mirror of https://github.com/AxioDL/metaforce.git
Re-organize MP1 specific world objects
This commit is contained in:
parent
6968d9f0d3
commit
d9f5805356
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@ -148,6 +148,8 @@ public:
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const zeus::CVector3f& GetScale() const { return x0_scale; }
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const zeus::CVector3f& GetScale() const { return x0_scale; }
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void SetScale(const zeus::CVector3f& scale) { x0_scale = scale; }
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void SetScale(const zeus::CVector3f& scale) { x0_scale = scale; }
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bool HasAnimData() const { return x10_animData != nullptr; }
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bool HasNormalModel() const { return x1c_normalModel; }
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};
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};
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}
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}
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@ -99,12 +99,12 @@ public:
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void Add(EMaterialTypes type)
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void Add(EMaterialTypes type)
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{
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{
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x0_list |= (1ull << u64(type));
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x0_list |= (1ull << u32(type));
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}
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}
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void Remove(EMaterialTypes type)
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void Remove(EMaterialTypes type)
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{
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{
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x0_list &= ~(1ull << u64(type));
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x0_list &= ~(1ull << u32(type));
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}
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}
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void Remove(const CMaterialList& other)
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void Remove(const CMaterialList& other)
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@ -114,7 +114,7 @@ public:
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bool HasMaterial(EMaterialTypes type) const
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bool HasMaterial(EMaterialTypes type) const
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{
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{
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return (x0_list & (1ull << u64(type))) != 0;
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return (x0_list & (1ull << u32(type))) != 0;
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}
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}
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bool SharesMaterials(const CMaterialList& other)
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bool SharesMaterials(const CMaterialList& other)
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@ -1,4 +1,6 @@
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include_directories(. ..)
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include_directories(. ..)
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add_subdirectory(World)
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set(MP1_SOURCES
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set(MP1_SOURCES
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CTweaks.hpp CTweaks.cpp
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CTweaks.hpp CTweaks.cpp
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CInGameTweakManager.hpp CInGameTweakManager.cpp
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CInGameTweakManager.hpp CInGameTweakManager.cpp
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@ -10,18 +12,13 @@ set(MP1_SOURCES
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CFrontEndUI.hpp CFrontEndUI.cpp
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CFrontEndUI.hpp CFrontEndUI.cpp
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CPreFrontEnd.hpp CPreFrontEnd.cpp
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CPreFrontEnd.hpp CPreFrontEnd.cpp
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CSlideShow.hpp CSlideShow.cpp
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CSlideShow.hpp CSlideShow.cpp
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CNewIntroBoss.hpp CNewIntroBoss.cpp
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CBeetle.hpp CBeetle.cpp
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CWarWasp.hpp CWarWasp.cpp
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CSpacePirate.hpp CSpacePirate.cpp
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CBabygoth.hpp CBabygoth.cpp
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CMetroidPrimeRelay.hpp CMetroidPrimeRelay.cpp
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CSaveUI.hpp CSaveUI.cpp
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CSaveUI.hpp CSaveUI.cpp
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CMemoryCardDriver.hpp CMemoryCardDriver.cpp
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CMemoryCardDriver.hpp CMemoryCardDriver.cpp
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CQuitScreen.hpp CQuitScreen.cpp
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CQuitScreen.hpp CQuitScreen.cpp
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CCredits.hpp CCredits.cpp
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CCredits.hpp CCredits.cpp
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CStateSetterFlow.hpp CStateSetterFlow.cpp
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CStateSetterFlow.hpp CStateSetterFlow.cpp
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CAudioStateWin.hpp CAudioStateWin.cpp
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CAudioStateWin.hpp CAudioStateWin.cpp
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MP1.hpp MP1.cpp)
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MP1.hpp MP1.cpp
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${MP1_WORLD_SOURCES})
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runtime_add_list(MP1 MP1_SOURCES)
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runtime_add_list(MP1 MP1_SOURCES)
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@ -0,0 +1,15 @@
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#include "MP1/World/CActorContraption.hpp"
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namespace urde
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{
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MP1::CActorContraption::CActorContraption(TUniqueId uid, const std::string& name, const CEntityInfo& info,
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const zeus::CTransform& xf, CModelData&& mData, const zeus::CAABox& aabox,
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const CMaterialList& matList, float f1, float f2, const CHealthInfo& hInfo,
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const CDamageVulnerability& dVuln, const CActorParameters& aParams,
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ResId part, const CDamageInfo& dInfo, bool active)
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: CScriptActor(uid, name, info, xf, std::move(mData), aabox, f1, f2, matList, hInfo, dVuln, aParams, false, active, 0,
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0.f, false, false, false, false)
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{
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}
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}
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@ -0,0 +1,25 @@
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#ifndef __URDE_MP1_CACTORCONTRAPTION_HPP__
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#define __URDE_MP1_CACTORCONTRAPTION_HPP__
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#include "World/CScriptActor.hpp"
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#include "World/CDamageInfo.hpp"
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namespace urde
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{
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namespace MP1
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{
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class CActorContraption : public CScriptActor
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{
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/* AKA Why Zoid?!?!?!? */
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TToken<CGenDescription> x300_;
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CDamageInfo x30c_;
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public:
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CActorContraption(TUniqueId, const std::string&, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
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const zeus::CAABox&, const CMaterialList&, float, float, const CHealthInfo&,
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const CDamageVulnerability&, const CActorParameters&, ResId, const CDamageInfo&, bool);
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};
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}
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}
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#endif // __URDE_MP1_CACTORCONTRAPTION_HPP__
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@ -0,0 +1,10 @@
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set(MP1_WORLD_SOURCES
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CNewIntroBoss.hpp CNewIntroBoss.cpp
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CBeetle.hpp CBeetle.cpp
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CWarWasp.hpp CWarWasp.cpp
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CSpacePirate.hpp CSpacePirate.cpp
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CBabygoth.hpp CBabygoth.cpp
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CMetroidPrimeRelay.hpp CMetroidPrimeRelay.cpp
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CActorContraption.hpp CActorContraption.cpp)
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runtime_add_list(World MP1_WORLD_SOURCES)
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@ -25,7 +25,7 @@ CENTITY_TYPES = (
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('CGameProjectile', 'Weapon/CGameProjectile.hpp'),
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('CGameProjectile', 'Weapon/CGameProjectile.hpp'),
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('CHUDBillboardEffect', 'World/CHUDBillboardEffect.hpp'),
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('CHUDBillboardEffect', 'World/CHUDBillboardEffect.hpp'),
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Namespace('MP1'),
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Namespace('MP1'),
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('CMetroidPrimeRelay', 'MP1/CMetroidPrimeRelay.hpp', 'MP1'),
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('CMetroidPrimeRelay', 'MP1/World/CMetroidPrimeRelay.hpp', 'MP1'),
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EndNamespace(),
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EndNamespace(),
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('CPathCamera', 'Camera/CPathCamera.hpp'),
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('CPathCamera', 'Camera/CPathCamera.hpp'),
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('CAi', 'World/CAi.hpp'),
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('CAi', 'World/CAi.hpp'),
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@ -140,7 +140,7 @@ const zeus::CTransform CActor::GetLocatorTransform(const std::string& segName) c
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}
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}
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EWeaponCollisionResponseTypes CActor::GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
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EWeaponCollisionResponseTypes CActor::GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
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CWeaponMode&, int)
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CWeaponMode&, s32)
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{
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{
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return EWeaponCollisionResponseTypes::Unknown13;
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return EWeaponCollisionResponseTypes::Unknown13;
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}
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}
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@ -213,6 +213,23 @@ void CActor::AddMaterial(EMaterialTypes type, CStateManager& mgr)
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mgr.UpdateObjectInLists(*this);
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mgr.UpdateObjectInLists(*this);
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}
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}
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void CActor::CreateShadow(bool b)
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{
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if (b)
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{
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_CreateShadow();
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if (!xe5_24_ && x94_simpleShadow)
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xe5_25_ = true;
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}
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xe5_24_ = b;
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}
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void CActor::_CreateShadow()
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{
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if (!x94_simpleShadow && x64_modelData && (x64_modelData->HasAnimData() || x64_modelData->HasNormalModel()))
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x94_simpleShadow.reset(new CSimpleShadow(1.f, 1.f, 20.f, 0.05f));
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}
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void CActor::SetCallTouch(bool callTouch) { xe5_28_callTouch = callTouch; }
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void CActor::SetCallTouch(bool callTouch) { xe5_28_callTouch = callTouch; }
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bool CActor::GetCallTouch() const { return xe5_28_callTouch; }
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bool CActor::GetCallTouch() const { return xe5_28_callTouch; }
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bool xe4_28_ : 1;
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bool xe4_28_ : 1;
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bool xe4_29_ : 1;
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bool xe4_29_ : 1;
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bool xe4_30_ : 1;
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bool xe4_30_ : 1;
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bool xe5_24_ : 1;
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bool xe5_25_ : 1;
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bool xe5_26_muted : 1;
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bool xe5_26_muted : 1;
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bool xe5_27_useInSortedLists : 1;
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bool xe5_27_useInSortedLists : 1;
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bool xe5_28_callTouch : 1;
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bool xe5_28_callTouch : 1;
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@ -69,6 +71,7 @@ protected:
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};
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};
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u32 dummy = 0;
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u32 dummy = 0;
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};
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};
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void _CreateShadow();
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public:
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public:
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enum class EFluidState
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enum class EFluidState
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@ -131,6 +134,7 @@ public:
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void AddMaterial(EMaterialTypes, EMaterialTypes, CStateManager&);
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void AddMaterial(EMaterialTypes, EMaterialTypes, CStateManager&);
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void AddMaterial(EMaterialTypes, CStateManager&);
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void AddMaterial(EMaterialTypes, CStateManager&);
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void CreateShadow(bool);
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void SetCallTouch(bool callTouch);
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void SetCallTouch(bool callTouch);
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bool GetCallTouch() const;
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bool GetCallTouch() const;
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void SetUseInSortedList(bool use);
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void SetUseInSortedList(bool use);
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@ -109,6 +109,17 @@ public:
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}
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}
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bool WeaponHurts(const CWeaponMode&, u32) const { return false; }
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bool WeaponHurts(const CWeaponMode&, u32) const { return false; }
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EVulnerability GetVulnerability(const CWeaponMode& mode, u32 w) const
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{
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if (int(mode.GetType()) < int(EWeaponType::None) || int(mode.GetType()) > int(EWeaponType::Unused2))
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return EVulnerability::Reflect;
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if (!mode.IsInstantKill())
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return EVulnerability::Normal;
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// TODO: Finish
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return EVulnerability::Normal;
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}
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};
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};
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}
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}
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@ -1,20 +1,77 @@
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#include "CScriptActor.hpp"
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#include "CScriptActor.hpp"
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#include "CStateManager.hpp"
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#include "CScriptTrigger.hpp"
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#include "CDamageVulnerability.hpp"
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#include "TCastTo.hpp"
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#include "TCastTo.hpp"
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namespace urde
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namespace urde
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{
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{
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CScriptActor::CScriptActor(TUniqueId uid, const std::string& name, const CEntityInfo& info, const zeus::CTransform& xf,
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CScriptActor::CScriptActor(TUniqueId uid, const std::string& name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const zeus::CAABox& aabb, float a, float, const CMaterialList& matList,
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CModelData&& mData, const zeus::CAABox& aabb, float f1, float zMomentum,
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const CHealthInfo&, const CDamageVulnerability&, const CActorParameters& actParms, bool,
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const CMaterialList& matList, const CHealthInfo& hInfo, const CDamageVulnerability& dVuln,
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bool active, u32, float, bool, bool, bool, bool)
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const CActorParameters& actParms, bool looping, bool active, u32 w1, float f3, bool b2,
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: CPhysicsActor(uid, active, name, info, xf, std::move(mData), matList, aabb, SMoverData(a), actParms, 0.3f, 0.1f)
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bool castsShadow, bool b4, bool b5)
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: CPhysicsActor(uid, active, name, info, xf, std::move(mData), matList, aabb, SMoverData(f1), actParms, 0.3f, 0.1f)
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, x258_initialHealth(hInfo)
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, x260_currentHealth(hInfo)
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, x268_damageVulnerability(dVuln)
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, x2d8_(w1)
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, x2dc_(f3)
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, x2e2_24_(b2)
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, x2e2_25_(false)
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, x2e2_26_(true)
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, x2e2_27_(std::fabs(f3 - 1.f) > 0.00001)
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, x2e2_28_(false)
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, x2e2_29_((x2e2_24_ && x2e2_25_ && x2d8_ != 0))
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, x2e2_30_(b4)
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, x2e2_31_(b5)
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{
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{
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if (x64_modelData && (x64_modelData->HasAnimData() || x64_modelData->HasNormalModel()) && castsShadow)
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CreateShadow(true);
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if (x64_modelData && x64_modelData->HasAnimData())
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x64_modelData->EnableLooping(looping);
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x150_momentum = zeus::CVector3f(0.f, 0.f, zMomentum);
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}
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}
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void CScriptActor::Accept(IVisitor& visitor)
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void CScriptActor::Accept(IVisitor& visitor) { visitor.Visit(this); }
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void CScriptActor::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) {}
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void CScriptActor::Think(float, CStateManager&) {}
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void CScriptActor::PreRender(const zeus::CFrustum&, const CStateManager&) {}
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zeus::CAABox CScriptActor::GetSortingBounds(const CStateManager& mgr) const
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{
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{
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visitor.Visit(this);
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if (x2e0_ != kInvalidUniqueId)
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{
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TCastToConstPtr<CScriptTrigger> trigger(mgr.GetObjectById(x2e0_));
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if (trigger)
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return trigger->GetTriggerBoundsWR();
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}
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}
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return CActor::GetSortingBounds(mgr);
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}
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EWeaponCollisionResponseTypes
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CScriptActor::GetCollisionResponseType(const zeus::CVector3f& v1, const zeus::CVector3f& v2, CWeaponMode& wMode, s32 w)
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{
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const CDamageVulnerability* dVuln = GetDamageVulnerability();
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EVulnerability vuln = dVuln->GetVulnerability(wMode, 0);
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return CActor::GetCollisionResponseType(v1, v2, wMode, w);
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}
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rstl::optional_object<zeus::CAABox> CScriptActor::GetTouchBounds() const
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{
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if (GetActive() && x68_material.HasMaterial(EMaterialTypes::Solid))
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return {CPhysicsActor::GetBoundingBox()};
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return {};
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}
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void CScriptActor::Touch(CActor&, CStateManager&)
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{
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}
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}
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}
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@ -2,17 +2,48 @@
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#define __URDE_CSCRIPTACTOR_HPP__
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#define __URDE_CSCRIPTACTOR_HPP__
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#include "CPhysicsActor.hpp"
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#include "CPhysicsActor.hpp"
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#include "CHealthInfo.hpp"
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#include "CDamageVulnerability.hpp"
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namespace urde
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namespace urde
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{
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{
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class CScriptActor : public CPhysicsActor
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class CScriptActor : public CPhysicsActor
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{
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{
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protected:
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CHealthInfo x258_initialHealth;
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CHealthInfo x260_currentHealth;
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CDamageVulnerability x268_damageVulnerability;
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float x2d0_;
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float x2d4_;
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s32 x2d8_;
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float x2dc_;
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TUniqueId x2e0_ = kInvalidUniqueId;
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bool x2e2_24_ : 1;
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bool x2e2_25_ : 1;
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bool x2e2_26_ : 1;
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bool x2e2_27_ : 1;
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bool x2e2_28_ : 1;
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bool x2e2_29_ : 1;
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bool x2e2_30_ : 1;
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bool x2e2_31_ : 1;
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bool x2e3_24_ : 1;
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public:
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public:
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CScriptActor(TUniqueId, const std::string&, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
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CScriptActor(TUniqueId, const std::string&, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
|
||||||
const zeus::CAABox& aabb, float, float, const CMaterialList& matList, const CHealthInfo&,
|
const zeus::CAABox& aabb, float, float, const CMaterialList& matList, const CHealthInfo&,
|
||||||
const CDamageVulnerability&, const CActorParameters&, bool, bool, u32, float, bool, bool, bool, bool);
|
const CDamageVulnerability&, const CActorParameters&, bool, bool, u32, float, bool, bool, bool, bool);
|
||||||
void Accept(IVisitor& visitor);
|
void Accept(IVisitor& visitor);
|
||||||
|
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
|
||||||
|
void Think(float, CStateManager&);
|
||||||
|
void PreRender(const zeus::CFrustum&, const CStateManager&);
|
||||||
|
zeus::CAABox GetSortingBounds(const CStateManager&) const;
|
||||||
|
EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
|
||||||
|
CWeaponMode&, int);
|
||||||
|
rstl::optional_object<zeus::CAABox> GetTouchBounds() const;
|
||||||
|
void Touch(CActor&, CStateManager&);
|
||||||
|
const CDamageVulnerability* GetDamageVulnerability() { return &x268_damageVulnerability; }
|
||||||
|
CHealthInfo* HealthInfo() { return &x260_currentHealth; }
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -56,10 +56,11 @@
|
||||||
#include "CScriptCameraHintTrigger.hpp"
|
#include "CScriptCameraHintTrigger.hpp"
|
||||||
#include "CScriptBeam.hpp"
|
#include "CScriptBeam.hpp"
|
||||||
#include "Camera/CCinematicCamera.hpp"
|
#include "Camera/CCinematicCamera.hpp"
|
||||||
#include "MP1/CNewIntroBoss.hpp"
|
#include "MP1/World/CNewIntroBoss.hpp"
|
||||||
#include "MP1/CBeetle.hpp"
|
#include "MP1/World/CBeetle.hpp"
|
||||||
#include "MP1/CWarWasp.hpp"
|
#include "MP1/World/CWarWasp.hpp"
|
||||||
#include "MP1/CSpacePirate.hpp"
|
#include "MP1/World/CSpacePirate.hpp"
|
||||||
|
#include "MP1/World/CActorContraption.hpp"
|
||||||
#include "CScriptShadowProjector.hpp"
|
#include "CScriptShadowProjector.hpp"
|
||||||
#include "CScriptStreamedMusic.hpp"
|
#include "CScriptStreamedMusic.hpp"
|
||||||
#include "CScriptRoomAcoustics.hpp"
|
#include "CScriptRoomAcoustics.hpp"
|
||||||
|
@ -1996,6 +1997,7 @@ CEntity* ScriptLoader::Load(CStateManager& mgr, CInputStream& in, int propCount,
|
||||||
CEntity* ScriptLoader::LoadActorContraption(CStateManager& mgr, CInputStream& in, int propCount,
|
CEntity* ScriptLoader::LoadActorContraption(CStateManager& mgr, CInputStream& in, int propCount,
|
||||||
const CEntityInfo& info)
|
const CEntityInfo& info)
|
||||||
{
|
{
|
||||||
|
|
||||||
return nullptr;
|
return nullptr;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue