metaforce/Runtime/World/CScriptSpecialFunction.hpp

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#pragma once
#include <optional>
#include <string>
#include <vector>
#include "Runtime/RetroTypes.hpp"
#include "Runtime/World/CActor.hpp"
#include "Runtime/World/CDamageInfo.hpp"
#include "Runtime/ConsoleVariables/CVar.hpp"
#include <zeus/CColor.hpp>
#include <zeus/CTransform.hpp>
#include <zeus/CVector3f.hpp>
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namespace metaforce {
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class CScriptSpecialFunction : public CActor {
public:
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enum class ESpecialFunction {
What = 0,
PlayerFollowLocator = 1,
SpinnerController = 2,
ObjectFollowLocator = 3,
ChaffTarget = 4,
InventoryActivator = 5,
MapStation = 6,
SaveStation = 7,
IntroBossRingController = 8,
ViewFrustumTester = 9,
ShotSpinnerController = 10,
EscapeSequence = 11,
BossEnergyBar = 12,
EndGame = 13,
HUDFadeIn = 14,
CinematicSkip = 15,
ScriptLayerController = 16,
RainSimulator = 17,
AreaDamage = 18,
ObjectFollowObject = 19,
RedundantHintSystem = 20,
DropBomb = 21,
ScaleActor = 22,
MissileStation = 23,
Billboard = 24,
PlayerInAreaRelay = 25,
HUDTarget = 26,
FogFader = 27,
EnterLogbook = 28,
PowerBombStation = 29,
Ending = 30,
FusionRelay = 31,
WeaponSwitch = 32,
FogVolume = 47,
RadialDamage = 48,
EnvFxDensityController = 49,
RumbleEffect = 50
};
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enum class ESpinnerControllerMode {
Zero,
One,
};
enum class ERingState { Scramble, Rotate, Stopped, Breakup };
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struct SRingController {
TUniqueId x0_id;
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float x4_rotateSpeed;
bool x8_reachedTarget;
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zeus::CVector3f xc_;
SRingController(TUniqueId uid, float rotateSpeed, bool reachedTarget);
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};
private:
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ESpecialFunction xe8_function;
std::string xec_locatorName;
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float xfc_float1;
float x100_float2;
float x104_float3;
float x108_float4;
zeus::CVector3f x10c_vector3f;
zeus::CColor x118_color;
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CDamageInfo x11c_damageInfo;
float x138_ = 0.f;
zeus::CTransform x13c_spinnerInitialXf = zeus::CTransform();
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float x16c_ = 0.f;
u16 x170_sfx1;
u16 x172_sfx2;
u16 x174_sfx3;
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CSfxHandle x178_sfxHandle;
u32 x17c_;
float x180_ = 0.f;
TReservedAverage<float, 6> x184_;
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float x194_ = 0.f;
std::vector<SRingController> x198_ringControllers;
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ERingState x1a8_ringState = ERingState::Stopped;
zeus::CVector3f x1ac_ringRotateTarget = zeus::skZero3f;
bool x1b8_ringReverse = true;
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s32 x1bc_areaSaveId;
s32 x1c0_layerIdx;
CPlayerState::EItemType x1c4_item;
std::optional<zeus::CAABox> x1c8_touchBounds;
bool x1e4_24_spinnerInitializedXf : 1 = false;
bool x1e4_25_spinnerCanMove : 1 = false;
bool x1e4_26_sfx2Played : 1 = true;
bool x1e4_27_sfx3Played : 1 = false;
bool x1e4_28_frustumEntered : 1 = false;
bool x1e4_29_frustumExited : 1 = false;
bool x1e4_30_ : 1 = false;
bool x1e4_31_inAreaDamage : 1 = false;
bool x1e5_24_doSave : 1 = false;
bool x1e5_25_playerInArea : 1 = false;
bool x1e5_26_displayBillboard : 1 = false;
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TLockedToken<CTexture> x1e8_; // Used to be optional
std::optional<CVarValueReference<bool>> m_cvRef;
bool m_canSkipCutscenes = false;
public:
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DEFINE_ENTITY
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CScriptSpecialFunction(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, ESpecialFunction,
std::string_view, float, float, float, float, const zeus::CVector3f&, const zeus::CColor&,
bool, const CDamageInfo&, s32, s32, CPlayerState::EItemType, s16, s16, s16);
void Accept(IVisitor& visitor) override;
void Think(float, CStateManager&) override;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
void PreRender(CStateManager&, const zeus::CFrustum&) override;
void AddToRenderer(const zeus::CFrustum&, CStateManager&) override;
void Render(CStateManager&) override;
std::optional<zeus::CAABox> GetTouchBounds() const override { return x1c8_touchBounds; }
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void SkipCinematic(CStateManager&);
void RingScramble(CStateManager&);
void ThinkIntroBossRingController(float, CStateManager&);
void ThinkPlayerFollowLocator(float, CStateManager&);
void ThinkSpinnerController(float, CStateManager&, ESpinnerControllerMode);
void ThinkObjectFollowLocator(float, CStateManager&);
void ThinkObjectFollowObject(float, CStateManager&);
void ThinkChaffTarget(float, CStateManager&);
void ThinkActorScale(float, CStateManager&);
void ThinkSaveStation(float, CStateManager&);
void ThinkRainSimulator(float, CStateManager&);
void ThinkAreaDamage(float, CStateManager&);
void ThinkPlayerInArea(float, CStateManager&);
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bool ShouldSkipCinematic(CStateManager& stateMgr) const;
void DeleteEmitter(CSfxHandle& handle);
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u32 ClassifyEnding(const CStateManager& mgr) const;
void AddOrUpdateEmitter(float pitch, CSfxHandle& handle, u16 id, const zeus::CVector3f& pos, float vol);
};
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} // namespace metaforce