mm/include/z_en_hy_code.h
Derek Hensley c917880261
Misc cleanup 13 (#1189)
* FaultAddrConv Functions

* Invisible Ruppe macros

* skybox

* Z64 header defines

* ActorId

* remove i from KaleidoManager_FaultAddrConv

* size_t and parens
2023-03-07 23:44:18 -05:00

95 lines
3.3 KiB
C

#ifndef Z64ENHY_CODE_H
#define Z64ENHY_CODE_H
#include "global.h"
#include "overlays/actors/ovl_En_Door/z_en_door.h"
struct EnHy;
#define ENHY_LIMB_MAX 16
//! TODO: Better animaion enum names when animations are documented
typedef enum {
/* 0 */ ENHY_ANIM_AOB_0,
/* 1 */ ENHY_ANIM_BOJ_1,
/* 2 */ ENHY_ANIM_BOJ_2,
/* 3 */ ENHY_ANIM_BOJ_3,
/* 4 */ ENHY_ANIM_BOJ_4,
/* 5 */ ENHY_ANIM_BOJ_5,
/* 6 */ ENHY_ANIM_BBA_6,
/* 7 */ ENHY_ANIM_BJI_7,
/* 8 */ ENHY_ANIM_BJI_8,
/* 9 */ ENHY_ANIM_BJI_9,
/* 10 */ ENHY_ANIM_BOJ_10,
/* 11 */ ENHY_ANIM_OS_ANIME_11,
/* 12 */ ENHY_ANIM_BOJ_12,
/* 13 */ ENHY_ANIM_BOJ_13,
/* 14 */ ENHY_ANIM_BOJ_14,
/* 15 */ ENHY_ANIM_BOJ_15,
/* 16 */ ENHY_ANIM_BOJ_16,
/* 17 */ ENHY_ANIM_BOJ_17,
/* 18 */ ENHY_ANIM_BOJ_18,
/* 19 */ ENHY_ANIM_BOJ_19,
/* 20 */ ENHY_ANIM_BOJ_20,
/* 21 */ ENHY_ANIM_MAX
} EnHyAnimation;
typedef void (*EnHyActionFunc)(struct EnHy*, PlayState*);
typedef struct EnHy {
/* 0x000 */ Actor actor;
/* 0x144 */ EnHyActionFunc actionFunc;
/* 0x148 */ EnHyActionFunc prevActionFunc;
/* 0x14C */ SkelAnime skelAnime;
/* 0x190 */ s8 headObjIndex; // Limb 15
/* 0x191 */ s8 skelUpperObjIndex; // Limbs 8-14
/* 0x192 */ s8 skelLowerObjIndex; // Limbs 1-7
/* 0x193 */ s8 animObjIndex;
/* 0x194 */ ColliderCylinder collider;
/* 0x1E0 */ u16 textId;
/* 0x1E2 */ u8 waitingOnInit;
/* 0x1E3 */ u8 inMsgState3;
/* 0x1E4 */ Path* path;
/* 0x1E8 */ s16 curPoint;
/* 0x1EC */ Vec3f leftFootPos;
/* 0x1F8 */ Vec3f rightFootPos;
/* 0x204 */ u8 isLeftFootOnGround;
/* 0x205 */ u8 isRightFootOnGround;
/* 0x206 */ Vec3s jointTable[ENHY_LIMB_MAX];
/* 0x266 */ Vec3s morphTable[ENHY_LIMB_MAX];
/* 0x2C6 */ Vec3s trackTarget;
/* 0x2CC */ Vec3s headRot;
/* 0x2D2 */ Vec3s torsoRot;
/* 0x2D8 */ Vec3s prevTrackTarget;
/* 0x2DE */ Vec3s prevHeadRot;
/* 0x2E4 */ Vec3s prevTorsoRot;
/* 0x2EA */ s16 limbRotTableY[16];
/* 0x30A */ s16 limbRotTableZ[16];
/* 0x32C */ Vec3f bodyPartsPos[15];
/* 0x3E0 */ UNK_TYPE1 unk_3E0[0x6];
/* 0x3E6 */ s16 eyeTexIndex;
/* 0x3E8 */ s16 blinkTimer;
} EnHy; // size = 0x3EC
extern s8 gEnHyBodyParts[];
extern s8 gEnHyParentBodyParts[];
extern u8 gEnHyShadowSizes[];
s32 EnHy_ChangeAnim(SkelAnime* skelAnime, s16 animIndex);
EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play);
void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex);
s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play);
void EnHy_Blink(EnHy* enHy, s32 eyeTexMaxIndex);
s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex);
void func_800F0BB4(EnHy* enHy, PlayState* play, EnDoor* door, s16 arg3, s16 arg4);
s32 func_800F0CE4(EnHy* enHy, PlayState* play, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5);
s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3);
s32 EnHy_SetPointFowards(EnHy* enHy, PlayState* play, f32 gravity, s16 animIndex);
s32 EnHy_SetPointBackwards(EnHy* enHy, PlayState* play, s16 animIndex);
s32 EnHy_MoveForwards(EnHy* enHy, f32 speedTarget);
s32 EnHy_MoveBackwards(EnHy* enHy, f32 speedTarget);
void EnHy_UpdateCollider(EnHy* enHy, PlayState* play);
s32 EnHy_PlayWalkingSound(EnHy* enHy, PlayState* play, f32 distAboveThreshold);
#endif // Z_EN_HY_CODE_H