|
| | CarryBlockBase (const ActorCreateParameter ¶m, ActorBoxBgCollision &bg_collision, s32 fukidashi_action) |
| | ~CarryBlockBase () override |
| ActorBgCollisionCheck * | getBgCheck () override |
| void | setCarryFall (Actor *, s32) override |
| bool | isSpinLiftUpEnable () override |
| void | setSpinLiftUpActor (Actor *player) override |
| void | playerThrown (PlayerBase *) override |
| virtual void | vf1FC () |
| virtual void | vf204 () |
| virtual void | vf20C () |
| virtual void | vf214 () |
| virtual void | vf21C () |
| virtual void | vf224 () |
| virtual void | vf22C (PlayerBase *) |
| virtual void | vf234 () |
| virtual void | vf23C () |
| virtual void | vf244 () |
| virtual void | vf24C (u32, DirType) |
| virtual void | vf254 () |
| virtual void | vf25C () |
| virtual void | vf264 () |
| virtual u32 | vf26C () |
| virtual void | vf274 () |
| | CarryObjBase (const ActorCreateParameter ¶m, const FukidashiInfo &fukidashi_info) |
| | ~CarryObjBase () override |
| void | carryFukidashiCancel (const FukidashiInfo &fukidashi_info, s32 player_no) |
| void | carryFukidashiCheck (const FukidashiInfo &fukidashi_info) |
| PlayerBase * | getCarryPlayer () |
| PlayerObject * | getCarryPlayerObject () |
| void | processBc () |
| void | reverseDirection () |
| ActorBgCollisionCheck * | getBgCheck () override |
| void | setCarryFall (Actor *, s32) override |
| bool | isSpinLiftUpEnable () override |
| void | setSpinLiftUpActor (Actor *player) override |
| bool | isQuakeEnable_ () override |
| void | setQuake_ (QuakeType type) override |
| virtual void | changeThrownRot () |
| | When thrown with a spin jump, the actor continuously rotates along the Y-axis.
|
| bool | checkCarried () const |
| FukidashiInfo | getFukidashiInfo () const |
| void | setFukidashiInfo (FukidashiInfo fukidashi_info) |
| | ActorState (const ActorCreateParameter ¶m) |
| | ~ActorState () override |
| void | executeState () |
| void | changeState (const StateID &state_id) |
| bool | isState (const StateID &state_id) const |
| bool | isOldState (const StateID &state_id) const |
| const StateID * | getState () const |
| virtual void | setFunsuiFlag (bool enable) |
| virtual bool | getFunsuiFlag () const |
| virtual void | beginFunsui () |
| virtual void | endFunsui (f32 speed_y) |
| virtual bool | isFunsui () const |
| virtual void | setFunsuiJump (f32 speed) |
| const ActorBgCollisionCheck * | getBcConstPtr () const override |
| virtual void | setFunsuiPos (const sead::Vector2f &dst) |
| virtual void | setFunsuiSpeedY (f32 speed) |
| virtual void | setPlrNo (s32 id) |
| s8 | getPlrNo () const |
| virtual void | removeCc () |
| virtual void | reviveCc () |
| virtual bool | isSpinLiftUpEnable () const |
| virtual void | startGroupid () |
| | Called by Group Controller when "activating" the target group.
|
| virtual void | stopGroupid () |
| | Called by Group Controller when "deactivating" the target group.
|
| bool | checkCarried (s32 *player_no) const |
| s32 | getComboCnt () const |
| void | clrComboCnt () |
| void | incComboCnt () |
| void | slideComboSE (s32 combo_cnt, bool combo_type_2) |
| s32 | searchNearPlayer (sead::Vector2f *out) const |
| DirType | getDir2PlayerLR (const sead::Vector3f &position) const |
| DirType | getDir2PlayerUD (const sead::Vector3f &position) const |
| DirType | getDir2PlayerLR () |
| DirType | getDir2PlayerUD () |
| bool | actorExecCullCheck (u16 flag) |
| | Checks if the actor is out of gameplay and optionally deletes it.
|
| virtual void | allEnemyDeathEffSet () |
| virtual void | waterSplashEffect (const sead::Vector3f &pos) |
| virtual void | yoganSplashEffect (const sead::Vector3f &pos) |
| virtual void | yoganWaveSplashEffect (const sead::Vector3f &pos) |
| virtual void | poisonSplashEffect (const sead::Vector3f &pos) |
| f32 | getEffectZpos_ () const |
| bool | checkEatenYoshi () const |
| void | deleteActor_ (bool manual_deleted) |
| | Schedule this actor for deletion on the next frame.
|
| ActorCollisionCheck & | getCollisionCheck () |
| const ActorCollisionCheck & | getCollisionCheck () const |
| bool | isExecEnable () const |
| bool | isDrawEnable () const |
| DirType | getDirection () const |
| void | setDirection (DirType dir) |
| u8 | getLayer () const |
| sead::BitFlag8 | getCollisionMask () const |
| f32 | getMaxSpeedF () const |
| void | setMaxSpeedF (f32 maxSpeedF) |
| f32 | getMaxFallSpeed () const |
| void | setMaxFallSpeed (f32 maxFallSpeed) |
| f32 | getGravity () const |
| | The current vertical acceleration.
|
| void | setGravity (f32 gravity) |
| f32 | getPow () const |
| | The current horizontal acceleration.
|
| void | setPow (f32 pow) |
| sead::Vector3f & | getPos () |
| const sead::Vector3f & | getPos () const |
| sead::Vector2f & | getPos2D () |
| const sead::Vector2f & | getPos2D () const |
| sead::Vector3f | getCenterPos () const |
| sead::Vector2f | getCenterPos2D () const |
| f32 | getCenterX () const |
| f32 | getCenterY () const |
| f32 | getCenterZ () const |
| sead::Vector3f & | getSpeedVec () |
| const sead::Vector3f & | getSpeedVec () const |
| sead::Vector3f & | getSpeedMaxVec () |
| const sead::Vector3f & | getSpeedMaxVec () const |
| sead::Vector3f & | getScale () |
| const sead::Vector3f & | getScale () const |
| Angle3 & | getAngle () |
| const Angle3 & | getAngle () const |
| const sead::Vector2f & | getPosDelta () const |
| ActorKind | getKind () const |
| void | setKind (ActorKind kind) |
| bool | getManualDeletedFlag () const |
| CarryFlag | getCarryFlag () const |
| u8 | getSwitchFlag0 () const |
| u8 | getSwitchFlag1 () const |
| u32 | getBlockHitTimer () const |
| DirType | getBlockHitDirection () const |
| void | setBlockHitTimer (u32 time) |
| void | setBlockHitDirection (DirType dir) |
| u32 | getProfFlag () const |
| f32 | getSpeedF () const |
| void | setSpeedF (f32 speedF) |
| f32 | getAddSpeedF () const |
| void | setAddSpeedF (f32 speedF) |
| bool | isActive () const |
| | Whether this actor has been successfully created and is now active.
|
| void | deleteRequest () |
| | Schedule this actor for deletion on the next frame.
|
| bool | isRequestedDelete () const |
| | Whether this actor has been scheduled for deletion on the next frame.
|
| UniqueID | getUniqueID () const |
| | The unique identifier handle for this actor.
|
| s32 | getProfileID () const |
| | The specific profile ID which this actor was instantiated from.
|
| Profile * | getProfile () const |
| | The specific profile which this actor was instantiated from.
|
| bool | isCreatedImmediately () const |
| | Whether the actor was created with ActorMgr::createImmediately(), rather than deferred with ActorMgr::createLater().
|
| bool | isMapActor () const |
| | Whether the actor was spawned from the level with ActorCreateMgr, rather than dynamically spawned by another actor.
|
| u32 | getParam0 () const |
| | Level designer configuration. Also known as "nybbles" or "spritedata".
|
| u32 | getParam1 () const |
| | Level designer configuration. Also known as "nybbles" or "spritedata".
|
| ActorParameterEx1 | getParamEx () const |
| | Extra level designer configuration. Also known as "nybbles" or "spritedata".
|
| const List & | getChildList () const |
| | sead::OffsetList used for holding child actors spawned by this actor. Managed automatically if param.parent_id is set when spawning.
|
| sead::Heap * | getActorHeap () const |
| | The personal heap for this actor.
|
| ActorBase * | getParent () const |
| template<typename T> |
| T * | getParent () const |
| | The parent actor pointer if this actor is a child, nullptr otherwise.
|
| void | removeChild (ActorBase *child) |
| | Disconnects a child from this actor's family tree.
|
| void | getCoinSE (s32 player_no, const sead::Vector3f &position) |
| | Plays the coin-get sound.
|
| | ActorBase (const ActorCreateParameter ¶m) |
| | Constructs an actor from configuration data.
|
| virtual | ~ActorBase () |
| | Destroys the actor and orphans all of its children.
|
| virtual bool | preCreate () |
| | Callback invoked before the create operation.
|
| virtual Result | create () |
| | Main initialization/setup callback for the actor.
|
| virtual void | lastExecute () |
| | Callback which is called after all other actors have finished executing for this frame.
|
| virtual bool | draw () |
| | Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
|
| virtual void | postDraw (MainState state) |
| | Callback invoked unconditionally after the draw phase completes. It executes even if preDraw() bypassed the main draw() operation.
|
| virtual bool | preDestroy () |
| | Callback invoked before the delete operation.
|
| virtual void | postDestroy (MainState state) |
| | Unconditionally called callback for after the delete operation.
|
|
| bool | preExecute () override |
| | Callback invoked before the execute operation.
|
| bool | execute () override |
| | Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
|
| void | postExecute (MainState state) override |
| | Callback invoked unconditionally after the execute phase completes. It executes even if preExecute() bypassed the main execute() operation.
|
| void | finalUpdate () override |
| bool | preExecute () override |
| | Callback invoked before the execute operation.
|
| void | postExecute (MainState state) override |
| | Callback invoked unconditionally after the execute phase completes. It executes even if preExecute() bypassed the main execute() operation.
|
| Result | doDelete () override |
| void | blockHitInit_ () override |
| | ActorCollision (const ActorCreateParameter ¶m) |
| void | postCreate (MainState state) override |
| | Callback invoked unconditionally after the create phase completes. It executes even if preCreate() bypassed the main create() operation.
|
| Result | destroy () override |
| | Main deletion callback for the actor.
|
| virtual bool | isReactQuake () |
| | Determines whether setQuake_() should be called.
|
| virtual void | reactQuake (QuakeType type) |
| virtual void | setDeathInfoSmoke (const Actor *actor) |
| virtual bool | setDrcTouchActorDeath (const sead::Vector3f &pos) |
| virtual bool | checkLavaDamage_ (f32 surface_pos_y) |
| virtual bool | checkPoisonDamage_ (f32 surface_pos_y) |
| virtual void | getDrawRange (sead::BoundBox2f *box) |
| BgCheckFlag | actorBgNormalCheck () |
| bool | actorBgNormalCheckFoot () const |
| bool | actorBgNormalCheckWall () const |
| void | resetObjBgPos (BgCollision &bg_collision) |
| bool | checkRideActor (const BgCollision &bg_collision) const |
| void | calcSpeedY_ () |
| void | calcFallSpeed_ () |
| void | posMove_ () |
| void | calcLiftSpeed () |
| void | checkLiftSpeed () |
| WaterType | checkWaterByWaterCheckPos (f32 *surface_pos_y) |
| void | onWaterFlag () |
| bool | checkPressBg_ () |
| void | landFoot (f32 y_check_distance, const ActorBgCollisionCheck::Sensor *foot_sensor) |
| void | landFootSimple (f32 y_check_distance, const ActorBgCollisionCheck::Sensor *foot_sensor, bool extended, bool force) |
| void | registerAlphaCheckAreaHUD () |
| bool | checkForSuitableGround_ (const sead::Vector2f &offset) const |
| | Actor (const ActorCreateParameter ¶m) |
| | ~Actor () override |
| bool | preDraw () override |
| | Callback invoked before the draw operation.
|
| virtual bool | actorDrawCullCheck () |
| virtual void | blockHitInit () |
| void | waterSplashCommon_ (const sead::Vector3f &pos, s32 effect_id, WaveType wave_type, const char *sound_label) |
| void | setAreaNo_ () |
| void | calcSpeedX_ () |
| void | calcSpeedY_ (f32 accel_y, f32 speed_max_y) |
| void | calcSpeedY_ () |
| void | calcSpeedF_ (f32 accelF, f32 max_speedF) |
| void | calcSpeedF_ () |
| void | calcFallSpeed_ (f32 accel_y, f32 max_fall_speed) |
| void | calcFallSpeed_ () |
| void | posMove_ (sead::Vector3f &delta) |
| void | posMove_ (sead::Vector2f &delta_xy, f32 delta_z) |
| void | posMove_ () |
| void | carryFukidashiCheck_ (FukidashiType action) |
| void | carryFukidashiCheck_ (FukidashiType action, const sead::Vector2f &range) |
| void | carryFukidashiCancel_ (FukidashiType action, s32 player_no) |
| bool | checkPressBgLR_ (const ActorBgCollisionCheck &bc) |
| bool | checkPressBgUD_ (const ActorBgCollisionCheck &bc) |
| bool | setBreakPressObjBgLR_ (const ActorBgCollisionCheck &bc) |
| bool | setBreakPressObjBgUD_ (const ActorBgCollisionCheck &bc) |
| bool | checkInternalIceBlock_ (const ActorBgCollisionCheck &bc) |
| bool | setEnemyIceBreakReq_ (const BgCollision *bg_collision) |
| bool | setDrcBlockBreakReq_ (const BgCollision *bg_collision) |
| void | setPosSuddenly_ (const sead::Vector3f &position) |
| Actor * | searchCarryFukidashiPlayer_ (FukidashiType action) const |
| bool | isEnablePressObjBg_ (const BgCollision *bg_collision) const |
| bool | checkPressBgWall_ (const ActorBgCollisionCheck &bc, DirType direction) const |
| bool | checkPressBgHead_ (const ActorBgCollisionCheck &bc) const |
| bool | checkPressBgFoot_ (const ActorBgCollisionCheck &bc) const |
| bool | isBreakPressObjBg_ (const BgCollision *bgcol_approaching_side, const BgCollision *bgcol_fixed_side) const |
| u32 | checkAvailableCullCheckOnQuest (const sead::BoundBox2f &src_range) |
| void | setActive_ (bool active) |
|
| enum | ActorKind {
cActorKind_Generic = 0
, cActorKind_Player
, cActorKind_Yoshi
, cActorKind_Enemy
,
cActorKind_ChibiYoshi
} |
| enum | CarryFlag {
cCarryFlag_Release = 1 << 0
, cCarryFlag_Throw = 1 << 1
, cCarryFlag_ThrowHard = 1 << 2
, cCarryFlag_None = 0
,
cCarryFlag_All = cCarryFlag_Release | cCarryFlag_Throw | cCarryFlag_ThrowHard
} |
| enum | ExecCullFlag : u16 {
cExecCullFlag_SkipNone = 0
, cExecCullFlag_SkipDeletion = 1 << 1
, cExecCullFlag_SkipCameraCheck = 1 << 2
, cExecCullFlag_SkipRideCheck = 1 << 3
,
cExecCullFlag_SkipTottenCheck = 1 << 4
} |
| | Flags to pass to actorExecCullCheck to skip checks or actions during the evaluation. More...
|
| enum | MainState { cState_None = 0
, cState_Failed
, cState_Success
, cState_Wait
} |
| | Represents the execution state of a main operation, and whether it was skipped. More...
|
| enum | Result { cResult_Wait = 0
, cResult_Success
, cResult_Failed
} |
| | Defines signals to pass to ActorMgr when performing create and delete operations on the actor. More...
|
| enum | Flag { cFlag_NoEventFreeze = 1 << 1
, cFlag_NoNormalEventFreeze = 1 << 2
} |
| | Properties which control execution policy during events. More...
|
| typedef sead::OffsetList< ActorBase > | List |
| enum | BgCheckFlag { cBgCheckFlag_Foot = 1 << 0
, cBgCheckFlag_Head = 1 << 1
, cBgCheckFlag_Wall = 1 << 2
, cBgCheckFlag_None = 0
} |
| enum | WaterCalcType { cWaterCalcType_Normal = 0
, cWaterCalcType_EnablePreCheck
, cWaterCalcType_ForceOut
} |
| enum | QuakeType { cQuakeType_Normal = 0
, cQuakeType_Big
, cQuakeType_Small
} |
| static const f32 | cWaterGravity |
| | -0.0625f
|
| static const f32 | cWaterSpeedYMax |
| | 1.5f
|
| static const f32 | cWaterFallSpeedMax |
| | -1.5f
|