metaforce/Runtime/World/CActor.hpp

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#pragma once
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#include "Runtime/CScannableObjectInfo.hpp"
#include "Runtime/Audio/CSfxManager.hpp"
#include "Runtime/Collision/CCollisionResponseData.hpp"
#include "Runtime/Collision/CMaterialFilter.hpp"
#include "Runtime/Character/CActorLights.hpp"
#include "Runtime/Character/CModelData.hpp"
#include "Runtime/Graphics/CGraphics.hpp"
#include "Runtime/Graphics/CSimpleShadow.hpp"
#include "Runtime/Weapon/WeaponCommon.hpp"
#include "Runtime/World/CEntity.hpp"
#include <zeus/zeus.hpp>
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namespace urde {
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class CActorParameters;
class CWeaponMode;
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class CHealthInfo;
class CDamageInfo;
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class CDamageVulnerability;
class CLightParameters;
class CScriptWater;
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class CSimpleShadow;
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class CActor : public CEntity {
friend class CStateManager;
protected:
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zeus::CTransform x34_transform;
std::unique_ptr<CModelData> x64_modelData;
CMaterialList x68_material;
CMaterialFilter x70_materialFilter;
s16 x88_sfxId = -1;
CSfxHandle x8c_loopingSfxHandle;
std::unique_ptr<CActorLights> x90_actorLights;
std::unique_ptr<CSimpleShadow> x94_simpleShadow;
TLockedToken<CScannableObjectInfo> x98_scanObjectInfo;
zeus::CAABox x9c_renderBounds;
CModelFlags xb4_drawFlags;
float xbc_time = 0.f;
float xc0_pitchBend = 0.f;
TUniqueId xc4_fluidId = kInvalidUniqueId;
TUniqueId xc6_nextDrawNode;
int xc8_drawnToken = -1;
int xcc_addedToken = -1;
float xd0_damageMag;
float xd4_maxVol = 1.f;
rstl::reserved_vector<CSfxHandle, 2> xd8_nonLoopingSfxHandles;
u8 xe4_24_nextNonLoopingSfxHandle : 3;
bool xe4_27_notInSortedLists : 1;
bool xe4_28_transformDirty : 1;
bool xe4_29_actorLightsDirty : 1;
bool xe4_30_outOfFrustum : 1;
bool xe4_31_calculateLighting : 1;
bool xe5_24_shadowEnabled : 1;
bool xe5_25_shadowDirty : 1;
bool xe5_26_muted : 1;
bool xe5_27_useInSortedLists : 1;
bool xe5_28_callTouch : 1;
bool xe5_29_globalTimeProvider : 1;
bool xe5_30_renderUnsorted : 1;
bool xe5_31_pointGeneratorParticles : 1;
u8 xe6_24_fluidCounter : 3;
u8 xe6_27_thermalVisorFlags : 2; // 1: thermal cold, 2: thermal hot
bool xe6_29_renderParticleDBInside : 1;
bool xe6_30_enablePitchBend : 1;
u8 xe6_31_targetableVisorFlags : 4;
bool xe7_27_enableRender : 1;
bool xe7_28_worldLightingDirty : 1;
bool xe7_29_drawEnabled : 1;
bool xe7_30_doTargetDistanceTest : 1;
bool xe7_31_targetable : 1;
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boo::ObjToken<boo::ITextureCubeR> m_reflectionCube;
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void _CreateShadow();
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void _CreateReflectionCube();
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void UpdateSfxEmitters();
void DrawTouchBounds() const;
void RenderInternal(const CStateManager& mgr) const;
bool IsModelOpaque(const CStateManager& mgr) const;
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public:
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enum class EFluidState { EnteredFluid, InFluid, LeftFluid };
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enum class EScanState {
Start,
Processing,
Done,
};
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CActor(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info, const zeus::CTransform&,
CModelData&& mData, const CMaterialList& list, const CActorParameters& params, TUniqueId otherUid);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void SetActive(bool active) override {
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xe4_27_notInSortedLists = true;
xe4_28_transformDirty = true;
xe4_29_actorLightsDirty = true;
xe7_29_drawEnabled = active;
CEntity::SetActive(active);
}
virtual void PreRender(CStateManager&, const zeus::CFrustum&);
virtual void AddToRenderer(const zeus::CFrustum&, CStateManager&);
virtual void Render(CStateManager&);
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virtual bool CanRenderUnsorted(const CStateManager&) const;
virtual void CalculateRenderBounds();
virtual CHealthInfo* HealthInfo(CStateManager&);
virtual const CDamageVulnerability* GetDamageVulnerability() const;
virtual const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f&, const zeus::CVector3f&,
const CDamageInfo&) const;
virtual std::optional<zeus::CAABox> GetTouchBounds() const;
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virtual void Touch(CActor&, CStateManager&);
virtual zeus::CVector3f GetOrbitPosition(const CStateManager&) const;
virtual zeus::CVector3f GetAimPosition(const CStateManager&, float) const;
virtual zeus::CVector3f GetHomingPosition(const CStateManager&, float) const;
virtual zeus::CVector3f GetScanObjectIndicatorPosition(const CStateManager&) const;
virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
const CWeaponMode&, EProjectileAttrib) const;
virtual void FluidFXThink(EFluidState, CScriptWater&, CStateManager&);
virtual void OnScanStateChanged(EScanState, CStateManager&);
virtual zeus::CAABox GetSortingBounds(const CStateManager&) const;
virtual void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt);
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void RemoveEmitter();
void SetVolume(float vol);
void SetMuted(bool);
const zeus::CTransform& GetTransform() const { return x34_transform; }
const zeus::CVector3f& GetTranslation() const { return x34_transform.origin; }
zeus::CTransform GetScaledLocatorTransform(std::string_view segName) const;
zeus::CTransform GetLocatorTransform(std::string_view segName) const;
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void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
void RemoveMaterial(EMaterialTypes, EMaterialTypes, CStateManager&);
void RemoveMaterial(EMaterialTypes, CStateManager&);
void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
void AddMaterial(EMaterialTypes, EMaterialTypes, CStateManager&);
void AddMaterial(EMaterialTypes, CStateManager&);
void AddMaterial(const CMaterialList& l);
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void CreateShadow(bool);
void SetCallTouch(bool callTouch);
bool GetCallTouch() const;
void SetUseInSortedLists(bool use);
bool GetUseInSortedLists() const;
const CMaterialFilter& GetMaterialFilter() const { return x70_materialFilter; }
void SetMaterialFilter(const CMaterialFilter& filter) { x70_materialFilter = filter; }
const CMaterialList& GetMaterialList() const { return x68_material; }
void SetMaterialList(const CMaterialList& list) { x68_material = list; }
void SetInFluid(bool in, TUniqueId uid);
bool HasModelData() const;
const CSfxHandle& GetSfxHandle() const { return x8c_loopingSfxHandle; }
void SetSoundEventPitchBend(s32);
void SetRotation(const zeus::CQuaternion& q);
void SetTranslation(const zeus::CVector3f& tr);
void SetTransform(const zeus::CTransform& tr);
void SetAddedToken(u32 tok);
float GetPitch() const;
float GetYaw() const;
const CModelData* GetModelData() const { return x64_modelData.get(); }
CModelData* GetModelData() { return x64_modelData.get(); }
void EnsureRendered(const CStateManager&);
void EnsureRendered(const CStateManager&, const zeus::CVector3f&, const zeus::CAABox&);
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void ProcessSoundEvent(u32 sfxId, float weight, u32 flags, float falloff, float maxDist, float minVol, float maxVol,
const zeus::CVector3f& toListener, const zeus::CVector3f& position, TAreaId aid,
CStateManager& mgr, bool translateId);
SAdvancementDeltas UpdateAnimation(float, CStateManager&, bool);
void SetActorLights(std::unique_ptr<CActorLights>&& lights);
const CActorLights* GetActorLights() const { return x90_actorLights.get(); }
CActorLights* GetActorLights() { return x90_actorLights.get(); }
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bool CanDrawStatic() const;
bool IsDrawEnabled() const { return xe7_29_drawEnabled; }
void SetWorldLightingDirty(bool b) { xe7_28_worldLightingDirty = b; }
const CScannableObjectInfo* GetScannableObjectInfo() const;
const CHealthInfo* GetHealthInfo(const CStateManager& mgr) const {
return const_cast<CActor*>(this)->HealthInfo(const_cast<CStateManager&>(mgr));
}
bool GetDoTargetDistanceTest() const { return xe7_30_doTargetDistanceTest; }
void SetCalculateLighting(bool c);
float GetAverageAnimVelocity(int anim) const;
u8 GetTargetableVisorFlags() const { return xe6_31_targetableVisorFlags; }
bool GetIsTargetable() const { return xe7_31_targetable; }
void SetDrawFlags(const CModelFlags& flags) { xb4_drawFlags = flags; }
void SetModelData(std::unique_ptr<CModelData>&& mData);
u8 GetFluidCounter() const { return xe6_24_fluidCounter; }
TUniqueId GetFluidId() const { return xc4_fluidId; }
bool GetPointGeneratorParticles() const { return xe5_31_pointGeneratorParticles; }
void SetPointGeneratorParticles(bool s) { xe5_31_pointGeneratorParticles = s; }
CSimpleShadow* Shadow() { return x94_simpleShadow.get(); }
void MoveScannableObjectInfoToActor(CActor*, CStateManager&);
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const zeus::CAABox& GetRenderBounds() const { return x9c_renderBounds; }
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};
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} // namespace urde