metaforce/Runtime/World/CActorModelParticles.hpp

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#ifndef __URDE_CACTORMODELPARTICLES_HPP__
#define __URDE_CACTORMODELPARTICLES_HPP__
#include <list>
#include "Audio/CSfxManager.hpp"
#include "CToken.hpp"
#include "zeus/CTransform.hpp"
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#include "Particle/CParticleElectric.hpp"
#include "Particle/CParticleSwoosh.hpp"
#include "Graphics/CRainSplashGenerator.hpp"
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namespace urde
{
class CStateManager;
class CEntity;
class CElementGen;
class CTexture;
class CGenDescription;
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class CActor;
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class CScriptPlayerActor;
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class CActorModelParticles
{
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public:
class CItem
{
friend class CActorModelParticles;
TUniqueId x0_id;
TAreaId x4_areaId;
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rstl::reserved_vector<std::pair<std::unique_ptr<CElementGen>, u32>, 8> x8_thermalHotParticles;
float x6c_ = 0.f;
bool x70_ = false;
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CSfxHandle x74_sfx;
std::unique_ptr<CElementGen> x78_;
u32 x80_ = 0;
u32 x84_ = -1;
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u32 x88_seed1 = 99;
rstl::reserved_vector<std::unique_ptr<CElementGen>, 4> x8c_thermalColdParticles;
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s32 xb0_ = -1;
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u32 xb4_seed2 = 99;
std::unique_ptr<CElementGen> xb8_;
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std::unique_ptr<CParticleElectric> xc0_particleElectric;
u32 xc8_ = 0;
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u32 xcc_seed3 = 99;
zeus::CColor xd0_;
std::unique_ptr<CRainSplashGenerator> xd4_rainSplashGenerator;
TToken<CTexture> xdc_ashy;
std::unique_ptr<CElementGen> xe4_;
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zeus::CVector3f xec_ = zeus::CVector3f::skOne;
zeus::CTransform xf8_;
CActorModelParticles& x128_parent;
union
{
struct
{
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bool x12c_24_thermalCold : 1;
bool x12c_25_thermalHot : 1;
};
u16 _dummy = 0;
};
float x130_ = 10.f;
u8 x134_bits = 0;
public:
CItem(const CEntity& ent, CActorModelParticles& parent);
void GeneratePoints(const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn);
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void Update(float, CStateManager&);
};
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private:
std::list<CItem> x0_items;
TToken<CGenDescription> x18_onFire;
TToken<CGenDescription> x20_ash;
TToken<CGenDescription> x28_iceBreak;
TToken<CGenDescription> x30_firePop;
TToken<CGenDescription> x38_icePop;
TToken<CElectricDescription> x40_electric;
TToken<CTexture> x48_ashy;
rstl::reserved_vector<std::pair<std::vector<CToken>, bool>, 6> x50_dgrps;
std::pair<std::vector<CToken>, bool> GetParticleDGRPTokens(const char* name);
void LoadParticleDGRPs();
std::unique_ptr<CElementGen> MakeOnFireGen() const;
std::unique_ptr<CElementGen> MakeAshGen() const;
std::unique_ptr<CElementGen> MakeIceGen() const;
std::unique_ptr<CElementGen> MakeFirePopGen() const;
std::unique_ptr<CElementGen> MakeIcePopGen() const;
std::unique_ptr<CParticleElectric> MakeElectricGen() const;
public:
CActorModelParticles();
static void PointGenerator(void* item, const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn);
void AddStragglersToRenderer(const CStateManager& mgr);
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void Update(float dt, CStateManager& mgr);
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void SetupHook(TUniqueId uid);
std::list<CItem>::const_iterator FindSystem(TUniqueId uid) const;
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std::list<CItem>::iterator FindOrCreateSystem(CActor& act);
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void StartIce(CActor& actor);
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void AddRainSplashGenerator(CActor& act, CStateManager& mgr, u32 maxSplashes,
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u32 genRate, float minZ);
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void RemoveRainSplashGenerator(CActor& act);
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void Render(const CActor& actor) const;
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void StartElectric(CActor& act)
{
auto iter = FindOrCreateSystem(act);
if (iter->xc0_particleElectric && !iter->xc0_particleElectric->GetParticleEmission())
iter->xc0_particleElectric->SetParticleEmission(true);
}
void StopElectric(CActor& act);
void LightDudeOnFire(CActor& act)
{
auto iter = FindOrCreateSystem(act);
/* iter->sub801e5a04(false); */
if (iter->x6c_ > 0.f)
iter->x70_ = true;
}
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};
}
#endif // __URDE_CACTORMODELPARTICLES_HPP__