#ifndef D_A_PLAYER #define D_A_PLAYER #include "f_op/f_op_actor_mng.h" #include "d/d_particle.h" #include "d/d_cc_d.h" class daPy_matAnm_c : public J3DMaterialAnm { public: daPy_matAnm_c(); virtual ~daPy_matAnm_c() {} virtual void calc(J3DMaterial*) const; static u8 m_maba_flg; static u8 m_eye_move_flg; static u8 m_maba_timer; static u8 m_morf_frame; public: /* 0x6C */ cXy mEyePosOld; /* 0x74 */ cXy mEyePos; }; class daPy_mtxFollowEcallBack_c : public dPa_levelEcallBack { public: void execute(JPABaseEmitter*); void end(); void makeEmitter(u16, MtxP, const cXyz*, const cXyz*); void makeEmitterColor(u16, MtxP, const cXyz*, const GXColor*, const GXColor*); void setup(JPABaseEmitter* emitter, const cXyz*, const csXyz*, s8) { mpEmitter = emitter; } JPABaseEmitter* getEmitter() { return mpEmitter; } /* 0x04 */ JPABaseEmitter* mpEmitter; /* 0x08 */ MtxP mpMtx; }; // Size: 0x0C STATIC_ASSERT(sizeof(daPy_mtxFollowEcallBack_c) == 0x0C); class daPy_HIO_c { public: daPy_HIO_c(); public: /* 0x00 */ u8 temp[0x3F - 0x00]; }; // Size: 0x3F class daPy_demo_c { public: void setDemoType(u16 pType) { mDemoType = pType; } int getDemoType() const { return mDemoType; } void setDemoMode(u32 mode) { mDemoMode = mode; } u32 getDemoMode() const { return mDemoMode; } int getParam1() const { return mParam1; } void setTimer(s16 time) { mTimer = time; } void decTimer() { mTimer--; } void setOriginalDemoType() { setDemoType(3); } void setSpecialDemoType() { setDemoType(5); } void setSystemDemoType() { setDemoType(2); } void setStick(f32 stick) { mStick = stick; } void setMoveAngle(s16 angle) { mDemoMoveAngle = angle; } s16 getMoveAngle() const { return mDemoMoveAngle; } f32 getStick() { return mStick; } int getParam0() const { return mParam0; } void setParam0(int value) { mParam0 = value; } void setParam1(int value) { mParam1 = value; } void setParam2(int value) { mParam2 = value; } private: /* 0x00 */ u16 mDemoType; /* 0x02 */ s16 mDemoMoveAngle; /* 0x04 */ s16 mTimer; /* 0x06 */ s16 mParam2; /* 0x08 */ int mParam0; /* 0x0C */ int mParam1; /* 0x10 */ u32 mDemoMode; /* 0x14 */ f32 mStick; }; // Size: 0x18 class daPy_py_c : public fopAc_ac_c { public: enum daPy_FLG0 { daPyFlg0_UNK4 = 0x00000004, daPyFlg0_DEKU_SP_RETURN_FLG = 0x00000010, daPyFlg0_CUT_AT_FLG = 0x00000040, daPyFlg0_UNK100 = 0x00000100, daPyFlg0_SHIP_DROP = 0x00000200, daPyFlg0_PUSH_PULL_KEEP = 0x00000800, daPyFlg0_HOVER_BOOTS = 0x00001000, daPyFlg0_UNK4000 = 0x00004000, daPyFlg0_UNK10000 = 0x00010000, daPyFlg0_NO_FALL_VOICE = 0x00040000, daPyFlg0_SCOPE_CANCEL = 0x00080000, daPyFlg0_UNK200000 = 0x00200000, daPyFlg0_EQUIP_HEAVY_BOOTS = 0x02000000, daPyFlg0_NO_DRAW = 0x08000000, daPyFlg0_HEAVY_STATE = 0x40000000, }; enum daPy_FLG1 { daPyFlg1_EQUIP_DRAGON_SHIELD = 0x00000001, daPyFlg1_NPC_CALL_COMMAND = 0x00000002, daPyFlg1_CASUAL_CLOTHES = 0x00000008, daPyFlg1_FORCE_VOMIT_JUMP = 0x00000010, daPyFlg1_NPC_NOT_CHANGE = 0x00000040, daPyFlg1_UNK80 = 0x00000080, daPyFlg1_CONFUSE = 0x00000100, daPyFlg1_UNK400 = 0x00000400, daPyFlg1_FREEZE_STATE = 0x00000800, daPyFlg1_SHIP_TACT = 0x00001000, daPyFlg1_USE_ARROW_EFFECT = 0x00002000, daPyFlg1_LETTER_READ_EYE_MOVE = 0x00004000, daPyFlg1_UNK8000 = 0x00008000, daPyFlg1_FORCE_VOMIT_JUMP_SHORT = 0x00010000, daPyFlg1_FOREST_WATER_USE = 0x00020000, daPyFlg1_WATER_DROP = 0x00080000, daPyFlg1_UNK200000 = 0x00200000, daPyFlg1_UNK800000 = 0x00800000, daPyFlg1_UNK1000000 = 0x01000000, daPyFlg1_VINE_CATCH = 0x02000000, daPyFlg1_UNK8000000 = 0x08000000, daPyFlg1_LAST_COMBO_WAIT = 0x20000000, }; enum daPy_RFLG0 { daPyRFlg0_UNK2 = 0x00000002, daPyRFlg0_ROPE_GRAB_RIGHT_HAND = 0x00000004, daPyRFlg0_GRAB_UP_END = 0x00000020, daPyRFlg0_AUTO_JUMP_LAND = 0x00000040, daPyRFlg0_RIGHT_FOOT_ON_GROUND = 0x00000400, daPyRFlg0_LEFT_FOOT_ON_GROUND = 0x00000800, daPyRFlg0_FRONT_ROLL_CRASH = 0x00002000, daPyRFlg0_UNK4000 = 0x00004000, daPyRFlg0_GRAB_UP_START = 0x00008000, daPyRFlg0_ATTENTION_LOCK = 0x00010000, daPyRFlg0_HAMMER_QUAKE = 0x00020000, daPyRFlg0_POISON_CURSE = 0x00100000, daPyRFlg0_GRAB_PUT_START = 0x00400000, daPyRFlg0_TACT_USE = 0x01000000, daPyRFlg0_FAIRY_USE = 0x02000000, daPyRFlg0_UNK8000000 = 0x08000000, daPyRFlg0_ARROW_SHOOT = 0x20000000, // 0x00000001 and 0x00000002 set in daPy_lk_c::dProcLastCombo // 0x00001000 set in daPy_lk_c::procCrawlMove_init, checked in checkNoCollisionCorret__9daPy_lk_cFv // 0x04000000 set in daPy_lk_c::procShipPaddle }; enum daPy_FACE { }; /* 0x290 */ u8 mAttackState; /* 0x291 */ u8 field_0x291; /* 0x292 */ u8 field_0x292[0x294 - 0x292]; /* 0x294 */ s16 mDamageWaitTimer; /* 0x296 */ s16 mQuakeTimer; /* 0x298 */ int field_0x298; /* 0x29C */ u32 mNoResetFlg0; /* 0x2A0 */ u32 mNoResetFlg1; /* 0x2A4 */ u32 mResetFlg0; /* 0x2A8 */ f32 field_0x2a8; /* 0x2AC */ f32 field_0x2ac; /* 0x2B0 */ f32 field_0x2b0; /* 0x2B4 */ csXyz mBodyAngle; /* 0x2BA */ u8 field_0x2BA[0x2BC - 0x2BA]; /* 0x2BC */ cXyz mHeadTopPos; /* 0x2C8 */ cXyz mSwordTopPos; /* 0x2D4 */ cXyz field_0x2d4; /* 0x2E0 */ cXyz field_0x2e0; /* 0x2EC */ cXyz mRopePos; /* 0x2F8 */ cXyz field_0x2f8; /* 0x304 */ daPy_demo_c mDemo; u8 getCutType() const { return mAttackState; } s16 getDamageWaitTimer() const { return mDamageWaitTimer; } s16 getBodyAngleX() { return mBodyAngle.x; } s16 getBodyAngleY() { return mBodyAngle.y; } void getLeftHandPos() const {} void getRightHandPos() const {} void getSwordTopPos() const {} cXyz getHeadTopPos() const { return mHeadTopPos; } cXyz* getHeadTopPosP() { return &mHeadTopPos; } f32 getSpeedF() const { return speedF; } void changeDemoMode(u32) {} void changeDemoMoveAngle(s16 angle) { mDemo.setMoveAngle(angle); } void changeDemoParam0(int) {} void changeOriginalDemo() { mDemo.setOriginalDemoType(); mDemo.setParam0(0); } void onNoResetFlg0(daPy_FLG0 flag) { mNoResetFlg0 |= flag; } void offNoResetFlg0(daPy_FLG0 flag) { mNoResetFlg0 &= ~flag; } bool checkNoResetFlg0(daPy_FLG0 flag) const { return mNoResetFlg0 & flag; } bool getCutAtFlg() const { return checkNoResetFlg0(daPyFlg0_CUT_AT_FLG); } void onPushPullKeep() { onNoResetFlg0(daPyFlg0_PUSH_PULL_KEEP); } void offPushPullKeep() { offNoResetFlg0(daPyFlg0_PUSH_PULL_KEEP); } bool checkEquipHoverBoots() const { return checkNoResetFlg0(daPyFlg0_HOVER_BOOTS); } void onNoFallVoice() { onNoResetFlg0(daPyFlg0_NO_FALL_VOICE); } void onScopeCancel() { onNoResetFlg0(daPyFlg0_SCOPE_CANCEL); } bool checkEquipHeavyBoots() const { return checkNoResetFlg0(daPyFlg0_EQUIP_HEAVY_BOOTS); } void onPlayerNoDraw() { onNoResetFlg0(daPyFlg0_NO_DRAW); } void offPlayerNoDraw() { offNoResetFlg0(daPyFlg0_NO_DRAW); } void onHeavyState() { onNoResetFlg0(daPyFlg0_HEAVY_STATE); } void offHeavyState() { offNoResetFlg0(daPyFlg0_HEAVY_STATE); } bool getHeavyState() { return checkNoResetFlg0(daPyFlg0_HEAVY_STATE); } bool getHeavyStateAndBoots() { return checkNoResetFlg0(static_cast(daPyFlg0_HEAVY_STATE | daPyFlg0_EQUIP_HEAVY_BOOTS)); } void onNoResetFlg1(daPy_FLG1 flag) { mNoResetFlg1 |= flag; } void offNoResetFlg1(daPy_FLG1 flag) { mNoResetFlg1 &= ~flag; } bool checkNoResetFlg1(daPy_FLG1 flag) const { return mNoResetFlg1 & flag; } bool checkEquipDragonShield() const { return checkNoResetFlg1(daPyFlg1_EQUIP_DRAGON_SHIELD); } void onNpcCallCommand() { onNoResetFlg1(daPyFlg1_NPC_CALL_COMMAND); } void onNpcCall() { onNoResetFlg1(daPyFlg1_NPC_CALL_COMMAND); } void offNpcCallCommand() { offNoResetFlg1(daPyFlg1_NPC_CALL_COMMAND); } bool checkNpcCallCommand() const { return checkNoResetFlg1(daPyFlg1_NPC_CALL_COMMAND); } void onForceVomitJump() { onNoResetFlg1(daPyFlg1_FORCE_VOMIT_JUMP); } void onNpcNotChange() { onNoResetFlg1(daPyFlg1_NPC_NOT_CHANGE); } void offNpcNotChange() { offNoResetFlg1(daPyFlg1_NPC_NOT_CHANGE); } bool checkNpcNotChange() const { return checkNoResetFlg1(daPyFlg1_NPC_NOT_CHANGE); } void onConfuse() { onNoResetFlg1(daPyFlg1_CONFUSE); } void offConfuse() { offNoResetFlg1(daPyFlg1_CONFUSE); } bool checkConfuse() const { return checkNoResetFlg1(daPyFlg1_CONFUSE); } bool checkFreezeState() const { return checkNoResetFlg1(daPyFlg1_FREEZE_STATE); } void onUseArrowEffect() { onNoResetFlg1(daPyFlg1_USE_ARROW_EFFECT); } void offUseArrowEffect() { offNoResetFlg1(daPyFlg1_USE_ARROW_EFFECT); } void onLetterReadEyeMove() { onNoResetFlg1(daPyFlg1_LETTER_READ_EYE_MOVE); } void onForceVomitJumpShort() { onNoResetFlg1(daPyFlg1_FORCE_VOMIT_JUMP_SHORT); } bool checkForestWaterUse() const { return checkNoResetFlg1(daPyFlg1_FOREST_WATER_USE); } void onWaterDrop() { onNoResetFlg1(daPyFlg1_WATER_DROP); } void onVineCatch() { onNoResetFlg1(daPyFlg1_VINE_CATCH); } bool checkLastComboWait() const { return checkNoResetFlg1(daPyFlg1_LAST_COMBO_WAIT); } void onResetFlg0(daPy_RFLG0 flag) { mResetFlg0 |= flag; } void offResetFlg0(daPy_RFLG0 flag) { mResetFlg0 &= ~flag; } bool checkResetFlg0(daPy_RFLG0 flag) const { return mResetFlg0 & flag; } bool getRopeGrabRightHand() const { return checkResetFlg0(daPyRFlg0_ROPE_GRAB_RIGHT_HAND); } bool getGrabUpEnd() const { return checkResetFlg0(daPyRFlg0_GRAB_UP_END); } bool getAutoJumpLand() const { return checkResetFlg0(daPyRFlg0_AUTO_JUMP_LAND); } bool getRightFootOnGround() const { return checkResetFlg0(daPyRFlg0_RIGHT_FOOT_ON_GROUND); } bool getLeftFootOnGround() const { return checkResetFlg0(daPyRFlg0_LEFT_FOOT_ON_GROUND); } bool getFootOnGround() const { return getRightFootOnGround() || getLeftFootOnGround(); } bool checkFrontRollCrash() const { return checkResetFlg0(daPyRFlg0_FRONT_ROLL_CRASH); } bool getGrabUpStart() const { return checkResetFlg0(daPyRFlg0_GRAB_UP_START); } bool checkAttentionLock() const { return checkResetFlg0(daPyRFlg0_ATTENTION_LOCK); } bool checkHammerQuake() const { return checkResetFlg0(daPyRFlg0_HAMMER_QUAKE); } void onPoisonCurse() { onResetFlg0(daPyRFlg0_POISON_CURSE); } bool getGrabPutStart() const { return checkResetFlg0(daPyRFlg0_GRAB_PUT_START); } bool checkFairyUse() const { return checkResetFlg0(daPyRFlg0_FAIRY_USE); } bool checkTactUse() const { return checkResetFlg0(daPyRFlg0_TACT_USE); } bool checkArrowShoot() const { return checkResetFlg0(daPyRFlg0_ARROW_SHOOT); } bool checkGrabWear() const { return field_0x2b0 < 0.0f; } void checkMasterSwordEquip() const {} // checkSwordMiniGame__9daPy_py_cCFv // checkNormalSwordEquip__9daPy_py_cCFv // checkBowMiniGame__9daPy_py_cCFv // checkUseArrowEffect__9daPy_py_cCFv // checkFinalMasterSwordEquip__9daPy_py_cCFv virtual MtxP getLeftHandMatrix() = 0; virtual MtxP getRightHandMatrix() = 0; virtual f32 getGroundY() = 0; virtual int getTactMusic() const { return -1; } virtual int getTactTimerCancel() const { return 0; } virtual BOOL checkPlayerGuard() const { return FALSE; } virtual fopAc_ac_c* getGrabMissActor() { return NULL; } virtual u32 checkPlayerFly() const { return 0; } virtual BOOL checkFrontRoll() const { return FALSE; } virtual BOOL checkBottleSwing() const { return FALSE; } virtual BOOL checkCutCharge() const { return FALSE; } virtual BOOL getBokoFlamePos(cXyz*) { return FALSE; } virtual BOOL checkTactWait() const { return FALSE; } virtual void setTactZev(unsigned int, int, char*) {} virtual void onDekuSpReturnFlg(u8) {} virtual bool checkComboCutTurn() const { return false; } virtual f32 getBaseAnimeFrameRate() = 0; virtual f32 getBaseAnimeFrame() = 0; virtual u32 getItemID() const { return -1; } virtual u32 getThrowBoomerangID() const { return -1; } virtual u32 getGrabActorID() const { return -1; } virtual BOOL checkGrabBarrel() { return FALSE; } virtual BOOL checkPlayerNoDraw() { return FALSE; } virtual BOOL checkRopeTag() { return FALSE; } virtual BOOL checkRopeReadyAnime() const { return FALSE; } virtual void voiceStart(u32) {} virtual void setOutPower(f32, s16, int) {} virtual void onFrollCrashFlg(u32) {} virtual MtxP getModelJointMtx(u16) { return NULL; } virtual f32 getOldSpeedY() { return 0.0f; } virtual BOOL setHookshotCarryOffset(unsigned int, const cXyz*) { return FALSE; } virtual void setPlayerPosAndAngle(cXyz*, s16) {} virtual void setPlayerPosAndAngle(cXyz*, csXyz*) {} virtual void setPlayerPosAndAngle(MtxP) {} virtual BOOL setThrowDamage(cXyz*, s16, f32, f32, int) { return FALSE; } virtual void changeTextureAnime(u16, u16, int) {} virtual void cancelChangeTextureAnime() {} void getRopeJumpLand() const; void checkRopeForceEnd() const; void changePlayer(fopAc_ac_c*); void objWindHitCheck(dCcD_Cyl*); void setDoButtonQuake(); void stopDoButtonQuake(int); void getRopePos() const; void setFace(daPy_py_c::daPy_FACE) {} }; #endif /* D_A_PLAYER */