tp/include/d/a/d_a_player.h

413 lines
15 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 {
/* 8015F1A0 */ virtual void draw();
/* 80140CDC */ virtual ~daPy_sightPacket_c();
/* 8015F2FC */ void setSight();
/* 8015F384 */ void setSightImage(ResTIMG*);
private:
/* 0x04 */ bool mDrawFlag;
/* 0x05 */ u8 field_0x5[3];
/* 0x08 */ cXyz mPos;
/* 0x14 */ Mtx field_0x14;
/* 0x44 */ ResTIMG* field_0x44;
/* 0x48 */ ResTIMG* field_0x48;
};
struct daPy_boomerangMove_c {
/* 8015E5B0 */ void initOffset(cXyz const*);
/* 8015E654 */ void posMove(cXyz*, s16*, fopAc_ac_c*, s16);
/* 8015E87C */ void bgCheckAfterOffset(cXyz const*);
};
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);
J3DAnmBase* loadData(u16);
J3DAnmBase* loadDataIdx(u16);
J3DAnmBase* loadDataPriIdx(u16);
J3DAnmBase* loadDataDemoRID(u16, u16);
void setAnimeHeap();
u16 getIdx() const { return mIdx; }
void resetIdx() { mIdx = 0xffff; }
void resetPriIdx() { mPriIdx = 0xffff; }
void resetArcNo() { mArcNo = 0xffff; }
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);
void setActor(void);
void setData(fopAc_ac_c*);
void clearData(void);
u32 getID(void) const { return mID; }
void setID(u32 id) { mID = id; }
fopAc_ac_c* getActor(void) const { return mActor; }
private:
u32 mID;
fopAc_ac_c* mActor;
};
class daPy_frameCtrl_c : public J3DFrameCtrl {
public:
/* 80140D24 */ ~daPy_frameCtrl_c();
/* 80140D80 */ daPy_frameCtrl_c();
bool checkAnmEnd(void);
void updateFrame(void);
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 daPy_demo_c {
public:
void setSpecialDemoType();
void setDemoType(u16 pType) { mDemoType = pType; }
u16 getDemoType() const { return mDemoType; }
private:
/* 0x00 */ u16 mDemoType;
/* 0x02 */ s16 mDemoMoveAngle;
/* 0x04 */ s16 mTimer;
/* 0x06 */ s16 mParam2;
/* 0x08 */ int mParam0;
/* 0x0C */ int mParam1;
/* 0x10 */ int mDemoMode;
/* 0x14 */ float mStick;
/* 0x18 */ cXyz mDemoPos0;
}; // Size = 0x24
class daPy_py_c : public fopAc_ac_c {
public:
/* 0x0568 */ u8 field_0x568[8];
/* 0x0570 */ int mNoResetFlg0;
/* 0x0574 */ int mNoResetFlg1;
/* 0x0578 */ int mNoResetFlg2;
/* 0x057C */ int mNoResetFlg3;
/* 0x0580 */ int mResetFlg0;
/* 0x0584 */ int mResetFlg1;
/* 0x0588 */ int mEndResetFlg0;
/* 0x058C */ int mEndResetFlg1;
/* 0x0590 */ int mEndResetFlg2;
/* 0x0594 */ u8 field_0x594[0x10];
/* 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 {
EquipHeavyBoots = 0x2000000,
MagneBootsOn = 0x1000,
UnkFrollCrashFlg2 = 0x10,
UnkFrollCrashFlg1 = 0x8
};
enum daPy_FLG1 { Wolf = 0x2000000, ThrowDamage = 0x4000 };
enum daPy_FLG2 { BoarSingleBattle = 0x1800000, UnkArmor = 0x80000, Unk = 1 };
enum daPy_FLG3 { CopyRodThrowAfter = 0x40000 };
enum daPy_ERFLG0 {};
enum daPy_ERFLG1 { GanonFinish = 0x80000000, UnkForcePutPos = 0x2000 };
enum daPy_ERFLG2 {};
enum daPy_RFLG0 {};
void setParamData(int, int, int, int);
int checkFishingRodItem(int);
void checkBombItem(int);
void checkBottleItem(int);
void 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);
BOOL checkMasterSwordEquip();
void checkWoodShieldEquip();
f32 getAttentionOffsetY();
s16 checkNowWolfEyeUp();
void forceRestartRoom(int, u32, int);
void setFmChainPos(fopAc_ac_c*, cXyz*, int);
void cancelFmChainGrab();
void setLookPos(cXyz*);
void setPlayerSe(u32);
void linkGrabSubjectNoDraw(fopAc_ac_c*);
void wolfGrabSubjectNoDraw(fopAc_ac_c*);
void checkRoomRestartStart();
void checkCarryStartLightBallA();
void checkCarryStartLightBallB();
float getSpinnerRideSpeed() const;
void checkSpinnerReflectEffect();
void checkBoomerangCharge();
bool checkBoomerangChargeTime();
void getThrowBoomerangActor();
void cancelBoomerangLockActor(fopAc_ac_c*);
void setPlayerDamage(int, int);
void setMidnaMotionNum(int);
void setMidnaFaceNum(int);
int checkNoResetFlg0(daPy_FLG0) const;
int checkEquipHeavyBoots() const;
int checkBoarSingleBattle(void) 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;
void 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;
void checkSwordGet();
int checkResetFlg0(daPy_py_c::daPy_RFLG0) const;
int checkNoResetFlg2(daPy_py_c::daPy_FLG2) const;
int checkMagneBootsOn() const;
virtual void unk();
virtual bool getMidnaAtnPos(void) const;
virtual void setMidnaMsgNum(fopAc_ac_c*, u16);
virtual Mtx* getModelMtx(void);
virtual Mtx* getInvMtx(void);
virtual cXyz* getShadowTalkAtnPos(void);
virtual float getGroundY();
virtual Mtx* getLeftItemMatrix(void);
virtual Mtx* getRightItemMatrix(void);
virtual Mtx* getLeftHandMatrix(void);
virtual Mtx* getRightHandMatrix(void);
virtual Mtx* getLinkBackBone1Matrix(void);
virtual Mtx* getWolfMouthMatrix(void);
virtual Mtx* getWolfBackbone2Matrix(void);
virtual bool getBottleMtx(void);
virtual bool checkPlayerGuard(void) const;
virtual bool checkPlayerFly() const;
virtual bool checkFrontRoll() const;
virtual bool checkWolfDash() const;
virtual bool checkAutoJump(void) const;
virtual bool checkSideStep(void) const;
virtual bool checkWolfTriggerJump(void) const;
virtual bool checkGuardBreakMode(void) const;
virtual bool checkLv3Slide(void) const;
virtual bool checkWolfHowlDemoMode(void) const;
virtual bool checkChainBlockPushPull(void);
virtual bool checkElecDamage(void) const;
virtual bool checkEmptyBottleSwing(void) const;
virtual bool checkBottleSwingMode(void) const;
virtual bool checkHawkWait(void) const;
virtual bool checkGoatThrow(void) const;
virtual bool checkGoatThrowAfter(void) const;
virtual bool checkWolfTagLockJump(void) const;
virtual bool checkWolfTagLockJumpLand(void) const;
virtual bool checkWolfRope(void);
virtual bool checkWolfRopeHang(void) const;
virtual bool checkRollJump(void) const;
virtual bool checkGoronRideWait(void) const;
virtual bool checkWolfChain(void) const;
virtual bool checkWolfWait(void) const;
virtual bool checkWolfJumpAttack(void) const;
virtual bool checkWolfRSit(void) const;
virtual bool checkBubbleFly(void) const;
virtual bool checkBottleDrinkEnd(void) const;
virtual bool checkWolfDig(void) const;
virtual bool checkCutCharge(void) const;
virtual bool checkCutTurnCharge(void) const;
virtual bool checkCutLargeJumpCharge(void) const;
virtual bool getBokoFlamePos(cXyz*);
virtual bool checkComboCutTurn(void) const;
virtual bool checkClimbMove(void) const;
virtual bool checkGrassWhistle(void) const;
virtual bool checkBoarRun(void) const;
virtual bool checkFmChainPut(void) const;
virtual bool checkHorseElecDamage(void) const;
virtual float getBaseAnimeFrameRate(void) const;
virtual float getBaseAnimeFrame(void) const;
virtual void setAnimeFrame(float);
virtual bool checkWolfLock(fopAc_ac_c*) const;
virtual bool cancelWolfLock(fopAc_ac_c*);
virtual bool getAtnActorID(void) const;
virtual s32 getItemID(void) const;
virtual bool getGrabActorID(void) const;
virtual bool exchangeGrabActor(fopAc_ac_c*);
virtual bool setForceGrab(fopAc_ac_c*, int, int);
virtual void setForcePutPos(cXyz const&);
virtual bool checkPlayerNoDraw(void);
virtual bool checkRopeTag(void);
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 bool getModelJointMtx(u16);
virtual bool getHeadMtx(void);
virtual bool setHookshotCarryOffset(unsigned int, cXyz const*);
// virtual void checkCutJumpCancelTurn() const;
virtual bool checkIronBallReturn(void) const;
virtual bool checkIronBallGroundStop(void) const;
virtual bool checkSingleBoarBattleSecondBowReady(void) const;
virtual bool checkPointSubWindowMode(void) const;
virtual void setClothesChange(int);
virtual void setPlayerPosAndAngle(float (*)[4]);
virtual void setPlayerPosAndAngle(cXyz const*, csXyz const*);
virtual void setPlayerPosAndAngle(cXyz const*, short, int);
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(void);
virtual void cancelDungeonWarpReadyNeck(void);
virtual void onSceneChangeArea(u8, u8, fopAc_ac_c*);
virtual void onSceneChangeAreaJump(u8, u8, fopAc_ac_c*);
virtual void onSceneChangeDead(u8, int);
virtual bool checkHorseRide() const;
virtual bool checkBoarRide() const;
virtual bool checkCanoeRide() const;
virtual bool checkBoardRide() const;
virtual u32 checkSpinnerRide() const;
virtual bool getSpinnerActor(void);
virtual bool checkHorseRideNotReady(void) const;
virtual bool checkArrowChargeEnd(void) const;
virtual void getSearchBallScale(void) const;
virtual bool checkFastShotTime(void);
virtual bool checkNoEquipItem(void) const;
virtual bool checkFireMaterial(void) const;
virtual bool checkKandelaarSwing(int) const;
virtual bool getBoardCutTurnOffsetAngleY(void) const;
virtual cXyz* getMagneHitPos(void);
virtual cXyz* getMagneBootsTopVec(void);
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(void);
virtual bool checkSpinnerTriggerAttack(void);
virtual void onSpinnerPathForceRemove(void);
virtual bool getIronBallBgHit(void) const;
virtual bool getIronBallCenterPos(void);
virtual bool checkCanoeFishingGetLeft(void) const;
virtual bool checkCanoeFishingGetRight(void) const;
virtual bool checkBeeChildDrink(void) const;
virtual void skipPortalObjWarp(void);
virtual bool checkTreasureRupeeReturn(int) const;
virtual void setSumouReady(fopAc_ac_c*);
virtual bool checkAcceptDungeonWarpAlink(int);
virtual bool getSumouCounter(void) const;
virtual bool checkSumouWithstand(void) const;
virtual void cancelGoronThrowEvent(void);
virtual void setSumouGraspCancelCount(int);
virtual void setSumouPushBackDirection(short);
virtual void setSumouLoseHeadUp(void);
virtual s16 getGiantPuzzleAimAngle(void) const;
virtual void setGoronSideMove(fopAc_ac_c*);
virtual void setCargoCarry(fopAc_ac_c*);
virtual bool getDpdFarFlg(void) const;
virtual bool getHookshotTopPos(void);
virtual bool checkHookshotReturnMode(void) const;
virtual bool checkHookshotShootReturnMode(void) const;
virtual bool checkOctaIealHang(void) const;
virtual void cancelOctaIealHang(void);
virtual void cancelDragonHangBackJump(void);
virtual void setOctaIealWildHang(void);
virtual bool checkDragonHangRide(void) const;
virtual void changeDragonActor(fopAc_ac_c*);
virtual bool getClothesChangeWaitTimer(void) const;
virtual bool getShieldChangeWaitTimer(void) const;
virtual bool getSwordChangeWaitTimer(void) const;
virtual bool checkMetamorphose(void) const;
virtual bool checkWolfDownAttackPullOut(void) const;
virtual bool checkBootsOrArmorHeavy(void) const;
virtual s32 getBottleOpenAppearItem(void) const;
virtual bool checkItemSwordEquip(void) const;
virtual float getSinkShapeOffset(void) const;
virtual bool checkSinkDead(void) const;
virtual bool checkHorseStart(void);
virtual bool getWolfHowlMgrP(void);
virtual bool checkWolfHowlSuccessAnime(void) const;
virtual bool checkCopyRodTopUse(void);
virtual bool checkCopyRodEquip(void) const;
virtual bool checkCutJumpMode(void) const;
bool getSumouCameraMode() const {
bool sumouCameraMode = false;
if (field_0x560[0xA] != 0 && field_0x560[0xA] < 0x26) {
sumouCameraMode = true;
}
return sumouCameraMode;
}
// 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; }
void i_onNoResetFlg0(int pFlg) { mNoResetFlg0 |= pFlg; }
void i_onNoResetFlg3(int pFlg) { mNoResetFlg3 |= pFlg; }
void i_offNoResetFlg3(int pFlg) { mNoResetFlg3 &= ~pFlg; }
void i_onEndResetFlg1(daPy_ERFLG1 pFlg) { mEndResetFlg1 |= pFlg; }
int i_checkWolf() { return i_checkNoResetFlg1(Wolf); }
BOOL i_checkEquipHeavyBoots() const { return i_checkNoResetFlg0(EquipHeavyBoots); }
inline BOOL checkNowWolf();
static u8 m_midnaActor[4];
};
#endif /* D_A_D_A_PLAYER_H */