Files
Aetias d45ea18bf4 PlayerBase OK (#126)
* Map symbol in Game

* PlayerBase OK

* Fix ActorRefill

* Fix MapManager

* Mark PlayerBase as complete

* Fix MapManager
2025-07-22 17:54:33 +02:00

68 lines
2.5 KiB
C++

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