Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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f_op_actor_mng.h
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1#ifndef F_OP_ACTOR_MNG_H_
2#define F_OP_ACTOR_MNG_H_
3
4#include "d/d_bg_s.h"
5#include "d/d_bg_s_gnd_chk.h"
6#include "d/d_bg_s_lin_chk.h"
7#include "d/d_bg_s_roof_chk.h"
8#include "d/d_bg_s_wtr_chk.h"
9#include "f_op/f_op_actor.h"
11#include "f_op/f_op_draw_tag.h"
12#include "f_pc/f_pc_manager.h"
13#include "m_Do/m_Do_hostIO.h"
15
16#define fopAcM_ct(ptr, ClassName) \
17 if (!fopAcM_CheckCondition(ptr, fopAcCnd_INIT_e)) { \
18 new (ptr) ClassName(); \
19 fopAcM_OnCondition(ptr, fopAcCnd_INIT_e); \
20 }
21
22#define fopAcM_RegisterDeleteID(i_this, actor_name_str) \
23 ("Delete -> " actor_name_str "(id=%d)\n", fopAcM_GetID(i_this))
24
25#define fopAcM_RegisterCreateID(i_this, actor_name_str) \
26 ("Create -> " actor_name_str "(id=%d)\n", fopAcM_GetID(i_this))
27
28#define fopAcM_RegisterDelete(i_this, actor_name_str) \
29 ("Delete -> " actor_name_str "\n")
30
31#define fopAcM_RegisterCreate(i_this, actor_name_str) \
32 ("Create -> " actor_name_str "\n")
33
34class J3DModelData; // placeholder
35class JKRHeap;
36class cM3dGPla;
37
38s8 dComIfGp_getReverb(int roomNo);
39
40namespace fopAcM {
41extern u8 HeapAdjustEntry;
42extern u8 HeapAdjustUnk;
43extern u8 HeapAdjustVerbose;
44extern u8 HeapAdjustQuiet;
45extern u8 HeapDummyCreate;
46extern u8 HeapDummyCheck;
47extern u8 HeapSkipMargin;
48extern int HeapAdjustMargin;
49} // namespace fopAcM
50
52 /* 0x00 */ u32 parameters;
53 /* 0x04 */ cXyz position;
54 /* 0x10 */ csXyz angle;
55 /* 0x16 */ u16 setID;
56}; // Size: 0x18
57
59 /* 0x0 */ u8 x;
60 /* 0x1 */ u8 y;
61 /* 0x2 */ u8 z;
62}; // Size: 0x3
63
68 /* 0x20 */ s8 argument;
69 /* 0x21 */ s8 room_no;
70};
71
74 void clear() {
75 name[0] = 0;
76 event_id = -1;
78 argument = 0;
79 }
80
81 /* 0x00 */ char name[30];
82 /* 0x1E */ s16 event_id;
83 /* 0x20 */ s16 procname;
84 /* 0x22 */ s8 argument;
85};
86
89
90 /* 0x00 */ u32 prm0;
91 /* 0x04 */ u32 prm1;
92 /* 0x08 */ s16 procname;
93 /* 0x0A */ s8 argument;
94};
95
98
99 #if DEBUG
100 void removeHIO(const fopAc_ac_c* i_this) { removeHIO(*i_this); }
101 void removeHIO(const fopAc_ac_c& i_this) { removeHIO(i_this.base); }
102 void removeHIO(const fopEn_enemy_c& i_this) { removeHIO(i_this.base); }
103 void removeHIO(const leafdraw_class& i_this) { removeHIO(i_this.base); }
104 void removeHIO(const base_process_class& i_this) { removeHIO(i_this.state); }
105 void removeHIO(const state_class& state) {
106 if (state.create_phase == cPhs_NEXT_e) {
108 }
109 }
110 #endif
111};
112
114
115class dKy_tevstr_c;
116class cBgS_PolyInfo;
117typedef int (*createFunc)(void*);
119
121 double x, y, z;
122};
123
124inline s8 fopAcM_GetRoomNo(const fopAc_ac_c* i_actor) {
125 return i_actor->current.roomNo;
126}
127
128inline fpc_ProcID fopAcM_GetID(const void* i_actor) {
129 return fpcM_GetID(i_actor);
130}
131
132inline s16 fopAcM_GetName(void* i_actor) {
133 return fpcM_GetName(i_actor);
134}
135
136inline MtxP fopAcM_GetMtx(const fopAc_ac_c* i_actor) {
137 return i_actor->cullMtx;
138}
139
140inline u32 fopAcM_CheckStatus(fopAc_ac_c* i_actor, u32 actor_status) {
141 return i_actor->actor_status & actor_status;
142}
143
144inline u32 fopAcM_checkCarryNow(fopAc_ac_c* i_actor) {
145 return i_actor->actor_status & fopAcStts_CARRY_NOW_e;
146}
147
151
153 /* 0x01 */ fopAcM_CARRY_TYPE_1 = 1,
154 /* 0x02 */ fopAcM_CARRY_HEAVY = 2,
155 /* 0x04 */ fopAcM_CARRY_SIDE = 4,
156 /* 0x08 */ fopAcM_CARRY_TYPE_8 = 8,
157 /* 0x10 */ fopAcM_CARRY_LIGHT = 16, // guess based on context
158 /* 0x20 */ fopAcM_CARRY_ITEM = 32,
159 /* 0x30 */ fopAcM_CARRY_UNK_30 = 0x30,
160 /* 0x40 */ fopAcM_CARRY_UNK_40 = 0x40,
161 /* 0x80 */ fopAcM_CARRY_CHICKEN = 0x80,
162};
163
164inline u32 fopAcM_CheckCarryType(const fopAc_ac_c* actor, fopAcM_CARRY type) {
165 return actor->carryType & type;
166}
167
171
172inline u32 fopAcM_GetParam(const void* i_actor) {
173 return fpcM_GetParam(i_actor);
174}
175
176inline u32 fopAcM_GetParamBit(void* ac, u8 shift, u8 bit) {
177 return (fopAcM_GetParam(ac) >> shift) & ((1 << bit) - 1);
178}
179
180inline void fopAcM_SetParam(void* i_actor, u32 param) {
181 fpcM_SetParam(i_actor, param);
182}
183
184inline void fopAcM_SetJntCol(fopAc_ac_c* i_actorP, dJntCol_c* i_jntColP) {
185 i_actorP->jntCol = i_jntColP;
186}
187
188inline s16 fopAcM_GetProfName(const void* i_actor) {
189 return fpcM_GetProfName(i_actor);
190}
191
192inline u8 fopAcM_GetGroup(const fopAc_ac_c* i_actor) {
193 return i_actor->group;
194}
195
196inline void fopAcM_OnStatus(fopAc_ac_c* i_actor, u32 flag) {
197 i_actor->actor_status |= flag;
198}
199
200inline void fopAcM_OffStatus(fopAc_ac_c* i_actor, u32 flag) {
201 i_actor->actor_status &= ~flag;
202}
203
204inline fopAc_ac_c* fopAcM_Search(fopAcIt_JudgeFunc i_judgeFunc, void* i_process) {
205 return (fopAc_ac_c*)fopAcIt_Judge(i_judgeFunc, i_process);
206}
207
211
212inline fpc_ProcID fopAcM_GetLinkId(const fopAc_ac_c* i_actor) {
213 return i_actor->parentActorID;
214}
215
217 return &i_actor->current.pos;
218}
219
221 return i_actor->current.pos;
222}
223
225 return &i_actor->old.pos;
226}
227
229 return &i_actor->scale;
230}
231
233 return &i_actor->speed;
234}
235
237 return &i_actor->current.angle;
238}
239
241 return &i_actor->shape_angle;
242}
243
244inline u32 fopAcM_CheckCondition(fopAc_ac_c* i_actor, u32 flag) {
245 return i_actor->actor_condition & flag;
246}
247
248inline void fopAcM_OnCondition(fopAc_ac_c* i_actor, u32 flag) {
249 i_actor->actor_condition |= flag;
250}
251
252inline void fopAcM_OffCondition(fopAc_ac_c* i_actor, u32 flag) {
253 i_actor->actor_condition &= ~flag;
254}
255
256inline BOOL fopAcM_IsActor(void* actor) {
257 return fopAc_IsActor(actor);
258}
259
260inline void fopAcM_SetRoomNo(fopAc_ac_c* actor, s8 roomNo) {
261 actor->current.roomNo = roomNo;
262}
263
267
271
275
279
280inline s8 fopAcM_GetHomeRoomNo(const fopAc_ac_c* i_actor) {
281 return i_actor->home.roomNo;
282}
283
284inline void fopAcM_SetGravity(fopAc_ac_c* actor, f32 gravity) {
285 actor->gravity = gravity;
286}
287
288inline void fopAcM_SetGroup(fopAc_ac_c* actor, u8 group) {
289 actor->group = group;
290}
291
292inline void fopAcM_SetMaxFallSpeed(fopAc_ac_c* actor, f32 speed) {
293 actor->maxFallSpeed = speed;
294}
295
296inline void fopAcM_SetMtx(fopAc_ac_c* actor, MtxP m) {
297 actor->cullMtx = m;
298}
299
300inline void fopAcM_SetSpeed(fopAc_ac_c* actor, f32 x, f32 y, f32 z) {
301 actor->speed.set(x, y, z);
302}
303
304inline void fopAcM_SetSpeedF(fopAc_ac_c* actor, f32 f) {
305 actor->speedF = f;
306}
307
308inline void fopAcM_SetStatus(fopAc_ac_c* actor, u32 actor_status) {
309 actor->actor_status = actor_status;
310}
311
312inline void fopAcM_SetModel(fopAc_ac_c* actor, J3DModel* model) {
313 actor->model = model;
314}
315
316inline J3DModel* fopAcM_GetModel(fopAc_ac_c* actor) {
317 return actor->model;
318}
319
320inline fopAcM_prm_class* fopAcM_GetAppend(void* actor) {
321 return (fopAcM_prm_class*)fpcM_GetAppend(actor);
322}
323
325 return fpcM_IsExecuting(id);
326}
327
328inline f32 fopAcM_GetSpeedF(const fopAc_ac_c* i_actor) {
329 return i_actor->speedF;
330}
331
332inline f32 fopAcM_GetGravity(const fopAc_ac_c* i_actor) {
333 return i_actor->gravity;
334}
335
336inline f32 fopAcM_GetMaxFallSpeed(const fopAc_ac_c* i_actor) {
337 return i_actor->maxFallSpeed;
338}
339
340inline const cXyz* fopAcM_GetSpeed_p(const fopAc_ac_c* i_actor) {
341 return &i_actor->speed;
342}
343
344inline cXyz& fopAcM_GetSpeed(fopAc_ac_c* i_actor) {
345 return i_actor->speed;
346}
347
348inline const cXyz* fopAcM_GetPosition_p(const fopAc_ac_c* i_actor) {
349 return &i_actor->current.pos;
350}
351
353 return i_actor->jntCol;
354}
355
356inline void fopAcM_setCullSizeFar(fopAc_ac_c* i_actor, f32 i_far) {
357 i_actor->cullSizeFar = i_far;
358}
359
360inline f32 fopAcM_getCullSizeFar(const fopAc_ac_c* i_actor) {
361 return i_actor->cullSizeFar;
362}
363
364inline const Vec* fopAcM_getCullSizeBoxMin(const fopAc_ac_c* i_actor) {
365 return &i_actor->cull.box.min;
366}
367
368inline const Vec* fopAcM_getCullSizeBoxMax(const fopAc_ac_c* i_actor) {
369 return &i_actor->cull.box.max;
370}
371
372inline void fopAcM_SetCullSize(fopAc_ac_c* i_actor, int i_cullsize) {
373 i_actor->cullType = i_cullsize;
374}
375
376inline int fopAcM_GetCullSize(const fopAc_ac_c* i_actor) {
377 return i_actor->cullType;
378}
379
380inline int fopAcM_CULLSIZE_IDX(int i_culltype) {
381 return i_culltype - fopAc_CULLBOX_0_e;
382}
383
384inline int fopAcM_CULLSIZE_Q_IDX(int i_culltype) {
385 return i_culltype - fopAc_CULLSPHERE_0_e;
386}
387
388inline BOOL fopAcM_CULLSIZE_IS_BOX(int i_culltype) {
389 return (i_culltype >= 0 && i_culltype < fopAc_CULLBOX_CUSTOM_e) ||
390 i_culltype == fopAc_CULLBOX_CUSTOM_e;
391}
392
393inline
394#ifdef __MWERKS__
395// In the original code, this constructs a temporary and returns a reference to it
396const cXyz&
397#else
398const Vec&
399#endif
401 return i_actor->cull.sphere.center;
402}
403
404inline f32 fopAcM_getCullSizeSphereR(const fopAc_ac_c* i_actor) {
405 return i_actor->cull.sphere.radius;
406}
407
408inline void fopAcM_SetPosition(fopAc_ac_c* i_actor, f32 x, f32 y, f32 z) {
409 i_actor->current.pos.set(x, y, z);
410}
411
412inline void fopAcM_SetOldPosition(fopAc_ac_c* i_actor, f32 x, f32 y, f32 z) {
413 i_actor->old.pos.set(x, y, z);
414}
415
417 return &i_actor->home.angle;
418}
419
420inline void fopAcM_SetHomePosition(fopAc_ac_c* i_actor, f32 x, f32 y, f32 z) {
421 i_actor->home.pos.set(x, y, z);
422}
423
424inline void fopAcM_SetAngle(fopAc_ac_c* i_actor, s16 x, s16 y, s16 z) {
425 i_actor->current.angle.set(x, y, z);
426}
427
428void dComIfGs_onSwitch(int i_no, int i_roomNo);
429void dComIfGs_offSwitch(int i_no, int i_roomNo);
430void dComIfGs_revSwitch(int i_no, int i_roomNo);
431BOOL dComIfGs_isSwitch(int i_no, int i_roomNo);
432void dComIfGs_offActor(int i_no, int i_roomNo);
433
434inline void fopAcM_onSwitch(const fopAc_ac_c* i_actor, int sw) {
435 return dComIfGs_onSwitch(sw, fopAcM_GetHomeRoomNo(i_actor));
436}
437
438inline void fopAcM_offSwitch(const fopAc_ac_c* i_actor, int sw) {
439 return dComIfGs_offSwitch(sw, fopAcM_GetHomeRoomNo(i_actor));
440}
441
442inline void fopAcM_revSwitch(const fopAc_ac_c* i_actor, int sw) {
443 return dComIfGs_revSwitch(sw, fopAcM_GetHomeRoomNo(i_actor));
444}
445
446inline BOOL fopAcM_isSwitch(const fopAc_ac_c* i_actor, int sw) {
447 return dComIfGs_isSwitch(sw, fopAcM_GetHomeRoomNo(i_actor));
448}
449
450inline fopAc_ac_c* fopAcM_SearchByName(s16 proc_id) {
452}
453
454void dComIfGs_onItem(int bitNo, int roomNo);
455inline void fopAcM_onItem(const fopAc_ac_c* item, int bitNo) {
457}
458
459bool dComIfGs_isItem(int bitNo, int roomNo);
460inline bool fopAcM_isItem(const fopAc_ac_c* item, int bitNo) {
461 return dComIfGs_isItem(bitNo, fopAcM_GetHomeRoomNo(item));
462}
463
464inline f32 fopAcM_searchActorDistanceY(const fopAc_ac_c* actorA, const fopAc_ac_c* actorB) {
465 return actorB->current.pos.y - actorA->current.pos.y;
466}
467
468inline int fopAcM_GetSetId(const fopAc_ac_c* i_actor) {
469 return i_actor->setID;
470}
471
472void dComIfGs_onActor(int bitNo, int roomNo);
473
474inline void fopAcM_onActor(const fopAc_ac_c* i_actor) {
476}
477
478inline void fopAcM_onDraw(fopAc_ac_c* i_actor) {
479 fopDwTg_ToDrawQ(&i_actor->draw_tag, fpcM_DrawPriority(i_actor));
480}
481
482inline void fopAcM_offDraw(fopAc_ac_c* i_actor) {
483 fopDwTg_DrawQTo(&i_actor->draw_tag);
484}
485
486inline int fopAcM_monsSeStart(const fopAc_ac_c* i_actor, u32 i_soundId, u32 param_2) {
487 return mDoAud_monsSeStart(i_soundId, &i_actor->eyePos, fopAcM_GetID(i_actor), param_2,
489}
490
492
493fopAc_ac_c* fopAcM_FastCreate(s16 i_procName, FastCreateReqFunc i_createFunc, void* i_createData,
494 void* i_append);
495
496void fopAcM_setStageLayer(void* i_proc);
497
498void fopAcM_setRoomLayer(void* i_proc, int i_roomNo);
499
500s32 fopAcM_SearchByID(fpc_ProcID i_actorID, fopAc_ac_c** i_outActor);
501
502s32 fopAcM_SearchByName(s16 i_procName, fopAc_ac_c** i_outActor);
503
505
506fopAcM_prm_class* createAppend(u16 i_setId, u32 i_parameters, const cXyz* i_pos, int i_roomNo,
507 const csXyz* i_angle, const cXyz* i_scale, s8 i_argument,
508 fpc_ProcID i_parentId);
509
510void fopAcM_Log(fopAc_ac_c const* i_actor, char const* i_message);
511
512s32 fopAcM_delete(fopAc_ac_c* i_actor);
513
514s32 fopAcM_delete(fpc_ProcID i_actorID);
515
516fpc_ProcID fopAcM_create(s16 i_procName, u16 i_setId, u32 i_parameters, const cXyz* i_pos,
517 int i_roomNo, const csXyz* i_angle, const cXyz* i_scale, s8 i_argument,
518 createFunc i_createFunc);
519
520fpc_ProcID fopAcM_create(s16 i_procName, u32 i_parameters, const cXyz* i_pos, int i_roomNo,
521 const csXyz* i_angle, const cXyz* i_scale, s8 i_argument);
522
523inline fpc_ProcID fopAcM_Create(s16 i_procName, createFunc i_createFunc, void* params) {
524 return fpcM_Create(i_procName, i_createFunc,params);
525}
526
527fopAc_ac_c* fopAcM_fastCreate(s16 i_procName, u32 i_parameters, const cXyz* i_pos, int i_roomNo,
528 const csXyz* i_angle, const cXyz* i_scale, s8 i_argument,
529 createFunc i_createFunc, void* i_createFuncData);
530
531fopAc_ac_c* fopAcM_fastCreate(const char* i_actorname, u32 i_parameters, const cXyz* i_pos,
532 int i_roomNo, const csXyz* i_angle, const cXyz* i_scale,
533 createFunc i_createFunc, void* i_createFuncData);
534
535fpc_ProcID fopAcM_createChild(s16 i_procName, fpc_ProcID i_parentID, u32 i_parameters,
536 const cXyz* i_pos, int i_roomNo, const csXyz* i_angle,
537 const cXyz* i_scale, s8 i_argument, createFunc i_createFunc);
538
539fpc_ProcID fopAcM_createChildFromOffset(s16 i_procName, fpc_ProcID i_parentID, u32 i_parameters,
540 const cXyz* i_pos, int i_roomNo, const csXyz* i_angle,
541 const cXyz* i_scale, s8 i_argument, createFunc i_createFunc);
542
543void fopAcM_DeleteHeap(fopAc_ac_c* i_actor);
544
545s32 fopAcM_callCallback(fopAc_ac_c* i_actor, heapCallbackFunc i_heapCallback, JKRHeap* i_heap);
546
547bool fopAcM_entrySolidHeap_(fopAc_ac_c* i_actor, heapCallbackFunc i_heapCallback, u32 i_size);
548
549bool fopAcM_entrySolidHeap(fopAc_ac_c* i_actor, heapCallbackFunc i_heapCallback, u32 i_size);
550
551void fopAcM_SetMin(fopAc_ac_c* i_actor, f32 minX, f32 minY, f32 minZ);
552
553void fopAcM_SetMax(fopAc_ac_c* i_actor, f32 maxX, f32 maxY, f32 maxZ);
554
555void fopAcM_setCullSizeBox(fopAc_ac_c* i_actor, f32 minX, f32 minY, f32 minZ, f32 maxX, f32 maxY,
556 f32 maxZ);
557
558void fopAcM_setCullSizeSphere(fopAc_ac_c* i_actor, f32 minX, f32 minY, f32 minZ, f32 radius);
559
560void fopAcM_setCullSizeBox2(fopAc_ac_c* i_actor, J3DModelData* i_modelData);
561
562bool fopAcM_addAngleY(fopAc_ac_c* i_actor, s16 i_target, s16 i_step);
563
565
566void fopAcM_posMove(fopAc_ac_c* i_actor, const cXyz* i_movePos);
567
568void fopAcM_posMoveF(fopAc_ac_c* i_actor, const cXyz* i_movePos);
569
570s16 fopAcM_searchActorAngleY(const fopAc_ac_c* i_actorA, const fopAc_ac_c* i_actorB);
571
572s16 fopAcM_searchActorAngleX(const fopAc_ac_c* i_actorA, const fopAc_ac_c* i_actorB);
573
574s32 fopAcM_seenActorAngleY(const fopAc_ac_c* i_actorA, const fopAc_ac_c* i_actorB);
575
576f32 fopAcM_searchActorDistance(const fopAc_ac_c* i_actorA, const fopAc_ac_c* i_actorB);
577
578f32 fopAcM_searchActorDistance2(const fopAc_ac_c* i_actorA, const fopAc_ac_c* i_actorB);
579
580f32 fopAcM_searchActorDistanceXZ(const fopAc_ac_c* i_actorA, const fopAc_ac_c* i_actorB);
581
582f32 fopAcM_searchActorDistanceXZ2(const fopAc_ac_c* i_actorA, const fopAc_ac_c* i_actorB);
583
584BOOL fopAcM_rollPlayerCrash(fopAc_ac_c const* i_crashActor, f32 i_range, u32 i_flag, f32 i_max_y,
585 f32 i_min_y, BOOL param_5, f32 param_6);
586bool fopAcM_checkCullingBox(f32[3][4], f32, f32, f32, f32, f32, f32);
587s32 fopAcM_cullingCheck(const fopAc_ac_c* i_actor);
588s32 fopAcM_orderTalkEvent(fopAc_ac_c* i_actorA, fopAc_ac_c* i_actorB, u16 i_priority, u16 i_flag);
589s32 fopAcM_orderTalkItemBtnEvent(u16 i_eventType, fopAc_ac_c* i_actorA, fopAc_ac_c* i_actorB,
590 u16 i_priority, u16 i_flag);
591s32 fopAcM_orderSpeakEvent(fopAc_ac_c* i_actor, u16 i_priority, u16 i_flag);
592s32 fopAcM_orderDoorEvent(fopAc_ac_c* i_actorA, fopAc_ac_c* i_actorB, u16 i_priority, u16 i_flag);
593s32 fopAcM_orderCatchEvent(fopAc_ac_c* i_actorA, fopAc_ac_c* i_actorB, u16 i_priority, u16 i_flag);
594s32 fopAcM_orderOtherEvent(fopAc_ac_c* i_actor, char const* i_eventName, u16 param_2, u16 i_flag,
595 u16 i_priority);
596s32 fopAcM_orderOtherEvent(fopAc_ac_c* i_actorA, fopAc_ac_c* i_actorB, char const* i_eventName,
597 u16 param_3, u16 i_flag, u16 i_priority);
598s32 fopAcM_orderChangeEventId(fopAc_ac_c* i_actor, s16 i_eventID, u16 i_flag, u16 param_3);
599s32 fopAcM_orderOtherEventId(fopAc_ac_c* i_actor, s16 i_eventID, u8 i_mapToolID, u16 param_3,
600 u16 i_priority, u16 i_flag);
601s32 fopAcM_orderMapToolEvent(fopAc_ac_c* i_actor, u8 param_1, s16 i_eventID, u16 param_3,
602 u16 i_flag, u16 param_5);
603s32 fopAcM_orderMapToolAutoNextEvent(fopAc_ac_c* i_actor, u8 param_1, s16 i_eventID, u16 param_3,
604 u16 i_flag, u16 param_5);
605s32 fopAcM_orderPotentialEvent(fopAc_ac_c* i_actor, u16 i_flag, u16 param_2, u16 i_priority);
606s32 fopAcM_orderItemEvent(fopAc_ac_c* i_actor, u16 i_priority, u16 i_flag);
607s32 fopAcM_orderTreasureEvent(fopAc_ac_c* i_actorA, fopAc_ac_c* i_actorB, u16 i_priority,
608 u16 i_flag);
612
614 int i_itemBitNo, int i_roomNo, csXyz const* i_angle,
615 cXyz const* i_scale);
616
617fpc_ProcID fopAcM_createItemForTrBoxDemo(cXyz const* i_pos, int i_itemNo, int i_itemBitNo,
618 int i_roomNo, csXyz const* i_angle, cXyz const* i_scale);
619
621
622fpc_ProcID fopAcM_createItemFromEnemyID(u8 i_enemyID, cXyz const* i_pos, int i_itemBitNo,
623 int i_roomNo, csXyz const* i_angle, cXyz const* i_scale,
624 f32* i_speedF, f32* i_speedY);
625
626fpc_ProcID fopAcM_createItemFromTable(cXyz const* i_pos, int i_tableNo, int i_itemBitNo,
627 int i_roomNo, csXyz const* i_angle, int param_5,
628 cXyz const* i_scale, f32* i_speedF, f32* i_speedY,
629 bool i_createDirect);
630
631fpc_ProcID fopAcM_createDemoItem(const cXyz* i_pos, int i_itemNo, int i_itemBitNo,
632 const csXyz* i_angle, int i_roomNo, const cXyz* scale, u8 param_7);
633
634fpc_ProcID fopAcM_createItemForBoss(const cXyz* i_pos, int i_itemNo, int i_roomNo,
635 const csXyz* i_angle, const cXyz* i_scale, f32 i_speedF,
636 f32 i_speedY, int param_8);
637
638fpc_ProcID fopAcM_createItemForMidBoss(const cXyz* i_pos, int i_itemNo, int i_roomNo,
639 const csXyz* i_angle, const cXyz* i_scale, int param_6,
640 int param_7);
641
642fopAc_ac_c* fopAcM_createItemForDirectGet(const cXyz* i_pos, int i_itemNo, int i_roomNo,
643 const csXyz* i_angle, const cXyz* i_scale, f32 i_speedF,
644 f32 i_speedY);
645
646fopAc_ac_c* fopAcM_createItemForSimpleDemo(const cXyz* i_pos, int i_itemNo, int i_roomNo,
647 const csXyz* i_angle, const cXyz* i_scale, f32 i_speedF,
648 f32 i_speedY);
649
650fpc_ProcID fopAcM_createItem(const cXyz* i_pos, int i_itemNo, int i_itemBitNo, int i_roomNo,
651 const csXyz* i_angle, const cXyz* i_scale, int param_7);
652
653fopAc_ac_c* fopAcM_fastCreateItem2(const cXyz* i_pos, int i_itemNo, int i_itemBitNo, int i_roomNo,
654 int param_5, const csXyz* i_angle, const cXyz* i_scale);
655
656fopAc_ac_c* fopAcM_fastCreateItem(const cXyz* i_pos, int i_itemNo, int i_roomNo,
657 const csXyz* i_angle, const cXyz* i_scale, f32* i_speedF,
658 f32* i_speedY, int i_itemBitNo, int param_9,
659 createFunc i_createFunc);
660
661fpc_ProcID fopAcM_createBokkuri(u16 i_setId, const cXyz* i_pos, int i_itemNo, int i_itemBit,
662 int i_roomNo, const cXyz* param_6, int i_itemType, int param_8);
663fpc_ProcID fopAcM_createWarpHole(const cXyz* i_pos, const csXyz* i_angle, int i_roomNo, u8 param_4,
664 u8 param_5, u8 param_6);
665
667
668fpc_ProcID fopAcM_createDisappear(const fopAc_ac_c* i_actor, const cXyz* i_pos, u8 i_size,
669 u8 i_type, u8 i_enemyID);
670void fopAcM_setCarryNow(fopAc_ac_c* i_actor, int);
672BOOL fopAcM_otoCheck(const fopAc_ac_c* i_actor, f32);
674BOOL fopAcM_wayBgCheck(const fopAc_ac_c*, f32, f32);
675BOOL fopAcM_plAngleCheck(const fopAc_ac_c* i_actor, s16 i_angle);
676void fopAcM_effSmokeSet1(u32*, u32*, const cXyz*, const csXyz*, f32, const dKy_tevstr_c*, int);
677void fopAcM_effHamonSet(u32*, const cXyz*, f32, f32);
678s32 fopAcM_riverStream(cXyz*, s16*, f32*, f32);
680void fopAcM_setEffectMtx(const fopAc_ac_c*, const J3DModelData*);
681
682const char* fopAcM_getProcNameString(const fopAc_ac_c* i_actor);
683
684static const fopAc_ac_c* fopAcM_findObjectCB(fopAc_ac_c const* i_actor, void* i_data);
685
686fopAc_ac_c* fopAcM_searchFromName(char const* name, u32 param0, u32 param1);
687
689
690fopAc_ac_c* fopAcM_searchFromName4Event(char const* i_name, s16 i_eventID);
691
692s32 fopAcM_getWaterY(const cXyz*, f32* o_waterY);
693void fpoAcM_relativePos(fopAc_ac_c const* i_actor, cXyz const* i_pos, cXyz* o_pos);
694s32 fopAcM_getWaterStream(const cXyz*, const cBgS_PolyInfo&, cXyz*, int*, int);
696s16 fopAcM_getPolygonAngle(cM3dGPla const* param_0, s16 param_1);
697
699
700inline void make_prm_warp_hole(u32* o_params, u8 prm1, u8 prm2, u8 prm3) {
701 u32 pprm1 = (prm3 << 0x8);
702 u32 pprm2 = (prm2 << 0x10);
703 u32 pprm3 = (prm1 << 0x1B) | 0x170000FF;
704 *o_params = pprm2 | pprm3 | pprm1;
705}
706
708
709inline s16 fopAcM_searchPlayerAngleY(const fopAc_ac_c* actor) {
711}
712
713inline s16 fopAcM_searchPlayerAngleX(const fopAc_ac_c* actor) {
715}
716
717inline f32 fopAcM_searchPlayerDistanceY(const fopAc_ac_c* actor) {
719}
720
724
728
729inline f32 fopAcM_searchPlayerDistance(const fopAc_ac_c* actor) {
731}
732
733inline s32 fopAcM_seenPlayerAngleY(const fopAc_ac_c* i_actor) {
734 return fopAcM_seenActorAngleY(i_actor, dComIfGp_getPlayer(0));
735}
736
737inline s16 fopAcM_toActorShapeAngleY(const fopAc_ac_c* i_actorA, const fopAc_ac_c* i_actorB) {
738 return i_actorA->shape_angle.y - i_actorB->shape_angle.y;
739}
740
741inline s16 fopAcM_toPlayerShapeAngleY(const fopAc_ac_c* i_actor) {
743}
744
745inline void fopAcM_seStartCurrent(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
746 mDoAud_seStart(sfxID, &actor->current.pos, param_2,
748}
749
750inline void fopAcM_seStart(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
752}
753
754inline void fopAcM_seStartLevel(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
755 mDoAud_seStartLevel(sfxID, &actor->eyePos, param_2,
757}
758
759inline void fopAcM_seStartCurrentLevel(const fopAc_ac_c* actor, u32 sfxID, u32 param_2) {
760 mDoAud_seStartLevel(sfxID, &actor->current.pos, param_2,
762}
763
764inline void fopAcM_offActor(const fopAc_ac_c* i_actor, int flag) {
766}
767
769 i_actor->carryType |= (u8) param_2;
770}
771
773 UNSET_FLAG(i_actor->carryType, param_2, u8);
774}
775
784
785inline void fopAcM_SetFoodStatus(fopAc_ac_c* actor, fopAcM_FOOD status) {
786 actor->field_0x567 = status;
787}
788
789inline bool fopAcM_CheckFoodStatus(const fopAc_ac_c* actor, fopAcM_FOOD status) {
790 return actor->field_0x567 == status;
791}
792
793inline void fopAcM_effSmokeSet2(u32* param_0, u32* param_1, cXyz const* param_2,
794 csXyz const* param_3, f32 param_4, dKy_tevstr_c const* param_5) {
795 fopAcM_effSmokeSet1(param_0, param_1, param_2, param_3, param_4, param_5, 0);
796}
797
798void fopAcM_showAssert_f(const fopAc_ac_c* i_actor, const char* i_filename, int i_line,
799 const char* i_msg, ...) ;
800
801#define fopAcM_assert(line, actor, COND, msg) \
802 (COND) ? (void)0 : (fopAcM_showAssert_f(actor, __FILE__, line, msg));
803
804#if DEBUG
805#define fopAcM_setWarningMessage(i_actor, i_filename, i_line, i_msg) \
806 fopAcM_setWarningMessage_f(i_actor, i_filename, i_line, i_msg)
807void fopAcM_setWarningMessage_f(const fopAc_ac_c* i_actor, const char* i_filename, int i_line,
808 const char* i_msg, ...);
809#else
810#define fopAcM_setWarningMessage(...)
811#endif
812
814
815inline void fopAcM_SetStatusMap(fopAc_ac_c*, u32) {}
816
819
821public:
823
825 static bool checkMoveBG() { return dComIfG_Bgsp().ChkMoveBG(mLineCheck); }
826 static cXyz* getCrossP() { return mLineCheck.GetCrossP(); }
827 static cXyz& getCross() { return mLineCheck.GetCross(); }
828 static bool lineCheck(const cXyz*, const cXyz*, const fopAc_ac_c*);
829 static bool dummyCheck(cM3dGPla* i_plane);
830 static bool getTriPla(cM3dGPla* i_plane) {
831 return dComIfG_Bgsp().GetTriPla(mLineCheck, i_plane);
832 };
833 static s32 getWallCode() { return dComIfG_Bgsp().GetWallCode(mLineCheck); }
834 static bool checkWallHit() {
835 cM3dGPla poly;
836 getTriPla(&poly);
837 return cBgW_CheckBWall(poly.mNormal.y);
838 }
839 static bool checkGroundHit() {
840 cM3dGPla poly;
841 getTriPla(&poly);
842 return cBgW_CheckBGround(poly.mNormal.y);
843 }
844
846};
847
848class dBgS_RoofChk;
850public:
852 static f32 getRoofY() { return mRoofY; }
853 static bool roofCheck(const cXyz*);
854
856 static f32 mRoofY;
857};
858
859class dBgS_GndChk;
861public:
862 static bool gndCheck(const cXyz*);
864 static f32 mGroundY;
865
866 static bool getTriPla(cM3dGPla* i_plane) {
867 return dComIfG_Bgsp().GetTriPla(mGndCheck, i_plane);
868 }
869
870 static s16 getGroundAngleDirection(s16 param_0) {
871 cM3dGPla spC;
872 getTriPla(&spC);
873 return fopAcM_getPolygonAngle(&spC, param_0);
874 }
875
876 static int getRoomId() { return dComIfG_Bgsp().GetRoomId(mGndCheck); }
878 static int getPolyAtt0() { return dComIfG_Bgsp().GetPolyAtt0(mGndCheck); }
881 static f32 getGroundY() { return mGroundY; }
882};
883
885public:
886 static dBgS_WtrChk* getWaterCheck() { return &mWaterCheck; }
887 static f32 getWaterY() { return mWaterY; }
889
890 static bool waterCheck(const cXyz*);
892 static f32 mWaterY;
893};
894
895#endif
bool cBgW_CheckBWall(float y)
Definition c_bg_w.cpp:40
bool cBgW_CheckBGround(float y)
Definition c_bg_w.cpp:24
struct _GXColor GXColor
Definition c_cc_d.h:12
@ cPhs_NEXT_e
Definition c_phase.h:13
cXyz * GetCrossP()
Definition c_bg_s_lin_chk.h:39
cXyz & GetCross()
Definition c_bg_s_lin_chk.h:31
void ClrSttsRoofOff()
Definition c_bg_s_lin_chk.h:49
Definition c_bg_s_poly_info.h:7
bool GetTriPla(cBgS_PolyInfo const &, cM3dGPla *) const
Definition d_bg_s.cpp:420
Definition c_m3d_g_pla.h:8
cXyz mNormal
Definition c_m3d_g_pla.h:10
Definition c_sxyz.h:10
void set(s16 oX, s16 oY, s16 oZ)
Definition c_sxyz.h:24
Definition d_bg_s_gnd_chk.h:7
Definition d_bg_s_gnd_chk.h:19
Definition d_bg_s_lin_chk.h:48
Definition d_bg_s_roof_chk.h:32
Definition d_bg_s_roof_chk.h:8
Definition d_bg_s_wtr_chk.h:6
Definition d_bg_s.h:190
s32 GetPolyColor(cBgS_PolyInfo const &)
Definition d_bg_s.cpp:871
BOOL GetHorseNoEntry(cBgS_PolyInfo const &)
Definition d_bg_s.cpp:886
bool ChkMoveBG(cBgS_PolyInfo const &)
Definition d_bg_s.cpp:836
s32 GetWallCode(cBgS_PolyInfo const &)
Definition d_bg_s.cpp:941
int GetPolyAtt0(cBgS_PolyInfo const &)
Definition d_bg_s.cpp:952
int GetRoomId(cBgS_PolyInfo const &)
Definition d_bg_s.cpp:1046
Definition d_jnt_col.h:20
Definition d_kankyo_tev_str.h:8
Definition f_op_actor_mng.h:860
static dBgS_ObjGndChk mGndCheck
Definition f_op_actor_mng.h:863
static bool gndCheck(const cXyz *)
static int getPolyColor()
Definition f_op_actor_mng.h:877
static int getPolyAtt0()
Definition f_op_actor_mng.h:878
static f32 getGroundY()
Definition f_op_actor_mng.h:881
static dBgS_ObjGndChk * getGroundCheck()
Definition f_op_actor_mng.h:880
static bool getTriPla(cM3dGPla *i_plane)
Definition f_op_actor_mng.h:866
static s16 getGroundAngleDirection(s16 param_0)
Definition f_op_actor_mng.h:870
static int getRoomId()
Definition f_op_actor_mng.h:876
static f32 mGroundY
Definition f_op_actor_mng.h:864
static int getHorseNoEntry()
Definition f_op_actor_mng.h:879
Definition f_op_actor_mng.h:820
static dBgS_ObjLinChk * getLineCheck()
Definition f_op_actor_mng.h:824
static bool checkWallHit()
Definition f_op_actor_mng.h:834
static bool getTriPla(cM3dGPla *i_plane)
Definition f_op_actor_mng.h:830
fopAcM_lc_c()
Definition f_op_actor_mng.h:822
static dBgS_ObjLinChk mLineCheck
Definition f_op_actor_mng.h:845
static bool checkGroundHit()
Definition f_op_actor_mng.h:839
static bool lineCheck(const cXyz *, const cXyz *, const fopAc_ac_c *)
static cXyz & getCross()
Definition f_op_actor_mng.h:827
static bool checkMoveBG()
Definition f_op_actor_mng.h:825
static s32 getWallCode()
Definition f_op_actor_mng.h:833
static cXyz * getCrossP()
Definition f_op_actor_mng.h:826
static bool dummyCheck(cM3dGPla *i_plane)
Definition f_op_actor_mng.h:849
static dBgS_ObjRoofChk mRoofCheck
Definition f_op_actor_mng.h:855
static f32 mRoofY
Definition f_op_actor_mng.h:856
static dBgS_ObjRoofChk * getRoofCheck()
Definition f_op_actor_mng.h:851
static f32 getRoofY()
Definition f_op_actor_mng.h:852
static bool roofCheck(const cXyz *)
Definition f_op_actor_mng.h:884
static f32 mWaterY
Definition f_op_actor_mng.h:892
static bool waterCheck(const cXyz *)
static int getPolyAtt0()
Definition f_op_actor_mng.h:888
static f32 getWaterY()
Definition f_op_actor_mng.h:887
static dBgS_WtrChk * getWaterCheck()
Definition f_op_actor_mng.h:886
static dBgS_WtrChk mWaterCheck
Definition f_op_actor_mng.h:891
Definition f_op_actor.h:271
dJntCol_c * jntCol
Definition f_op_actor.h:303
leafdraw_class base
Definition f_op_actor.h:273
fpc_ProcID parentActorID
Definition f_op_actor.h:289
MtxP cullMtx
Definition f_op_actor.h:296
cull_box box
Definition f_op_actor.h:298
s8 field_0x567
Definition f_op_actor.h:314
actor_place old
Definition f_op_actor.h:291
f32 gravity
Definition f_op_actor.h:305
cXyz speed
Definition f_op_actor.h:295
u8 cullType
Definition f_op_actor.h:283
u8 carryType
Definition f_op_actor.h:286
actor_place home
Definition f_op_actor.h:290
cXyz eyePos
Definition f_op_actor.h:307
cull_sphere sphere
Definition f_op_actor.h:299
csXyz shape_angle
Definition f_op_actor.h:293
u16 setID
Definition f_op_actor.h:281
f32 maxFallSpeed
Definition f_op_actor.h:306
J3DModel * model
Definition f_op_actor.h:302
u8 group
Definition f_op_actor.h:282
f32 cullSizeFar
Definition f_op_actor.h:301
create_tag_class draw_tag
Definition f_op_actor.h:276
union fopAc_ac_c::@110 cull
u32 actor_condition
Definition f_op_actor.h:288
actor_place current
Definition f_op_actor.h:292
u32 actor_status
Definition f_op_actor.h:287
f32 speedF
Definition f_op_actor.h:304
cXyz scale
Definition f_op_actor.h:294
Definition f_op_actor.h:327
Definition m_Do_hostIO.h:26
void removeHIO()
Definition m_Do_hostIO.cpp:118
s16 name
Definition d_a_e_pz.cpp:1757
f32 gravity
Definition d_a_obj_ladder.cpp:18
vec y
Definition d_path.cpp:111
vec z
Definition d_path.cpp:112
vec x
Definition d_path.cpp:110
int cXyz int * param_2
Definition d_path.cpp:106
BOOL fopAc_IsActor(void *i_actor)
Definition f_op_actor.cpp:209
@ fopAc_CULLSPHERE_0_e
Definition f_op_actor.h:101
@ fopAc_CULLBOX_CUSTOM_e
Definition f_op_actor.h:98
@ fopAc_CULLSPHERE_MAX_e
Definition f_op_actor.h:113
@ fopAc_CULLBOX_0_e
Definition f_op_actor.h:81
@ fopAc_CULLBOX_MAX_e
Definition f_op_actor.h:99
@ fopAcStts_HOOK_CARRY_NOW_e
Definition f_op_actor.h:51
@ fopAcStts_HAWK_CARRY_NOW_e
Definition f_op_actor.h:62
@ fopAcStts_CARRY_NOW_e
Definition f_op_actor.h:44
void * fopAcIt_Judge(fopAcIt_JudgeFunc i_judgeFunc, void *i_data)
Definition f_op_actor_iter.cpp:22
void *(* fopAcIt_JudgeFunc)(void *actor, void *data)
Definition f_op_actor_iter.h:6
u32 fopAcM_CheckCondition(fopAc_ac_c *i_actor, u32 flag)
Definition f_op_actor_mng.h:244
void fopAcM_SetPosition(fopAc_ac_c *i_actor, f32 x, f32 y, f32 z)
Definition f_op_actor_mng.h:408
f32 fopAcM_GetSpeedF(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:328
void dComIfGs_onItem(int bitNo, int roomNo)
Definition d_com_inf_game.h:2306
fpc_ProcID fopAcM_createBokkuri(u16 i_setId, const cXyz *i_pos, int i_itemNo, int i_itemBit, int i_roomNo, const cXyz *param_6, int i_itemType, int param_8)
void fopAcM_setCullSizeBox(fopAc_ac_c *i_actor, f32 minX, f32 minY, f32 minZ, f32 maxX, f32 maxY, f32 maxZ)
f32 fopAcM_searchActorDistanceXZ2(const fopAc_ac_c *i_actorA, const fopAc_ac_c *i_actorB)
cXyz & fopAcM_GetPosition(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:220
bool fopAcM_checkCullingBox(f32[3][4], f32, f32, f32, f32, f32, f32)
BOOL fopAcM_CULLSIZE_IS_BOX(int i_culltype)
Definition f_op_actor_mng.h:388
s32 fopAcM_orderTalkEvent(fopAc_ac_c *i_actorA, fopAc_ac_c *i_actorB, u16 i_priority, u16 i_flag)
void fopAcM_seStartCurrentLevel(const fopAc_ac_c *actor, u32 sfxID, u32 param_2)
Definition f_op_actor_mng.h:759
void fopAcM_revSwitch(const fopAc_ac_c *i_actor, int sw)
Definition f_op_actor_mng.h:442
int(* createFunc)(void *)
Definition f_op_actor_mng.h:117
BOOL fopAcM_isSwitch(const fopAc_ac_c *i_actor, int sw)
Definition f_op_actor_mng.h:446
void fopAcM_cancelHawkCarryNow(fopAc_ac_c *actor)
Definition f_op_actor_mng.h:276
void fopAcM_setCullSizeSphere(fopAc_ac_c *i_actor, f32 minX, f32 minY, f32 minZ, f32 radius)
s16 fopAcM_searchActorAngleX(const fopAc_ac_c *i_actorA, const fopAc_ac_c *i_actorB)
s32 fopAcM_callCallback(fopAc_ac_c *i_actor, heapCallbackFunc i_heapCallback, JKRHeap *i_heap)
Definition f_op_actor_mng.cpp:370
f32 fopAcM_searchPlayerDistanceY(const fopAc_ac_c *actor)
Definition f_op_actor_mng.h:717
void fopAcM_OffStatus(fopAc_ac_c *i_actor, u32 flag)
Definition f_op_actor_mng.h:200
void fopAcM_setStageLayer(void *i_proc)
Definition f_op_actor_mng.cpp:131
fpc_ProcID fopAcM_createChildFromOffset(s16 i_procName, fpc_ProcID i_parentID, u32 i_parameters, const cXyz *i_pos, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, s8 i_argument, createFunc i_createFunc)
Definition f_op_actor_mng.cpp:304
fopAc_ac_c * fopAcM_FastCreate(s16 i_procName, FastCreateReqFunc i_createFunc, void *i_createData, void *i_append)
Definition f_op_actor_mng.cpp:126
cull_box l_cullSizeBox[fopAc_CULLBOX_MAX_e]
void fopAcM_SetSpeedF(fopAc_ac_c *actor, f32 f)
Definition f_op_actor_mng.h:304
s32 fopAcM_riverStream(cXyz *, s16 *, f32 *, f32)
s32 fopAcM_orderSpeakEvent(fopAc_ac_c *i_actor, u16 i_priority, u16 i_flag)
s32 fopAcM_orderChangeEventId(fopAc_ac_c *i_actor, s16 i_eventID, u16 i_flag, u16 param_3)
dJntCol_c * fopAcM_GetJntCol(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:352
s32 fopAcM_getWaterStream(const cXyz *, const cBgS_PolyInfo &, cXyz *, int *, int)
f32 fopAcM_searchActorDistanceXZ(const fopAc_ac_c *i_actorA, const fopAc_ac_c *i_actorB)
void fopAcM_setWarningMessage_f(const fopAc_ac_c *i_actor, const char *i_filename, int i_line, const char *i_msg,...)
Definition f_op_actor_mng.cpp:94
void fopAcM_calcSpeed(fopAc_ac_c *i_actor)
int fopAcM_CULLSIZE_IDX(int i_culltype)
Definition f_op_actor_mng.h:380
void fopAcM_SetMin(fopAc_ac_c *i_actor, f32 minX, f32 minY, f32 minZ)
cXyz * fopAcM_GetScale_p(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:228
const char * fopAcM_getProcNameString(const fopAc_ac_c *i_actor)
void fopAcM_OnStatus(fopAc_ac_c *i_actor, u32 flag)
Definition f_op_actor_mng.h:196
void fopAcM_SetJntCol(fopAc_ac_c *i_actorP, dJntCol_c *i_jntColP)
Definition f_op_actor_mng.h:184
u32 fopAcM_checkHookCarryNow(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:168
bool fopAcM_CheckFoodStatus(const fopAc_ac_c *actor, fopAcM_FOOD status)
Definition f_op_actor_mng.h:789
fopAc_ac_c * fopAcM_getItemEventPartner(const fopAc_ac_c *)
bool fopAcM_entrySolidHeap(fopAc_ac_c *i_actor, heapCallbackFunc i_heapCallback, u32 i_size)
int(* heapCallbackFunc)(fopAc_ac_c *)
Definition f_op_actor_mng.h:118
fopAcM_prm_class * fopAcM_GetAppend(void *actor)
Definition f_op_actor_mng.h:320
void fopAcM_DeleteHeap(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.cpp:361
s32 fopAcM_orderCatchEvent(fopAc_ac_c *i_actorA, fopAc_ac_c *i_actorB, u16 i_priority, u16 i_flag)
void fopAcM_SetModel(fopAc_ac_c *actor, J3DModel *model)
Definition f_op_actor_mng.h:312
void fopAcM_effHamonSet(u32 *, const cXyz *, f32, f32)
void fopAcM_OffCarryType(fopAc_ac_c *i_actor, fopAcM_CARRY param_2)
Definition f_op_actor_mng.h:772
void fopAcM_Log(fopAc_ac_c const *i_actor, char const *i_message)
Definition f_op_actor_mng.cpp:227
void fopAcM_seStartLevel(const fopAc_ac_c *actor, u32 sfxID, u32 param_2)
Definition f_op_actor_mng.h:754
fopAc_ac_c * fopAcM_findObject4EventCB(fopAc_ac_c *i_actor, void *i_data)
u32 fopAcM_GetParam(const void *i_actor)
Definition f_op_actor_mng.h:172
void fopAcM_offSwitch(const fopAc_ac_c *i_actor, int sw)
Definition f_op_actor_mng.h:438
s16 fopAcM_searchActorAngleY(const fopAc_ac_c *i_actorA, const fopAc_ac_c *i_actorB)
s32 fopAcM_orderItemEvent(fopAc_ac_c *i_actor, u16 i_priority, u16 i_flag)
u32 fopAcM_checkCarryNow(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:144
void fopAcM_DrawCullingBox(const fopAc_ac_c *, const GXColor &)
s16 fopAcM_getPolygonAngle(const cBgS_PolyInfo &, s16)
void fopAcM_setRoomLayer(void *i_proc, int i_roomNo)
Definition f_op_actor_mng.cpp:138
void fopAcM_setCullSizeBox2(fopAc_ac_c *i_actor, J3DModelData *i_modelData)
void fopAcM_SetParam(void *i_actor, u32 param)
Definition f_op_actor_mng.h:180
void fopAcM_SetFoodStatus(fopAc_ac_c *actor, fopAcM_FOOD status)
Definition f_op_actor_mng.h:785
void fopAcM_SetMax(fopAc_ac_c *i_actor, f32 maxX, f32 maxY, f32 maxZ)
void fopAcM_setHookCarryNow(fopAc_ac_c *actor)
Definition f_op_actor_mng.h:264
u32 fopAcM_CheckStatus(fopAc_ac_c *i_actor, u32 actor_status)
Definition f_op_actor_mng.h:140
void fopAcM_showAssert_f(const fopAc_ac_c *i_actor, const char *i_filename, int i_line, const char *i_msg,...)
Definition f_op_actor_mng.cpp:109
void dComIfGs_offActor(int i_no, int i_roomNo)
Definition d_com_inf_game.h:2318
s32 fopAcM_orderPotentialEvent(fopAc_ac_c *i_actor, u16 i_flag, u16 param_2, u16 i_priority)
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:176
void fopAcM_SetStatus(fopAc_ac_c *actor, u32 actor_status)
Definition f_op_actor_mng.h:308
s32 fopAcM_orderMapToolAutoNextEvent(fopAc_ac_c *i_actor, u8 param_1, s16 i_eventID, u16 param_3, u16 i_flag, u16 param_5)
void fopAcM_OnCarryType(fopAc_ac_c *i_actor, fopAcM_CARRY param_2)
Definition f_op_actor_mng.h:768
fpc_ProcID fopAcM_create(s16 i_procName, u16 i_setId, u32 i_parameters, const cXyz *i_pos, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, s8 i_argument, createFunc i_createFunc)
Definition f_op_actor_mng.cpp:250
fpc_ProcID fopAcM_createWarpHole(const cXyz *i_pos, const csXyz *i_angle, int i_roomNo, u8 param_4, u8 param_5, u8 param_6)
f32 fopAcM_GetGravity(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:332
s8 fopAcM_GetHomeRoomNo(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:280
void dComIfGs_offSwitch(int i_no, int i_roomNo)
Definition d_com_inf_game.h:2294
void fopAcM_SetAngle(fopAc_ac_c *i_actor, s16 x, s16 y, s16 z)
Definition f_op_actor_mng.h:424
void fopAcM_OffCondition(fopAc_ac_c *i_actor, u32 flag)
Definition f_op_actor_mng.h:252
s16 fopAcM_GetProfName(const void *i_actor)
Definition f_op_actor_mng.h:188
csXyz * fopAcM_GetAngle_p(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:236
fopAc_ac_c * fopAcM_searchFromName4Event(char const *i_name, s16 i_eventID)
s32 fopAcM_orderOtherEventId(fopAc_ac_c *i_actor, s16 i_eventID, u8 i_mapToolID, u16 param_3, u16 i_priority, u16 i_flag)
fpc_ProcID fopAcM_createItemForMidBoss(const cXyz *i_pos, int i_itemNo, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, int param_6, int param_7)
fopAc_ac_c * fopAcM_getTalkEventPartner(const fopAc_ac_c *)
s32 fopAcM_seenActorAngleY(const fopAc_ac_c *i_actorA, const fopAc_ac_c *i_actorB)
void make_prm_warp_hole(u32 *o_params, u8 prm1, u8 prm2, u8 prm3)
Definition f_op_actor_mng.h:700
fopAc_ac_c * fopAcM_fastCreateItem(const cXyz *i_pos, int i_itemNo, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, f32 *i_speedF, f32 *i_speedY, int i_itemBitNo, int param_9, createFunc i_createFunc)
fopAc_ac_c * fopAcM_SearchByName(s16 proc_id)
Definition f_op_actor_mng.h:450
void fopAcM_cancelCarryNow(fopAc_ac_c *i_actor)
BOOL fopAcM_otoCheck(const fopAc_ac_c *i_actor, f32)
void fopAcM_posMove(fopAc_ac_c *i_actor, const cXyz *i_movePos)
s16 fopAcM_toActorShapeAngleY(const fopAc_ac_c *i_actorA, const fopAc_ac_c *i_actorB)
Definition f_op_actor_mng.h:737
const Vec * fopAcM_getCullSizeBoxMax(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:368
void fopAcM_onSwitch(const fopAc_ac_c *i_actor, int sw)
Definition f_op_actor_mng.h:434
fopAc_ac_c * fopAcM_createItemForSimpleDemo(const cXyz *i_pos, int i_itemNo, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, f32 i_speedF, f32 i_speedY)
s8 dComIfGp_getReverb(int roomNo)
Definition d_com_inf_game.cpp:1364
fopAc_ac_c * fopAcM_Search(fopAcIt_JudgeFunc i_judgeFunc, void *i_process)
Definition f_op_actor_mng.h:204
bool fopAcM_isItem(const fopAc_ac_c *item, int bitNo)
Definition f_op_actor_mng.h:460
void fopAcM_SetStatusMap(fopAc_ac_c *, u32)
Definition f_op_actor_mng.h:815
void fopAcM_setCarryNow(fopAc_ac_c *i_actor, int)
BOOL fopAcM_IsActor(void *actor)
Definition f_op_actor_mng.h:256
void fopAcM_setEffectMtx(const fopAc_ac_c *, const J3DModelData *)
u32 fopAcM_CheckCarryType(const fopAc_ac_c *actor, fopAcM_CARRY type)
Definition f_op_actor_mng.h:164
fopAcM_prm_class * fopAcM_CreateAppend()
Definition f_op_actor_mng.cpp:171
const cXyz &const Vec & fopAcM_getCullSizeSphereCenter(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:400
fopAc_ac_c * fopAcM_searchFromName(char const *name, u32 param0, u32 param1)
void fopAcM_onItem(const fopAc_ac_c *item, int bitNo)
Definition f_op_actor_mng.h:455
u8 fopAcM_GetGroup(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:192
s32 fopAcM_delete(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.cpp:232
BOOL fopAcM_IsExecuting(fpc_ProcID id)
Definition f_op_actor_mng.h:324
s32 fopAcM_orderDoorEvent(fopAc_ac_c *i_actorA, fopAc_ac_c *i_actorB, u16 i_priority, u16 i_flag)
void fopAcM_onDraw(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:478
u32 fopAcM_checkHawkCarryNow(fopAc_ac_c *actor)
Definition f_op_actor_mng.h:148
bool dComIfGs_isItem(int bitNo, int roomNo)
Definition d_com_inf_game.h:2310
cull_sphere l_cullSizeSphere[fopAc_CULLSPHERE_MAX_e]
fopAc_ac_c * fopAcM_fastCreate(s16 i_procName, u32 i_parameters, const cXyz *i_pos, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, s8 i_argument, createFunc i_createFunc, void *i_createFuncData)
Definition f_op_actor_mng.cpp:268
s32 fopAcM_orderTreasureEvent(fopAc_ac_c *i_actorA, fopAc_ac_c *i_actorB, u16 i_priority, u16 i_flag)
fpc_ProcID fopAcM_GetLinkId(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:212
bool fopAcM_entrySolidHeap_(fopAc_ac_c *i_actor, heapCallbackFunc i_heapCallback, u32 i_size)
Definition f_op_actor_mng.cpp:391
J3DModel * fopAcM_GetModel(fopAc_ac_c *actor)
Definition f_op_actor_mng.h:316
fopAcM_CARRY
Definition f_op_actor_mng.h:152
@ fopAcM_CARRY_LIGHT
Definition f_op_actor_mng.h:157
@ fopAcM_CARRY_TYPE_8
Definition f_op_actor_mng.h:156
@ fopAcM_CARRY_UNK_30
Definition f_op_actor_mng.h:159
@ fopAcM_CARRY_CHICKEN
Definition f_op_actor_mng.h:161
@ fopAcM_CARRY_SIDE
Definition f_op_actor_mng.h:155
@ fopAcM_CARRY_TYPE_1
Definition f_op_actor_mng.h:153
@ fopAcM_CARRY_ITEM
Definition f_op_actor_mng.h:158
@ fopAcM_CARRY_HEAVY
Definition f_op_actor_mng.h:154
@ fopAcM_CARRY_UNK_40
Definition f_op_actor_mng.h:160
void fopAcM_SetGravity(fopAc_ac_c *actor, f32 gravity)
Definition f_op_actor_mng.h:284
void fopAcM_SetSpeed(fopAc_ac_c *actor, f32 x, f32 y, f32 z)
Definition f_op_actor_mng.h:300
int fopAcM_GetSetId(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:468
BOOL fopAcM_otherBgCheck(const fopAc_ac_c *, const fopAc_ac_c *)
cXyz * fopAcM_GetPosition_p(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:216
f32 fopAcM_searchActorDistanceY(const fopAc_ac_c *actorA, const fopAc_ac_c *actorB)
Definition f_op_actor_mng.h:464
MtxP fopAcM_GetMtx(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:136
int fopAcM_CULLSIZE_Q_IDX(int i_culltype)
Definition f_op_actor_mng.h:384
BOOL fopAcM_getNameString(const fopAc_ac_c *, char *)
s16 fopAcM_searchPlayerAngleX(const fopAc_ac_c *actor)
Definition f_op_actor_mng.h:713
s16 fopAcM_searchPlayerAngleY(const fopAc_ac_c *actor)
Definition f_op_actor_mng.h:709
void fopAcM_offDraw(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:482
fpc_ProcID fopAcM_createDisappear(const fopAc_ac_c *i_actor, const cXyz *i_pos, u8 i_size, u8 i_type, u8 i_enemyID)
fpc_ProcID fopAcM_createItemFromEnemyID(u8 i_enemyID, cXyz const *i_pos, int i_itemBitNo, int i_roomNo, csXyz const *i_angle, cXyz const *i_scale, f32 *i_speedF, f32 *i_speedY)
f32 fopAcM_searchActorDistance2(const fopAc_ac_c *i_actorA, const fopAc_ac_c *i_actorB)
fpc_ProcID fopAcM_createItemForBoss(const cXyz *i_pos, int i_itemNo, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, f32 i_speedF, f32 i_speedY, int param_8)
void fopAcM_seStart(const fopAc_ac_c *actor, u32 sfxID, u32 param_2)
Definition f_op_actor_mng.h:750
fpc_ProcID fopAcM_createItem(const cXyz *i_pos, int i_itemNo, int i_itemBitNo, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, int param_7)
fpc_ProcID fopAcM_createItemForPresentDemo(cXyz const *i_pos, int i_itemNo, u8 param_2, int i_itemBitNo, int i_roomNo, csXyz const *i_angle, cXyz const *i_scale)
void fopAcM_cancelHookCarryNow(fopAc_ac_c *actor)
Definition f_op_actor_mng.h:268
f32 fopAcM_GetMaxFallSpeed(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:336
void fopAcM_offActor(const fopAc_ac_c *i_actor, int flag)
Definition f_op_actor_mng.h:764
void fopAcM_posMoveF(fopAc_ac_c *i_actor, const cXyz *i_movePos)
void fopAcM_SetRoomNo(fopAc_ac_c *actor, s8 roomNo)
Definition f_op_actor_mng.h:260
fpc_ProcID fopAcM_GetID(const void *i_actor)
Definition f_op_actor_mng.h:128
BOOL fopAcM_wayBgCheck(const fopAc_ac_c *, f32, f32)
void fopAcM_effSmokeSet1(u32 *, u32 *, const cXyz *, const csXyz *, f32, const dKy_tevstr_c *, int)
cXyz & fopAcM_GetSpeed(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:344
void fopAcM_onActor(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:474
s16 fopAcM_GetName(void *i_actor)
Definition f_op_actor_mng.h:132
fpc_ProcID fopAcM_Create(s16 i_procName, createFunc i_createFunc, void *params)
Definition f_op_actor_mng.h:523
fopAc_ac_c * fopAcM_createItemForDirectGet(const cXyz *i_pos, int i_itemNo, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, f32 i_speedF, f32 i_speedY)
void dComIfGs_onActor(int bitNo, int roomNo)
Definition d_com_inf_game.h:2314
fopAc_ac_c * fopAcM_myRoomSearchEnemy(s8 roomNo)
fopAc_ac_c * dComIfGp_getPlayer(int)
Definition d_com_inf_game.h:3438
void fpoAcM_relativePos(fopAc_ac_c const *i_actor, cXyz const *i_pos, cXyz *o_pos)
fpc_ProcID fopAcM_createItemFromTable(cXyz const *i_pos, int i_tableNo, int i_itemBitNo, int i_roomNo, csXyz const *i_angle, int param_5, cXyz const *i_scale, f32 *i_speedF, f32 *i_speedY, bool i_createDirect)
fpc_ProcID fopAcM_createItemForTrBoxDemo(cXyz const *i_pos, int i_itemNo, int i_itemBitNo, int i_roomNo, csXyz const *i_angle, cXyz const *i_scale)
static const fopAc_ac_c * fopAcM_findObjectCB(fopAc_ac_c const *i_actor, void *i_data)
void fopAcM_setCullSizeFar(fopAc_ac_c *i_actor, f32 i_far)
Definition f_op_actor_mng.h:356
void fopAcM_seStartCurrent(const fopAc_ac_c *actor, u32 sfxID, u32 param_2)
Definition f_op_actor_mng.h:745
void fopAcM_effSmokeSet2(u32 *param_0, u32 *param_1, cXyz const *param_2, csXyz const *param_3, f32 param_4, dKy_tevstr_c const *param_5)
Definition f_op_actor_mng.h:793
void dComIfGs_revSwitch(int i_no, int i_roomNo)
Definition d_com_inf_game.h:2302
f32 fopAcM_searchPlayerDistanceXZ2(const fopAc_ac_c *actor)
Definition f_op_actor_mng.h:721
dBgS & dComIfG_Bgsp()
Definition d_com_inf_game.h:4293
s32 fopAcM_orderMapToolEvent(fopAc_ac_c *i_actor, u8 param_1, s16 i_eventID, u16 param_3, u16 i_flag, u16 param_5)
f32 fopAcM_searchActorDistance(const fopAc_ac_c *i_actorA, const fopAc_ac_c *i_actorB)
cXyz * fopAcM_GetSpeed_p(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:232
csXyz * fopAcM_GetShapeAngle_p(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:240
s8 fopAcM_GetRoomNo(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:124
s32 fopAcM_getWaterY(const cXyz *, f32 *o_waterY)
void fopAcM_SetOldPosition(fopAc_ac_c *i_actor, f32 x, f32 y, f32 z)
Definition f_op_actor_mng.h:412
void fopAcM_OnCondition(fopAc_ac_c *i_actor, u32 flag)
Definition f_op_actor_mng.h:248
cXyz * fopAcM_GetOldPosition_p(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:224
void dComIfGs_onSwitch(int i_no, int i_roomNo)
Definition d_com_inf_game.h:2290
fopAc_ac_c * fopAcM_fastCreateItem2(const cXyz *i_pos, int i_itemNo, int i_itemBitNo, int i_roomNo, int param_5, const csXyz *i_angle, const cXyz *i_scale)
void fopAcM_SetGroup(fopAc_ac_c *actor, u8 group)
Definition f_op_actor_mng.h:288
bool fopAcM_addAngleY(fopAc_ac_c *i_actor, s16 i_target, s16 i_step)
void fopAcM_setHawkCarryNow(fopAc_ac_c *actor)
Definition f_op_actor_mng.h:272
s32 fopAcM_orderTalkItemBtnEvent(u16 i_eventType, fopAc_ac_c *i_actorA, fopAc_ac_c *i_actorB, u16 i_priority, u16 i_flag)
u8 fopAcM_getItemNoFromTableNo(u8 i_tableNo)
fopAcM_FOOD
Definition f_op_actor_mng.h:776
@ fopAcM_FOOD_5
Definition f_op_actor_mng.h:782
@ fopAcM_FOOD_3
Definition f_op_actor_mng.h:780
@ fopAcM_FOOD_4
Definition f_op_actor_mng.h:781
@ fopAcM_FOOD_2
Definition f_op_actor_mng.h:779
@ fopAcM_FOOD_0
Definition f_op_actor_mng.h:777
@ fopAcM_FOOD_1
Definition f_op_actor_mng.h:778
f32 fopAcM_searchPlayerDistanceXZ(const fopAc_ac_c *actor)
Definition f_op_actor_mng.h:725
f32 fopAcM_getCullSizeFar(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:360
f32 fopAcM_searchPlayerDistance(const fopAc_ac_c *actor)
Definition f_op_actor_mng.h:729
void fopAcM_SetHomePosition(fopAc_ac_c *i_actor, f32 x, f32 y, f32 z)
Definition f_op_actor_mng.h:420
fopAc_ac_c * fopAcM_getEventPartner(const fopAc_ac_c *)
s32 fopAcM_carryOffRevise(fopAc_ac_c *)
fpc_ProcID fopAcM_createChild(s16 i_procName, fpc_ProcID i_parentID, u32 i_parameters, const cXyz *i_pos, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, s8 i_argument, createFunc i_createFunc)
Definition f_op_actor_mng.cpp:292
csXyz * fopAcM_GetHomeAngle_p(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:416
BOOL dComIfGs_isSwitch(int i_no, int i_roomNo)
Definition d_com_inf_game.h:2298
void fopAcM_SetMaxFallSpeed(fopAc_ac_c *actor, f32 speed)
Definition f_op_actor_mng.h:292
fopAcM_prm_class * createAppend(u16 i_setId, u32 i_parameters, const cXyz *i_pos, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, s8 i_argument, fpc_ProcID i_parentId)
Definition f_op_actor_mng.cpp:186
s32 fopAcM_cullingCheck(const fopAc_ac_c *i_actor)
s32 fopAcM_orderOtherEvent(fopAc_ac_c *i_actor, char const *i_eventName, u16 param_2, u16 i_flag, u16 i_priority)
f32 fopAcM_getCullSizeSphereR(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:404
BOOL fopAcM_plAngleCheck(const fopAc_ac_c *i_actor, s16 i_angle)
fopAc_ac_c * fopAcM_SearchByID(fpc_ProcID id)
Definition f_op_actor_mng.h:208
void fopAcM_initManager()
int fopAcM_GetCullSize(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:376
s16 fopAcM_toPlayerShapeAngleY(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:741
void fopAcM_SetMtx(fopAc_ac_c *actor, MtxP m)
Definition f_op_actor_mng.h:296
const Vec * fopAcM_getCullSizeBoxMin(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:364
int fopAcM_monsSeStart(const fopAc_ac_c *i_actor, u32 i_soundId, u32 param_2)
Definition f_op_actor_mng.h:486
s32 fopAcM_seenPlayerAngleY(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:733
void fopAcM_SetCullSize(fopAc_ac_c *i_actor, int i_cullsize)
Definition f_op_actor_mng.h:372
fpc_ProcID fopAcM_createDemoItem(const cXyz *i_pos, int i_itemNo, int i_itemBitNo, const csXyz *i_angle, int i_roomNo, const cXyz *scale, u8 param_7)
BOOL fopAcM_rollPlayerCrash(fopAc_ac_c const *i_crashActor, f32 i_range, u32 i_flag, f32 i_max_y, f32 i_min_y, BOOL param_5, f32 param_6)
void fopDwTg_ToDrawQ(create_tag_class *i_createTag, int i_priority)
Definition f_op_draw_tag.cpp:13
void fopDwTg_DrawQTo(create_tag_class *i_createTag)
Definition f_op_draw_tag.cpp:17
unsigned int fpc_ProcID
Definition f_pc_base.h:10
fpc_ProcID fpcM_GetID(const void *i_process)
Definition f_pc_manager.h:21
int fpcM_DrawPriority(const void *i_process)
Definition f_pc_manager.h:46
fpc_ProcID fpcM_Create(s16 i_procName, FastCreateReqFunc i_createFunc, void *i_append)
Definition f_pc_manager.h:41
s16 fpcM_GetName(const void *i_process)
Definition f_pc_manager.h:25
void * fpcM_GetAppend(const void *i_process)
Definition f_pc_manager.h:70
BOOL fpcM_IsExecuting(fpc_ProcID id)
Definition f_pc_manager.h:74
void fpcM_SetParam(void *i_process, u32 param)
Definition f_pc_manager.h:33
int(* FastCreateReqFunc)(void *)
Definition f_pc_manager.h:17
u32 fpcM_GetParam(const void *i_process)
Definition f_pc_manager.h:29
s16 fpcM_GetProfName(const void *i_process)
Definition f_pc_manager.h:37
@ fpcNm_PLAY_SCENE_e
Definition f_pc_name.h:19
void * fpcSch_JudgeForPName(void *i_proc, void *i_data)
Definition f_pc_searcher.cpp:8
void * fpcSch_JudgeByID(void *i_proc, void *i_data)
Definition f_pc_searcher.cpp:15
int mDoAud_monsSeStart(u32 i_soundId, const Vec *i_pos, u32 i_actorId, u32 param_3, s8 i_reverb)
Definition m_Do_audio.h:315
void mDoAud_seStart(u32 i_sfxID, const Vec *i_sePos, u32 param_2, s8 i_reverb)
Definition m_Do_audio.h:113
void mDoAud_seStartLevel(u32 i_sfxID, const Vec *i_sePos, u32 param_2, s8 i_reverb)
Definition m_Do_audio.h:118
struct Vec Vec
Definition m_Do_lib.h:8
Definition f_op_actor_mng.h:40
u8 HeapAdjustEntry
Definition f_op_actor.cpp:634
u8 HeapSkipMargin
Definition f_op_actor_mng.cpp:382
int HeapAdjustMargin
Definition f_op_actor_mng.cpp:384
u8 HeapDummyCreate
Definition f_op_actor_mng.cpp:381
u8 HeapAdjustQuiet
Definition f_op_actor_mng.cpp:380
u8 HeapAdjustUnk
Definition f_op_actor.cpp:635
u8 HeapAdjustVerbose
Definition f_op_actor_mng.cpp:379
u8 HeapDummyCheck
Definition f_op_actor_mng.cpp:383
Definition f_op_actor_mng.h:120
double y
Definition f_op_actor_mng.h:121
double x
Definition f_op_actor_mng.h:121
double z
Definition f_op_actor_mng.h:121
s16 y
Definition c_sxyz.h:7
csXyz angle
Definition f_op_actor.h:247
s8 roomNo
Definition f_op_actor.h:248
cXyz pos
Definition f_op_actor.h:246
Definition f_pc_base.h:22
state_class state
Definition f_pc_base.h:28
Definition c_xyz.h:7
void set(f32 pX, f32 pY, f32 pZ)
Definition c_xyz.h:98
Definition f_op_actor.h:266
Vec min
Definition f_op_actor.h:267
Vec max
Definition f_op_actor.h:268
Definition f_op_actor.h:261
f32 radius
Definition f_op_actor.h:263
Vec center
Definition f_op_actor.h:262
Definition f_op_actor_mng.h:96
virtual ~fOpAcm_HIO_entry_c()
Definition f_op_actor_mng.h:97
void removeHIO(const fopAc_ac_c &i_this)
Definition f_op_actor_mng.h:101
void removeHIO(const fopEn_enemy_c &i_this)
Definition f_op_actor_mng.h:102
void removeHIO(const state_class &state)
Definition f_op_actor_mng.h:105
void removeHIO(const fopAc_ac_c *i_this)
Definition f_op_actor_mng.h:100
void removeHIO(const base_process_class &i_this)
Definition f_op_actor_mng.h:104
void removeHIO(const leafdraw_class &i_this)
Definition f_op_actor_mng.h:103
Definition f_op_actor_mng.h:51
u16 setID
Definition f_op_actor_mng.h:55
csXyz angle
Definition f_op_actor_mng.h:54
cXyz position
Definition f_op_actor_mng.h:53
u32 parameters
Definition f_op_actor_mng.h:52
Definition f_op_actor_mng.h:58
u8 y
Definition f_op_actor_mng.h:60
u8 x
Definition f_op_actor_mng.h:59
u8 z
Definition f_op_actor_mng.h:61
Definition f_op_actor_mng.h:64
fopAcM_prmBase_class base
Definition f_op_actor_mng.h:65
s8 argument
Definition f_op_actor_mng.h:68
s8 room_no
Definition f_op_actor_mng.h:69
fopAcM_prmScale_class scale
Definition f_op_actor_mng.h:66
fpc_ProcID parent_id
Definition f_op_actor_mng.h:67
Definition f_op_actor_mng.h:72
s8 argument
Definition f_op_actor_mng.h:84
char name[30]
Definition f_op_actor_mng.h:81
fopAcM_search4ev_prm()
Definition f_op_actor_mng.h:73
s16 procname
Definition f_op_actor_mng.h:83
void clear()
Definition f_op_actor_mng.h:74
s16 event_id
Definition f_op_actor_mng.h:82
Definition f_op_actor_mng.h:87
u32 prm1
Definition f_op_actor_mng.h:91
s16 procname
Definition f_op_actor_mng.h:92
s8 argument
Definition f_op_actor_mng.h:93
fopAcM_search_prm()
Definition f_op_actor_mng.h:88
u32 prm0
Definition f_op_actor_mng.h:90
Definition f_pc_leaf.h:16
base_process_class base
Definition f_pc_leaf.h:17
Definition f_pc_base.h:17
u8 create_phase
Definition f_pc_base.h:19