mirror of
https://github.com/zeldaret/ss
synced 2026-10-08 13:36:24 -04:00
87 lines
2.4 KiB
C++
87 lines
2.4 KiB
C++
#ifndef D_CC_H
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#define D_CC_H
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#include "c/c_list.h"
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#include "d/col/c/c_cc_d.h"
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#include "d/col/cc/d_cc_d.h"
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class LinkedColliderNode : public cListNd_c {
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public:
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LinkedColliderNode(cCcD_Obj *obj) : mpList(nullptr), mpCcDObj(obj) {}
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void remove() {
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if (mpList != nullptr) {
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mpList->remove(this);
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mpList = nullptr;
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}
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}
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/* 0x08 */ cCcD_Obj *mpCcDObj;
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/* 0x0C */ cListMg_c *mpList;
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};
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template <typename T>
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class dCcD_Linked : public T {
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public:
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dCcD_Linked() : mNode(this) {}
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virtual ~dCcD_Linked() {
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mNode.remove();
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}
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/* 0x150 */ LinkedColliderNode mNode;
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};
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class dColliderLinkedList {
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private:
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cListMg_c mList;
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static void Set(cCcD_Obj *obj, void *cbArg);
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static void SetStts(cCcD_Obj *obj, void *cbArg);
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static void AtSet(cCcD_Obj *obj, void *cbArg);
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static void ClrAt(cCcD_Obj *obj, void *cbArg);
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static void TgSet(cCcD_Obj *obj, void *cbArg);
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static void ClrTg(cCcD_Obj *obj, void *cbArg);
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static void CoSet(cCcD_Obj *obj, void *cbArg);
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static void ClrCo(cCcD_Obj *obj, void *cbArg);
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public:
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virtual ~dColliderLinkedList();
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void postInit(cCcD_Obj &ccD);
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void addCc(dCcD_Linked<dCcD_Cyl> &ccD, const dCcD_SrcCyl &src);
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void addCc(dCcD_Linked<dCcD_Sph> &ccD, const dCcD_SrcSph &src);
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void addCc(dCcD_Linked<dCcD_Cps> &ccD, const dCcD_SrcCps &src);
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void addCc(dCcD_Linked<dCcD_Unk> &ccD, const dCcD_SrcUnk &src);
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void SetStts(cCcD_Stts &stts);
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void registerColliders();
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typedef void (*ccCbFunc)(cCcD_Obj *obj, void *cbArg);
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void foreachCc(ccCbFunc f, void *cbArg) const;
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void foreachCc2(ccCbFunc f, void *cbArg) const;
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// This find function is used by a lot of other
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// TUs, all of which own the function passed as
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// a ptmf. It's not immediately clear how this works,
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// does every actor subclass the LinkedCollider___,
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// or are the functions all added here for the other
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// files to implement? d_a_b_lastboss commits a typing crime here
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// to make it work...
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typedef bool (cCcD_Obj::*ccPtmf)();
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cCcD_Obj *find(ccPtmf f) const;
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cCcD_Obj *findAtHit() const {
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return find(&cCcD_Obj::ChkAtHit);
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}
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cCcD_Obj *findTgHit() const {
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return find(&cCcD_Obj::ChkTgHit);
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}
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cCcD_Obj *findCoHit() const {
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return find(&cCcD_Obj::ChkCoHit);
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}
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void AtSet();
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void ClrAt();
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void TgSet();
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void ClrTg();
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void CoSet();
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void ClrCo();
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};
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#endif
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