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
19
20class daNpcDoorBoy_c : public daNpcF_c {
21public:
22 typedef bool (daNpcDoorBoy_c::*actionFunc)(void*);
23 typedef BOOL (daNpcDoorBoy_c::*EventFn)(int);
24
28 int CreateHeap();
29 int Delete();
30 int Execute();
31 int Draw();
33 static int createHeapCallBack(fopAc_ac_c*);
34 static int ctrlJointCallBack(J3DJoint*, int);
35 void setMotion(int, f32, int);
36 void reset();
37 inline BOOL setAction(bool (daNpcDoorBoy_c::*)(void*));
38 bool wait(void*);
39 bool fear(void*);
40 bool talk(void*);
41 bool demo(void*);
42 bool dummyTalk(void*);
43 void setParam();
44 BOOL main();
45 void setAttnPos();
46 inline void lookat();
47 void setMotionAnm(int, f32);
50
51 inline u16 getMessageNo() { return fopAcM_GetParam(this) >> 8; }
52 inline void playMotion();
53 inline bool chkFindPlayer();
54 inline void setLookMode(int);
55 inline BOOL step(s16, int);
57 inline int getTimeHour();
58 inline bool isDummyTalk();
59
60 static EventFn mEvtSeqList[1];
61
62private:
64 /* 0xBEC */ u8 field_0xbec[0xbf0 - 0xbec];
67 /* 0xC95 */ u8 field_0xc94[0xc98 - 0xc94];
68 /* 0xC98 */ dCcD_Cyl field_0xc98;
69 /* 0xDD4 */ actionFunc mAction;
72 /* 0xDF4 */ int field_0xdf4;
73 /* 0xDF8 */ int field_0xdf8;
74 /* 0xDFC */ int mMessageNo;
75 /* 0xE00 */ s16 mLookMode;
76 /* 0xE02 */ s16 field_0xe02;
77 /* 0xE04 */ u16 mMode;
78 /* 0xE06 */ u8 field_0xe06;
79};
80
81STATIC_ASSERT(sizeof(daNpcDoorBoy_c) == 0xe08);
82
84public:
86
87 static daNpcDoorBoy_HIOParam const m;
88};
89
90
91#endif /* D_A_NPC_DOORBOY_H */
cPhs__Step
Definition c_phase.h:8
Definition J3DJoint.h:63
Definition J3DModel.h:43
Definition Z2Creature.h:60
Definition d_cc_d.h:461
static s16 getNowTalkFlowNo()
Definition d_msg_object.cpp:2066
Definition d_a_npc_doorboy.h:83
virtual ~daNpcDoorBoy_Param_c()
Definition d_a_npc_doorboy.h:85
static daNpcDoorBoy_HIOParam const m
Definition d_a_npc_doorboy.h:136
Door Boy (This isn't Soal?)
Definition d_a_npc_doorboy.h:20
int Execute()
Definition d_a_npc_doorboy.cpp:254
void lookat()
Definition d_a_npc_doorboy.cpp:410
cPhs__Step Create()
Definition d_a_npc_doorboy.cpp:172
int Delete()
Definition d_a_npc_doorboy.cpp:249
u8 field_0xc94[0xc98 - 0xc94]
Definition d_a_npc_doorboy.h:67
bool dummyTalk(void *)
Definition d_a_npc_doorboy.cpp:735
BOOL(daNpcDoorBoy_c::*) EventFn(int)
Definition d_a_npc_doorboy.h:23
bool wait(void *)
Definition d_a_npc_doorboy.cpp:542
u8 field_0xe06
Definition d_a_npc_doorboy.h:78
actionFunc mAction
Definition d_a_npc_doorboy.h:69
static EventFn mEvtSeqList[1]
Definition d_a_npc_doorboy.h:120
request_of_phase_process_class mPhases[2]
Definition d_a_npc_doorboy.h:70
BOOL step(s16, int)
Definition d_a_npc_doorboy.cpp:491
daNpcF_Lookat_c mLookat
Definition d_a_npc_doorboy.h:65
fpc_ProcID field_0xdf0
Definition d_a_npc_doorboy.h:71
~daNpcDoorBoy_c()
Definition d_a_npc_doorboy.cpp:126
int mMessageNo
Definition d_a_npc_doorboy.h:74
bool talk(void *)
Definition d_a_npc_doorboy.cpp:635
void setParam()
Definition d_a_npc_doorboy.cpp:788
u16 getMessageNo()
Definition d_a_npc_doorboy.h:51
u8 field_0xbec[0xbf0 - 0xbec]
Definition d_a_npc_doorboy.h:64
bool fear(void *)
Definition d_a_npc_doorboy.cpp:610
bool chkFindPlayer()
Definition d_a_npc_doorboy.cpp:461
int Draw()
Definition d_a_npc_doorboy.cpp:259
s16 field_0xe02
Definition d_a_npc_doorboy.h:76
static int createHeapCallBack(fopAc_ac_c *)
Definition d_a_npc_doorboy.cpp:293
int field_0xdf4
Definition d_a_npc_doorboy.h:72
void setMotionAnm(int, f32)
Definition d_a_npc_doorboy.cpp:844
int field_0xdf8
Definition d_a_npc_doorboy.h:73
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_npc_doorboy.cpp:265
void setMotion(int, f32, int)
Definition d_a_npc_doorboy.cpp:311
bool demo(void *)
Definition d_a_npc_doorboy.cpp:694
void playMotion()
Definition d_a_npc_doorboy.cpp:376
int getTimeHour()
Definition d_a_npc_doorboy.cpp:518
void reset()
Definition d_a_npc_doorboy.cpp:323
void setLookMode(int)
Definition d_a_npc_doorboy.cpp:483
BOOL setAction(bool(daNpcDoorBoy_c::*)(void *))
Definition d_a_npc_doorboy.cpp:359
Z2CreatureCitizen mSound
Definition d_a_npc_doorboy.h:63
bool(daNpcDoorBoy_c::*) actionFunc(void *)
Definition d_a_npc_doorboy.h:22
bool isDummyTalk()
Definition d_a_npc_doorboy.cpp:526
s16 dMsgObject_getNowTalkFlowNo()
Definition d_a_npc_doorboy.h:56
s16 mLookMode
Definition d_a_npc_doorboy.h:75
int CreateHeap()
Definition d_a_npc_doorboy.cpp:220
daNpcDoorBoy_c()
Definition d_a_npc_doorboy.cpp:124
BOOL main()
Definition d_a_npc_doorboy.cpp:801
void setAttnPos()
Definition d_a_npc_doorboy.cpp:810
BOOL drawDbgInfo()
Definition d_a_npc_doorboy.cpp:855
static int ctrlJointCallBack(J3DJoint *, int)
Definition d_a_npc_doorboy.cpp:298
daNpcF_ActorMngr_c mActorMngr[1]
Definition d_a_npc_doorboy.h:66
void adjustShapeAngle()
Definition d_a_npc_doorboy.h:49
u16 mMode
Definition d_a_npc_doorboy.h:77
dCcD_Cyl field_0xc98
Definition d_a_npc_doorboy.h:68
Definition d_a_npc4.h:14
Definition d_a_npc4.h:379
Definition d_a_npc4.h:54
Definition f_op_actor.h:230
STATIC_ASSERT(sizeof(daNpcDoorBoy_c)==0xe08)
dMsgObject_c * dMsgObject_getMsgObjectClass()
Definition d_msg_object.h:350
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
u32 fopAcM_GetParam(const void *i_actor)
Definition f_op_actor_mng.h:192
unsigned int fpc_ProcID
Definition f_pc_base.h:10
Definition d_a_npc_doorboy.h:16
daNpcF_HIOParam common
Definition d_a_npc_doorboy.h:17
Definition d_a_npc4.h:423
Definition c_phase.h:17