tp/include/d/actor/d_a_e_yk.h

111 lines
5.8 KiB
C++

/**
* @file d_a_e_yk.h
* This header contains information about the Shadow Keese actor.
*
*
*/
#ifndef D_A_E_YK_H
#define D_A_E_YK_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_path.h"
/**
* @enum daE_YK_Action
* @brief Shadow Keese current action.
*
*/
enum daE_YK_Action {
ACT_ROOF, /**< Keese is on roof. */
ACT_FIGHT_FLY, /**< Keese is transitioning from flying to aggro. */
ACT_FIGHT, /**< Keese is aggroed. */
ACT_ATTACK, /**< Keese is attacking. */
ACT_RETURN, /**< Keese is returning to roof. */
ACT_FLY, /**< Keese is flying around. */
ACT_PATH_FLY, /**< Unconfirmed: Keese is flying along its path. */
ACT_CHANCE = 10, /**< Keese is stunned/fell down. */
ACT_WOLFBITE = 13, /**< Keese is being bitten by wolf. */
ACT_WIND /**< Keese is in the gale boomerang. */
};
/**
* @brief Shadow Keese Host Input Output class
*
*/
class daE_YK_HIO_c {
public:
/* 8080482C */ daE_YK_HIO_c();
/* 808077E0 */ virtual ~daE_YK_HIO_c() {}
/* 0x00 */ // vtable
/* 0x04 */ s8 field_0x04; // padding after this
/* 0x08 */ f32 field_0x08;
/* 0x0C */ f32 field_0x0c;
/* 0x10 */ f32 field_0x10;
/* 0x14 */ f32 field_0x14;
/* 0x18 */ f32 field_0x18;
};
/**
* @ingroup actors-enemies
* @class e_yk_class
* @brief Twilight Keese
*
* @details
*
*/
class e_yk_class : public fopEn_enemy_c {
public:
/* 0x5AC */ request_of_phase_process_class mPhase; ///< @brief Actor phase process class.
/* 0x5B4 */ u8 mParam1; ///< @brief Actor parameter. Used to determine default action?
/* 0x5B5 */ u8 mPlayerTriggerBase; ///< @brief Actor parameter. Used to determine mPlayerTrigger value. @see mPlayerTrigeer
/* 0x5B6 */ u8 field_0x5b6; ///< @brief ???
/* 0x5B7 */ u8 mPathIdx; ///< @brief Path index. Used to lookup/set mpPath based on the room.
/* 0x5B8 */ u8 field_0x5b8; ///< @brief ???
/* 0x5B9 */ s8 mPathPntIdx; ///< @brief Path point index. Tracks the index of the points along the actor's path.
/* 0x5BA */ s8 field_0x5ba; ///< @brief ???
/* 0x5BB */ u8 field_0x5bb; ///< @brief ???
/* 0x5BC */ dPath* mpPath; ///< @brief Flight path. Flight path for the actor to follow?
/* 0x5C0 */ mDoExt_McaMorfSO* mpMorfSO; ///< @brief MorfSO pointer. Tracks the last resource loaded.
/* 0x5C4 */ Z2CreatureEnemy mCreature; ///< @brief Z2 Audio class. Used for playing actor noises.
/* 0x668 */ int mResIdx; ///< @brief Resource index. Tracks the index of the last resource loaded.
/* 0x66C */ s16 field_0x66c; ///< @brief ???
/* 0x66E */ s16 mAction; ///< @brief Current action. Tracks the current action of the actor. @see daE_YK_Action
/* 0x670 */ s16 mActionPhase; ///< @brief Current action phase. Tracks the phase of the current action of the actor. @see daE_YK_Action
/* 0x674 */ cXyz mPathPntPos; ///< @brief Path point position. Tracks the position of the point the actor is along a path.
/* 0x680 */ s16 mAngleFromPlayer; ///< @brief Angle from player. Tracks the current actor angle from player.
/* 0x684 */ f32 mDistanceXZFromPlayer; ///< @brief Distance from player. Tracks the current distance the actor is from the player.
/* 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.
/* 0x68C */ f32 field_0x68c; ///< @brief ???
/* 0x690 */ f32 field_0x690; ///< @brief ???
/* 0x694 */ f32 field_0x694; ///< @brief ???
/* 0x698 */ s16 field_0x698; ///< @brief ???
/* 0x69A */ csXyz field_0x69a; ///< @brief ???
/* 0x6A0 */ s8 field_0x6a0; ///< @brief ???
/* 0x6A1 */ u8 field_0x6a1; ///< @brief ???
/* 0x6A2 */ s16 field_0x6a2[4]; ///< @brief ???
/* 0x6AA */ s16 field_0x6aa; ///< @brief ???
/* 0x6AC */ s16 field_0x6ac[6]; ///< @brief ???
/* 0x6B8 */ cXyz mBoomrangPosOffset; ///< @brief Boomerang position offset. Tracks the offset position when the actor is caught in the gale boomerang.
/* 0x6C4 */ s16 mBoomrangXRotOffset; ///< @brief Boomerang rotation offset. Tracks the offset x rotation when the actor is caught in the gale boomerang.
/* 0x6C8 */ dBgS_AcchCir field_0x6c8; ///< @brief ???
/* 0x708 */ dBgS_ObjAcch field_0x708; ///< @brief ???
/* 0x8E0 */ dCcD_Stts mCollisionStatus; ///< @brief Collision status.
/* 0x91C */ dCcD_Sph mCollisionSphere; ///< @brief Collision sphere.
/* 0xA54 */ dCcU_AtInfo mAtColliderInfo; ///< @brief Attack collider info. Used when actor gets hit.
/* 0xA78 */ u32 field_0xa78; ///< @brief ???
/* 0xA7C */ u32 field_0xa7c; ///< @brief ???
/* 0xA80 */ u32 field_0xa80; ///< @brief ???
/* 0xA84 */ u32 mParticleEmitterIds[2]; ///< @brief ???
/* 0xA8C */ u8 field_0xa8c; ///< @brief ???
};
// size: 0xA90
#endif /* D_A_E_YK_H */