#ifndef Z64ACTOR_H #define Z64ACTOR_H #include "z64dma.h" #include "z64animation.h" #include "z64math.h" #include "z64collision_check.h" #define ACTOR_NUMBER_MAX 200 #define INVISIBLE_ACTOR_MAX 20 #define MASS_IMMOVABLE 0xFF // Cannot be pushed by OC colliders #define MASS_HEAVY 0xFE // Can only be pushed by OC colliders from actors with IMMOVABLE or HEAVY mass. struct Actor; struct PlayState; struct Lights; typedef void (*ActorFunc)(struct Actor*, struct PlayState*); typedef void (*ActorShadowFunc)(struct Actor*, struct Lights*, struct PlayState*); typedef u16 (*NpcGetTextIdFunc)(struct PlayState*, struct Actor*); typedef s16 (*NpcUpdateTalkStateFunc)(struct PlayState*, struct Actor*); typedef struct { Vec3f pos; Vec3s rot; } PosRot; // size = 0x14 typedef struct { /* 0x00 */ s16 id; /* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw /* 0x04 */ u32 flags; /* 0x08 */ s16 objectId; /* 0x0C */ u32 instanceSize; /* 0x10 */ ActorFunc init; // Constructor /* 0x14 */ ActorFunc destroy; // Destructor /* 0x18 */ ActorFunc update; // Update Function /* 0x1C */ ActorFunc draw; // Draw function } ActorInit; // size = 0x20 /** * @see ACTOROVL_ALLOC_ABSOLUTE */ #define ACTOROVL_ABSOLUTE_SPACE_SIZE 0x27A0 /** * The actor overlay should be allocated memory for when loading, * and the memory deallocated when there is no more actor using the overlay. * * `ACTOROVL_ALLOC_` defines indicate how an actor overlay should be loaded. * * @note Bitwise or-ing `ACTOROVL_ALLOC_` types is not meaningful. * The `ACTOROVL_ALLOC_` types are 0, 1, 2 but checked against with a bitwise and. * * @see ACTOROVL_ALLOC_ABSOLUTE * @see ACTOROVL_ALLOC_PERSISTENT * @see actor_table.h */ #define ACTOROVL_ALLOC_NORMAL 0 /** * The actor overlay should be loaded to "absolute space". * * Absolute space is a fixed amount of memory allocated once. * The overlay will still need to be loaded again if at some point there is no more actor using the overlay. * * @note Only one such overlay may be loaded at a time. * This is not checked: a newly loaded overlay will overwrite the previous one in absolute space, * even if actors are still relying on the previous one. Actors using absolute-allocated overlays should be deleted * when another absolute-allocated overlay is about to be used. * * @see ACTOROVL_ABSOLUTE_SPACE_SIZE * @see ActorContext.absoluteSpace * @see ACTOROVL_ALLOC_NORMAL */ #define ACTOROVL_ALLOC_ABSOLUTE (1 << 0) /** * The actor overlay should be loaded persistently. * It will stay loaded until the current game state instance ends. * * @see ACTOROVL_ALLOC_NORMAL */ #define ACTOROVL_ALLOC_PERSISTENT (1 << 1) typedef struct { /* 0x00 */ uintptr_t vromStart; /* 0x04 */ uintptr_t vromEnd; /* 0x08 */ void* vramStart; /* 0x0C */ void* vramEnd; /* 0x10 */ void* loadedRamAddr; // original name: "allocp" /* 0x14 */ ActorInit* initInfo; /* 0x18 */ char* name; /* 0x1C */ u16 allocType; // See `ACTOROVL_ALLOC_` defines /* 0x1E */ s8 numLoaded; // original name: "clients" } ActorOverlay; // size = 0x20 typedef struct { u8 table[32]; } DamageTable; typedef struct { /* 0x00 */ u8 health; /* 0x02 */ s16 cylRadius; /* 0x04 */ s16 cylHeight; /* 0x06 */ u8 mass; } CollisionCheckInfoInit; typedef struct { /* 0x00 */ u8 health; /* 0x02 */ s16 cylRadius; /* 0x04 */ s16 cylHeight; /* 0x06 */ s16 cylYShift; /* 0x08 */ u8 mass; } CollisionCheckInfoInit2; typedef struct { /* 0x00 */ DamageTable* damageTable; /* 0x04 */ Vec3f displacement; // Amount to correct actor velocity by when colliding into a body /* 0x10 */ s16 cylRadius; // Used for various purposes /* 0x12 */ s16 cylHeight; // Used for various purposes /* 0x14 */ s16 cylYShift; // Unused. Purpose inferred from Cylinder16 and CollisionCheck_CylSideVsLineSeg /* 0x16 */ u8 mass; // Used to compute displacement for OC collisions /* 0x17 */ u8 health; // Note: some actors may use their own health variable instead of this one /* 0x18 */ u8 damage; // Amount to decrement health by /* 0x19 */ u8 damageEffect; // Stores what effect should occur when hit by a weapon /* 0x1A */ u8 atHitEffect; // Stores what effect should occur when AT connects with an AC /* 0x1B */ u8 acHitEffect; // Stores what effect should occur when AC is touched by an AT } CollisionCheckInfo; // size = 0x1C typedef struct { /* 0x00 */ Vec3s rot; // Current actor shape rotation /* 0x06 */ s16 face; // Used to index eyebrow/eye/mouth textures. Only used by player /* 0x08 */ f32 yOffset; // Model y axis offset. Represents model space units /* 0x0C */ ActorShadowFunc shadowDraw; // Shadow draw function /* 0x10 */ f32 shadowScale; // Changes the size of the shadow /* 0x14 */ u8 shadowAlpha; // Default is 255 /* 0x15 */ u8 feetFloorFlag; // 0 if actor or feet aren't on ground, or 1 or 2 depending on feet positions /* 0x18 */ Vec3f feetPos[2]; // Update by using `Actor_SetFeetPos` in PostLimbDraw } ActorShape; // size = 0x30 #define ACTOR_FLAG_0 (1 << 0) #define ACTOR_FLAG_2 (1 << 2) #define ACTOR_FLAG_3 (1 << 3) #define ACTOR_FLAG_4 (1 << 4) #define ACTOR_FLAG_5 (1 << 5) #define ACTOR_FLAG_6 (1 << 6) #define ACTOR_FLAG_7 (1 << 7) #define ACTOR_FLAG_8 (1 << 8) #define ACTOR_FLAG_9 (1 << 9) #define ACTOR_FLAG_10 (1 << 10) #define ACTOR_FLAG_ENKUSA_CUT (1 << 11) #define ACTOR_FLAG_IGNORE_QUAKE (1 << 12) // actor will not shake when a quake occurs #define ACTOR_FLAG_13 (1 << 13) #define ACTOR_FLAG_14 (1 << 14) #define ACTOR_FLAG_15 (1 << 15) #define ACTOR_FLAG_16 (1 << 16) #define ACTOR_FLAG_17 (1 << 17) #define ACTOR_FLAG_18 (1 << 18) #define ACTOR_FLAG_19 (1 << 19) #define ACTOR_FLAG_20 (1 << 20) #define ACTOR_FLAG_21 (1 << 21) #define ACTOR_FLAG_22 (1 << 22) #define ACTOR_FLAG_23 (1 << 23) #define ACTOR_FLAG_24 (1 << 24) #define ACTOR_FLAG_25 (1 << 25) #define ACTOR_FLAG_26 (1 << 26) #define ACTOR_FLAG_27 (1 << 27) #define ACTOR_FLAG_28 (1 << 28) #define COLORFILTER_GET_COLORINTENSITY(colorFilterParams) (((colorFilterParams) & 0x1F00) >> 5) #define COLORFILTER_GET_DURATION(colorFilterParams) ((colorFilterParams) & 0xFF) #define COLORFILTER_COLORFLAG_GRAY 0x8000 #define COLORFILTER_COLORFLAG_RED 0x4000 #define COLORFILTER_COLORFLAG_BLUE 0x0000 #define COLORFILTER_INTENSITY_FLAG 0x8000 #define COLORFILTER_BUFFLAG_XLU 0x2000 #define COLORFILTER_BUFFLAG_OPA 0x0000 #define BGCHECKFLAG_GROUND (1 << 0) // Standing on the ground #define BGCHECKFLAG_GROUND_TOUCH (1 << 1) // Has touched the ground (only active for 1 frame) #define BGCHECKFLAG_GROUND_LEAVE (1 << 2) // Has left the ground (only active for 1 frame) #define BGCHECKFLAG_WALL (1 << 3) // Touching a wall #define BGCHECKFLAG_CEILING (1 << 4) // Touching a ceiling #define BGCHECKFLAG_WATER (1 << 5) // In water #define BGCHECKFLAG_WATER_TOUCH (1 << 6) // Has touched water (reset when leaving water) #define BGCHECKFLAG_GROUND_STRICT (1 << 7) // Strictly on ground (BGCHECKFLAG_GROUND has some leeway) #define BGCHECKFLAG_CRUSHED (1 << 8) // Crushed between a floor and ceiling (triggers a void for player) #define BGCHECKFLAG_PLAYER_WALL_INTERACT (1 << 9) // Only set/used by player, related to interacting with walls typedef struct Actor { /* 0x000 */ s16 id; // Actor ID /* 0x002 */ u8 category; // Actor category. Refer to the corresponding enum for values /* 0x003 */ s8 room; // Room number the actor is in. -1 denotes that the actor won't despawn on a room change /* 0x004 */ u32 flags; // Flags used for various purposes /* 0x008 */ PosRot home; // Initial position/rotation when spawned. Can be used for other purposes /* 0x01C */ s16 params; // Configurable variable set by the actor's spawn data; original name: "args_data" /* 0x01E */ s8 objBankIndex; // Object bank index of the actor's object dependency; original name: "bank" /* 0x01F */ s8 targetMode; // Controls how far the actor can be targeted from and how far it can stay locked on /* 0x020 */ u16 sfx; // SFX ID to play. Sfx plays when value is set, then is cleared the following update cycle /* 0x024 */ PosRot world; // Position/rotation in the world /* 0x038 */ PosRot focus; // Target reticle focuses on this position. For player this represents head pos and rot /* 0x04C */ f32 targetArrowOffset; // Height offset of the target arrow relative to `focus` position /* 0x050 */ Vec3f scale; // Scale of the actor in each axis /* 0x05C */ Vec3f velocity; // Velocity of the actor in each axis /* 0x068 */ f32 speedXZ; // How fast the actor is traveling along the XZ plane /* 0x06C */ f32 gravity; // Acceleration due to gravity. Value is added to Y velocity every frame /* 0x070 */ f32 minVelocityY; // Sets the lower bounds cap on velocity along the Y axis /* 0x074 */ CollisionPoly* wallPoly; // Wall polygon the actor is touching /* 0x078 */ CollisionPoly* floorPoly; // Floor polygon directly below the actor /* 0x07C */ u8 wallBgId; // Bg ID of the wall polygon the actor is touching /* 0x07D */ u8 floorBgId; // Bg ID of the floor polygon directly below the actor /* 0x07E */ s16 wallYaw; // Y rotation of the wall polygon the actor is touching /* 0x080 */ f32 floorHeight; // Y position of the floor polygon directly below the actor /* 0x084 */ f32 yDistToWater; // Distance to the surface of active waterbox. Negative value means above water /* 0x088 */ u16 bgCheckFlags; // Flags indicating how the actor is interacting with collision /* 0x08A */ s16 yawTowardsPlayer; // Y rotation difference between the actor and the player /* 0x08C */ f32 xyzDistToPlayerSq; // Squared distance between the actor and the player /* 0x090 */ f32 xzDistToPlayer; // Distance between the actor and the player in the XZ plane /* 0x094 */ f32 yDistToPlayer; // Dist is negative if the actor is above the player /* 0x098 */ CollisionCheckInfo colChkInfo; // Variables related to the Collision Check system /* 0x0B4 */ ActorShape shape; // Variables related to the physical shape of the actor /* 0x0E4 */ Vec3f projectedPos; // Position of the actor in projected space /* 0x0F0 */ f32 projectedW; // w component of the projected actor position /* 0x0F4 */ f32 uncullZoneForward; // Amount to increase the uncull zone forward by (in projected space) /* 0x0F8 */ f32 uncullZoneScale; // Amount to increase the uncull zone scale by (in projected space) /* 0x0FC */ f32 uncullZoneDownward; // Amount to increase uncull zone downward by (in projected space) /* 0x100 */ Vec3f prevPos; // World position from the previous update cycle /* 0x10C */ u8 isTargeted; // Set to true if the actor is currently being targeted by the player /* 0x10D */ u8 targetPriority; // Lower values have higher priority. Resets to 0 when player stops targeting /* 0x10E */ u16 textId; // Text ID to pass to player/display when interacting with the actor /* 0x110 */ u16 freezeTimer; // Actor does not update when set. Timer decrements automatically /* 0x112 */ u16 colorFilterParams; // Set color filter to red, blue, or white. Toggle opa or xlu /* 0x114 */ u8 colorFilterTimer; // A non-zero value enables the color filter. Decrements automatically /* 0x115 */ u8 isDrawn; // Set to true if the actor is currently being drawn. Always stays false for lens actors /* 0x116 */ u8 dropFlag; // Configures what item is dropped by the actor from `Item_DropCollectibleRandom` /* 0x117 */ u8 naviEnemyId; // Sets what 0600 dialog to display when talking to navi. Default 0xFF /* 0x118 */ struct Actor* parent; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild` /* 0x11C */ struct Actor* child; // Usage is actor specific. Set if actor is spawned via `Actor_SpawnAsChild` /* 0x120 */ struct Actor* prev; // Previous actor of this category /* 0x124 */ struct Actor* next; // Next actor of this category /* 0x128 */ ActorFunc init; // Initialization Routine. Called by `Actor_Init` or `Actor_UpdateAll` /* 0x12C */ ActorFunc destroy; // Destruction Routine. Called by `Actor_Destroy` /* 0x130 */ ActorFunc update; // Update Routine. Called by `Actor_UpdateAll` /* 0x134 */ ActorFunc draw; // Draw Routine. Called by `Actor_Draw` /* 0x138 */ ActorOverlay* overlayEntry; // Pointer to the overlay table entry for this actor /* 0x13C */ char dbgPad[0x10]; // Padding that only exists in the debug rom } Actor; // size = 0x14C typedef enum { /* 0 */ FOOT_LEFT, /* 1 */ FOOT_RIGHT } ActorFootIndex; /* colorFilterParams WIP documentation & 0x8000 : white & 0x4000 : red if neither of the above are set : blue (& 0x1F00 >> 5) | 7 : color intensity 0x2000 : translucent, else opaque */ #define DYNA_TRANSFORM_POS (1 << 0) // Position of the actors on top follows the dynapoly actor's movement. #define DYNA_TRANSFORM_ROT_Y (1 << 1) // The Y rotation of the actors on top follows the dynapoly actor's Y rotation. #define DYNA_INTERACT_ACTOR_ON_TOP (1 << 0) // There is an actor standing on the collision of the dynapoly actor #define DYNA_INTERACT_PLAYER_ON_TOP (1 << 1) // The player actor is standing on the collision of the dynapoly actor #define DYNA_INTERACT_PLAYER_ABOVE (1 << 2) // The player is directly above the collision of the dynapoly actor (any distance above) #define DYNA_INTERACT_3 (1 << 3) // Like the ACTOR_ON_TOP flag but only actors with ACTOR_FLAG_26 typedef struct DynaPolyActor { /* 0x000 */ struct Actor actor; /* 0x14C */ s32 bgId; /* 0x150 */ f32 unk_150; /* 0x154 */ f32 unk_154; /* 0x158 */ s16 unk_158; // y rotation? /* 0x15C */ u32 transformFlags; /* 0x160 */ u8 interactFlags; /* 0x162 */ s16 unk_162; } DynaPolyActor; // size = 0x164 typedef struct { /* 0x00 */ MtxF* matrices; /* 0x04 */ s16* objectIds; /* 0x08 */ s16 count; /* 0x0C */ Gfx** dLists; /* 0x10 */ s32 val; // used for various purposes: both a status indicator and counter /* 0x14 */ s32 prevLimbIndex; } BodyBreak; #define BODYBREAK_OBJECT_DEFAULT -1 // use the same object as the actor #define BODYBREAK_STATUS_READY -1 #define BODYBREAK_STATUS_FINISHED 0 typedef enum { /* 0x00 */ ITEM00_RUPEE_GREEN, /* 0x01 */ ITEM00_RUPEE_BLUE, /* 0x02 */ ITEM00_RUPEE_RED, /* 0x03 */ ITEM00_RECOVERY_HEART, /* 0x04 */ ITEM00_BOMBS_A, /* 0x05 */ ITEM00_ARROWS_SINGLE, /* 0x06 */ ITEM00_HEART_PIECE, /* 0x07 */ ITEM00_HEART_CONTAINER, /* 0x08 */ ITEM00_ARROWS_SMALL, /* 0x09 */ ITEM00_ARROWS_MEDIUM, /* 0x0A */ ITEM00_ARROWS_LARGE, /* 0x0B */ ITEM00_BOMBS_B, /* 0x0C */ ITEM00_NUTS, /* 0x0D */ ITEM00_STICK, /* 0x0E */ ITEM00_MAGIC_LARGE, /* 0x0F */ ITEM00_MAGIC_SMALL, /* 0x10 */ ITEM00_SEEDS, /* 0x11 */ ITEM00_SMALL_KEY, /* 0x12 */ ITEM00_FLEXIBLE, /* 0x13 */ ITEM00_RUPEE_ORANGE, /* 0x14 */ ITEM00_RUPEE_PURPLE, /* 0x15 */ ITEM00_SHIELD_DEKU, /* 0x16 */ ITEM00_SHIELD_HYLIAN, /* 0x17 */ ITEM00_TUNIC_ZORA, /* 0x18 */ ITEM00_TUNIC_GORON, /* 0x19 */ ITEM00_BOMBS_SPECIAL, /* 0x1A */ ITEM00_MAX, /* 0xFF */ ITEM00_NONE = 0xFF } Item00Type; struct EnItem00; typedef void (*EnItem00ActionFunc)(struct EnItem00*, struct PlayState*); typedef struct EnItem00 { /* 0x000 */ Actor actor; /* 0x14C */ EnItem00ActionFunc actionFunc; /* 0x150 */ s16 collectibleFlag; /* 0x152 */ s16 getItemId; /* 0x154 */ s16 unk_154; /* 0x156 */ s16 unk_156; /* 0x158 */ s16 unk_158; /* 0x15A */ s16 despawnTimer; /* 0x15C */ f32 scale; /* 0x160 */ ColliderCylinder collider; } EnItem00; // size = 0x1AC // Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files. typedef enum { /* 0x00 */ A_OBJ_BLOCK_SMALL, /* 0x01 */ A_OBJ_BLOCK_LARGE, /* 0x02 */ A_OBJ_BLOCK_HUGE, /* 0x03 */ A_OBJ_BLOCK_SMALL_ROT, /* 0x04 */ A_OBJ_BLOCK_LARGE_ROT, /* 0x05 */ A_OBJ_CUBE_SMALL, /* 0x06 */ A_OBJ_UNKNOWN_6, /* 0x07 */ A_OBJ_GRASS_CLUMP, /* 0x08 */ A_OBJ_TREE_STUMP, /* 0x09 */ A_OBJ_SIGNPOST_OBLONG, /* 0x0A */ A_OBJ_SIGNPOST_ARROW, /* 0x0B */ A_OBJ_BOULDER_FRAGMENT, /* 0x0C */ A_OBJ_MAX } AObjType; struct EnAObj; typedef void (*EnAObjActionFunc)(struct EnAObj*, struct PlayState*); typedef struct EnAObj { /* 0x000 */ DynaPolyActor dyna; /* 0x164 */ EnAObjActionFunc actionFunc; /* 0x168 */ s32 rotateWaitTimer; /* 0x16C */ s16 textId; /* 0x16E */ s16 rotateState; /* 0x170 */ s16 rotateForTimer; /* 0x172 */ s16 rotSpeedY; /* 0x174 */ s16 rotSpeedX; /* 0x178 */ f32 focusYoffset; /* 0x17C */ ColliderCylinder collider; } EnAObj; // size = 0x1C8 typedef enum { /* 0x00 */ ACTORCAT_SWITCH, /* 0x01 */ ACTORCAT_BG, /* 0x02 */ ACTORCAT_PLAYER, /* 0x03 */ ACTORCAT_EXPLOSIVE, /* 0x04 */ ACTORCAT_NPC, /* 0x05 */ ACTORCAT_ENEMY, /* 0x06 */ ACTORCAT_PROP, /* 0x07 */ ACTORCAT_ITEMACTION, /* 0x08 */ ACTORCAT_MISC, /* 0x09 */ ACTORCAT_BOSS, /* 0x0A */ ACTORCAT_DOOR, /* 0x0B */ ACTORCAT_CHEST, /* 0x0C */ ACTORCAT_MAX } ActorCategory; #define DEFINE_ACTOR(_0, enum, _2, _3) enum, #define DEFINE_ACTOR_INTERNAL(_0, enum, _2, _3) enum, #define DEFINE_ACTOR_UNSET(enum) enum, typedef enum { #include "tables/actor_table.h" /* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX" } ActorID; #undef DEFINE_ACTOR #undef DEFINE_ACTOR_INTERNAL #undef DEFINE_ACTOR_UNSET typedef enum { DOORLOCK_NORMAL, DOORLOCK_BOSS, DOORLOCK_NORMAL_SPIRIT } DoorLockType; typedef enum { /* 0x00 */ NAVI_ENEMY_DEFAULT, /* 0x01 */ NAVI_ENEMY_GOHMA, /* 0x02 */ NAVI_ENEMY_GOHMA_EGG, /* 0x03 */ NAVI_ENEMY_GOHMA_LARVA, /* 0x04 */ NAVI_ENEMY_SKULLTULA, /* 0x05 */ NAVI_ENEMY_BIG_SKULLTULA, /* 0x06 */ NAVI_ENEMY_TAILPASARAN, /* 0x07 */ NAVI_ENEMY_DEKU_BABA, /* 0x08 */ NAVI_ENEMY_BIG_DEKU_BABA, /* 0x09 */ NAVI_ENEMY_WITHERED_DEKU_BABA, /* 0x0A */ NAVI_ENEMY_DEKU_SCRUB, /* 0x0B */ NAVI_ENEMY_UNUSED_B, /* 0x0C */ NAVI_ENEMY_KING_DODONGO, /* 0x0D */ NAVI_ENEMY_DODONGO, /* 0x0E */ NAVI_ENEMY_BABY_DODONGO, /* 0x0F */ NAVI_ENEMY_LIZALFOS, /* 0x10 */ NAVI_ENEMY_DINOLFOS, /* 0x11 */ NAVI_ENEMY_FIRE_KEESE, /* 0x12 */ NAVI_ENEMY_KEESE, /* 0x13 */ NAVI_ENEMY_ARMOS, /* 0x14 */ NAVI_ENEMY_BARINADE, /* 0x15 */ NAVI_ENEMY_PARASITIC_TENTACLE, /* 0x16 */ NAVI_ENEMY_SHABOM, /* 0x17 */ NAVI_ENEMY_BIRI, /* 0x18 */ NAVI_ENEMY_BARI, /* 0x19 */ NAVI_ENEMY_STINGER, /* 0x1A */ NAVI_ENEMY_PHANTOM_GANON_PHASE_2, /* 0x1B */ NAVI_ENEMY_STALFOS, /* 0x1C */ NAVI_ENEMY_BLUE_BUBBLE, /* 0x1D */ NAVI_ENEMY_WHITE_BUBBLE, /* 0x1E */ NAVI_ENEMY_GREEN_BUBBLE, /* 0x1F */ NAVI_ENEMY_SKULLWALLTULA, /* 0x20 */ NAVI_ENEMY_GOLD_SKULLTULA, /* 0x21 */ NAVI_ENEMY_VOLVAGIA, /* 0x22 */ NAVI_ENEMY_FLARE_DANCER, /* 0x23 */ NAVI_ENEMY_TORCH_SLUG, /* 0x24 */ NAVI_ENEMY_RED_BUBBLE, /* 0x25 */ NAVI_ENEMY_MORPHA, /* 0x26 */ NAVI_ENEMY_DARK_LINK, /* 0x27 */ NAVI_ENEMY_SHELL_BLADE, /* 0x28 */ NAVI_ENEMY_SPIKE, /* 0x29 */ NAVI_ENEMY_BONGO_BONGO, /* 0x2A */ NAVI_ENEMY_REDEAD, /* 0x2B */ NAVI_ENEMY_PHANTOM_GANON_PHASE_1, /* 0x2C */ NAVI_ENEMY_UNUSED_2C, /* 0x2D */ NAVI_ENEMY_GIBDO, /* 0x2E */ NAVI_ENEMY_DEAD_HANDS_HAND, /* 0x2F */ NAVI_ENEMY_DEAD_HAND, /* 0x30 */ NAVI_ENEMY_WALLMASTER, /* 0x31 */ NAVI_ENEMY_FLOORMASTER, /* 0x32 */ NAVI_ENEMY_TWINROVA_KOUME, /* 0x33 */ NAVI_ENEMY_TWINROVA_KOTAKE, /* 0x34 */ NAVI_ENEMY_IRON_KNUCKLE_NABOORU, /* 0x35 */ NAVI_ENEMY_IRON_KNUCKLE, /* 0x36 */ NAVI_ENEMY_SKULL_KID_ADULT, /* 0x37 */ NAVI_ENEMY_LIKE_LIKE, /* 0x38 */ NAVI_ENEMY_UNUSED_38, /* 0x39 */ NAVI_ENEMY_BEAMOS, /* 0x3A */ NAVI_ENEMY_ANUBIS, /* 0x3B */ NAVI_ENEMY_FREEZARD, /* 0x3C */ NAVI_ENEMY_UNUSED_3C, /* 0x3D */ NAVI_ENEMY_GANONDORF, /* 0x3E */ NAVI_ENEMY_GANON, /* 0x3F */ NAVI_ENEMY_SKULL_KID, /* 0x40 */ NAVI_ENEMY_SKULL_KID_FRIENDLY, /* 0x41 */ NAVI_ENEMY_SKULL_KID_MASK, /* 0x42 */ NAVI_ENEMY_OCTOROK, /* 0x43 */ NAVI_ENEMY_POE_COMPOSER, /* 0x44 */ NAVI_ENEMY_POE, /* 0x45 */ NAVI_ENEMY_RED_TEKTITE, /* 0x46 */ NAVI_ENEMY_BLUE_TEKTITE, /* 0x47 */ NAVI_ENEMY_LEEVER, /* 0x48 */ NAVI_ENEMY_PEAHAT, /* 0x49 */ NAVI_ENEMY_PEAHAT_LARVA, /* 0x4A */ NAVI_ENEMY_MOBLIN, /* 0x4B */ NAVI_ENEMY_MOBLIN_CLUB, /* 0x4C */ NAVI_ENEMY_WOLFOS, /* 0x4D */ NAVI_ENEMY_MAD_SCRUB, /* 0x4E */ NAVI_ENEMY_BUSINESS_SCRUB, /* 0x4F */ NAVI_ENEMY_DAMPES_GHOST, /* 0x50 */ NAVI_ENEMY_POE_SISTER_MEG, /* 0x51 */ NAVI_ENEMY_POE_SISTER_JOELLE, /* 0x52 */ NAVI_ENEMY_POE_SISTER_BETH, /* 0x53 */ NAVI_ENEMY_POE_SISTER_AMY, /* 0x54 */ NAVI_ENEMY_GERUDO_THIEF, /* 0x55 */ NAVI_ENEMY_STALCHILD, /* 0x56 */ NAVI_ENEMY_ICE_KEESE, /* 0x57 */ NAVI_ENEMY_WHITE_WOLFOS, /* 0x58 */ NAVI_ENEMY_GUAY, /* 0x59 */ NAVI_ENEMY_BIGOCTO, /* 0x5A */ NAVI_ENEMY_BIG_POE, /* 0x5B */ NAVI_ENEMY_TWINROVA, /* 0x5C */ NAVI_ENEMY_POE_WASTELAND, /* 0xFF */ NAVI_ENEMY_NONE = 0xFF } NaviEnemy; #define TRANSITION_ACTOR_PARAMS_INDEX_SHIFT 10 #define GET_TRANSITION_ACTOR_INDEX(actor) ((u16)(actor)->params >> TRANSITION_ACTOR_PARAMS_INDEX_SHIFT) // EnDoor and DoorKiller share openAnim and playerIsOpening // Due to alignment, a substruct cannot be used in the structs of these actors. #define DOOR_ACTOR_BASE \ /* 0x0000 */ Actor actor; \ /* 0x014C */ SkelAnime skelAnime; \ /* 0x0190 */ u8 openAnim; \ /* 0x0191 */ u8 playerIsOpening typedef struct DoorActorBase { /* 0x0000 */ DOOR_ACTOR_BASE; } DoorActorBase; typedef enum { /* 0x00 */ DOOR_OPEN_ANIM_ADULT_L, /* 0x01 */ DOOR_OPEN_ANIM_CHILD_L, /* 0x02 */ DOOR_OPEN_ANIM_ADULT_R, /* 0x03 */ DOOR_OPEN_ANIM_CHILD_R, /* 0x04 */ DOOR_OPEN_ANIM_MAX } DoorOpenAnim; #define UPDBGCHECKINFO_FLAG_0 (1 << 0) // check wall #define UPDBGCHECKINFO_FLAG_1 (1 << 1) // check ceiling #define UPDBGCHECKINFO_FLAG_2 (1 << 2) // check floor and water #define UPDBGCHECKINFO_FLAG_3 (1 << 3) #define UPDBGCHECKINFO_FLAG_4 (1 << 4) #define UPDBGCHECKINFO_FLAG_5 (1 << 5) // unused #define UPDBGCHECKINFO_FLAG_6 (1 << 6) // disable water ripples #define UPDBGCHECKINFO_FLAG_7 (1 << 7) // alternate wall check? typedef enum { /* 0x0 */ NPC_TALK_STATE_IDLE, // NPC not currently talking to player /* 0x1 */ NPC_TALK_STATE_TALKING, // NPC is currently talking to player /* 0x2 */ NPC_TALK_STATE_ACTION, // An NPC-defined action triggered in the conversation /* 0x3 */ NPC_TALK_STATE_ITEM_GIVEN // NPC finished giving an item and text box is done } NpcTalkState; typedef enum { /* 0x0 */ NPC_TRACKING_PLAYER_AUTO_TURN, // Determine tracking mode based on player position, see Npc_UpdateAutoTurn /* 0x1 */ NPC_TRACKING_NONE, // Don't track the target (usually the player) /* 0x2 */ NPC_TRACKING_HEAD_AND_TORSO, // Track target by turning the head and the torso /* 0x3 */ NPC_TRACKING_HEAD, // Track target by turning the head /* 0x4 */ NPC_TRACKING_FULL_BODY // Track target by turning the body, torso and head } NpcTrackingMode; typedef struct { /* 0x00 */ s16 talkState; /* 0x02 */ s16 trackingMode; /* 0x04 */ s16 autoTurnTimer; /* 0x06 */ s16 autoTurnState; /* 0x08 */ Vec3s headRot; /* 0x0E */ Vec3s torsoRot; /* 0x14 */ f32 yOffset; // Y position offset to add to actor position when calculating angle to target /* 0x18 */ Vec3f trackPos; /* 0x24 */ char unk_24[0x4]; } NpcInteractInfo; // size = 0x28 #endif