SuperMarioOdysseyOnline/include/al/LiveActor/LiveActor.h

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5.2 KiB
C++

#pragma once
#include "al/actor/ActorInitInfo.h"
#include "al/actor/ActorSceneInfo.h"
#include "al/actor/ActorActionKeeper.h"
#include "al/area/AreaObjDirector.h"
#include "al/audio/AudioKeeper.h"
#include "al/camera/CameraDirector.h"
#include "al/collision/CollisionDirector.h"
#include "al/effect/EffectKeeper.h"
#include "al/hio/HioNode.h"
#include "al/nerve/Nerve.h"
#include "al/nerve/NerveStateCtrl.h"
#include "al/pose/ActorPoseKeeper.h"
#include "al/rail/RailKeeper.h"
#include "al/rail/RailRider.h"
#include "al/scene/SceneObjHolder.h"
#include "al/screen/ScreenPointKeeper.h"
#include "al/sensor/HitSensorKeeper.h"
#include "al/switch/StageSwitchKeeper.h"
#include "al/actor/SubActorKeeper.h"
#include "al/model/ModelKeeper.h"
// vtable for LiveActor: 1C4EB58
namespace al
{
class ActorPoseKeeperBase;
class ActorExecuteInfo;
class ActorItemKeeper;
class ActorScoreKeeper;
class Collider;
class CollisionParts;
class ShadowKeeper;
class ActorPrePassLightKeeper;
class ActorOcclusionKeeper;
class LiveActorFlag;
class ActorInitInfo;
class HitSensor;
class SensorMsg;
class ScreenPointer;
class ScreenPointTarget;
class LiveActor : public al::IUseNerve, public al::IUseEffectKeeper, public al::IUseAudioKeeper, public al::IUseStageSwitch, public al::IUseSceneObjHolder, public al::IUseAreaObj, public al::IUseCamera, public al::IUseCollision, public al::IUseRail, public al::IUseHioNode
{
public:
LiveActor(const char *);
virtual al::NerveKeeper* getNerveKeeper() const;
virtual void init(const ActorInitInfo &);
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();
// source = sensor belonging to this actor
// target = sensor belonging to other actor
virtual void attackSensor(HitSensor *source, HitSensor *target);
virtual bool receiveMsg(const SensorMsg *msg, HitSensor *source, HitSensor *target);
virtual bool receiveMsgScreenPoint(const SensorMsg *, ScreenPointer *, ScreenPointTarget *);
virtual const char *getName() const { return this->mActorName; };
virtual sead::Matrix34f *getBaseMtx() const;
virtual al::EffectKeeper *getEffectKeeper() const { return this->mEffectKeeper; };
virtual al::AudioKeeper *getAudioKeeper() const { return this->mAudioKeeper; };
virtual al::StageSwitchKeeper *getStageSwitchKeeper() const { return this->mStageSwitchKeeper; };
virtual al::RailRider *getRailRider() const
{
if (this->mRailKeeper)
return this->mRailKeeper->getRailRider();
return nullptr;
};
virtual al::SceneObjHolder *getSceneObjHolder() const { return this->mSceneInfo->mSceneObjHolder; };
virtual al::CollisionDirector *getCollisionDirector() const { return this->mSceneInfo->mCollisionDirector; };
virtual al::AreaObjDirector *getAreaObjDirector() const { return this->mSceneInfo->mAreaObjDirector; };
virtual al::CameraDirector *getCameraDirector() const { return this->mSceneInfo->mCameraDirector; };
virtual void initStageSwitchKeeper() { this->mStageSwitchKeeper = new StageSwitchKeeper(); };
virtual void control();
virtual void updateCollider();
void initSubActorKeeper(al::SubActorKeeper *);
const char *mActorName; // 0x48
al::ActorPoseKeeperBase *mPoseKeeper; // 0x50
al::ActorExecuteInfo *mLayoutExecuteInfo; // 0x58
al::ActorActionKeeper *mActorActionKeeper; // 0x60
al::ActorItemKeeper *mActorItemKeeper; // 0x68
al::ActorScoreKeeper *mActorScoreKeeper; // 0x70
al::Collider *mCollider; // 0x78
al::CollisionParts *mCollisionParts; // 0x80
al::ModelKeeper *mModelKeeper; // 0x88
al::NerveKeeper *mNerveKeeper; // 0x90
al::HitSensorKeeper *mHitSensorKeeper; // 0x98
al::ScreenPointKeeper *mScreenPointKeeper; // 0xA0
al::EffectKeeper *mEffectKeeper; // 0xA8
al::AudioKeeper *mAudioKeeper; // 0xB0
void *gap_4; // 0xB8
al::StageSwitchKeeper *mStageSwitchKeeper; // 0xC0
al::RailKeeper *mRailKeeper; // 0xC8
al::ShadowKeeper *mShadowKeeper; // 0xD0
al::ActorPrePassLightKeeper *mActorPrePassLightKeeper; // 0xD8
al::ActorOcclusionKeeper *mActorOcclusionKeeper; // 0xE0
al::SubActorKeeper *mSubActorKeeper; // 0xE8
void *gap_6; // 0xF0
al::ActorSceneInfo *mSceneInfo; // 0xF8
al::LiveActorFlag *mLiveActorFlag; // 0x100
};
};