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/*
* d_a_obj_enemy_create.cpp
* Enemy spawner
*/
#include "d/dolzel_rel.h" // IWYU pragma: keep
#include "d/actor/d_a_obj_enemy_create.h"
#include "d/actor/d_a_player.h"
#include "f_op/f_op_actor_mng.h"
static int daObjE_CREATE_Create(fopAc_ac_c* i_this) {
return static_cast<daObjE_CREATE_c*>(i_this)->create();
}
static int daObjE_CREATE_Delete(daObjE_CREATE_c* i_this) {
i_this->Delete();
return 1;
}
void daObjE_CREATE_c::NormalAction() {
cXyz offsetPos(0.0f, 0.0f, 100.0f);
switch (mActionMode) {
case MODE_CREATE:
if (mActivateSw != 0xFF && dComIfGs_isSwitch(mActivateSw, fopAcM_GetRoomNo(this))) {
int enemyNum = mEnemyNum;
for (int i = 0; i < enemyNum; i++) {
s16 angle = shape_angle.y + (62000.0f / enemyNum) * i;
// this cLib_offsetPos call is useless since the result is stored in `offsetPos`
// and `offsetPos` is never used afterward.
// this was probably supposed to be:
// "cLib_offsetPos(¤t.pos, ¤t.pos, angle, &offsetPos)"
cLib_offsetPos(&offsetPos, ¤t.pos, angle, &offsetPos);
mActorList[i] =
fopAcM_createChild(mEnemyProcName, fopAcM_GetID(this), mEnemyParams,
¤t.pos, fopAcM_GetRoomNo(this), &mEnemyAngle,
NULL, -1, NULL);
}
mActionMode++;
mKillCheckDelayTimer = 50;
}
break;
case MODE_WAIT:
mKillCheckDelayTimer--;
if (mKillCheckDelayTimer <= 0) {
mKillCheckDelayTimer = 0;
}
if (mKillCheckDelayTimer == 0) {
mActionMode++;
}
break;
case MODE_KILL_CHECK: {
int killed_num;
int enemyNum = mEnemyNum;
killed_num = 0;
for (int i = 0; i < enemyNum; i++) {
if (fopAcM_SearchByID(mActorList[i]) == NULL) {
mActorList[i] = 0xFFFFFFFF;
killed_num++;
}
}
if (killed_num == enemyNum) {
mActionMode++;
if (mDeactivateSw != 0xFF && !dComIfGs_isSwitch(mDeactivateSw, fopAcM_GetRoomNo(this)))
{
dComIfGs_onSwitch(mDeactivateSw, fopAcM_GetRoomNo(this));
}
mKillCheckDelayTimer = 100;
}
break;
}
case MODE_END:
break;
}
}
/**
* Moves the enemy spawner position to player position
*/
void daObjE_CREATE_c::SearchAction() {
current.pos = fopAcM_GetPosition(daPy_getPlayerActorClass());
NormalAction();
}
/**
* Starts the enemy spawn loop over again when all enemies are killed.
* If a loop end switch is specified and activated, the loop will end
*/
void daObjE_CREATE_c::LoopAction() {
NormalAction();
if (mActionMode == MODE_END) {
mKillCheckDelayTimer--;
if (mKillCheckDelayTimer <= 0) {
mKillCheckDelayTimer = 0;
}
if (mKillCheckDelayTimer == 0) {
mActionMode = MODE_CREATE;
}
}
if (mEndLoopSw != 0xFF && dComIfGs_isSwitch(mEndLoopSw, fopAcM_GetRoomNo(this))) {
mAction = ACT_NORMAL;
mActionMode = MODE_KILL_CHECK;
}
}
void daObjE_CREATE_c::Action() {
switch (mAction) {
case ACT_NORMAL:
NormalAction();
break;
case ACT_SEARCH:
SearchAction();
break;
case ACT_LOOP:
LoopAction();
break;
}
}
int daObjE_CREATE_c::Execute() {
Action();
return 1;
}
int daObjE_CREATE_c::Delete() {
if (mActorList != NULL) {
delete[] mActorList;
}
return 1;
}
static int daObjE_CREATE_Draw(daObjE_CREATE_c* i_this) {
return 1;
}
static int daObjE_CREATE_Execute(daObjE_CREATE_c* i_this) {
return i_this->Execute();
}
void daObjE_CREATE_c::NameChk() {
int enemyType = fopAcM_GetParam(this) & 0xF;
mEnemyNum = (fopAcM_GetParam(this) >> 4) & 0xF;
mEnemyParams = 0xFFFFFFFF;
mEnemyAngle = shape_angle;
switch (enemyType) {
case ENEMY_NONE:
break;
case ENEMY_KEESE:
mEnemyProcName = fpcNm_E_BA_e;
break;
case ENEMY_RAT:
mEnemyProcName = fpcNm_E_MS_e;
break;
case ENEMY_CHU:
mEnemyProcName = fpcNm_E_SM2_e;
mEnemyParams = 0xFFFFFF1F;
break;
case ENEMY_CHU2:
mEnemyProcName = fpcNm_E_SM2_e;
mEnemyParams = 0xFFFFFF3F;
break;
case ENEMY_BABY_GOHMA:
mEnemyProcName = fpcNm_E_GM_e;
mEnemyParams = 0x000AFF02;
break;
case ENEMY_BUBBLE:
mEnemyProcName = fpcNm_E_BU_e;
break;
case ENEMY_BOKOBLIN:
mEnemyProcName = fpcNm_E_OC_e;
break;
case ENEMY_LIZALFOS:
mEnemyProcName = fpcNm_E_DN_e;
break;
case ENEMY_SHADOW_BEAST:
mEnemyProcName = fpcNm_E_S1_e;
if (mEnemyNum == 1) {
mEnemyParams = 0xFFFFFEF0;
} else {
mEnemyParams = (mEnemyNum << 4) | 0xFFFFFE00;
}
break;
case ENEMY_SHADOW_VERMIN:
mEnemyProcName = fpcNm_E_YG_e;
mEnemyParams = 0xFFFFFF00;
break;
case ENEMY_SHADOW_KEESE:
mEnemyProcName = fpcNm_E_YK_e;
mEnemyParams = 0xFFFFFF01;
break;
case ENEMY_BOKOBLIN2:
mEnemyProcName = fpcNm_E_OC_e;
mEnemyParams = 0xFFFF01FF;
mEnemyAngle.set(0x100, shape_angle.y, shape_angle.z);
break;
}
}
int daObjE_CREATE_c::create() {
fopAcM_ct(this, daObjE_CREATE_c);
NameChk();
u32 enemyType = fopAcM_GetParam(this) & 0xF;
mAction = current.angle.x & 0xF;
if (mAction == ACT_DEFAULT) {
mAction = ACT_NORMAL;
}
current.angle.x = 0;
if (enemyType == 0 || enemyType == 0xFF) {
return cPhs_ERROR_e;
}
mEndLoopSw = fopAcM_GetParam(this) >> 0x18;
if (dComIfGs_isSwitch(mEndLoopSw, fopAcM_GetRoomNo(this))) {
return cPhs_ERROR_e;
}
mActivateSw = fopAcM_GetParam(this) >> 8;
mDeactivateSw = fopAcM_GetParam(this) >> 0x10;
mActorList = new u32[mEnemyNum];
if (mActorList == NULL) {
return cPhs_ERROR_e;
}
return cPhs_COMPLEATE_e;
}
static int daObjE_CREATE_IsDelete(daObjE_CREATE_c* i_this) {
return 1;
}
static actor_method_class l_daObjE_CREATE_Method = {
(process_method_func)daObjE_CREATE_Create, (process_method_func)daObjE_CREATE_Delete,
(process_method_func)daObjE_CREATE_Execute, (process_method_func)daObjE_CREATE_IsDelete,
(process_method_func)daObjE_CREATE_Draw,
};
actor_process_profile_definition g_profile_Obj_E_CREATE = {
/* Layer ID */ fpcLy_CURRENT_e,
/* List ID */ 3,
/* List Prio */ fpcPi_CURRENT_e,
/* Proc Name */ fpcNm_Obj_E_CREATE_e,
/* Proc SubMtd */ &g_fpcLf_Method.base,
/* Size */ sizeof(daObjE_CREATE_c),
/* Size Other */ 0,
/* Parameters */ 0,
/* Leaf SubMtd */ &g_fopAc_Method.base,
/* Draw Prio */ fpcDwPi_Obj_E_CREATE_e,
/* Actor SubMtd */ &l_daObjE_CREATE_Method,
/* Status */ fopAcStts_UNK_0x40000_e,
/* Group */ fopAc_ACTOR_e,
/* Cull Type */ fopAc_CULLBOX_CUSTOM_e,
};
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