Files
ac-decomp/include/ac_npc.h
T
2023-10-13 06:26:17 -04:00

81 lines
2.0 KiB
C

#ifndef AC_NPC_H
#define AC_NPC_H
#include "types.h"
#include "m_actor.h"
#include "m_play.h"
#include "ac_npc_h.h"
#include "m_npc_schedule.h"
#include "m_actor_dlftbls.h"
#ifdef __cplusplus
extern "C" {
#endif
typedef struct ac_npc_clip_s aNPC_Clip_c;
typedef struct npc_draw_data_s {
s16 model_bank;
s16 texture_bank;
u8 _04[0x68]; // TODO
} aNPC_draw_data_c;
enum {
aNPC_ATTENTION_TYPE_NONE,
aNPC_ATTENTION_TYPE_ACTOR,
aNPC_ATTENTION_TYPE_POSITION,
aNPC_ATTENTION_TYPE_NUM
};
typedef int (*aNPC_SETUP_ACTOR_PROC)(GAME_PLAY*, mActor_name_t, s8, int, s16, int, int, int, int);
typedef void (*aNPC_DMA_DRAW_DATA_PROC)(aNPC_draw_data_c*, mActor_name_t);
typedef void (*aNPC_FREE_OVERLAY_AREA_PROC)(ACTOR_DLFTBL*);
typedef ACTOR* (*aNPC_GET_ACTOR_AREA_PROC)(size_t, const char*, int);
typedef void (*aNPC_FREE_ACTOR_AREA_PROC)(ACTOR*);
typedef void (*aNPC_SET_ATTENTION_REQUEST_PROC)(u8, ACTOR*, xyz_t*);
typedef void (*aNPC_REBUILD_DMA_PROC)();
typedef int (*aNPC_FORCE_CALL_REQ_PROC)(NPC_ACTOR*, int);
struct ac_npc_clip_s {
aNPC_SETUP_ACTOR_PROC setupActor_proc;
void* _004;
aNPC_FREE_OVERLAY_AREA_PROC free_overlay_area_proc;
aNPC_GET_ACTOR_AREA_PROC get_actor_area_proc;
aNPC_FREE_ACTOR_AREA_PROC free_actor_area_proc;
aNPC_DMA_DRAW_DATA_PROC dma_draw_data_proc;
aNPC_SET_ATTENTION_REQUEST_PROC set_attention_request_proc;
void* _01C[(0x0F8 - 0x01C) / sizeof(void*)];
aNPC_REBUILD_DMA_PROC rebuild_dma_proc;
void* _0FC[(0x124 - 0x0FC) / sizeof(void*)];
aNPC_FORCE_CALL_REQ_PROC force_call_req_proc;
void* _128;
};
typedef struct npc_info_s {
mNPS_schedule_c* schedule;
mNpc_NpcList_c* list;
Animal_c* animal;
void* event; // TODO: EventNpc struct
} NpcActorInfo_c;
struct npc_actor_s {
ACTOR actor_class;
NpcActorInfo_c npc_info;
// TODO: finish
u8 _174[0x718 - 0x184];
int texture_bank_idx; // TEMP: this is part of draw struct
u8 _71C[0x9D8 - 0x71C];
};
extern ACTOR_PROFILE Npc_Profile;
#ifdef __cplusplus
}
#endif
#endif