tp/include/d/actor/d_a_e_pm.h

155 lines
4.2 KiB
C++

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