2018-10-07 03:42:33 +00:00
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#pragma once
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2016-04-19 21:25:26 +00:00
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#include "CPhysicsActor.hpp"
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2018-12-08 05:30:43 +00:00
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namespace urde {
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2016-04-19 21:25:26 +00:00
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2018-12-08 05:30:43 +00:00
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class CScriptDoor : public CPhysicsActor {
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2016-04-22 20:22:45 +00:00
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public:
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2018-12-08 05:30:43 +00:00
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enum class EDoorAnimType {
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Open,
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Close,
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Ready,
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};
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float x258_animLen;
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float x25c_animTime = 0.f;
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EDoorAnimType x260_doorAnimState = EDoorAnimType::Open;
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zeus::CAABox x264_;
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TUniqueId x27c_partner1 = kInvalidUniqueId;
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TUniqueId x27e_partner2 = kInvalidUniqueId;
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TUniqueId x280_prevDoor = kInvalidUniqueId;
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TUniqueId x282_dockId = kInvalidUniqueId;
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zeus::CAABox x284_modelBounds;
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zeus::CVector3f x29c_orbitPos;
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bool x2a8_24_closing : 1;
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bool x2a8_25_wasOpen : 1;
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bool x2a8_26_isOpen : 1;
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bool x2a8_27_conditionsMet : 1;
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bool x2a8_28_projectilesCollide : 1;
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bool x2a8_29_ballDoor : 1;
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bool x2a8_30_doClose : 1;
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2016-04-19 21:25:26 +00:00
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public:
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2018-12-08 05:30:43 +00:00
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CScriptDoor(TUniqueId, std::string_view name, const CEntityInfo& info, const zeus::CTransform&, CModelData&&,
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const CActorParameters&, const zeus::CVector3f&, const zeus::CAABox&, bool active, bool open, bool, float,
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bool ballDoor);
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zeus::CVector3f GetOrbitPosition(const CStateManager& mgr) const;
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void Accept(IVisitor& visitor);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr);
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void Think(float, CStateManager& mgr);
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void AddToRenderer(const zeus::CFrustum&, const CStateManager& mgr) const;
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void Render(const CStateManager&) const {}
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void ForceClosed(CStateManager&);
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bool IsConnectedToArea(const CStateManager& mgr, TAreaId area);
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void OpenDoor(TUniqueId, CStateManager&);
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u32 GetDoorOpenCondition(CStateManager& mgr);
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void SetDoorAnimation(EDoorAnimType);
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2019-06-12 02:05:17 +00:00
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std::optional<zeus::CAABox> GetTouchBounds() const;
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std::optional<zeus::CAABox> GetProjectileBounds() const;
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2018-12-08 05:30:43 +00:00
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bool IsOpen() const { return x2a8_26_isOpen; }
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2016-04-19 21:25:26 +00:00
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};
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2018-12-08 05:30:43 +00:00
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} // namespace urde
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