Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_horse.h
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1#ifndef D_A_HORSE_H
2#define D_A_HORSE_H
3
6#include "d/d_bg_s_acch.h"
7#include "d/d_bg_s_lin_chk.h"
8#include "d/d_cc_d.h"
9#include "d/d_msg_flow.h"
10#include "m_Do/m_Do_audio.h"
11
13public:
14 /* 80837F2C */ void setReinPos(int);
15 /* 808383A8 */ void setReinPosPart(int);
16 /* 80844FB0 */ ~daHorseRein_c();
17 /* 80844FEC */ daHorseRein_c();
18
19private:
20 /* 0x00 */ cXyz* field_0x0[2];
21 /* 0x08 */ int field_0x8[2];
22 /* 0x10 */ f32 field_0x10;
23 /* 0x14 */ f32 field_0x14;
24 /* 0x18 */ f32 field_0x18;
25 /* 0x1C */ cXyz field_0x1c;
26}; // Size: 0x28
27
29public:
30 /* 80844F70 */ ~daHorseFootData_c();
31 /* 80844FAC */ daHorseFootData_c();
32
33private:
34 /* 0x0 */ u8 field_0x0[0xE4];
35}; // Size: 0xE4
36
37class daHoZelda_c;
38
47class daHorse_c : public fopAc_ac_c {
48public:
50 /* 0x001 */ ERFLG0_UNK_1 = 0x1,
51 /* 0x010 */ ERFLG0_MOVE_ACCEPT = 0x10,
52 /* 0x080 */ ERFLG0_RIDE_RUN_FLG = 0x80,
53 /* 0x100 */ ERFLG0_CUT_TURN_CANCEL = 0x100,
54
56 };
57
59 /* 0x02 */ RFLG0_ENEMY_SEARCH = 2,
60 /* 0x08 */ RFLG0_LASH_DASH_START = 8,
61 /* 0x10 */ RFLG0_TURN_STAND = 0x10,
62 /* 0x40 */ RFLG0_TURN_STAND_CAMERA = 0x40,
63 };
64
66 /* 0x00000020 */ FLG0_RODEO_LEFT = 0x20,
67 /* 0x00000040 */ FLG0_RIDE_START_FLG = 0x40,
68 /* 0x00000080 */ FLG0_NO_DRAW_WAIT = 0x80,
69 /* 0x00010000 */ FLG0_PLAYER_BACK_RIDE_LASH = 0x10000,
70 /* 0x00400000 */ FLG0_UNK_400000 = 0x400000,
71 /* 0x20000000 */ FLG0_TURN_CANCEL_KEEP = 0x20000000,
72 /* 0x80000000 */ FLG0_RODEO_MODE = 0x80000000
73 };
74
76
78 field_0x16b8 = 2;
79 field_0x1740 = 1;
80 }
81
82 /* 807E27F8 */ void onDemoJumpDistance(f32, f32);
83 /* 807E28B8 */ void changeDemoPos0(cXyz const*);
84 /* 807E28E0 */ void setHorsePosAndAngle(cXyz const*, s16);
85 /* 80838498 */ void coHitCallbackBoarJump(fopAc_ac_c*);
86 /* 80838798 */ void coHitCallbackBoarHit(fopAc_ac_c*, dCcD_GObjInf*);
87 /* 80838904 */ void coHitCallbackCowHit(fopAc_ac_c*);
88 /* 80838B78 */ void modelCallBack(int);
89 /* 80838F98 */ void createHeap();
90 /* 8083940C */ void checkEnding();
91 /* 80839498 */ void create();
92 /* 80839D1C */ void setBasAnime(int);
93 /* 80839EBC */ void resetBasAnime();
94 /* 80839ED4 */ void setDoubleAnime(f32, f32, f32, u16, u16, f32);
95 /* 8083A20C */ void setSingleAnime(u16, f32, f32, s16, f32, int);
96 /* 8083A3C4 */ void animePlay();
97 /* 8083A5AC */ void checkDemoAction();
98 /* 8083A890 */ void setStickRodeoMove();
99 /* 8083AC7C */ void setStickCallMove();
100 /* 8083ACEC */ void setDemoMoveData(u32*, cXyz const*);
101 /* 8083AEC0 */ void setDemoData();
102 /* 8083B578 */ void acceptPlayerRide();
103 /* 8083B600 */ void setStickData();
104 /* 8083B828 */ void setTurnStartVibration();
105 /* 8083B82C */ void setTurnVibration();
106 /* 8083B830 */ void setMoveAnime(f32);
107 /* 8083BF48 */ void checkHorseNoMove(int);
108 /* 8083CA80 */ void checkTurnPlayerState();
109 /* 8083CB38 */ void setSpeedAndAngle();
110 /* 8083D748 */ void checkWaitTurn() const;
111 /* 8083D774 */ void setRoomInfo(int);
112 /* 8083D918 */ void setBodyPart();
113 /* 8083D9D8 */ void setMatrix();
114 /* 8083DC58 */ void setDashEffect(u32*);
115 /* 8083DEEC */ void setEffect();
116 /* 8083E4D8 */ void setCollision();
117 /* 8083E6E8 */ void autoGroundHit();
118 /* 8083E760 */ void setTailAngle();
119 /* 8083E8A4 */ void setNeckAngle();
120 /* 8083EA78 */ void copyFootMatrix();
121 /* 8083EB10 */ void setFootMatrix();
122 /* 8083ED88 */ void setLegAngle(f32, int, int, s16*);
123 /* 8083F3B0 */ void footBgCheck();
124 /* 8083F9AC */ void setReinPosMoveInit(int);
125 /* 8083FDAC */ void copyReinPos();
126 /* 8083FEB4 */ void setReinPosHandSubstance(int);
127 /* 8084010C */ void setReinPosNormalSubstance();
128 /* 808402F8 */ void bgCheck();
129 /* 80840714 */ void checkSpecialWallHitSubstance(cXyz const&) const;
130 /* 808407B0 */ void setServiceWaitTimer();
131 /* 80840800 */ void checkServiceWaitAnime();
132 /* 80840844 */ void checkTurnInput();
133 /* 808408F0 */ void checkTgHitTurn();
134 /* 808409C0 */ void checkTurnAfterFastMove(f32);
135 /* 80840B28 */ void setNeckAnimeMorf();
136 /* 80840B88 */ void setNeckAnime(u16, f32, f32, s16);
137 /* 80840CA4 */ void resetNeckAnime();
138 /* 80840CE4 */ void setLashCnt();
139 /* 80840FE0 */ void setTalkModeWolf();
140 /* 80841084 */ void setBoarHit(fopAc_ac_c*, int);
141 /* 8084116C */ void savePos();
142 /* 808411D0 */ void callHorseSubstance(cXyz const*);
143 /* 80841468 */ void setHorsePosAndAngleSubstance(cXyz const*, s16);
144 /* 808415B4 */ void checkPlayerHeavy();
145 /* 80841628 */ void setTgCoGrp(u32, u32);
146 /* 80841698 */ void onRideFlgSubstance();
147 /* 808416D4 */ void offRideFlgSubstance();
148 /* 80841708 */ void procWaitInit();
149 /* 808417B8 */ void procWait();
150 /* 80841F04 */ void procMoveInit();
151 /* 80841F80 */ void procMove();
152 /* 808423DC */ void procStopInit();
153 /* 808425BC */ void procStop();
154 /* 80842878 */ void procTurnInit(int);
155 /* 80842AB0 */ void procTurn();
156 /* 80843008 */ void procJumpInit(int);
157 /* 808432E0 */ void procJump();
158 /* 80843604 */ void procLandInit(f32, int);
159 /* 80843770 */ void procLand();
160 /* 808438AC */ void procLargeDamageInit();
161 /* 8084396C */ void procLargeDamage();
162 /* 808439C8 */ void procToolDemoInit();
163 /* 80843A44 */ void procToolDemo();
164 /* 80843BFC */ void searchSceneChangeArea(fopAc_ac_c*);
165 /* 80843C74 */ void execute();
166 /* 80844590 */ void draw();
167 /* 8084478C */ ~daHorse_c();
168 /* 80844CB0 */ daHorse_c();
169
170 /* 80182D04 */ void getLashDashStart() const;
171
172
173 bool checkNoBombProc() const { return field_0x16b4 == 0 || field_0x16b4 == 1; }
184 void onRideFlg() { (this->*mpOnRideFlgFn)(); }
185 void offRideFlg() { (this->*mpOffRideFlgFn)(); }
194 f32 getAnmFrameMax(int i_idx) const { return field_0x5b0[i_idx].getEnd(); }
195 f32 getAnmFrame(int i_idx) const { return field_0x5b0[i_idx].getFrame(); }
197 f32 getMorfFrame() const { return mMorfFrame; }
199 u16 getAnmIdx(int i_idx) const { return mAnmIdx[i_idx]; }
200 int callHorse(const cXyz* param_0) { return (this->*mpCallHorseFn)(param_0); }
201
203
210 BOOL checkTurn() const { return field_0x16b4 == 3 && field_0x1720 == 0; }
211 BOOL checkStop() const { return field_0x16b4 == 2; }
212 bool checkJump() const { return field_0x16b4 == 4; }
213 bool checkWait() const { return field_0x16b4 == 0; }
214 bool checkLand() const { return field_0x16b4 == 5 && field_0x171a == 0; }
215 bool checkGetOff() const { return fabsf(speedF) < 3.0f; }
217 bool checkOriginalDemo() const { return field_0x16b8 == 3; }
218 s16 checkCowHit() const { return mCowHit; }
219 s16 getCowHitAngle() const { return mCowHitAngle; }
221
228
240
243
250
256
259
263
265 void setReinPosHand(int param_0) { (this->*mpSetReinPosHandFn)(param_0); }
266
267 u32 getShadowID() const { return mShadowID; }
268
269 static u8 const m_footJointTable[8];
271
272//private:
273 /* 0x0568 */ u8 field_0x568[8];
274 /* 0x0570 */ J3DModel* field_0x570;
275 /* 0x0574 */ void* field_0x574;
277 /* 0x058C */ int field_0x58c;
278 /* 0x0590 */ u8 field_0x590[4];
280 /* 0x05AC */ void* field_0x5ac;
282 /* 0x05F8 */ u8 field_0x5f8[4];
283 /* 0x05FC */ dBgS_AcchCir field_0x5fc[3];
284 /* 0x06BC */ dBgS_Acch field_0x6bc;
285 /* 0x0894 */ dCcD_Stts field_0x894;
287 /* 0x0940 */ dCcD_Cyl field_0x940[3];
288 /* 0x0CF4 */ dCcD_Cyl field_0xcf4;
289 /* 0x0E30 */ dCcD_Cyl field_0xe30;
290 /* 0x0F6C */ dCcD_Sph field_0xf6c;
292 /* 0x1140 */ u8 field_0x1140[0x10];
294 /* 0x11C8 */ u8 field_0x11c8[0x40];
297 /* 0x125C */ u8 field_0x125c[0xC8];
299 /* 0x16B4 */ u8 field_0x16b4;
300 /* 0x16B5 */ u8 field_0x16b5[3];
301 /* 0x16B8 */ u8 field_0x16b8;
302 /* 0x16B9 */ u8 field_0x16b9[2];
303 /* 0x16BB */ u8 mRodeoPointCnt;
304 /* 0x16BC */ u8 field_0x16bc;
305 /* 0x16BD */ u8 field_0x16bd[0x16C4 - 0x16BD];
306 /* 0x16C4 */ u16 mAnmIdx[3];
307 /* 0x16CA */ u8 field_0x16ca[0x16F2 - 0x16CA];
308 /* 0x16F2 */ s16 mAimNeckAngleY;
309 /* 0x16F4 */ u8 field_0x16f4[0x8];
310 /* 0x16FC */ s16 mDemoMoveAngle;
311 /* 0x16FE */ u8 field_0x16fe[4];
312 /* 0x1702 */ s16 field_0x1702;
313 /* 0x1704 */ u8 field_0x1704[2];
314 /* 0x1706 */ s16 mCowHitAngle;
315 /* 0x1708 */ s16 mCowHit;
316 /* 0x170A */ u8 field_0x170a[0x171A - 0x170A];
317 /* 0x171A */ s16 field_0x171a;
318 /* 0x171C */ u8 field_0x171c[0x1720 - 0x171C];
319 /* 0x1720 */ s16 field_0x1720;
320 /* 0x1722 */ u8 field_0x1722[0x1728 - 0x1722];
321 /* 0x1728 */ int field_0x1728;
322 /* 0x172C */ u8 field_0x172c[0x1734 - 0x172C];
323 /* 0x1734 */ u32 mShadowID;
324 /* 0x1738 */ u8 field_0x1738[0x1740 - 0x1738];
325 /* 0x1740 */ u32 field_0x1740;
326 /* 0x1744 */ u32 mStateFlg0;
327 /* 0x1748 */ u32 mResetStateFlg0;
329 /* 0x1750 */ f32 mMorfFrame;
330 /* 0x1754 */ u8 field_0x1754[0x1764 - 0x1754];
331 /* 0x1764 */ f32 field_0x1764;
332 /* 0x1768 */ f32 field_0x1768;
333 /* 0x176C */ f32 field_0x176c;
334 /* 0x1770 */ f32 field_0x1770;
335 /* 0x1774 */ u8 field_0x1774[0x177C - 0x1774];
336 /* 0x177C */ f32 field_0x177C;
337 /* 0x1780 */ u8 field_0x1780[0x1788 - 0x1780];
338 /* 0x1788 */ f32 mDemoStickR;
339 /* 0x178C */ f32 mNormalMaxSpeedF;
340 /* 0x1790 */ f32 mLashMaxSpeedF;
341 /* 0x1794 */ u8 field_0x1794[0x30];
342 /* 0x17C4 */ cXyz mDemoPos0;
343 /* 0x17D0 */ u8 field_0x17d0[0x18A4 - 0x17D0];
344 /* 0x18A4 */ int (daHorse_c::*mpProcFn)();
350 /* 0x18EC */ void (daHorse_c::*mpOnRideFlgFn)();
351 /* 0x18F8 */ void (daHorse_c::*mpOffRideFlgFn)();
352};
353
355public:
356 static u8 const m[292];
357};
358
360public:
361 /* 80845274 */ ~dBgS_HorseAcch();
362};
363
364#endif /* D_A_HORSE_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition Z2Creature.h:140
Definition d_a_horse.h:359
~dBgS_HorseAcch()
Definition d_a_horse.cpp:2582
Definition d_bg_s_lin_chk.h:62
Definition d_cc_d.h:432
Definition d_a_horse.h:28
u8 field_0x0[0xE4]
Definition d_a_horse.h:34
daHorseFootData_c()
Definition d_a_horse.cpp:2529
~daHorseFootData_c()
Definition d_a_horse.cpp:2524
Definition d_a_horse.h:12
f32 field_0x14
Definition d_a_horse.h:23
cXyz * field_0x0[2]
Definition d_a_horse.h:20
void setReinPos(int)
Definition d_a_horse.cpp:529
int field_0x8[2]
Definition d_a_horse.h:21
void setReinPosPart(int)
Definition d_a_horse.cpp:541
cXyz field_0x1c
Definition d_a_horse.h:25
f32 field_0x10
Definition d_a_horse.h:22
f32 field_0x18
Definition d_a_horse.h:24
Epona.
Definition d_a_horse.h:47
dBgS_HorseLinChk field_0x8d0
Definition d_a_horse.h:286
void copyReinPos()
Definition d_a_horse.cpp:1935
int callHorse(const cXyz *param_0)
Definition d_a_horse.h:200
dCcD_Cyl field_0xcf4
Definition d_a_horse.h:288
void onMoveAccept()
Definition d_a_horse.h:229
void offCutTurnCancel()
Definition d_a_horse.h:237
void offEndResetStateFlg0(daHorse_ERFLG0 i_flag)
Definition d_a_horse.h:189
void procLargeDamageInit()
Definition d_a_horse.cpp:2379
void setTurnStartVibration()
Definition d_a_horse.cpp:1243
s16 mCowHit
Definition d_a_horse.h:315
void setNeckAnimeMorf()
Definition d_a_horse.cpp:2096
void setFootMatrix()
Definition d_a_horse.cpp:1780
void onRideFlg()
Definition d_a_horse.h:184
void setWalkSpeedF()
Definition d_a_horse.h:258
void animePlay()
Definition d_a_horse.cpp:1161
dCcD_Cyl field_0xe30
Definition d_a_horse.h:289
bool checkEndResetStateFlg0(daHorse_ERFLG0 flag) const
Definition d_a_horse.h:175
void onRodeoMode()
Definition d_a_horse.h:232
u8 field_0x1780[0x1788 - 0x1780]
Definition d_a_horse.h:337
void procTurnInit(int)
Definition d_a_horse.cpp:2332
MtxP getRootMtx()
Definition d_a_horse.h:193
u8 field_0x1722[0x1728 - 0x1722]
Definition d_a_horse.h:320
void procWait()
Definition d_a_horse.cpp:2225
f32 getLashMaxSpeedF()
Definition d_a_horse.h:178
int(daHorse_c::* mpCallHorseFn)(const cXyz *)
Definition d_a_horse.h:348
void onEndResetStateFlg0(daHorse_ERFLG0 i_flag)
Definition d_a_horse.h:188
int field_0x1728
Definition d_a_horse.h:321
void setReinPosNormalSubstance()
Definition d_a_horse.cpp:1997
bool checkWait() const
Definition d_a_horse.h:213
static u8 const m_footJointTable[8]
Definition d_a_horse.h:403
void checkHorseNoMove(int)
Definition d_a_horse.cpp:1360
void bgCheck()
Definition d_a_horse.cpp:2053
void onTagJump(f32 param_0, f32 param_1, f32 param_2)
Definition d_a_horse.h:222
f32 getNormalMaxSpeedF()
Definition d_a_horse.h:177
void(daHorse_c::* mpOnRideFlgFn)()
Definition d_a_horse.h:350
void checkPlayerHeavy()
Definition d_a_horse.cpp:2163
bool checkNoBombProc() const
Definition d_a_horse.h:173
u8 field_0x1738[0x1740 - 0x1738]
Definition d_a_horse.h:324
void checkSpecialWallHitSubstance(cXyz const &) const
Definition d_a_horse.cpp:2059
MtxP getLeftStirrupMtx()
Definition d_a_horse.h:260
u8 field_0x16f4[0x8]
Definition d_a_horse.h:309
void * field_0x5ac
Definition d_a_horse.h:280
f32 field_0x177C
Definition d_a_horse.h:336
void footBgCheck()
Definition d_a_horse.cpp:1820
MtxP getRightStirrupMtx()
Definition d_a_horse.h:261
dCcD_Cyl field_0x940[3]
Definition d_a_horse.h:287
BOOL checkRodeoLeft() const
Definition d_a_horse.h:209
void setEffect()
Definition d_a_horse.cpp:1717
void * field_0x574
Definition d_a_horse.h:275
void setRoomInfo(int)
Definition d_a_horse.cpp:1412
void(daHorse_c::* mpOffRideFlgFn)()
Definition d_a_horse.h:351
s16 field_0x1720
Definition d_a_horse.h:319
J3DModel * field_0x570
Definition d_a_horse.h:274
u8 field_0x16bc
Definition d_a_horse.h:304
u8 field_0x1704[2]
Definition d_a_horse.h:313
u8 field_0x1140[0x10]
Definition d_a_horse.h:292
void setDemoData()
Definition d_a_horse.cpp:1227
u8 field_0x590[4]
Definition d_a_horse.h:278
u8 field_0x16bd[0x16C4 - 0x16BD]
Definition d_a_horse.h:305
void getLashDashStart() const
void onPlayerLash()
Definition d_a_horse.h:230
int(daHorse_c::* mpProcFn)()
Definition d_a_horse.h:344
f32 getAnmFrameMax(int i_idx) const
Definition d_a_horse.h:194
void setStickRodeoMove()
Definition d_a_horse.cpp:1184
u32 checkStateFlg0(daHorse_FLG0 flag) const
Definition d_a_horse.h:176
u8 field_0x16b9[2]
Definition d_a_horse.h:302
s16 getCowHitAngle() const
Definition d_a_horse.h:219
void setSingleAnime(u16, f32, f32, s16, f32, int)
Definition d_a_horse.cpp:1140
void setReinPosHandSubstance(int)
Definition d_a_horse.cpp:1953
void checkDemoAction()
Definition d_a_horse.cpp:1171
dCcD_Stts field_0x894
Definition d_a_horse.h:285
void procLargeDamage()
Definition d_a_horse.cpp:2384
void create()
Definition d_a_horse.cpp:1094
s16 field_0x171a
Definition d_a_horse.h:317
daHorseRein_c field_0x1150[3]
Definition d_a_horse.h:293
void setTalkModeWolf()
Definition d_a_horse.cpp:2116
void autoGroundHit()
Definition d_a_horse.cpp:1755
u8 mRodeoPointCnt
Definition d_a_horse.h:303
void onDemoJumpDistance(f32, f32)
Definition d_a_e_wb.cpp:4310
int field_0x58c
Definition d_a_horse.h:277
u32 mShadowID
Definition d_a_horse.h:323
s16 field_0x1702
Definition d_a_horse.h:312
bool checkTurnStand() const
Definition d_a_horse.h:205
void setNeckAnime(u16, f32, f32, s16)
Definition d_a_horse.cpp:2101
bool checkOriginalDemo() const
Definition d_a_horse.h:217
void procMove()
Definition d_a_horse.cpp:2243
s16 mDemoMoveAngle
Definition d_a_horse.h:310
void setHorsePosAndAngle(cXyz const *, s16)
Definition d_a_e_wb.cpp:4348
void procToolDemoInit()
Definition d_a_horse.cpp:2389
u8 field_0x16fe[4]
Definition d_a_horse.h:311
u8 field_0x16ca[0x16F2 - 0x16CA]
Definition d_a_horse.h:307
void onCutTurnCancel()
Definition d_a_horse.h:236
daHorse_RFLG0
Definition d_a_horse.h:58
@ RFLG0_ENEMY_SEARCH
Definition d_a_horse.h:59
@ RFLG0_TURN_STAND
Definition d_a_horse.h:61
@ RFLG0_TURN_STAND_CAMERA
Definition d_a_horse.h:62
@ RFLG0_LASH_DASH_START
Definition d_a_horse.h:60
BOOL checkTurnCancelFrame() const
Definition d_a_horse.h:241
void offPlayerBackRideLash()
Definition d_a_horse.h:231
f32 getAnmFrame(int i_idx) const
Definition d_a_horse.h:195
void execute()
Definition d_a_horse.cpp:2428
bool checkResetStateFlg0(daHorse_RFLG0 flag) const
Definition d_a_horse.h:174
void checkWaitTurn() const
Definition d_a_horse.cpp:1402
void setStickData()
Definition d_a_horse.cpp:1237
int(daHorse_c::* mpSetHorsePosAngleFn)(const cXyz *i_pos, s16 i_angle)
Definition d_a_horse.h:349
BOOL checkTurn() const
Definition d_a_horse.h:210
bool(daHorse_c::* mpCheckSpecialWallHitFn)(const cXyz &)
Definition d_a_horse.h:345
s16 mCowHitAngle
Definition d_a_horse.h:314
void acceptPlayerRide()
Definition d_a_horse.cpp:1232
void setMatrix()
Definition d_a_horse.cpp:1575
void createHeap()
Definition d_a_horse.cpp:985
MtxP getSaddleMtx()
Definition d_a_horse.h:192
bool checkCutTurnCancel() const
Definition d_a_horse.h:207
bool checkTurnStandCamera() const
Definition d_a_horse.h:204
dBgS_Acch field_0x6bc
Definition d_a_horse.h:284
u32 checkRodeoMode() const
Definition d_a_horse.h:206
void procTurn()
Definition d_a_horse.cpp:2345
void checkTurnAfterFastMove(f32)
Definition d_a_horse.cpp:2091
void draw()
Definition d_a_horse.cpp:2438
void offStateFlg0(daHorse_FLG0 flag)
Definition d_a_horse.h:187
u8 field_0x171c[0x1720 - 0x171C]
Definition d_a_horse.h:318
s16 getAimNeckAngleY() const
Definition d_a_horse.h:196
void offTurnCancelKeep()
Definition d_a_horse.h:239
bool checkSpecialWallHit(const cXyz &param_0)
Definition d_a_horse.h:191
daHorse_FLG0
Definition d_a_horse.h:65
@ FLG0_RODEO_MODE
Definition d_a_horse.h:72
@ FLG0_TURN_CANCEL_KEEP
Definition d_a_horse.h:71
@ FLG0_UNK_400000
Definition d_a_horse.h:70
@ FLG0_NO_DRAW_WAIT
Definition d_a_horse.h:68
@ FLG0_PLAYER_BACK_RIDE_LASH
Definition d_a_horse.h:69
@ FLG0_RODEO_LEFT
Definition d_a_horse.h:66
@ FLG0_RIDE_START_FLG
Definition d_a_horse.h:67
u32 mEndResetStateFlg0
Definition d_a_horse.h:328
J3DFrameCtrl field_0x578
Definition d_a_horse.h:276
void setDemoStickR(f32 stick)
Definition d_a_horse.h:180
daHorse_ERFLG0
Definition d_a_horse.h:49
@ ERFLG0_RIDE_RUN_FLG
Definition d_a_horse.h:52
@ ERFLG0_UNK_18
Definition d_a_horse.h:55
@ ERFLG0_CUT_TURN_CANCEL
Definition d_a_horse.h:53
@ ERFLG0_UNK_1
Definition d_a_horse.h:50
@ ERFLG0_MOVE_ACCEPT
Definition d_a_horse.h:51
void procWaitInit()
Definition d_a_horse.cpp:2184
f32 field_0x176c
Definition d_a_horse.h:333
dBgS_AcchCir field_0x5fc[3]
Definition d_a_horse.h:283
void setHorsePosAndAngleSubstance(cXyz const *, s16)
Definition d_a_horse.cpp:2158
bool checkEnemySearch()
Definition d_a_horse.h:216
void procJumpInit(int)
Definition d_a_horse.cpp:2350
f32 mLashMaxSpeedF
Definition d_a_horse.h:340
u8 field_0x1774[0x177C - 0x1774]
Definition d_a_horse.h:335
void i_setHorsePosAndAngle(cXyz const *i_pos, s16 i_angle)
Definition d_a_horse.h:183
void procMoveInit()
Definition d_a_horse.cpp:2230
u8 field_0x16b4
Definition d_a_horse.h:299
void offRideFlg()
Definition d_a_horse.h:185
void setBodyPart()
Definition d_a_horse.cpp:1548
void offNoDrawWait()
Definition d_a_horse.h:190
void onPlayerBackRideLash()
Definition d_a_horse.h:235
void procLand()
Definition d_a_horse.cpp:2373
u8 field_0x170a[0x171A - 0x170A]
Definition d_a_horse.h:316
void checkTurnInput()
Definition d_a_horse.cpp:2081
void resetBasAnime()
Definition d_a_horse.cpp:1109
f32 mMorfFrame
Definition d_a_horse.h:329
void changeDemoPos0(cXyz const *)
Definition d_a_e_wb.cpp:4338
void setLashCnt()
Definition d_a_horse.cpp:2111
u8 getRodeoPointCnt() const
Definition d_a_horse.h:220
u32 mStateFlg0
Definition d_a_horse.h:326
u16 getAnmIdx(int i_idx) const
Definition d_a_horse.h:199
u8 field_0x11c8[0x40]
Definition d_a_horse.h:294
bool checkTurnCancelKeep() const
Definition d_a_horse.h:208
void onRideRunFlg()
Definition d_a_horse.h:234
daHoZelda_c * i_getZeldaActor()
Definition d_a_horse.h:202
void savePos()
Definition d_a_horse.cpp:2126
void modelCallBack(int)
Definition d_a_horse.cpp:968
daHorseFootData_c mFootData[4]
Definition d_a_horse.h:298
void checkTgHitTurn()
Definition d_a_horse.cpp:2086
void changeDemoMode(u32 param_0, int param_1)
Definition d_a_horse.h:181
void offRodeoMode()
Definition d_a_horse.h:251
void checkEnding()
Definition d_a_horse.cpp:1028
void procStopInit()
Definition d_a_horse.cpp:2256
void setReinPosNormal()
Definition d_a_horse.h:264
daHorse_c()
Definition d_a_horse.cpp:2519
void coHitCallbackCowHit(fopAc_ac_c *)
Definition d_a_horse.cpp:937
void coHitCallbackBoarHit(fopAc_ac_c *, dCcD_GObjInf *)
Definition d_a_horse.cpp:931
s16 mAimNeckAngleY
Definition d_a_horse.h:308
mDoExt_AnmRatioPack field_0x594[3]
Definition d_a_horse.h:279
void setServiceWaitTimer()
Definition d_a_horse.cpp:2065
u32 mResetStateFlg0
Definition d_a_horse.h:327
f32 mNormalMaxSpeedF
Definition d_a_horse.h:339
void(daHorse_c::* mpSetReinPosNormalFn)()
Definition d_a_horse.h:347
f32 mDemoStickR
Definition d_a_horse.h:338
u32 getShadowID() const
Definition d_a_horse.h:267
void setNeckAngle()
Definition d_a_horse.cpp:1770
void setTgCoGrp(u32, u32)
Definition d_a_horse.cpp:2168
f32 field_0x1768
Definition d_a_horse.h:332
void(daHorse_c::* mpSetReinPosHandFn)(int)
Definition d_a_horse.h:346
s16 checkCowHit() const
Definition d_a_horse.h:218
u8 field_0x1754[0x1764 - 0x1754]
Definition d_a_horse.h:330
void setSpeedF(f32 i_speed)
Definition d_a_horse.h:257
u8 field_0x17d0[0x18A4 - 0x17D0]
Definition d_a_horse.h:343
daPy_frameCtrl_c field_0x5b0[3]
Definition d_a_horse.h:281
void calcWeightEnvMtx()
Definition d_a_horse.h:262
fopAc_ac_c * getZeldaActor()
void procJump()
Definition d_a_horse.cpp:2363
f32 field_0x1764
Definition d_a_horse.h:331
void setCollision()
Definition d_a_horse.cpp:1750
void setStickCallMove()
Definition d_a_horse.cpp:1189
u8 field_0x1794[0x30]
Definition d_a_horse.h:341
bool checkLand() const
Definition d_a_horse.h:214
void procToolDemo()
Definition d_a_horse.cpp:2394
cXyz mDemoPos0
Definition d_a_horse.h:342
void procStop()
Definition d_a_horse.cpp:2305
u8 field_0x172c[0x1734 - 0x172C]
Definition d_a_horse.h:322
void cancelOriginalDemo()
Definition d_a_horse.h:77
dCcD_Sph field_0xf6c
Definition d_a_horse.h:290
void setReinPosHand(int param_0)
Definition d_a_horse.h:265
void onRideFlgSubstance()
Definition d_a_horse.cpp:2173
void changeDemoMoveAngle(s16 angle)
Definition d_a_horse.h:179
~daHorse_c()
Definition d_a_horse.cpp:2448
void setTurnVibration()
Definition d_a_horse.cpp:1248
void onStateFlg0(daHorse_FLG0 flag)
Definition d_a_horse.h:186
void onRideStartFlg()
Definition d_a_horse.h:233
void setTailAngle()
Definition d_a_horse.cpp:1760
u8 field_0x16b8
Definition d_a_horse.h:301
BOOL checkStopCancelFrame() const
Definition d_a_horse.h:242
BOOL checkStop() const
Definition d_a_horse.h:211
u8 field_0x5f8[4]
Definition d_a_horse.h:282
bool checkGetOff() const
Definition d_a_horse.h:215
void setMoveAnime(f32)
Definition d_a_horse.cpp:1298
u32 field_0x1740
Definition d_a_horse.h:325
void initHorseMtx()
Definition d_a_horse.h:244
Z2CreatureRide field_0x10a4
Definition d_a_horse.h:291
f32 getMorfFrame() const
Definition d_a_horse.h:197
void setSpeedAndAngle()
Definition d_a_horse.cpp:1397
void onTurnCancelKeep()
Definition d_a_horse.h:238
void procLandInit(f32, int)
Definition d_a_horse.cpp:2368
void setDashEffect(u32 *)
Definition d_a_horse.cpp:1621
u8 field_0x16b5[3]
Definition d_a_horse.h:300
void coHitCallbackBoarJump(fopAc_ac_c *)
Definition d_a_horse.cpp:919
u16 mAnmIdx[3]
Definition d_a_horse.h:306
bool checkJump() const
Definition d_a_horse.h:212
daPy_actorKeep_c mZeldaActorKeep
Definition d_a_horse.h:296
void setDemoMoveData(u32 *, cXyz const *)
Definition d_a_horse.cpp:1209
f32 getBlendRate()
Definition d_a_horse.h:198
void checkServiceWaitAnime()
Definition d_a_horse.cpp:2071
dMsgFlow_c field_0x1208
Definition d_a_horse.h:295
void setBasAnime(int)
Definition d_a_horse.cpp:1104
u8 field_0x568[8]
Definition d_a_horse.h:273
f32 field_0x1770
Definition d_a_horse.h:334
void setBoarHit(fopAc_ac_c *, int)
Definition d_a_horse.cpp:2121
u8 field_0x125c[0xC8]
Definition d_a_horse.h:297
void offRideFlgSubstance()
Definition d_a_horse.cpp:2179
void copyFootMatrix()
Definition d_a_horse.cpp:1775
void searchSceneChangeArea(fopAc_ac_c *)
Definition d_a_horse.cpp:2400
void checkTurnPlayerState()
Definition d_a_horse.cpp:1366
void changeOriginalDemo()
Definition d_a_horse.h:182
void callHorseSubstance(cXyz const *)
Definition d_a_horse.cpp:2152
static f32 const m_callLimitDistance2
Definition d_a_horse.h:270
void resetNeckAnime()
Definition d_a_horse.cpp:2106
void setDoubleAnime(f32, f32, f32, u16, u16, f32)
Definition d_a_horse.cpp:1134
void setLegAngle(f32, int, int, s16 *)
Definition d_a_horse.cpp:1793
void setReinPosMoveInit(int)
Definition d_a_horse.cpp:1930
Definition d_a_horse.h:354
static u8 const m[292]
Definition d_a_horse.h:416
static void stick(b_gos_class *i_this)
Definition d_a_b_gos.cpp:136
static u8 angle[2+2]
Definition d_a_obj_kago.cpp:845
static volatile BOOL flag
Definition dspproc.cpp:20
void mDoAud_subBgmStop()
Definition m_Do_audio.h:52
float fabsf(float f)
Definition math.h:38
f32(* MtxP)[4]
Definition mtx.h:18
Definition d_a_hozelda.cpp:241
f32 getFrame() const
Definition J3DAnimation.h:909
s16 getEnd() const
Definition J3DAnimation.h:903
Definition d_a_ep.cpp:155
virtual void calc()
Definition J3DModel.cpp:387
void setBaseTRMtx(Mtx m)
Definition J3DModel.h:86
MtxP getAnmMtx(int jointNo)
Definition J3DModel.h:101
void calcWeightEnvelopeMtx()
Definition J3DModel.cpp:371
cXyz pos
Definition f_op_actor.h:170
Definition d_a_hozelda.cpp:20
Definition d_a_npc_fguard.cpp:98
Definition d_a_npc_fguard.cpp:115
Definition d_a_npc_fguard.cpp:86
Definition d_a_npc_fguard.cpp:81
Definition d_a_npc_fguard.cpp:70
Definition d_a_obj_sekizoa.cpp:318
Zelda (Horseback)
Definition d_a_hozelda.cpp:105
Definition d_a_hozelda.cpp:87
fopAc_ac_c * getActor() const
Definition d_a_player.h:106
Definition d_a_hozelda.cpp:79
Definition d_a_ep.cpp:19
csXyz shape_angle
Definition f_op_actor.h:216
actor_place current
Definition f_op_actor.h:215
f32 speedF
Definition f_op_actor.h:227
Definition d_a_hozelda.cpp:69
f32 getRatio()
Definition m_Do_ext.h:216
void transS(cXyz const &)
Definition m_Do_mtx.cpp:358
static MtxP get()
Definition m_Do_mtx.h:226
void ZXYrotM(csXyz const &)
Definition m_Do_mtx.cpp:413
int BOOL
Definition types.h:27
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