3#include "Game/LiveActor/LiveActor.hpp"
4#include "Game/Player/Mario.hpp"
19 unsigned int getFrameBufferWidth();
30 virtual const TVec3f &getLastMove()
const;
31 virtual void getLastMove(TVec3f *)
const;
32 virtual void getFrontVec(TVec3f *)
const;
35 void init2(
const TVec3f &,
const TVec3f &,
long);
36 void initAfterPlacement();
37 void initAfterOpeningDemo();
38 void calcBaseFrontVec(
const TVec3f &);
39 void playSound(
const char *,
long);
40 void changeAnimation(
const char *,
const char *);
41 void changeAnimationNonStop(
const char *);
42 void changeAnimationUpper(
const char *);
43 void stopAnimation(
const char *);
44 bool isAnimationRun(
const char *)
const;
45 void changeNullAnimation(
const char *,
signed char);
46 void clearNullAnimation(
signed char);
47 bool isStopNullAnimation()
const;
48 void changeGameOverAnimation();
50 void updateRotationInfo();
56 void updateBehavior();
57 void updateBindRatio();
58 bool isInPunchTimerRange()
const;
59 void updatePunching();
61 void updateSwingTimer();
62 void updateSwingAction();
63 bool checkClapCatchStart();
65 void setUpperRotateY(f32);
66 void decLife(
unsigned short);
70 void resetWaterLife();
72 void incLife(
unsigned long);
73 void changeMaxLife(
long);
75 void careMovingObject();
77 void scaleMtx(MtxPtr);
78 void updateBaseScaleMtx();
79 void getRealMtx(f32 (*)[4],
const char *);
80 void getGlobalJointMtx(
const char *);
81 void calcAnimInMovement();
82 void forceSetBaseMtx(f32 (*)[4]);
85 void setBlendMtxTimer(
unsigned short);
86 void getGroundPos(TVec3f *dst)
const;
87 void getShadowPos()
const;
89 bool isTurning()
const;
90 bool isJumping()
const;
91 bool isJumpRising()
const;
92 bool isPunching()
const;
93 bool isItemSwinging()
const;
94 bool isDamaging()
const;
95 bool isNeedDamageFog()
const;
96 bool isStaggering()
const;
97 bool isSleeping()
const;
98 bool isRefuseTalk()
const;
99 bool isDebugMode()
const;
100 bool isRequestSpin()
const;
103 void calcCenterPos();
105 void setPress(
unsigned char,
int);
106 void getResourceTable()
const;
108 bool isEnableMoveMario()
const;
109 bool isEnableNerveChange()
const;
111 void forcceGameOver();
112 void forceGameOverAbyss();
113 void forceGameOverBlackHole();
114 void forceGameOverNonStop();
115 void forceGameOverSink();
117 void updateCameraInfo();
118 bool binderFilter(
const Triangle *);
120 void setPunchHitTimer(
unsigned char);
122 void addSoundObjHolder();
124 void initMorphStringTable();
126 void updateTransForCamera();
132 void initDrawAndModel();
134 void resetPadSwing();
135 void initActionMatrix();
137 TVec3f &getGravityVec();
138 TVec3f &getGravityVector();
139 void updateGravityVec(
bool,
bool);
140 void changeTeresaAnimation(
const char *,
long);
142 void playEffect(
const char *);
143 void stopEffect(
const char *);
145 void updateActionTrigger();
146 void updateControllerSwing();
147 void updateControllerSwingLeft();
149 void updateTakingPosition();
150 void updateSearchLight();
151 void updateThrowing();
152 void updateBeeWingAnimation();
153 void updateFairyStar();
154 void updatePlayerMode();
156 void updateThrowVector();
157 void updateForCamera();
158 void updateTornado();
165 bool tryStandardRush();
166 void checkPriorRushTarget();
167 unsigned char selectAction(
const char *)
const;
168 bool tryRushInRush();
170 bool selectWaterInOut(
const char *)
const;
171 bool selectWaterInOutRush(
const HitSensor *)
const;
172 void playEffectRT(
const char *,
const TVec3f &,
const TVec3f &);
173 void emitEffectWaterColumn(
const TVec3f &,
const TVec3f &);
174 bool selectRecoverFlyMeter(
const HitSensor *)
const;
176 void stopSpinTicoEffect(
bool);
177 void stopEffectForce(
const char *);
178 bool isRequestRush()
const;
179 bool isRequestSpinJump2P()
const;
180 bool tryReleaseBombTeresa();
181 bool isEnableSpinPunch();
183 void shootFireBall();
184 void doFreezeAttack();
185 void setBlink(
const char *);
186 void resetSensorCount();
187 void getStickValue(f32 *, f32 *);
190 const MarioConst &getConst()
const {
return *mConst; }
192 inline u32 getHealth()
const {
return mHealth; }
196 inline const Mario::DrawStates &getDrawStates()
const {
return mMario->mDrawStates; }
198 inline const Mario::DrawStates &getPrevDrawStates()
const {
return mMario->mPrevDrawStates; }
344 JGeometry::TVec3<long> _468;
544 bool mSuperKinokoCollected;
545 bool mPowerupCollected;
612namespace NrvMarioActor {
613 NERVE(MarioActorNrvWait);
614 NERVE(MarioActorNrvGameOver);
615 NERVE(MarioActorNrvGameOverAbyss);
616 NERVE(MarioActorNrvGameOverAbyss2);
617 NERVE(MarioActorNrvGameOverFire);
618 NERVE(MarioActorNrvGameOverBlackHole);
619 NERVE(MarioActorNrvGameOverSink);
620 NERVE(MarioActorNrvTimeWait);
621 NERVE(MarioActorNrvNoRush);
The basis of a drawable actor that can contain states (see: Nerve)
void calcAndSetBaseMtx()
Calculates and sets the base matrix of the actor.
void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
Used for executing states of a LiveActor.