2
0
mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 09:07:43 +00:00

CStateManager method stubs

This commit is contained in:
Jack Andersen
2016-04-16 19:35:32 -10:00
parent 1817227465
commit cdbbcefacb
5 changed files with 449 additions and 24 deletions

View File

@@ -8,6 +8,9 @@
#include "Camera/CCameraManager.hpp"
#include "Camera/CCameraFilter.hpp"
#include "CRandom16.hpp"
#include "zeus/CAABox.hpp"
#include "CWeaponMgr.hpp"
#include "World/CAi.hpp"
namespace urde
{
@@ -17,12 +20,16 @@ class CPlayerState;
class CWorldTransManager;
class CObjectList;
class CSortedListManager;
class CWeaponMgr;
class CFluidPlaneManager;
class CEnvFxManager;
class CActorModelParticles;
class CTeamAiTypes;
class CRumbleManager;
class CActor;
class CLight;
class CDamageInfo;
class CMaterialFilter;
class CFinalInput;
class CStateManager
{
@@ -35,7 +42,9 @@ class CStateManager
std::unique_ptr<CListeningAiList> x834_listenAiObjs;
std::unique_ptr<CAiWaypointList> x83c_aiWaypointObjs;
std::unique_ptr<CPlatformAndDoorList> x844_platformAndDoorObjs;
std::list<u32> x858_;
/* Used to be a list of 32-element reserved_vectors */
std::vector<TUniqueId> x858_objectGraveyard;
// x86c_stateManagerContainer;
std::unique_ptr<CCameraManager> x870_cameraManager;
@@ -56,33 +65,110 @@ class CStateManager
CCameraBlurPass xc88_camBlurPasses[9];
public:
enum class EScriptPersistence
{
};
CStateManager(const std::weak_ptr<CScriptMailbox>&,
const std::weak_ptr<CMapWorldInfo>&,
const std::weak_ptr<CPlayerState>&,
const std::weak_ptr<CWorldTransManager>&);
const std::shared_ptr<CPlayerState>& GetPlayerState() const {return x8b8_playerState;}
const CObjectList* GetObjectListById(EGameObjectList type) const
{
const std::unique_ptr<CObjectList>* lists = &x80c_allObjs;
return lists[int(type)].get();
}
CObjectList* GetObjectListById(EGameObjectList type)
{
std::unique_ptr<CObjectList>* lists = &x80c_allObjs;
return lists[int(type)].get();
}
CEntity* GetObjectById(TUniqueId uid)
{
return x80c_allObjs->GetObjectById(uid);
}
void RenderLast(TUniqueId);
void AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const;
void SpecialSkipCinematic();
void GetVisAreaId() const;
void GetWeaponIdCount(TUniqueId, EWeaponType);
void RemoveWeaponId(TUniqueId, EWeaponType);
void AddWeaponId(TUniqueId, EWeaponType);
void UpdateEscapeSequenceTimer(float);
float GetEscapeSequenceTimer() const;
void ResetEscapeSequenceTimer(float);
void SetupParticleHook(const CActor& actor) const;
void MurderScriptInstanceNames();
void HashInstanceName(CInputStream& in);
void SetActorAreaId(CActor& actor, TAreaId);
void TouchSky() const;
void DrawSpaceWarp(const zeus::CVector3f&, float) const;
void DrawReflection(const zeus::CVector3f&);
void CacheReflection();
bool CanCreateProjectile(TUniqueId, EWeaponType, int) const;
const CGameLightList* GetDynamicLightList() const;
void BuildDynamicLightListForWorld(std::vector<CLight>& listOut) const;
void DrawDebugStuff() const;
void RenderCamerasAndAreaLights() const;
void DrawE3DeathEffect() const;
void DrawAdditionalFilters() const;
void DrawWorld() const;
void SetupFogForArea(const CGameArea& area) const;
void PreRender();
void GetVisSetForArea(TAreaId, TAreaId) const;
void RecursiveDrawTree(TUniqueId) const;
void SendScriptMsg(TUniqueId uid, TEditorId eid, EScriptObjectMessage msg, EScriptObjectState state);
void FreeScriptObjects(TAreaId);
void GetBuildForScript(TEditorId) const;
void GetEditorIdForUniqueId() const;
TUniqueId GetIdForScript(TEditorId) const;
void GetIdListForScript(TEditorId) const;
void LoadScriptObjects(TAreaId, CInputStream& in, EScriptPersistence);
void LoadScriptObject(TAreaId, EScriptObjectType, u32, CInputStream& in, EScriptPersistence);
void InformListeners(const zeus::CVector3f&, EListenNoiseType);
void ApplyKnockBack(CActor& actor, const CDamageInfo& info,
const CDamageVulnerability&, const zeus::CVector3f&, float);
void ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&,
const CDamageInfo& info, const CMaterialFilter&);
void ProcessRadiusDamage(const CActor&, CActor&, const zeus::CVector3f&,
const CDamageInfo& info, const CMaterialFilter&);
void ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&,
const CDamageInfo& info);
void ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float,
const CWeaponMode&);
void ApplyDamage(TUniqueId, TUniqueId, TUniqueId, const CDamageInfo& info,
const CMaterialFilter&);
void UpdateAreaSounds();
void FrameEnd();
void ProcessPlayerInput();
void ProcessInput(const CFinalInput& input);
void Update(float dt);
void UpdateGameState();
void FrameBegin();
void InitializeState(u32, TAreaId, u32);
void CreateStandardGameObjects();
CObjectList* ObjectListById(EGameObjectList type);
const CObjectList* GetObjectListById(EGameObjectList type) const;
void RemoveObject(TUniqueId);
void UpdateRoomAcoustics(TAreaId);
void SetCurrentAreaId(TAreaId);
void ClearGraveyard();
void DeleteObjectRequest(TUniqueId);
CEntity* ObjectById(TUniqueId uid);
const CEntity* GetObjectById(TUniqueId uid) const;
void AreaUnloaded(TAreaId);
void PrepareAreaUnload(TAreaId);
void AreaLoaded(TAreaId);
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
const zeus::CVector3f&, const zeus::CVector3f&, float,
const CMaterialFilter&, const CActor*) const;
void BuildColliderList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
const CActor&, const zeus::CAABox&) const;
void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
const zeus::CAABox&, const CMaterialFilter&, const CActor*) const;
void UpdateActorInSortedLists(CActor&);
void UpdateSortedLists();
zeus::CAABox CalculateObjectBounds(const CActor&);
void AddObject(CEntity&, EScriptPersistence);
void AddObject(CEntity*, EScriptPersistence);
bool RayStaticIntersection(const zeus::CVector3f&, const zeus::CVector3f&, float,
const CMaterialFilter&) const;
bool RayWorldIntersection(TUniqueId, const zeus::CVector3f&, const zeus::CVector3f&,
float, const CMaterialFilter&,
const rstl::reserved_vector<TUniqueId, 1024>& list) const;
void UpdateObjectInLists(CEntity&);
TUniqueId AllocateUniqueId();
const std::shared_ptr<CPlayerState>& GetPlayerState() const {return x8b8_playerState;}
CRandom16* GetActiveRandom() {return x8fc_activeRandom;}
CRumbleManager& GetRumbleManager() {return *x88c_rumbleManager;}
CCameraFilterPass& GetCameraFilterPass(int idx) {return xaf8_camFilterPasses[idx];}
};