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