#ifndef Z64ACTOR_H #define Z64ACTOR_H #include "PR/ultratypes.h" #include "z64math.h" #include "z64animation.h" #include "z64collision_check.h" #include "unk.h" // This value is hardcoded to be the size of ovl_Arrow_Fire which currently is the biggest actor that uses the AM_FIELD. #define AM_FIELD_SIZE SEGMENT_SIZE(ovl_Arrow_Fire) #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 PlayState; struct Lights; struct CollisionPoly; 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 { /* 0x00 */ Vec3f pos; /* 0x0C */ Vec3s rot; } PosRot; // size = 0x14 typedef struct { /* 0x00 */ u8 attack[32]; } DamageTable; // size = 0x20 typedef struct { /* 0x0 */ u8 health; /* 0x2 */ s16 cylRadius; /* 0x4 */ s16 cylHeight; /* 0x6 */ u8 mass; } CollisionCheckInfoInit; // size = 0x8 typedef struct { /* 0x0 */ u8 health; /* 0x2 */ s16 cylRadius; /* 0x4 */ s16 cylHeight; /* 0x6 */ s16 cylYShift; /* 0x8 */ u8 mass; } CollisionCheckInfoInit2; // size = 0xC typedef struct { /* 0x00 */ DamageTable* damageTable; /* 0x04 */ Vec3f displacement; /* 0x10 */ s16 cylRadius; /* 0x12 */ s16 cylHeight; /* 0x14 */ s16 cylYShift; /* 0x16 */ u8 mass; /* 0x17 */ u8 health; /* 0x18 */ u8 damage; /* 0x19 */ u8 damageEffect; /* 0x1A */ u8 atHitEffect; /* 0x1B */ u8 acHitEffect; } CollisionCheckInfo; // size = 0x1C typedef struct { /* 0x00 */ s32 unk0; /* 0x04 */ s32 unk4; /* 0x08 */ f32 unk8; /* 0x0C */ f32 unkC; /* 0x10 */ f32 unk10; /* 0x14 */ f32 unk14; /* 0x18 */ f32 unk18; /* 0x1C */ f32 unk1C; /* 0x20 */ f32 unk20; /* 0x24 */ f32 unk24; /* 0x28 */ f32 unk28; /* 0x2C */ f32 unk2C; /* 0x30 */ s16 unk30; /* 0x32 */ s16 unk32; /* 0x34 */ s16 unk34; /* 0x36 */ s16 unk36; /* 0x38 */ s16 unk38; /* 0x3A */ s16 unk3A; } ActorEnTest20C; // size = 0x3C typedef struct { /* 0x0 */ s16 unk_0; // frame? /* 0x2 */ Vec3s unk_2; // scale } struct_80124618; // size = 0x8 typedef struct { /* 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; } ActorInit; // size = 0x20 typedef enum AllocType { /* 0 */ ALLOCTYPE_NORMAL, /* 1 */ ALLOCTYPE_ABSOLUTE, /* 2 */ ALLOCTYPE_PERMANENT } AllocType; typedef struct ActorOverlay { /* 0x00 */ uintptr_t vromStart; /* 0x04 */ uintptr_t vromEnd; /* 0x08 */ void* vramStart; /* 0x0C */ void* vramEnd; /* 0x10 */ void* loadedRamAddr; // original name: "allocp" /* 0x14 */ ActorInit* initInfo; /* 0x18 */ char* name; /* 0x1C */ u16 allocType; // bit 0: don't allocate memory, use actorContext->0x250? bit 1: Always keep loaded? /* 0x1E */ s8 numLoaded; // original name: "clients" } ActorOverlay; // 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 eyebrow/eye/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 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank" /* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on /* 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; // ActorCutscene 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 targetArrowOffset; // Height offset of the target 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 uncullZoneForward; // Amount to increase the uncull zone forward by (in projected space) /* 0x100 */ f32 uncullZoneScale; // Amount to increase the uncull zone scale by (in projected space) /* 0x104 */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space) /* 0x108 */ Vec3f prevPos; // World position from the previous update cycle /* 0x114 */ u8 isTargeted; // 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 */ 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_ON_SWITCH (1 << 3) // Like the ACTOR_ON_TOP flag but only actors with ACTOR_FLAG_CAN_PRESS_SWITCH #define DYNA_INTERACT_ACTOR_ON_HEAVY_SWITCH (1 << 4) // Like the ACTOR_ON_TOP flag but only actors with ACTOR_FLAG_CAN_PRESS_HEAVY_SWITCH typedef struct { /* 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_NUTS_1, /* 0x0D */ ITEM00_STICK, /* 0x0E */ ITEM00_MAGIC_LARGE, /* 0x0F */ ITEM00_MAGIC_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_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_1 (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) typedef struct { /* 0x00 */ Vec3f pos; /* 0x0C */ f32 unkC; /* 0x10 */ Color_RGBA8 color; } TargetContextEntry; // size = 0x14 typedef struct TargetContext { /* 0x00 */ Vec3f unk0; /* 0x0C */ Vec3f targetCenterPos; /* 0x18 */ Color_RGBAf fairyInner; /* 0x28 */ Color_RGBAf fairyOuter; /* 0x38 */ Actor* arrowPointedActor; /* 0x3C */ Actor* targetedActor; /* 0x40 */ f32 unk40; /* 0x44 */ f32 unk44; /* 0x48 */ s16 unk48; // alpha /* 0x4A */ u8 unk4A; /* 0x4B */ u8 unk4B; /* 0x4C */ s8 unk4C; /* 0x4D */ UNK_TYPE1 pad4D[0x3]; /* 0x50 */ TargetContextEntry unk50[3]; /* 0x8C */ Actor* unk8C; /* 0x90 */ Actor* bgmEnemy; /* 0x94 */ Actor* unk_94; } TargetContext; // size = 0x98 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 ActorContext_unk_20C { /* 0x0 */ s16 id; /* 0x2 */ s8 isDynamicallyInitialised; /* 0x4 */ void* ptr; } ActorContext_unk_20C; // size = 0x8 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 unk_08; } ActorListEntry; // size = 0xC typedef enum { /* 0 */ LENS_MODE_HIDE_ACTORS, // lens actors are visible by default, and hidden by using lens (for example, fake walls) /* 1 */ LENS_MODE_SHOW_ACTORS // lens actors are invisible by default, and shown by using lens (for example, invisible enemies) } 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 */ TargetContext targetContext; /* 0x1B8 */ ActorContextSceneFlags sceneFlags; /* 0x1E4 */ TitleCardContext titleCtxt; /* 0x1F4 */ PlayerImpact playerImpact; /* 0x208 */ UNK_TYPE1 unk_208[0x4]; /* 0x20C */ ActorContext_unk_20C unk_20C[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 unk268; /* 0x269 */ UNK_TYPE1 pad269[0x3]; /* 0x26C */ Input unk_26C; } 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; #define DEFINE_ACTOR(_name, enumValue, _allocType, _debugName) enumValue, #define DEFINE_ACTOR_INTERNAL(_name, enumValue, _allocType, _debugName) enumValue, #define DEFINE_ACTOR_UNSET(enumValue) enumValue, typedef enum ActorId { #include "tables/actor_table.h" /* 0x2B2 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX" } ActorId; #undef DEFINE_ACTOR #undef DEFINE_ACTOR_INTERNAL #undef DEFINE_ACTOR_UNSET typedef enum { /* 0 */ DOORLOCK_NORMAL, /* 1 */ DOORLOCK_BOSS, /* 2 */ DOORLOCK_2, // DOORLOCK_NORMAL_SPIRIT on OoT /* 3 */ DOORLOCK_MAX } DoorLockType; // Targetability / ACTOR_FLAG_TARGETABLE? #define ACTOR_FLAG_1 (1 << 0) // #define ACTOR_FLAG_2 (1 << 1) // #define ACTOR_FLAG_4 (1 << 2) // #define ACTOR_FLAG_8 (1 << 3) // #define ACTOR_FLAG_10 (1 << 4) // #define ACTOR_FLAG_20 (1 << 5) // #define ACTOR_FLAG_40 (1 << 6) // hidden or revealed by Lens of Truth (depending on room lensMode) #define ACTOR_FLAG_REACT_TO_LENS (1 << 7) // Player has requested to talk to the actor; Player uses this flag differently than every other actor #define ACTOR_FLAG_TALK_REQUESTED (1 << 8) // #define ACTOR_FLAG_200 (1 << 9) // #define ACTOR_FLAG_400 (1 << 10) // #define ACTOR_FLAG_800 (1 << 11) // Actor will not shake when a quake occurs #define ACTOR_FLAG_IGNORE_QUAKE (1 << 12) // #define ACTOR_FLAG_2000 (1 << 13) // #define ACTOR_FLAG_4000 (1 << 14) //! Carried by arrow #define ACTOR_FLAG_8000 (1 << 15) // #define ACTOR_FLAG_10000 (1 << 16) // actor can press and hold down heavy switches #define ACTOR_FLAG_CAN_PRESS_HEAVY_SWITCH (1 << 17) // #define ACTOR_FLAG_40000 (1 << 18) // #define ACTOR_FLAG_80000 (1 << 19) // #define ACTOR_FLAG_100000 (1 << 20) // #define ACTOR_FLAG_200000 (1 << 21) // #define ACTOR_FLAG_400000 (1 << 22) // #define ACTOR_FLAG_800000 (1 << 23) // #define ACTOR_FLAG_1000000 (1 << 24) // #define ACTOR_FLAG_2000000 (1 << 25) // actor can press and hold down switches #define ACTOR_FLAG_CAN_PRESS_SWITCH (1 << 26) // Prevents locking on with Z targeting an actor even if Tatl is floating over it #define ACTOR_FLAG_CANT_LOCK_ON (1 << 27) // #define ACTOR_FLAG_10000000 (1 << 28) // #define ACTOR_FLAG_20000000 (1 << 29) // #define ACTOR_FLAG_40000000 (1 << 30) // #define ACTOR_FLAG_80000000 (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 */ CLEAR_TAG_SMALL_EXPLOSION, /* 0x01 */ CLEAR_TAG_LARGE_EXPLOSION, /* 0x02 */ CLEAR_TAG_POP, /* 0x03 */ CLEAR_TAG_SMALL_LIGHT_RAYS, /* 0x04 */ CLEAR_TAG_LARGE_LIGHT_RAYS, /* 0x23 */ CLEAR_TAG_SPLASH = 35, /* 0xC8 */ CLEAR_TAG_SMOKE = 200 } ClearTagType; 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_1, /* 0x5F */ TATL_HINT_ID_GEKKO_GIANT_SLIME, /* 0x60 */ TATL_HINT_ID_BAD_BAT, /* 0x61 */ TATL_HINT_ID_REAL_BOMBCHU, /* 0x62 */ TATL_HINT_ID_ODOLWA_2, /* 0x63 */ TATL_HINT_ID_ODOLWA_3, /* 0x64 */ TATL_HINT_ID_MUSHROOM, /* 0xFF */ TATL_HINT_ID_NONE = 0xFF } TatlHintId; typedef struct TargetRangeParams { /* 0x0 */ f32 rangeSq; /* 0x4 */ f32 leashScale; } TargetRangeParams; // size = 0x8 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 TargetRangeParams gTargetRanges[]; extern s16 D_801AED48[8]; extern Gfx D_801AEF88[]; extern Gfx D_801AEFA0[]; #endif