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https://github.com/zeldaret/ss
synced 2026-07-11 14:48:32 -04:00
Implement a solution that seemingly works
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@@ -2,61 +2,7 @@
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#define D_A_NPC_H
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#include "d/a/obj/d_a_obj_base.h"
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#include "s/s_FStateID.hpp"
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#include "s/s_FStateMgr.hpp"
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#include "s/s_StateID.hpp"
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#include "s/s_StateMethodUsr_FI.hpp"
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// Virtual states!
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template <typename T>
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class sVFStateID_c : public sFStateID_c<T> {
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public:
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typedef void (T::*stateFunc)();
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sVFStateID_c(sStateID_c *superState, const char *name, stateFunc initialize, stateFunc execute, stateFunc finalize)
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: sFStateID_c<T>(name, initialize, execute, finalize), mpSuperState(superState) {}
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virtual unsigned int number() const {
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return getRootState()->numberBase();
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}
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const sVFStateID_c<T> *getRootState() const {
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if (!mpSuperState->isNull()) {
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return static_cast<const sVFStateID_c<T> *>(mpSuperState)->getRootState();
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}
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return this;
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}
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unsigned int numberBase() const {
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return sStateID_c::number();
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}
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private:
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sStateID_c *mpSuperState;
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};
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#define STATE_VIRTUAL_FUNC_DECLARE(class, name) \
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virtual void initializeState_##name(); \
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virtual void executeState_##name(); \
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virtual void finalizeState_##name(); \
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static sVFStateID_c<class> StateID_##name
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#define STATE_VIRTUAL_OVERRIDE_FUNC_DECLARE(class, super_class, name) \
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virtual void initializeState_##name() override; \
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virtual void executeState_##name() override; \
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virtual void finalizeState_##name() override; \
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static sVFStateID_c<class> StateID_##name; \
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#define STATE_VIRTUAL_DEFINE(class, name) \
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sStateID_c *getDefaultSuperState_##class##name() { \
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return &sStateID::null; \
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} \
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sVFStateID_c<class> class ::StateID_##name( \
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getDefaultSuperState_##class##name(), #class "::StateID_" #name, &class ::initializeState_##name, \
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&class ::executeState_##name, &class ::finalizeState_##name \
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)
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#define STATE_VIRTUAL_MGR_DECLARE(class_name) sFStateMgr_c<class_name, sStateMethodUsr_FI_c> mStateMgr;
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#include "s/s_State.hpp"
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// This is the NPC base. Most npcs actually use dAcOrdinaryNpc, but this just is a simpler one?
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@@ -70,7 +16,7 @@ public:
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STATE_VIRTUAL_FUNC_DECLARE(dAcNpc_c, Wait);
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STATE_VIRTUAL_FUNC_DECLARE(dAcNpc_c, Demo);
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STATE_VIRTUAL_MGR_DECLARE(dAcNpc_c);
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STATE_MGR_DECLARE(dAcNpc_c);
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};
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#endif
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@@ -2,10 +2,19 @@
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#define D_A_ORDINARY_NPC_H
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#include "d/a/npc/d_a_npc.h"
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#include "s/s_State.hpp"
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class dAcOrdinaryNpc_c : public dAcNpc_c {
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public:
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STATE_VIRTUAL_OVERRIDE_FUNC_DECLARE(dAcOrdinaryNpc_c, dAcNpc_c, Wait);
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STATE_VIRTUAL_FUNC_DECLARE(dAcOrdinaryNpc_c, Pain);
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STATE_VIRTUAL_FUNC_DECLARE(dAcOrdinaryNpc_c, Surprised);
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STATE_VIRTUAL_FUNC_DECLARE(dAcOrdinaryNpc_c, Withstand);
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STATE_VIRTUAL_FUNC_DECLARE(dAcOrdinaryNpc_c, Walk);
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STATE_VIRTUAL_FUNC_DECLARE(dAcOrdinaryNpc_c, LookAwaySt);
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STATE_VIRTUAL_FUNC_DECLARE(dAcOrdinaryNpc_c, LookAway);
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STATE_VIRTUAL_FUNC_DECLARE(dAcOrdinaryNpc_c, Turn);
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STATE_FUNC_DECLARE(dAcOrdinaryNpc_c, PreWalkTurn);
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};
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#endif
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