Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_tag_theB_hint.h
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1#ifndef D_A_TAG_THEB_HINT_H
2#define D_A_TAG_THEB_HINT_H
3
4// #include "d/actor/d_a_npc_theB.h"
5#include "d/d_com_inf_game.h"
7
8// needs to be pulled from d_a_npc_theB.h eventually
9struct daNpcTheB_c {
10 /* 80AFC76C */ daNpcTheB_c();
11 /* 80AFC980 */ ~daNpcTheB_c();
12 /* 80AFCB44 */ void create();
13 /* 80AFCD98 */ void CreateHeap();
14 /* 80AFD1FC */ void Delete();
15 /* 80AFD230 */ void Execute();
16 /* 80AFD250 */ void Draw();
17 /* 80AFD2A8 */ void ctrlJoint(J3DJoint*, J3DModel*);
18 /* 80AFD49C */ void createHeapCallBack(fopAc_ac_c*);
19 /* 80AFD4BC */ void ctrlJointCallBack(J3DJoint*, int);
20 /* 80AFD508 */ void getHandPos1(int);
21 /* 80AFD5F0 */ void getHandPos2(int);
22 /* 80AFD6D8 */ void setHintEvent(s32, u16, int);
23 /* 80AFD6F0 */ void main();
24 /* 80AFD938 */ void setParam();
25 /* 80AFDAA4 */ void ctrlBtk();
26 /* 80AFDB70 */ void setAttnPos();
27 /* 80AFDEC0 */ void setExpressionAnm(int, bool);
28 /* 80AFE0BC */ void setExpressionBtp(int);
29 /* 80AFE1BC */ bool setMotionAnm(int, f32);
30 /* 80AFE398 */ bool drawDbgInfo();
31 /* 80AFE3A0 */ void reset();
32 /* 80AFE574 */ void playExpression();
33 /* 80AFE704 */ void playMotion();
34 /* 80AFE920 */ void doNormalAction();
35 /* 80AFEA14 */ void doEvent();
36 /* 80AFED24 */ void lookat();
37 /* 80AFEECC */ void wait(void*);
38 /* 80AFF45C */ void setMotion(int, f32, int);
39 /* 80AFF4A0 */ void setExpression(int, f32);
40 /* 80AFF4CC */ void talk(void*);
41 /* 80AFF6AC */ void EvCut_PersonalCombatIntro(int);
42 /* 80AFF888 */ void EvCut_PersonalCombatRevenge(int);
43 /* 80AFFBB4 */ void EvCut_PersonalCombatAfter();
44 /* 80AFFEF4 */ void EvCut_AnnulationFieldRace(int);
45 /* 80AFFFE0 */ void EvCut_TheBHint(int);
46 /* 80B00204 */ void EvCut_CoachGuardGameOver(int);
47
48 static u8 mEvtSeqList[72];
49};
50
52public:
53
55 return shape_angle.x & 0xff;
56 }
57
59 return shape_angle.z & 0xffff;
60 }
61
63 return fopAcM_GetParam(this) & 0xFFFF;
64 }
65
67 return fopAcM_GetParam(this) >> 24;
68 }
69
70 int create() {
72 field_0x568 = pow(scale.x * 100.0f,2.0f);
73 return cPhs_COMPLEATE_e;
74 }
75
76 int execute() {
77 if (fopAcM_isSwitch(this,getSwitchNo())) {
78 fopAcM_delete(this);
79 return 1;
80 } else {
82
83 if (distance < field_0x568) {
85 if (the_b) {
86 s8 roomNo = getRoomNo();
87
88 if (roomNo == 0xFF) {
89 roomNo = fopAcM_GetRoomNo(this);
90 }
91
92 the_b->setHintEvent(getMessageNo(),getLinkID(),roomNo);
93 }
94 }
95 }
96
97 return 1;
98 }
99 /* 0x568 */ f32 field_0x568;
100};
101
102#endif /* D_A_TAG_THEB_HINT_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
@ cPhs_COMPLEATE_e
Definition c_phase.h:13
Telma B.
Definition d_a_npc_theB.h:14
void EvCut_TheBHint(int)
void ctrlJoint(J3DJoint *, J3DModel *)
void getHandPos2(int)
void setHintEvent(s32, u16, int)
void setExpressionBtp(int)
void playMotion()
void ctrlJointCallBack(J3DJoint *, int)
void doNormalAction()
void doEvent()
void EvCut_CoachGuardGameOver(int)
void wait(void *)
void talk(void *)
void CreateHeap()
void EvCut_PersonalCombatIntro(int)
bool setMotionAnm(int, f32)
void getHandPos1(int)
void setMotion(int, f32, int)
void createHeapCallBack(fopAc_ac_c *)
void EvCut_PersonalCombatRevenge(int)
void Delete()
void setExpression(int, f32)
void EvCut_PersonalCombatAfter()
static u8 mEvtSeqList[72]
Definition d_a_npc_theB.h:382
void setAttnPos()
void lookat()
void create()
void setExpressionAnm(int, bool)
void setParam()
void Execute()
void playExpression()
bool drawDbgInfo()
void ctrlBtk()
void reset()
void EvCut_AnnulationFieldRace(int)
Definition d_a_tag_theB_hint.h:51
u16 getLinkID()
Definition d_a_tag_theB_hint.h:62
f32 field_0x568
Definition d_a_tag_theB_hint.h:99
int create()
Definition d_a_tag_theB_hint.h:70
s8 getRoomNo()
Definition d_a_tag_theB_hint.h:66
u8 getSwitchNo()
Definition d_a_tag_theB_hint.h:54
int execute()
Definition d_a_tag_theB_hint.h:76
u16 getMessageNo()
Definition d_a_tag_theB_hint.h:58
@ PROC_NPC_THEB
Definition d_procname.h:92
void fopAcM_delete(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.cpp:139
u32 fopAcM_GetParam(const void *pActor)
Definition f_op_actor_mng.h:224
BOOL fopAcM_isSwitch(const fopAc_ac_c *pActor, int sw)
Definition f_op_actor_mng.h:433
f32 fopAcM_searchPlayerDistanceXZ2(const fopAc_ac_c *actor)
Definition f_op_actor_mng.h:690
s8 fopAcM_GetRoomNo(const fopAc_ac_c *pActor)
Definition f_op_actor_mng.h:180
base_process_class * fpcM_SearchByName(s16 name)
Definition f_pc_manager.h:78
double pow(double, double)
Definition w_pow.c:4
Definition d_a_hozelda.cpp:239
Definition d_a_ep.cpp:155
s16 x
Definition vec.h:19
s16 z
Definition vec.h:19
f32 x
Definition vec.h:11
Definition d_a_ep.cpp:19
csXyz shape_angle
Definition f_op_actor.h:216
cXyz scale
Definition f_op_actor.h:217
signed char s8
Definition types.h:4
float f32
Definition types.h:22
unsigned short u16
Definition types.h:9
signed long s32
Definition types.h:6
unsigned char u8
Definition types.h:8