#ifndef Z64ACTOR_H #define Z64ACTOR_H #include "PR/ultratypes.h" #include "stdbool.h" #include "color.h" #include "libu64/pad.h" #include "z64actor_dlftbls.h" #include "z64math.h" #include "z64animation.h" #include "z64collision_check.h" #include "z64item.h" #include "unk.h" #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. struct Actor; struct ActorEntry; struct CollisionContext; struct CollisionHeader; struct CollisionPoly; struct GameState; struct GraphicsContext; struct Lights; struct Player; struct PlayState; struct EnBox; struct EnTorch2; typedef void (*ActorFunc)(struct Actor* this, struct PlayState* play); typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*); typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*); typedef struct { /* 0x0 */ s16 unk_0; // frame? /* 0x2 */ Vec3s unk_2; // scale } struct_80124618; // size = 0x8 typedef struct ActorProfile { /* 0x00 */ s16 id; /* 0x02 */ u8 type; /* 0x04 */ u32 flags; /* 0x08 */ s16 objectId; /* 0x0C */ u32 instanceSize; /* 0x10 */ ActorFunc init; /* 0x14 */ ActorFunc destroy; /* 0x18 */ ActorFunc update; /* 0x1C */ ActorFunc draw; } ActorProfile; // size = 0x20 typedef void (*ActorShadowFunc)(struct Actor* actor, struct Lights* mapper, struct PlayState* play); typedef struct { /* 0x00 */ Vec3s rot; // Current actor shape rotation /* 0x06 */ s16 face; // Used to index eyes and 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 /* 0x16 */ u8 unk_16; /* 0x17 */ u8 unk_17; /* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDrawOpa } ActorShape; // size = 0x30 // Flags for bgCheckFlags #define BGCHECKFLAG_GROUND (1 << 0) // Standing on the ground #define BGCHECKFLAG_GROUND_TOUCH (1 << 1) // Has touched the ground (only active for 1 frame) #define BGCHECKFLAG_GROUND_LEAVE (1 << 2) // Has left the ground (only active for 1 frame) #define BGCHECKFLAG_WALL (1 << 3) // Touching a wall #define BGCHECKFLAG_CEILING (1 << 4) // Touching a ceiling #define BGCHECKFLAG_WATER (1 << 5) // In water #define BGCHECKFLAG_WATER_TOUCH (1 << 6) // Has touched water (reset when leaving water) #define BGCHECKFLAG_GROUND_STRICT (1 << 7) // Similar to BGCHECKFLAG_GROUND but with no velocity check and is cleared every frame #define BGCHECKFLAG_CRUSHED (1 << 8) // Crushed between a floor and ceiling (triggers a void for player) #define BGCHECKFLAG_PLAYER_WALL_INTERACT (1 << 9) // Only set/used by player, related to interacting with walls #define BGCHECKFLAG_PLAYER_400 (1 << 10) // #define BGCHECKFLAG_PLAYER_800 (1 << 11) // #define BGCHECKFLAG_PLAYER_1000 (1 << 12) // // Flags for Actor_UpdateBgCheckInfo #define UPDBGCHECKINFO_FLAG_1 (1 << 0) // check wall #define UPDBGCHECKINFO_FLAG_2 (1 << 1) // check ceiling #define UPDBGCHECKINFO_FLAG_4 (1 << 2) // check floor and water #define UPDBGCHECKINFO_FLAG_8 (1 << 3) #define UPDBGCHECKINFO_FLAG_10 (1 << 4) #define UPDBGCHECKINFO_FLAG_20 (1 << 5) // unused #define UPDBGCHECKINFO_FLAG_40 (1 << 6) // disable water ripples #define UPDBGCHECKINFO_FLAG_80 (1 << 7) #define UPDBGCHECKINFO_FLAG_100 (1 << 8) #define UPDBGCHECKINFO_FLAG_200 (1 << 9) #define UPDBGCHECKINFO_FLAG_400 (1 << 10) // check water #define UPDBGCHECKINFO_FLAG_800 (1 << 11) typedef 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 */ s8 objectSlot; // Object slot (in ObjectContext) corresponding to the actor's object; original name: "bank" /* 0x01F */ s8 attentionRangeType; // Controls the attention actor range and the lock-on leash range. See `AttentionRangeType`. /* 0x020 */ s16 halfDaysBits; // Bitmask indicating which half-days this actor is allowed to not be killed(?) (TODO: not sure how to word this). If the current halfDayBit is not part of this mask then the actor is killed when spawning the setup actors /* 0x024 */ PosRot world; // Position/rotation in the world /* 0x038 */ s8 csId; // CutsceneEntry index, see `CutsceneId` /* 0x039 */ u8 audioFlags; // Another set of flags? Seems related to sfx or bgm /* 0x03C */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot /* 0x050 */ u16 sfxId; // Id of sound effect to play. Plays when value is set, then is cleared the following update cycle /* 0x054 */ f32 lockOnArrowOffset; // Height offset of the lock-on arrow relative to `focus` position /* 0x058 */ Vec3f scale; // Scale of the actor in each axis /* 0x064 */ Vec3f velocity; // Velocity of the actor in each axis /* 0x070 */ f32 speed; // Context dependent speed value. Can be used for XZ or XYZ depending on which move function is used /* 0x074 */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame /* 0x078 */ f32 terminalVelocity; // Sets the lower bounds cap on velocity along the Y axis /* 0x07C */ struct CollisionPoly* wallPoly; // Wall polygon the actor is touching /* 0x080 */ struct CollisionPoly* floorPoly; // Floor polygon directly below the actor /* 0x084 */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching /* 0x085 */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor /* 0x086 */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching /* 0x088 */ f32 floorHeight; // Y position of the floor polygon directly below the actor /* 0x08C */ f32 depthInWater; // Directed distance to the surface of active waterbox. Negative value means water is below. /* 0x090 */ u16 bgCheckFlags; // Flags indicating how the actor is interacting with collision /* 0x092 */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player /* 0x094 */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player in the x,y,z axis /* 0x098 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane /* 0x09C */ f32 playerHeightRel; // Directed distance is negative if the player is below. /* 0x0A0 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system /* 0x0BC */ ActorShape shape; // Variables related to the physical shape of the actor /* 0x0EC */ Vec3f projectedPos; // Position of the actor in projected space /* 0x0F8 */ f32 projectedW; // w component of the projected actor position /* 0x0FC */ f32 cullingVolumeDistance; // Forward distance of the culling volume (in projected space). See `Actor_CullingCheck` and `Actor_CullingVolumeTest` for more information. /* 0x100 */ f32 cullingVolumeScale; // Scale of the culling volume (in projected space). See `Actor_CullingCheck` and `Actor_CullingVolumeTest` for more information. /* 0x104 */ f32 cullingVolumeDownward; // Downward height of the culling volume (in projected space). See `Actor_CullingCheck` and `Actor_CullingVolumeTest` for more information. /* 0x108 */ Vec3f prevPos; // World position from the previous update cycle /* 0x114 */ u8 isLockedOn; // Set to true if the actor is currently being targeted by the player /* 0x115 */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting /* 0x116 */ u16 textId; // Text ID to pass to link/display when interacting with the actor /* 0x118 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically /* 0x11A */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu /* 0x11C */ u8 colorFilterTimer; // A non-zero value enables the color filter. Decrements automatically /* 0x11D */ u8 isDrawn; // Set to true if the actor is currently being drawn. Always stays false for lens actors /* 0x11E */ u8 dropFlag; // Configures what item is dropped by the actor from `Item_DropCollectibleRandom` /* 0x11F */ u8 hintId; // Sets what 0600 dialog to display when talking to Tatl. Default 0xFF /* 0x120 */ struct Actor* parent; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild` /* 0x124 */ struct Actor* child; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild` /* 0x128 */ struct Actor* prev; // Previous actor of this category /* 0x12C */ struct Actor* next; // Next actor of this category /* 0x130 */ ActorFunc init; // Initialization Routine. Called by `Actor_InitContext` or `Actor_UpdateAll` /* 0x134 */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy` /* 0x138 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll` /* 0x13C */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw` /* 0x140 */ struct ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor } Actor; // size = 0x144 typedef enum { /* 0 */ FOOT_LEFT, /* 1 */ FOOT_RIGHT } ActorFootIndex; #define DYNA_TRANSFORM_POS (1 << 0) // Position of the actors on top follows the dynapoly actor's movement. #define DYNA_TRANSFORM_ROT_Y (1 << 1) // The Y rotation of the actors on top follows the dynapoly actor's Y rotation. #define DYNA_INTERACT_ACTOR_ON_TOP (1 << 0) // There is an actor standing on the collision of the dynapoly actor #define DYNA_INTERACT_PLAYER_ON_TOP (1 << 1) // The player actor is standing on the collision of the dynapoly actor #define DYNA_INTERACT_PLAYER_ABOVE (1 << 2) // The player is directly above the collision of the dynapoly actor (any distance above) #define DYNA_INTERACT_ACTOR_SWITCH_PRESSED (1 << 3) // An actor that is capable of pressing switches is on top of the dynapoly actor #define DYNA_INTERACT_ACTOR_HEAVY_SWITCH_PRESSED (1 << 4) // An actor that is capable of pressing heavy switches is on top of the dynapoly actor typedef struct DynaPolyActor { /* 0x000 */ Actor actor; /* 0x144 */ s32 bgId; /* 0x148 */ f32 pushForce; /* 0x14C */ f32 unk14C; /* 0x150 */ s16 yRotation; /* 0x154 */ u32 transformFlags; /* 0x158 */ u8 interactFlags; } DynaPolyActor; // size = 0x15C typedef enum Item00Type { /* 0x00 */ ITEM00_RUPEE_GREEN, /* 0x01 */ ITEM00_RUPEE_BLUE, /* 0x02 */ ITEM00_RUPEE_RED, /* 0x03 */ ITEM00_RECOVERY_HEART, /* 0x04 */ ITEM00_BOMBS_A, /* 0x05 */ ITEM00_ARROWS_10, /* 0x06 */ ITEM00_HEART_PIECE, /* 0x07 */ ITEM00_HEART_CONTAINER, /* 0x08 */ ITEM00_ARROWS_30, /* 0x09 */ ITEM00_ARROWS_40, /* 0x0A */ ITEM00_ARROWS_50, /* 0x0B */ ITEM00_BOMBS_B, /* 0x0C */ ITEM00_DEKU_NUTS_1, /* 0x0D */ ITEM00_DEKU_STICK, /* 0x0E */ ITEM00_MAGIC_JAR_BIG, /* 0x0F */ ITEM00_MAGIC_JAR_SMALL, /* 0x10 */ ITEM00_MASK, /* 0x11 */ ITEM00_SMALL_KEY, /* 0x12 */ ITEM00_FLEXIBLE, /* 0x13 */ ITEM00_RUPEE_HUGE, /* 0x14 */ ITEM00_RUPEE_PURPLE, /* 0x15 */ ITEM00_3_HEARTS, /* 0x16 */ ITEM00_SHIELD_HERO, /* 0x17 */ ITEM00_DEKU_NUTS_10, /* 0x18 */ ITEM00_NOTHING, /* 0x19 */ ITEM00_BOMBS_0, /* 0x1A */ ITEM00_BIG_FAIRY, /* 0x1B */ ITEM00_MAP, /* 0x1C */ ITEM00_COMPASS, /* 0x1D */ ITEM00_MUSHROOM_CLOUD, /* 0xFF */ ITEM00_NO_DROP = -1 } Item00Type; struct EnItem00; typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct PlayState*); #define ENITEM00_GET_8000(thisx) ((thisx)->params & 0x8000) #define ENITEM00_GET_7F00(thisx) (((thisx)->params & 0x7F00) >> 8) typedef struct EnItem00 { /* 0x000 */ Actor actor; /* 0x144 */ EnItem00ActionFunc actionFunc; /* 0x148 */ s16 collectibleFlag; /* 0x14A */ s16 getItemId; /* 0x14C */ s16 unk14C; /* 0x14E */ s16 unk14E; /* 0x150 */ s16 unk150; /* 0x152 */ s16 unk152; /* 0x154 */ f32 unk154; /* 0x158 */ ColliderCylinder collider; /* 0x1A4 */ s8 unk1A4; } EnItem00; // size = 0x1A8 struct EnAObj; typedef void (*EnAObjActionFunc)(struct EnAObj*, struct PlayState*); typedef struct EnAObj { /* 0x000 */ Actor actor; /* 0x144 */ EnAObjActionFunc actionFunc; /* 0x148 */ ColliderCylinder collision; } EnAObj; // size = 0x194 typedef enum { /* 0 */ AOBJ_SIGNPOST_OBLONG, /* 1 */ AOBJ_SIGNPOST_ARROW } AObjType; #define AOBJ_GET_TEXTID(thisx) ((((thisx)->params >> 8) & 0xFF) | 0x300) #define AOBJ_GET_TYPE(thisx) (((thisx)->params & 0xFF) - 9) #define AOBJ_PARAMS(textId, type) ((((textId - 0x300) & 0xFF) << 8) | (type + 9)) typedef enum { /* 0x00 */ ACTORCAT_SWITCH, /* 0x01 */ ACTORCAT_BG, /* 0x02 */ ACTORCAT_PLAYER, /* 0x03 */ ACTORCAT_EXPLOSIVES, /* 0x04 */ ACTORCAT_NPC, /* 0x05 */ ACTORCAT_ENEMY, /* 0x06 */ ACTORCAT_PROP, /* 0x07 */ ACTORCAT_ITEMACTION, /* 0x08 */ ACTORCAT_MISC, /* 0x09 */ ACTORCAT_BOSS, /* 0x0A */ ACTORCAT_DOOR, /* 0x0B */ ACTORCAT_CHEST, /* 0x0C */ ACTORCAT_MAX } ActorType; #define ACTORCTX_FLAG_0 (1 << 0) #define ACTORCTX_FLAG_TELESCOPE_ON (1 << 1) #define ACTORCTX_FLAG_PICTO_BOX_ON (1 << 2) #define ACTORCTX_FLAG_3 (1 << 3) #define ACTORCTX_FLAG_4 (1 << 4) #define ACTORCTX_FLAG_5 (1 << 5) #define ACTORCTX_FLAG_6 (1 << 6) #define ACTORCTX_FLAG_7 (1 << 7) /** * Attention System * * The Attention System's responsibility is to bring specific actors to the player's attention. * This includes: * - Making Tatl fly over to certain actors of interest (can be lock-on actors, but may also not be) * - Displaying an arrow over an actor that can be locked onto * - Displaying a reticle over the current lock-on actor * - Playing enemy background music if a hostile actor is nearby * - Drift the camera towards an actor (unused) * * This system does not handle the actual lock-on implementation. * That is the responsibility of Player via `player->focusActor` and the camera. */ // A set of 4 triangles which appear as a ring around an actor when locked-on typedef struct LockOnReticle { /* 0x00 */ Vec3f pos; /* 0x0C */ f32 radius; // distance towards the center of the locked-on actor /* 0x10 */ Color_RGBA8 color; } LockOnReticle; // size = 0x14 typedef struct Attention { /* 0x00 */ Vec3f tatlHoverPos; // Tatl's current hover position /* 0x0C */ Vec3f reticlePos; // Main reticle pos which each `LockOnReticle` instance can reference /* 0x18 */ Color_RGBAf tatlInnerColor; // Tatl inner color, based on actor category /* 0x28 */ Color_RGBAf tatlOuterColor; // Tatl outer color, based on actor category /* 0x38 */ Actor* tatlHoverActor; // The actor that Tatl hovers over /* 0x3C */ Actor* reticleActor; // Actor to draw a reticle over /* 0x40 */ f32 tatlMoveProgressFactor; // Controls Tatl so she can smootly transition to an actor /* 0x44 */ f32 reticleRadius; // Main reticle radius value which each `LockOnReticle` instance can reference /* 0x48 */ s16 reticleFadeAlphaControl; // Set and fade the reticle alpha; Non-zero values control if it should draw /* 0x4A */ u8 tatlHoverActorCategory; // Category of the actor Tatl is currently hovering over /* 0x4B */ u8 reticleSpinCounter; // Counts up when a reticle is active, used for the spinning animation /* 0x4C */ s8 curReticle; // Indexes lockOnReticles[] /* 0x50 */ LockOnReticle lockOnReticles[3]; // Multiple reticles are used for a motion-blur effect /* 0x8C */ Actor* forcedLockOnActor; // Forces lock-on to this actor when set (never used in practice) /* 0x90 */ Actor* bgmEnemy; // The nearest actor which can trigger enemy background music /* 0x94 */ Actor* arrowHoverActor; // Actor to draw an arrow over } Attention; // size = 0x98 // It is difficult to give each type a name because it is numerically based // and there are so many different combinations. // Each type has a comment of the form "attention range / lock-on leash range" typedef enum AttentionRangeType { /* 0 */ ATTENTION_RANGE_0, // 70 / 140 /* 1 */ ATTENTION_RANGE_1, // 170 / 255 /* 2 */ ATTENTION_RANGE_2, // 280 / 5600 /* 3 */ ATTENTION_RANGE_3, // 350 / 525 (default) /* 4 */ ATTENTION_RANGE_4, // 700 / 1050 /* 5 */ ATTENTION_RANGE_5, // 1000 / 1500 /* 6 */ ATTENTION_RANGE_6, // 100 / 105.36842 /* 7 */ ATTENTION_RANGE_7, // 140 / 163.33333 /* 8 */ ATTENTION_RANGE_8, // 240 / 576 /* 9 */ ATTENTION_RANGE_9, // 280 / 280000 /* 10 */ ATTENTION_RANGE_10, // 2500 / 3750 /* 11 */ ATTENTION_RANGE_MAX } AttentionRangeType; typedef struct AttentionRangeParams { /* 0x0 */ f32 attentionRangeSq; /* 0x4 */ f32 lockOnLeashScale; } AttentionRangeParams; // size = 0x8 typedef struct { /* 0x0 */ TexturePtr texture; /* 0x4 */ s16 x; /* 0x6 */ s16 y; /* 0x8 */ u8 width; /* 0x9 */ u8 height; /* 0xA */ u8 durationTimer; // how long the title card appears for before fading /* 0xB */ u8 delayTimer; // how long the title card waits to appear /* 0xC */ s16 alpha; /* 0xE */ s16 intensity; } TitleCardContext; // size = 0x10 typedef enum { /* 0 */ PLAYER_IMPACT_GORON_GROUND_POUND, /* 1 */ PLAYER_IMPACT_ZORA_BARRIER, /* 2 */ PLAYER_IMPACT_BONK // also activated by goron attack } PlayerImpactType; typedef struct PlayerImpact { /* 0x00 */ u8 type; /* 0x01 */ u8 timer; /* 0x04 */ f32 dist; /* 0x08 */ Vec3f pos; } PlayerImpact; // size = 0x14 typedef struct ActorSharedMemoryEntry { /* 0x0 */ s16 id; /* 0x2 */ s8 isDynamicallyInitialised; /* 0x4 */ void* ptr; } ActorSharedMemoryEntry; // size = 0x8 #define SWITCH_FLAG_NONE -1 typedef struct ActorContextSceneFlags { /* 0x00 */ u32 switches[4]; // First 0x40 are permanent, second 0x40 are temporary /* 0x10 */ u32 chest; /* 0x14 */ u32 clearedRoom; /* 0x18 */ u32 clearedRoomTemp; /* 0x1C */ u32 collectible[4]; // bitfield of 128 bits } ActorContextSceneFlags; // size = 0x2C typedef struct ActorListEntry { /* 0x0 */ s32 length; // number of actors loaded of this type /* 0x4 */ Actor* first; // pointer to first actor of this type /* 0x8 */ s32 categoryChanged; // at least one actor has changed categories and needs to be moved to a different list } ActorListEntry; // size = 0xC typedef enum { /* 0 */ LENS_MODE_SHOW_ACTORS, // lens actors are invisible by default, and shown by using lens (for example, invisible enemies) /* 1 */ LENS_MODE_HIDE_ACTORS // lens actors are visible by default, and hidden by using lens (for example, fake walls) } LensMode; #define LENS_ACTOR_MAX 32 // Target size when activated #define LENS_MASK_ACTIVE_SIZE 100 #define HALFDAYBIT_DAY0_DAWN (1 << 9) #define HALFDAYBIT_DAY0_NIGHT (1 << 8) #define HALFDAYBIT_DAY1_DAWN (1 << 7) #define HALFDAYBIT_DAY1_NIGHT (1 << 6) #define HALFDAYBIT_DAY2_DAWN (1 << 5) #define HALFDAYBIT_DAY2_NIGHT (1 << 4) #define HALFDAYBIT_DAY3_DAWN (1 << 3) #define HALFDAYBIT_DAY3_NIGHT (1 << 2) #define HALFDAYBIT_DAY4_DAWN (1 << 1) #define HALFDAYBIT_DAY4_NIGHT (1 << 0) #define HALFDAYBIT_DAWNS (HALFDAYBIT_DAY0_DAWN | HALFDAYBIT_DAY1_DAWN | HALFDAYBIT_DAY2_DAWN | HALFDAYBIT_DAY3_DAWN | HALFDAYBIT_DAY4_DAWN) #define HALFDAYBIT_NIGHTS (HALFDAYBIT_DAY0_NIGHT | HALFDAYBIT_DAY1_NIGHT | HALFDAYBIT_DAY2_NIGHT | HALFDAYBIT_DAY3_NIGHT | HALFDAYBIT_DAY4_NIGHT) #define HALFDAYBIT_ALL (HALFDAYBIT_DAWNS | HALFDAYBIT_NIGHTS) typedef struct ActorContext { /* 0x000 */ u8 freezeFlashTimer; /* 0x001 */ UNK_TYPE1 pad1; /* 0x002 */ u8 unk2; /* 0x003 */ u8 lensActive; /* 0x004 */ s8 lensMaskSize; // The size of the circle when drawn the lens mask. Larger value leads to a smaller circle /* 0x005 */ u8 flags; /* 0x006 */ UNK_TYPE1 pad6[0x5]; /* 0x00B */ s8 lensActorsDrawn; /* 0x00C */ s16 halfDaysBit; // A single bit indicating the current half-day. It is one of HALFDAYBIT_DAYX_ macro values /* 0x00E */ u8 totalLoadedActors; /* 0x00F */ u8 numLensActors; /* 0x010 */ ActorListEntry actorLists[ACTORCAT_MAX]; /* 0x0A0 */ Actor* lensActors[LENS_ACTOR_MAX]; // Draws up to LENS_ACTOR_MAX number of invisible actors /* 0x120 */ Attention attention; /* 0x1B8 */ ActorContextSceneFlags sceneFlags; /* 0x1E4 */ TitleCardContext titleCtx; /* 0x1F4 */ PlayerImpact playerImpact; /* 0x208 */ UNK_TYPE1 unk_208[0x4]; /* 0x20C */ ActorSharedMemoryEntry actorSharedMemory[8]; /* 0x24C */ UNK_TYPE1 unk_24C[0x4]; /* 0x250 */ void* absoluteSpace; // Space used to allocate actor overlays of alloc type ALLOCTYPE_ABSOLUTE /* 0x254 */ struct EnTorch2* elegyShells[5]; // PLAYER_FORM_MAX /* 0x268 */ u8 isOverrideInputOn; /* 0x269 */ UNK_TYPE1 pad269[0x3]; /* 0x26C */ Input overrideInput; } ActorContext; // size = 0x284 typedef enum { /* 0 */ ACTOR_DRAW_DMGEFF_FIRE, /* 1 */ ACTOR_DRAW_DMGEFF_BLUE_FIRE, /* 10 */ ACTOR_DRAW_DMGEFF_FROZEN_NO_SFX = 10, /* 11 */ ACTOR_DRAW_DMGEFF_FROZEN_SFX, /* 20 */ ACTOR_DRAW_DMGEFF_LIGHT_ORBS = 20, /* 21 */ ACTOR_DRAW_DMGEFF_BLUE_LIGHT_ORBS, /* 30 */ ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_SMALL = 30, /* 31 */ ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_MEDIUM, /* 32 */ ACTOR_DRAW_DMGEFF_ELECTRIC_SPARKS_LARGE } ActorDrawDamageEffectType; typedef enum DoorLockType { /* 0 */ DOORLOCK_NORMAL, /* 1 */ DOORLOCK_BOSS, /* 2 */ DOORLOCK_2, // DOORLOCK_NORMAL_SPIRIT on OoT /* 3 */ DOORLOCK_MAX } DoorLockType; // Actor is discoverable by the Attention System. This enables Tatl to hover over the actor when it is in range. // The actor can also be locked onto (as long as `ACTOR_FLAG_LOCK_ON_DISABLED` is not set). #define ACTOR_FLAG_ATTENTION_ENABLED (1 << 0) // Unused #define ACTOR_FLAG_2 (1 << 1) // Actor is hostile toward the Player. Player has specific "battle" behavior when locked onto hostile actors. // Enemy background music will also be played when the player is close enough to a hostile actor. // Note: This must be paired with `ACTOR_FLAG_ATTENTION_ENABLED` to have any effect. #define ACTOR_FLAG_HOSTILE (1 << 2) // Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`. // Note that this flag doesn't have any effect on either the actor, or Player's behavior. // What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`. #define ACTOR_FLAG_FRIENDLY (1 << 3) // Culling of the actor's update process is disabled. // In other words, the actor will keep updating even if the actor is outside its own culling volume. // See `Actor_CullingCheck` for more information about culling. // See `Actor_CullingVolumeTest` for more information on the test used to determine if an actor should be culled. #define ACTOR_FLAG_UPDATE_CULLING_DISABLED (1 << 4) // Culling of the actor's draw process is disabled. // In other words, the actor will keep drawing even if the actor is outside its own culling volume. // See `Actor_CullingCheck` for more information about culling. // See `Actor_CullingVolumeTest` for more information on the test used to determine if an actor should be culled. // (The original name for this flag is `NO_CULL_DRAW`, known from the Majora's Mask Debug ROM) #define ACTOR_FLAG_DRAW_CULLING_DISABLED (1 << 5) // Set if the actor is currently within the bounds of its culling volume. // In most cases, this flag can be used to determine whether or not an actor is currently culled. // However this flag still updates even if `ACTOR_FLAG_UPDATE_CULLING_DISABLED` or `ACTOR_FLAG_DRAW_CULLING_DISABLED` // are set. Meaning, the flag can still have a value of "false" even if it is not actually culled. // (The original name for this flag is `NO_CULL_FLAG`, known from the Majora's Mask Debug ROM) #define ACTOR_FLAG_INSIDE_CULLING_VOLUME (1 << 6) // hidden or revealed by Lens of Truth (depending on room lensMode) #define ACTOR_FLAG_REACT_TO_LENS (1 << 7) // Signals that player has accepted an offer to talk to an actor // Player will retain this flag until the player is finished talking // Actor will retain this flag until `Actor_TalkOfferAccepted` is called or manually turned off by the actor #define ACTOR_FLAG_TALK (1 << 8) // When the hookshot attaches to this actor, the actor will be pulled back as the hookshot retracts. #define ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR (1 << 9) // When the hookshot attaches to this actor, Player will be pulled by the hookshot and fly to the actor. #define ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER (1 << 10) // This is likely `ACTOR_FLAG_GRASS_DESTROYED` from OoT, however this flag is unused in this game. #define ACTOR_FLAG_800 (1 << 11) // Actor will not shake when a quake occurs #define ACTOR_FLAG_IGNORE_QUAKE (1 << 12) // The hookshot is currently attached to this actor. // The behavior that occurs after attachment is determined by `ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR` and `ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER`. // If neither of those flags are set attachment cannot occur, and the hookshot will simply act as a damage source. // // This flag is also reused to indicate that an actor is attached to the Zora boomerang. // This only has an effect for Gold Skulltula Tokens (EN_SI) which has overlapping behavior for hookshot and boomerang. #define ACTOR_FLAG_HOOKSHOT_ATTACHED (1 << 13) // When hit by an arrow, the actor will be able to attach to the arrow and fly with it in the air #define ACTOR_FLAG_CAN_ATTACH_TO_ARROW (1 << 14) // Actor is currently attached to an arrow and flying with it in the air #define ACTOR_FLAG_ATTACHED_TO_ARROW (1 << 15) // Player automatically accepts a Talk Offer without needing to press the A button. // Player still has to meet all conditions to be able to receive a talk offer (for example, being in range). #define ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED (1 << 16) // Actor can press and hold down heavy switches. // See usages of `DynaPolyActor_SetHeavySwitchPressed` and `DynaPolyActor_IsHeavySwitchPressed` for more context on how switches work. #define ACTOR_FLAG_CAN_PRESS_HEAVY_SWITCHES (1 << 17) // When locked onto an actor with this flag set, the C-Up button can be used to talk to this actor. // A C-Up button labeled "Tatl" will appear on the HUD when locked on which indicates the actor can be checked with Tatl. // With this flag Player talks directly to the actor with C-Up. It is expected that the resulting dialog should appear // to be coming from Tatl, even though she is not involved at all with this interaction. #define ACTOR_FLAG_TALK_WITH_C_UP (1 << 18) // Allows for the attention system to refind the focus actor in the search for the next attention actor. // Also allows for the next lock-on actor to be the focus actor again. // When chosen as the next lock-on actor, this flag is unset. #define ACTOR_FLAG_FOCUS_ACTOR_REFINDABLE (1 << 19) // Actor can update even if Player is currently in one of the `sCategoryFreezeMasks` states. // Typically an actor will halt while the player is in one of the `sCategoryFreezeMasks` states (depending on category). // This flag allows a given actor to be an exception. #define ACTOR_FLAG_FREEZE_EXCEPTION (1 << 20) // Actor can update even if the Song of Soaring Cutscene or the Song of Time Cutscene is playing. // Typically an actor will halt while the Song of Soaring Cutscene or the Song of Time Cutscene is playing. // This flag allows a given actor to be an exception. #define ACTOR_FLAG_UPDATE_DURING_SOARING_AND_SOT_CS (1 << 21) // Specifies whether the actor can (not) use fake point lights, in the event that ucode point lights are not compatible with its display lists. // In F3DZEX2 versions that predate MM, microcode point lights didn't exist so `PointLight_t` could not be used. // Instead, fake point lights by using a directional light that constantly changes to face a reference position. #define ACTOR_FLAG_IGNORE_LEGACY_POINT_LIGHTS (1 << 22) // When Player is carrying this actor, it can only be thrown, not dropped/placed. // Typically an actor can only be thrown when moving, but this allows an actor to be thrown when standing still. #define ACTOR_FLAG_THROW_ONLY (1 << 23) // When colliding with Player's body AC collider, a "thump" sound will play indicating his body has been hit #define ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT (1 << 24) // Actor can update even if Player is currently using the ocarina. // Typically an actor will halt while the ocarina is active (depending on category). // This flag allows a given actor to be an exception. #define ACTOR_FLAG_UPDATE_DURING_OCARINA (1 << 25) // Actor can press and hold down switches. // See usages of `DynaPolyActor_SetSwitchPressed` and `DynaPolyActor_IsSwitchPressed` for more context on how switches work. #define ACTOR_FLAG_CAN_PRESS_SWITCHES (1 << 26) // Player is not able to lock onto the actor. // Tatl will still be able to hover over the actor, assuming `ACTOR_FLAG_ATTENTION_ENABLED` is set. #define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27) // Specifies whether subsequent geometry is compatible with ucode point lights. // The current room must also enable point lights for point lights to take effect. #define ACTOR_FLAG_UCODE_POINT_LIGHT_ENABLED (1 << 28) // Signals that player has accepted an offer to use the ocarina to interact with an actor // An exception is made for EN_ZOT, see `Player_ActionHandler_13`. // Player will retain this flag until the player is finished playing the ocarina // Actor will retain this flag until `Actor_OcarinaInteractionAccepted` is called or manually turned off by the actor #define ACTOR_FLAG_OCARINA_INTERACTION (1 << 29) // Camera will slowly drift to the actor while approaching it. // Uses the attention system but `ACTOR_FLAG_ATTENTION_ENABLED` is not required. #define ACTOR_FLAG_CAMERA_DRIFT_ENABLED (1 << 30) // The actor's location will be marked on the minimap. // If the actor is a player actor, a compass icon will be drawn. // If the actor is EN_BOX, the flag has no effect. // Otherwise a square icon is drawn, with the color determined by it's actor category. #define ACTOR_FLAG_MINIMAP_ICON_ENABLED (1 << 31) #define DROPFLAG_NONE (0) #define DROPFLAG_1 (1 << 0) #define DROPFLAG_2 (1 << 1) #define DROPFLAG_20 (1 << 5) #define COLORFILTER_GET_COLORFLAG(colorFilterParams) ((colorFilterParams) & 0xC000) #define COLORFILTER_GET_COLORINTENSITY(colorFilterParams) (((colorFilterParams) & 0x1F00) >> 5) #define COLORFILTER_GET_DURATION(colorFilterParams) ((colorFilterParams) & 0xFF) #define COLORFILTER_COLORFLAG_NONE 0xC000 #define COLORFILTER_COLORFLAG_GRAY 0x8000 #define COLORFILTER_COLORFLAG_RED 0x4000 #define COLORFILTER_COLORFLAG_BLUE 0x0000 #define COLORFILTER_INTENSITY_FLAG 0x8000 #define COLORFILTER_BUFFLAG_XLU 0x2000 #define COLORFILTER_BUFFLAG_OPA 0x0000 typedef enum { /* 0x00 */ TATL_HINT_ID_DEFAULT, /* 0x01 */ TATL_HINT_ID_SNAPPER, /* 0x02 */ TATL_HINT_ID_MINI_BABA, /* 0x03 */ TATL_HINT_ID_MAD_JELLY, /* 0x04 */ TATL_HINT_ID_SKULLTULA, /* 0x05 */ TATL_HINT_ID_RED_CHUCHU, /* 0x06 */ TATL_HINT_ID_BLUE_CHUCHU, /* 0x07 */ TATL_HINT_ID_DEKU_BABA, /* 0x08 */ TATL_HINT_ID_BIO_DEKU_BABA, /* 0x09 */ TATL_HINT_ID_WILTED_DEKU_BABA, /* 0x0A */ TATL_HINT_ID_DEXIHAND, /* 0x0B */ TATL_HINT_ID_NEJIRON, /* 0x0C */ TATL_HINT_ID_GIANT_BEE, /* 0x0D */ TATL_HINT_ID_DODONGO, /* 0x0E */ TATL_HINT_ID_DEEP_PYTHON, /* 0x0F */ TATL_HINT_ID_DEATH_ARMOS, /* 0x10 */ TATL_HINT_ID_DINOLFOS, /* 0x11 */ TATL_HINT_ID_FIRE_KEESE, /* 0x12 */ TATL_HINT_ID_KEESE, /* 0x13 */ TATL_HINT_ID_ARMOS, /* 0x14 */ TATL_HINT_ID_EENO, /* 0x15 */ TATL_HINT_ID_DRAGONFLY, /* 0x16 */ TATL_HINT_ID_IGOS_DU_IKANA, /* 0x17 */ TATL_HINT_ID_GARO, /* 0x18 */ TATL_HINT_ID_GARO_MASTER, /* 0x19 */ TATL_HINT_ID_WART, /* 0x1A */ TATL_HINT_ID_GOMESS, /* 0x1B */ TATL_HINT_ID_GOHT, /* 0x1C */ TATL_HINT_ID_BLUE_BUBBLE, /* 0x1D */ TATL_HINT_ID_KINGS_LACKEYS_DARK_ROOM, /* 0x1E */ TATL_HINT_ID_KINGS_LACKEYS_LIGHT_ROOM, /* 0x1F */ TATL_HINT_ID_SKULLWALLTULA, /* 0x20 */ TATL_HINT_ID_GOLD_SKULLTULA, // Only in JP Ver. /* 0x21 */ TATL_HINT_ID_CAPTAIN_KEETA, /* 0x22 */ TATL_HINT_ID_YELLOW_CHUCHU, /* 0x23 */ TATL_HINT_ID_TAKKURI, /* 0x24 */ TATL_HINT_ID_RED_BUBBLE, /* 0x25 */ TATL_HINT_ID_HIPLOOP, /* 0x26 */ TATL_HINT_ID_MASKED_HIPLOOP, /* 0x27 */ TATL_HINT_ID_SHELLBLADE, /* 0x28 */ TATL_HINT_ID_GYORG, // "if you go near, you'll be eaten!" /* 0x29 */ TATL_HINT_ID_GYORG_STUNNED, // "Jump in and attack it!" /* 0x2A */ TATL_HINT_ID_REDEAD, /* 0x2B */ TATL_HINT_ID_2B, /* 0x2C */ TATL_HINT_ID_BLACK_BOE, /* 0x2D */ TATL_HINT_ID_GIBDO, /* 0x2E */ TATL_HINT_ID_TWINMOLD, /* 0x2F */ TATL_HINT_ID_WEARING_GIANTS_MASK, // Twinmold, JP Ver. only /* 0x30 */ TATL_HINT_ID_WALLMASTER, /* 0x31 */ TATL_HINT_ID_FLOORMASTER, /* 0x32 */ TATL_HINT_ID_MAJORAS_MASK, /* 0x33 */ TATL_HINT_ID_MAJORAS_INCARNATION, /* 0x34 */ TATL_HINT_ID_MAJORAS_WRATH, /* 0x35 */ TATL_HINT_ID_IRON_KNUCKLE, /* 0x36 */ TATL_HINT_ID_36, // Empty /* 0x37 */ TATL_HINT_ID_LIKE_LIKE, /* 0x38 */ TATL_HINT_ID_38, // Empty /* 0x39 */ TATL_HINT_ID_BEAMOS, /* 0x3A */ TATL_HINT_ID_3A, // Empty /* 0x3B */ TATL_HINT_ID_FREEZARD, /* 0x3C */ TATL_HINT_ID_WHITE_BOE, /* 0x3D */ TATL_HINT_ID_3D, // Empty /* 0x3E */ TATL_HINT_ID_3E, // Empty /* 0x3F */ TATL_HINT_ID_3F, // Empty /* 0x40 */ TATL_HINT_ID_40, // Empty /* 0x41 */ TATL_HINT_ID_41, // Empty /* 0x42 */ TATL_HINT_ID_OCTOROK, /* 0x43 */ TATL_HINT_ID_43, // Empty /* 0x44 */ TATL_HINT_ID_POE, /* 0x45 */ TATL_HINT_ID_GEKKO_SNAPPER, /* 0x46 */ TATL_HINT_ID_BLUE_TEKTITE, /* 0x47 */ TATL_HINT_ID_LEEVER, /* 0x48 */ TATL_HINT_ID_PEAHAT, /* 0x49 */ TATL_HINT_ID_PEAHAT_LARVA, /* 0x4A */ TATL_HINT_ID_EYEGORE, /* 0x4B */ TATL_HINT_ID_WIZROBE, /* 0x4C */ TATL_HINT_ID_WOLFOS, /* 0x4D */ TATL_HINT_ID_MAD_SCRUB, /* 0x4E */ TATL_HINT_ID_4E, // Empty /* 0x4F */ TATL_HINT_ID_4F, // Empty /* 0x50 */ TATL_HINT_ID_POE_SISTER_MEG, /* 0x51 */ TATL_HINT_ID_POE_SISTER_JO, /* 0x52 */ TATL_HINT_ID_POE_SISTER_BETH, /* 0x53 */ TATL_HINT_ID_POE_SISTER_AMY, /* 0x54 */ TATL_HINT_ID_PIRATE, /* 0x55 */ TATL_HINT_ID_STALCHILD, /* 0x56 */ TATL_HINT_ID_ICE_KEESE, /* 0x57 */ TATL_HINT_ID_WHITE_WOLFOS, /* 0x58 */ TATL_HINT_ID_GUAY, /* 0x59 */ TATL_HINT_ID_BIG_OCTO, /* 0x5A */ TATL_HINT_ID_BIG_POE, /* 0x5B */ TATL_HINT_ID_SKULLFISH, /* 0x5C */ TATL_HINT_ID_DESBREKO, /* 0x5D */ TATL_HINT_ID_GREEN_CHUCHU, /* 0x5E */ TATL_HINT_ID_ODOLWA_PHASE_ONE, // 799 or fewer frames have passed, says Odolwa is dangerous to get close to /* 0x5F */ TATL_HINT_ID_GEKKO_GIANT_SLIME, /* 0x60 */ TATL_HINT_ID_BAD_BAT, /* 0x61 */ TATL_HINT_ID_REAL_BOMBCHU, /* 0x62 */ TATL_HINT_ID_ODOLWA_CLOSE_TO_PHASE_TWO, // 800 frames have passed, warns that Odolwa will attack after dancing /* 0x63 */ TATL_HINT_ID_ODOLWA_PHASE_TWO, // 1000 or more frames have passed, explains that the bugs are drawn to fire /* 0x64 */ TATL_HINT_ID_MUSHROOM, /* 0xFF */ TATL_HINT_ID_NONE = 0xFF } TatlHintId; typedef enum NpcTalkState { /* 0 */ NPC_TALK_STATE_IDLE, // NPC not currently talking to player /* 1 */ NPC_TALK_STATE_TALKING, // NPC is currently talking to player /* 2 */ NPC_TALK_STATE_ACTION, // An NPC-defined action triggered in the conversation /* 3 */ NPC_TALK_STATE_ITEM_GIVEN // NPC finished giving an item and text box is done } NpcTalkState; typedef enum NpcTrackingMode { /* 0 */ NPC_TRACKING_PLAYER_AUTO_TURN, // Determine tracking mode based on player position, see Npc_UpdateAutoTurn /* 1 */ NPC_TRACKING_NONE, // Don't track the target (usually the player) /* 2 */ NPC_TRACKING_HEAD_AND_TORSO, // Track target by turning the head and the torso /* 3 */ NPC_TRACKING_HEAD, // Track target by turning the head /* 4 */ NPC_TRACKING_FULL_BODY // Track target by turning the body, torso and head } NpcTrackingMode; typedef struct NpcInteractInfo { /* 0x00 */ s16 talkState; /* 0x02 */ s16 trackingMode; /* 0x04 */ s16 autoTurnTimer; /* 0x06 */ s16 autoTurnState; /* 0x08 */ Vec3s headRot; /* 0x0E */ Vec3s torsoRot; /* 0x14 */ f32 yOffset; // Y position offset to add to actor position when calculating angle to target /* 0x18 */ Vec3f trackPos; /* 0x24 */ UNK_TYPE1 unk_24[0x4]; } NpcInteractInfo; // size = 0x28 extern AttentionRangeParams gAttentionRanges[ATTENTION_RANGE_MAX]; extern s16 D_801AED48[8]; extern Gfx D_801AEF88[]; extern Gfx D_801AEFA0[]; extern Actor* gCameraDriftActor; void ActorShape_Init(ActorShape* actorShape, f32 yOffset, ActorShadowFunc shadowDraw, f32 shadowScale); void ActorShadow_DrawCircle(Actor* actor, struct Lights* lights, struct PlayState* play); void ActorShadow_DrawSquare(Actor* actor, struct Lights* lights, struct PlayState* play); void ActorShadow_DrawWhiteCircle(Actor* actor, struct Lights* lights, struct PlayState* play); void ActorShadow_DrawHorse(Actor* actor, struct Lights* lights, struct PlayState* play); void ActorShadow_DrawFeet(Actor* actor, struct Lights* mapper, struct PlayState* play); void Actor_SetFeetPos(Actor* actor, s32 limbIndex, s32 leftFootIndex, Vec3f* leftFootPos, s32 rightFootIndex, Vec3f* rightFootPos); void func_800B4AEC(struct PlayState* play, Actor* actor, f32 y); void func_800B4B50(Actor* actor, struct Lights* mapper, struct PlayState* play); void Actor_GetProjectedPos(struct PlayState* play, Vec3f* worldPos, Vec3f* projectedPos, f32* invW); void Attention_Draw(Attention* attention, struct PlayState* play); s32 Flags_GetSwitch(struct PlayState* play, s32 flag); void Flags_SetSwitch(struct PlayState* play, s32 flag); void Flags_UnsetSwitch(struct PlayState* play, s32 flag); s32 Flags_GetTreasure(struct PlayState* play, s32 flag); void Flags_SetTreasure(struct PlayState* play, s32 flag); void Flags_SetAllTreasure(struct PlayState* play, s32 flag); s32 Flags_GetAllTreasure(struct PlayState* play); s32 Flags_GetClear(struct PlayState* play, s32 roomNumber); void Flags_SetClear(struct PlayState* play, s32 roomNumber); void Flags_UnsetClear(struct PlayState* play, s32 roomNumber); s32 Flags_GetClearTemp(struct PlayState* play, s32 roomNumber); void Flags_SetClearTemp(struct PlayState* play, s32 roomNumber); void Flags_UnsetClearTemp(struct PlayState* play, s32 roomNumber); s32 Flags_GetCollectible(struct PlayState* play, s32 flag); void Flags_SetCollectible(struct PlayState* play, s32 flag); void TitleCard_InitBossName(struct GameState* gameState, TitleCardContext* titleCtx, TexturePtr texture, s16 x, s16 y, u8 width, u8 height); s32 Actor_SetPlayerImpact(struct PlayState* play, PlayerImpactType type, s32 timer, f32 dist, Vec3f* pos); f32 Actor_GetPlayerImpact(struct PlayState* play, f32 range, Vec3f* pos, PlayerImpactType* type); void* Actor_AddSharedMemoryEntry(struct PlayState* play, s16 id, void* ptr, size_t size); void* Actor_FreeSharedMemoryEntry(struct PlayState* play, s16 id); void* Actor_FindSharedMemoryEntry(struct PlayState* play, s16 id); void Actor_Kill(Actor* actor); void Actor_SetWorldToHome(Actor* actor); void Actor_SetFocus(Actor* actor, f32 height); void Actor_SetWorldRotToShape(Actor* actor); void Actor_SetShapeRotToWorld(Actor* actor); void Actor_SetScale(Actor* actor, f32 scale); void Actor_SetObjectDependency(struct PlayState* play, Actor* actor); void Actor_SetMovementScale(s32 scale); void Actor_UpdatePos(Actor* actor); void Actor_UpdateVelocityWithGravity(Actor* actor); void Actor_MoveWithGravity(Actor* actor); void Actor_UpdateVelocityWithoutGravity(Actor* actor); void Actor_MoveWithoutGravity(Actor* actor); void Actor_UpdateVelocityWithoutGravityReverse(Actor* actor); void Actor_MoveWithoutGravityReverse(Actor* actor); void Actor_SetSpeeds(Actor* actor, f32 speed); s16 Actor_WorldYawTowardActor(Actor* actorA, Actor* actorB); s16 Actor_FocusYawTowardActor(Actor* actorA, Actor* actorB); s16 Actor_WorldYawTowardPoint(Actor* actor, Vec3f* refPoint); s16 Actor_WorldPitchTowardActor(Actor* actorA, Actor* actorB); s16 Actor_FocusPitchTowardActor(Actor* actorA, Actor* actorB); s16 Actor_WorldPitchTowardPoint(Actor* actor, Vec3f* refPoint); f32 Actor_WorldDistXYZToActor(Actor* actorA, Actor* actorB); f32 Actor_WorldDistXYZToPoint(Actor* actor, Vec3f* refPoint); f32 Actor_WorldDistXZToActor(Actor* actorA, Actor* actorB); f32 Actor_WorldDistXZToPoint(Actor* actor, Vec3f* refPoint); void Actor_WorldToActorCoords(Actor* actor, Vec3f* offset, Vec3f* point); f32 Actor_HeightDiff(Actor* actor1, Actor* actor2); void Actor_SetControlStickData(struct PlayState* play, Input* input, f32 controlStickMagnitude, s16 controlStickAngle); void func_800B72F8(DynaPolyActor* dyna, f32 extraPushForce, s16 yRotation); s32 Actor_ActorBIsFacingActorA(Actor* actorA, Actor* actorB, s16 maxAngleDiff); s32 Actor_IsFacingPlayer(Actor* actor, s16 angle); s32 Actor_ActorAIsFacingActorB(Actor* actorA, Actor* actorB, s16 maxAngleDiff); s32 Actor_IsFacingAndNearPlayer(Actor* actor, f32 range, s16 maxAngleDiff); s32 Actor_ActorAIsFacingAndNearActorB(Actor* actorA, Actor* actorB, f32 range, s16 maxAngleDiff); void Actor_GetSlopeDirection(struct CollisionPoly* floorPoly, Vec3f* slopeNormal, s16* downwardSlopeYaw); void Actor_UpdateBgCheckInfo(struct PlayState* play, Actor* actor, f32 wallCheckHeight, f32 wallCheckRadius, f32 ceilingCheckHeight, u32 updBgCheckInfoFlags); Hilite* Hilite_DrawOpa(Vec3f* object, Vec3f* eye, Vec3f* lightDir, struct GraphicsContext* gfxCtx); void func_800B8050(Actor* actor, struct PlayState* play, s32 flag); void func_800B8118(Actor* actor, struct PlayState* play, s32 flag); PosRot Actor_GetFocus(Actor* actor); PosRot Actor_GetWorld(Actor* actor); PosRot Actor_GetWorldPosShapeRot(Actor* actor); s32 Attention_ShouldReleaseLockOn(Actor* actor, struct Player* player, s32 ignoreLeash); s32 Actor_TalkOfferAccepted(Actor* actor, struct GameState* gameState); s32 Actor_OfferTalk(Actor* actor, struct PlayState* play, f32 radius); s32 Actor_OfferTalkNearColChkInfoCylinder(Actor* actor, struct PlayState* play); s32 Actor_TextboxIsClosing(Actor* actor, struct PlayState* play); s32 Actor_ChangeFocus(Actor* actor1, struct PlayState* play, Actor* actor2); s32 Actor_OcarinaInteractionAccepted(Actor* actor, struct GameState* gameState); s32 Actor_OfferOcarinaInteraction(Actor* actor, struct PlayState* play, f32 xzRange, f32 yRange); s32 Actor_OfferOcarinaInteractionNearby(Actor* actor, struct PlayState* play, f32 xzRange); s32 Actor_NoOcarinaInteraction(Actor* actor, struct PlayState* play); void Actor_GetScreenPos(struct PlayState* play, Actor* actor, s16* posX, s16* posY); bool Actor_OnScreen(struct PlayState* play, Actor* actor); s32 Actor_HasParent(Actor* actor, struct PlayState* play); s32 Actor_OfferGetItem(Actor* actor, struct PlayState* play, GetItemId getItemId, f32 xzRange, f32 yRange); s32 Actor_OfferGetItemNearby(Actor* actor, struct PlayState* play, GetItemId getItemId); s32 Actor_OfferCarry(Actor* actor, struct PlayState* play); s32 Actor_OfferGetItemFar(Actor* actor, struct PlayState* play, GetItemId getItemId); s32 Actor_HasNoParent(Actor* actor, struct PlayState* play); void func_800B8C20(Actor* actorA, Actor* actorB, struct PlayState* play); void Actor_SetClosestSecretDistance(Actor* actor, struct PlayState* play); s32 Actor_HasRider(struct PlayState* play, Actor* horse); s32 Actor_SetRideActor(struct PlayState* play, Actor* horse, s32 mountSide); s32 Actor_HasNoRider(struct PlayState* play, Actor* horse); void Actor_PlaySfx(Actor* actor, u16 sfxId); void Actor_PlaySfx_SurfaceBomb(struct PlayState* play, Actor* actor); void Actor_PlaySfx_Flagged2(Actor* actor, u16 sfxId); void Actor_PlaySfx_FlaggedCentered1(Actor* actor, u16 sfxId); void Actor_PlaySfx_FlaggedCentered2(Actor* actor, u16 sfxId); void Actor_PlaySfx_Flagged(Actor* actor, u16 sfxId); void Actor_PlaySfx_FlaggedTimer(Actor* actor, s32 timer); void Actor_PlaySeq_FlaggedKamaroDance(Actor* actor); void Actor_PlaySeq_FlaggedMusicBoxHouse(Actor* actor); s32 func_800B90AC(struct PlayState* play, Actor* actor, struct CollisionPoly* polygon, s32 bgId, Vec3f* arg4); void Actor_DeactivateLens(struct PlayState* play); void Actor_InitHalfDaysBit(ActorContext* actorCtx); void Actor_InitContext(struct PlayState* play, ActorContext* actorCtx, struct ActorEntry* actorEntry); void Actor_UpdateAll(struct PlayState* play, ActorContext* actorCtx); s32 Actor_AddToLensActors(struct PlayState* play, Actor* actor); void Actor_DrawAll(struct PlayState* play, ActorContext* actorCtx); void Actor_KillAllWithMissingObject(struct PlayState* play, ActorContext* actorCtx); void func_800BA798(struct PlayState* play, ActorContext* actorCtx); void Actor_CleanupContext(ActorContext* actorCtx, struct PlayState* play); Actor* Actor_Spawn(ActorContext* actorCtx, struct PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s32 params); Actor* Actor_SpawnAsChildAndCutscene(ActorContext* actorCtx, struct PlayState* play, s16 index, f32 x, f32 y, f32 z, s16 rotX, s16 rotY, s16 rotZ, s32 params, u32 csId, u32 halfDaysBits, Actor* parent); Actor* Actor_SpawnAsChild(ActorContext* actorCtx, Actor* parent, struct PlayState* play, s16 actorId, f32 posX, f32 posY, f32 posZ, s16 rotX, s16 rotY, s16 rotZ, s32 params); void Actor_SpawnTransitionActors(struct PlayState* play, ActorContext* actorCtx); void Enemy_StartFinishingBlow(struct PlayState* play, Actor* actor); void Actor_SpawnBodyParts(Actor* actor, struct PlayState* play, s32 partParams, Gfx** dList); void Actor_SpawnFloorDustRing(struct PlayState* play, Actor* actor, Vec3f* posXZ, f32 radius, s32 countMinusOne, f32 randAccelWeight, s16 scale, s16 scaleStep, u8 useLighting); void func_800BBFB0(struct PlayState* play, Vec3f* position, f32 arg2, s32 arg3, s16 arg4, s16 scaleStep, u8 arg6); void Actor_ChangeCategory(struct PlayState* play, ActorContext* actorCtx, Actor* actor, u8 actorCategory); u32 Actor_GetArrowDmgFlags(s32 params); Actor* func_800BC270(struct PlayState* play, Actor* actor, f32 distance, u32 dmgFlags); Actor* func_800BC444(struct PlayState* play, Actor* actor, f32 distance); s16 Actor_TestFloorInDirection(Actor* actor, struct PlayState* play, f32 distance, s16 angle); s32 Actor_IsTargeted(struct PlayState* play, Actor* actor); s32 Actor_OtherIsTargeted(struct PlayState* play, Actor* actor); void func_800BC620(Vec3f* pos, Vec3f* scale, u8 alpha, struct PlayState* play); void Actor_RequestQuake(struct PlayState* play, s16 y, s16 duration); void Actor_RequestQuakeWithSpeed(struct PlayState* play, s16 y, s16 duration, s16 speed); void Actor_RequestQuakeAndRumble(Actor* actor, struct PlayState* play, s16 quakeY, s16 quakeDuration); void Actor_DrawDoorLock(struct PlayState* play, s32 frame, s32 type); void Actor_SetColorFilter(Actor* actor, u16 colorFlag, u16 colorIntensityMax, u16 bufFlag, u16 duration); Hilite* func_800BCBF4(Vec3f* arg0, struct PlayState* play); Hilite* func_800BCC68(Vec3f* arg0, struct PlayState* play); void Actor_GetClosestPosOnPath(Vec3s* points, s32 numPoints, Vec3f* srcPos, Vec3f* dstPos, s32 isPathLoop); s32 Npc_UpdateTalking(struct PlayState* play, Actor* actor, s16* talkState, f32 interactRange, NpcGetTextIdFunc getTextId, NpcUpdateTalkStateFunc updateTalkState); void Npc_TrackPoint(Actor* actor, NpcInteractInfo* interactInfo, s16 presetIndex, s16 trackingMode); void func_800BD9E0(struct PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha); void func_800BDAA0(struct PlayState* play, SkelAnime* skelAnime, OverrideLimbDraw overrideLimbDraw, PostLimbDraw postLimbDraw, Actor* actor, s16 alpha); void Actor_ChangeAnimationByInfo(SkelAnime* skelAnime, AnimationInfo* animInfo, s32 animIndex); void Actor_Noop(Actor* actor, struct PlayState* play); Actor* Actor_FindNearby(struct PlayState* play, Actor* inActor, s16 actorId, u8 actorCategory, f32 distance); s32 func_800BE184(struct PlayState* play, Actor* actor, f32 xzDist, s16 arg3, s16 arg4, s16 arg5); u8 Actor_ApplyDamage(Actor* actor); void Actor_SetDropFlag(Actor* actor, ColliderElement* elem); void Actor_SetDropFlagJntSph(Actor* actor, ColliderJntSph* jntSph); void func_800BE33C(Vec3f* arg0, Vec3f* arg1, Vec3s* dst, s32 arg3); void func_800BE3D0(Actor* actor, s16 angle, Vec3s* arg2); void func_800BE504(Actor* actor, ColliderCylinder* cyl); void func_800BE568(Actor* actor, ColliderSphere* sph); void func_800BE5CC(Actor* actor, ColliderJntSph* jntSph, s32 elemIndex); s32 Actor_IsSmallChest(struct EnBox* chest); void Actor_DrawDamageEffects(struct PlayState* play, Actor* actor, Vec3f bodyPartsPos[], s16 bodyPartsCount, f32 effectScale, f32 frozenSteamScale, f32 effectAlpha, u8 type); void Actor_SpawnIceEffects(struct PlayState* play, Actor* actor, Vec3f bodyPartsPos[], s32 bodyPartsCount, s32 effectsPerBodyPart, f32 scale, f32 scaleRange); void DynaPolyActor_UpdateCarriedActorPos(struct CollisionContext* colCtx, s32 bgId, Actor* carriedActor); void DynaPolyActor_UpdateCarriedActorRotY(struct CollisionContext* colCtx, s32 bgId, Actor* carriedActor); void DynaPolyActor_AttachCarriedActor(struct CollisionContext* colCtx, Actor* carriedActor, s32 bgId); u32 DynaPolyActor_TransformCarriedActor(struct CollisionContext* colCtx, s32 bgId, Actor* carriedActor); void DynaPolyActor_Init(DynaPolyActor* dynaActor, s32 transformFlags); void DynaPolyActor_LoadMesh(struct PlayState* play, DynaPolyActor* dynaActor, struct CollisionHeader* meshHeader); void DynaPolyActor_UnsetAllInteractFlags(DynaPolyActor* dynaActor); void DynaPolyActor_SetActorOnTop(DynaPolyActor* dynaActor); void DynaPolyActor_SetPlayerOnTop(DynaPolyActor* dynaActor); void DynaPoly_SetPlayerOnTop(struct CollisionContext* colCtx, s32 bgId); void DynaPolyActor_SetPlayerAbove(DynaPolyActor* dynaActor); void DynaPoly_SetPlayerAbove(struct CollisionContext* colCtx, s32 bgId); void DynaPolyActor_SetSwitchPressed(DynaPolyActor* dynaActor); void DynaPolyActor_SetHeavySwitchPressed(DynaPolyActor* dynaActor); s32 DynaPolyActor_IsActorOnTop(DynaPolyActor* dynaActor); s32 DynaPolyActor_IsPlayerOnTop(DynaPolyActor* dynaActor); s32 DynaPolyActor_IsPlayerAbove(DynaPolyActor* dynaActor); s32 DynaPolyActor_IsSwitchPressed(DynaPolyActor* dynaActor); s32 DynaPolyActor_IsHeavySwitchPressed(DynaPolyActor* dynaActor); s32 DynaPolyActor_ValidateMove(struct PlayState* play, DynaPolyActor* dynaActor, s16 startRadius, s16 endRadius, s16 startHeight); void Actor_ContinueText(struct PlayState* play, Actor* actor, u16 textId); s32 Flags_GetEventChkInf(s32 flag); void Flags_SetEventChkInf(s32 flag); s32 Flags_GetInfTable(s32 flag); void Flags_SetInfTable(s32 flag); s32 Actor_TrackNone(Vec3s* headRot, Vec3s* torsoRot); s32 Actor_TrackPoint(Actor* actor, Vec3f* target, Vec3s* headRot, Vec3s* torsoRot); s32 Actor_TrackPlayerSetFocusHeight(struct PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, f32 focusHeight); s32 Actor_TrackPlayer(struct PlayState* play, Actor* actor, Vec3s* headRot, Vec3s* torsoRot, Vec3f focusPos); #endif