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* split game states * split all GameState headers * match fig names * deduplicate headers from bad merge * split z64actor.h into z64actor_profile.h, z_actor_dlftbls.h * fix compile error * .bss
52 lines
1.4 KiB
C
52 lines
1.4 KiB
C
#ifndef Z64ACTOR_PROFILE_H
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#define Z64ACTOR_PROFILE_H
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#include "ultra64.h"
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struct Actor;
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struct PlayState;
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#define DEFINE_ACTOR(_0, enum, _2, _3) enum,
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#define DEFINE_ACTOR_INTERNAL(_0, enum, _2, _3) enum,
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#define DEFINE_ACTOR_UNSET(enum) enum,
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typedef enum ActorID {
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#include "tables/actor_table.h"
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/* 0x0192 */ ACTOR_ID_MAX // originally "ACTOR_DLF_MAX"
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} ActorID;
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#undef DEFINE_ACTOR
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#undef DEFINE_ACTOR_INTERNAL
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#undef DEFINE_ACTOR_UNSET
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typedef enum ActorCategory {
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/* 0x00 */ ACTORCAT_SWITCH,
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/* 0x01 */ ACTORCAT_BG,
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/* 0x02 */ ACTORCAT_PLAYER,
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/* 0x03 */ ACTORCAT_EXPLOSIVE,
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/* 0x04 */ ACTORCAT_NPC,
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/* 0x05 */ ACTORCAT_ENEMY,
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/* 0x06 */ ACTORCAT_PROP,
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/* 0x07 */ ACTORCAT_ITEMACTION,
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/* 0x08 */ ACTORCAT_MISC,
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/* 0x09 */ ACTORCAT_BOSS,
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/* 0x0A */ ACTORCAT_DOOR,
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/* 0x0B */ ACTORCAT_CHEST,
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/* 0x0C */ ACTORCAT_MAX
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} ActorCategory;
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typedef void (*ActorFunc)(struct Actor*, struct PlayState*);
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typedef struct ActorProfile {
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/* 0x00 */ s16 id;
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/* 0x02 */ u8 category; // Classifies actor and determines when it will update or draw
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/* 0x04 */ u32 flags;
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/* 0x08 */ s16 objectId;
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/* 0x0C */ u32 instanceSize;
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/* 0x10 */ ActorFunc init; // Constructor
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/* 0x14 */ ActorFunc destroy; // Destructor
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/* 0x18 */ ActorFunc update; // Update Function
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/* 0x1C */ ActorFunc draw; // Draw function
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} ActorProfile; // size = 0x20
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#endif
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