mirror of https://github.com/zeldaret/tp.git
87 lines
2.0 KiB
C++
87 lines
2.0 KiB
C++
#ifndef D_A_OBJ_FALLOBJ_H
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#define D_A_OBJ_FALLOBJ_H
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#include "d/d_bg_s_movebg_actor.h"
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#include "d/d_com_inf_game.h"
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#include "f_op/f_op_actor_mng.h"
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/**
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* @ingroup actors-objects
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* @class daObjFallObj_c
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* @brief Fall Object?
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*
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* @details
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*
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*/
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class daObjFallObj_c : public dBgS_MoveBgActor {
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public:
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enum Action {
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ACTION_WAIT,
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ACTION_COUNTDOWN,
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ACTION_FALL,
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ACTION_FALL_START,
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ACTION_END,
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ACTION_FOLLOW_FALL,
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};
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void initBaseMtx();
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void setBaseMtx();
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int Create();
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s16 getFallTime();
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f32 getFallHeight();
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int CreateHeap();
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int create1st();
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int Execute(Mtx**);
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void action();
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bool action_wait(bool);
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bool action_fallStart();
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void action_countdown();
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void action_fall();
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void action_end();
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void action_follow_fall();
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bool checkHang();
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bool checkHang2();
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int Draw();
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int Delete();
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u32 getTime() { return fopAcM_GetParamBit(this, 8, 8); }
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u32 getPos() { return fopAcM_GetParamBit(this, 0x14, 8); }
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static BOOL checkFallStart(fopAc_ac_c* actor) { return actor->speed.y != 0.0f; }
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private:
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/* 0x5A0 */ request_of_phase_process_class mPhaseReq;
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/* 0x5A8 */ Mtx mMtx;
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/* 0x5D8 */ u8 field_0x5d8;
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/* 0x5D9 */ u8 mTimer;
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/* 0x5DA */ s16 mFallTime;
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/* 0x5DC */ s16 field_0x5dc;
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/* 0x5DE */ s16 field_0x5de;
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/* 0x5E0 */ int field_0x5e0;
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/* 0x5E4 */ bool field_0x5e4;
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/* 0x5E5 */ bool field_0x5e5;
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/* 0x5E8 */ J3DModel* mpModel;
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/* 0x5EC */ fpc_ProcID mChildId;
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/* 0x5F0 */ u8 mAction;
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/* 0x5F1 */ bool mVibrationOn;
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/* 0x5F4 */ Z2SoundObjSimple mSoundObj;
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};
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STATIC_ASSERT(sizeof(daObjFallObj_c) == 0x614);
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#if DEBUG
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class daObjFallObj_HIO_c : public mDoHIO_entry_c {
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public:
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daObjFallObj_HIO_c();
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void genMessage(JORMContext* ctx);
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/* 0x6 */ s8 mId;
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/* 0x8 */ s16 mMovementShake;
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/* 0xA */ s16 mStaticShake;
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/* 0xC */ u8 mNoFall;
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/* 0xD */ u8 mCheckDisplay;
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};
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#endif
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#endif /* D_A_OBJ_FALLOBJ_H */
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