NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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d_wm_actor.cpp
1#include <game/bases/d_wm_actor.hpp>
2#include <game/bases/d_game_com.hpp>
3#include <game/bases/d_w_camera.hpp>
4#include <game/bases/d_info.hpp>
5
7
9
13
17
20 return NOT_READY;
21 }
22 return SUCCEEDED;
23}
24
28
31 return NOT_READY;
32 }
33
35 return NOT_READY;
36 }
37
38 if (dInfo_c::m_instance->mIsWorldSelect) {
39 if (mProfName != fProfile::WM_CS_SEQ_MNG
40 && mProfName != fProfile::WM_ISLAND
41 && mProfName != fProfile::WM_DIRECTOR) {
42 return NOT_READY;
43 }
44 }
45
47
48 return SUCCEEDED;
49}
50
54
57 return NOT_READY;
58 }
59
61
63 return NOT_READY;
64 }
65
66 if (dInfo_c::m_instance->mIsWorldSelect) {
67 if (mProfName != fProfile::WM_CS_SEQ_MNG
68 && mProfName != fProfile::WM_ISLAND
69 && mProfName != fProfile::WM_DIRECTOR) {
70 return NOT_READY;
71 }
72 }
73
74 return SUCCEEDED;
75}
76
80
81dWmActor_c *dWmActor_c::construct(ProfileName profName, unsigned long param, const mVec3_c *position, const mAng3_c *rotation) {
82 return (dWmActor_c *) dBaseActor_c::construct(profName, param, position, rotation);
83}
84
85dWmActor_c *dWmActor_c::construct(ProfileName profName, dBase_c *base, unsigned long param, const mVec3_c *position, const mAng3_c *rotation) {
86 return (dWmActor_c *) dBaseActor_c::construct(profName, base, param, position, rotation);
87}
88
89void dWmActor_c::setSoftLight_Map(m3d::bmdl_c &mdl) {
91}
92
93void dWmActor_c::setSoftLight_MapObj(m3d::bmdl_c &mdl) {
95}
96
97void dWmActor_c::setSoftLight_Enemy(m3d::bmdl_c &mdl) {
99}
100
101void dWmActor_c::setSoftLight_Boss(m3d::bmdl_c &mdl) {
103}
104
virtual int preDraw()
pre method for the draw operation.
mVec3_c mPos
The actor's position.
virtual void postExecute(fBase_c::MAIN_STATE_e status)
post method for the execute operation.
virtual void postDraw(fBase_c::MAIN_STATE_e status)
post method for the draw operation.
static dBaseActor_c * construct(ProfileName profName, unsigned long param, const mVec3_c *position, const mAng3_c *rotation)
Creates an actor without a parent.
virtual int preDelete()
pre method for the delete operation.
virtual void postDelete(fBase_c::MAIN_STATE_e status)
post method for the delete operation.
virtual void postCreate(fBase_c::MAIN_STATE_e status)
post method for the create operation.
virtual int preExecute()
pre method for the execute operation.
virtual int preCreate()
pre method for the create operation.
@ ACTOR_MAP_GENERIC
A generic map actor (dWmActor_c).
The minimum required implementation for a base.
Definition d_base.hpp:41
static dWCamera_c * m_instance
The instance of the camera.
dWmViewClip_c mViewClip
The camera's view clip.
The minimum required implementation for a world map actor.
static void setSoftLight_Boss(m3d::bmdl_c &mdl)
Sets the soft light effect for bosses.
static void setSoftLight_Map(m3d::bmdl_c &mdl)
Sets the soft light effect for map actors.
virtual int preCreate()
pre method for the create operation.
virtual int preExecute()
pre method for the execute operation.
virtual int preDelete()
pre method for the delete operation.
mSphere_c mCullSphere
A sphere representing the actor's visible area.
virtual void postExecute(fBase_c::MAIN_STATE_e status)
post method for the execute operation.
virtual void postCreate(fBase_c::MAIN_STATE_e status)
post method for the create operation.
static void setSoftLight_MapObj(m3d::bmdl_c &mdl)
Sets the soft light effect for map objects.
virtual void postDraw(fBase_c::MAIN_STATE_e status)
post method for the draw operation.
virtual void postDelete(fBase_c::MAIN_STATE_e status)
post method for the delete operation.
static void setSoftLight_Enemy(m3d::bmdl_c &mdl)
Sets the soft light effect for enemies.
virtual ~dWmActor_c()
Destroys the actor.
Definition d_wm_actor.cpp:8
virtual int preDraw()
pre method for the draw operation.
static dWmActor_c * construct(ProfileName profName, unsigned long param, const mVec3_c *position, const mAng3_c *rotation)
Creates a world map actor without a parent. See dBaseActor_c::construct.
dWmActor_c()
Constructs a new actor.
Definition d_wm_actor.cpp:6
virtual int GetActorType()
Gets the actor kind. See ACTOR_KIND_e.
bool intersectSphere(const mSphere_c *)
MAIN_STATE_e
The possible operation results.
Definition f_base.hpp:137
ProfileName mProfName
The base's profile name.
Definition f_base.hpp:164
@ NOT_READY
The step could not completed at this time.
Definition f_base.hpp:146
@ SUCCEEDED
The step was completed successfully.
Definition f_base.hpp:147
A three-dimensional short angle vector.
Definition m_angle.hpp:60
mVec3_c mPos
The sphere position.
Definition m_sphere.hpp:13
A three-dimensional floating point vector.
Definition m_vec.hpp:100
u16 ProfileName
The name of a profile. Value is a fProfile::PROFILE_NAME_e.
Definition f_profile.hpp:32
void SetSoftLight_Enemy(m3d::bmdl_c &, int)
Sets the soft light effect for enemies.
void SetSoftLight_MapObj(m3d::bmdl_c &, int)
Sets the soft light effect for map objects.
void SetSoftLight_Map(m3d::bmdl_c &, int)
Sets the soft light effect for map actors.
bool isGameStop(ulong flag)
Determines if gameplay is currently stopped for the specified reason(s).
void SetSoftLight_Boss(m3d::bmdl_c &, int)
Sets the soft light effect for bosses.
@ GAME_STOP_ANY
The game is stopped for any unspecified reason.