Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_door_boss.h
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1#ifndef D_A_DOOR_BOSS_H
2#define D_A_DOOR_BOSS_H
3
5#include "f_op/f_op_actor.h"
6#include "d/d_bg_s_acch.h"
7#include "d/d_bg_w.h"
8
17class daBdoor_c : public fopAc_ac_c {
18public:
19 enum Action {
20 /* 0 */ ACT_WAIT,
22 /* 2 */ ACT_OPEN,
23 /* 3 */ ACT_END,
24 };
25
26 char* getArcName();
27 char* getBmd();
28 char* getDzb();
29 char* getBmd2();
31 int CreateHeap();
32 void calcMtx();
33 int CreateInit();
35 int getDemoAction();
36 void demoProc();
37 void calcGoal(cXyz*, int);
38 void smokeInit();
46 int execute();
48 int draw();
49 int Delete();
50
51 void setAction(u8 i_action) { mAction = i_action; }
52
53private:
55 /* 0x570 */ J3DModel* mpDoorModel;
56 /* 0x574 */ J3DModel* mpLockModel;
58 /* 0x57C */ dBgW* mpBgW;
59 /* 0x580 */ bool mBgInactive;
60 /* 0x581 */ u8 mAction;
61 /* 0x582 */ u8 field_0x582[6];
62 /* 0x588 */ u32 mStaffID;
63 /* 0x58C */ s16 field_0x58c;
64 /* 0x590 */ f32 mOffsetY;
65 /* 0x594 */ bool mLocked;
66 /* 0x598 */ cXyz mParticlePos;
67 /* 0x5A4 */ csXyz mParticleAngle;
68 /* 0x5AC */ dBgS_ObjAcch mAcch;
70};
71
72STATIC_ASSERT(sizeof(daBdoor_c) == 0x7C4);
73
74#endif /* D_A_DOOR_BOSS_H */
cPhs__Step
Definition c_phase.h:8
Definition J3DModelData.h:17
Definition J3DModel.h:43
Definition c_sxyz.h:10
Definition d_bg_s_acch.h:15
Definition d_bg_s_acch.h:247
Definition d_bg_w.h:257
Boss Door (Unused?)
Definition d_a_door_boss.h:17
char * getBmd()
Definition d_a_door_boss.cpp:19
int Delete()
Definition d_a_door_boss.cpp:385
BOOL actionWait()
Definition d_a_door_boss.cpp:284
bool mLocked
Definition d_a_door_boss.h:65
int draw()
Definition d_a_door_boss.cpp:355
int execute()
Definition d_a_door_boss.cpp:333
BOOL actionEnd()
Definition d_a_door_boss.cpp:311
char * getArcName()
Definition d_a_door_boss.cpp:15
csXyz mParticleAngle
Definition d_a_door_boss.h:67
void calcGoal(cXyz *, int)
Definition d_a_door_boss.cpp:220
mDoExt_bckAnm * mpLockAnm
Definition d_a_door_boss.h:57
dBgS_AcchCir mAcchCir
Definition d_a_door_boss.h:69
void setAction(u8 i_action)
Definition d_a_door_boss.h:51
f32 mOffsetY
Definition d_a_door_boss.h:64
BOOL checkOpen()
Definition d_a_door_boss.cpp:268
BOOL actionOpen()
Definition d_a_door_boss.cpp:306
void calcMtx()
Definition d_a_door_boss.cpp:79
int CreateInit()
Definition d_a_door_boss.cpp:88
s16 field_0x58c
Definition d_a_door_boss.h:63
char * getBmd2()
Definition d_a_door_boss.cpp:27
cXyz mParticlePos
Definition d_a_door_boss.h:66
BOOL checkFront()
Definition d_a_door_boss.cpp:260
int getDemoAction()
Definition d_a_door_boss.cpp:121
u32 mStaffID
Definition d_a_door_boss.h:62
u8 field_0x582[6]
Definition d_a_door_boss.h:61
J3DModel * mpLockModel
Definition d_a_door_boss.h:56
BOOL checkArea()
Definition d_a_door_boss.cpp:246
void smokeInit()
Definition d_a_door_boss.cpp:239
dBgS_ObjAcch mAcch
Definition d_a_door_boss.h:68
J3DModelData * getDoorModelData()
Definition d_a_door_boss.cpp:31
char * getDzb()
Definition d_a_door_boss.cpp:23
dBgW * mpBgW
Definition d_a_door_boss.h:58
BOOL actionCloseWait()
Definition d_a_door_boss.cpp:292
request_of_phase_process_class mPhaseReq
Definition d_a_door_boss.h:54
J3DModel * mpDoorModel
Definition d_a_door_boss.h:55
bool mBgInactive
Definition d_a_door_boss.h:59
cPhs__Step create()
Definition d_a_door_boss.cpp:107
Action
Definition d_a_door_boss.h:19
@ ACT_CLOSE_WAIT
Definition d_a_door_boss.h:21
@ ACT_OPEN
Definition d_a_door_boss.h:22
@ ACT_WAIT
Definition d_a_door_boss.h:20
@ ACT_END
Definition d_a_door_boss.h:23
BOOL checkDraw()
Definition d_a_door_boss.cpp:351
int CreateHeap()
Definition d_a_door_boss.cpp:43
u8 mAction
Definition d_a_door_boss.h:60
void demoProc()
Definition d_a_door_boss.cpp:138
Definition f_op_actor.h:230
Definition m_Do_ext.h:151
STATIC_ASSERT(sizeof(daBdoor_c)==0x7C4)
int BOOL
Definition types.h:33
unsigned long u32
Definition types.h:12
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
unsigned char u8
Definition types.h:8
Definition c_xyz.h:7
Definition c_phase.h:17