mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-05-13 02:38:11 +00:00
203 lines
6.9 KiB
C++
203 lines
6.9 KiB
C++
#pragma once
|
|
|
|
#include <math/seadMatrix.h>
|
|
|
|
#include "Library/Area/IUseAreaObj.h"
|
|
#include "Library/Audio/IUseAudioKeeper.h"
|
|
#include "Library/Camera/IUseCamera.h"
|
|
#include "Library/Collision/IUseCollision.h"
|
|
#include "Library/Effect/IUseEffectKeeper.h"
|
|
#include "Library/HostIO/HioNode.h"
|
|
#include "Library/Nature/NatureDirector.h"
|
|
#include "Library/Nerve/IUseNerve.h"
|
|
#include "Library/Rail/IUseRail.h"
|
|
#include "Library/Scene/IUseSceneObjHolder.h"
|
|
#include "Library/Stage/IUseStageSwitch.h"
|
|
|
|
namespace al {
|
|
class ActorPoseKeeperBase;
|
|
class ActorExecuteInfo;
|
|
class ActorActionKeeper;
|
|
class ActorItemKeeper;
|
|
class ActorScoreKeeper;
|
|
class Collider;
|
|
class CollisionParts;
|
|
class ModelKeeper;
|
|
class NerveKeeper;
|
|
class HitSensorKeeper;
|
|
class ScreenPointKeeper;
|
|
class EffectKeeper;
|
|
class AudioKeeper;
|
|
class HitReactionKeeper;
|
|
class StageSwitchKeeper;
|
|
class RailKeeper;
|
|
class ShadowKeeper;
|
|
class ActorPrePassLightKeeper;
|
|
class ActorOcclusionKeeper;
|
|
class SubActorKeeper;
|
|
class ActorParamHolder;
|
|
struct ActorSceneInfo;
|
|
struct LiveActorFlag;
|
|
struct ActorInitInfo;
|
|
class HitSensor;
|
|
class SensorMsg;
|
|
class ScreenPointer;
|
|
class ScreenPointTarget;
|
|
|
|
class LiveActor : public IUseNerve,
|
|
public IUseEffectKeeper,
|
|
public IUseAudioKeeper,
|
|
public IUseStageSwitch,
|
|
public IUseSceneObjHolder,
|
|
public IUseAreaObj,
|
|
public IUseCamera,
|
|
public IUseCollision,
|
|
public IUseRail,
|
|
public IUseHioNode {
|
|
public:
|
|
LiveActor(const char* actorName);
|
|
|
|
NerveKeeper* getNerveKeeper() const override { return mNerveKeeper; }
|
|
|
|
virtual void init(const ActorInitInfo& info) {}
|
|
|
|
virtual void initAfterPlacement();
|
|
virtual void appear();
|
|
virtual void makeActorAlive();
|
|
virtual void kill();
|
|
virtual void makeActorDead();
|
|
virtual void movement();
|
|
virtual void calcAnim();
|
|
virtual void draw() const;
|
|
virtual void startClipped();
|
|
virtual void endClipped();
|
|
|
|
virtual void attackSensor(HitSensor* self, HitSensor* other) {}
|
|
|
|
virtual bool receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) {
|
|
return false;
|
|
}
|
|
|
|
virtual bool receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source,
|
|
ScreenPointTarget* target) {
|
|
return false;
|
|
}
|
|
|
|
const char* getName() const override { return mName; }
|
|
|
|
virtual const sead::Matrix34f* getBaseMtx() const;
|
|
|
|
EffectKeeper* getEffectKeeper() const override { return mEffectKeeper; }
|
|
|
|
AudioKeeper* getAudioKeeper() const override { return mAudioKeeper; }
|
|
|
|
StageSwitchKeeper* getStageSwitchKeeper() const override { return mStageSwitchKeeper; }
|
|
|
|
RailRider* getRailRider() const override;
|
|
SceneObjHolder* getSceneObjHolder() const override;
|
|
CollisionDirector* getCollisionDirector() const override;
|
|
AreaObjDirector* getAreaObjDirector() const override;
|
|
CameraDirector* getCameraDirector() const override;
|
|
NatureDirector* getNatureDirector() const;
|
|
void initStageSwitchKeeper() override;
|
|
|
|
virtual void control() {}
|
|
|
|
virtual void updateCollider();
|
|
|
|
ActorSceneInfo* getSceneInfo() const;
|
|
void initPoseKeeper(ActorPoseKeeperBase* poseKeeper);
|
|
void initExecuteInfo(ActorExecuteInfo* executeInfo);
|
|
void initModelKeeper(ModelKeeper* modelKeeper);
|
|
void initActionKeeper(ActorActionKeeper* actionKeeper);
|
|
void initNerveKeeper(NerveKeeper* nerveKeeper);
|
|
void initHitSensor(s32 amount);
|
|
void initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper);
|
|
void initEffectKeeper(EffectKeeper* effectKeeper);
|
|
void initAudioKeeper(AudioKeeper* audioKeeper);
|
|
void initRailKeeper(const ActorInitInfo& info, const char* linkName);
|
|
void initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo);
|
|
void initItemKeeper(s32 itemAmount);
|
|
void initScoreKeeper();
|
|
void initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper);
|
|
void initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper);
|
|
void initSubActorKeeper(SubActorKeeper* subActorKeeper);
|
|
void initSceneInfo(ActorSceneInfo* sceneInfo);
|
|
|
|
LiveActorFlag* getFlags() const { return mFlags; }
|
|
|
|
ModelKeeper* getModelKeeper() const { return mModelKeeper; }
|
|
|
|
ActorPoseKeeperBase* getPoseKeeper() const { return mPoseKeeper; }
|
|
|
|
ActorExecuteInfo* getExecuteInfo() const { return mExecuteInfo; }
|
|
|
|
ActorActionKeeper* getActorActionKeeper() const { return mActionKeeper; }
|
|
|
|
ActorItemKeeper* getActorItemKeeper() const { return mItemKeeper; }
|
|
|
|
ActorScoreKeeper* getActorScoreKeeper() const { return mScoreKeeper; }
|
|
|
|
Collider* getCollider() const { return mCollider; }
|
|
|
|
CollisionParts* getCollisionParts() const { return mCollisionParts; }
|
|
|
|
HitSensorKeeper* getHitSensorKeeper() const { return mHitSensorKeeper; }
|
|
|
|
ScreenPointKeeper* getScreenPointKeeper() const { return mScreenPointKeeper; }
|
|
|
|
HitReactionKeeper* getHitReactionKeeper() const { return mHitReactionKeeper; }
|
|
|
|
RailKeeper* getRailKeeper() const { return mRailKeeper; }
|
|
|
|
ShadowKeeper* getShadowKeeper() const { return mShadowKeeper; }
|
|
|
|
ActorPrePassLightKeeper* getActorPrePassLightKeeper() const { return mPrePassLightKeeper; }
|
|
|
|
ActorOcclusionKeeper* getActorOcclusionKeeper() const { return mOcclusionKeeper; }
|
|
|
|
SubActorKeeper* getSubActorKeeper() const { return mSubActorKeeper; }
|
|
|
|
ActorParamHolder* getActorParamHolder() const { return mParamHolder; }
|
|
|
|
void setName(const char* newName) { mName = newName; }
|
|
|
|
void setHitReactionKeeper(HitReactionKeeper* hitReactionKeeper) {
|
|
mHitReactionKeeper = hitReactionKeeper;
|
|
}
|
|
|
|
void setActorParamHolder(ActorParamHolder* paramHolder) { mParamHolder = paramHolder; }
|
|
|
|
void setCollisionParts(CollisionParts* collisionParts) { mCollisionParts = collisionParts; }
|
|
|
|
protected:
|
|
friend class alActorFunction;
|
|
|
|
private:
|
|
const char* mName = nullptr;
|
|
ActorPoseKeeperBase* mPoseKeeper = nullptr;
|
|
ActorExecuteInfo* mExecuteInfo = nullptr;
|
|
ActorActionKeeper* mActionKeeper = nullptr;
|
|
ActorItemKeeper* mItemKeeper = nullptr;
|
|
ActorScoreKeeper* mScoreKeeper = nullptr;
|
|
Collider* mCollider = nullptr;
|
|
CollisionParts* mCollisionParts = nullptr;
|
|
ModelKeeper* mModelKeeper = nullptr;
|
|
NerveKeeper* mNerveKeeper = nullptr;
|
|
HitSensorKeeper* mHitSensorKeeper = nullptr;
|
|
ScreenPointKeeper* mScreenPointKeeper = nullptr;
|
|
EffectKeeper* mEffectKeeper = nullptr;
|
|
AudioKeeper* mAudioKeeper = nullptr;
|
|
HitReactionKeeper* mHitReactionKeeper = nullptr;
|
|
StageSwitchKeeper* mStageSwitchKeeper = nullptr;
|
|
RailKeeper* mRailKeeper = nullptr;
|
|
ShadowKeeper* mShadowKeeper = nullptr;
|
|
ActorPrePassLightKeeper* mPrePassLightKeeper = nullptr;
|
|
ActorOcclusionKeeper* mOcclusionKeeper = nullptr;
|
|
SubActorKeeper* mSubActorKeeper = nullptr;
|
|
ActorParamHolder* mParamHolder = nullptr;
|
|
ActorSceneInfo* mSceneInfo = nullptr;
|
|
LiveActorFlag* mFlags = nullptr;
|
|
};
|
|
} // namespace al
|