NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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d_enemy.hpp
1#pragma once
2
3#include <game/bases/d_actor_state.hpp>
4#include <game/bases/d_en_boyo_manager.hpp>
5#include <game/bases/d_en_combo.hpp>
6#include <game/bases/d_en_fumi_check.hpp>
7#include <game/bases/d_ice_manager.hpp>
9
10/// @unofficial
12 float mXSpeed;
13 float mYSpeed;
14 float mMaxYSpeed;
15 float mYAccel;
16 const sStateIDIf_c *mDeathState;
17 int mScore;
18 int m_18;
19 u8 mDirection;
20 u8 mKilledBy;
21};
22
23/// @unofficial
24class dDeathInfo_c {
25public:
26 dDeathInfo_c() : mIsDead(false) {}
27
28 dDeathInfo_c operator=(const sDeathInfoData &other) {
29 mIsDead = true;
30 mSpeed.set(other.mXSpeed, other.mYSpeed);
31 mMaxYSpeed = other.mMaxYSpeed;
32 mYAccel = other.mYAccel;
33 mDeathState = other.mDeathState;
34 mScore = other.mScore;
35 m_18 = other.m_18;
36 mDirection = other.mDirection;
37 mKilledBy = other.mKilledBy;
38 }
39
40 float getXSpeed() const {
41 return mSpeed.x;
42 }
43
44 float getYSpeed() const {
45 return mSpeed.y;
46 }
47
48 float getMaxYSpeed() const {
49 return mMaxYSpeed;
50 }
51
52 float getYAccel() const {
53 return mYAccel;
54 }
55
56 static const u8 smc_UNKNOWN_HIT = 50; ///< @unofficial
57
58private:
59 mVec2_c mSpeed;
60 float mMaxYSpeed;
61 float mYAccel;
62public:
63 const sStateIDIf_c *mDeathState;
64 int mScore;
65 int m_18;
66 u8 mDirection;
67 s8 mKilledBy;
68 bool mIsDead;
69};
70
71/// @unofficial
73public:
74 void update(int idx) {
75 if (mTimer[idx] != 0) {
76 mTimer[idx]--;
77 }
78 }
79
80 u16 mTimer[PLAYER_COUNT];
81};
82
83/// @brief An enemy actor.
84/// Note that the definition of "enemy" in this context is actually
85/// any interactible stage entity, not just ones that can hurt the player.
86/// @ingroup bases
87class dEn_c : public dActorMultiState_c {
88public:
89 /// @unofficial
90 enum FLAGS_e {
91 FLAG_0 = BIT_FLAG(0),
92 FLAG_1 = BIT_FLAG(1),
93 FLAG_24 = BIT_FLAG(24)
94 };
95
96 dEn_c(); ///< Constructs a new enemy actor.
97 virtual ~dEn_c(); ///< @copydoc dActorMultiState_c::~dActorMultiState_c
98
99 // Base class overrides
100
101 virtual void postCreate(fBase_c::MAIN_STATE_e status);
102 virtual int preExecute();
103 virtual void postExecute(fBase_c::MAIN_STATE_e status);
104 virtual int preDraw();
105
106 virtual void block_hit_init();
107
108 virtual void setEatTongue(dActor_c*);
109 virtual void setEatTongueOff(dActor_c*);
110 virtual bool setEatSpitOut(dActor_c*);
111
112 virtual void calcEatInScale(dActor_c *);
113
114 virtual void yoganSplashEffect(const mVec3_c&, float);
115 virtual void poisonSplashEffect(const mVec3_c&, float);
116
117 virtual void changeState(const sStateIDIf_c &newState);
118
119 // New virtual functions
120
121 virtual bool EnDamageCheck(dCc_c *cc1, dCc_c *cc2);
122 virtual bool PlDamageCheck(dCc_c *cc1, dCc_c *cc2);
123 virtual bool YoshiDamageCheck(dCc_c *cc1, dCc_c *cc2);
124 virtual bool EtcDamageCheck(dCc_c *cc1, dCc_c *cc2);
125
126 virtual void Normal_VsEnHitCheck(dCc_c *cc1, dCc_c *cc2);
127 virtual void Normal_VsPlHitCheck(dCc_c *cc1, dCc_c *cc2);
128 virtual void Normal_VsYoshiHitCheck(dCc_c *cc1, dCc_c *cc2);
129
130 virtual bool hitCallback_Star(dCc_c *cc1, dCc_c *cc2);
131 virtual bool hitCallback_Slip(dCc_c *cc1, dCc_c *cc2);
132 virtual bool hitCallback_Large(dCc_c *cc1, dCc_c *cc2);
133 virtual bool hitCallback_Spin(dCc_c *cc1, dCc_c *cc2);
134 virtual bool hitCallback_Rolling(dCc_c *cc1, dCc_c *cc2);
135 virtual bool hitCallback_WireNet(dCc_c *cc1, dCc_c *cc2);
136 virtual bool hitCallback_HipAttk(dCc_c *cc1, dCc_c *cc2);
137 virtual bool hitCallback_YoshiHipAttk(dCc_c *cc1, dCc_c *cc2);
138 virtual bool hitCallback_Screw(dCc_c *cc1, dCc_c *cc2);
139 virtual bool hitCallback_PenguinSlide(dCc_c *cc1, dCc_c *cc2);
140 virtual bool hitCallback_Cannon(dCc_c *cc1, dCc_c *cc2);
141 virtual bool hitCallback_Shell(dCc_c *cc1, dCc_c *cc2);
142 virtual bool hitCallback_Fire(dCc_c *cc1, dCc_c *cc2);
143 virtual bool hitCallback_Ice(dCc_c *cc1, dCc_c *cc2);
144 virtual bool hitCallback_YoshiBullet(dCc_c *cc1, dCc_c *cc2);
145 virtual bool hitCallback_YoshiFire(dCc_c *cc1, dCc_c *cc2);
146
147 virtual void setDeathInfo_Other(dActor_c *killedBy);
148 virtual void setDeathInfo_Quake(int);
149 virtual void setDeathInfo_IceBreak();
150 virtual void setDeathInfo_IceVanish();
151 void setDeathInfo_Smoke(dActor_c *killedBy);
152 void setDeathInfo_Fumi(dActor_c *killedBy, mVec2_c, const sStateIDIf_c &, int);
153 void setDeathInfo_YoshiFumi(dActor_c *killedBy);
154 void setDeathInfo_SpinFumi(dActor_c *killedBy, int);
155
156 virtual bool isQuakeDamage();
157 virtual void hitYoshiEat(dCc_c *cc1, dCc_c *cc2);
158
159 virtual void setDeathSound_HipAttk();
160 virtual void setDeathSound_Fire();
161 virtual void setDeathSound_Slip(dActor_c *actor);
162 virtual void setDeathSound_Spin();
163 virtual void setDeathSound_Rolling();
164
169 STATE_VIRTUAL_FUNC_DECLARE(dEn_c, DieYoshiFumi);
170 STATE_VIRTUAL_FUNC_DECLARE(dEn_c, DieIceVanish);
178
179 virtual void fumidamageEffect(const mVec3_c &pos);
180 virtual void hipatkEffect(const mVec3_c &pos);
181 virtual void fumidamageSE(const mVec3_c &pos, int);
182
183 virtual void quakeAction(); ///< @unofficial
184
185 virtual bool checkDispIn();
186 virtual void setWaterSpeed();
187 virtual void setDamage(dActor_c *actor);
188
189 void boyonInit();
190 virtual void boyonBegin();
191 virtual void calcBoyonScale();
192
193 virtual void createIceActor();
194 virtual void setIceAnm();
195 virtual void returnAnm_Ice();
196 virtual void returnState_Ice();
197
198 virtual void beginFunsui();
199 virtual void endFunsui();
200 virtual void isFunsui() const;
201
202 virtual bool checkComboClap(int max);
203
204 virtual void FumiJumpSet(dActor_c *actor);
205 virtual void FumiScoreSet(dActor_c *actor);
206 virtual void MameFumiJumpSet(dActor_c *actor);
207 virtual void YoshiFumiJumpSet(dActor_c *actor);
208 virtual void YoshiFumiScoreSet(dActor_c *actor);
209 void SpinFumiJumpSet(dActor_c *actor);
210 void SpinFumiScoreSet(dActor_c *actor);
211 virtual void fumiSE(dActor_c *actor);
212 virtual void fumiEffect(dActor_c *actor);
213 virtual void spinfumiSE(dActor_c *actor);
214 virtual void spinfumiEffect(dActor_c *actor);
215 virtual void mamefumiSE(dActor_c *actor);
216 virtual void mamefumiEffect(dActor_c *actor);
217 virtual void yoshifumiSE(dActor_c *actor);
218 virtual void yoshifumiEffect(dActor_c *actor);
219 void fumistepSE(dActor_c *actor);
220 void yoshifumistepSE(dActor_c *actor);
221 void PlayerFumiJump(dActor_c *actor, float);
222 void setFumiComboScore(dActor_c *actor);
223
224 // Nonvirtuals
225
226 void hitdamageEffect(const mVec3_c &pos);
227
228 bool checkWallAndBg(); ///< @unofficial
229 int Enfumi_check(dCc_c *cc1, dCc_c *cc2, int step);
230 u32 EnBgCheck();
231 bool EnBgCheckFoot();
232 u32 EnBgCheckWall();
233 bool LineBoundaryCheck(dActor_c *actor);
234
235 void WaterCheck(mVec3_c &pos, float h); ///< @unofficial
236 dBc_c::WATER_TYPE_e WaterLineProc(const mVec3_c &pos, float h);
237 bool EnLavaCheck(const mVec3_c &pos);
238 bool EnWaterCheck(const mVec3_c &pos);
239 bool EnWaterFlagCheck(const mVec3_c &pos);
240
241 bool getPl_LRflag(const mVec3_c &pos); ///< Checks whether the nearest player is to the left of @p pos.
242 bool getPl_UDflag(const mVec3_c &pos); ///< Checks whether the nearest player is below @p pos.
243 bool Area_X_check(float x);
244 bool Area_XY_check(float x, float y);
245 bool carry_check(dActor_c *other);
246 bool PlayerCarryCheck(dActor_c *actor);
247 mVec3_c calcCarryPos(const mVec3_c &pos);
248
249 void Bound(float epsY, float scaleX, float scaleY);
250 void slipBound(dActor_c *actor);
251 void posMove();
252
253 void fireballInvalid(dCc_c *cc1, dCc_c *cc2);
254 void iceballInvalid(dCc_c *cc1, dCc_c *cc2);
255
256 bool turnangle_calc(const short *target, const short *delta);
257 void setNicePoint_Death();
258
259 static void normal_collcheck(dCc_c *cc1, dCc_c *cc2);
260 static bool CeilCheck(float y, dCc_c *cc);
261
262 dDeathInfo_c mDeathInfo; ///< The parameters for the death animation.
263 u32 mCcValue;
264 u16 m_24; ///< @unused
265 u8 mPad1[6];
266 mVec3_c mFootPush;
267 mVec3_c mFootPush2;
268 u8 mDeathFallDirection; ///< The X direction to move towards on death.
269 u8 mPad2[1];
270 bool mKilledByLiquid; ///< Whether the enemy was killed by falling in a liquid.
271 u8 mPad3[1];
272 bool mFootAttr3;
273 bool mInLiquid; ///< Whether the enemy is in a liquid.
274 bool mFootAttr1;
275 u8 mPad4[5];
276 dEnBoyoMng_c mBoyoMng;
277 u8 mPad5[4];
278 dIceMng_c mIceMng; ///< The ice manager for this enemy.
279 float mAirAccelY; ///< The Y acceleration before entering a liquid.
280 float mAirSpeedMaxY; ///< The maximum Y speed before entering a liquid.
281 float mAirMaxFallSpeed; ///< The maximum fall speed before entering a liquid.
282 u32 mFlags; ///< Flags for this actor. See FLAGS_e.
283 u16 mTimer1; ///< [Used in EN_HATENA_BALLON, for example]
284 u16 mTimer2; ///< [Used in EN_HATENA_BALLON, for example]
285
286 /// @brief Hit cooldown timers for each player.
287 /// This is used to prevent, for example, a thrown shell from hitting
288 /// the player that threw it.
290
291 u8 mTimer3; /// @todo Unused?
292 dEnCombo_c mCombo; ///< The enemy combo manager.
293 dEnFumiProc_c mFumiProc;
294
295 static const float smc_WATER_GRAVITY;
296 static const float smc_WATER_YMAXSPD;
297 static const float smc_WATER_FALLMAXSPD;
298 static const float smc_WATER_ROLL_DEC_RATE;
299
300 static const u16 smc_NO_HIT_PLAYER_TIMER_DEFAULT = 5; ///< @unofficial
301 static const u16 smc_NO_HIT_PLAYER_TIMER_SPIT_OUT = 16; ///< @unofficial
302};
303
304extern const s8 l_EnMuki[]; ///< Multiplier for directions.
305extern const s16 l_base_angleY[]; ///< Default Y rotation angles per direction.
306extern const s16 l_base_angleY_add[]; ///< Default Y rotation animation increments per direction.
307extern const float l_base_fall_speed_x[]; ///< Default X fall speeds for death animation per direction.
dActorMultiState_c()
Constructs a new actor.
The minimum required implementation for a stage actor.
Definition d_actor.hpp:17
dActor_c()
Constructs a new actor.
Definition d_actor.cpp:46
Collider ("Collision Check") class - handles collisions between actors.
Definition d_cc.hpp:12
static const u8 smc_UNKNOWN_HIT
Definition d_enemy.hpp:56
static const u16 smc_NO_HIT_PLAYER_TIMER_DEFAULT
Definition d_enemy.hpp:300
float mAirMaxFallSpeed
The maximum fall speed before entering a liquid.
Definition d_enemy.hpp:281
virtual ~dEn_c()
Destroys the actor.
Definition d_enemy.cpp:52
u16 mTimer2
[Used in EN_HATENA_BALLON, for example]
Definition d_enemy.hpp:284
bool getPl_LRflag(const mVec3_c &pos)
Checks whether the nearest player is to the left of pos.
Definition d_enemy.cpp:398
u8 mDeathFallDirection
The X direction to move towards on death.
Definition d_enemy.hpp:268
u16 m_24
Definition d_enemy.hpp:264
void WaterCheck(mVec3_c &pos, float h)
Definition d_enemy.cpp:729
virtual bool setEatSpitOut(dActor_c *)
Callback for when the actor is about to be spat out.
Definition d_enemy.cpp:957
float mAirAccelY
The Y acceleration before entering a liquid.
Definition d_enemy.hpp:279
dDeathInfo_c mDeathInfo
The parameters for the death animation.
Definition d_enemy.hpp:262
virtual void postCreate(fBase_c::MAIN_STATE_e status)
post method for the create operation.
Definition d_enemy.cpp:54
dIceMng_c mIceMng
The ice manager for this enemy.
Definition d_enemy.hpp:278
dEnCombo_c mCombo
The enemy combo manager.
Definition d_enemy.hpp:292
u16 mTimer1
[Used in EN_HATENA_BALLON, for example]
Definition d_enemy.hpp:283
dEn_c()
Constructs a new enemy actor.
Definition d_enemy.cpp:28
static const u16 smc_NO_HIT_PLAYER_TIMER_SPIT_OUT
Definition d_enemy.hpp:301
bool mKilledByLiquid
Whether the enemy was killed by falling in a liquid.
Definition d_enemy.hpp:270
virtual void quakeAction()
Definition d_enemy.cpp:144
virtual void setEatTongueOff(dActor_c *)
Callback for when the eating action is canceled.
Definition d_enemy.cpp:951
virtual int preExecute()
pre method for the execute operation.
Definition d_enemy.cpp:63
virtual void block_hit_init()
Callback for when a block directly beneath the actor is hit.
Definition d_enemy.cpp:1005
float mAirSpeedMaxY
The maximum Y speed before entering a liquid.
Definition d_enemy.hpp:280
dPlayerDownTimer_c mNoHitPlayer
Hit cooldown timers for each player. This is used to prevent, for example, a thrown shell from hittin...
Definition d_enemy.hpp:289
virtual void postExecute(fBase_c::MAIN_STATE_e status)
post method for the execute operation.
Definition d_enemy.cpp:108
bool checkWallAndBg()
Definition d_enemy.cpp:429
virtual void calcEatInScale(dActor_c *)
Adjusts the actor's scale while being eaten.
Definition d_enemy.cpp:968
virtual void poisonSplashEffect(const mVec3_c &, float)
Generates a poison water splash effect.
Definition d_enemy.cpp:807
virtual void setEatTongue(dActor_c *)
Callback for when the actor is targeted by Yoshi's tongue.
Definition d_enemy.cpp:945
virtual void yoganSplashEffect(const mVec3_c &, float)
Generates a lava splash effect.
Definition d_enemy.cpp:792
virtual int preDraw()
pre method for the draw operation.
Definition d_enemy.cpp:115
u32 mFlags
Flags for this actor. See FLAGS_e.
Definition d_enemy.hpp:282
bool getPl_UDflag(const mVec3_c &pos)
Checks whether the nearest player is below pos.
Definition d_enemy.cpp:407
bool mInLiquid
Whether the enemy is in a liquid.
Definition d_enemy.hpp:273
virtual void changeState(const sStateIDIf_c &newState)
Changes the actor's state to the given state.
virtual bool checkComboClap(int max)
Definition d_enemy.cpp:544
MAIN_STATE_e
The possible operation results.
Definition f_base.hpp:33
A two-dimensional floating point vector.
Definition m_vec.hpp:9
A three-dimensional floating point vector.
Definition m_vec.hpp:100
The interface for state IDs.
#define STATE_VIRTUAL_FUNC_DECLARE(class, name)
Declares a virtual state.
Definition s_State.hpp:22