mirror of
https://github.com/TwilitRealm/dusklight
synced 2026-05-29 16:14:54 -04:00
@@ -1,3 +1,9 @@
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/**
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* @file d_a_e_yk.h
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* This header contains information about the Shadow Keese actor.
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*
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*/
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#ifndef D_A_E_YK_H
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#define D_A_E_YK_H
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@@ -8,20 +14,28 @@
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#include "d/cc/d_cc_uty.h"
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#include "d/d_path.h"
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/**
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* \enum daE_YK_Action
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* \brief Shadow Keese current action.
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*
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*/
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enum daE_YK_Action {
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ACT_ROOF, // keese is on roof
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ACT_FIGHT_FLY, // keese is transitioning from flying to aggro
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ACT_FIGHT, // keese is aggroed
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ACT_ATTACK, // keese is attacking
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ACT_RETURN, // keese is returning to roof
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ACT_FLY, // keese is flying around
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ACT_PATH_FLY, // Unconfirmed: keese is flying along its path?
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ACT_CHANCE = 10, // keese is stunned/fell down
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ACT_WOLFBITE = 13, // keese is being bitten by wolf
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ACT_WIND // keese is in the gale boomerang
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ACT_ROOF, /**< Keese is on roof. */
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ACT_FIGHT_FLY, /**< Keese is transitioning from flying to aggro. */
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ACT_FIGHT, /**< Keese is aggroed. */
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ACT_ATTACK, /**< Keese is attacking. */
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ACT_RETURN, /**< Keese is returning to roof. */
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ACT_FLY, /**< Keese is flying around. */
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ACT_PATH_FLY, /**< Unconfirmed: Keese is flying along its path. */
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ACT_CHANCE = 10, /**< Keese is stunned/fell down. */
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ACT_WOLFBITE = 13, /**< Keese is being bitten by wolf. */
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ACT_WIND /**< Keese is in the gale boomerang. */
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};
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// tmp struct to get HIO to match
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/**
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* \brief Temporary HIO struct to get a match. Remove later.
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*
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*/
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struct daE_YK_HIO_c_tmp {
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void* vtable;
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/* 0x04 */ s8 field_0x04;
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@@ -32,6 +46,11 @@ struct daE_YK_HIO_c_tmp {
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/* 0x18 */ f32 field_0x18;
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};
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/**
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* \brief Shadow Keese Host Input Output class
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*
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*/
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class daE_YK_HIO_c {
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public:
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/* 8080482C */ daE_YK_HIO_c();
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@@ -46,52 +65,55 @@ public:
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/* 0x18 */ f32 field_0x18;
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};
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/**
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* \brief Shadow Keese actor class
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*
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*/
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class e_yk_class : public fopEn_enemy_c {
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public:
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/* 0x5AC */ request_of_phase_process_class mPhase;
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/* 0x5B4 */ u8 mParam1; // paramter - used to determine default action?
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/* 0x5B5 */ u8 mPlayerTriggerBase; // parameter - base value used to determine mPlayerTrigger below
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/* 0x5B6 */ u8 field_0x5b6;
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/* 0x5B7 */ u8 mPathIdx; // parameter - used to lookup/set mpPath based on the room
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/* 0x5B8 */ u8 field_0x5b8;
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/* 0x5B9 */ s8 mPathPntIdx; // tracks the index of the points along the keese's path
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/* 0x5BA */ s8 field_0x5ba;
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/* 0x5BB */ u8 field_0x5bb;
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/* 0x5BC */ dPath* mpPath; // flight path for keese to follow?
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/* 0x5C0 */ mDoExt_McaMorfSO* mpMorfSO; // last res loaded
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/* 0x5C4 */ Z2CreatureEnemy mCreature; // used for playing keese noises
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/* 0x668 */ int mResIdx; // index number of last res loaded
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/* 0x66C */ s16 field_0x66c;
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/* 0x66E */ s16 mAction; // current action (see daE_YK_Action above)
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/* 0x670 */ s16 mActionPhase; // current phase of current action
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/* 0x674 */ cXyz mPathPntPos; // tracks the position of the point the keese is along a path
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/* 0x680 */ s16 mAngleFromPlayer; // current keese angle from player
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/* 0x684 */ f32 mDistanceXZFromPlayer; // current keese distance from player
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/* 0x688 */ f32 mPlayerTrigger; // how close to the keese the player has to be before aggro
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/* 0x68C */ f32 field_0x68c;
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/* 0x690 */ f32 field_0x690;
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/* 0x694 */ f32 field_0x694;
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/* 0x698 */ s16 field_0x698;
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/* 0x69A */ csXyz field_0x69a;
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/* 0x6A0 */ s8 field_0x6a0;
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/* 0x6A1 */ u8 field_0x6a1;
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/* 0x6A2 */ s16 field_0x6a2[4];
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/* 0x6AA */ s16 field_0x6aa;
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/* 0x6AC */ s16 field_0x6ac[6];
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/* 0x6B8 */ cXyz mBoomrangPosOffset; // offset position when keese caught in rang
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/* 0x6C4 */ s16 mBoomrangXRotOffset; // offset x rotation when keese caught in rang
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/* 0x6C8 */ dBgS_AcchCir field_0x6c8;
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/* 0x708 */ dBgS_ObjAcch field_0x708;
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/* 0x8E0 */ dCcD_Stts mCollisionStatus; // collision status
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/* 0x91C */ dCcD_Sph mCollisionSphere; // collision sphere
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/* 0xA54 */ dCcU_AtInfo mAtColliderInfo; // attack collider info (used when keese gets hit)
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/* 0xA78 */ u32 field_0xa78;
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/* 0xA7C */ u32 field_0xa7c;
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/* 0xA80 */ u32 field_0xa80;
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/* 0xA84 */ u32 mParticleEmitterIds[2];
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/* 0xA8C */ u8 field_0xa8c;
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/* 0x5AC */ request_of_phase_process_class mPhase; ///< @brief Actor phase process class.
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/* 0x5B4 */ u8 mParam1; ///< @brief Actor parameter. Used to determine default action?
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/* 0x5B5 */ u8 mPlayerTriggerBase; ///< @brief Actor parameter. Used to determine mPlayerTrigger value. @see mPlayerTrigeer
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/* 0x5B6 */ u8 field_0x5b6; ///< @brief ???
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/* 0x5B7 */ u8 mPathIdx; ///< @brief Path index. Used to lookup/set mpPath based on the room.
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/* 0x5B8 */ u8 field_0x5b8; ///< @brief ???
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/* 0x5B9 */ s8 mPathPntIdx; ///< @brief Path point index. Tracks the index of the points along the actor's path.
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/* 0x5BA */ s8 field_0x5ba; ///< @brief ???
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/* 0x5BB */ u8 field_0x5bb; ///< @brief ???
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/* 0x5BC */ dPath* mpPath; ///< @brief Flight path. Flight path for the actor to follow?
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/* 0x5C0 */ mDoExt_McaMorfSO* mpMorfSO; ///< @brief MorfSO pointer. Tracks the last resource loaded.
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/* 0x5C4 */ Z2CreatureEnemy mCreature; ///< @brief Z2 Audio class. Used for playing actor noises.
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/* 0x668 */ int mResIdx; ///< @brief Resource index. Tracks the index of the last resource loaded.
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/* 0x66C */ s16 field_0x66c; ///< @brief ???
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/* 0x66E */ s16 mAction; ///< @brief Current action. Tracks the current action of the actor. @see daE_YK_Action
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/* 0x670 */ s16 mActionPhase; ///< @brief Current action phase. Tracks the phase of the current action of the actor. @see daE_YK_Action
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/* 0x674 */ cXyz mPathPntPos; ///< @brief Path point position. Tracks the position of the point the actor is along a path.
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/* 0x680 */ s16 mAngleFromPlayer; ///< @brief Angle from player. Tracks the current actor angle from player.
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/* 0x684 */ f32 mDistanceXZFromPlayer; ///< @brief Distance from player. Tracks the current distance the actor is from the player.
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/* 0x688 */ f32 mPlayerTrigger; ///< @brief Trigger distance from player. Tracks how close to the actor the player has to be before it will begin to attack the player.
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/* 0x68C */ f32 field_0x68c; ///< @brief ???
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/* 0x690 */ f32 field_0x690; ///< @brief ???
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/* 0x694 */ f32 field_0x694; ///< @brief ???
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/* 0x698 */ s16 field_0x698; ///< @brief ???
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/* 0x69A */ csXyz field_0x69a; ///< @brief ???
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/* 0x6A0 */ s8 field_0x6a0; ///< @brief ???
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/* 0x6A1 */ u8 field_0x6a1; ///< @brief ???
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/* 0x6A2 */ s16 field_0x6a2[4]; ///< @brief ???
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/* 0x6AA */ s16 field_0x6aa; ///< @brief ???
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/* 0x6AC */ s16 field_0x6ac[6]; ///< @brief ???
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/* 0x6B8 */ cXyz mBoomrangPosOffset; ///< @brief Boomerang position offset. Tracks the offset position when the actor is caught in the gale boomerang.
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/* 0x6C4 */ s16 mBoomrangXRotOffset; ///< @brief Boomerang rotation offset. Tracks the offset x rotation when the actor is caught in the gale boomerang.
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/* 0x6C8 */ dBgS_AcchCir field_0x6c8; ///< @brief ???
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/* 0x708 */ dBgS_ObjAcch field_0x708; ///< @brief ???
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/* 0x8E0 */ dCcD_Stts mCollisionStatus; ///< @brief Collision status.
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/* 0x91C */ dCcD_Sph mCollisionSphere; ///< @brief Collision sphere.
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/* 0xA54 */ dCcU_AtInfo mAtColliderInfo; ///< @brief Attack collider info. Used when actor gets hit.
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/* 0xA78 */ u32 field_0xa78; ///< @brief ???
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/* 0xA7C */ u32 field_0xa7c; ///< @brief ???
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/* 0xA80 */ u32 field_0xa80; ///< @brief ???
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/* 0xA84 */ u32 mParticleEmitterIds[2]; ///< @brief ???
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/* 0xA8C */ u8 field_0xa8c; ///< @brief ???
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};
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// size: 0xA90
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#endif /* D_A_E_YK_H */
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