tp/include/d/actor/d_a_obj_chest.h

65 lines
1.8 KiB
C++

#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,
};
/* 80BC8EF8 */ void initBaseMtx();
/* 80BC8F34 */ void setBaseMtx();
/* 80BC9088 */ int Create();
/* 80BC9240 */ int CreateHeap();
/* 80BC92B0 */ int create();
/* 80BC970C */ int Execute(Mtx**);
/* 80BC9764 */ void action();
/* 80BC9808 */ void actionWait();
/* 80BC9BF0 */ void actionMove();
/* 80BC9DFC */ void actionEnd();
/* 80BC9E00 */ int Draw();
/* 80BC9EA4 */ 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 */