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#ifndef D_A_NPC_THEB_H
#define D_A_NPC_THEB_H
#include "d/actor/d_a_npc4.h"
/**
* @ingroup actors-npcs
* @class daNpcTheB_c
* @brief Telma B
*
* @details
*
*/
struct daNpcTheB_HIOParam {
/* 0x0 */ daNpcF_HIOParam common;
};
struct daNpcTheB_Param_c {
virtual ~daNpcTheB_Param_c() {}
static daNpcTheB_HIOParam const m;
};
#if DEBUG
class daNpcTheB_HIO_c : public mDoHIO_entry_c {
public:
daNpcTheB_HIO_c();
void listenPropertyEvent(const JORPropertyEvent*);
void genMessage(JORMContext*);
/* 0x8 */ daNpcTheB_HIOParam m;
};
#define NPC_THEB_HIO_CLASS daNpcTheB_HIO_c
#else
#define NPC_THEB_HIO_CLASS daNpcTheB_Param_c
#endif
class daNpcTheB_c : public daNpcF_c {
public:
typedef int (daNpcTheB_c::*actionFunc)(void*);
typedef int (daNpcTheB_c::*cutFunc)(int);
enum Animation {
/* 0x0 */ ANM_NONE,
/* 0x1 */ ANM_F_TALK_A,
/* 0x2 */ ANM_F_TALK_B,
/* 0x3 */ ANM_F_TALK_C,
/* 0x4 */ ANM_F_BEND_TURN,
/* 0x5 */ ANM_FH_TALK_B,
/* 0x6 */ ANM_FH_TALK_C,
/* 0x7 */ ANM_FH_BEND_WAIT,
/* 0x8 */ ANM_SIT,
/* 0x9 */ ANM_SIT_B,
/* 0xA */ ANM_WHIP,
/* 0xB */ ANM_WHIP_B,
/* 0xC */ ANM_BEND_WAIT,
/* 0xD */ ANM_BEND_TURN,
};
enum Expression {
/* 0x0 */ EXPR_TALK_A,
/* 0x1 */ EXPR_TALK_B,
/* 0x2 */ EXPR_TALK_C,
/* 0x3 */ EXPR_NONE,
};
enum Motion {
/* 0x0 */ MOT_SIT,
/* 0x1 */ MOT_SIT_B,
/* 0x2 */ MOT_BEND_WAIT,
/* 0x3 */ MOT_WHIP,
/* 0x4 */ MOT_WHIP_B,
/* 0x5 */ MOT_BEND_TURN,
};
enum Expression_BTP {
/* 0x0 */ EXPR_BTP_THEB,
};
daNpcTheB_c();
~daNpcTheB_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);
cXyz getHandPos1(int);
cXyz getHandPos2(int);
void setHintEvent(s32, u16, int);
BOOL main();
void setParam();
BOOL ctrlBtk();
void setAttnPos();
bool setExpressionAnm(int, bool);
bool setExpressionBtp(int);
void setMotionAnm(int, f32);
BOOL drawDbgInfo();
void reset();
void playExpression();
void playMotion();
void doNormalAction();
BOOL doEvent();
void lookat();
int wait(void*);
void setMotion(int, f32, int);
void setExpression(int, f32);
int talk(void*);
int EvCut_PersonalCombatIntro(int);
int EvCut_PersonalCombatRevenge(int);
void EvCut_PersonalCombatAfter();
int EvCut_AnnulationFieldRace(int);
int EvCut_TheBHint(int);
int EvCut_CoachGuardGameOver(int);
s16 getMessageNo() { return fopAcM_GetParam(this) & 0xFFFF; }
void setTRMtx(MtxP mtx) { mAnm_p->getModel()->setBaseTRMtx(mtx); }
void setGameOver() { mGameOver = 1; }
f32 getCoachSpeed() { return fopAcM_GetSpeedF((fopAc_ac_c*)fpcM_SearchByID(parentActorID)); }
void setAction(actionFunc action) {
mMode = 3;
if (mAction) {
(this->*mAction)(NULL);
}
mMode = 0;
mAction = action;
if (mAction) {
(this->*mAction)(NULL);
}
}
BOOL chkAction(actionFunc action) { return mAction == action; }
void setLookMode(int i_lookMode) {
if (i_lookMode >= 0 && i_lookMode < 3 && i_lookMode != mLookMode) {
mLookMode = i_lookMode;
}
}
void setWaitAnimation();
void setExpressionTalkAfter() {
switch (mExpression) {
default:
setExpression(EXPR_NONE, -1.0f);
break;
}
}
static cutFunc mEvtSeqList[6];
private:
/* 0xB48 */ Z2Creature mSound;
/* 0xBD8 */ daNpcF_MatAnm_c* mpMatAnm;
/* 0xBDC */ daNpcF_Lookat_c mLookat;
/* 0xC78 */ daNpcF_ActorMngr_c mActorMngrs[1];
/* 0xC80 */ NPC_THEB_HIO_CLASS* mpHIO;
/* 0xC84 */ dCcD_Cyl mCyl;
/* 0xDC0 */ actionFunc mNextAction;
/* 0xDCC */ actionFunc mAction;
/* 0xDD8 */ request_of_phase_process_class mPhase;
/* 0xDE0 */ int field_0xde0;
/* 0xDE4 */ int field_0xde4;
/* 0xDE8 */ int field_0xde8;
/* 0xDEC */ int field_0xdec;
/* 0xDF0 */ int mRoomNo;
/* 0xDF4 */ int mMsgNo;
/* 0xDF8 */ int mHintMsgNo;
/* 0xDFC */ int mTimer;
/* 0xE00 */ s16 mLookMode;
/* 0xE02 */ u16 mMode;
/* 0xE04 */ u16 field_0xe04;
/* 0xE06 */ s16 mBackboneRotX;
/* 0xE08 */ s16 mBackboneRotY;
/* 0xE0A */ s16 mBackboneRotZ;
/* 0xE0C */ u8 mHintEvtFlag;
/* 0xE0D */ u8 mGameOver;
/* 0xE0E */ u8 mPersonalCombatAfterFlag;
/* 0xE0F */ u8 mPersonalCombatAfterMode;
/* 0xE10 */ u8 mPersonalCombatAfterTimer;
/* 0xE11 */ u8 mUnkFlag;
};
STATIC_ASSERT(sizeof(daNpcTheB_c) == 0xe14);
#endif /* D_A_NPC_THEB_H */
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