Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_npc_soldierA.h
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1#ifndef D_A_NPC_SOLDIERA_H
2#define D_A_NPC_SOLDIERA_H
3
4#include "d/actor/d_a_npc4.h"
5
18
20public:
22
23 static daNpc_SoldierA_HIOParam const m;
24};
25
26#if DEBUG
35#define NPC_SOLDIERA_HIO_CLASS daNpc_SoldierA_HIO_c
36#else
37#define NPC_SOLDIERA_HIO_CLASS daNpc_SoldierA_Param_c
38#endif
39
40class daNpc_SoldierA_c : public daNpcF_c {
41public:
42 typedef int (daNpc_SoldierA_c::*actionFunc)(void*);
43 typedef int (daNpc_SoldierA_c::*cutFunc)(int);
44
48 int CreateHeap();
49 int Delete();
50 int Execute();
51 int Draw();
53 static int createHeapCallBack(fopAc_ac_c*);
54 static int ctrlJointCallBack(J3DJoint*, int);
55 void setParam();
56 BOOL main();
57 BOOL ctrlBtk();
58 void setAttnPos();
59 void setMotionAnm(int, f32);
60 void setMotion(int, f32, int);
61 int drawDbgInfo();
62 void drawOtherMdls();
64 BOOL isDelete();
65 void reset();
66 void playMotion();
70 void doNormalAction(int);
71 BOOL doEvent();
72 void setLookMode(int);
73 void lookat();
74 int wait(void*);
75 int talk(void*);
76 int ECut_talkLake(int);
77 int ECut_listenLake(int);
78 int test(void*);
79
80 u8 getType() { return mType; }
81
82 static char* mEvtCutNameList[3];
83 static cutFunc mEvtCutList[3];
84
85private:
86 /* 0xB48 */ Z2Creature mSound;
87 /* 0xBD8 */ J3DModel* mSpearModel;
90 /* 0xC90 */ NPC_SOLDIERA_HIO_CLASS* mHIO;
91 /* 0xC94 */ dCcD_Cyl mCyl;
93 /* 0xDDC */ actionFunc mAction;
95 /* 0xE00 */ int field_0xe00;
96 /* 0xE04 */ int field_0xe04;
97 /* 0xE08 */ int field_0xe08;
98 /* 0xE0C */ int field_0xe0c;
99 /* 0xE10 */ int mMsgNo;
100 /* 0xE14 */ s16 mLookMode;
101 /* 0xE16 */ u16 mMode;
102 /* 0xE18 */ u8 mType;
103 /* 0xE1C */ int mAnm;
104};
105
107
108#endif /* D_A_NPC_SOLDIERA_H */
cPhs__Step
Definition c_phase.h:8
Definition J3DJoint.h:63
Definition J3DModel.h:43
Definition JORMContext.h:120
Definition Z2Creature.h:7
Definition d_cc_d.h:461
Definition d_a_npc4.h:14
Definition d_a_npc4.h:379
Definition d_a_npc4.h:54
Definition d_a_npc_soldierA.h:27
void genMessage(JORMContext *)
void listenPropertyEvent(const JORPropertyEvent *)
daNpc_SoldierA_HIOParam m
Definition d_a_npc_soldierA.h:33
Definition d_a_npc_soldierA.h:19
static daNpc_SoldierA_HIOParam const m
Definition d_a_npc_soldierA.h:166
virtual ~daNpc_SoldierA_Param_c()
Definition d_a_npc_soldierA.h:21
Soldier A (Castle Town?)
Definition d_a_npc_soldierA.h:40
int Delete()
Definition d_a_npc_soldierA.cpp:313
NPC_SOLDIERA_HIO_CLASS * mHIO
Definition d_a_npc_soldierA.h:90
dCcD_Cyl mCyl
Definition d_a_npc_soldierA.h:91
int CreateHeap()
Definition d_a_npc_soldierA.cpp:269
void doNormalAction(int)
Definition d_a_npc_soldierA.cpp:745
int mAnm
Definition d_a_npc_soldierA.h:103
u16 mMode
Definition d_a_npc_soldierA.h:101
BOOL doEvent()
Definition d_a_npc_soldierA.cpp:765
u8 mType
Definition d_a_npc_soldierA.h:102
BOOL main()
Definition d_a_npc_soldierA.cpp:420
void reset()
Definition d_a_npc_soldierA.cpp:653
int field_0xe00
Definition d_a_npc_soldierA.h:95
actionFunc mNextAction
Definition d_a_npc_soldierA.h:92
void setMotionAnm(int, f32)
Definition d_a_npc_soldierA.cpp:528
BOOL setAction(actionFunc)
Definition d_a_npc_soldierA.cpp:716
int field_0xe04
Definition d_a_npc_soldierA.h:96
int(daNpc_SoldierA_c::*) cutFunc(int)
Definition d_a_npc_soldierA.h:43
BOOL chkAction(actionFunc)
Definition d_a_npc_soldierA.cpp:712
void setLookMode(int)
Definition d_a_npc_soldierA.cpp:835
int test(void *)
Definition d_a_npc_soldierA.cpp:1101
void setMotion(int, f32, int)
Definition d_a_npc_soldierA.cpp:565
int ECut_talkLake(int)
Definition d_a_npc_soldierA.cpp:996
BOOL selectAction()
Definition d_a_npc_soldierA.cpp:733
static int ctrlJointCallBack(J3DJoint *, int)
Definition d_a_npc_soldierA.cpp:369
int wait(void *)
Definition d_a_npc_soldierA.cpp:900
cPhs__Step create()
Definition d_a_npc_soldierA.cpp:202
BOOL isDelete()
Definition d_a_npc_soldierA.cpp:645
int field_0xe0c
Definition d_a_npc_soldierA.h:98
J3DModel * mSpearModel
Definition d_a_npc_soldierA.h:87
static char * mEvtCutNameList[3]
Definition d_a_npc_soldierA.h:136
int talk(void *)
Definition d_a_npc_soldierA.cpp:942
void lookat()
Definition d_a_npc_soldierA.cpp:841
Z2Creature mSound
Definition d_a_npc_soldierA.h:86
int(daNpc_SoldierA_c::*) actionFunc(void *)
Definition d_a_npc_soldierA.h:42
static cutFunc mEvtCutList[3]
Definition d_a_npc_soldierA.h:142
void setParam()
Definition d_a_npc_soldierA.cpp:381
int field_0xe08
Definition d_a_npc_soldierA.h:97
void setAttnPos()
Definition d_a_npc_soldierA.cpp:454
~daNpc_SoldierA_c()
Definition d_a_npc_soldierA.cpp:150
int drawDbgInfo()
Definition d_a_npc_soldierA.cpp:575
int Execute()
Definition d_a_npc_soldierA.cpp:319
int Draw()
Definition d_a_npc_soldierA.cpp:323
actionFunc mAction
Definition d_a_npc_soldierA.h:93
void playMotion()
Definition d_a_npc_soldierA.cpp:681
int ECut_listenLake(int)
Definition d_a_npc_soldierA.cpp:1050
daNpcF_ActorMngr_c mActorMngrs[3]
Definition d_a_npc_soldierA.h:89
u8 getType()
Definition d_a_npc_soldierA.h:80
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_npc_soldierA.cpp:327
int mMsgNo
Definition d_a_npc_soldierA.h:99
static int createHeapCallBack(fopAc_ac_c *)
Definition d_a_npc_soldierA.cpp:364
s16 mLookMode
Definition d_a_npc_soldierA.h:100
BOOL ctrlBtk()
Definition d_a_npc_soldierA.cpp:450
daNpc_SoldierA_c()
Definition d_a_npc_soldierA.cpp:148
daNpcF_Lookat_c mLookat
Definition d_a_npc_soldierA.h:88
u8 getTypeFromParam()
Definition d_a_npc_soldierA.cpp:628
void drawOtherMdls()
Definition d_a_npc_soldierA.cpp:617
request_of_phase_process_class mPhases[3]
Definition d_a_npc_soldierA.h:94
Definition f_op_actor.h:230
Definition m_Do_hostIO.h:27
STATIC_ASSERT(sizeof(daNpc_SoldierA_c)==0xe20)
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 JORReflexible.h:10
Definition d_a_npc4.h:423
Definition d_a_npc_soldierA.h:15
daNpcF_HIOParam common
Definition d_a_npc_soldierA.h:16
Definition c_phase.h:17