d_a_e_yk 23/26 matched (#301)

* setup TU

* daE_YK_HIO_c::daE_YK_HIO_c

* anm_init

* daE_YK_Draw

* pl_check

* damage_check

* action

* daE_YK_Delete

* fly_move

* e_yk_roof

* useHeapInit

* e_yk_wind

* e_yk_chance

* e_yk_return

* e_yk_fly

* e_yk_wolfbite

* e_yk_fight

* e_yk_attack

* e_yk_path_fly

* daE_YK_Execute and daE_YK_Create and float literal prep

* pr cleanup

* rm padding
This commit is contained in:
Pheenoh
2023-02-25 21:25:55 -07:00
committed by GitHub
parent bf663a0e3d
commit c54f0816ea
18 changed files with 1325 additions and 504 deletions
+90
View File
@@ -2,5 +2,95 @@
#define D_A_E_YK_H
#include "dolphin/types.h"
#include "f_op/f_op_actor_mng.h"
#include "d/com/d_com_inf_game.h"
#include "d/cc/d_cc_uty.h"
#include "d/d_path.h"
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
};
// tmp struct to get HIO to match
struct daE_YK_HIO_c_tmp {
void* vtable;
/* 0x04 */ s8 field_0x04;
/* 0x08 */ f32 field_0x08;
/* 0x0C */ f32 field_0x0c;
/* 0x10 */ f32 field_0x10;
/* 0x14 */ f32 field_0x14;
/* 0x18 */ f32 field_0x18;
};
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;
};
class e_yk_class : public fopEn_enemy_c {
public:
/* 0x5AC */ request_of_phase_process_class mPhase;
/* 0x5B4 */ u8 mParam1; // paramter - used to determine default action?
/* 0x5B5 */ u8 mPlayerTriggerBase; // parameter - base value used to determine mPlayerTrigger below
/* 0x5B6 */ u8 field_0x5b6;
/* 0x5B7 */ u8 mPathIdx; // parameter - used to lookup/set mpPath based on the room
/* 0x5B8 */ u8 field_0x5b8;
/* 0x5B9 */ s8 mPathPntIdx; // tracks the index of the points along the keese's path
/* 0x5BA */ s8 field_0x5ba;
/* 0x5BB */ u8 field_0x5bb;
/* 0x5BC */ dPath* mpPath; // flight path for keese to follow?
/* 0x5C0 */ mDoExt_McaMorfSO* mpMorfSO; // last res loaded
/* 0x5C4 */ Z2CreatureEnemy mCreature; // used for playing keese noises
/* 0x668 */ int mResIdx; // index number of last res loaded
/* 0x66C */ s16 field_0x66c;
/* 0x66E */ s16 mAction; // current action (see daE_YK_Action above)
/* 0x670 */ s16 mActionPhase; // current phase of current action
/* 0x674 */ cXyz mPathPntPos; // tracks the position of the point the keese is along a path
/* 0x680 */ s16 mAngleFromPlayer; // current keese angle from player
/* 0x684 */ f32 mDistanceXZFromPlayer; // current keese distance from player
/* 0x688 */ f32 mPlayerTrigger; // how close to the keese the player has to be before aggro
/* 0x68C */ f32 field_0x68c;
/* 0x690 */ f32 field_0x690;
/* 0x694 */ f32 field_0x694;
/* 0x698 */ s16 field_0x698;
/* 0x69A */ csXyz field_0x69a;
/* 0x6A0 */ s8 field_0x6a0;
/* 0x6A1 */ u8 field_0x6a1;
/* 0x6A2 */ s16 field_0x6a2[4];
/* 0x6AA */ s16 field_0x6aa;
/* 0x6AC */ s16 field_0x6ac[6];
/* 0x6B8 */ cXyz mBoomrangPosOffset; // offset position when keese caught in rang
/* 0x6C4 */ s16 mBoomrangXRotOffset; // offset x rotation when keese caught in rang
/* 0x6C8 */ dBgS_AcchCir field_0x6c8;
/* 0x708 */ dBgS_ObjAcch field_0x708;
/* 0x8E0 */ dCcD_Stts mCollisionStatus; // collision status
/* 0x91C */ dCcD_Sph mCollisionSphere; // collision sphere
/* 0xA54 */ dCcU_AtInfo mAtColliderInfo; // attack collider info (used when keese gets hit)
/* 0xA78 */ u32 field_0xa78;
/* 0xA7C */ u32 field_0xa7c;
/* 0xA80 */ u32 field_0xa80;
/* 0xA84 */ u32 mParticleEmitterIds[2];
/* 0xA8C */ u8 field_0xa8c;
};
// size: 0xA90
#endif /* D_A_E_YK_H */