#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 */