2ship2harkinian/mm/include/z64actor.h
Archez d479a7db37 Add ActorResetFunc for variable cleanup (#98)
* add actor reset func handling

* reset func for day transitions

* reset func for deku playground

* reset func for dog race

* reset func for grass

* reset func for goron shrine chandelier

* reset func for lost woods intro sparkles

* reset func for deku palace patrol guards

* reset func for dampe

* reset func for beaver race rings

* reset func for butler race doors

* reset funcs for deep sea python

* reset func for dogs

* reset func for deku curse mad scrubs

* reset func for keaton grass

* reset func for marine lab fish

* reset func for shooting gallery scrubs

* reset func for Stone Tower FloorSwitch

* reset func for ice platforms

* reset func for punchable pillar

* reset func for blue warps

* reset func for odolwa

* reset func for twinmold

* reset func for gyorg

* reset func for wart

* reset func for igos window

* reset func for majora

* reset func for snow head central pillar
2024-05-22 09:04:59 -05:00

715 lines
30 KiB
C

#ifndef Z64ACTOR_H
#define Z64ACTOR_H
#include "PR/ultratypes.h"
#include "color.h"
#include "padutils.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*);
// #region 2S2H [Port] Reset func used for cleaning up static variables
typedef void (*ActorResetFunc)(void);
// #endregion
typedef struct PosRot {
/* 0x00 */ Vec3f pos;
/* 0x0C */ Vec3s rot;
} PosRot; // size = 0x14
typedef struct {
/* 0x0 */ s16 unk_0; // frame?
/* 0x2 */ Vec3s unk_2; // scale
} struct_80124618; // size = 0x8
typedef struct ActorInit {
/* 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;
// #region 2S2H [Port]
/* */ ActorResetFunc reset;
// #endregion
} 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 objectSlot; // Object slot (in ObjectContext) corresponding to the actor's object; 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 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 */ 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_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_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)
// A set of 4 triangles which appear around an actor when the player Z-Targets it
typedef struct LockOnTriangleSet {
/* 0x00 */ Vec3f pos;
/* 0x0C */ f32 radius; // distance towards the center of the locked on
/* 0x10 */ Color_RGBA8 color;
} LockOnTriangleSet; // size = 0x14
typedef struct TargetContext {
/* 0x00 */ Vec3f fairyPos; // Used by Tatl to indicate a targetable actor or general hint
/* 0x0C */ Vec3f lockOnPos;
/* 0x18 */ Color_RGBAf fairyInnerColor;
/* 0x28 */ Color_RGBAf fairyOuterColor;
/* 0x38 */ Actor* fairyActor;
/* 0x3C */ Actor* lockOnActor;
/* 0x40 */ f32 fairyMoveProgressFactor; // Controls Tatl so she can smootly transition to the target actor
/* 0x44 */ f32 lockOnRadius; // Control the circle lock-on triangles coming in from offscreen when you first target
/* 0x48 */ s16 lockOnAlpha;
/* 0x4A */ u8 fairyActorCategory;
/* 0x4B */ u8 rotZTick;
/* 0x4C */ s8 lockOnIndex;
/* 0x50 */ LockOnTriangleSet lockOnTriangleSets[3];
/* 0x8C */ Actor* forcedTargetActor; // Never set to non-NULL
/* 0x90 */ Actor* bgmEnemy;
/* 0x94 */ Actor* arrowPointedActor;
} TargetContext; // size = 0x98
typedef enum TargetMode {
/* 0 */ TARGET_MODE_0,
/* 1 */ TARGET_MODE_1,
/* 2 */ TARGET_MODE_2,
/* 3 */ TARGET_MODE_3,
/* 4 */ TARGET_MODE_4,
/* 5 */ TARGET_MODE_5,
/* 6 */ TARGET_MODE_6,
/* 7 */ TARGET_MODE_7,
/* 8 */ TARGET_MODE_8,
/* 9 */ TARGET_MODE_9,
/* 10 */ TARGET_MODE_10,
/* 11 */ TARGET_MODE_MAX
} TargetMode;
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 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 targetCtx;
/* 0x1B8 */ ActorContextSceneFlags sceneFlags;
/* 0x1E4 */ TitleCardContext titleCtxt;
/* 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 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;
// 2S2H Added columns to actor table: _humanName
#define DEFINE_ACTOR(_name, enumValue, _allocType, _debugName, _humanName) enumValue,
#define DEFINE_ACTOR_INTERNAL(_name, enumValue, _allocType, _debugName, _humanName) 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;
// Allows Tatl to fly over the actor and lock-on it (using the Z-target)
#define ACTOR_FLAG_TARGETABLE (1 << 0)
// Unused
#define ACTOR_FLAG_2 (1 << 1)
// Changes the targeting behaviour for unfriendly actors (sound effects, Player's stance, etc)
#define ACTOR_FLAG_UNFRIENDLY (1 << 2)
// Opposite of the UNFRIENDLY flag. It is not checked explictly in the original game.
#define ACTOR_FLAG_FRIENDLY (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 */ 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 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
typedef struct BlinkInfo {
/* 0x0 */ s16 eyeTexIndex;
/* 0x2 */ s16 blinkTimer;
} BlinkInfo; // size = 0x4
extern TargetRangeParams gTargetRanges[TARGET_MODE_MAX];
extern s16 D_801AED48[8];
extern Gfx D_801AEF88[];
extern Gfx D_801AEFA0[];
extern Actor* D_801ED920;
#endif