#pragma once #include #include #include #include #include #include "Runtime/CToken.hpp" #include "Runtime/rstl.hpp" #include "Runtime/Audio/CSfxManager.hpp" #include "Runtime/Graphics/CRainSplashGenerator.hpp" #include "Runtime/Particle/CParticleElectric.hpp" #include "Runtime/Particle/CParticleSwoosh.hpp" #include #include #include namespace metaforce { class CStateManager; class CEntity; class CElementGen; class CTexture; class CGenDescription; class CActor; class CScriptPlayerActor; class CActorModelParticles { public: enum class EDependency { OnFire, Ice, Ash, FirePop, Electric, IcePop }; class CItem { friend class CActorModelParticles; TUniqueId x0_id; TAreaId x4_areaId; rstl::reserved_vector, u32>, 8> x8_onFireGens; float x6c_onFireDelayTimer = 0.f; bool x70_onFire = false; CSfxHandle x74_sfx; std::unique_ptr x78_ashGen; s32 x80_ashPointIterator = 0; s32 x84_ashMaxParticles = -1; u32 x88_ashSeed = 99; rstl::reserved_vector, 4> x8c_iceGens; s32 xb0_icePointIterator = -1; u32 xb4_iceSeed = 99; std::unique_ptr xb8_firePopGen; std::unique_ptr xc0_electricGen; s32 xc8_electricPointIterator = 0; u32 xcc_electricSeed = 99; zeus::CColor xd0_electricColor; std::unique_ptr xd4_rainSplashGen; TToken xdc_ashy; std::unique_ptr xe4_icePopGen; zeus::CVector3f xec_particleOffsetScale = zeus::skOne3f; zeus::CTransform xf8_iceXf; CActorModelParticles& x128_parent; bool x12c_24_thermalCold : 1 = false; bool x12c_25_thermalHot : 1 = false; float x130_remTime = 10.f; mutable u8 x134_lockDeps = 0; bool UpdateOnFire(float dt, CActor* actor, CStateManager& mgr); bool UpdateAshGen(float dt, CActor* actor, CStateManager& mgr); bool UpdateIceGen(float dt, CActor* actor, CStateManager& mgr); bool UpdateFirePop(float dt, CActor* actor, CStateManager& mgr); bool UpdateElectric(float dt, CActor* actor, CStateManager& mgr); bool UpdateRainSplash(float dt, CActor* actor, CStateManager& mgr); bool UpdateBurn(float dt, CActor* actor, CStateManager& mgr); bool UpdateIcePop(float dt, CActor* actor, CStateManager& mgr); public: CItem(const CEntity& ent, CActorModelParticles& parent); void GeneratePoints(const SSkinningWorkspace& workspace); bool Update(float dt, CStateManager& mgr); void Lock(EDependency i); void Unlock(EDependency i); }; private: friend class CItem; std::list x0_items; TToken x18_onFire; TToken x20_ash; TToken x28_iceBreak; TToken x30_firePop; TToken x38_icePop; TToken x40_electric; TToken x48_ashy; struct Dependency { std::vector x0_tokens; int x10_refCount = 0; bool x14_loaded = false; void Increment() { ++x10_refCount; if (x10_refCount == 1) Load(); } void Decrement() { --x10_refCount; if (x10_refCount <= 0) Unload(); } void Load() { bool loading = false; for (CToken& tok : x0_tokens) { tok.Lock(); if (!tok.IsLoaded()) loading = true; } if (!loading) x14_loaded = true; } void Unload() { for (CToken& tok : x0_tokens) tok.Unlock(); x14_loaded = false; } void UpdateLoad() { if (x14_loaded || x10_refCount == 0) return; bool loading = false; for (CToken& tok : x0_tokens) { if (!tok.IsLoaded()) loading = true; } if (!loading) x14_loaded = true; } }; rstl::reserved_vector x50_dgrps; u8 xe4_loadingDeps = 0; u8 xe5_justLoadedDeps = 0; u8 xe6_loadedDeps = 0; Dependency GetParticleDGRPTokens(std::string_view name) const; void LoadParticleDGRPs(); std::unique_ptr MakeOnFireGen() const; std::unique_ptr MakeAshGen() const; std::unique_ptr MakeIceGen() const; std::unique_ptr MakeFirePopGen() const; std::unique_ptr MakeIcePopGen() const; std::unique_ptr MakeElectricGen() const; void DecrementDependency(EDependency d); void IncrementDependency(EDependency d); void UpdateLoad(); public: CActorModelParticles(); void AddStragglersToRenderer(const CStateManager& mgr); void Update(float dt, CStateManager& mgr); void SetupHook(TUniqueId uid); std::list::iterator FindSystem(TUniqueId uid); std::list::const_iterator FindSystem(TUniqueId uid) const; std::list::iterator FindOrCreateSystem(CActor& act); void StartIce(CActor& actor); void AddRainSplashGenerator(CActor& act, CStateManager& mgr, u32 maxSplashes, u32 genRate, float minZ); void RemoveRainSplashGenerator(CActor& act); void Render(const CStateManager& mgr, const CActor& actor) const; void StartElectric(CActor& act); void StopElectric(CActor& act); void LoadAndStartElectric(CActor& act); void StopThermalHotParticles(CActor& act); void StartBurnDeath(CActor& act); void EnsureElectricLoaded(CActor& act); void EnsureFirePopLoaded(CActor& act); void EnsureIceBreakLoaded(CActor& act); void LightDudeOnFire(CActor& act); CTexture* GetAshyTexture(const CActor& act); }; } // namespace metaforce