Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_gameover.h
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1#ifndef D_D_GAMEOVER_H
2#define D_D_GAMEOVER_H
3
5#include "d/d_menu_save.h"
6#include "f_op/f_op_msg.h"
7#include "f_op/f_op_msg_mng.h"
8#include "f_pc/f_pc_manager.h"
9#include "m_Do/m_Do_hostIO.h"
10
12public:
13 virtual void draw();
15};
16
17class dMsgScrnLight_c;
19public:
21 void setBackAlpha(f32);
22
23 virtual void draw();
25
26 /* 0x04 */ J2DScreen* mpScreen;
27 /* 0x08 */ J2DPicture* mpBackImg;
29 /* 0x10 */ f32 field_0x10;
31}; // Size: 0x18
32
44
45class dGameover_c : public msg_class {
46public:
47 int _create();
48 int _execute();
49 void playerAnmWait_init();
50 void playerAnmWait_proc();
51 void dispFadeOut_init();
52 void dispFadeOut_proc();
53 void dispWait_init();
54 void dispWait_proc();
55 void demoFadeIn_init();
56 void demoFadeIn_proc();
57 void demoFadeOut_init();
58 void demoFadeOut_proc();
59 void saveOpen_init();
60 void saveOpen_proc();
61 void saveMove_init();
62 void saveMove_proc();
63 void saveClose_init();
64 void saveClose_proc();
65 void deleteWait_init();
66 void deleteWait_proc();
67 int _draw();
68 int _delete();
69
70 s32 deleteCheck() { return mProc == 8; }
71 void animeStart() { mIsDemoSave = true; }
72
73 /* 0x0FC */ dMenu_save_c* dMs_c;
77 /* 0x110 */ JKRHeap* mpHeap;
78 /* 0x114 */ s16 mTimer;
79 /* 0x116 */ s16 field_0x116;
80 /* 0x118 */ u8 mProc;
81 /* 0x119 */ bool mIsDemoSave;
82}; // Size: 0x11C
83
84s32 d_GameOver_Create(u8 param_0);
86
88 if (id != fpcM_ERROR_PROCESS_ID_e) {
90
91 if (gameover != NULL) {
92 return gameover->deleteCheck();
93 } else {
94 return 0;
95 }
96 }
97
98 return 0;
99}
100
102 if (id != fpcM_ERROR_PROCESS_ID_e) {
104
105 if (gameover != NULL) {
106 gameover->animeStart();
107 return 1;
108 } else {
109 return 0;
110 }
111 }
112
113 return 0;
114}
115
116#endif /* D_D_GAMEOVER_H */
Definition J2DPicture.h:55
Definition J2DScreen.h:48
Definition JKRArchive.h:57
Definition JKRHeap.h:20
Definition d_gameover.h:18
dMsgScrnLight_c * mpLight
Definition d_gameover.h:28
dDlst_GameOverScrnDraw_c(JKRArchive *)
Definition d_gameover.cpp:363
JUtility::TColor mFadeColor
Definition d_gameover.h:30
void setBackAlpha(f32)
Definition d_gameover.cpp:408
virtual void draw()
Definition d_gameover.cpp:412
virtual ~dDlst_GameOverScrnDraw_c()
Definition d_gameover.cpp:402
f32 field_0x10
Definition d_gameover.h:29
J2DScreen * mpScreen
Definition d_gameover.h:26
J2DPicture * mpBackImg
Definition d_gameover.h:27
Definition d_gameover.h:11
virtual void draw()
Definition d_gameover.cpp:33
virtual ~dDlst_Gameover_CAPTURE_c()
Definition d_gameover.h:14
Definition d_drawlist.h:32
Definition d_gameover.h:45
u8 mProc
Definition d_gameover.h:80
s16 field_0x116
Definition d_gameover.h:79
void saveMove_init()
Definition d_gameover.cpp:274
void saveOpen_init()
Definition d_gameover.cpp:266
void dispFadeOut_init()
Definition d_gameover.cpp:214
int _create()
Definition d_gameover.cpp:120
s16 mTimer
Definition d_gameover.h:78
void demoFadeIn_proc()
Definition d_gameover.cpp:244
void dispWait_proc()
Definition d_gameover.cpp:232
dMenu_save_c * dMs_c
Definition d_gameover.h:73
dDlst_GameOverScrnDraw_c * dgo_screen_c
Definition d_gameover.h:74
void animeStart()
Definition d_gameover.h:71
void playerAnmWait_init()
Definition d_gameover.cpp:206
void saveMove_proc()
Definition d_gameover.cpp:276
void saveOpen_proc()
Definition d_gameover.cpp:268
int _draw()
Definition d_gameover.cpp:328
void saveClose_init()
Definition d_gameover.cpp:284
void demoFadeIn_init()
Definition d_gameover.cpp:240
void demoFadeOut_proc()
Definition d_gameover.cpp:257
JKRHeap * mpHeap
Definition d_gameover.h:77
request_of_phase_process_class mPhase
Definition d_gameover.h:76
int _delete()
Definition d_gameover.cpp:343
s32 deleteCheck()
Definition d_gameover.h:70
void demoFadeOut_init()
Definition d_gameover.cpp:253
dDlst_Gameover_CAPTURE_c * dgo_capture_c
Definition d_gameover.h:75
void deleteWait_proc()
Definition d_gameover.cpp:326
int _execute()
Definition d_gameover.cpp:192
bool mIsDemoSave
Definition d_gameover.h:81
void dispWait_init()
Definition d_gameover.cpp:227
void deleteWait_init()
Definition d_gameover.cpp:324
void saveClose_proc()
Definition d_gameover.cpp:286
void dispFadeOut_proc()
Definition d_gameover.cpp:219
void playerAnmWait_proc()
Definition d_gameover.cpp:208
Definition d_menu_save.h:68
Definition d_msg_scrn_light.h:11
bool d_GameOver_Delete(fpc_ProcID &i_id)
Definition d_gameover.cpp:481
s32 d_GameOver_CheckDelete(fpc_ProcID &id)
Definition d_gameover.h:87
dGameover_Proc
Definition d_gameover.h:33
@ PROC_DISP_WAIT
Definition d_gameover.h:36
@ PROC_PLAYER_ANM_WAIT
Definition d_gameover.h:34
@ PROC_SAVE_CLOSE
Definition d_gameover.h:41
@ PROC_DEMO_FADE_IN
Definition d_gameover.h:37
@ PROC_DELETE_WAIT
Definition d_gameover.h:42
@ PROC_SAVE_MOVE
Definition d_gameover.h:40
@ PROC_DISP_FADE_OUT
Definition d_gameover.h:35
@ PROC_SAVE_OPEN
Definition d_gameover.h:39
@ PROC_DEMO_FADE_OUT
Definition d_gameover.h:38
s32 d_GameOver_animeStart(fpc_ProcID &id)
Definition d_gameover.h:101
s32 d_GameOver_Create(u8 param_0)
Definition d_gameover.cpp:476
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
signed long s32
Definition types.h:11
unsigned char u8
Definition types.h:8
msg_class * fopMsgM_SearchByID(fpc_ProcID i_id)
Definition f_op_msg_mng.cpp:19
unsigned int fpc_ProcID
Definition f_pc_base.h:10
@ fpcM_ERROR_PROCESS_ID_e
Definition f_pc_manager.h:12
Definition TColor.h:12
Definition f_op_msg.h:25
Definition c_phase.h:17