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#include "d/a/obj/d_a_obj_junk_repairing.h"
#include "d/flag/storyflag_manager.h"
#include "nw4r/g3d/res/g3d_resfile.h"
SPECIAL_ACTOR_PROFILE(OBJ_JUNK_REPAIR, dAcOJunkRep_c, fProfile::OBJ_JUNK_REPAIR, 0x027B, 0, 3);
STATE_DEFINE(dAcOJunkRep_c, Wait);
const f32 dAcOJunkRep_c::sSomeFloat = 0.0f;
bool dAcOJunkRep_c::loadMdl(m3d::smdl_c &mdl, const char *name) {
nw4r::g3d::ResMdl resMdl = mResFile.GetResMdl(name);
return mdl.create(resMdl, &mAllocator, 0x120);
}
bool dAcOJunkRep_c::getState() {
return StoryflagManager::sInstance->getCounterOrFlag(STORYFLAG_SCRAPPER_UNLOCKED) == 1;
}
bool dAcOJunkRep_c::createHeap() {
mResFile = nw4r::g3d::ResFile(getOarcResFile("Junk"));
if (!loadMdl(mModel1, getMdlName1())) {
return false;
}
if (!loadMdl(mModel2, getMdlName2())) {
return false;
}
realizeState();
return static_cast<bool>(mpModelToUse);
}
int dAcOJunkRep_c::create() {
CREATE_ALLOCATOR(dAcOJunkRep_c);
mAcceleration = -1.0f;
mMaxSpeed = -40.0f;
mStateMgr.changeState(StateID_Wait);
mBoundingBox.Set(mVec3_c(-30.0f, -0.0f, -20.0f), mVec3_c(30.0f, 120.0f, 20.0f));
return SUCCEEDED;
}
int dAcOJunkRep_c::doDelete() {
return SUCCEEDED;
}
int dAcOJunkRep_c::actorExecute() {
mStateMgr.executeState();
updateMatrix();
mpModelToUse->setLocalMtx(mWorldMtx);
return SUCCEEDED;
}
int dAcOJunkRep_c::draw() {
drawModelType1(mpModelToUse);
static mQuat_c rot(0.0f, 37.5f, 0.0f, 75.0f);
fn_8002edb0(mShadow, *mpModelToUse, &rot, -1, -1, sSomeFloat);
return SUCCEEDED;
}
void dAcOJunkRep_c::realizeState() {
if (getState()) {
mpModelToUse = &mModel2;
} else {
mpModelToUse = &mModel1;
}
}
void dAcOJunkRep_c::initializeState_Wait() {}
void dAcOJunkRep_c::executeState_Wait() {}
void dAcOJunkRep_c::finalizeState_Wait() {}
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