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