mm/include/z_en_hy_code.h
Derek Hensley fe6494187e
Text Extraction + some Message Docs (#1530)
* 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
2024-01-19 21:16:57 -03:00

135 lines
4.6 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;
//! @note: any actor that uses the EnHy system should
//! have a skeleton that aligns with the enum below.
typedef enum EnHyLimb {
/* 0x00 */ ENHY_LIMB_NONE,
/* 0x01 */ ENHY_LIMB_PELVIS,
/* 0x02 */ ENHY_LIMB_LEFT_THIGH,
/* 0x03 */ ENHY_LIMB_LEFT_SHIN,
/* 0x04 */ ENHY_LIMB_LEFT_FOOT,
/* 0x05 */ ENHY_LIMB_RIGHT_THIGH,
/* 0x06 */ ENHY_LIMB_RIGHT_SHIN,
/* 0x07 */ ENHY_LIMB_RIGHT_FOOT,
/* 0x08 */ ENHY_LIMB_TORSO,
/* 0x09 */ ENHY_LIMB_LEFT_UPPER_ARM,
/* 0x0A */ ENHY_LIMB_LEFT_FOREARM,
/* 0x0B */ ENHY_LIMB_LEFT_HAND,
/* 0x0C */ ENHY_LIMB_RIGHT_UPPER_ARM,
/* 0x0D */ ENHY_LIMB_RIGHT_FOREARM,
/* 0x0E */ ENHY_LIMB_RIGHT_HAND,
/* 0x0F */ ENHY_LIMB_HEAD,
/* 0x10 */ ENHY_LIMB_MAX
} EnHyLimb;
//! TODO: Better animaion enum names when animations are documented
typedef enum {
/* -1 */ ENHY_ANIM_NONE = -1,
/* 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 enum EnHyBodyPart {
/* 0 */ ENHY_BODYPART_0,
/* 1 */ ENHY_BODYPART_1,
/* 2 */ ENHY_BODYPART_2,
/* 3 */ ENHY_BODYPART_3,
/* 4 */ ENHY_BODYPART_4,
/* 5 */ ENHY_BODYPART_5,
/* 6 */ ENHY_BODYPART_6,
/* 7 */ ENHY_BODYPART_7,
/* 8 */ ENHY_BODYPART_8,
/* 9 */ ENHY_BODYPART_9,
/* 10 */ ENHY_BODYPART_10,
/* 11 */ ENHY_BODYPART_11,
/* 12 */ ENHY_BODYPART_12,
/* 13 */ ENHY_BODYPART_13,
/* 14 */ ENHY_BODYPART_14,
/* 15 */ ENHY_BODYPART_MAX
} EnHyBodyPart;
typedef struct EnHy {
/* 0x000 */ Actor actor;
/* 0x144 */ EnHyActionFunc actionFunc;
/* 0x148 */ EnHyActionFunc prevActionFunc;
/* 0x14C */ SkelAnime skelAnime;
/* 0x190 */ s8 headObjectSlot; // Limb 15
/* 0x191 */ s8 skelUpperObjectSlot; // Limbs 8-14
/* 0x192 */ s8 skelLowerObjectSlot; // Limbs 1-7
/* 0x193 */ s8 animObjectSlot;
/* 0x194 */ ColliderCylinder collider;
/* 0x1E0 */ u16 textId;
/* 0x1E2 */ u8 waitingOnInit;
/* 0x1E3 */ u8 msgFading;
/* 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 fidgetTableY[ENHY_LIMB_MAX];
/* 0x30A */ s16 fidgetTableZ[ENHY_LIMB_MAX];
/* 0x32C */ Vec3f bodyPartsPos[ENHY_BODYPART_MAX];
/* 0x3E0 */ UNK_TYPE1 unk_3E0[0x6];
/* 0x3E6 */ s16 eyeTexIndex;
/* 0x3E8 */ s16 blinkTimer;
} EnHy; // size = 0x3EC
extern s8 gEnHyLimbToBodyParts[];
extern s8 gEnHyParentShadowBodyParts[];
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