#include "m_scene.h"

extern Door_data_c P_ROOM_BM_M_door_data[];
extern Actor_data P_ROOM_BM_M_player_data[];
extern s16 P_ROOM_BM_M_ctrl_actor_data[];
extern s16 P_ROOM_BM_M_object_bank[];

extern Scene_Word_u p_room_bm_m_info[] = {
    mSc_DATA_SOUND(0, 1),                                  // Sound data
    mSc_DATA_DOOR_DATA(1, P_ROOM_BM_M_door_data),          // Door data
    mSc_DATA_PLAYER(P_ROOM_BM_M_player_data),              // Player Data
    mSc_DATA_ARRANGE_FTR(48),                              // Arrange furniture params
    mSc_DATA_CTRL_ACTORS(12, P_ROOM_BM_M_ctrl_actor_data), // Control actors
    mSc_DATA_OBJ_BANK(1, P_ROOM_BM_M_object_bank),         // Required object banks
    mSc_DATA_FIELDCT(mSc_ITEM_TYPE_DUMMY, 1, 0xA000, mSc_ROOM_TYPE_MY_ROOM,
                     FIELD_DRAW_TYPE_INDOORS), // Field construct params
    mSc_DATA_END(),                            // End of scene data
};

extern Actor_data P_ROOM_BM_M_player_data[] = {
    {
        mAc_PROFILE_PLAYER, // profile
        { 160, 0, 200 },    // position
        { 0, 0, 0 },        // rotation
        0                   // ct arg
    },
};

extern s16 P_ROOM_BM_M_ctrl_actor_data[] = {
    mAc_PROFILE_BIRTH_CONTROL,  // 0
    mAc_PROFILE_NPC2,           // 1
    mAc_PROFILE_INSECT,         // 2
    mAc_PROFILE_TOOLS,          // 3
    mAc_PROFILE_HANDOVERITEM,   // 4
    mAc_PROFILE_EFFECT_CONTROL, // 5
    mAc_PROFILE_SHOP_LEVEL,     // 6
    mAc_PROFILE_QUEST_MANAGER,  // 7
    mAc_PROFILE_EVENT_MANAGER,  // 8
    mAc_PROFILE_WEATHER,        // 9
    mAc_PROFILE_MY_ROOM,        // 10
    mAc_PROFILE_MY_INDOOR,      // 11
};

extern s16 P_ROOM_BM_M_object_bank[] = {
    ACTOR_OBJ_BANK_HOUSE_GOKI, // 0
};

extern Door_data_c P_ROOM_BM_M_door_data[] = {
    {
        SCENE_MY_ROOM_M, // scene
        6,               // exit orientation
        0,               // exit type
        0,               // arg
        { 260, 0, 300 }, // exit position
        0x4000,          // exit door item name
        2,               // wipe type
        { 0, 0, 0 },     // padding
    },
};
