTASK_STATE_FINISHED,
SPTASK_STATE_FINISHED_DP
};
struct SPTask {
/*0x00*/ OSTask task;
/*0x40*/ OSMesgQueue* msgqueue;
/*0x44*/ OSMesg msg;
/*0x48*/ enum SpTaskState state;
}; // size = 0x4C, align = 0x8
struct VblankHandler {
OSMesgQueue* queue;
OSMesg msg;
};
struct D_80150158 {
s16 unk0;
s32 unk4;
s32 unk8;
s32 unkC;
};
struct Controller {
s16 rawStickX;
s16 rawStickY;
u16 button; // HeldButton
u16 buttonPressed; // OnTriggered
u16 buttonDepressed; // OffTriggered
u16 stickDirection;
u16 stickPressed; // OffTriggered
u16 stickDepressed; // OnTriggered
};
// Camera path struct? Or something like that. For GP race won scene?
struct UnkStruct_80287500 {
Vec3f unk0; // xyz coordinates?
f32 unkC;
f32 unk10;
f32 unk14; // rotation?
s32 unk18;
s32 unk1C;
f32 unk20;
f32 unk24;
f32 unk28;
f32 unk2C;
f32 unk30;
f32 unk34;
s32 unk38;
};
struct UnkStruct_800DDB40 {
u32 unk0;
u32 unk4;
u32 unk8;
u32 unkC;
u32 unk10;
u32 unk14;
u32 unk18;
u32 unk1C;
u32 unk20;
u16 unk24;
u16 unk26;
};
struct UnkStruct_802B53C8 {
f32 unk0;
f32 unk4;
f32 unk8;
f32 unkC;
};
// end math util structs
struct UnkStruct_800DDB68 {
s32* D_800ED600;
s32* D_800ED608;
s32* D_800ED610;
s32* D_800ED618;
s32* D_800ED620;
s32* D_800ED628;
s32* D_800ED630;
s32* D_800ED638;
};
/*** Types.h end ***/
typedef struct {
u8 button;
s8 frameDuration;
s8 stickY;
s8 stickX;
} StaffGhost;
// 80160ADC Banana's remaining
typedef struct {
/* 0x00 */ u16 unk30;
/* 0x02 */ u16 unk32;
/* 0x04 */ u16 unk34;
/* 0x06 */ u16 meshIndexYX;
/* 0x08 */ u16 meshIndexZY;
// This may be an index to the tilemap?
/* 0x0A */ u16 meshIndexZX;
/* 0x0C */ Vec3f surfaceDistance; // Appears to be distance from actor to surface for zx, yx, and zy planes.
/* 0x18 */ Vec3f unk48;
/* 0x24 */ Vec3f unk54;
/* 0x30 */ Vec3f orientationVector;
/* 0x3C */ f32 unk6C;
} Collision;
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ f32 scale;
/* 0x10 */ u16 unk_010;
/* 0x12 */ u16 type;
/* 0x14 */ f32 unk_014;
/* 0x18 */ f32 unk_018;
/* 0x1C */ s16 IsAlive;
/* 0x1E */ s16 timer;
/* 0x20 */ s16 rotation;
/* 0x22 */ s16 unk_022;
/* 0x24 */ f32 unk_024;
/* 0x28 */ f32 unk_028;
/* 0x2C */ s16 unk_02C;
/* 0x2E */ s16 unk_02E;
/* 0x30 */ s16 unk_030;
/* 0x32 */ s16 unk_032;
/* 0x34 */ s16 unk_034;
/* 0x36 */ s16 unk_036;
/* 0x38 */ s16 red;
/* 0x3A */ s16 green;
/* 0x3C */ s16 blue;
/* 0x3E */ s16 alpha;
/* 0x40 */ s16 unk_040;
/* 0x42 */ s16 unk_042;
/* 0x44 */ s16 unk_044;
/* 0x46 */ s16 unk_046;
} Particle; // size = 0x48
// This struct is almost identical to the GBI Vtx_t type,
// except that its missing the "flag" member.
typedef struct {
s16 ob[3]; /* x, y, z */
s16 tc[2]; /* texture coord */
s8 ca[4]; /* color & alpha */
} CourseVtx;
/*
This struct has been copied (with only minor modifications) from
https://github.com/micro500/mariokart64/wiki/Surface-Map
on January 23rd, 2022
The original author is assumed to be RenaKunisaki
*/
typedef struct {
/* 0x00 */ u16 flags;
// Top bytes is a collections of flags, bottom byte is of unknown purpose
// bit 7: 1 = only tangible if landed on, not if driven onto?
// very weird. game crashes sometimes when playing with this.
// bit 6: 1 = Lakitu can drop you here (XXX verify)
// bit 4: 1 = out of bounds
// bit 3: 1 = player tumbles upon contact (may fall right through)
/* 0x02 */ u16 surfaceType;
// For AABB bounding-box style collision. Box style collision is cheaper than checking each vtx.
/* 0x04 */ s16 minX; // Minimum x coordinate
s16 minY; // Minimum y coordinate
s16 minZ; // Minimum z coordinate
s16 maxX; // Maximum x coordinate
s16 maxY; // Maximum y coordinate
/* 0x0A */ s16 maxZ; // Maximum z coordinate
/* 0x10 */ Vtx* vtx1; // pointer to the 3 vertices of this poly
Vtx* vtx2;
Vtx* vtx3;
// Face normal. Should really be Vec3f normal
/* 0x1C */ f32 normalX;
/* 0x20 */ f32 normalY;
/* 0x24 */ f32 normalZ;
/* 0x28 */ f32 distance;
} CollisionTriangle; // size = 0x2C
typedef struct {
/* 0x00 */ Vec3f pos;
/* 0x0C */ u8 surfaceType; // Surface type that the tyre is touching.
/* 0x0D */ u8 surfaceFlags;
/* 0x0E */ u16 collisionMeshIndex; // Index into gCollisionMesh
// Height of tyre attached to ground. When flying it floats with the kart.
/* 0x10 */ f32 baseHeight;
// Something lighting related. 1 when in a shaded region, 2 when in a tree's shadow
// 3 when getting crushed by a whomp, but curiously only the front left tyre will ever have this value
/* 0x14 */ s32 unk_14;
} KartTyre; // size = 0x18
#define FRONT_LEFT 0
#define FRONT_RIGHT 1
#define BACK_LEFT 2
#define BACK_RIGHT 3
struct UnkPlayerInner {
/* 0xDB4 */ s16 unk0;
/* 0xDB6 */ s16 unk2;
/* 0xDB8 */ f32 unk4;
/* 0xDBC */ f32 unk8;
/* 0xDC0 */ f32 unkC;
/* 0xDC4 */ f32 unk10;
/* 0xDC8 */ f32 unk14;
/* 0xDCC */ s16 unk18;
/* 0xDCE */ s16 unk1A;
/* 0xDD0 */ s16 unk1C;
/* 0xDD2 */ s16 unk1E;
/* 0xDD4 */ s16 unk20;
};
typedef struct {
/* 0x0000 */ u16 type; // playerType?
/* 0x0002 */ u16 unk_002;
/* 0x0004 */ s16 currentRank;
/* 0x0006 */ u16 unk_006;
/* 0x0008 */ s16 lapCount;
/* 0x000A */ char unk_00A[0x2];
/* 0x000C */ s32 triggers; // Bitflag.
/* 0x0010 */ s16 currentItemCopy; // Has no effect on what item the players has, It is just a synced copy
/* 0x0012 */ s16 unk_012;
/* 0x0014 */ Vec3f pos;
/* 0x0020 */ Vec3f oldPos;
/* 0x002C */ Vec3s rotation;
/* 0x0032 */ char unk_032[0x2];
/* 0x0034 */ Vec3f velocity;
/* 0x0040 */ s16 unk_040;
/* 0x0042 */ s16 unk_042;
/* 0x0044 */ s16 unk_044;
/* 0x0046 */ u16 unk_046;
/* 0x0048 */ Vec4s unk_048;
/* 0x0050 */ Vec4s unk_050;
/* 0x0058 */ f32 unk_058;
/* 0x005C */ f32 unk_05C;
/* 0x0060 */ f32 unk_060;
/* 0x0064 */ Vec3f unk_064;
/* 0x0070 */ f32 boundingBoxSize;
/* 0x0074 */ f32 unk_074;
/* 0x0078 */ s16 unk_078;
/* 0x007A */ s16 unk_07A;
/* 0x007C */ s32 unk_07C;
/* 0x0080 */ f32 boostPower;
/* 0x0084 */ f32 unk_084;
/* 0x0088 */ f32 unk_088;
/* 0x008C */ f32 unk_08C;
/* 0x0090 */ f32 unk_090;
/* 0x0094 */ f32 speed;
/* 0x0098 */ f32 unk_098;
/* 0x009C */ f32 currentSpeed;
/* 0x00A0 */ f32 unk_0A0;
/* 0x00A4 */ f32 unk_0A4;
/* 0x00A8 */ s16 unk_0A8;
/* 0x00AA */ s16 unk_0AA;
/* 0x00AC */ s16 unk_0AC;
/* 0x00AE */ s16 unk_0AE;
/* 0x00B0 */ s16 unk_0B0;
/* 0x00B2 */ s16 unk_0B2;
/* 0x00B4 */ u16 unk_0B4;
/* 0x00B6 */ u16 unk_0B6;
/* 0x00B8 */ f32 unk_0B8;
/* 0x00BC */ u32 effects;
/* 0x00C0 */ s16 unk_0C0;
/* 0x00C2 */ s16 unk_0C2;
/* 0x00C4 */ s16 slopeAccel;
/* 0x00C6 */ s16 alpha;
/* 0x00C8 */ s16 unk_0C8;
/* 0x00CA */ s16 unk_0CA;
/* 0x00CC */ Vec4s unk_0CC;
/* 0x00D4 */ Vec4s unk_0D4;
/* 0x00DC */ s16 boostTimer;
/* 0x00DE */ u16 unk_0DE;
/* 0x00E0 */ s16 unk_0E0;
/* 0x00E2 */ s16 unk_0E2;
/* 0x00E4 */ f32 unk_0E4;
/* 0x00E8 */ f32 unk_0E8;
/* 0x00EC */ f32 kartHopVelocity;
/* 0x00F0 */ f32 kartHopJerk;
/* 0x00F4 */ f32 kartHopAcceleration;
/* 0x00F8 */ u16 surfaceType;
/* 0x00FA */ s16 unk_0FA;
/* 0x00FC */ f32 kartFriction;
/* 0x0100 */ f32 kartGravity;
/* 0x0104 */ f32 unk_104;
/* 0x0108 */ f32 unk_108;
/* 0x010C */ s16 unk_10C;
/* 0x010E */ char unk_10E[0x2];
/* 0x0110 */ Collision collision;
/* 0x0150 */ Mat3 unk_150;
/* 0x0174 */ Mat3 orientationMatrix;
/* 0x0198 */ KartTyre tyres[4];
/* 0x01F8 */ f32 unk_1F8;
/* 0x01FC */ f32 unk_1FC;
/* 0x0200 */ u32 unk_200; // May be s32. but less casting required if u32
/* 0x0204 */ s16 unk_204;
/* 0x0206 */ s16 unk_206;
/* 0x0208 */ f32 unk_208;
/* 0x020C */ f32 unk_20C;
/* 0x0210 */ f32 unk_210;
/* 0x0214 */ f32 topSpeed;
/* 0x0218 */ f32 unk_218;
/* 0x021C */ f32 unk_21C;
/* 0x0220 */ s16 nearestPathPointId; // ??
/* 0x0222 */ s16 unk_222;
/* 0x0224 */ f32 size;
/* 0x0228 */ s16 unk_228;
/* 0x022A */ s16 driftState;
/* 0x022C */ f32 previousSpeed;
/* 0x0230 */ f32 unk_230;
/* 0x0234 */ s16 unk_234;
/* 0x0236 */ s16 unk_236;
/* 0x0238 */ s16 unk_238;
/* 0x023A */ s16 unk_23A;
/* 0x023C */ f32 unk_23C;
/* 0x0240 */ s32 tyreSpeed;
/* 0x0244 */ u16 animFrameSelector[4]; // [0] Active texture group
/* 0x024C */ u16 animGroupSelector[4];
/* 0x0254 */ u16 characterId;
/* 0x0256 */ u16 unk_256;
/* 0x0258 */ Particle particles[40];
/* 0x0D98 */ s16 unk_D98;
/* 0x0D9A */ s16 unk_D9A;
/* 0x0D9C */ f32 unk_D9C;
/* 0x0DA0 */ f32 unk_DA0;
/* 0x0DA4 */ s16 unk_DA4;
/* 0x0DA6 */ s16 unk_DA6;
/* 0x0DA8 */ f32 unk_DA8;
/* 0x0DAC */ f32 unk_DAC;
/* 0x0DB0 */ f32 unk_DB0;
/* 0x0DB4 */ struct UnkPlayerInner unk_DB4;
/* 0x0DB6 */ // s16 unk_DB6;
/* 0x0DB8 */ // f32 unk_DB8;
/* 0x0DBC */ // f32 unk_DBC;
/* 0x0DC0 */ // f32 unk_DC0;
/* 0x0DC4 */ // f32 unk_DC4;
/* 0x0DC8 */ // f32 unk_DC8;
/* 0x0DCC */ // s16 unk_DCC;
/* 0x0DCE */ // s16 unk_DCE;
/* 0x0DD0 */ // s16 unk_DD0;
/* 0x0DD2 */ // s16 unk_DD2;
/* 0x0DD4 */ // s16 unk_DD4;
} Player; // size = 0xDD8
typedef struct {
// Something related to time trial ghost data?
/* 0x00 */ s32 unk_00;
/* 0x04 */ u8 ghostDataSaved;
/* 0x05 */ s8 courseIndex;
/* 0x06 */ u8 characterId;
/* 0x07 */ u8 unk_07[0x3C];
/* 0x43 */ u8 pad_43[0x7F - 0x43];
/* 0x7F */ u8 checksum;
} struct_8018EE10_entry; // size = 0x80
typedef struct {
/* 0x00 */ u16 red;
/* 0x02 */ u16 green;
/* 0x04 */ u16 blue;
/* 0x06 */ u16 alpha;
} RGBA16; // size = 0x08
// Something related to human players
// Also might be used for the camera during the post race screens
typedef struct {
/* 0x00 */ f32 unknownScaling; // Looks to be some type of scaling, unknown use
/* 0x04 */ f32 rankScaling; // Scaling done on the rank text in the bottom left corner of the screen
// All time measurements are in centiseconds
/* 0x08 */ u32 someTimer; // The someTimers seem to always have the same value, the total time since race start
/* 0x0C */ u32 someTimer1;
/* 0x10 */ u32 timeLastTouchedFinishLine; // Sum of time of all completed laps
// Times at which each lap was completed
union {
struct {
/* 0x14 */ u32 lap1CompletionTime;
/* 0x18 */ u32 lap2CompletionTime;
/* 0x1C */ u32 lap3CompletionTime;
};
u32 lapCompletionTimes[3];
};
// Time each lap took to complete
union {
struct {
/* 0x20 */ u32 lap1Duration;
/* 0x24 */ u32 lap2Duration;
/* 0x28 */ u32 lap3Duration;
};
u32 lapDurations[3];
};
// Integer parts of the player's X/Y/X coordinates
/* 0x2C */ s32 posXInt;
/* 0x30 */ s32 posYInt;
/* 0x34 */ s32 posZInt;
/* 0x38 */ s32 unk_38;
// Timer for how long the on screen should blink on lap completion
// Blinking occurs as long as this is a non-zero value.
// Other on screen effects may override the blinking
/* 0x3C */ s16 blinkTimer;
/* 0x3E */ s16 speedometerX;
/* 0x40 */ s16 speedometerY;
/* 0x42 */ s16 itemBoxX;
/* 0x44 */ s16 itemBoxY;
/* 0x46 */ s16 slideItemBoxX;
/* 0x48 */ s16 slideItemBoxY;
// These 2 s16's have values, but I have yet to identify any places that read them
/* 0x4A */ s16 unk_4A;
/* 0x4C */ s16 unk_4C;
/* 0x4E */ s16 timerX; // X coordinate of the on screen timer
// These 4 X coordinates are "slide" values
union {
struct {
/* 0x50 */ s16 lap1CompletionTimeX; // Pulls double-duty as timerAfterImage1X
/* 0x52 */ s16 lap2CompletionTimeX; // Pulls double-duty as timerAfterImage2X
/* 0x54 */ s16 lap3CompletionTimeX;
};
/* 0x50 */ s16 lapCompletionTimeXs[3];
};
/* 0x56 */ s16 totalTimeX;
/* 0x58 */ s16 timerY; // Y coordinate of the on screen timer (used as Y coordinate for lap completion times in
// post-race screen)
/* 0x5A */ s16 lapX; // X coordinate of the on screen lap counter
// 0x5C and 0x5E seem to be relative to lapX
/* 0x5C */ s16 lapAfterImage1X;
/* 0x5E */ s16 lapAfterImage2X;
/* 0x60 */ s16 lapY; // Y coordinate of the on screen lap counter
/* 0x62 */ s16 rankX; // X coordinate of the on screen rank indicator
/* 0x64 */ s16 rankY; // Y coordinate of the on screen rank indicator
/* 0x66 */ s16
slideRankX; // Adds with the other rankX, used during post race screen to make the rank "slide" into place
/* 0x68 */ s16
slideRankY; // Adds with the other rankY, used during post race screen to make the rank "slide" into place
/* 0x6A */ s16 stagingPosition; // Position to take during race staging
// These s16's occasionally have values, but I have yet to identify any places that read them
// They appear to have values when in 3/4 player split screen mode, otherwise they're 0
/* 0x6C */ s16 unk_6C;
/* 0x6E */ s16 unk_6E;
/* 0x70 */ s8 raceCompleteBool; // Indicates if race is over?
/* 0x71 */ s8 lapCount; // This increases to 3 when a race is over, while alsoLapCount stays at 2
/* 0x72 */ s8 alsoLapCount;
// Related to the timer blinking on lap completion
// If blinkTimer is counting down:
// 0: Show timer
// 1: Hide timer
// 2: ? Seems to be a transition state, never lasts a long enough for blinkTimer to tick
/* 0x73 */ s8 blinkState;
/* 0x74 */ s8 unk_74;
/* 0x75 */ s8 unk_75;
/* 0x76 */ u8 itemOverride; // Something related to item generation. If non-zero, it determines the item you get
/* 0x77 */ s8 unk_77;
// 0x78 to 0x7F appear to be some type of "state" trackers for the lap and timer text during a race start
// When a race starts those texts (and their afterimages) slide in and "bounce" a bit. These states control the
// bouncing (somehow)
/* 0x78 */ u8 unk_78;
/* 0x79 */ u8 unk_79;
/* 0x7A */ u8 unk_7A;
/* 0x7B */ u8 unk_7B;
/* 0x7C */ u8 unk_7C;
/* 0x7D */ u8 unk_7D;
/* 0x7E */ u8 unk_7E;
/* 0x7F */ u8 unk_7F;
/* 0x80 */ u8 unk_80;
/* 0x81 */ u8 unk_81;
/* 0x82 */ s8 unk_82;
/* 0x83 */ s8 unk_83;
} hud_player; // size = 0x84
#define HUD_PLAYERS_SIZE 4
#endif