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#ifndef D_A_OBJ_AJAV_H
#define D_A_OBJ_AJAV_H
#include "d/d_bg_w.h"
#include "d/d_cc_d.h"
#include "d/d_com_inf_game.h"
#include "f_op/f_op_actor.h"
#include "f_op/f_op_actor_mng.h"
namespace daObjAjav {
static void daObjAjav_make_splash(cXyz, f32);
static BOOL check_angle(s16*, s16);
static void daObjAjav_limit_angle(s16*, s16);
static csXyz daObjAjav_get_rot_speed(cXyz, cXyz, s16);
class Act_c;
class Part_c {
public:
typedef void(Part_c::*daObjAjavPartCallback)(daObjAjav::Act_c*);
public:
bool checkExeProc(daObjAjavPartCallback i_proc) { return mExeProc == i_proc; }
void draw(daObjAjav::Act_c* i_actor) { (this->*mDrawProc)(i_actor); }
void execute(daObjAjav::Act_c* i_actor) { (this->*mExeProc)(i_actor); }
void setDrawProc(daObjAjavPartCallback i_drawProc) { mDrawProc = i_drawProc; }
void setExeProc(daObjAjavPartCallback i_exeProc) { mExeProc = i_exeProc; }
inline void set_se_pos(cXyz i_pos); // weak but not inlined
void make_hamon(cXyz, f32);
void no_proc(daObjAjav::Act_c*);
void init_data(cXyz, cXyz, dKy_tevstr_c*, cXyz*);
BOOL set_mdl_area(const char*, int, u32);
void init_mtx(cXyz, csXyz, cXyz);
void set_flaw_mtx(cXyz, csXyz);
void set_fall_mtx(cXyz, csXyz);
void fall_init(cXyz, csXyz, s16, u16);
void fall_0(daObjAjav::Act_c*);
void fall_1(daObjAjav::Act_c*);
void flaw(daObjAjav::Act_c*);
void draw_normal(daObjAjav::Act_c*);
void draw_flashing(daObjAjav::Act_c*);
void draw_flashing_shy(daObjAjav::Act_c*);
void draw_flashing_normal(daObjAjav::Act_c*);
void draw_shy(daObjAjav::Act_c*);
void make_fall_rock(BOOL);
public:
/* 0x00 */ cXyz mCenterPos;
/* 0x0C */ cXyz mCenterToOriginTrans;
/* 0x18 */ cXyz mRockDisplacement;
/* 0x24 */ cXyz mRockDisplacementRate;
/* 0x30 */ cXyz mFlawPos;
/* 0x3C */ csXyz mAccumulatedRotation;
/* 0x42 */ csXyz mRotationSpeed;
/* 0x48 */ cXyz mSePos;
/* 0x54 */ u16 mTimerTrigger;
/* 0x56 */ u16 mTimer; // also used as a vertical velocity in fall_1
/* 0x58 */ s16 mAngleLimit;
/* 0x5A */ bool mbHasSplashed;
/* 0x5B */ u8 mB8[0x6C - 0x5B];
/* 0x6C */ cXyz mRockParticlePos;
/* 0x78 */ J3DModel* mpModel;
/* 0x7C */ dKy_tevstr_c* mpTevStr;
/* 0x80 */ daObjAjavPartCallback mExeProc;
/* 0x8C */ daObjAjavPartCallback mDrawProc;
}; // Size: 0x98
class Act_c : public fopAc_ac_c {
public:
enum {
STATUS_MAX = 4
};
public:
BOOL check_ev() { return dComIfGs_isEventBit(dSv_event_flag_c::ENDLESS_NIGHT); }
BOOL check_sw(int sw_no) { return dComIfGs_isSwitch(sw_no, fopAcM_GetHomeRoomNo(this)); }
void on_sw(int sw_no) { dComIfGs_onSwitch(sw_no, fopAcM_GetHomeRoomNo(this)); }
// Fake inline method to match _execute, this isn't in the debug maps but is needed
// in the call to set_hamon.
// The stone is 6 fragments arranged in a 3x2 (row x col) grid, so
// this gets the starting index of the n'th row.
int get_rock_row() { return M_status << 1; }
static BOOL solidHeapCB(fopAc_ac_c*);
BOOL create_heap();
cPhs_State _create();
bool _delete();
void init_mtx();
void set_tex();
void set_co_offset();
BOOL check_all_wait();
BOOL check_end();
void to_broken();
BOOL damage_part();
void make_shot_rock();
void make_hamon2(cXyz, float);
void set_hamon(float);
bool _execute();
bool _draw();
public:
static const char M_arcname[];
public:
/* 0x290 */ u32 mSwNo;
/* 0x294 */ request_of_phase_process_class mPhs;
/* 0x29C */ dCcD_Stts mSphStts;
/* 0x2D8 */ dCcD_Sph mSph;
/* 0x404 */ cXyz mSphCoOffset;
/* 0x410 */ dCcD_Stts mCylStts;
/* 0x44C */ dCcD_Cyl mCyl;
/* 0x57C */ dCcD_Stts mHintCylStts[2];
/* 0x5F4 */ dCcD_Cyl mHintCyls[2];
/* 0x854 */ Mtx mMtx;
/* 0x884 */ u8 m884[0x890 - 0x884];
/* 0x890 */ Part_c mRockParts[6];
/* 0xC20 */ s16 mEventIdx;
/* 0xC22 */ u8 M_status;
/* 0xC23 */ bool mbResLoaded;
/* 0xC24 */ u8 mActionIdx;
/* 0xC25 */ u8 mC25[0xC26 - 0xC25];
/* 0xC26 */ u16 mCutsceneEndDelay;
/* 0xC28 */ u8 mHintCylHits;
/* 0xC29 */ u8 mC29[0xC2C - 0xC29];
/* 0xC2C */ dBgW* mpBgW;
}; // Size: 0xC30
};
#endif /* D_A_OBJ_AJAV_H */
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