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:
18 virtual ~daWindStone_c();
19 int createHeap();
20 int create();
21 int execute();
22 int draw();
23 int Delete();
24 void setModelMtx();
25 void init();
26 bool chkWlfInRange();
27 bool chkEveOccur();
28 void exeModeHowl();
29 void exeModeMapDisp();
30 bool chkMapDispMode();
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 J3DModel.h:43
Definition c_bg_s_poly_info.h:7
Definition d_bg_w.h:257
Howling Stone (Hole)
Definition d_a_obj_wind_stone.h:15
int execute()
Definition d_a_obj_wind_stone.cpp:81
u8 getGoldWolfIdx()
Definition d_a_obj_wind_stone.cpp:207
int create()
Definition d_a_obj_wind_stone.cpp:50
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:159
u32 field_0x5c0
Definition d_a_obj_wind_stone.h:45
int Delete()
Definition d_a_obj_wind_stone.cpp:109
virtual ~daWindStone_c()
Definition d_a_obj_wind_stone.cpp:21
void setModelMtx()
Definition d_a_obj_wind_stone.cpp:120
bool chkWlfInRange()
Definition d_a_obj_wind_stone.cpp:139
cBgS_PolyInfo mPolyInfo
Definition d_a_obj_wind_stone.h:40
bool chkEveOccur()
Definition d_a_obj_wind_stone.cpp:152
f32 field_0x5bc
Definition d_a_obj_wind_stone.h:44
int draw()
Definition d_a_obj_wind_stone.cpp:96
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:25
bool chkMapDispMode()
Definition d_a_obj_wind_stone.cpp:183
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:126
dBgW * mpBgW
Definition d_a_obj_wind_stone.h:42
void exeModeMapDisp()
Definition d_a_obj_wind_stone.cpp:174
daWindStone_c()
Definition d_a_obj_wind_stone.cpp:19
Definition f_op_actor.h:230
actor_place home
Definition f_op_actor.h:249
STATIC_ASSERT(sizeof(daWindStone_c)==0x5C8)
f32 Mtx[3][4]
Definition mtx.h:25
signed char s8
Definition types.h:7
unsigned long u32
Definition types.h:12
float f32
Definition types.h:25
unsigned char u8
Definition types.h:8
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:196
s16 x
Definition c_sxyz.h:7
csXyz angle
Definition f_op_actor.h:206
Definition c_phase.h:17