Files
tww/include/d/actor/d_a_player.h
T
2023-09-13 00:55:29 -04:00

142 lines
4.6 KiB
C++

#ifndef D_A_PLAYER
#define D_A_PLAYER
#include "JSystem/J3DGraphAnimator/J3DMaterialAnm.h"
#include "f_op/f_op_actor_mng.h"
#include "d/d_com_inf_game.h"
#include "d/d_cc_d.h"
class daPy_matAnm_c : public J3DMaterialAnm {
public:
daPy_matAnm_c() { init(); }
void init();
virtual ~daPy_matAnm_c();
virtual void calc(J3DMaterial*) const;
};
class daPy_mtxFollowEcallBack_c {
public:
void execute(JPABaseEmitter*);
void end();
void makeEmitter(unsigned short, float(*)[4], const cXyz*, const cXyz*);
void makeEmitterColor(unsigned short, float(*)[4], const cXyz*, const _GXColor*, const _GXColor*);
void setup(JPABaseEmitter*, const cXyz*, const csXyz*, signed char);
/* 0x0 */ u8 field_0x0[0xC];
};
class daPy_HIO_c {
public:
};
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 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_PROC {};
/* 0x290 */ u8 mAttackState;
/* 0x291 */ u8 field_0x291;
/* 0x292 */ u8 field_0x292[0x294 - 0x292];
/* 0x294 */ s16 field_0x294;
/* 0x296 */ s16 mQuakeTimer;
/* 0x298 */ int field_0x298;
/* 0x29C */ u32 field_0x29c;
/* 0x2A0 */ u32 field_0x2a0;
/* 0x2A4 */ u32 field_0x2a4;
/* 0x2A8 */ f32 field_0x2a8;
/* 0x2AC */ u8 field_0x2AC[0x2B0 - 0x2AC];
/* 0x2B0 */ f32 field_0x2b0;
/* 0x2B4 */ u8 field_0x2B4[0x2BC - 0x2B4];
/* 0x2BC */ cXyz mHeadTopPos;
/* 0x2C8 */ cXyz mSwordTopPos;
/* 0x2D4 */ cXyz field_0x2d4;
/* 0x2E0 */ cXyz field_0x2e0;
/* 0x2EC */ cXyz mRopePos;
/* 0x2F8 */ f32 field_0x2f8;
/* 0x2FC */ u8 field_0x2FC[0x300 - 0x2FC];
/* 0x300 */ f32 field_0x300;
/* 0x304 */ daPy_demo_c mDemo;
virtual void getLeftHandMatrix();
virtual void getRightHandMatrix();
virtual void getGroundY();
virtual void getTactMusic() const;
virtual void getTactTimerCancel() const;
virtual void checkPlayerGuard() const;
virtual void getGrabMissActor();
virtual void checkPlayerFly() const;
virtual void checkFrontRoll() const;
virtual void checkBottleSwing() const;
virtual void checkCutCharge() const;
virtual void getBokoFlamePos(cXyz*);
virtual void checkTactWait() const;
virtual void setTactZev(unsigned int, int, char*);
virtual void onDekuSpReturnFlg(u8);
virtual void checkComboCutTurn() const;
virtual void getBaseAnimeFrameRate();
virtual void getBaseAnimeFrame();
virtual void getItemID() const;
virtual void getThrowBoomerangID() const;
virtual void getGrabActorID() const;
virtual void checkGrabBarrel();
virtual void checkPlayerNoDraw();
virtual void checkRopeTag();
virtual void checkRopeReadyAnime() const;
virtual void voiceStart(u32);
virtual void setOutPower(f32, s16, int);
virtual void onFrollCrashFlg(u32);
virtual void getModelJointMtx(u16);
virtual void getOldSpeedY();
virtual void setHookshotCarryOffset(unsigned int, const cXyz*);
virtual void setPlayerPosAndAngle(cXyz*, s16);
virtual void setPlayerPosAndAngle(cXyz*, csXyz*);
virtual void setPlayerPosAndAngle(float (*)[4]);
virtual void setThrowDamage(cXyz*, s16, f32, f32, int);
virtual void changeTextureAnime(u16, u16, int);
virtual void cancelChangeTextureAnime();
void getSwordTopPos() const;
void getLeftHandPos() const;
void getRopeJumpLand() const;
void checkRopeForceEnd() const;
void getHeadTopPos() const;
void changePlayer(fopAc_ac_c*);
void objWindHitCheck(dCcD_Cyl*);
void setDoButtonQuake();
void stopDoButtonQuake(int);
void getRopePos() const;
};
#endif /* D_A_PLAYER */