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#ifndef D_T_SWORD_BATTLE_GAME_H
#define D_T_SWORD_BATTLE_GAME_H
#include "d/t/d_tg.h"
#include "s/s_State.hpp"
#include "toBeSorted/actor_event.h"
#include "toBeSorted/timekeeper.h"
class dTgSwordBattleGame_c : public dTg_c {
public:
dTgSwordBattleGame_c() : mStateMgr(*this), mEventRelated(*this, 0) {}
virtual ~dTgSwordBattleGame_c() {}
virtual int create() override;
virtual int doDelete() override;
virtual int draw() override;
virtual int actorExecute() override;
virtual int actorExecuteInEvent() override;
/* vt 0x74-0x80*/ STATE_VIRTUAL_FUNC_DECLARE(dTgSwordBattleGame_c, Wait);
/* vt 0x80-0x88*/ STATE_VIRTUAL_FUNC_DECLARE(dTgSwordBattleGame_c, Manage);
void init();
bool checkInEvent(const char *eventName);
bool checkInBossRushFlag();
void unsetInBossRushFlag();
void setInBossRushFlag();
void unsetEarlyFightFlags() const;
void unsetImprisonedFightFlags() const;
void unsetDemiseFightFlag() const;
s32 getCurrentTime() const;
void saveCurrentTime(s32 time) const;
s32 getBossIdx() const;
s32 getBossHighscore() const;
/** Index 0 */
s32 getGhirahim1Highscore() const;
/** Index 1 */
s32 getScalderaHighscore() const;
/** Index 2 */
s32 getMolderachHighscore() const;
/** Index 3 */
s32 getImprisoned1Highscore() const;
/** Index 4 */
s32 getKoloktosHighscore() const;
/** Index 5 */
s32 getTentalusHighscore() const;
/** Index 6 */
s32 getGhirahim2Highscore() const;
/** Index 7 */
s32 getImprisoned2Highscore() const;
/** Index 8 */
s32 getImprisoned3Highscore() const;
/** Index 9 */
s32 getHordeHighscore() const;
/** Index 10 */
s32 getGhirahim3Highscore() const;
/** Index 11 */
s32 getDemiseHighscore() const;
s32 getCurrentBossNumber() const;
void setCurrentBossNumber(s32 num);
void notifyBossDeath(bool ghirahim_related = false);
bool checkFightStarted() const;
private:
/* 0x0FC */ STATE_MGR_DECLARE(dTgSwordBattleGame_c);
/* 0x138 */ ActorEventRelated mEventRelated;
/* 0x188 */ Timekeeper mTimer;
/* 0x1A8 */ bool field_0x1A8;
/* 0x1A9 */ bool field_0x1A9;
/* 0x1AA */ bool field_0x1AA;
/* 0x1AB */ bool field_0x1AB; ///< set if current boss is complete
/* 0x1AC */ bool field_0x1AC;
/* 0x1AD */ u8 field_0x1AD;
/* 0x1AE */ u8 field_0x1AE;
/* 0x1B0 */ u32 mBossNumber;
// Note: Gets padded to 0x1B8 due to Timekeepers 8-byte alignment
};
#endif
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