Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_bomb.h
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1#ifndef D_D_BOMB_H
2#define D_D_BOMB_H
3
5
6class dBomb_c : public fopAc_ac_c {
7public:
29
30 bool checkStateCarry();
31 static bool checkFlowerBombWait(fopAc_ac_c*);
32 static bool checkWaterBomb(fopAc_ac_c*);
33 static bool checkInsectBombMove(fopAc_ac_c*);
34
35 virtual BOOL checkExplodeNow() { return FALSE; }
36 virtual void deleteBombAndEffect() {}
37 virtual void setCargoBombExplode() {}
38
39 bool checkStateExplode() { return fopAcM_GetParam(this) == 0; }
40
44
48
52
56
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76
81};
82
83#endif /* D_D_BOMB_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition d_bomb.h:6
bool checkStateCarry()
Definition d_bomb.cpp:9
static bool checkWaterBomb(fopAc_ac_c *)
Definition d_bomb.cpp:18
dBomb_PRM
Definition d_bomb.h:8
@ PRM_BOMB_CARGO_CARRY
Definition d_bomb.h:26
@ PRM_INSECT_BOMB_PLAYER
Definition d_bomb.h:19
@ PRM_ENEMY_BOMB_BOOMERANG
Definition d_bomb.h:21
@ PRM_NORMAL_BOMB_EXPLODE
Definition d_bomb.h:9
@ PRM_WATER_BOMB_EXPLODE
Definition d_bomb.h:27
@ PRM_ENEMY_WATER_BOMB_HOOKSHOT
Definition d_bomb.h:25
@ PRM_NORMAL_BOMB_PLAYER
Definition d_bomb.h:17
@ PRM_ENEMY_BOMB
Definition d_bomb.h:20
@ PRM_FLOWER_BOMB
Definition d_bomb.h:13
@ PRM_INSECT_BOMB_MOVE
Definition d_bomb.h:16
@ PRM_UNK_15
Definition d_bomb.h:24
@ PRM_WATER_BOMB_PLAYER
Definition d_bomb.h:18
@ PRM_BOMB_BOOMERANG_MOVE
Definition d_bomb.h:14
@ PRM_BOMB_HOOKSHOT
Definition d_bomb.h:11
@ PRM_BOMB_WAIT
Definition d_bomb.h:12
@ PRM_ENEMY_WATER_BOMB
Definition d_bomb.h:23
@ PRM_ENEMY_BOMB_HOOKSHOT
Definition d_bomb.h:22
@ PRM_BOMB_CARRY
Definition d_bomb.h:10
@ PRM_ENEMY_BOMB_BOOMERANG_MOVE
Definition d_bomb.h:15
static fopAc_ac_c * createNormalBombExplode(cXyz *i_pos)
Definition d_bomb.h:49
virtual void setCargoBombExplode()
Definition d_bomb.h:37
bool checkStateExplode()
Definition d_bomb.h:39
static fopAc_ac_c * createWaterBombExplode(cXyz *i_pos)
Definition d_bomb.h:67
static bool checkFlowerBombWait(fopAc_ac_c *)
Definition d_bomb.cpp:14
static bool checkInsectBombMove(fopAc_ac_c *)
Definition d_bomb.cpp:22
virtual BOOL checkExplodeNow()
Definition d_bomb.h:35
static fopAc_ac_c * createNormalBombPlayer(cXyz *i_pos)
Definition d_bomb.h:45
static bool checkBombActor(fopAc_ac_c *i_actor)
Definition d_bomb.h:41
static fopAc_ac_c * createEnemyWaterBombHookshot(cXyz *i_pos, csXyz *i_angle, int i_roomNo)
Definition d_bomb.h:77
static fopAc_ac_c * createFlowerBomb(cXyz *i_pos, csXyz *i_angle, int param_2)
Definition d_bomb.h:57
static fopAc_ac_c * createWaterBombPlayer(cXyz *i_pos)
Definition d_bomb.h:53
static fopAc_ac_c * createInsectBombPlayer(cXyz *i_pos)
Definition d_bomb.h:62
virtual void deleteBombAndEffect()
Definition d_bomb.h:36
static fopAc_ac_c * createEnemyWaterBomb(cXyz *i_pos, csXyz *i_angle, int i_roomNo)
Definition d_bomb.h:72
@ PROC_NBOMB
Definition d_procname.h:550
void * fopAcM_fastCreate(s16 i_procName, u32 i_parameters, const cXyz *i_pos, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, s8 i_subType, createFunc i_createFunc, void *i_createFuncData)
Definition f_op_actor_mng.cpp:182
u32 fopAcM_GetParam(const void *pActor)
Definition f_op_actor_mng.h:224
s16 fopAcM_GetName(void *pActor)
Definition f_op_actor_mng.h:188
Definition d_a_hozelda.cpp:20
Definition d_a_ep.cpp:66
Definition d_a_ep.cpp:19
int BOOL
Definition types.h:27