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The sources of Petari (https://github.com/SMGCommunity/Petari), the Super Mario Galaxy decompilation by the SMGCommunity, at commit 0a5c6608dc3b4c44a9aa68c2535d1793dc565f02, unchanged but for LF line endings: LICENSE (as LICENSE-Petari.txt; CC0 1.0), include/, libs/ and src/. Left out: the game data Petari keeps from the original executable, the error message archive (include/Game/System/ ErrorArchive.hpp) and two tables (src/Game/System/GalaxyID.bcsv and StoryEvent.bcsv); GalaxyQuest's converter takes them from the player's own disc. The port's changes follow in the next commit, so `git diff petari-base -- decomp` shows them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
68 lines
4.2 KiB
C++
68 lines
4.2 KiB
C++
#pragma once
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#include <revolution/types.h>
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class ActorStateBaseInterface;
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class LiveActor;
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class Nerve;
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class NerveExecutor;
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namespace MR {
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/// @brief Initializes the actor state keeper for a nerve executor.
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/// @param pExecutor The nerve executor to initialize the state keeper for.
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/// @param capacity Maximum number of states that can be stored in the state keeper.
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/// @note This must be called before adding any states to the executor.
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void initActorStateKeeper(NerveExecutor* pExecutor, s32 capacity);
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/// @brief Initializes and registers an actor state with a nerve executor.
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/// @param pExecutor The nerve executor that will manage this state.
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/// @param pActorState The state interface to initialize and register.
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/// @param pNerve The nerve associated with this state for state machine transitions.
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/// @param pStateName State name or identifier string for debugging/lookup purposes.
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/// @note The state interface's init() method will be called during this process.
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void initActorState(NerveExecutor* pExecutor, ActorStateBaseInterface* pActorState, const Nerve* pNerve, const char* pStateName);
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/// @brief Updates a specific actor state for a live actor without changing nerves.
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/// @param pActor The live actor associated with the state.
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/// @param pActorState The specific state to update.
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/// @return true if the state was active and processed, false if the state was inactive.
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/// @note Calls the state's start() method on first step, then update() if conditions are met.
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bool updateActorState(LiveActor* pActor, ActorStateBaseInterface* pActorState);
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/// @brief Updates an actor state and transitions to the next nerve if the state completed.
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/// @param pActor The live actor whose state should be updated.
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/// @param pActorState The specific state to update.
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/// @param pNextNerve The nerve to transition to if the state update succeeds.
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/// @return True if the state was updated and nerve transition occurred, false otherwise.
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/// @note Only transitions to the next nerve if the state indicates it should update.
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bool updateActorStateAndNextNerve(LiveActor* pActor, ActorStateBaseInterface* pActorState, const Nerve* pNextNerve);
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/// @brief Updates the current active state of a nerve executor.
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/// @param pExecutor The nerve executor whose current state should be updated.
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/// @return true if the current state was active and processed, false if no active state.
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/// @note Uses the executor's state keeper to update whichever state is currently active.
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bool updateActorState(NerveExecutor* pExecutor);
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/// @brief Updates a specific actor state without changing nerves.
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/// @param pExecutor The nerve executor associated with the state.
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/// @param pActorState The specific state to update.
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/// @return true if the state was active and processed, false if the state was inactive.
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/// @note Calls the state's start() method on first step, then update() if conditions are met.
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bool updateActorState(NerveExecutor* pExecutor, ActorStateBaseInterface* pActorState);
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/// @brief Updates the current active state and transitions to the next nerve if completed.
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/// @param pExecutor The nerve executor whose current state should be updated.
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/// @param pNextNerve The nerve to transition to if the current state update succeeds.
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/// @return true if the current state was updated and nerve transition occurred, false otherwise.
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/// @note Uses the executor's state keeper to update whichever state is currently active.
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bool updateActorStateAndNextNerve(NerveExecutor* pExecutor, const Nerve* pNextNerve);
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/// @brief Updates an actor state and transitions to the next nerve if the state completed.
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/// @param pExecutor The nerve executor whose state should be updated.
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/// @param pActorState The specific state to update.
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/// @param pNextNerve The nerve to transition to if the state update succeeds.
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/// @return true if the state was updated and nerve transition occurred, false otherwise.
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/// @note Only transitions to the next nerve if the state indicates it should update.
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bool updateActorStateAndNextNerve(NerveExecutor* pExecutor, ActorStateBaseInterface* pActorState, const Nerve* pNextNerve);
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}; // namespace MR
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