Files
ss/include/d/a/obj/d_a_obj_chair.h
2026-01-30 00:05:51 +01:00

87 lines
2.3 KiB
C++

#ifndef D_A_OBJ_CHAIR_H
#define D_A_OBJ_CHAIR_H
#include "d/a/obj/d_a_obj_base.h"
#include "d/col/bg/d_bg_s_acch.h"
#include "d/col/bg/d_bg_w.h"
#include "d/col/cc/d_cc_d.h"
#include "d/d_shadow.h"
#include "m/m3d/m_smdl.h"
#include "m/m_angle.h"
#include "m/m_vec.h"
#include "nw4r/g3d/res/g3d_resfile.h"
#include "s/s_State.hpp"
class dAcOChair_c : public dAcObjBase_c {
public:
enum ChairType {
CHAIR_A, // Standard Stool
CHAIR_B, // Standard Chair
CHAIR_C, // Seat like in Headmaster Room
CHAIR_D, // Couch
CHAIR_E, // Bench
CHAIR_F, // Faron - Stump
CHAIR_G, // Eldin - In Huts
CHAIR_H, // Lanayru - 'Past'
CHAIR_I, // In Front of ET
};
dAcOChair_c() : mStateMgr(*this) {}
virtual ~dAcOChair_c() {}
virtual int create() override;
virtual int doDelete() override;
virtual int draw() override;
virtual bool createHeap() override;
virtual int actorExecute() override;
STATE_FUNC_DECLARE(dAcOChair_c, Wait);
ChairType getChairType(u8 &param);
void updateChairPos();
bool isBench() const {
return (mChairType == CHAIR_D || mChairType == CHAIR_E || mChairType == CHAIR_I);
}
bool isChairTypeIdk0() const {
return (
mChairType == CHAIR_A || mChairType == CHAIR_F || mChairType == CHAIR_G || mChairType == CHAIR_H ||
mChairType == CHAIR_I
);
}
bool isChairTypeIdk1() const {
return mChairType == CHAIR_F || mChairType == CHAIR_H;
}
// Might be an inline from dAcBase_c?
mAng getRelativeYRotationToPlayer() {
mAng a = getXZAngleToPlayer();
return a - mRotation.y;
}
private:
/* 0x330 */ nw4r::g3d::ResFile mRes;
/* 0x334 */ m3d::smdl_c mMdl;
/* 0x350 */ dShadowCircle_c mShadow;
/* 0x358 */ dCcD_Cyl mCyl;
/* 0x4A8 */ dBgW mBgW;
/* 0x6B8 */ dBgS_ObjAcch mObjAcch;
/* 0xA68 */ dBgS_AcchCir mAcchCir;
/* 0xAC4 */ STATE_MGR_DECLARE(dAcOChair_c);
/* 0xB00 */ mVec3_c mChairPos;
/* 0xB0C */ u8 _B0C[0xB14 - 0xB0C];
/* 0xB14 */ u32 mSeatNodeID;
/* 0xB18 */ mAng mChairRot;
/* 0xB1A */ u8 field_0xB1A;
/* 0xB1B */ u8 field_0xB1B;
/* 0xB1C */ u8 field_0xB1C;
/* 0xB1D */ u8 mHealTimer;
/* 0xB1E */ u8 mChairType;
/* 0xB1E */ u8 mSceneflag;
};
#endif