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