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#include "d/a/obj/d_a_obj_distant_ship.h"
#include "common.h"
#include "d/a/obj/d_a_obj_base.h"
#include "d/flag/sceneflag_manager.h"
#include "f/f_base.h"
#include "nw4r/g3d/res/g3d_resfile.h"
#include "toBeSorted/arc_managers/current_stage_arc_manager.h"
SPECIAL_ACTOR_PROFILE(OBJ_DIS_SHIP, dAcOdistantShip_c, fProfile::OBJ_DIS_SHIP, 0x143, 0, 0);
bool dAcOdistantShip_c::createHeap() {
const char *modelName = getModelName();
mBrres = (nw4r::g3d::ResFile)CurrentStageArcManager::GetInstance()->getData("g3d/stage.brres");
TRY_CREATE(mModel.create(mBrres.GetResMdl(modelName), &mAllocator, 0x120, 1, 0));
return SUCCEEDED;
}
int dAcOdistantShip_c::create() {
mIsVisible = false;
u8 flag = getFromParams(0, 0xFF);
mSubtype = getFromParams(8, 0xF);
if (SceneflagManager::sInstance->checkBoolFlag(mRoomID, flag)) {
mIsVisible = true;
}
if (mIsVisible) {
CREATE_ALLOCATOR(dAcOdistantShip_c);
updateMatrix();
mModel.setLocalMtx(mWorldMtx);
mBoundingBox.Set(mVec3_c(-0.0f, -0.0f, -0.0f), mVec3_c(0.0f, 0.0f, 0.0f));
}
return SUCCEEDED;
}
int dAcOdistantShip_c::doDelete() {
return SUCCEEDED;
}
int dAcOdistantShip_c::actorExecute() {
return SUCCEEDED;
}
int dAcOdistantShip_c::draw() {
if (mIsVisible) {
drawModelType1(&mModel);
}
return SUCCEEDED;
}
const char *dAcOdistantShip_c::getModelName() {
switch (mSubtype) {
case 0: return "StageF301_D300";
case 1: return "StageF301_3_D300";
default: return nullptr;
}
}
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