mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-01 01:32:39 +00:00
59 lines
No EOL
2.9 KiB
C++
59 lines
No EOL
2.9 KiB
C++
#pragma once
|
|
|
|
#include "al/LiveActor/LiveActor.h"
|
|
#include "al/nerve/Nerve.h"
|
|
#include "al/nerve/NerveStateBase.h"
|
|
|
|
#define NERVE_HEADER(Class, Action) \
|
|
class Class##Nrv##Action : public al::Nerve { \
|
|
public: \
|
|
void execute(al::NerveKeeper*) override; \
|
|
}; \
|
|
Class##Nrv##Action nrv##Class##Action;
|
|
|
|
#define NERVE_IMPL_(Class, Action, ActionFunc) \
|
|
void Class##Nrv##Action::execute(al::NerveKeeper* keeper) { \
|
|
static_cast<Class*>(keeper->mParent)->exe##ActionFunc(); \
|
|
}
|
|
#define NERVE_IMPL(Class, Action) NERVE_IMPL_(Class, Action, Action)
|
|
|
|
// Fruity Nerve Implmentation
|
|
#define NERVE_DEF(CLASS, ACTION) \
|
|
struct CLASS##Nrv##ACTION : public al::Nerve { \
|
|
inline void execute(al::NerveKeeper* keeper) override \
|
|
{ \
|
|
static_cast<CLASS*>(keeper->mParent)->exe##ACTION(); \
|
|
}; \
|
|
const CLASS##Nrv##ACTION nrv##CLASS##ACTION; \
|
|
}
|
|
|
|
namespace al
|
|
{
|
|
void setNerve(al::IUseNerve *, const al::Nerve *);
|
|
void setNerveAtStep(al::IUseNerve *, const al::Nerve *, int);
|
|
bool isStep(const al::IUseNerve *, int);
|
|
void setNerveAtGreaterEqualStep(al::IUseNerve *, const al::Nerve *, int);
|
|
bool isGreaterEqualStep(const al::IUseNerve *, int);
|
|
bool isNerve(const al::IUseNerve *, const al::Nerve *);
|
|
int getNerveStep(const al::IUseNerve *);
|
|
const al::Nerve* getCurrentNerve(const al::IUseNerve *);
|
|
bool isFirstStep(const al::IUseNerve *);
|
|
bool isLessStep(const al::IUseNerve *, int);
|
|
bool isGreaterStep(const al::IUseNerve *, int);
|
|
bool isInRangeStep(const al::IUseNerve *, int, int);
|
|
bool isIntervalStep(const al::IUseNerve *, int, int);
|
|
bool isIntervalOnOffStep(const al::IUseNerve *, int, int);
|
|
bool isNewNerve(const al::IUseNerve *);
|
|
int calcNerveInterval(const al::IUseNerve *, int, int);
|
|
float calcNerveRate(const al::IUseNerve *, int);
|
|
float calcNerveRate(const al::IUseNerve *, int, int);
|
|
float calcNerveEaseInRate(const al::IUseNerve *, int);
|
|
float calcNerveEaseInRate(const al::IUseNerve *, int, int);
|
|
|
|
void initNerveState(al::IUseNerve *, al::NerveStateBase *, const al::Nerve *, const char *);
|
|
void initNerve(LiveActor *, const al::Nerve *, int);
|
|
void addNerveState(al::IUseNerve *, al::NerveStateBase *, const al::Nerve *, const char *);
|
|
bool updateNerveState(al::IUseNerve *);
|
|
bool updateNerveStateAndNextNerve(al::IUseNerve *, const al::Nerve *);
|
|
bool isStateEnd(const al::IUseNerve *);
|
|
}; |