Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Z2SceneMgr.h
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1#ifndef Z2SCENEMGR_H
2#define Z2SCENEMGR_H
3
6
7s8 dComIfGp_getReverb(int roomNo);
8
9class Z2SceneMgr : public JASGlobalInstance<Z2SceneMgr> {
10public:
11 Z2SceneMgr();
12 void setInDarkness(bool inDarkness);
13 void setSceneExist(bool isSceneExist);
14 void setFadeOutStart(u8 fadeType);
15 void setFadeInStart(u8 fadeType);
16 void setSceneName(char* spot, s32 room, s32 layer);
17 void sceneChange(JAISoundID bgm, u8 seWave1, u8 seWave2, u8 bgmWave1, u8 bgmWave2,
18 u8 demoWave, bool);
19 void framework();
20 void load1stDynamicWave();
24 void load2ndDynamicWave();
25 void sceneBgmStart();
26 void loadStaticWaves();
28 bool eraseSeWave(u32 wave);
29 bool eraseBgmWave(u32 wave);
30 s32 getWaveLoadStatus(u32 wave, u32 bank);
31 bool loadSeWave(u32 wave);
32 bool loadBgmWave(u32 wave);
33
34 #if PLATFORM_SHIELD
35 bool loadSceneWave(u32 wave, u32 bank);
36 #endif
37
38 bool isSceneExist() { return sceneExist; }
39 int getCurrentSceneNum() { return sceneNum; }
41 bool isInGame() { return inGame; }
43 bool isInDarkness() { return inDarkness_; }
45 bool isMovieDemo() { return sceneNum == 2 || sceneNum == 8 || sceneNum == 9; }
46 s32 getSeLoadStatus(u32 wave) { return getWaveLoadStatus(wave, 0); }
47 s32 getBgmLoadStatus(u32 wave) { return getWaveLoadStatus(wave, 1); }
49
50private:
51 /* 0x00 */ JAISoundID BGM_ID;
52 /* 0x04 */ int sceneNum;
53 /* 0x08 */ int timer;
54 /* 0x0C */ s8 roomNum;
55 /* 0x0D */ u8 requestSeWave_1;
56 /* 0x0E */ u8 loadedSeWave_1;
57 /* 0x0F */ u8 requestSeWave_2;
58 /* 0x10 */ u8 loadedSeWave_2;
59 /* 0x11 */ u8 requestBgmWave_1;
60 /* 0x12 */ u8 loadedBgmWave_1;
61 /* 0x13 */ u8 requestBgmWave_2;
62 /* 0x14 */ u8 loadedBgmWave_2;
63 /* 0x15 */ u8 requestDemoWave;
64 /* 0x16 */ u8 loadedDemoWave;
65 /* 0x17 */ s8 load1stWait;
66 /* 0x18 */ u8 field_0x18;
67 /* 0x19 */ u8 field_0x19;
68 /* 0x1A */ bool field_0x1a;
69 /* 0x1B */ bool field_0x1b;
70 /* 0x1C */ bool inGame;
71 /* 0x1D */ bool sceneExist;
72 /* 0x1E */ bool inDarkness_;
73}; // Size = 0x20
74
78
79enum Z2Scene {
115 /* 0x23 */ Z2SCENE_NONE,
161};
162
163#endif /* Z2SCENEMGR_H */
Z2Scene
Definition Z2SceneMgr.h:79
@ Z2SCENE_HENA_CABIN
Definition Z2SceneMgr.h:100
@ Z2SCENE_FARON_WOODS
Definition Z2SceneMgr.h:85
@ Z2SCENE_SNOWPEAK_RUINS_BOSS
Definition Z2SceneMgr.h:134
@ Z2SCENE_ORDON_VILLAGE
Definition Z2SceneMgr.h:81
@ Z2SCENE_FINAL_BATTLE_FIELD
Definition Z2SceneMgr.h:148
@ Z2SCENE_SHADES_REALM
Definition Z2SceneMgr.h:113
@ Z2SCENE_HIDDEN_VILLAGE
Definition Z2SceneMgr.h:94
@ Z2SCENE_ARBITERS_GROUNDS
Definition Z2SceneMgr.h:129
@ Z2SCENE_ZORAS_DOMAIN
Definition Z2SceneMgr.h:101
@ Z2SCENE_ARBITERS_GROUNDS_EXTERIOR
Definition Z2SceneMgr.h:107
@ Z2SCENE_CASTLE_TOWN_SHOPS
Definition Z2SceneMgr.h:104
@ Z2SCENE_HYRULE_FIELD
Definition Z2SceneMgr.h:110
@ Z2SCENE_ZORAS_RIVER
Definition Z2SceneMgr.h:97
@ Z2SCENE_FOREST_TEMPLE
Definition Z2SceneMgr.h:120
@ Z2SCENE_IMPAZ_HOUSE
Definition Z2SceneMgr.h:95
@ Z2SCENE_TEMPLE_OF_TIME_BOSS
Definition Z2SceneMgr.h:137
@ Z2SCENE_UPPER_ZORAS_RIVER
Definition Z2SceneMgr.h:98
@ Z2SCENE_ICE_BLOCK_PUZZLE
Definition Z2SceneMgr.h:150
@ Z2SCENE_ELDIN_MAGNET_CAVE
Definition Z2SceneMgr.h:154
@ Z2SCENE_KAKARIKO_VILLAGE
Definition Z2SceneMgr.h:88
@ Z2SCENE_LIGHT_SPIRIT_CHAMBER
Definition Z2SceneMgr.h:116
@ Z2SCENE_FOREST_TEMPLE_MINIBOSS
Definition Z2SceneMgr.h:121
@ Z2SCENE_SNOWPEAK_RUINS
Definition Z2SceneMgr.h:132
@ Z2SCENE_FORTRESS
Definition Z2SceneMgr.h:119
@ Z2SCENE_GROTTO_ROCK_2
Definition Z2SceneMgr.h:158
@ Z2SCENE_GROTTO_GRASS_1
Definition Z2SceneMgr.h:155
@ Z2SCENE_PALACE_OF_TWILIGHT_MINIBOSS_B
Definition Z2SceneMgr.h:143
@ Z2SCENE_TEMPLE_OF_TIME_MINIBOSS
Definition Z2SceneMgr.h:136
@ Z2SCENE_SNOWPEAK
Definition Z2SceneMgr.h:106
@ Z2SCENE_LAKEBED_TEMPLE_BOSS
Definition Z2SceneMgr.h:128
@ Z2SCENE_DEATH_MOUNTAIN
Definition Z2SceneMgr.h:91
@ Z2SCENE_PALACE_OF_TWILIGHT
Definition Z2SceneMgr.h:141
@ Z2SCENE_SUMO_HALL
Definition Z2SceneMgr.h:92
@ Z2SCENE_CITY_IN_THE_SKY
Definition Z2SceneMgr.h:138
@ Z2SCENE_ENEMY_TEST
Definition Z2SceneMgr.h:118
@ Z2SCENE_GROTTO_POND
Definition Z2SceneMgr.h:159
@ Z2SCENE_GERUDO_DESERT
Definition Z2SceneMgr.h:108
@ Z2SCENE_ORDON_SPRING
Definition Z2SceneMgr.h:83
@ Z2SCENE_KAKARIKO_GRAVEYARD
Definition Z2SceneMgr.h:93
@ Z2SCENE_HYRULE_CASTLE
Definition Z2SceneMgr.h:146
@ Z2SCENE_LAKEBED_TEMPLE_MINIBOSS
Definition Z2SceneMgr.h:127
@ Z2SCENE_FINAL_BATTLE_CUTSCENE
Definition Z2SceneMgr.h:149
@ Z2SCENE_FINAL_BATTLE_THRONE_ROOM
Definition Z2SceneMgr.h:147
@ Z2SCENE_CITY_IN_THE_SKY_MINIBOSS
Definition Z2SceneMgr.h:139
@ Z2SCENE_GORON_MINES_BOSS
Definition Z2SceneMgr.h:125
@ Z2SCENE_SANCTUARY_BASEMENT
Definition Z2SceneMgr.h:90
@ Z2SCENE_KAKARIKO_INTERIOR
Definition Z2SceneMgr.h:89
@ Z2SCENE_PALACE_OF_TWILIGHT_THRONE_ROOM
Definition Z2SceneMgr.h:144
@ Z2SCENE_ORDON_INTERIOR
Definition Z2SceneMgr.h:82
@ Z2SCENE_ARBITERS_GROUNDS_BOSS
Definition Z2SceneMgr.h:131
@ Z2SCENE_CAVE_OF_ORDEALS
Definition Z2SceneMgr.h:151
@ Z2SCENE_STAR_TENT
Definition Z2SceneMgr.h:105
@ Z2SCENE_FISHING_POND
Definition Z2SceneMgr.h:99
@ Z2SCENE_ELDIN_BRIDGE_BATTLE
Definition Z2SceneMgr.h:114
@ Z2SCENE_ORDON_RANCH
Definition Z2SceneMgr.h:80
@ Z2SCENE_TWILIGHT_HYRULE_CASTLE
Definition Z2SceneMgr.h:84
@ Z2SCENE_HYLIA_BRIDGE_BATTLE
Definition Z2SceneMgr.h:112
@ Z2SCENE_FOREST_TEMPLE_BOSS
Definition Z2SceneMgr.h:122
@ Z2SCENE_TEMPLE_OF_TIME
Definition Z2SceneMgr.h:135
@ Z2SCENE_GORON_MINES
Definition Z2SceneMgr.h:123
@ Z2SCENE_GROTTO_GRASS_2
Definition Z2SceneMgr.h:156
@ Z2SCENE_CORO_SHOP
Definition Z2SceneMgr.h:86
@ Z2SCENE_NONE
Definition Z2SceneMgr.h:115
@ Z2SCENE_CASTLE_TOWN_GATES
Definition Z2SceneMgr.h:111
@ Z2SCENE_FARON_WOODS_CAVE
Definition Z2SceneMgr.h:160
@ Z2SCENE_GORGE_LANTERN_CAVE
Definition Z2SceneMgr.h:152
@ Z2SCENE_LAKEBED_TEMPLE
Definition Z2SceneMgr.h:126
@ Z2SCENE_CASTLE_THRONE_ROOM
Definition Z2SceneMgr.h:117
@ Z2SCENE_GROTTO_ROCK_1
Definition Z2SceneMgr.h:157
@ Z2SCENE_GORON_MINES_MINIBOSS
Definition Z2SceneMgr.h:124
@ Z2SCENE_CASTLE_TOWN_INTERIOR
Definition Z2SceneMgr.h:103
@ Z2SCENE_PALACE_OF_TWILIGHT_MINIBOSS_A
Definition Z2SceneMgr.h:142
@ Z2SCENE_MIRROR_CHAMBER
Definition Z2SceneMgr.h:109
@ Z2SCENE_SNOWPEAK_RUINS_MINIBOSS
Definition Z2SceneMgr.h:133
@ Z2SCENE_ARBITERS_GROUNDS_MINIBOSS
Definition Z2SceneMgr.h:130
@ Z2SCENE_PALACE_OF_TWILIGHT_BOSS
Definition Z2SceneMgr.h:145
@ Z2SCENE_LAKE_HYLIA
Definition Z2SceneMgr.h:96
@ Z2SCENE_CASTLE_TOWN
Definition Z2SceneMgr.h:102
@ Z2SCENE_LAKE_LANTERN_CAVE
Definition Z2SceneMgr.h:153
@ Z2SCENE_CITY_IN_THE_SKY_BOSS
Definition Z2SceneMgr.h:140
@ Z2SCENE_SACRED_GROVE
Definition Z2SceneMgr.h:87
s8 dComIfGp_getReverb(int roomNo)
Definition d_com_inf_game.cpp:1314
Z2SceneMgr * Z2GetSceneMgr()
Definition Z2SceneMgr.h:75
Definition JAISound.h:13
Definition JASGadget.h:12
static T * getInstance()
Definition JASGadget.h:31
Definition Z2SceneMgr.h:9
bool check1stDynamicWave()
Definition Z2SceneMgr.cpp:1884
bool inGame
Definition Z2SceneMgr.h:70
int getCurrentSceneNum()
Definition Z2SceneMgr.h:39
u8 loadedSeWave_2
Definition Z2SceneMgr.h:58
void load1stDynamicWave()
Definition Z2SceneMgr.cpp:1800
bool loadSeWave(u32 wave)
Definition Z2SceneMgr.cpp:2095
s8 roomNum
Definition Z2SceneMgr.h:54
bool isSceneExist()
Definition Z2SceneMgr.h:38
u8 field_0x18
Definition Z2SceneMgr.h:66
void sceneChange(JAISoundID bgm, u8 seWave1, u8 seWave2, u8 bgmWave1, u8 bgmWave2, u8 demoWave, bool)
Definition Z2SceneMgr.cpp:1743
void loadStaticWaves()
Definition Z2SceneMgr.cpp:2021
bool field_0x1a
Definition Z2SceneMgr.h:68
Z2SceneMgr()
Definition Z2SceneMgr.cpp:13
s32 getSeLoadStatus(u32 wave)
Definition Z2SceneMgr.h:46
s8 getCurrentRoomNum()
Definition Z2SceneMgr.h:40
s32 getWaveLoadStatus(u32 wave, u32 bank)
Definition Z2SceneMgr.cpp:2065
void setInGame(bool isInGame)
Definition Z2SceneMgr.h:42
void setInDarkness(bool inDarkness)
Definition Z2SceneMgr.cpp:37
JAISoundID BGM_ID
Definition Z2SceneMgr.h:51
u8 loadedBgmWave_2
Definition Z2SceneMgr.h:62
u8 getDemoSeWaveNum()
Definition Z2SceneMgr.h:48
s32 getBgmLoadStatus(u32 wave)
Definition Z2SceneMgr.h:47
void framework()
Definition Z2SceneMgr.cpp:1775
int timer
Definition Z2SceneMgr.h:53
bool isMovieDemo()
Definition Z2SceneMgr.h:45
u8 requestSeWave_2
Definition Z2SceneMgr.h:57
void load2ndDynamicWave()
Definition Z2SceneMgr.cpp:1888
u8 requestDemoWave
Definition Z2SceneMgr.h:63
bool eraseBgmWave(u32 wave)
Definition Z2SceneMgr.cpp:2051
bool eraseSeWave(u32 wave)
Definition Z2SceneMgr.cpp:2037
u8 field_0x19
Definition Z2SceneMgr.h:67
u8 loadedBgmWave_1
Definition Z2SceneMgr.h:60
s8 getRoomReverb()
Definition Z2SceneMgr.h:44
void setSceneName(char *spot, s32 room, s32 layer)
Definition Z2SceneMgr.cpp:185
BOOL checkFirstWaves()
Definition Z2SceneMgr.cpp:2033
bool sceneExist
Definition Z2SceneMgr.h:71
bool field_0x1b
Definition Z2SceneMgr.h:69
void setFadeInStart(u8 fadeType)
Definition Z2SceneMgr.cpp:162
u8 requestBgmWave_2
Definition Z2SceneMgr.h:61
u8 loadedDemoWave
Definition Z2SceneMgr.h:64
void setSceneExist(bool isSceneExist)
Definition Z2SceneMgr.cpp:130
u8 requestSeWave_1
Definition Z2SceneMgr.h:55
bool isInDarkness()
Definition Z2SceneMgr.h:43
bool inDarkness_
Definition Z2SceneMgr.h:72
void sceneBgmStart()
Definition Z2SceneMgr.cpp:1929
s8 load1stWait
Definition Z2SceneMgr.h:65
void _load1stWaveInner_1()
Definition Z2SceneMgr.cpp:1811
bool isInGame()
Definition Z2SceneMgr.h:41
int sceneNum
Definition Z2SceneMgr.h:52
bool loadBgmWave(u32 wave)
Definition Z2SceneMgr.cpp:2111
void setFadeOutStart(u8 fadeType)
Definition Z2SceneMgr.cpp:151
u8 requestBgmWave_1
Definition Z2SceneMgr.h:59
u8 loadedSeWave_1
Definition Z2SceneMgr.h:56
bool loadSceneWave(u32 wave, u32 bank)
Definition Z2SceneMgr.cpp:2080
void _load1stWaveInner_2()
Definition Z2SceneMgr.cpp:1861
int BOOL
Definition types.h:33
signed char s8
Definition types.h:7
unsigned long u32
Definition types.h:12
signed long s32
Definition types.h:11
unsigned char u8
Definition types.h:8