tp/include/d/actor/d_a_door_boss.h

75 lines
1.7 KiB
C++

#ifndef D_A_DOOR_BOSS_H
#define D_A_DOOR_BOSS_H
#include "SSystem/SComponent/c_phase.h"
#include "f_op/f_op_actor.h"
#include "d/d_bg_s_acch.h"
#include "d/d_bg_w.h"
/**
* @ingroup actors-doors
* @class daBdoor_c
* @brief Boss Door (Unused?)
*
* @details The door that leads to the boss room.
*
*/
class daBdoor_c : public fopAc_ac_c {
public:
enum Action {
/* 0 */ ACT_WAIT,
/* 1 */ ACT_CLOSE_WAIT,
/* 2 */ ACT_OPEN,
/* 3 */ ACT_END,
};
char* getArcName();
char* getBmd();
char* getDzb();
char* getBmd2();
J3DModelData* getDoorModelData();
int CreateHeap();
void calcMtx();
int CreateInit();
cPhs__Step create();
int getDemoAction();
void demoProc();
void calcGoal(cXyz*, int);
void smokeInit();
BOOL checkArea();
BOOL checkFront();
BOOL checkOpen();
BOOL actionWait();
BOOL actionCloseWait();
BOOL actionOpen();
BOOL actionEnd();
int execute();
BOOL checkDraw();
int draw();
int Delete();
void setAction(u8 i_action) { mAction = i_action; }
private:
/* 0x568 */ request_of_phase_process_class mPhaseReq;
/* 0x570 */ J3DModel* mpDoorModel;
/* 0x574 */ J3DModel* mpLockModel;
/* 0x578 */ mDoExt_bckAnm* mpLockAnm;
/* 0x57C */ dBgW* mpBgW;
/* 0x580 */ bool mBgInactive;
/* 0x581 */ u8 mAction;
/* 0x582 */ u8 field_0x582[6];
/* 0x588 */ u32 mStaffID;
/* 0x58C */ s16 field_0x58c;
/* 0x590 */ f32 mOffsetY;
/* 0x594 */ bool mLocked;
/* 0x598 */ cXyz mParticlePos;
/* 0x5A4 */ csXyz mParticleAngle;
/* 0x5AC */ dBgS_ObjAcch mAcch;
/* 0x784 */ dBgS_AcchCir mAcchCir;
};
STATIC_ASSERT(sizeof(daBdoor_c) == 0x7C4);
#endif /* D_A_DOOR_BOSS_H */