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https://github.com/zeldaret/ss
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92 lines
3.1 KiB
C++
92 lines
3.1 KiB
C++
#ifndef D_A_NPC_BEE_H
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#define D_A_NPC_BEE_H
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#include "common.h"
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#include "d/a/d_a_base.h"
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#include "d/a/e/d_a_en_base.h"
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#include "d/a/npc/d_a_npc_honeycomb.h"
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#include "d/a/obj/d_a_obj_base.h"
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#include "d/col/cc/d_cc_d.h"
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#include "d/d_cc.h"
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#include "m/m3d/m_proc.h"
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#include "m/m_angle.h"
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#include "m/m_vec.h"
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#include "nw4r/g3d/res/g3d_resfile.h"
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class dAcOSpore_c;
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class dAcNpcBeeSingleBee {
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public:
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enum State {
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BEE_STATE_DEAD = 0,
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BEE_STATE_CHASE = 1,
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BEE_STATE_FLY_TO_HIVE = 2,
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BEE_STATE_FLY_UP = 3,
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BEE_STATE_BLOWN_AWAY = 4,
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BEE_STATE_RISE = 5,
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BEE_STATE_CRAWL = 0xA,
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};
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/* 0x000 */ u8 mIndex;
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/* 0x001 */ u8 mBeeState; // see State enum
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/* 0x002 */ u8 mActionTimer;
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/* 0x003 */ bool mIsFlying;
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/* 0x004 */ u8 field_0x004; // unused
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/* 0x005 */ u8 mSubState;
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/* 0x006 */ u8 mDisableAttackTimer;
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/* 0x007 */ u8 mSwordDodgeTimer;
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/* 0x008 */ bool mHide;
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/* 0x009 */ u8 mAttackCooldownTimer;
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/* 0x00A */ bool mIsAttacking;
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/* 0x00B */ u8 mWallReflectTimer;
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/* 0x00C */ s16 mTimer; // only counts up, used for kinda random calculations
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/* 0x00E */ s16 mFlyingStatesTimer; // used for vanishing after flying up and something else
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/* 0x010 */ f32 mCrawlingSpeed;
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/* 0x014 */ f32 mSpeed;
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/* 0x018 */ mVec3_c mPos;
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/* 0x024 */ mVec3_c field_0x024;
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/* 0x030 */ mVec3_c mSwordDodgeOffset;
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/* 0x03C */ mVec3_c mOldPos;
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/* 0x048 */ mVec3_c field_0x048;
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/* 0x054 */ mVec3_c mTargetPos; // Either an absolute target or relative to the attacked actor
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/* 0x060 */ mAng3_c mCrawlingRotation;
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/* 0x066 */ mAng3_c mModelRotation;
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/* 0x06C */ dCcD_Linked_Sph mCollider;
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};
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class dAcNpcBee_c : public dAcEnBase_c {
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public:
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dAcNpcBee_c() : mRes(nullptr) {}
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virtual ~dAcNpcBee_c() {}
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virtual bool createHeap() override;
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virtual int create() override;
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virtual int actorExecute() override;
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virtual int draw() override;
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virtual int doDelete() override;
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u32 updateSwarmBeeColliders();
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void actuallyUpdateSwarmBees();
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void handleBeeCrawlingOnHive(dAcNpcBeeSingleBee *bee);
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void handleBeeFlyingStates(dAcNpcBeeSingleBee *bee);
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void handleBeeRising(dAcNpcBeeSingleBee *bee);
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s32 beeCheckWallFloorCollision(dAcNpcBeeSingleBee *bee);
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void handleBeeBlownAway(dAcNpcBeeSingleBee *bee);
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private:
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/* 0x0378 */ u8 mSwarmBeeCount;
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/* 0x0379 */ u8 mRumbleTimer;
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/* 0x037A */ u8 mSceneflag;
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/* 0x037C */ s16 mFrameCounter; // used to only search for new targets every 16 frames
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/* 0x0380 */ f32 mAttackActorDistFromHome;
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/* 0x0384 */ u8 field_0x0384[4]; // unused
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/* 0x0388 */ nw4r::g3d::ResFile mRes;
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/* 0x038C */ dShpProc1_c mBeeModels[4];
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/* 0x045C */ dAcNpcBeeSingleBee mBees[100]; // only 20 slots are used
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/* 0xB80C */ dAcRef_c<dAcNpcHc_c> mHiveRef;
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/* 0xB818 */ dAcRef_c<dAcObjBase_c> mAttackRef;
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/* 0xB824 */ dColliderLinkedList mColliderList;
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/* 0xB830 */ mVec3_c mAliveBeePos; // overwritten by all alive bees, so it's the last on in the list
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/* 0xB83C */ dAcObjBase_c *mAttackActor;
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/* 0xB840 */ dAcOSpore_c *mSporeActor;
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};
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#endif
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