Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_cstatue.h
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1#ifndef D_A_CSTATUE_H
2#define D_A_CSTATUE_H
3
6#include "f_op/f_op_actor.h"
7
16class daCstatue_c : public fopAc_ac_c {
17public:
18 /* 806636AC */ void atHitCallback(fopAc_ac_c*);
19 /* 806636EC */ void createHeap();
20 /* 80663D28 */ void create();
21 /* 80664840 */ ~daCstatue_c();
22 /* 80664AA0 */ void setRoomInfo();
23 /* 80664B38 */ void setMatrix();
24 /* 80664C9C */ void posMove();
25 /* 8066555C */ void setCollision();
26 /* 80665E14 */ void checkHammerReverse();
27 /* 80665F80 */ void setDemo();
28 /* 80666390 */ void setAnime();
29 /* 80666B80 */ void initBrk(u16);
30 /* 80666BF8 */ void initStopBrkBtk();
31 /* 80666C38 */ void initStartBrkBtk();
32 /* 80666DE8 */ void execute();
33 /* 80667438 */ void draw();
34
35 bool checkNormalType() const { return mType == 0; }
36 bool checkNotSmallType() const { return mType == 1; }
37 bool checkBossType() const { return mType == 4 || mType == 3; }
38 cXyz& getBallPos() { return mBallPos; }
39 void onWarpGround(const cXyz& pos) {
41 field_0xae1 = 3;
42 }
43 void warpStart(const cXyz& pos) {
45 field_0xae1 = 1;
46 }
47 void onStateFlg0(int flg) {
48 mStateFlg0 |= flg;
49 }
50 void warpDelete() {
51 onStateFlg0(1);
52 field_0xae1 = 1;
53 }
54
55 static u8 const m_bckIdxTable[70 + 2 /* padding */];
56
57private:
58 /* 0x568 */ char* mResName;
60 /* 0x574 */ J3DModel* field_0x574;
64 /* 0x5AC */ dBgS_AcchCir field_0x5ac[4];
67 /* 0x8C0 */ dCcD_Cyl field_0x8c0;
68 /* 0x9FC */ dCcD_Cyl* field_0x9fc;
69 /* 0xA00 */ dCcD_Cps* field_0xa00;
70 /* 0xA04 */ dCcD_Cps* field_0xa04;
71 /* 0xA08 */ dCcD_Sph* field_0xa08;
74 /* 0xAA4 */ dPaPo_c field_0xaa4;
75 /* 0xADC */ u8 mReverb;
76 /* 0xADD */ u8 mType;
77 /* 0xADE */ u8 field_0xade;
78 /* 0xADF */ u8 field_0xadf;
79 /* 0xAE0 */ u8 field_0xae0;
80 /* 0xAE1 */ u8 field_0xae1;
81 /* 0xAE2 */ u8 field_0xae2;
82 /* 0xAE3 */ u8 field_0xae3;
83 /* 0xAE4 */ u8 field_0xae4;
84 /* 0xAE5 */ u8 mBossAtGndHit;
85 /* 0xAE6 */ u8 field_0xae6[0xAE8 - 0xAE6];
86 /* 0xAE8 */ s16 field_0xae8;
87 /* 0xAEA */ s16 field_0xaea;
88 /* 0xAEC */ u32 mStateFlg0;
89 /* 0xAF0 */ u32 field_0xaf0;
90 /* 0xAF4 */ f32 field_0xaf4;
91 /* 0xAF8 */ f32 field_0xaf8;
92 /* 0xAFC */ f32 field_0xafc;
93 /* 0xB00 */ f32 field_0xb00;
94 /* 0xB04 */ f32 field_0xb04;
95 /* 0xB08 */ cXyz field_0xb08;
96 /* 0xB14 */ cXyz field_0xb14;
97 /* 0xB20 */ cXyz mBallPos;
98};
99
100STATIC_ASSERT(sizeof(daCstatue_c) == 0xB2C);
101
102#endif /* D_A_CSTATUE_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition d_bg_s_acch.h:250
Definition d_cc_d.h:444
Definition d_cc_d.h:432
Definition d_particle_copoly.h:10
Dominion Rod Statue (small?)
Definition d_a_cstatue.h:16
bool checkNormalType() const
Definition d_a_cstatue.h:35
~daCstatue_c()
Definition d_a_cstatue.cpp:829
mDoExt_brkAnm field_0x594
Definition d_a_cstatue.h:63
void create()
Definition d_a_cstatue.cpp:795
void initStartBrkBtk()
Definition d_a_cstatue.cpp:1414
u8 mType
Definition d_a_cstatue.h:76
dCcD_Stts field_0x884
Definition d_a_cstatue.h:66
dBgS_StatueAcch field_0x6ac
Definition d_a_cstatue.h:65
Z2Creature field_0xa14
Definition d_a_cstatue.h:73
u8 field_0xae2
Definition d_a_cstatue.h:81
f32 field_0xaf8
Definition d_a_cstatue.h:91
mDoExt_McaMorfSO * field_0x578
Definition d_a_cstatue.h:61
u8 field_0xae6[0xAE8 - 0xAE6]
Definition d_a_cstatue.h:85
u32 mStateFlg0
Definition d_a_cstatue.h:88
cXyz field_0xb08
Definition d_a_cstatue.h:95
mDoExt_btkAnm field_0x57c
Definition d_a_cstatue.h:62
bool checkBossType() const
Definition d_a_cstatue.h:37
void atHitCallback(fopAc_ac_c *)
Definition d_a_cstatue.cpp:207
request_of_phase_process_class mPhaseReq
Definition d_a_cstatue.h:59
mDoExt_invisibleModel field_0xa0c
Definition d_a_cstatue.h:72
u8 field_0xadf
Definition d_a_cstatue.h:78
dCcD_Cps * field_0xa04
Definition d_a_cstatue.h:70
J3DModel * field_0x574
Definition d_a_cstatue.h:60
static u8 const m_bckIdxTable[70+2]
Definition d_a_cstatue.h:254
dPaPo_c field_0xaa4
Definition d_a_cstatue.h:74
void initBrk(u16)
Definition d_a_cstatue.cpp:1363
void warpDelete()
Definition d_a_cstatue.h:50
s16 field_0xaea
Definition d_a_cstatue.h:87
cXyz & getBallPos()
Definition d_a_cstatue.h:38
char * mResName
Definition d_a_cstatue.h:58
void posMove()
Definition d_a_cstatue.cpp:1010
dCcD_Cyl field_0x8c0
Definition d_a_cstatue.h:67
u8 field_0xade
Definition d_a_cstatue.h:77
void setRoomInfo()
Definition d_a_cstatue.cpp:845
u8 mBossAtGndHit
Definition d_a_cstatue.h:84
void onStateFlg0(int flg)
Definition d_a_cstatue.h:47
u8 field_0xae4
Definition d_a_cstatue.h:83
u8 field_0xae1
Definition d_a_cstatue.h:80
void onWarpGround(const cXyz &pos)
Definition d_a_cstatue.h:39
bool checkNotSmallType() const
Definition d_a_cstatue.h:36
void createHeap()
Definition d_a_cstatue.cpp:522
void setDemo()
Definition d_a_cstatue.cpp:1331
u8 field_0xae3
Definition d_a_cstatue.h:82
void execute()
Definition d_a_cstatue.cpp:1427
dBgS_AcchCir field_0x5ac[4]
Definition d_a_cstatue.h:64
cXyz field_0xb14
Definition d_a_cstatue.h:96
s16 field_0xae8
Definition d_a_cstatue.h:86
void initStopBrkBtk()
Definition d_a_cstatue.cpp:1387
dCcD_Cps * field_0xa00
Definition d_a_cstatue.h:69
cXyz mBallPos
Definition d_a_cstatue.h:97
u8 mReverb
Definition d_a_cstatue.h:75
dCcD_Cyl * field_0x9fc
Definition d_a_cstatue.h:68
void setMatrix()
Definition d_a_cstatue.cpp:885
void setCollision()
Definition d_a_cstatue.cpp:1265
dCcD_Sph * field_0xa08
Definition d_a_cstatue.h:71
f32 field_0xaf4
Definition d_a_cstatue.h:90
void checkHammerReverse()
Definition d_a_cstatue.cpp:1271
u8 field_0xae0
Definition d_a_cstatue.h:79
u32 field_0xaf0
Definition d_a_cstatue.h:89
void warpStart(const cXyz &pos)
Definition d_a_cstatue.h:43
f32 field_0xb04
Definition d_a_cstatue.h:94
void draw()
Definition d_a_cstatue.cpp:1438
f32 field_0xafc
Definition d_a_cstatue.h:92
void setAnime()
Definition d_a_cstatue.cpp:1358
f32 field_0xb00
Definition d_a_cstatue.h:93
STATIC_ASSERT(sizeof(daCstatue_c)==0xB2C)
static u8 pos[12]
Definition d_a_obj_kago.cpp:839
Definition d_a_ep.cpp:155
Definition d_a_hozelda.cpp:163
Definition d_a_hozelda.cpp:20
Definition d_a_npc_fguard.cpp:98
Definition d_a_npc_fguard.cpp:86
Definition d_a_npc_fguard.cpp:70
Definition d_a_ep.cpp:19
Definition d_a_npc_fguard.cpp:23
Definition d_a_obj_sekizoa.cpp:56
Definition d_a_hozelda.cpp:47
Definition d_a_obj_sekizoa.cpp:38
Definition d_a_hozelda.cpp:14
unsigned long u32
Definition types.h:10
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned short u16
Definition types.h:9
unsigned char u8
Definition types.h:8