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#ifndef D_A_NPC_SOLDIERB_H
#define D_A_NPC_SOLDIERB_H
#include "d/actor/d_a_npc4.h"
struct daNpc_SoldierB_HIOParam {
/* 0x00 */ daNpcF_HIOParam common;
};
class daNpc_SoldierB_Param_c {
public:
virtual ~daNpc_SoldierB_Param_c() {}
static daNpc_SoldierB_HIOParam const m;
};
#if DEBUG
class daNpc_SoldierB_HIO_c : public mDoHIO_entry_c {
public:
daNpc_SoldierB_HIO_c();
void listenPropertyEvent(const JORPropertyEvent*);
void genMessage(JORMContext*);
daNpc_SoldierB_HIOParam m;
};
#define NPC_SOLDIERB_HIO_CLASS daNpc_SoldierB_HIO_c
#else
#define NPC_SOLDIERB_HIO_CLASS daNpc_SoldierB_Param_c
#endif
/**
* @ingroup actors-npcs
* @class daNpc_SoldierB_c
* @brief Soldier B (Castle Town?)
*
* @details
*
*/
class daNpc_SoldierB_c : public daNpcF_c {
public:
typedef int (daNpc_SoldierB_c::*actionFunc)(void*);
typedef int (daNpc_SoldierB_c::*cutFunc)(int);
daNpc_SoldierB_c();
~daNpc_SoldierB_c();
cPhs_Step create();
int CreateHeap();
int Delete();
int Execute();
int Draw();
int ctrlJoint(J3DJoint*, J3DModel*);
static int createHeapCallBack(fopAc_ac_c*);
static int ctrlJointCallBack(J3DJoint*, int);
void setParam();
BOOL main();
BOOL ctrlBtk();
void setAttnPos();
void setMotionAnm(int, f32);
void setMotion(int, f32, int);
int drawDbgInfo();
void drawOtherMdls();
u8 getTypeFromParam();
BOOL isDelete();
void reset();
void playMotion();
BOOL chkAction(int (daNpc_SoldierB_c::*)(void*));
BOOL setAction(int (daNpc_SoldierB_c::*)(void*));
BOOL selectAction();
void doNormalAction(int);
BOOL doEvent();
void setLookMode(int);
void lookat();
int wait(void*);
int talk(void*);
int ECut_listenLake(int);
int test(void*);
static char* mEvtCutNameList[2];
static cutFunc mEvtCutList[2];
private:
/* 0xB48 */ Z2Creature mSound;
/* 0xBD8 */ J3DModel* mSpearModel;
/* 0xBDC */ daNpcF_Lookat_c mLookat;
/* 0xC78 */ daNpcF_ActorMngr_c mActorMngrs[3];
/* 0xC90 */ NPC_SOLDIERB_HIO_CLASS* mHIO;
/* 0xC94 */ dCcD_Cyl mCyl;
/* 0xDD0 */ actionFunc mNextAction;
/* 0xDDC */ actionFunc mAction;
/* 0xDE8 */ request_of_phase_process_class mPhases[3];
/* 0xE00 */ int field_0xe00;
/* 0xE04 */ int field_0xe04;
/* 0xE08 */ int field_0xe08;
/* 0xE0C */ int field_0xe0c;
/* 0xE10 */ int mMsgNo;
/* 0xE14 */ s16 mLookMode;
/* 0xE16 */ u16 mMode;
/* 0xE18 */ u8 mType;
/* 0xE1C */ int mAnm;
};
STATIC_ASSERT(sizeof(daNpc_SoldierB_c) == 0xe20);
#endif /* D_A_NPC_SOLDIERB_H */
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