Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_wind_stone.h
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1#ifndef D_A_OBJ_WIND_STONE_H
2#define D_A_OBJ_WIND_STONE_H
3
4#include "d/d_bg_w.h"
6
16public:
17 /* 80D37A18 */ daWindStone_c();
18 /* 80D37A68 */ virtual ~daWindStone_c();
19 /* 80D37AF4 */ int createHeap();
20 /* 80D37C20 */ int create();
21 /* 80D37F0C */ int execute();
22 /* 80D37F6C */ int draw();
23 /* 80D3806C */ int Delete();
24 /* 80D3811C */ void setModelMtx();
25 /* 80D38180 */ void init();
26 /* 80D381EC */ bool chkWlfInRange();
27 /* 80D38278 */ bool chkEveOccur();
28 /* 80D382C4 */ void exeModeHowl();
29 /* 80D3835C */ void exeModeMapDisp();
30 /* 80D383FC */ bool chkMapDispMode();
31 /* 80D384C4 */ u8 getGoldWolfIdx();
32
33 s8 getTuneId() { return fopAcM_GetParamBit(this, 4, 4); }
34 int getNextSceneId() { return fopAcM_GetParamBit(this, 0, 4); }
35 u32 getSwBit1() { return home.angle.x & 0xff; }
36 u32 getSwBit2() { return fopAcM_GetParamBit(this, 8, 8); }
37 u32 getDelEveFlgId() { return fopAcM_GetParamBit(this, 0x10, 0x10); }
38
39private:
41 /* 0x584 */ J3DModel* mpModel;
42 /* 0x588 */ dBgW* mpBgW;
43 /* 0x58C */ Mtx field_0x58c;
44 /* 0x5BC */ f32 field_0x5bc;
45 /* 0x5C0 */ u32 field_0x5c0;
46 /* 0x5C4 */ u8 field_0x5c4;
47};
48
49STATIC_ASSERT(sizeof(daWindStone_c) == 0x5C8);
50
51#endif /* D_A_OBJ_WIND_STONE_H */
Definition d_bg_w.h:252
Howling Stone (Hole)
Definition d_a_obj_wind_stone.h:15
int execute()
Definition d_a_obj_wind_stone.cpp:90
u8 getGoldWolfIdx()
Definition d_a_obj_wind_stone.cpp:233
int create()
Definition d_a_obj_wind_stone.cpp:58
u8 field_0x5c4
Definition d_a_obj_wind_stone.h:46
u32 getSwBit2()
Definition d_a_obj_wind_stone.h:36
void exeModeHowl()
Definition d_a_obj_wind_stone.cpp:175
u32 field_0x5c0
Definition d_a_obj_wind_stone.h:45
int Delete()
Definition d_a_obj_wind_stone.cpp:120
virtual ~daWindStone_c()
Definition d_a_obj_wind_stone.cpp:24
void setModelMtx()
Definition d_a_obj_wind_stone.cpp:132
bool chkWlfInRange()
Definition d_a_obj_wind_stone.cpp:153
cBgS_PolyInfo mPolyInfo
Definition d_a_obj_wind_stone.h:40
bool chkEveOccur()
Definition d_a_obj_wind_stone.cpp:167
f32 field_0x5bc
Definition d_a_obj_wind_stone.h:44
int draw()
Definition d_a_obj_wind_stone.cpp:106
J3DModel * mpModel
Definition d_a_obj_wind_stone.h:41
Mtx field_0x58c
Definition d_a_obj_wind_stone.h:43
int createHeap()
Definition d_a_obj_wind_stone.cpp:29
bool chkMapDispMode()
Definition d_a_obj_wind_stone.cpp:207
u32 getSwBit1()
Definition d_a_obj_wind_stone.h:35
s8 getTuneId()
Definition d_a_obj_wind_stone.h:33
int getNextSceneId()
Definition d_a_obj_wind_stone.h:34
u32 getDelEveFlgId()
Definition d_a_obj_wind_stone.h:37
void init()
Definition d_a_obj_wind_stone.cpp:139
dBgW * mpBgW
Definition d_a_obj_wind_stone.h:42
void exeModeMapDisp()
Definition d_a_obj_wind_stone.cpp:196
daWindStone_c()
Definition d_a_obj_wind_stone.cpp:21
STATIC_ASSERT(sizeof(daWindStone_c)==0x5C8)
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:228
f32 Mtx[3][4]
Definition mtx.h:15
Definition d_a_ep.cpp:155
s16 x
Definition vec.h:19
csXyz angle
Definition f_op_actor.h:171
Definition d_a_ep.cpp:134
Definition d_a_ep.cpp:19
actor_place home
Definition f_op_actor.h:213
Definition d_a_hozelda.cpp:14
signed char s8
Definition types.h:4
unsigned long u32
Definition types.h:10
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8