mirror of https://github.com/zeldaret/tp.git
65 lines
1.8 KiB
C++
65 lines
1.8 KiB
C++
#ifndef D_A_OBJ_CHEST_H
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#define D_A_OBJ_CHEST_H
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#include "d/d_bg_s_movebg_actor.h"
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#include "d/d_cc_d.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 daObjChest_c
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* @brief Cabinet
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*
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* @details
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*
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*/
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class daObjChest_c : public dBgS_MoveBgActor {
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public:
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enum daObjChest_Action {
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/* 0 */ ACTION_WAIT,
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/* 1 */ ACTION_MOVE,
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/* 2 */ ACTION_END,
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};
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/* 80BC8EF8 */ void initBaseMtx();
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/* 80BC8F34 */ void setBaseMtx();
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/* 80BC9088 */ int Create();
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/* 80BC9240 */ int CreateHeap();
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/* 80BC92B0 */ int create();
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/* 80BC970C */ int Execute(Mtx**);
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/* 80BC9764 */ void action();
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/* 80BC9808 */ void actionWait();
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/* 80BC9BF0 */ void actionMove();
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/* 80BC9DFC */ void actionEnd();
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/* 80BC9E00 */ int Draw();
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/* 80BC9EA4 */ int Delete();
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void setAction(u8 i_action) { mAction = i_action; }
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u8 getSwNo() { return fopAcM_GetParamBit(this, 0, 8); }
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u32 getArg0() { return fopAcM_GetParamBit(this, 8, 4); }
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private:
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/* 0x5A0 */ request_of_phase_process_class mPhaseReq;
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/* 0x5A8 */ J3DModel* mpModel;
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/* 0x5AC */ dBgS_ObjAcch mObjAcch;
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/* 0x784 */ dBgS_AcchCir mAcchCir;
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/* 0x7C4 */ dCcD_Stts mStts;
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/* 0x800 */ dCcD_Cyl mCyl[2];
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/* 0xA78 */ cXyz mFallingChestPos;
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/* 0xA84 */ csXyz mFallingChestRot;
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/* 0xA8A */ csXyz mExtraRot;
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/* 0xA90 */ u8 mAction;
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/* 0xA91 */ u8 mMoveStartTimer;
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/* 0xA92 */ u16 mRandomMoveStartTimer;
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/* 0xA94 */ s32 mLifeCycleLength; // this only gets incremented in the execute function
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/* 0xA98 */ s16 mModifyRotX;
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/* 0xA9A */ s16 mRandomRotX;
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/* 0xA9C */ f32 field_0xa9c;
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/* 0xAA0 */ f32 mScaleY;
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};
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STATIC_ASSERT(sizeof(daObjChest_c) == 0xAA4);
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#endif /* D_A_OBJ_CHEST_H */
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