Update all code to use the new enum formats

This commit is contained in:
LagoLunatic
2026-05-29 15:45:57 -04:00
parent 5ac87a6885
commit bae595b973
299 changed files with 5151 additions and 5134 deletions
+27 -27
View File
@@ -5,7 +5,7 @@
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_am.h"
#include "d/res/res_am.h"
#include "res/Object/Am.h"
#include "f_op/f_op_actor_mng.h"
#include "JSystem/J3DGraphAnimator/J3DNode.h"
#include "SSystem/SComponent/c_xyz.h"
@@ -244,7 +244,7 @@ static BOOL medama_atari_check(am_class* i_this) {
switch (hitObj->GetAtType()) {
case AT_TYPE_GRAPPLING_HOOK:
if (i_this->mCurrBckIdx != AM_BCK_SLEEP && i_this->mCurrBckIdx != AM_BCK_SLEEP_LOOP) {
if (i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_SLEEP_e && i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_SLEEP_LOOP_e) {
if (actor->stealItemLeft > 0) {
actor->max_health = 10;
actor->health = 10;
@@ -285,8 +285,8 @@ static BOOL medama_atari_check(am_class* i_this) {
case AT_TYPE_ICE_ARROW:
fopAcM_seStart(actor, JA_SE_LK_MS_WEP_HIT, 0x42);
ret = true;
if (i_this->mCurrBckIdx == AM_BCK_SLEEP || i_this->mCurrBckIdx == AM_BCK_SLEEP_LOOP) {
anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
if (i_this->mCurrBckIdx == dRes_INDEX_AM_BCK_SLEEP_e || i_this->mCurrBckIdx == dRes_INDEX_AM_BCK_SLEEP_LOOP_e) {
anm_init(i_this, dRes_INDEX_AM_BCK_OKIRU_e, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
actor->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
i_this->mNeedleCyl.OnAtSPrmBit(cCcD_AtSPrm_Set_e);
i_this->mNeedleCyl.OnAtHitBit();
@@ -373,8 +373,8 @@ static BOOL bomb_nomi_check(am_class* i_this) {
fopAc_ac_c* player = (fopAc_ac_c*)dComIfGp_getPlayer(0);
i_this->mStts.Move();
if (i_this->mCurrBckIdx != AM_BCK_OPEN && i_this->mCurrBckIdx != AM_BCK_OPEN_LOOP &&
i_this->mCurrBckIdx != AM_BCK_DAMAGE && i_this->mCurrBckIdx != AM_BCK_DAMAGE_LOOP)
if (i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_OPEN_e && i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_OPEN_LOOP_e &&
i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_DAMAGE_e && i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_DAMAGE_LOOP_e)
{
return FALSE;
}
@@ -458,7 +458,7 @@ static BOOL Line_check(am_class* i_this, cXyz destPos) {
static void medama_move(am_class* i_this) {
fopAc_ac_c* actor = &i_this->actor;
daPy_py_c* player = daPy_getPlayerActorClass();
if (i_this->mCurrBckIdx == AM_BCK_SLEEP || i_this->mCurrBckIdx == AM_BCK_SLEEP_LOOP) {
if (i_this->mCurrBckIdx == dRes_INDEX_AM_BCK_SLEEP_e || i_this->mCurrBckIdx == dRes_INDEX_AM_BCK_SLEEP_LOOP_e) {
i_this->mEyeRot.setall(0);
return;
}
@@ -494,7 +494,7 @@ static void action_dousa(am_class* i_this) {
for (int i = 0; i < ARRAY_SIZE(i_this->mCountUpTimers); i++) {
i_this->mCountUpTimers[i] = 0;
}
anm_init(i_this, AM_BCK_SLEEP_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_SLEEP_LOOP_e, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
i_this->mMode += 1;
// Fall-through
case 1: {
@@ -512,7 +512,7 @@ static void action_dousa(am_class* i_this) {
}
#endif
if (Line_check(i_this, player->current.pos)) {
anm_init(i_this, AM_BCK_OKIRU, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_OKIRU_e, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_monsSeStart(actor, JA_SE_CV_AM_AWAKE, 0);
actor->attention_info.flags = fopAc_Attn_LOCKON_BATTLE_e;
i_this->mNeedleCyl.OnAtSetBit();
@@ -529,12 +529,12 @@ static void action_dousa(am_class* i_this) {
i_this->mMode += 1;
// Fall-through
case 3:
if (i_this->mCurrBckIdx != AM_BCK_CLOSE && i_this->mCurrBckIdx != AM_BCK_CLOSE_LOOP) {
if (i_this->mCurrBckIdx != AM_BCK_DAMAGE_END) {
if (i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_CLOSE_e && i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_CLOSE_LOOP_e) {
if (i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_DAMAGE_END_e) {
fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_OUT, 0);
fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
}
anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_CLOSE_e, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
i_this->mCountDownTimers[2] = 6;
}
i_this->mTargetAngleY = fopAcM_searchPlayerAngleY(actor);
@@ -589,9 +589,9 @@ static void action_dousa(am_class* i_this) {
i_this->mMode += 1;
break;
case 6:
if (i_this->mCurrBckIdx == AM_BCK_CLOSE) {
if (i_this->mCurrBckIdx == dRes_INDEX_AM_BCK_CLOSE_e) {
if (i_this->mpMorf->isStop()) {
anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_CLOSE_LOOP_e, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
}
}
if (!i_this->mAcch.ChkGroundHit()) {
@@ -619,7 +619,7 @@ static void action_dousa(am_class* i_this) {
if (i_this->mCountUpTimers[0] > 2) {
i_this->mCountDownTimers[0] = 100;
i_this->mCountUpTimers[0] = 0;
anm_init(i_this, AM_BCK_DAMAGE, 0.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_DAMAGE_e, 0.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_IN, 0);
fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_OPEN, 0);
fopAcM_monsSeStart(actor, JA_SE_CV_AM_OPEN_MOUTH, 0);
@@ -666,7 +666,7 @@ static void action_dousa(am_class* i_this) {
}
break;
case MODE_DOUSA_SLEEP_INIT:
anm_init(i_this, AM_BCK_SLEEP, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_SLEEP_e, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_IN, 0);
i_this->mNeedleCyl.OffAtSetBit();
i_this->mNeedleCyl.OffAtSetBit();
@@ -710,7 +710,7 @@ static void action_modoru_move(am_class* i_this) {
fopAc_ac_c* actor = &i_this->actor;
switch (i_this->mMode) {
case MODE_MODORU_MOVE_INIT: {
anm_init(i_this, AM_BCK_CLOSE_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_CLOSE_LOOP_e, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
i_this->mNeedleCyl.OnAtSetBit();
i_this->mNeedleCyl.OnAtHitBit();
actor->gravity = -11.0f;
@@ -779,10 +779,10 @@ static void action_handou_move(am_class* i_this) {
actor->speedF = 40.0f;
}
i_this->mTargetAngleY = actor->current.angle.y;
if (i_this->mCurrBckIdx != AM_BCK_CLOSE && i_this->mCurrBckIdx != AM_BCK_CLOSE_LOOP) {
if (i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_CLOSE_e && i_this->mCurrBckIdx != dRes_INDEX_AM_BCK_CLOSE_LOOP_e) {
fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_OUT, 0);
fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
anm_init(i_this, AM_BCK_CLOSE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_CLOSE_e, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
}
i_this->mMode += 1;
// Fall-through
@@ -813,7 +813,7 @@ static void action_itai_move(am_class* i_this) {
actor->current.angle.y = fopAcM_searchPlayerAngleY(actor);
i_this->mTargetAngleY = actor->current.angle.y;
fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_IN, 0);
anm_init(i_this, AM_BCK_DAMAGE, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_DAMAGE_e, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
i_this->mMode += 1;
// Fall-through
case 41:
@@ -823,14 +823,14 @@ static void action_itai_move(am_class* i_this) {
}
i_this->mCountDownTimers[0] = 100;
actor->speedF = 0.0f;
anm_init(i_this, AM_BCK_DAMAGE_LOOP, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_DAMAGE_LOOP_e, 1.0f, J3DFrameCtrl::EMode_LOOP, 1.0f, -1);
i_this->mMode += 1;
break;
case 42:
if (i_this->mCountDownTimers[0] != 0) {
break;
}
anm_init(i_this, AM_BCK_DAMAGE_END, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_DAMAGE_END_e, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
fopAcM_seStart(actor, JA_SE_CM_AM_NEEDLE_OUT, 0);
fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
i_this->mMode += 1;
@@ -853,7 +853,7 @@ static void action_itai_move(am_class* i_this) {
0xB9, &i_this->mSmokeCbs[3], fopAcM_GetRoomNo(actor)
);
fopAcM_seStart(actor, JA_SE_CM_AM_MOUTH_CLOSE, 0);
anm_init(i_this, AM_BCK_BOM_NOMI, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_BOM_NOMI_e, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
mDoAud_onEnemyDamage();
i_this->mEyeRot.setall(0);
i_this->mNeedleCyl.OffAtSetBit();
@@ -907,7 +907,7 @@ static void action_itai_move(am_class* i_this) {
if (i_this->mCountDownTimers[0] != 0) {
break;
}
anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_DEAD_e, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
dComIfGp_particle_set(dPa_name::ID_AK_SN_AMOTHFLASH00, &i_this->mWaistPos);
dComIfGp_particle_set(dPa_name::ID_AK_SN_AMOTHHAHEN00, &i_this->mWaistPos);
@@ -1002,7 +1002,7 @@ static BOOL daAM_Execute(am_class* i_this) {
}
if (i_this->mAction != ACTION_ITAI_MOVE && i_this->mSpawnPosY - 1500.0f > actor->current.pos.y) {
anm_init(i_this, AM_BCK_DEAD, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
anm_init(i_this, dRes_INDEX_AM_BCK_DEAD_e, 1.0f, J3DFrameCtrl::EMode_NONE, 1.0f, -1);
dComIfGp_particle_set(dPa_name::ID_AK_SN_AMOTHFLASH00, &i_this->mWaistPos);
dComIfGp_particle_set(dPa_name::ID_AK_SN_AMOTHHAHEN00, &i_this->mWaistPos);
@@ -1121,9 +1121,9 @@ static BOOL useHeapInit(fopAc_ac_c* i_this) {
am_class* a_this = (am_class*)i_this;
a_this->mpMorf = new mDoExt_McaMorf(
(J3DModelData*)dComIfG_getObjectRes("AM", AM_BDL_AM),
(J3DModelData*)dComIfG_getObjectRes("AM", dRes_INDEX_AM_BDL_AM_e),
NULL, NULL,
(J3DAnmTransformKey*)dComIfG_getObjectRes("AM", AM_BCK_SLEEP_LOOP),
(J3DAnmTransformKey*)dComIfG_getObjectRes("AM", dRes_INDEX_AM_BCK_SLEEP_LOOP_e),
J3DFrameCtrl::EMode_LOOP, 1.0f, 0, -1, 1,
NULL,
0x00000000,