mirror of https://github.com/zeldaret/tp.git
155 lines
4.2 KiB
C++
155 lines
4.2 KiB
C++
#ifndef D_A_E_PM_H
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#define D_A_E_PM_H
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#include "SSystem/SComponent/c_phase.h"
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#include "Z2AudioLib/Z2Creature.h"
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#include "f_op/f_op_actor.h"
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#include "d/d_bg_s_acch.h"
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#include "d/d_cc_d.h"
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#include "d/d_cc_uty.h"
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#include "d/d_msg_flow.h"
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class dPath;
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/**
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* @ingroup actors-enemies
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* @class daE_PM_c
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* @brief Skullkid
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*
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* @details
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*
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*/
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class daE_PM_c : public fopEn_enemy_c {
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public:
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void DemoSkip(int);
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static int DemoSkipCallBack(void*, int);
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int CreateHeap();
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void initCcCylinder();
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void setCcCylinder();
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int ctrlJoint(J3DJoint*, J3DModel*);
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void Particle_Set(u16, cXyz);
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void SetAnm(int, int, f32, f32);
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void Yazirushi();
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void SearchRndP();
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void SearchFarP();
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void SearchNearP();
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BOOL SearchNextPos();
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void SetGakkiEffect();
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bool CameraSet();
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void SetStopingCam();
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void SetStopCam(cXyz, f32, f32, s16);
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void SetMoveCam2(f32, f32);
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void SetMoveCam(f32, f32);
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void SetReleaseCam();
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void Ap_StartAction();
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void Ap_CreateAction();
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void Ap_EscapeAction();
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void AppearAction();
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void DemoBeforeEscape();
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void DemoAfterEscape();
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void DemoMoveAction();
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void WaitAction();
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void GroundCheck();
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void EscapeAction();
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void DeathAction();
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void Action();
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void DemoBossStart2();
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void DemoBossStart();
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void BossEscapeAction();
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void BossDamageAction();
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void BossWaitAction();
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void BossDeathAction();
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void BossAction();
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int Execute();
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void StartAction();
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void GakkiLoopAction(cXyz, f32);
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void DemoCreateAction();
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void CreateAction();
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void CreateChk();
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void LampAction();
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void DamageAction();
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void At_Check();
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void ObjHit();
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void EyeMove();
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int Draw();
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int Delete();
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void setBaseMtx();
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void setGakkiBaseMtx();
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void setLampBaseMtx();
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void SkipChk();
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cPhs__Step Create();
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void AppearSet() { mAppear = true; }
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u8 ActionChk() { return mPuppetDelete; }
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u8 SwitchChk() { return mStage; }
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u8 DoorChk() { return mDoorAction; }
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private:
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/* 0x5AC */ fpc_ProcID mPuppetID[4];
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/* 0x5BC */ u8 field_0x5bc[0x5DC - 0x5BC];
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/* 0x5DC */ u8 mDoorAction;
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/* 0x5E0 */ dPath* mpPath;
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/* 0x5E4 */ Vec mPoint;
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/* 0x5F0 */ u8 mPathIndex;
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/* 0x5F4 */ int mPointIndex;
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/* 0x5F8 */ u8 mBossHealth;
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/* 0x5FC */ f32 field_0x5fc;
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/* 0x600 */ u8 mPuppetNum;
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/* 0x602 */ s16 mTargetAngleY;
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/* 0x604 */ s16 mHeadAngleX;
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/* 0x606 */ s16 mHeadAngleZ;
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/* 0x608 */ s16 mTargetHeadAngleX;
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/* 0x60C */ f32 mTargetSpeed;
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/* 0x610 */ u8 mAction;
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/* 0x611 */ u8 mMode;
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/* 0x612 */ u8 mDemoMode;
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/* 0x613 */ u8 field_0x613;
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/* 0x614 */ u8 mPuppetDelete;
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/* 0x616 */ s16 mIFrameTimer;
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/* 0x618 */ u8 field_0x618;
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/* 0x619 */ bool mAppear;
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/* 0x61A */ u8 mStage;
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/* 0x61B */ u8 mSwBit;
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/* 0x61C */ int mAnm;
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/* 0x620 */ s16 mTimer[4];
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/* 0x628 */ u32 mParticleKey;
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/* 0x62C */ u32 mGakkiParticleKey[3];
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/* 0x638 */ u32 mLampParticleKey;
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/* 0x63C */ dMsgFlow_c mMsgFlow;
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/* 0x688 */ u8 mEyeAnmTimer;
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/* 0x689 */ u8 mEyeAnmFrame;
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/* 0x68C */ cXyz mCamCenter;
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/* 0x698 */ cXyz mCamEye;
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/* 0x6A4 */ cXyz mCamCenterTarget;
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/* 0x6B0 */ cXyz mCamEyeTarget;
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/* 0x6BC */ cXyz mCamCenterTarget2;
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/* 0x6C8 */ cXyz mCamEyeTarget2;
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/* 0x6D4 */ f32 mCamFovY;
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/* 0x6D8 */ bool mSecondEncounter;
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/* 0x6DC */ cXyz mOldLampPosition;
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/* 0x6E8 */ cXyz mLampPosition;
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/* 0x6F4 */ csXyz mLampAngle;
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/* 0x6FA */ s16 field_0x6fa;
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/* 0x6FC */ s16 field_0x6fc;
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/* 0x6FE */ bool mBossLightOn;
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/* 0x6FF */ bool field_0x6ff;
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/* 0x700 */ mDoExt_btpAnm* mpEyeAnm;
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/* 0x704 */ mDoExt_McaMorfSO* mpMorf;
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/* 0x708 */ mDoExt_McaMorf* mpTrumpetMorf;
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/* 0x70C */ J3DModel* mpLampModel;
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/* 0x710 */ mDoExt_McaMorf* mpGlowEffectMorf;
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/* 0x714 */ request_of_phase_process_class mPhase;
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/* 0x71C */ u32 mShadowKey;
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/* 0x720 */ Z2CreatureEnemy mCreatureSound;
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/* 0x7C4 */ dBgS_AcchCir mAcchCir;
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/* 0x804 */ dBgS_ObjAcch mAcch;
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/* 0x9DC */ dCcD_Stts mCcStts;
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/* 0xA18 */ dCcD_Cyl mCcCyl;
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/* 0xB54 */ dCcU_AtInfo mAtInfo;
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/* 0xB78 */ bool mHIOInit;
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};
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STATIC_ASSERT(sizeof(daE_PM_c) == 0xB7C);
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#endif /* D_A_E_PM_H */
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