SuperMarioOdysseyOnline/include/actors/PuppetActor.h

94 lines
2.8 KiB
C++

#pragma once
#include "al/LiveActor/LiveActor.h"
#include "al/async/FunctorV0M.hpp"
#include "al/async/FunctorBase.h"
#include "al/util.hpp"
#include "al/string/StringTmp.h"
#include "al/layout/BalloonMessage.h"
#include "game/Player/PlayerFunction.h"
#include "game/Player/PlayerJointControlPartsDynamics.h"
#include "game/Player/PlayerConst.h"
#include "game/Player/PlayerModelHolder.h"
#include "actors/PuppetCapActor.h"
#include "actors/PuppetHackActor.h"
#include "layouts/NameTag.h"
#include "sead/math/seadVector.h"
#include "server/DeltaTime.hpp"
#include "logger.hpp"
#include "puppets/PuppetInfo.h"
#include "puppets/HackModelHolder.hpp"
#include "helpers.hpp"
#include "algorithms/CaptureTypes.h"
class PuppetActor : public al::LiveActor {
public:
PuppetActor(const char *name);
virtual void init(al::ActorInitInfo const &) override;
virtual void initAfterPlacement(void) override;
virtual void control(void) override;
virtual void movement(void) override;
virtual void makeActorAlive(void) override;
virtual void makeActorDead(void) override;
virtual void attackSensor(al::HitSensor *, al::HitSensor *) override;
virtual bool receiveMsg(const al::SensorMsg*, al::HitSensor*, al::HitSensor*) override;
virtual const char* getName() const override {
if (mInfo)
return mInfo->puppetName;
return mActorName;
}
void initOnline(PuppetInfo *pupInfo);
void startAction(const char *actName);
void hairControl();
void setBlendWeight(int index, float weight) { al::setSklAnimBlendWeight(getCurrentModel(), weight, index); };
bool isNeedBlending();
bool isInCaptureList(const char *hackName);
PuppetInfo* getInfo() { return mInfo; }
bool addCapture(PuppetHackActor *capture, const char *hackType);
al::LiveActor* getCurrentModel();
int getMaxCaptures() {return mCaptures->getEntryCount(); };
void debugTeleportCaptures(const sead::Vector3f& pos);
void debugTeleportCapture(const sead::Vector3f& pos, int index);
void emitJoinEffect();
bool mIsDebug = false;
private:
void changeModel(const char* newModel);
bool setCapture(const char* captureName);
void syncPose();
PlayerCostumeInfo *mCostumeInfo = nullptr;
PuppetInfo *mInfo = nullptr;
PuppetCapActor *mPuppetCap = nullptr;
PlayerModelHolder *mModelHolder = nullptr;
HackModelHolder* mCaptures = nullptr;
NameTag *mNameTag = nullptr;
CaptureTypes::Type mCurCapture = CaptureTypes::Type::Unknown;
bool mIs2DModel = false;
bool mIsCaptureModel = false;
float mClosingSpeed = 0;
};