| 1 | #pragma once |
| 2 | |
| 3 | #include <math/seadQuat.h> |
| 4 | #include <math/seadVector.h> |
| 5 | |
| 6 | namespace al { |
| 7 | class HitSensor; |
| 8 | class LiveActor; |
| 9 | class SensorMsg; |
| 10 | } // namespace al |
| 11 | class IUsePlayerPuppet; |
| 12 | class BindKeepDemoInfo; |
| 13 | class IUsePlayerCollision; |
| 14 | |
| 15 | namespace rs { |
| 16 | IUsePlayerPuppet* startPuppet(al::HitSensor* actorHitSensor, al::HitSensor* playerHitSensor); |
| 17 | void endBindAndPuppetNull(IUsePlayerPuppet** playerPuppet); |
| 18 | void endBindOnGroundAndPuppetNull(IUsePlayerPuppet** playerPuppet); |
| 19 | void endBindJumpAndPuppetNull(IUsePlayerPuppet** playerPuppet, const sead::Vector3f& endTrans, |
| 20 | s32 timeBeforeEnd); |
| 21 | void endBindWallJumpAndPuppetNull(IUsePlayerPuppet** playerPuppet, const sead::Vector3f& endTrans, |
| 22 | s32 timeBeforeEnd); |
| 23 | void endBindCapThrow(IUsePlayerPuppet** playerPuppet); |
| 24 | bool tryReceiveBindCancelMsgAndPuppetNull(IUsePlayerPuppet** playerPuppet, |
| 25 | const al::SensorMsg* msg); |
| 26 | void setPuppetTrans(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& trans); |
| 27 | void setPuppetVelocity(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& velocity); |
| 28 | void setPuppetFront(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& front); |
| 29 | void calcPuppetUp(sead::Vector3f* up, const IUsePlayerPuppet* playerPuppet); |
| 30 | void setPuppetUp(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& up); |
| 31 | void calcPuppetFront(sead::Vector3f* front, const IUsePlayerPuppet* playerPuppet); |
| 32 | void setPuppetQuat(IUsePlayerPuppet* playerPuppet, const sead::Quatf& quat); |
| 33 | void resetPuppetPosition(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& trans); |
| 34 | void addPuppetVelocityFall(IUsePlayerPuppet* playerPuppet); |
| 35 | const sead::Vector3f& getPuppetGravity(const IUsePlayerPuppet* playerPuppet); |
| 36 | const sead::Vector3f& getPuppetVelocity(const IUsePlayerPuppet* playerPuppet); |
| 37 | const sead::Vector3f& getPuppetTrans(const IUsePlayerPuppet* playerPuppet); |
| 38 | void calcPuppetQuat(sead::Quatf* quat, const IUsePlayerPuppet* playerPuppet); |
| 39 | void startPuppetAction(IUsePlayerPuppet* playerPuppet, const char* action); |
| 40 | bool isPuppetActionEnd(const IUsePlayerPuppet* playerPuppet); |
| 41 | bool isPuppetActionPlaying(const IUsePlayerPuppet* playerPuppet, const char* action); |
| 42 | void setPuppetAnimRate(IUsePlayerPuppet* playerPuppet, f32 animRate); |
| 43 | void setPuppetAnimBlendWeight(IUsePlayerPuppet* playerPuppet, f32 weight1, f32 weight2, f32 weight3, |
| 44 | f32 weight4, f32 weight5, f32 weight6); |
| 45 | f32 getPuppetAnimFrameMax(const IUsePlayerPuppet* playerPuppet); |
| 46 | void startPuppetHitReactionLand(IUsePlayerPuppet* playerPuppet); |
| 47 | void hidePuppet(IUsePlayerPuppet* playerPuppet); |
| 48 | void showPuppet(IUsePlayerPuppet* playerPuppet); |
| 49 | bool isPuppetHidden(const IUsePlayerPuppet* playerPuppet); |
| 50 | void syncPuppetVisibility(al::LiveActor* actor, const IUsePlayerPuppet* playerPuppet); |
| 51 | void hidePuppetSilhouette(IUsePlayerPuppet* playerPuppet); |
| 52 | void showPuppetSilhouette(IUsePlayerPuppet* playerPuppet); |
| 53 | void hidePuppetShadow(IUsePlayerPuppet* playerPuppet); |
| 54 | void showPuppetShadow(IUsePlayerPuppet* playerPuppet); |
| 55 | void validatePuppetSensor(IUsePlayerPuppet* playerPuppet); |
| 56 | void invalidatePuppetSensor(IUsePlayerPuppet* playerPuppet); |
| 57 | void invalidatePuppetCollider(IUsePlayerPuppet* playerPuppet); |
| 58 | bool isCollidedPuppetGround(IUsePlayerPuppet* playerPuppet); |
| 59 | const sead::Vector3f& getCollidedPuppetGroundNormal(IUsePlayerPuppet* playerPuppet); |
| 60 | void validatePuppetCollider(IUsePlayerPuppet* playerPuppet); |
| 61 | void requestDamage(IUsePlayerPuppet* playerPuppet); |
| 62 | void clearStainEffect(IUsePlayerPuppet* playerPuppet); |
| 63 | void copyPuppetDitherAlpha(IUsePlayerPuppet* playerPuppet, const al::LiveActor* actor); |
| 64 | void validatePuppetLookAt(IUsePlayerPuppet* playerPuppet); |
| 65 | void invalidatePuppetLookAt(IUsePlayerPuppet* playerPuppet); |
| 66 | void validatePuppetForceLookAt(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& lookAt); |
| 67 | void invalidatePuppetForceLookAt(IUsePlayerPuppet* playerPuppet); |
| 68 | void validatePuppetSeparateMode(IUsePlayerPuppet* playerPuppet); |
| 69 | void invalidatePuppetSeparateMode(IUsePlayerPuppet* playerPuppet); |
| 70 | void validatePuppetReceivePush(IUsePlayerPuppet* playerPuppet); |
| 71 | void invalidatePuppetReceivePush(IUsePlayerPuppet* playerPuppet); |
| 72 | void forcePutOnPuppetCap(IUsePlayerPuppet* playerPuppet); |
| 73 | void forcePutOnPuppetCapWithEffect(IUsePlayerPuppet* playerPuppet); |
| 74 | void setForceRunAfterEndBind(IUsePlayerPuppet* playerPuppet, s32, f32); |
| 75 | void validateRecoveryArea(IUsePlayerPuppet* playerPuppet); |
| 76 | void invalidateRecoveryArea(IUsePlayerPuppet* playerPuppet); |
| 77 | void validateGuideArrow(IUsePlayerPuppet* playerPuppet); |
| 78 | void invalidateGuideArrow(IUsePlayerPuppet* playerPuppet); |
| 79 | void validateWaterSurfaceShadow(IUsePlayerPuppet* playerPuppet); |
| 80 | void invalidateWaterSurfaceShadow(IUsePlayerPuppet* playerPuppet); |
| 81 | bool isPuppetInputCapThrow(const IUsePlayerPuppet* playerPuppet); |
| 82 | bool isPuppetInputSwing(const IUsePlayerPuppet* playerPuppet); |
| 83 | BindKeepDemoInfo* initBindKeepDemoInfo(); |
| 84 | bool isActiveBindKeepDemo(const BindKeepDemoInfo* bindKeepDemoInfo); |
| 85 | bool tryStartBindKeepDemo(BindKeepDemoInfo* bindKeepDemoInfo, const al::SensorMsg* msg, |
| 86 | const IUsePlayerPuppet* playerPuppet); |
| 87 | bool tryEndBindKeepDemo(BindKeepDemoInfo* bindKeepDemoInfo, const al::SensorMsg* msg, |
| 88 | IUsePlayerPuppet* playerPuppet); |
| 89 | bool isPuppetTrigJumpButton(const IUsePlayerPuppet* playerPuppet); |
| 90 | bool isPuppetHoldJumpButton(const IUsePlayerPuppet* playerPuppet); |
| 91 | bool isPuppetTrigActionButton(const IUsePlayerPuppet* playerPuppet); |
| 92 | bool isPuppetHoldActionButton(const IUsePlayerPuppet* playerPuppet); |
| 93 | bool isPuppetTriggerAnyButton(const IUsePlayerPuppet* playerPuppet); |
| 94 | bool isPuppetHoldAnyButton(const IUsePlayerPuppet* playerPuppet); |
| 95 | bool isPuppetMoveStickOn(const IUsePlayerPuppet* playerPuppet); |
| 96 | bool isPuppetStartWorldWarp(const IUsePlayerPuppet* playerPuppet); |
| 97 | bool isPuppetCancelWorldWarp(const IUsePlayerPuppet* playerPuppet); |
| 98 | const sead::Vector2f& getPuppetMoveStick(const IUsePlayerPuppet* playerPuppet); |
| 99 | bool isTriggerGetOff(const IUsePlayerPuppet* playerPuppet); |
| 100 | f32 getPuppetPoseRotZDegreeLeft(const IUsePlayerPuppet* playerPuppet); |
| 101 | f32 getPuppetPoseRotZDegreeRight(const IUsePlayerPuppet* playerPuppet); |
| 102 | void requestUpdateSafetyPoint(IUsePlayerPuppet* playerPuppet, const al::LiveActor* actor, |
| 103 | const IUsePlayerCollision* playerCollision); |
| 104 | void requestForceSafetyPoint(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& recoveryTrans, |
| 105 | const sead::Vector3f& recoveryNormal); |
| 106 | } // namespace rs |
| 107 | |