#ifndef AC_HANIWA_H #define AC_HANIWA_H #include "types.h" #include "m_actor.h" #include "c_keyframe.h" #include "m_collision_obj.h" #ifdef __cplusplus extern "C" { #endif typedef struct actor_haniwa_s HANIWA_ACTOR; typedef void (*HANIWA_ACTOR_PROC)(ACTOR*, GAME*); enum haniwa_msg { aHNW_MSG_NO_OWNER, aHNW_MSG_PROCEEDS, aHNW_MSG_NORMAL, aHNW_MSG_OTHER_OWNER, aHNW_MSG_NEED_FRIEND, aHNW_MSG_NUM }; enum haniwa_handover { aHNW_HANDOVER_YES, aHNW_HANDOVER_NO, aHNW_HANDOVER_NUM }; enum haniwa_action { aHNW_ACTION_WAIT, aHNW_ACTION_DANCE, aHNW_ACTION_CHECK_PROCEEDS, aHNW_ACTION_TALK_WITH_MASTER, aHNW_ACTION_TALK_WITH_MASTER2, aHNW_ACTION_TALK_END_WAIT, aHNW_ACTION_MENU_OPEN_WAIT, aHNW_ACTION_MENU_END_WAIT, aHNW_ACTION_TALK_WITH_GUEST, aHNW_ACTION_MENU_OPEN_WAIT_FOR_GUEST, aHNW_ACTION_MENU_END_WAIT_FOR_GUEST, aHNW_ACTION_ROOF_CHECK, aHNW_ACTION_SAVE_CHECK, aHNW_ACTION_SAVE_END_WAIT, aHNW_ACTION_PL_APPROACH_DOOR, aHNW_ACTION_DOOR_OPEN_WAIT, aHNW_ACTION_DOOR_OPEN_TIMER, aHNW_ACTION_NUM }; struct actor_haniwa_s { ACTOR actor_class; int saved_current_frame; int keyframe_state; cKF_SkeletonInfo_R_c keyframe; int animation_state; ClObjPipe_c col_pipe; int action; char* bank_ram_start; s_xyz keyframe_work_area[8]; s_xyz keyframe_morph_area[8]; HANIWA_ACTOR_PROC action_proc; f32 anim_frame_speed; int player_approach_door_stage; u16 door_approach_frame; u8 submenu_type; u8 house_idx; u8 playing_save_bgm; }; extern ACTOR_PROFILE Haniwa_Profile; #ifdef __cplusplus } #endif #endif