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https://github.com/zeldaret/tp
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0b0fdd1f60
* Consolidate fopAcM_STATUS into fopAc_Status_e * Add _e suffix to fopAcStts enums * Prepare for profile enumeration * Correct typo in scene_process_profile_definition * Manually handle g_profile_Obj_DamCps (inline preprocessing) * Correct g_profile_TAG_LV5SOUP procname to enum * Create d_priority.h * Update process profile definitions * Moved inline comments to the left * Add missing fopAcStts enums * Add d_priority.h include in f_pc_leaf.h * Manually update d_a_obj_damCps profile * Replace fopAcStts enums replacing and anticipatory profile size correction * Changed profile size from literal to sizeof() in anticipation of PR #3116 * Provided putative names to staff-related status enums * Replaced appropriate literals with fopAcStts enums * Fix borked merge * Rename item number enums and move to d_item_data.h * Rename process profile name & draw priority enums * Move process profile name & draw priority enums to appropriate files * Moved fpcNm_ enums from d/d_procname.h to f_pc/f_pc_name.h * Moved fpcDwPi_ enums from d/d_priority.h to f_pc/f_pc_draw_priority.h * ACTUALLY (whoops) stage merge * Correct item mistranslation Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com> --------- Co-authored-by: LagoLunatic <LagoLunatic@users.noreply.github.com>
104 lines
3.9 KiB
C++
104 lines
3.9 KiB
C++
#ifndef D_D_BOMB_H
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#define D_D_BOMB_H
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#include "f_op/f_op_actor_mng.h"
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class dBomb_c : public fopAc_ac_c {
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public:
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enum dBomb_PRM {
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PRM_NORMAL_BOMB_EXPLODE,
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PRM_BOMB_CARRY,
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PRM_BOMB_HOOKSHOT,
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PRM_BOMB_WAIT,
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PRM_FLOWER_BOMB,
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PRM_BOMB_BOOMERANG_MOVE,
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PRM_ENEMY_BOMB_BOOMERANG_MOVE,
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PRM_INSECT_BOMB_MOVE,
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PRM_NORMAL_BOMB_PLAYER,
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PRM_WATER_BOMB_PLAYER,
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PRM_INSECT_BOMB_PLAYER,
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PRM_ENEMY_BOMB,
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PRM_ENEMY_BOMB_BOOMERANG,
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PRM_ENEMY_BOMB_HOOKSHOT,
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PRM_ENEMY_WATER_BOMB,
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PRM_UNK_15,
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PRM_ENEMY_WATER_BOMB_HOOKSHOT,
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PRM_BOMB_CARGO_CARRY,
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PRM_WATER_BOMB_EXPLODE,
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};
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bool checkStateCarry();
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static bool checkFlowerBombWait(fopAc_ac_c*);
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static bool checkWaterBomb(fopAc_ac_c*);
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static bool checkInsectBombMove(fopAc_ac_c*);
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virtual u8 checkExplodeNow() { return false; }
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virtual void deleteBombAndEffect() {}
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virtual void setCargoBombExplode() {}
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bool checkStateExplode() { return fopAcM_GetParam(this) == 0; }
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static bool checkBombActor(fopAc_ac_c* i_actor) {
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return fopAcM_GetName(i_actor) == fpcNm_NBOMB_e;
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}
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static fopAc_ac_c* createNormalBombPlayer(cXyz* i_pos) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 8, i_pos, -1, NULL, NULL, -1, NULL, NULL);
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}
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static fopAc_ac_c* createNormalBombExplode(cXyz* i_pos) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 0, i_pos, -1, NULL, NULL, -1, NULL, NULL);
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}
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static fopAc_ac_c* createWaterBombPlayer(cXyz* i_pos) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 9, i_pos, -1, NULL, NULL, -1, NULL, NULL);
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}
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static fopAc_ac_c* createFlowerBomb(cXyz* i_pos, csXyz* i_angle, int param_2) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 4, i_pos, param_2, i_angle, NULL, -1,
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NULL, NULL);
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}
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static fopAc_ac_c* createInsectBombPlayer(cXyz* i_pos) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 10, i_pos, -1, NULL, NULL, -1,
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NULL, NULL);
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}
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static fopAc_ac_c* createEnemyBombBoomerang(cXyz* i_pos, csXyz* i_angle, int i_roomNo) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 12, i_pos, i_roomNo, i_angle, NULL, -1,
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NULL, NULL);
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}
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static fopAc_ac_c* createWaterBombExplode(cXyz* i_pos) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 18, i_pos, -1, NULL, NULL, -1, NULL,
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NULL);
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}
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static fopAc_ac_c* createEnemyWaterBomb(cXyz* i_pos, csXyz* i_angle, int i_roomNo) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 14, i_pos, i_roomNo, i_angle, NULL, -1,
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NULL, NULL);
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}
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static fopAc_ac_c* createEnemyWaterBombHookshot(cXyz* i_pos, csXyz* i_angle, int i_roomNo) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 16, i_pos, i_roomNo, i_angle, NULL, -1,
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NULL, NULL);
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}
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static fopAc_ac_c* createBombCargoCarry(cXyz* i_pos, csXyz* i_angle, int i_roomNo) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 0x11, i_pos, i_roomNo, i_angle, NULL, -1,
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NULL, NULL);
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}
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static fopAc_ac_c* createEnemyBombHookshot(cXyz* i_pos, csXyz* i_angle, int i_roomNo) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 13, i_pos, i_roomNo, i_angle, NULL, -1,
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NULL, NULL);
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}
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static fopAc_ac_c* createEnemyBomb(cXyz* i_pos, csXyz* i_angle, int i_roomNo) {
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return (fopAc_ac_c*)fopAcM_fastCreate(fpcNm_NBOMB_e, 0xB, i_pos, i_roomNo, i_angle, NULL, -1,
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NULL, NULL);
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}
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};
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#endif /* D_D_BOMB_H */
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