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cd087d8511
* regs.h * gfxalloc.h * z64inventory.h * gfx.h * graph.h * z64olib.h * z64elf_message.h * fix missing include * Include z64inventory.h on z64save.h * fix bss * Move PosRot to z64math.h * So dumb * Update src/overlays/actors/ovl_En_Kusa/z_en_kusa.c Co-authored-by: Derek Hensley <hensley.derek58@gmail.com> * review * Remove graph.h * bss --------- Co-authored-by: Derek Hensley <hensley.derek58@gmail.com>
55 lines
1.8 KiB
C
55 lines
1.8 KiB
C
#ifndef Z64SNAP_H
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#define Z64SNAP_H
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#include "PR/ultratypes.h"
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#include "z64actor.h"
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struct PlayState;
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typedef s32 (*PictoValidationFunc)(struct PlayState*, Actor*);
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typedef struct {
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/* 0x000 */ Actor actor;
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/* 0x144 */ PictoValidationFunc validationFunc;
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} PictoActor;
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// Picto validation flags
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typedef enum {
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// Used externally, set and read by actors
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/* 0x00 */ PICTO_VALID_0,
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/* 0x01 */ PICTO_VALID_IN_SWAMP,
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/* 0x02 */ PICTO_VALID_MONKEY,
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/* 0x03 */ PICTO_VALID_BIG_OCTO,
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/* 0x04 */ PICTO_VALID_LULU_HEAD,
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/* 0x05 */ PICTO_VALID_LULU_RIGHT_ARM,
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/* 0x06 */ PICTO_VALID_LULU_LEFT_ARM, // Need all three of these to qualify as a good picture
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/* 0x07 */ PICTO_VALID_SCARECROW,
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/* 0x08 */ PICTO_VALID_TINGLE,
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/* 0x09 */ PICTO_VALID_PIRATE_GOOD,
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/* 0x0A */ PICTO_VALID_DEKU_KING,
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/* 0x0B */ PICTO_VALID_PIRATE_TOO_FAR, // overlaps with PICTO_VALID_PIRATE_GOOD, but that is checked first
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// Used internally, test for failures of position, angle etc.
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/* 0x3B */ PICTO_VALID_BEHIND_COLLISION = 0x3B,
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/* 0x3C */ PICTO_VALID_BEHIND_BG,
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/* 0x3D */ PICTO_VALID_NOT_IN_VIEW,
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/* 0x3E */ PICTO_VALID_BAD_ANGLE,
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/* 0x3F */ PICTO_VALID_BAD_DISTANCE
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} PictoValidFlag;
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// The subregion of the picto photo that will set the flag for an actor being in the photo
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#define PICTO_VALID_WIDTH 150
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#define PICTO_VALID_HEIGHT 105
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#define PICTO_VALID_TOPLEFT_X ((SCREEN_WIDTH - PICTO_VALID_WIDTH) / 2)
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#define PICTO_VALID_TOPLEFT_Y ((SCREEN_HEIGHT - PICTO_VALID_HEIGHT) / 2)
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s32 Snap_RecordPictographedActors(struct PlayState* play);
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void Snap_SetFlag(s32 flag);
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void Snap_UnsetFlag(s32 flag);
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u32 Snap_CheckFlag(s32 flag);
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s16 Snap_AbsS(s16 val);
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s32 Snap_ValidatePictograph(struct PlayState* play, Actor* actor, s32 flag, Vec3f* pos, Vec3s* rot, f32 distanceMin, f32 distanceMax, s16 angleRange);
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#endif
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