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* Some Decoder WIPs * Improvements * POC * Fix bss * another newline * Staff OK * Cleanup + fix progress script * script cleanup * Some docs * makefile * Extract text from extract_assets.py * More docs * Even more docs * Other message assets * Small cleanups * Clean up decoders/encoders * Message_SetupLoadItemIcon -> Message_DecodeHeader * Some more docs * Remove mkdmadata * Fade Skippable * More cmd docs * 1 left * Last notes * HS_TIMER -> HS_TIME * More general docs * Format * Note the charmap conversion for buttons in message_data_fmt_nes.h * Remove trailing whitespace * Small fixes * PR
135 lines
4.6 KiB
C
135 lines
4.6 KiB
C
#ifndef Z64ENHY_CODE_H
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#define Z64ENHY_CODE_H
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#include "global.h"
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#include "overlays/actors/ovl_En_Door/z_en_door.h"
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struct EnHy;
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//! @note: any actor that uses the EnHy system should
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//! have a skeleton that aligns with the enum below.
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typedef enum EnHyLimb {
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/* 0x00 */ ENHY_LIMB_NONE,
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/* 0x01 */ ENHY_LIMB_PELVIS,
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/* 0x02 */ ENHY_LIMB_LEFT_THIGH,
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/* 0x03 */ ENHY_LIMB_LEFT_SHIN,
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/* 0x04 */ ENHY_LIMB_LEFT_FOOT,
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/* 0x05 */ ENHY_LIMB_RIGHT_THIGH,
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/* 0x06 */ ENHY_LIMB_RIGHT_SHIN,
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/* 0x07 */ ENHY_LIMB_RIGHT_FOOT,
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/* 0x08 */ ENHY_LIMB_TORSO,
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/* 0x09 */ ENHY_LIMB_LEFT_UPPER_ARM,
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/* 0x0A */ ENHY_LIMB_LEFT_FOREARM,
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/* 0x0B */ ENHY_LIMB_LEFT_HAND,
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/* 0x0C */ ENHY_LIMB_RIGHT_UPPER_ARM,
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/* 0x0D */ ENHY_LIMB_RIGHT_FOREARM,
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/* 0x0E */ ENHY_LIMB_RIGHT_HAND,
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/* 0x0F */ ENHY_LIMB_HEAD,
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/* 0x10 */ ENHY_LIMB_MAX
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} EnHyLimb;
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//! TODO: Better animaion enum names when animations are documented
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typedef enum {
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/* -1 */ ENHY_ANIM_NONE = -1,
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/* 0 */ ENHY_ANIM_AOB_0,
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/* 1 */ ENHY_ANIM_BOJ_1,
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/* 2 */ ENHY_ANIM_BOJ_2,
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/* 3 */ ENHY_ANIM_BOJ_3,
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/* 4 */ ENHY_ANIM_BOJ_4,
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/* 5 */ ENHY_ANIM_BOJ_5,
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/* 6 */ ENHY_ANIM_BBA_6,
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/* 7 */ ENHY_ANIM_BJI_7,
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/* 8 */ ENHY_ANIM_BJI_8,
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/* 9 */ ENHY_ANIM_BJI_9,
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/* 10 */ ENHY_ANIM_BOJ_10,
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/* 11 */ ENHY_ANIM_OS_ANIME_11,
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/* 12 */ ENHY_ANIM_BOJ_12,
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/* 13 */ ENHY_ANIM_BOJ_13,
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/* 14 */ ENHY_ANIM_BOJ_14,
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/* 15 */ ENHY_ANIM_BOJ_15,
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/* 16 */ ENHY_ANIM_BOJ_16,
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/* 17 */ ENHY_ANIM_BOJ_17,
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/* 18 */ ENHY_ANIM_BOJ_18,
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/* 19 */ ENHY_ANIM_BOJ_19,
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/* 20 */ ENHY_ANIM_BOJ_20,
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/* 21 */ ENHY_ANIM_MAX
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} EnHyAnimation;
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typedef void (*EnHyActionFunc)(struct EnHy*, PlayState*);
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typedef enum EnHyBodyPart {
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/* 0 */ ENHY_BODYPART_0,
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/* 1 */ ENHY_BODYPART_1,
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/* 2 */ ENHY_BODYPART_2,
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/* 3 */ ENHY_BODYPART_3,
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/* 4 */ ENHY_BODYPART_4,
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/* 5 */ ENHY_BODYPART_5,
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/* 6 */ ENHY_BODYPART_6,
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/* 7 */ ENHY_BODYPART_7,
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/* 8 */ ENHY_BODYPART_8,
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/* 9 */ ENHY_BODYPART_9,
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/* 10 */ ENHY_BODYPART_10,
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/* 11 */ ENHY_BODYPART_11,
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/* 12 */ ENHY_BODYPART_12,
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/* 13 */ ENHY_BODYPART_13,
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/* 14 */ ENHY_BODYPART_14,
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/* 15 */ ENHY_BODYPART_MAX
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} EnHyBodyPart;
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typedef struct EnHy {
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/* 0x000 */ Actor actor;
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/* 0x144 */ EnHyActionFunc actionFunc;
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/* 0x148 */ EnHyActionFunc prevActionFunc;
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/* 0x14C */ SkelAnime skelAnime;
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/* 0x190 */ s8 headObjectSlot; // Limb 15
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/* 0x191 */ s8 skelUpperObjectSlot; // Limbs 8-14
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/* 0x192 */ s8 skelLowerObjectSlot; // Limbs 1-7
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/* 0x193 */ s8 animObjectSlot;
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/* 0x194 */ ColliderCylinder collider;
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/* 0x1E0 */ u16 textId;
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/* 0x1E2 */ u8 waitingOnInit;
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/* 0x1E3 */ u8 msgFading;
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/* 0x1E4 */ Path* path;
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/* 0x1E8 */ s16 curPoint;
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/* 0x1EC */ Vec3f leftFootPos;
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/* 0x1F8 */ Vec3f rightFootPos;
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/* 0x204 */ u8 isLeftFootOnGround;
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/* 0x205 */ u8 isRightFootOnGround;
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/* 0x206 */ Vec3s jointTable[ENHY_LIMB_MAX];
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/* 0x266 */ Vec3s morphTable[ENHY_LIMB_MAX];
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/* 0x2C6 */ Vec3s trackTarget;
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/* 0x2CC */ Vec3s headRot;
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/* 0x2D2 */ Vec3s torsoRot;
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/* 0x2D8 */ Vec3s prevTrackTarget;
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/* 0x2DE */ Vec3s prevHeadRot;
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/* 0x2E4 */ Vec3s prevTorsoRot;
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/* 0x2EA */ s16 fidgetTableY[ENHY_LIMB_MAX];
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/* 0x30A */ s16 fidgetTableZ[ENHY_LIMB_MAX];
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/* 0x32C */ Vec3f bodyPartsPos[ENHY_BODYPART_MAX];
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/* 0x3E0 */ UNK_TYPE1 unk_3E0[0x6];
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/* 0x3E6 */ s16 eyeTexIndex;
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/* 0x3E8 */ s16 blinkTimer;
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} EnHy; // size = 0x3EC
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extern s8 gEnHyLimbToBodyParts[];
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extern s8 gEnHyParentShadowBodyParts[];
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extern u8 gEnHyShadowSizes[];
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s32 EnHy_ChangeAnim(SkelAnime* skelAnime, s16 animIndex);
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EnDoor* EnHy_FindNearestDoor(Actor* actor, PlayState* play);
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void EnHy_ChangeObjectAndAnim(EnHy* enHy, PlayState* play, s16 animIndex);
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s32 EnHy_UpdateSkelAnime(EnHy* enHy, PlayState* play);
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void EnHy_Blink(EnHy* enHy, s32 eyeTexMaxIndex);
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s32 EnHy_Init(EnHy* enHy, PlayState* play, FlexSkeletonHeader* skeletonHeaderSeg, s16 animIndex);
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void func_800F0BB4(EnHy* enHy, PlayState* play, EnDoor* door, s16 arg3, s16 arg4);
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s32 func_800F0CE4(EnHy* enHy, PlayState* play, ActorFunc draw, s16 arg3, s16 arg4, f32 arg5);
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s32 func_800F0DD4(EnHy* enHy, PlayState* play, s16 arg2, s16 arg3);
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s32 EnHy_SetPointFowards(EnHy* enHy, PlayState* play, f32 gravity, s16 animIndex);
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s32 EnHy_SetPointBackwards(EnHy* enHy, PlayState* play, s16 animIndex);
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s32 EnHy_MoveForwards(EnHy* enHy, f32 speedTarget);
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s32 EnHy_MoveBackwards(EnHy* enHy, f32 speedTarget);
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void EnHy_UpdateCollider(EnHy* enHy, PlayState* play);
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s32 EnHy_PlayWalkingSound(EnHy* enHy, PlayState* play, f32 distAboveThreshold);
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#endif // Z_EN_HY_CODE_H
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