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d45ea18bf4
* Map symbol in Game * PlayerBase OK * Fix ActorRefill * Fix MapManager * Mark PlayerBase as complete * Fix MapManager
68 lines
2.5 KiB
C++
68 lines
2.5 KiB
C++
#pragma once
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#include "global.h"
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#include "types.h"
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#include "Item/Item.hpp"
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#include "Physics/Cylinder.hpp"
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#include "Player/EquipShield.hpp"
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#include "Player/EquipSword.hpp"
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#include "Render/FadeControl.hpp"
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#include "System/SysNew.hpp"
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class PlayerBase : public SysObject {
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public:
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/* 00 (vtable) */
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/* 04 */ FadeControl *mFadeControl;
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/* 08 */ s16 mInvincibleFrames;
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/* 0a */ s16 mHealth;
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/* 0c */ unk8 mUnk_0c[2];
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/* 0e */ u16 mEntranceId;
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/* 10 */ bool mUpdatePos;
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/* 11 */ bool mVisible;
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/* 12 */ bool mInvincible;
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/* 13 */
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/* 00 */ virtual s32 GetMaxHealth() = 0;
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/* 04 */ virtual bool vfunc_04();
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/* 08 */ virtual ItemFlag GetEquipId();
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/* 0c */ virtual bool CanMove();
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/* 10 */ virtual void vfunc_10(Cylinder *param1) = 0;
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/* 14 */ virtual void vfunc_14(Cylinder *param1) = 0;
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/* 18 */ virtual bool vfunc_18(s32 param1) = 0;
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/* 1c */ virtual void Init() = 0;
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/* 20 */ virtual void vfunc_20() = 0;
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/* 24 */ virtual void UpdatePos() = 0;
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/* 28 */ virtual void vfunc_28(s32 param1) = 0;
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/* 2c */ virtual void vfunc_2c(s32 param1, unk8 param2) = 0;
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/* 30 */ virtual bool vfunc_30(s32 param1, Vec3p *param2, s32 param3) = 0;
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/* 34 */ virtual bool Teleport(Vec3p *pos, s16 angle, unk32 param3, bool param4, bool param5);
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/* 38 */ virtual bool TeleportToEntrance(unk32 entranceId, bool param2);
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/* 3c */ virtual bool TeleportToLastEntrance(bool param1);
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/* 40 */ virtual void AddHealth(s16 amount);
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/* 44 */ virtual void vfunc_44() = 0;
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/* 48 */ virtual void vfunc_48() = 0;
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/* 4c */ virtual void vfunc_4c() = 0;
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/* 50 */ virtual ~PlayerBase();
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/* 58 */
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void SetUpdatePos(bool updatePos);
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void SetVisible(bool visible);
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static EquipSword *GetEquipSword();
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static EquipShield *GetEquipShield();
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void LookAt(Vec3p *target);
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bool func_ov00_020a7c00(s32 param1);
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bool CollidesWith(Cylinder *cylinder);
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bool func_ov00_020a7c60(Vec3p *param1, Vec3p *param2, s32 param3);
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bool EquipCollidesWith(Cylinder *cylinder, ItemFlag equipId);
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s32 EquipItem_vfunc_2c();
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void SetHealth(s16 health);
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PlayerBase();
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};
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extern PlayerBase *gPlayer;
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extern Vec3p gPlayerPos;
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extern Vec3p gPlayerVel;
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extern u16 gPlayerAngle;
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