tp/include/d/a/d_a_player.h

567 lines
21 KiB
C++

#ifndef D_A_D_A_PLAYER_H
#define D_A_D_A_PLAYER_H
#include "JSystem/J3DGraphAnimator/J3DAnimation.h"
#include "JSystem/JUtility/JUTTexture.h"
#include "SSystem/SComponent/c_bg_s_poly_info.h"
#include "d/d_drawlist.h"
#include "d/d_resorce.h"
#include "d/d_stage.h"
#include "d/save/d_save.h"
#include "dolphin/types.h"
#include "f_op/f_op_actor.h"
class daPy_sightPacket_c : public dDlst_base_c {
public:
/* 8015F1A0 */ virtual void draw();
/* 80140CDC */ virtual ~daPy_sightPacket_c();
/* 8015F2FC */ void setSight();
/* 8015F384 */ void setSightImage(ResTIMG*);
bool getDrawFlg() { return mDrawFlag; }
private:
/* 0x04 */ bool mDrawFlag;
/* 0x05 */ u8 field_0x5[3];
/* 0x08 */ cXyz mPos;
/* 0x14 */ Mtx field_0x14;
/* 0x44 */ ResTIMG* mpImg;
/* 0x48 */ u8* mpData;
};
class daPy_boomerangMove_c {
public:
/* 8015E5B0 */ void initOffset(cXyz const*);
/* 8015E654 */ void posMove(cXyz*, s16*, fopAc_ac_c*, s16);
/* 8015E87C */ void bgCheckAfterOffset(cXyz const*);
private:
/* 0x0 */ u8 field_0x0;
/* 0x2 */ u16 field_0x2;
/* 0x4 */ f32 field_0x4;
/* 0x8 */ f32 field_0x8;
}; // Size: 0xC
class daPy_anmHeap_c {
public:
enum daAlinkHEAP_TYPE {};
/* 80140DCC */ void __defctor();
daPy_anmHeap_c(u32);
~daPy_anmHeap_c();
void initData();
void* mallocBuffer();
void createHeap(daPy_anmHeap_c::daAlinkHEAP_TYPE);
void* loadData(u16);
void* loadDataIdx(u16);
void* loadDataPriIdx(u16);
void* loadDataDemoRID(u16, u16);
JKRHeap* setAnimeHeap();
u16 getIdx() const { return mIdx; }
void resetIdx() { mIdx = 0xffff; }
void resetPriIdx() { mPriIdx = 0xffff; }
void resetArcNo() { mArcNo = 0xffff; }
bool checkNoSetArcNo() const { return mArcNo == 0xFFFF; }
void setBufferSize(u32 size) { mBufferSize = size; }
private:
/* 0x00 */ u16 mIdx;
/* 0x02 */ u16 mPriIdx;
/* 0x04 */ u16 mArcNo;
/* 0x06 */ u16 field_0x06;
/* 0x08 */ u32 mBufferSize;
/* 0x0C */ void* mBuffer;
/* 0x10 */ JKRSolidHeap* mAnimeHeap;
}; // Size = 0x14
class daPy_actorKeep_c {
public:
daPy_actorKeep_c();
void setActor();
void setData(fopAc_ac_c*);
void clearData();
u32 getID() const { return mID; }
void setID(u32 id) { mID = id; }
fopAc_ac_c* getActor() const { return mActor; }
fopAc_ac_c* getActorConst() const { return mActor; }
private:
/* 0x0 */ u32 mID;
/* 0x4 */ fopAc_ac_c* mActor;
}; // Size: 0x8
class daPy_frameCtrl_c : public J3DFrameCtrl {
public:
/* 80140D24 */ ~daPy_frameCtrl_c();
/* 80140D80 */ daPy_frameCtrl_c();
bool checkAnmEnd();
void updateFrame();
void setFrameCtrl(u8, short, short, float, float);
u16 getEndFlg() { return mEndFlg; }
u16 getNowSetFlg() { return mNowSetFlg; }
void onEndFlg() { mEndFlg = 1; }
void onNowSetFlg() { mNowSetFlg = 1; }
void offNowSetFlg() { mNowSetFlg = 0; }
void offEndFlg() {
mEndFlg = 0;
mNowSetFlg = 0;
}
private:
/* 0x14 */ u16 mEndFlg;
/* 0x16 */ u16 mNowSetFlg;
};
class Z2WolfHowlMgr;
class daBoomerang_c;
class daPy_demo_c {
public:
void setSpecialDemoType();
void setDemoType(u16 pType) { mDemoType = pType; }
u16 getDemoType() const { return mDemoType; }
void setDemoMode(u32 mode) { mDemoMode = mode; }
u32 getDemoMode() const { return mDemoMode; }
int getParam1() const { return mParam1; }
void i_setSpecialDemoType() { setDemoType(5); }
private:
/* 0x00 */ u16 mDemoType;
/* 0x02 */ s16 mDemoMoveAngle;
/* 0x04 */ s16 mTimer;
/* 0x06 */ s16 mParam2;
/* 0x08 */ int mParam0;
/* 0x0C */ int mParam1;
/* 0x10 */ u32 mDemoMode;
/* 0x14 */ float mStick;
/* 0x18 */ cXyz mDemoPos0;
}; // Size: 0x24
class daMidna_c;
class daPy_py_c : public fopAc_ac_c {
public:
/* 0x0568 */ u8 mCutType;
/* 0x0569 */ u8 mComboCutCount;
/* 0x056A */ u8 mSpecialMode; // maybe needs better name
/* 0x056B */ u8 field_0x56b;
/* 0x056C */ s16 mDamageTimer;
/* 0x056E */ u16 mSwordUpTimer;
/* 0x0570 */ u32 mNoResetFlg0;
/* 0x0574 */ u32 mNoResetFlg1;
/* 0x0578 */ u32 mNoResetFlg2;
/* 0x057C */ u32 mNoResetFlg3;
/* 0x0580 */ u32 mResetFlg0;
/* 0x0584 */ u32 mResetFlg1;
/* 0x0588 */ u32 mEndResetFlg0;
/* 0x058C */ u32 mEndResetFlg1;
/* 0x0590 */ u32 mEndResetFlg2;
/* 0x0594 */ f32 field_0x594;
/* 0x0598 */ u8 field_0x598[0x4];
/* 0x059C */ s16 mLookAngleY;
/* 0x059E */ u8 field_0x59e[0x6];
/* 0x05A4 */ cXyz mHeadTopPos;
/* 0x05B0 */ cXyz mItemPos;
/* 0x05BC */ cXyz mSwordTopPos;
/* 0x05C8 */ cXyz mLeftHandPos;
/* 0x05D4 */ cXyz mRightHandPos;
/* 0x05E0 */ cXyz mLeftFootPosP;
/* 0x05EC */ cXyz mRightFootPosP;
/* 0x05F8 */ u8 field_0x5f8[0xC];
/* 0x0604 */ daPy_demo_c mDemo;
public:
enum daPy_FLG0 {
FLG0_UNK_40000000 = 0x40000000,
EQUIP_HEAVY_BOOTS = 0x2000000,
FLG0_UNK_8000000 = 0x8000000,
FLG0_UNK_1000000 = 0x1000000,
UNDER_WATER_MOVEMENT = 0x800000,
FLG0_UNK_80000 = 0x80000,
FLG0_UNK_20000 = 0x20000,
FLG0_UNK_8000 = 0x8000,
MAGNE_BOOTS_ON = 0x1000,
FLG0_UNK_80 = 0x80,
FLG0_UNK_40 = 0x40,
FLG0_UNK_20 = 0x20,
UNK_F_ROLL_CRASH_2 = 0x10,
UNK_F_ROLL_CRASH_1 = 0x8,
MIDNA_RIDE = 4,
HEAVY_STATE_BOOTS = FLG0_UNK_40000000 | EQUIP_HEAVY_BOOTS | FLG0_UNK_20000,
};
enum daPy_FLG1 { IS_WOLF = 0x2000000, FLG1_UNK_10000 = 0x10000, THROW_DAMAGE = 0x4000 };
enum daPy_FLG2 {
FLG2_UNK_4080000 = 0x4080000,
FLG2_UNK_2080000 = 0x2080000,
BOAR_SINGLE_BATTLE = 0x1800000,
STATUS_WINDOW_DRAW = 0x400000,
UNK_ARMOR = 0x80000,
UNK_FLG2_2 = 2,
UNK_DAPY_FLG2_1 = 1
};
enum daPy_FLG3 {
FLG3_UNK_2000000 = 0x2000000,
FLG3_UNK_100000 = 0x100000,
COPY_ROD_THROW_AFTER = 0x40000
};
enum daPy_ERFLG0 {
ERFLG0_UNK_8000000 = 0x8000000,
ERFLG0_UNK_1000000 = 0x1000000,
ERFLG0_UNK_800000 = 0x800000,
ERFLG0_UNK_100000 = 0x100000,
ERFLG0_UNK_2 = 2,
ERFLG0_UNK_1 = 1,
};
enum daPy_ERFLG1 {
GANON_FINISH = 0x80000000,
UNK_FORCE_PUT_POS = 0x2000,
ERFLG1_UNK_1 = 1,
};
enum daPy_ERFLG2 {
ERFLG2_UNK_100 = 0x100,
};
enum daPy_RFLG0 {
RFLG0_UNK_8000000 = 0x8000000,
RFLG0_UNK_4000 = 0x4000,
ENEMY_ATTENTION_LOCK = 0x1000,
RFLG0_UNK_80 = 0x80,
RFLG0_UNK_40 = 0x40,
RFLG0_UNK_2 = 0x2,
};
enum {
/* 0x01 */ SMODE_SUMO_READY = 1,
/* 0x25 */ SMODE_SUMO_LOSE = 37,
/* 0x27 */ SMODE_WOLF_PUZZLE = 39,
/* 0x2A */ SMODE_GOAT_STOP = 42,
/* 0x2B */ SMODE_GORON_THROW,
/* 0x2C */ SMODE_CARGO_CARRY,
};
enum CutType {
/* 0x01 */ TYPE_CUT_VERTICAL = 1,
/* 0x02 */ TYPE_CUT_STAB,
/* 0x03 */ TYPE_CUT_SWEEP,
/* 0x04 */ TYPE_CUT_HORIZONTAL,
/* 0x05 */ TYPE_CUT_HEAD, // Helm Splitter
/* 0x06 */ TYPE_CUT_LEFT_SWEEP_FINISH,
/* 0x07 */ TYPE_CUT_DOWN_FINISH,
/* 0x08 */ TYPE_CUT_TURN_RIGHT,
/* 0x0A */ TYPE_CUT_JUMP = 10,
/* 0x10 */ TYPE_CUT_AIR = 0x10,
/* 0x12 */ TYPE_CUT_LARGE_JUMP_INIT = 0x12,
/* 0x13 */ TYPE_CUT_LARGE_JUMP,
/* 0x14 */ TYPE_CUT_LARGE_JUMP_FINISH,
/* 0x15 */ TYPE_CUT_RIGHT_SWEEP_FINISH,
/* 0x16 */ TYPE_CUT_TURN_LEFT,
/* 0x17 */ TYPE_CUT_LARGE_TURN_LEFT,
/* 0x18 */ TYPE_CUT_LARGE_TURN_RIGHT,
/* 0x1A */ TYPE_CUT_FAST_MOVE = 0x1A,
/* 0x1E */ TYPE_CUT_TWIRL = 0x1E, // Back Slice
/* 0x1F */ TYPE_CUT_FAST,
/* 0x20 */ TYPE_CUT_STAB_FINISH,
/* 0x21 */ TYPE_CUT_STAB_COMBO,
};
static u32 setParamData(int, int, int, int);
static BOOL checkFishingRodItem(int);
static BOOL checkBombItem(int);
static BOOL checkBottleItem(int);
static BOOL checkDrinkBottleItem(int);
static BOOL checkOilBottleItem(int);
static BOOL checkOpenBottleItem(int);
static BOOL checkBowItem(int);
static BOOL checkHookshotItem(int);
static BOOL checkTradeItem(int);
static BOOL checkDungeonWarpItem(int);
static BOOL checkMasterSwordEquip();
void checkWoodShieldEquip();
f32 getAttentionOffsetY();
s16 checkNowWolfEyeUp();
static void forceRestartRoom(int, u32, int);
static void setFmChainPos(fopAc_ac_c*, cXyz*, int);
static void cancelFmChainGrab();
static void setLookPos(cXyz*);
static void setPlayerSe(u32);
static bool linkGrabSubjectNoDraw(fopAc_ac_c*);
void wolfGrabSubjectNoDraw(fopAc_ac_c*);
static bool checkRoomRestartStart();
static u32 checkCarryStartLightBallA();
static u32 checkCarryStartLightBallB();
float getSpinnerRideSpeed() const;
void checkSpinnerReflectEffect();
static bool checkBoomerangCharge();
bool checkBoomerangChargeTime();
static daBoomerang_c* getThrowBoomerangActor();
static void cancelBoomerangLockActor(fopAc_ac_c*);
static void setPlayerDamage(int, int);
static void setMidnaMotionNum(int);
static void setMidnaFaceNum(int);
int checkNoResetFlg0(daPy_FLG0) const;
int checkEquipHeavyBoots() const;
int checkBoarSingleBattle() const;
int checkEndResetFlg0(daPy_ERFLG0) const;
void onNoResetFlg2(daPy_py_c::daPy_FLG2);
void offNoResetFlg0(daPy_py_c::daPy_FLG0);
int checkEndResetFlg2(daPy_py_c::daPy_ERFLG2) const;
bool getSumouMode() const;
int checkNoResetFlg3(daPy_py_c::daPy_FLG3) const;
BOOL checkShieldGet();
void onNoResetFlg0(daPy_py_c::daPy_FLG0);
int checkEndResetFlg1(daPy_py_c::daPy_ERFLG1) const;
void offNoResetFlg1(daPy_py_c::daPy_FLG1);
void offNoResetFlg2(daPy_py_c::daPy_FLG2);
int checkWolf() const;
BOOL checkSwordGet();
int checkResetFlg0(daPy_py_c::daPy_RFLG0) const;
int checkNoResetFlg2(daPy_py_c::daPy_FLG2) const;
int checkMagneBootsOn() const;
void changeDemoPos0(cXyz const*);
void changeDemoMode(u32, int, int, s16);
void changeDemoParam2(s16);
void cancelOriginalDemo();
void changeOriginalDemo();
/* 801829E0 */ void checkThrowDamage() const;
/* 80182A10 */ void checkGoronSideMove() const;
/* 80182AAC */ void getRightFootPosP();
/* 80182AB4 */ void getLeftFootPosP();
/* 80182ABC */ u32 getMidnaActor();
/* 80182AC4 */ void checkCopyRodThrowAfter() const;
/* 80182AD8 */ void checkRide() const;
/* 80182B9C */ void getRightHandPos() const;
virtual cXyz* getMidnaAtnPos() const;
virtual void setMidnaMsgNum(fopAc_ac_c*, u16);
virtual MtxP getModelMtx();
virtual MtxP getInvMtx();
virtual cXyz* getShadowTalkAtnPos();
virtual f32 getGroundY();
virtual MtxP getLeftItemMatrix();
virtual MtxP getRightItemMatrix();
virtual MtxP getLeftHandMatrix();
virtual MtxP getRightHandMatrix();
virtual MtxP getLinkBackBone1Matrix();
virtual MtxP getWolfMouthMatrix();
virtual MtxP getWolfBackbone2Matrix();
virtual MtxP getBottleMtx();
virtual BOOL checkPlayerGuard() const;
virtual u32 checkPlayerFly() const;
virtual BOOL checkFrontRoll() const;
virtual BOOL checkWolfDash() const;
virtual BOOL checkAutoJump() const;
virtual bool checkSideStep() const;
virtual bool checkWolfTriggerJump() const;
virtual BOOL checkGuardBreakMode() const;
virtual bool checkLv3Slide() const;
virtual bool checkWolfHowlDemoMode() const;
virtual bool checkChainBlockPushPull();
virtual BOOL checkElecDamage() const;
virtual BOOL checkEmptyBottleSwing() const;
virtual BOOL checkBottleSwingMode() const;
virtual BOOL checkHawkWait() const;
virtual BOOL checkGoatThrow() const;
virtual BOOL checkGoatThrowAfter() const;
virtual BOOL checkWolfTagLockJump() const;
virtual BOOL checkWolfTagLockJumpLand() const;
virtual bool checkWolfRope();
virtual BOOL checkWolfRopeHang() const;
virtual BOOL checkRollJump() const;
virtual BOOL checkGoronRideWait() const;
virtual BOOL checkWolfChain() const;
virtual BOOL checkWolfWait() const;
virtual BOOL checkWolfJumpAttack() const;
virtual BOOL checkWolfRSit() const;
virtual bool checkBubbleFly() const;
virtual BOOL checkBottleDrinkEnd() const;
virtual BOOL checkWolfDig() const;
virtual BOOL checkCutCharge() const;
virtual BOOL checkCutTurnCharge() const;
virtual BOOL checkCutLargeJumpCharge() const;
virtual bool getBokoFlamePos(cXyz*);
virtual BOOL checkComboCutTurn() const;
virtual BOOL checkClimbMove() const;
virtual BOOL checkGrassWhistle() const;
virtual BOOL checkBoarRun() const;
virtual bool checkFmChainPut() const;
virtual bool checkHorseElecDamage() const;
virtual float getBaseAnimeFrameRate() const;
virtual float getBaseAnimeFrame() const;
virtual void setAnimeFrame(float);
virtual bool checkWolfLock(fopAc_ac_c*) const;
virtual bool cancelWolfLock(fopAc_ac_c*);
virtual s32 getAtnActorID() const;
virtual s32 getItemID() const;
virtual s32 getGrabActorID() const;
virtual bool exchangeGrabActor(fopAc_ac_c*);
virtual bool setForceGrab(fopAc_ac_c*, int, int);
virtual void setForcePutPos(cXyz const&);
virtual bool checkPlayerNoDraw();
virtual bool checkRopeTag();
virtual void voiceStart(u32);
virtual void seStartOnlyReverb(u32);
virtual void seStartOnlyReverbLevel(u32);
virtual void setOutPower(float, short, int);
virtual void setGrabCollisionOffset(float, float, cBgS_PolyInfo*);
virtual void onMagneGrab(float, float);
virtual void onFrollCrashFlg(u8, int);
virtual MtxP getModelJointMtx(u16);
virtual MtxP getHeadMtx();
virtual bool setHookshotCarryOffset(unsigned int, cXyz const*);
virtual BOOL checkCutJumpCancelTurn() const;
virtual bool checkIronBallReturn() const;
virtual bool checkIronBallGroundStop() const;
virtual BOOL checkSingleBoarBattleSecondBowReady() const;
virtual bool checkPointSubWindowMode() const;
virtual void setClothesChange(int);
virtual void setPlayerPosAndAngle(cXyz const*, short, int);
virtual void setPlayerPosAndAngle(cXyz const*, csXyz const*);
virtual void setPlayerPosAndAngle(float (*)[4]);
virtual bool setThrowDamage(short, float, float, int, int, int);
virtual bool checkSetNpcTks(cXyz*, int, int);
virtual bool setRollJump(float, float, short);
virtual void playerStartCollisionSE(u32, u32);
virtual void changeTextureAnime(u16, u16, int);
virtual void cancelChangeTextureAnime();
virtual void cancelDungeonWarpReadyNeck();
virtual void onSceneChangeArea(u8, u8, fopAc_ac_c*);
virtual void onSceneChangeAreaJump(u8, u8, fopAc_ac_c*);
virtual void onSceneChangeDead(u8, int);
virtual u32 checkHorseRide() const;
virtual u32 checkBoarRide() const;
virtual u32 checkCanoeRide() const;
virtual u32 checkBoardRide() const;
virtual u32 checkSpinnerRide() const;
virtual fopAc_ac_c* getSpinnerActor();
virtual BOOL checkHorseRideNotReady() const;
virtual bool checkArrowChargeEnd() const;
virtual f32 getSearchBallScale() const;
virtual s16 checkFastShotTime();
virtual bool checkNoEquipItem() const;
virtual bool checkFireMaterial() const;
virtual bool checkKandelaarSwing(int) const;
virtual s16 getBoardCutTurnOffsetAngleY() const;
virtual cXyz* getMagneHitPos();
virtual cXyz* getMagneBootsTopVec();
virtual bool getKandelaarFlamePos();
virtual bool checkUseKandelaar(int);
virtual void setDkCaught(fopAc_ac_c*);
virtual void onPressedDamage(cXyz const&, short);
virtual bool checkPriActorOwn(fopAc_ac_c const*) const;
virtual bool onWolfEnemyBiteAll(fopAc_ac_c*, daPy_FLG2);
virtual bool checkWolfEnemyBiteAllOwn(fopAc_ac_c const*) const;
virtual void setWolfEnemyHangBiteAngle(short);
virtual void setKandelaarMtx(float (*)[4], int, int);
virtual bool getStickAngleFromPlayerShape(short*) const;
virtual bool checkSpinnerPathMove();
virtual bool checkSpinnerTriggerAttack();
virtual void onSpinnerPathForceRemove();
virtual bool getIronBallBgHit() const;
virtual bool getIronBallCenterPos();
virtual bool checkCanoeFishingGetLeft() const;
virtual bool checkCanoeFishingGetRight() const;
virtual u8 checkBeeChildDrink() const;
virtual void skipPortalObjWarp();
virtual bool checkTreasureRupeeReturn(int) const;
virtual void setSumouReady(fopAc_ac_c*);
virtual bool checkAcceptDungeonWarpAlink(int);
virtual s16 getSumouCounter() const;
virtual s16 checkSumouWithstand() const;
virtual void cancelGoronThrowEvent();
virtual void setSumouGraspCancelCount(int);
virtual void setSumouPushBackDirection(short);
virtual void setSumouLoseHeadUp();
virtual s16 getGiantPuzzleAimAngle() const;
virtual void setGoronSideMove(fopAc_ac_c*);
virtual void setCargoCarry(fopAc_ac_c*);
virtual bool getDpdFarFlg() const;
virtual bool getHookshotTopPos();
virtual bool checkHookshotReturnMode() const;
virtual bool checkHookshotShootReturnMode() const;
virtual bool checkOctaIealHang() const;
virtual void cancelOctaIealHang();
virtual void cancelDragonHangBackJump();
virtual void setOctaIealWildHang();
virtual bool checkDragonHangRide() const;
virtual void changeDragonActor(fopAc_ac_c*);
virtual u8 getClothesChangeWaitTimer() const;
virtual u8 getShieldChangeWaitTimer() const;
virtual u8 getSwordChangeWaitTimer() const;
virtual BOOL checkMetamorphose() const;
virtual BOOL checkWolfDownAttackPullOut() const;
virtual BOOL checkBootsOrArmorHeavy() const;
virtual s32 getBottleOpenAppearItem() const;
virtual bool checkItemSwordEquip() const;
virtual float getSinkShapeOffset() const;
virtual BOOL checkSinkDead() const;
virtual BOOL checkHorseStart();
virtual Z2WolfHowlMgr* getWolfHowlMgrP();
virtual BOOL checkWolfHowlSuccessAnime() const;
virtual BOOL checkCopyRodTopUse();
virtual bool checkCopyRodEquip() const;
virtual BOOL checkCutJumpMode() const;
bool getSumouCameraMode() const {
bool sumouCameraMode = false;
if (field_0x560[0xA] != 0 && field_0x560[0xA] < 0x26) {
sumouCameraMode = true;
}
return sumouCameraMode;
}
bool i_getSumouMode() const { return getSumouCameraMode(); }
bool checkStatusWindowDraw() { return i_checkNoResetFlg2(STATUS_WINDOW_DRAW); }
bool checkCargoCarry() const { return mSpecialMode == SMODE_CARGO_CARRY; }
bool getHeavyStateAndBoots() { return i_checkNoResetFlg0(HEAVY_STATE_BOOTS); }
bool checkEnemyAttentionLock() const { return i_checkResetFlg0(ENEMY_ATTENTION_LOCK); }
bool checkCanoeSlider() const { return mSpecialMode == 0x2D; }
u8 getCutType() const { return mCutType; }
u16 getSwordAtUpTime() const { return mSwordUpTimer; }
bool checkWaterInMove() const { return i_checkNoResetFlg0(UNDER_WATER_MOVEMENT); }
// some functions use these function as an inline
// is there a better way to handle this?
int i_checkNoResetFlg0(daPy_FLG0 pFlag) const { return mNoResetFlg0 & pFlag; }
int i_checkNoResetFlg1(daPy_FLG1 pFlag) const { return mNoResetFlg1 & pFlag; }
int i_checkNoResetFlg2(daPy_FLG2 pFlag) const { return mNoResetFlg2 & pFlag; }
int i_checkNoResetFlg3(daPy_FLG3 pFlag) const { return mNoResetFlg3 & pFlag; }
void i_onNoResetFlg0(int pFlg) { mNoResetFlg0 |= pFlg; }
void i_onNoResetFlg1(int pFlg) { mNoResetFlg1 |= pFlg; }
void i_onNoResetFlg2(int pFlg) { mNoResetFlg2 |= pFlg; }
void i_onNoResetFlg3(int pFlg) { mNoResetFlg3 |= pFlg; }
void i_offNoResetFlg0(int pFlg) { mNoResetFlg0 &= ~pFlg; }
void i_offNoResetFlg3(int pFlg) { mNoResetFlg3 &= ~pFlg; }
void i_offResetFlg0(int flag) { mResetFlg0 &= ~flag; }
void i_onResetFlg0(int flag) { mResetFlg0 |= flag; }
void i_onResetFlg1(int flag) { mResetFlg1 |= flag; }
void i_onEndResetFlg0(int flag) { mEndResetFlg0 |= flag; }
void i_onEndResetFlg2(int flag) { mEndResetFlg2 |= flag; }
int i_checkResetFlg0(daPy_py_c::daPy_RFLG0 flag) const { return mResetFlg0 & flag; }
int i_checkEndResetFlg0(daPy_py_c::daPy_ERFLG0 flag) const { return mEndResetFlg0 & flag; }
int i_checkEndResetFlg1(daPy_py_c::daPy_ERFLG1 flag) const { return mEndResetFlg1 & flag; }
void i_onEndResetFlg1(daPy_ERFLG1 pFlg) { mEndResetFlg1 |= pFlg; }
u32 i_checkWolf() const { return i_checkNoResetFlg1(IS_WOLF); }
BOOL i_checkEquipHeavyBoots() const { return i_checkNoResetFlg0(EQUIP_HEAVY_BOOTS); }
BOOL i_checkMagneBootsOn() const { return i_checkNoResetFlg0(MAGNE_BOOTS_ON); }
bool i_checkMidnaRide() const { return i_checkNoResetFlg0(MIDNA_RIDE); }
inline static u32 getLastSceneMode();
inline static bool checkWoodSwordEquip();
inline BOOL i_checkSwordGet();
inline bool i_checkShieldGet() const;
inline static BOOL checkNowWolf();
inline bool checkZoraWearFlg() const;
static daMidna_c* getMidnaActor() { return m_midnaActor; }
static daMidna_c* m_midnaActor;
};
#endif /* D_A_D_A_PLAYER_H */