Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_npc_doorboy.h
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1#ifndef D_A_NPC_DOORBOY_H
2#define D_A_NPC_DOORBOY_H
3
4#include "d/actor/d_a_npc4.h"
5#include "d/d_msg_object.h"
6
10
12public:
14
15 static daNpcDoorBoy_HIOParam const m;
16};
17
18#if DEBUG
27
28#define NPC_DOORBOY_HIO_CLASS daNpcDoorBoy_HIO_c
29#else
30#define NPC_DOORBOY_HIO_CLASS daNpcDoorBoy_Param_c
31#endif
32
41class daNpcDoorBoy_c : public daNpcF_c {
42public:
43 typedef bool (daNpcDoorBoy_c::*actionFunc)(void*);
44 typedef BOOL (daNpcDoorBoy_c::*EventFn)(int);
45
49 int CreateHeap();
50 int Delete();
51 int Execute();
52 int Draw();
54 static int createHeapCallBack(fopAc_ac_c*);
55 static int ctrlJointCallBack(J3DJoint*, int);
56 void setMotion(int, f32, int);
57 void reset();
58 inline BOOL setAction(bool (daNpcDoorBoy_c::*)(void*));
59 bool wait(void*);
60 bool fear(void*);
61 bool talk(void*);
62 bool demo(void*);
63 bool dummyTalk(void*);
64 void setParam();
65 BOOL main();
66 void setAttnPos();
67 inline void lookat();
68 void setMotionAnm(int, f32);
71
72 inline u16 getMessageNo() { return fopAcM_GetParam(this) >> 8; }
73 inline void playMotion();
74 inline bool chkFindPlayer();
75 inline void setLookMode(int);
76 inline BOOL step(s16, int);
78 inline int getTimeHour();
79 inline bool isDummyTalk();
80
81 static EventFn mEvtSeqList[1];
82
83private:
85 /* 0xBEC */ u8 field_0xbec[0xbf0 - 0xbec];
88 /* 0xC95 */ NPC_DOORBOY_HIO_CLASS* mpHIO;
89 /* 0xC98 */ dCcD_Cyl field_0xc98;
90 /* 0xDD4 */ actionFunc mAction;
93 /* 0xDF4 */ int field_0xdf4;
94 /* 0xDF8 */ int field_0xdf8;
95 /* 0xDFC */ int mMessageNo;
96 /* 0xE00 */ s16 mLookMode;
97 /* 0xE02 */ s16 field_0xe02;
98 /* 0xE04 */ u16 mMode;
99 /* 0xE06 */ u8 field_0xe06;
100};
101
103
104
105#endif /* D_A_NPC_DOORBOY_H */
int cPhs_Step
Definition c_phase.h:8
Definition J3DJoint.h:66
Definition J3DModel.h:43
Definition JORMContext.h:128
Definition Z2Creature.h:60
Definition d_cc_d.h:472
static s16 getNowTalkFlowNo()
Definition d_msg_object.cpp:2066
Definition d_a_npc_doorboy.h:19
daNpcDoorBoy_HIO_c()
Definition d_a_npc_doorboy.cpp:161
daNpcDoorBoy_HIOParam m
Definition d_a_npc_doorboy.h:25
void genMessage(JORMContext *)
Definition d_a_npc_doorboy.cpp:165
Definition d_a_npc_doorboy.h:11
virtual ~daNpcDoorBoy_Param_c()
Definition d_a_npc_doorboy.h:13
static daNpcDoorBoy_HIOParam const m
Definition d_a_npc_doorboy.h:124
Door Boy (This isn't Soal?)
Definition d_a_npc_doorboy.h:41
int Execute()
Definition d_a_npc_doorboy.cpp:275
void lookat()
Definition d_a_npc_doorboy.cpp:431
int Delete()
Definition d_a_npc_doorboy.cpp:270
bool dummyTalk(void *)
Definition d_a_npc_doorboy.cpp:756
BOOL(daNpcDoorBoy_c::*) EventFn(int)
Definition d_a_npc_doorboy.h:44
bool wait(void *)
Definition d_a_npc_doorboy.cpp:563
u8 field_0xe06
Definition d_a_npc_doorboy.h:99
actionFunc mAction
Definition d_a_npc_doorboy.h:90
static EventFn mEvtSeqList[1]
Definition d_a_npc_doorboy.h:120
request_of_phase_process_class mPhases[2]
Definition d_a_npc_doorboy.h:91
BOOL step(s16, int)
Definition d_a_npc_doorboy.cpp:512
daNpcF_Lookat_c mLookat
Definition d_a_npc_doorboy.h:86
fpc_ProcID field_0xdf0
Definition d_a_npc_doorboy.h:92
~daNpcDoorBoy_c()
Definition d_a_npc_doorboy.cpp:172
int mMessageNo
Definition d_a_npc_doorboy.h:95
bool talk(void *)
Definition d_a_npc_doorboy.cpp:656
cPhs_Step Create()
Definition d_a_npc_doorboy.cpp:188
void setParam()
Definition d_a_npc_doorboy.cpp:809
u16 getMessageNo()
Definition d_a_npc_doorboy.h:72
u8 field_0xbec[0xbf0 - 0xbec]
Definition d_a_npc_doorboy.h:85
bool fear(void *)
Definition d_a_npc_doorboy.cpp:631
bool chkFindPlayer()
Definition d_a_npc_doorboy.cpp:482
int Draw()
Definition d_a_npc_doorboy.cpp:280
s16 field_0xe02
Definition d_a_npc_doorboy.h:97
static int createHeapCallBack(fopAc_ac_c *)
Definition d_a_npc_doorboy.cpp:314
int field_0xdf4
Definition d_a_npc_doorboy.h:93
void setMotionAnm(int, f32)
Definition d_a_npc_doorboy.cpp:865
int field_0xdf8
Definition d_a_npc_doorboy.h:94
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_npc_doorboy.cpp:286
void setMotion(int, f32, int)
Definition d_a_npc_doorboy.cpp:332
bool demo(void *)
Definition d_a_npc_doorboy.cpp:715
void playMotion()
Definition d_a_npc_doorboy.cpp:397
int getTimeHour()
Definition d_a_npc_doorboy.cpp:539
void reset()
Definition d_a_npc_doorboy.cpp:344
void setLookMode(int)
Definition d_a_npc_doorboy.cpp:504
BOOL setAction(bool(daNpcDoorBoy_c::*)(void *))
Definition d_a_npc_doorboy.cpp:380
Z2CreatureCitizen mSound
Definition d_a_npc_doorboy.h:84
bool(daNpcDoorBoy_c::*) actionFunc(void *)
Definition d_a_npc_doorboy.h:43
bool isDummyTalk()
Definition d_a_npc_doorboy.cpp:547
s16 dMsgObject_getNowTalkFlowNo()
Definition d_a_npc_doorboy.h:77
s16 mLookMode
Definition d_a_npc_doorboy.h:96
int CreateHeap()
Definition d_a_npc_doorboy.cpp:241
daNpcDoorBoy_c()
Definition d_a_npc_doorboy.cpp:170
BOOL main()
Definition d_a_npc_doorboy.cpp:822
void setAttnPos()
Definition d_a_npc_doorboy.cpp:831
BOOL drawDbgInfo()
Definition d_a_npc_doorboy.cpp:876
static int ctrlJointCallBack(J3DJoint *, int)
Definition d_a_npc_doorboy.cpp:319
daNpcF_ActorMngr_c mActorMngr[1]
Definition d_a_npc_doorboy.h:87
void adjustShapeAngle()
Definition d_a_npc_doorboy.h:70
u16 mMode
Definition d_a_npc_doorboy.h:98
NPC_DOORBOY_HIO_CLASS * mpHIO
Definition d_a_npc_doorboy.h:88
dCcD_Cyl field_0xc98
Definition d_a_npc_doorboy.h:89
Definition d_a_npc4.h:14
Definition d_a_npc4.h:140
Definition d_a_npc4.h:170
Definition f_op_actor.h:243
Definition m_Do_hostIO.h:26
STATIC_ASSERT(sizeof(daNpcDoorBoy_c)==0xe08)
dMsgObject_c * dMsgObject_getMsgObjectClass()
Definition d_msg_object.h:350
u32 fopAcM_GetParam(const void *i_actor)
Definition f_op_actor_mng.h:204
unsigned int fpc_ProcID
Definition f_pc_base.h:10
int BOOL
Definition types.h:33
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
unsigned short int u16
Definition types.h:10
unsigned char u8
Definition types.h:8
Definition d_a_npc_doorboy.h:7
daNpcF_HIOParam common
Definition d_a_npc_doorboy.h:8
Definition d_a_npc4.h:430
Definition c_phase.h:19