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

105 lines
3.6 KiB
C++

#ifndef D_A_OBJ_FAIRY_H
#define D_A_OBJ_FAIRY_H
#include "d/a/obj/d_a_obj_base.h"
#include "d/col/bg/d_bg_s_acch.h"
#include "d/col/cc/d_cc_d.h"
#include "d/d_shadow.h"
#include "m/m3d/m_anmmdl.h"
#include "m/m_angle.h"
#include "m/m_mtx.h"
#include "m/m_vec.h"
#include "s/s_State.hpp"
#include "toBeSorted/d_emitter.h"
class dAcOFairy_c : public dAcObjBase_c {
public:
dAcOFairy_c() : field_0x330(0), mStateMgr(*this) {}
virtual ~dAcOFairy_c() {}
virtual bool createHeap() override;
virtual int create() override;
virtual int doDelete() override;
virtual int actorExecute() override;
virtual int draw() override;
STATE_FUNC_DECLARE(dAcOFairy_c, Wait);
STATE_FUNC_DECLARE(dAcOFairy_c, Avoid);
STATE_FUNC_DECLARE(dAcOFairy_c, PlayerAvoid);
STATE_FUNC_DECLARE(dAcOFairy_c, CureStart);
STATE_FUNC_DECLARE(dAcOFairy_c, Cure);
STATE_FUNC_DECLARE(dAcOFairy_c, CureEnd);
STATE_FUNC_DECLARE(dAcOFairy_c, CatchDemo);
private:
enum SpawnType_e {
SPAWN_0,
SPAWN_1,
/** The player released the fairy from a bottle or the bug net */
SPAWN_MANUAL_RELEASE,
/** The previously bottled fairy saves the player from death */
SPAWN_AUTO_RELEASE,
};
bool shouldAvoidBugNet() const;
bool isCuring() const;
bool canTargetWithBugNet() const;
bool shouldAvoidLink() const;
bool isMovingAwayFromOrigY() const;
mVec3_c calcInitialSpawnPosition();
void setSpawnPosition(const mVec3_c &);
void calcCurePosition(const f32 &xzOffsetTarget, const f32 &yOffsetTarget);
bool calcPosYWave();
void setPosYWaveParams();
void executeCheckForWindOrBellows();
f32 randMaxSpeedY() const;
mAng rndTurnSpeed() const;
/* 0x330 */ UNKWORD field_0x330; // might be a nw4r::g3d::ResFile
/* 0x334 */ m3d::mdlAnmChr mModel;
/* 0x39C */ dShadowCircle_c mShadow;
/* 0x3A4 */ dBgS_AcchCir mAcchCir;
/* 0x400 */ dBgS_ObjAcch mObjAcch;
/* 0x7B0 */ dCcD_Sph mCcSph1;
/* 0x900 */ dCcD_Sph mCcSph2;
/* 0xA50 */ STATE_MGR_DECLARE(dAcOFairy_c);
/* 0xA8C */ dEmitter_c mEffects[2];
/* 0xAF4 */ mVec3_c mOrigPosition; ///< The original position of the actor around which it is moving
/* 0xB00 */ mVec3_c mSpawnPosition; ///< The (slightly randomized) spawn position
/* 0xB0C */ u8 _0xB0C[0xB18 - 0xB0C];
/* 0xB18 */ mVec3_c mCurePosition; ///< When curing the player, holds the calculated
///< position that is applied in actorExecute
/* 0xB24 */ mMtx_c field_0xB24;
/* 0xB54 */ mAng mPosYWaveTime;
/* 0xB56 */ mAng mPosYWaveSpeed;
/* 0xB58 */ mAng mTurnSpeedY;
/* 0xB5A */ mAng mCureAngle; ///< When curing the player, holds the angle on the
///< circular path around the player
/* 0xB5C */ mAng mCureAngularSpeed; ///< When curing the player, holds the speed with which
///< the fairy is circling around the player
/* 0xB60 */ u32 mPosYWaveAmplitude;
/* 0xB64 */ f32 mMaxSpeedY;
/* 0xB68 */ f32 targetSpeedY;
/* 0xB6C */ f32 mOriginalGndHeight;
/* 0xB70 */ f32 mCurePosXZOffset;
/* 0xB74 */ f32 mCurePosXZOffsetTarget;
/* 0xB78 */ f32 mCurePosYOffset;
/* 0xB7C */ f32 mAutoReleaseProgress;
/* 0xB80 */ u8 mSpawnType;
/* 0xB81 */ u8 field_0xB81;
/* 0xB82 */ u8 mPreventAvoidTimer;
/* 0xB83 */ u8 mAvoidTimer;
/* 0xB84 */ u8 mPreventCatchAfterSpawnTimer;
/* 0xB85 */ bool mHasSetTurnSpeedY;
/* 0xB86 */ bool field_0xB86;
/* 0xB87 */ u8 _0xB87;
/* 0xB88 */ bool field_0xB88;
/* 0xB89 */ bool field_0xB89;
};
#endif