Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_ai.h
Go to the documentation of this file.
1#ifndef D_A_E_AI_H
2#define D_A_E_AI_H
3
5#include "d/d_bg_s_acch.h"
6#include "d/d_cc_d.h"
7#include "d/d_cc_uty.h"
9
10
19class e_ai_class : public fopEn_enemy_c {
20public:
28
29 void initCcCylinder();
30 void setCcCylinder();
31 void anm_init(int, f32, u8, f32);
32 int Draw();
36 void damage_check();
37 void e_ai_damage();
38 void e_ai_attack();
39 void e_ai_move();
40 void e_ai_wait();
41 void e_ai_return();
42 void action();
43 void PlayerWaySet();
44 void AttentionSet();
45 int Execute();
46 void setBaseMtx();
47 int Delete();
48 int CreateHeap();
49 int Create();
50
51private:
54 /* 0x5B8 */ u8 field_0x5b8;
55 /* 0x5B9 */ u8 field_0x5b9;
56 /* 0x5BA */ u8 field_0x5ba;
57 /* 0x5BC */ cXyz unk_0x5bc;
58 /* 0x5C8 */ mDoExt_brkAnm* m_brk;
59 /* 0x5CC */ u8 field_0x5cc;
62 /* 0x678 */ u8 field_0x678[0x67C - 0x678];
63 /* 0x67C */ s8 field_0x67c;
64 /* 0x680 */ u32 m_shadowKey;
65 /* 0x684 */ int m_anm;
66 /* 0x688 */ u8 field_0x688[0x68C - 0x688];
67 /* 0x68C */ s16 m_lifetime;
68 /* 0x68E */ s16 m_action;
69 /* 0x690 */ s16 m_mode;
70 /* 0x692 */ s16 field_0x692;
71 /* 0x694 */ s16 field_0x694;
72 /* 0x696 */ s16 field_0x696;
73 /* 0x698 */ u8 m_swbit;
74 /* 0x69C */ cXyz unk_0x69c;
75 /* 0x6A8 */ s16 field_0x6a8;
76 /* 0x6AA */ s16 m_angleToPlayer;
77 /* 0x6AC */ f32 m_playerDist;
78 /* 0x6B0 */ s16 m_timers[4];
80 /* 0x6BA */ s16 field_0x6ba;
81 /* 0x6BC */ s16 field_0x6bc;
82 /* 0x6C0 */ f32 field_0x6c0;
83 /* 0x6C4 */ u8 field_0x6C4[0x6C8 - 0x6C4];
85 /* 0x708 */ dBgS_ObjAcch m_acch;
86 /* 0x8E0 */ dCcD_Stts m_ccAtStts;
88 /* 0x958 */ dCcD_Sph m_ccAtSph;
90 /* 0xBC8 */ dCcD_Cyl m_ccCyl;
91 /* 0xD04 */ dCcU_AtInfo m_atInfo;
92 /* 0xD28 */ s8 field_0xd28;
93 /* 0xD29 */ s8 m_hitCount;
94 /* 0xD2C */ u32 field_0xd2c;
95 /* 0xD30 */ u32 field_0xd30;
96 /* 0xD34 */ u32 field_0xd34;
97 /* 0xD38 */ u32 field_0xd38;
98 /* 0xD3C */ u8 field_0xD3C[0xD40 - 0xD3C];
99 /* 0xD40 */ u8 m_HIOInit;
100};
101
102STATIC_ASSERT(sizeof(e_ai_class) == 0xd44);
103
104#endif /* D_A_E_AI_H */
Definition JPAEmitter.h:101
Definition Z2Creature.h:37
Definition d_bg_s_acch.h:15
Definition d_bg_s_acch.h:247
Definition d_cc_d.h:461
Definition d_cc_d.h:473
Definition d_cc_d.h:269
Armos.
Definition d_a_e_ai.h:19
void anm_init(int, f32, u8, f32)
Definition d_a_e_ai.cpp:112
mDoExt_McaMorfSO * m_modelMorf
Definition d_a_e_ai.h:60
s16 m_mode
Definition d_a_e_ai.h:69
s16 m_lifetime
Definition d_a_e_ai.h:67
void setBaseMtx()
Definition d_a_e_ai.cpp:816
s16 field_0x696
Definition d_a_e_ai.h:72
s16 field_0x694
Definition d_a_e_ai.h:71
int Draw()
Definition d_a_e_ai.cpp:117
BOOL pl_check(f32, s16)
Definition d_a_e_ai.cpp:167
u8 m_swbit
Definition d_a_e_ai.h:73
void initCcCylinder()
Definition d_a_e_ai.cpp:38
JPABaseEmitter * mpEmitter
Definition d_a_e_ai.h:52
void e_ai_damage()
Definition d_a_e_ai.cpp:345
BOOL player_way_check()
Definition d_a_e_ai.cpp:134
u8 field_0x5b8
Definition d_a_e_ai.h:54
void setCcCylinder()
Definition d_a_e_ai.cpp:94
dCcD_Stts m_ccShieldStts
Definition d_a_e_ai.h:87
u8 field_0x688[0x68C - 0x688]
Definition d_a_e_ai.h:66
int Create()
Definition d_a_e_ai.cpp:884
dCcD_Sph m_ccAtSph
Definition d_a_e_ai.h:88
BOOL other_bg_check(fopAc_ac_c *)
Definition d_a_e_ai.cpp:147
int Execute()
Definition d_a_e_ai.cpp:754
s16 field_0x6bc
Definition d_a_e_ai.h:81
s8 field_0xd28
Definition d_a_e_ai.h:92
s16 m_timers[4]
Definition d_a_e_ai.h:78
void e_ai_move()
Definition d_a_e_ai.cpp:491
void e_ai_attack()
Definition d_a_e_ai.cpp:440
u8 field_0x5ba
Definition d_a_e_ai.h:56
void PlayerWaySet()
Definition d_a_e_ai.cpp:734
s16 field_0x6ba
Definition d_a_e_ai.h:80
dCcD_Stts m_ccAtStts
Definition d_a_e_ai.h:86
u8 m_HIOInit
Definition d_a_e_ai.h:99
s8 field_0x67c
Definition d_a_e_ai.h:63
void action()
Definition d_a_e_ai.cpp:660
u32 field_0xd30
Definition d_a_e_ai.h:95
int m_anm
Definition d_a_e_ai.h:65
dBgS_ObjAcch m_acch
Definition d_a_e_ai.h:85
dCcD_Sph m_ccShieldSph
Definition d_a_e_ai.h:89
int Delete()
Definition d_a_e_ai.cpp:827
s16 m_angleToPlayer
Definition d_a_e_ai.h:76
u32 m_shadowKey
Definition d_a_e_ai.h:64
cXyz unk_0x69c
Definition d_a_e_ai.h:74
u8 field_0x5b9
Definition d_a_e_ai.h:55
s16 field_0x6a8
Definition d_a_e_ai.h:75
void damage_check()
Definition d_a_e_ai.cpp:180
void AttentionSet()
Definition d_a_e_ai.cpp:746
u8 field_0xD3C[0xD40 - 0xD3C]
Definition d_a_e_ai.h:98
u32 field_0xd2c
Definition d_a_e_ai.h:94
void e_ai_return()
Definition d_a_e_ai.cpp:607
u8 field_0x5cc
Definition d_a_e_ai.h:59
int CreateHeap()
Definition d_a_e_ai.cpp:858
s16 m_action
Definition d_a_e_ai.h:68
action_e
Definition d_a_e_ai.h:21
@ ACTION_ATTACK
Definition d_a_e_ai.h:24
@ ACTION_MOVE
Definition d_a_e_ai.h:23
@ ACTION_RETURN
Definition d_a_e_ai.h:26
@ ACTION_WAIT
Definition d_a_e_ai.h:22
@ ACTION_DAMAGE
Definition d_a_e_ai.h:25
s8 m_hitCount
Definition d_a_e_ai.h:93
dBgS_AcchCir m_acchcir
Definition d_a_e_ai.h:84
mDoExt_brkAnm * m_brk
Definition d_a_e_ai.h:58
f32 field_0x6c0
Definition d_a_e_ai.h:82
Z2CreatureEnemy m_sound
Definition d_a_e_ai.h:61
f32 m_playerDist
Definition d_a_e_ai.h:77
u32 field_0xd38
Definition d_a_e_ai.h:97
u8 field_0x678[0x67C - 0x678]
Definition d_a_e_ai.h:62
void e_ai_wait()
Definition d_a_e_ai.cpp:571
dCcU_AtInfo m_atInfo
Definition d_a_e_ai.h:91
cXyz unk_0x5bc
Definition d_a_e_ai.h:57
s16 field_0x692
Definition d_a_e_ai.h:70
u8 field_0x6C4[0x6C8 - 0x6C4]
Definition d_a_e_ai.h:83
u32 field_0xd34
Definition d_a_e_ai.h:96
request_of_phase_process_class m_phase
Definition d_a_e_ai.h:53
s16 m_invulnerabilityTimer
Definition d_a_e_ai.h:79
dCcD_Cyl m_ccCyl
Definition d_a_e_ai.h:90
Definition f_op_actor.h:230
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
Definition m_Do_ext.h:94
STATIC_ASSERT(sizeof(e_ai_class)==0xd44)
int BOOL
Definition types.h:33
signed char s8
Definition types.h:7
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 d_cc_uty.h:20
Definition c_phase.h:17