#ifndef D_A_OBJ_CHEST_H #define D_A_OBJ_CHEST_H #include "d/d_bg_s_movebg_actor.h" #include "d/d_cc_d.h" #include "d/d_com_inf_game.h" #include "f_op/f_op_actor_mng.h" /** * @ingroup actors-objects * @class daObjChest_c * @brief Cabinet * * @details * */ class daObjChest_c : public dBgS_MoveBgActor { public: enum daObjChest_Action { /* 0 */ ACTION_WAIT, /* 1 */ ACTION_MOVE, /* 2 */ ACTION_END, }; void initBaseMtx(); void setBaseMtx(); int Create(); int CreateHeap(); int create(); int Execute(Mtx**); void action(); void actionWait(); void actionMove(); void actionEnd(); int Draw(); int Delete(); void setAction(u8 i_action) { mAction = i_action; } u8 getSwNo() { return fopAcM_GetParamBit(this, 0, 8); } u32 getArg0() { return fopAcM_GetParamBit(this, 8, 4); } private: /* 0x5A0 */ request_of_phase_process_class mPhaseReq; /* 0x5A8 */ J3DModel* mpModel; /* 0x5AC */ dBgS_ObjAcch mObjAcch; /* 0x784 */ dBgS_AcchCir mAcchCir; /* 0x7C4 */ dCcD_Stts mStts; /* 0x800 */ dCcD_Cyl mCyl[2]; /* 0xA78 */ cXyz mFallingChestPos; /* 0xA84 */ csXyz mFallingChestRot; /* 0xA8A */ csXyz mExtraRot; /* 0xA90 */ u8 mAction; /* 0xA91 */ u8 mMoveStartTimer; /* 0xA92 */ u16 mRandomMoveStartTimer; /* 0xA94 */ s32 mLifeCycleLength; // this only gets incremented in the execute function /* 0xA98 */ s16 mModifyRotX; /* 0xA9A */ s16 mRandomRotX; /* 0xA9C */ f32 field_0xa9c; /* 0xAA0 */ f32 mScaleY; }; STATIC_ASSERT(sizeof(daObjChest_c) == 0xAA4); #endif /* D_A_OBJ_CHEST_H */