mirror of
https://github.com/HarbourMasters/Shipwright.git
synced 2025-01-31 07:20:14 -05:00
479 lines
22 KiB
C
479 lines
22 KiB
C
#ifndef Z64ACTOR_H
|
|
#define Z64ACTOR_H
|
|
|
|
#include "z64dma.h"
|
|
#include "z64animation.h"
|
|
#include "z64math.h"
|
|
#include "z64collision_check.h"
|
|
#include "z64bgcheck.h"
|
|
#include "soh/Enhancements/item-tables/ItemTableTypes.h"
|
|
#include "z64actor_enum.h"
|
|
#include "soh/Enhancements/randomizer/randomizerTypes.h"
|
|
|
|
#define ACTOR_NUMBER_MAX 2000
|
|
#define INVISIBLE_ACTOR_MAX 20
|
|
#define AM_FIELD_SIZE 0x27A0
|
|
#define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC collisions
|
|
#define MASS_HEAVY 0xFE // Can only be pushed by OC collisions with IMMOVABLE and HEAVY objects.
|
|
|
|
struct Actor;
|
|
struct PlayState;
|
|
struct Lights;
|
|
|
|
typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
|
|
typedef void (*ActorResetFunc)(void);
|
|
typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct PlayState*);
|
|
typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*);
|
|
typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*);
|
|
|
|
typedef struct {
|
|
Vec3f pos;
|
|
Vec3s rot;
|
|
} PosRot; // size = 0x14
|
|
|
|
typedef struct {
|
|
/* 0x00 */ s16 id;
|
|
/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
|
|
/* 0x04 */ u32 flags;
|
|
/* 0x08 */ s16 objectId;
|
|
/* 0x0C */ u32 instanceSize;
|
|
/* 0x10 */ ActorFunc init; // Constructor
|
|
/* 0x14 */ ActorFunc destroy; // Destructor
|
|
/* 0x18 */ ActorFunc update; // Update Function
|
|
/* 0x1C */ ActorFunc draw; // Draw function
|
|
/* 0x20 */ ActorResetFunc reset;
|
|
} ActorInit; // size = 0x20
|
|
|
|
typedef enum {
|
|
/* 0 */ ALLOCTYPE_NORMAL,
|
|
/* 1 */ ALLOCTYPE_ABSOLUTE,
|
|
/* 2 */ ALLOCTYPE_PERMANENT
|
|
} AllocType;
|
|
|
|
typedef struct {
|
|
u8 table[32];
|
|
} DamageTable;
|
|
|
|
typedef struct {
|
|
/* 0x00 */ u8 health;
|
|
/* 0x02 */ s16 cylRadius;
|
|
/* 0x04 */ s16 cylHeight;
|
|
/* 0x06 */ u8 mass;
|
|
} CollisionCheckInfoInit;
|
|
|
|
typedef struct {
|
|
/* 0x00 */ u8 health;
|
|
/* 0x02 */ s16 cylRadius;
|
|
/* 0x04 */ s16 cylHeight;
|
|
/* 0x06 */ s16 cylYShift;
|
|
/* 0x08 */ u8 mass;
|
|
} CollisionCheckInfoInit2;
|
|
|
|
typedef struct {
|
|
/* 0x00 */ DamageTable* damageTable;
|
|
/* 0x04 */ Vec3f displacement; // Amount to correct actor velocity by when colliding into a body
|
|
/* 0x10 */ s16 cylRadius; // Used for various purposes
|
|
/* 0x12 */ s16 cylHeight; // Used for various purposes
|
|
/* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg
|
|
/* 0x16 */ u8 mass; // Used to compute displacement for OC collisions
|
|
/* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one
|
|
/* 0x18 */ u8 damage; // Amount to decrement health by
|
|
/* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon
|
|
/* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC
|
|
/* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT
|
|
} CollisionCheckInfo; // size = 0x1C
|
|
|
|
typedef struct {
|
|
/* 0x00 */ Vec3s rot; // Current actor shape rotation
|
|
/* 0x06 */ s16 face; // Used to index eyebrow/eye/mouth textures. Only used by player
|
|
/* 0x08 */ f32 yOffset; // Model y axis offset. Represents model space units
|
|
/* 0x0C */ ActorShadowFunc shadowDraw; // Shadow draw function
|
|
/* 0x10 */ f32 shadowScale; // Changes the size of the shadow
|
|
/* 0x14 */ u8 shadowAlpha; // Default is 255
|
|
/* 0x15 */ u8 feetFloorFlags; // Set if the actor's foot is clipped under the floor. & 1 is right foot, & 2 is left
|
|
/* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw
|
|
} ActorShape; // size = 0x30
|
|
|
|
// Actor is discoverable by the Attention System. This enables Navi to hover over the actor when it is in range.
|
|
// The actor can also be locked onto (as long as `ACTOR_FLAG_LOCK_ON_DISABLED` is not set).
|
|
#define ACTOR_FLAG_ATTENTION_ENABLED (1 << 0)
|
|
|
|
// Actor is hostile toward the Player. Player has specific "battle" behavior when locked onto hostile actors.
|
|
// Enemy background music will also be played when the player is close enough to a hostile actor.
|
|
// Note: This must be paired with `ACTOR_FLAG_ATTENTION_ENABLED` to have any effect
|
|
#define ACTOR_FLAG_HOSTILE (1 << 2)
|
|
|
|
// Actor is considered "friendly"; Opposite flag of `ACTOR_FLAG_HOSTILE`.
|
|
// Note that this flag doesn't have any effect on either the actor, or Player's behavior.
|
|
// What actually matters is the presence or lack of `ACTOR_FLAG_HOSTILE`.
|
|
#define ACTOR_FLAG_FRIENDLY (1 << 3)
|
|
|
|
// Culling of the actor's update process is disabled.
|
|
// In other words, the actor will keep updating even if the actor is outside its own culling volume.
|
|
// See `Actor_CullingCheck` for more information about culling.
|
|
// See `Actor_CullingVolumeTest` for more information on the test used to determine if an actor should be culled.
|
|
#define ACTOR_FLAG_UPDATE_CULLING_DISABLED (1 << 4)
|
|
|
|
// Culling of the actor's draw process is disabled.
|
|
// In other words, the actor will keep drawing even if the actor is outside its own culling volume.
|
|
// See `Actor_CullingCheck` for more information about culling.
|
|
// See `Actor_CullingVolumeTest` for more information on the test used to determine if an actor should be culled.
|
|
// (The original name for this flag is `NO_CULL_DRAW`, known from the Majora's Mask Debug ROM)
|
|
#define ACTOR_FLAG_DRAW_CULLING_DISABLED (1 << 5)
|
|
|
|
// Set if the actor is currently within the bounds of its culling volume.
|
|
// In most cases, this flag can be used to determine whether or not an actor is currently culled.
|
|
// However this flag still updates even if `ACTOR_FLAG_UPDATE_CULLING_DISABLED` or `ACTOR_FLAG_DRAW_CULLING_DISABLED`
|
|
// are set. Meaning, the flag can still have a value of "false" even if it is not actually culled.
|
|
// (The original name for this flag is `NO_CULL_FLAG`, known from the Majora's Mask Debug ROM)
|
|
#define ACTOR_FLAG_INSIDE_CULLING_VOLUME (1 << 6)
|
|
|
|
// hidden or revealed by Lens of Truth (depending on room lensMode)
|
|
#define ACTOR_FLAG_REACT_TO_LENS (1 << 7)
|
|
|
|
// Signals that player has accepted an offer to talk to an actor
|
|
// Player will retain this flag until the player is finished talking
|
|
// Actor will retain this flag until `Actor_TalkOfferAccepted` is called or manually turned off by the actor
|
|
#define ACTOR_FLAG_TALK (1 << 8)
|
|
|
|
// When the hookshot attaches to this actor, the actor will be pulled back as the hookshot retracts.
|
|
#define ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR (1 << 9)
|
|
|
|
// When the hookshot attaches to this actor, Player will be pulled by the hookshot and fly to the actor.
|
|
#define ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER (1 << 10)
|
|
|
|
// A clump of grass (EN_KUSA) has been destroyed.
|
|
// This flag is used to communicate with the spawner actor (OBJ_MURE).
|
|
#define ACTOR_FLAG_GRASS_DESTROYED (1 << 11)
|
|
|
|
// Actor will not shake when a quake occurs
|
|
#define ACTOR_FLAG_IGNORE_QUAKE (1 << 12)
|
|
|
|
// The hookshot is currently attached to this actor.
|
|
// The behavior that occurs after attachment is determined by `ACTOR_FLAG_HOOKSHOT_PULLS_ACTOR` and `ACTOR_FLAG_HOOKSHOT_PULLS_PLAYER`.
|
|
// If neither of those flags are set attachment cannot occur, and the hookshot will simply act as a damage source.
|
|
//
|
|
// This flag is also reused to indicate that an actor is attached to the boomerang.
|
|
// This only has an effect for Gold Skulltula Tokens (EN_SI) which has overlapping behavior for hookshot and boomerang.
|
|
#define ACTOR_FLAG_HOOKSHOT_ATTACHED (1 << 13)
|
|
|
|
// When hit by an arrow, the actor will be able to attach to the arrow and fly with it in the air
|
|
#define ACTOR_FLAG_CAN_ATTACH_TO_ARROW (1 << 14)
|
|
|
|
// Actor is currently attached to an arrow and flying with it in the air
|
|
#define ACTOR_FLAG_ATTACHED_TO_ARROW (1 << 15)
|
|
|
|
// Player automatically accepts a Talk Offer without needing to press the A button.
|
|
// Player still has to meet all conditions to be able to receive a talk offer (for example, being in range).
|
|
#define ACTOR_FLAG_TALK_OFFER_AUTO_ACCEPTED (1 << 16)
|
|
|
|
// Actor will be influenced by the pitch (x rot) of Player's left hand when being carried,
|
|
// instead of Player's yaw which is the default actor carry behavior.
|
|
// This flag is helpful for something like the `BG_HEAVY_BLOCK` actor which Player carries underhanded.
|
|
#define ACTOR_FLAG_CARRY_X_ROT_INFLUENCE (1 << 17)
|
|
|
|
// When locked onto an actor with this flag set, the C-Up button can be used to talk to this actor.
|
|
// A C-Up button labeled "Navi" will appear on the HUD when locked on which indicates the actor can be checked with Navi.
|
|
// With this flag Player talks directly to the actor with C-Up. It is expected that the resulting dialog should appear
|
|
// to be coming from Navi, even though she is not involved at all with this interaction.
|
|
#define ACTOR_FLAG_TALK_WITH_C_UP (1 << 18)
|
|
|
|
// Flags controlling the use of `Actor.sfx`. Do not use directly.
|
|
#define ACTOR_FLAG_SFX_ACTOR_POS_2 (1 << 19)
|
|
#define ACTOR_AUDIO_FLAG_SFX_CENTERED_1 (1 << 20)
|
|
#define ACTOR_AUDIO_FLAG_SFX_CENTERED_2 (1 << 21)
|
|
|
|
// ignores point lights but not directional lights (such as environment lights)
|
|
#define ACTOR_FLAG_IGNORE_POINTLIGHTS (1 << 22)
|
|
|
|
// When Player is carrying this actor, it can only be thrown, not dropped/placed.
|
|
// Typically an actor can only be thrown when moving, but this allows an actor to be thrown when standing still.
|
|
#define ACTOR_FLAG_THROW_ONLY (1 << 23)
|
|
|
|
// When colliding with Player's body AC collider, a "thump" sound will play indicating his body has been hit
|
|
#define ACTOR_FLAG_SFX_FOR_PLAYER_BODY_HIT (1 << 24)
|
|
|
|
// Actor can update even if Player is currently using the ocarina.
|
|
// Typically an actor will halt while the ocarina is active (depending on category).
|
|
// This flag allows a given actor to be an exception.
|
|
#define ACTOR_FLAG_UPDATE_DURING_OCARINA (1 << 25)
|
|
|
|
// Actor can press and hold down switches.
|
|
// See usages of `DynaPolyActor_SetSwitchPressed` and `DynaPolyActor_IsSwitchPressed` for more context on how switches work.
|
|
#define ACTOR_FLAG_CAN_PRESS_SWITCHES (1 << 26)
|
|
|
|
// Player is not able to lock onto the actor.
|
|
// Navi will still be able to hover over the actor, assuming `ACTOR_FLAG_ATTENTION_ENABLED` is set.
|
|
#define ACTOR_FLAG_LOCK_ON_DISABLED (1 << 27)
|
|
|
|
// Flag controlling the use of `Actor.sfx`. Do not use directly. See Actor_PlaySfx_FlaggedTimer
|
|
#define ACTOR_FLAG_SFX_TIMER (1 << 28)
|
|
|
|
typedef struct Actor {
|
|
/* 0x000 */ s16 id; // Actor ID
|
|
/* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values
|
|
/* 0x003 */ s8 room; // Room number the actor is in. -1 denotes that the actor won't despawn on a room change
|
|
/* 0x004 */ u32 flags; // Flags used for various purposes
|
|
/* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes
|
|
/* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data"
|
|
/* 0x01E */ s8 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank"
|
|
/* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on
|
|
/* 0x020 */ u16 sfx; // SFX ID to play. Sound plays when value is set, then is cleared the following update cycle
|
|
/* 0x024 */ PosRot world; // Position/rotation in the world
|
|
/* 0x038 */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot
|
|
/* 0x04C */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position
|
|
/* 0x050 */ Vec3f scale; // Scale of the actor in each axis
|
|
/* 0x05C */ Vec3f velocity; // Velocity of the actor in each axis
|
|
/* 0x068 */ f32 speedXZ; // How fast the actor is traveling along the XZ plane
|
|
/* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame
|
|
/* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap on velocity along the Y axis
|
|
/* 0x074 */ CollisionPoly* wallPoly; // Wall polygon the actor is touching
|
|
/* 0x078 */ CollisionPoly* floorPoly; // Floor polygon directly below the actor
|
|
/* 0x07C */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching
|
|
/* 0x07D */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor
|
|
/* 0x07E */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching
|
|
/* 0x080 */ f32 floorHeight; // Y position of the floor polygon directly below the actor
|
|
/* 0x084 */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water
|
|
/* 0x088 */ u16 bgCheckFlags; // See comments below actor struct for wip docs. TODO: macros for these flags
|
|
/* 0x08A */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player
|
|
/* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player
|
|
/* 0x090 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane
|
|
/* 0x094 */ f32 yDistToPlayer; // Dist is negative if the actor is above the player
|
|
/* 0x098 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system
|
|
/* 0x0B4 */ ActorShape shape; // Variables related to the physical shape of the actor
|
|
/* 0x0E4 */ Vec3f projectedPos; // Position of the actor in projected space
|
|
/* 0x0F0 */ f32 projectedW; // w component of the projected actor position
|
|
/* 0x0F4 */ f32 uncullZoneForward; // Amount to increase the uncull zone forward by (in projected space)
|
|
/* 0x0F8 */ f32 uncullZoneScale; // Amount to increase the uncull zone scale by (in projected space)
|
|
/* 0x0FC */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space)
|
|
/* 0x100 */ Vec3f prevPos; // World position from the previous update cycle
|
|
/* 0x10C */ u8 isTargeted; // Set to true if the actor is currently being targeted by the player
|
|
/* 0x10D */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting
|
|
/* 0x10E */ u16 textId; // Text ID to pass to link/display when interacting with the actor
|
|
/* 0x110 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically
|
|
/* 0x112 */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu
|
|
/* 0x114 */ u8 colorFilterTimer; // A non-zero value enables the color filter. Decrements automatically
|
|
/* 0x115 */ u8 isDrawn; // Set to true if the actor is currently being drawn. Always stays false for lens actors
|
|
/* 0x116 */ u8 dropFlag; // Configures what item is dropped by the actor from `Item_DropCollectibleRandom`
|
|
/* 0x117 */ u8 naviEnemyId; // Sets what 0600 dialog to display when talking to navi. Default 0xFF
|
|
/* 0x118 */ struct Actor* parent; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild`
|
|
/* 0x11C */ struct Actor* child; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild`
|
|
/* 0x120 */ struct Actor* prev; // Previous actor of this category
|
|
/* 0x124 */ struct Actor* next; // Next actor of this category
|
|
/* 0x128 */ ActorFunc init; // Initialization Routine. Called by `Actor_Init` or `Actor_UpdateAll`
|
|
/* 0x12C */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy`
|
|
/* 0x130 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll`
|
|
/* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw`
|
|
/* 0x138 */ ActorResetFunc reset;
|
|
/* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom
|
|
// #region SOH [General]
|
|
/* */ u8 maximumHealth; // Max health value for use with health bars, set on actor init
|
|
// #endregion
|
|
} Actor; // size = 0x14C
|
|
|
|
typedef enum {
|
|
/* 0 */ FOOT_LEFT,
|
|
/* 1 */ FOOT_RIGHT
|
|
} ActorFootIndex;
|
|
|
|
/*
|
|
BgCheckFlags WIP documentation:
|
|
& 0x001 : Standing on the ground
|
|
& 0x002 : Has touched the ground (only active for 1 frame)
|
|
& 0x004 : Has left the ground (only active for 1 frame)
|
|
& 0x008 : Touching a wall
|
|
& 0x010 : Touching a ceiling
|
|
& 0x020 : On or below water surface
|
|
& 0x040 : Has touched water (actor is responsible for unsetting this the frame it touches the water)
|
|
& 0x080 : Similar to & 0x1 but with no velocity check and is cleared every frame
|
|
& 0x100 : Crushed between a floor and ceiling (triggers a void for player)
|
|
& 0x200 : Unknown (only set/used by player so far)
|
|
*/
|
|
|
|
/*
|
|
colorFilterParams WIP documentation
|
|
& 0x8000 : white
|
|
& 0x4000 : red
|
|
if neither of the above are set : blue
|
|
|
|
(& 0x1F00 >> 5) | 7 : color intensity
|
|
0x2000 : translucent, else opaque
|
|
*/
|
|
|
|
#define DYNA_INTERACT_ACTOR_ON_TOP (1 << 0) // There is an actor standing on the collision of the dynapoly actor
|
|
#define DYNA_INTERACT_PLAYER_ON_TOP (1 << 1) // The player actor is standing on the collision of the dynapoly actor
|
|
#define DYNA_INTERACT_PLAYER_ABOVE \
|
|
(1 << 2) // The player is directly above the collision of the dynapoly actor (any distance above)
|
|
#define DYNA_INTERACT_ACTOR_SWITCH_PRESSED \
|
|
(1 << 3) // An actor that is capable of pressing switches is on top of the dynapoly actor
|
|
|
|
typedef struct DynaPolyActor {
|
|
/* 0x000 */ struct Actor actor;
|
|
/* 0x14C */ s32 bgId;
|
|
/* 0x150 */ f32 unk_150;
|
|
/* 0x154 */ f32 unk_154;
|
|
/* 0x158 */ s16 unk_158; // y rotation?
|
|
/* 0x15A */ u16 unk_15A;
|
|
/* 0x15C */ u32 transformFlags;
|
|
/* 0x160 */ u8 interactFlags;
|
|
/* 0x162 */ s16 unk_162;
|
|
} DynaPolyActor; // size = 0x164
|
|
|
|
typedef struct {
|
|
/* 0x00 */ MtxF* matrices;
|
|
/* 0x04 */ s16* objectIds;
|
|
/* 0x08 */ s16 count;
|
|
/* 0x0C */ Gfx** dLists;
|
|
/* 0x10 */ s32 val; // used for various purposes: both a status indicator and counter
|
|
/* 0x14 */ s32 prevLimbIndex;
|
|
} BodyBreak;
|
|
|
|
#define BODYBREAK_OBJECT_DEFAULT -1 // use the same object as the actor
|
|
#define BODYBREAK_STATUS_READY -1
|
|
#define BODYBREAK_STATUS_FINISHED 0
|
|
|
|
typedef enum {
|
|
/* 0x00 */ ITEM00_RUPEE_GREEN,
|
|
/* 0x01 */ ITEM00_RUPEE_BLUE,
|
|
/* 0x02 */ ITEM00_RUPEE_RED,
|
|
/* 0x03 */ ITEM00_HEART,
|
|
/* 0x04 */ ITEM00_BOMBS_A,
|
|
/* 0x05 */ ITEM00_ARROWS_SINGLE,
|
|
/* 0x06 */ ITEM00_HEART_PIECE,
|
|
/* 0x07 */ ITEM00_HEART_CONTAINER,
|
|
/* 0x08 */ ITEM00_ARROWS_SMALL,
|
|
/* 0x09 */ ITEM00_ARROWS_MEDIUM,
|
|
/* 0x0A */ ITEM00_ARROWS_LARGE,
|
|
/* 0x0B */ ITEM00_BOMBS_B,
|
|
/* 0x0C */ ITEM00_NUTS,
|
|
/* 0x0D */ ITEM00_STICK,
|
|
/* 0x0E */ ITEM00_MAGIC_LARGE,
|
|
/* 0x0F */ ITEM00_MAGIC_SMALL,
|
|
/* 0x10 */ ITEM00_SEEDS,
|
|
/* 0x11 */ ITEM00_SMALL_KEY,
|
|
/* 0x12 */ ITEM00_FLEXIBLE,
|
|
/* 0x13 */ ITEM00_RUPEE_ORANGE,
|
|
/* 0x14 */ ITEM00_RUPEE_PURPLE,
|
|
/* 0x15 */ ITEM00_SHIELD_DEKU,
|
|
/* 0x16 */ ITEM00_SHIELD_HYLIAN,
|
|
/* 0x17 */ ITEM00_TUNIC_ZORA,
|
|
/* 0x18 */ ITEM00_TUNIC_GORON,
|
|
/* 0x19 */ ITEM00_BOMBS_SPECIAL,
|
|
/* 0x1A */ ITEM00_BOMBCHU,
|
|
/* 0x1B */ ITEM00_SOH_DUMMY,
|
|
/* 0x1C */ ITEM00_SOH_GIVE_ITEM_ENTRY,
|
|
/* 0x1D */ ITEM00_SOH_GIVE_ITEM_ENTRY_GI,
|
|
/* 0x1E */ ITEM00_MAX,
|
|
/* 0xFF */ ITEM00_NONE = 0xFF
|
|
} Item00Type;
|
|
|
|
struct EnItem00;
|
|
|
|
typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct PlayState*);
|
|
|
|
typedef struct EnItem00 {
|
|
/* 0x000 */ Actor actor;
|
|
/* 0x14C */ EnItem00ActionFunc actionFunc;
|
|
/* 0x150 */ s16 collectibleFlag;
|
|
/* 0x152 */ s16 getItemId;
|
|
/* 0x154 */ s16 unk_154;
|
|
/* 0x156 */ s16 unk_156;
|
|
/* 0x158 */ s16 unk_158;
|
|
/* 0x15A */ s16 unk_15A;
|
|
/* 0x15C */ f32 scale;
|
|
/* 0x160 */ ColliderCylinder collider;
|
|
// #region SOH [Randomizer]
|
|
RandomizerCheck randoCheck;
|
|
RandomizerInf randoInf;
|
|
/* */ s16 ogParams;
|
|
/* */ GetItemEntry itemEntry;
|
|
// #endregion
|
|
} EnItem00; // size = 0x1AC
|
|
|
|
// Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files.
|
|
typedef enum {
|
|
/* 0x00 */ A_OBJ_BLOCK_SMALL,
|
|
/* 0x01 */ A_OBJ_BLOCK_LARGE,
|
|
/* 0x02 */ A_OBJ_BLOCK_HUGE,
|
|
/* 0x03 */ A_OBJ_BLOCK_SMALL_ROT,
|
|
/* 0x04 */ A_OBJ_BLOCK_LARGE_ROT,
|
|
/* 0x05 */ A_OBJ_CUBE_SMALL,
|
|
/* 0x06 */ A_OBJ_UNKNOWN_6,
|
|
/* 0x07 */ A_OBJ_GRASS_CLUMP,
|
|
/* 0x08 */ A_OBJ_TREE_STUMP,
|
|
/* 0x09 */ A_OBJ_SIGNPOST_OBLONG,
|
|
/* 0x0A */ A_OBJ_SIGNPOST_ARROW,
|
|
/* 0x0B */ A_OBJ_BOULDER_FRAGMENT,
|
|
/* 0x0C */ A_OBJ_MAX
|
|
} AObjType;
|
|
|
|
struct EnAObj;
|
|
|
|
typedef void (*EnAObjActionFunc)(struct EnAObj*, struct PlayState*);
|
|
|
|
typedef struct EnAObj {
|
|
/* 0x000 */ DynaPolyActor dyna;
|
|
/* 0x164 */ EnAObjActionFunc actionFunc;
|
|
/* 0x168 */ s32 rotateWaitTimer;
|
|
/* 0x16C */ s16 textId;
|
|
/* 0x16E */ s16 rotateState;
|
|
/* 0x170 */ s16 rotateForTimer;
|
|
/* 0x172 */ s16 rotSpeedY;
|
|
/* 0x174 */ s16 rotSpeedX;
|
|
/* 0x178 */ f32 focusYoffset;
|
|
/* 0x17C */ ColliderCylinder collider;
|
|
} EnAObj; // size = 0x1C8
|
|
|
|
typedef enum {
|
|
/* 0x00 */ ACTORCAT_SWITCH,
|
|
/* 0x01 */ ACTORCAT_BG,
|
|
/* 0x02 */ ACTORCAT_PLAYER,
|
|
/* 0x03 */ ACTORCAT_EXPLOSIVE,
|
|
/* 0x04 */ ACTORCAT_NPC,
|
|
/* 0x05 */ ACTORCAT_ENEMY,
|
|
/* 0x06 */ ACTORCAT_PROP,
|
|
/* 0x07 */ ACTORCAT_ITEMACTION,
|
|
/* 0x08 */ ACTORCAT_MISC,
|
|
/* 0x09 */ ACTORCAT_BOSS,
|
|
/* 0x0A */ ACTORCAT_DOOR,
|
|
/* 0x0B */ ACTORCAT_CHEST,
|
|
/* 0x0C */ ACTORCAT_MAX
|
|
} ActorCategory;
|
|
|
|
//#define DEFINE_ACTOR(_0, enum, _2) enum,
|
|
|
|
typedef enum {
|
|
DOORLOCK_NORMAL,
|
|
DOORLOCK_BOSS,
|
|
DOORLOCK_NORMAL_SPIRIT
|
|
} DoorLockType;
|
|
|
|
typedef enum {
|
|
/* 0x0 */ NPC_TALK_STATE_IDLE, // NPC not currently talking to player
|
|
/* 0x1 */ NPC_TALK_STATE_TALKING, // NPC is currently talking to player
|
|
/* 0x2 */ NPC_TALK_STATE_ACTION, // An NPC-defined action triggered in the conversation
|
|
/* 0x3 */ NPC_TALK_STATE_ITEM_GIVEN // NPC finished giving an item and text box is done
|
|
} NpcTalkState;
|
|
|
|
typedef enum {
|
|
/* 0x0 */ NPC_TRACKING_PLAYER_AUTO_TURN, // Determine tracking mode based on player position, see Npc_UpdateAutoTurn
|
|
/* 0x1 */ NPC_TRACKING_NONE, // Don't track the target (usually the player)
|
|
/* 0x2 */ NPC_TRACKING_HEAD_AND_TORSO, // Track target by turning the head and the torso
|
|
/* 0x3 */ NPC_TRACKING_HEAD, // Track target by turning the head
|
|
/* 0x4 */ NPC_TRACKING_FULL_BODY // Track target by turning the body, torso and head
|
|
} NpcTrackingMode;
|
|
|
|
typedef struct {
|
|
/* 0x00 */ s16 talkState;
|
|
/* 0x02 */ s16 trackingMode;
|
|
/* 0x04 */ s16 autoTurnTimer;
|
|
/* 0x06 */ s16 autoTurnState;
|
|
/* 0x08 */ Vec3s headRot;
|
|
/* 0x0E */ Vec3s torsoRot;
|
|
/* 0x14 */ f32 yOffset; // Y position offset to add to actor position when calculating angle to target
|
|
/* 0x18 */ Vec3f trackPos;
|
|
/* 0x24 */ char unk_24[0x4];
|
|
} NpcInteractInfo; // size = 0x28
|
|
|
|
#endif
|