mirror of
https://github.com/zeldaret/mm.git
synced 2024-11-27 06:40:36 +00:00
26207594f2
* Bring over format.sh and .clang-tidy and run it * Little fixes * Adjustments * Jenkins kick * Jenkins kick 2 * format * small fixes * Bring over new formatter by Roman Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Force use of clang-11 * check_format * Update error messages * Fix from Tharo for python3.6 Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com> * Just use nproc to determine num jobs for check format * Update error message * AnimatedMat_DrawStepOpa texture arg -> matAnim * Fix enTwig draw prototype * Tidying up * Bring over fixes in OoT #1387 Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> * Fix * Update doc tools * PR Co-authored-by: Roman971 <32455037+Roman971@users.noreply.github.com> Co-authored-by: Tharo <17233964+Thar0@users.noreply.github.com>
95 lines
3.3 KiB
C
95 lines
3.3 KiB
C
#ifndef Z_EN_HY_CODE_H
|
|
#define Z_EN_HY_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
|