#ifndef __URDE_CACTOR_HPP__ #define __URDE_CACTOR_HPP__ #include "CEntity.hpp" #include "Graphics/CGraphics.hpp" #include "Graphics/CSimpleShadow.hpp" #include "zeus/zeus.hpp" #include "Collision/CMaterialFilter.hpp" #include "Character/CModelData.hpp" #include "Character/CActorLights.hpp" #include "Collision/CCollisionResponseData.hpp" #include "Audio/CSfxManager.hpp" namespace urde { class CActorParameters; class CWeaponMode; class CHealthInfo; class CDamageInfo; class CDamageVulnerability; class CLightParameters; class CScannableObjectInfo; class CScriptWater; class CSimpleShadow; class CActor : public CEntity { friend class CStateManager; protected: zeus::CTransform x34_transform; std::unique_ptr x64_modelData; CMaterialList x68_material; CMaterialFilter x70_materialFilter; s16 x88_sfxId = -1; std::unique_ptr x8c_sfxHandle; std::unique_ptr x90_actorLights; std::unique_ptr x94_simpleShadow; std::unique_ptr> x98_scanObjectInfo; zeus::CAABox x9c_aabox; CModelFlags xb4_drawFlags; float xbc_time = 0.f; s32 xc0_ = 0; TUniqueId xc4_fluidId = kInvalidUniqueId; TUniqueId xc6_nextDrawNode = kInvalidUniqueId; u32 xc8_drawnToken = -1; u32 xcc_addedToken = -1; float xd0_; u8 xd4_ = 0x7F; u32 xd8_ = 2; union { struct { bool xe4_27_ : 1; bool xe4_28_ : 1; bool xe4_29_ : 1; bool xe4_30_ : 1; bool xe4_31_lightsDirty : 1; bool xe5_24_ : 1; bool xe5_25_ : 1; bool xe5_26_muted : 1; bool xe5_27_useInSortedLists : 1; bool xe5_28_callTouch : 1; bool xe6_26_inFluid : 1; u8 xe6_27_ : 3; bool xe6_30_enablePitchBend : 1; bool xe7_29_ : 1; bool xe7_30_ : 1; bool xe7_31_ : 1; }; u32 dummy = 0; }; void _CreateShadow(); public: enum class EFluidState { }; enum class EScanState { Start, Processing, Done, }; CActor(TUniqueId, bool, const std::string&, const CEntityInfo&, const zeus::CTransform&, CModelData&&, const CMaterialList&, const CActorParameters&, TUniqueId); virtual void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); virtual void SetActive(bool active) { xe4_27_ = true; xe4_28_ = true; xe4_29_ = true; xe7_29_ = true; CEntity::SetActive(active); } virtual void PreRender(CStateManager&, const zeus::CFrustum&) {} virtual void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const {} virtual void Render(const CStateManager&) const {} virtual bool CanRenderUnsorted(const CStateManager&) const { return false; } virtual void CalculateRenderBounds(); virtual CHealthInfo* HealthInfo(); virtual const CDamageVulnerability* GetDamageVulnerability() const; virtual const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f&, const zeus::CVector3f&, const CDamageInfo&) const; virtual rstl::optional_object GetTouchBounds() const; virtual void Touch(CActor&, CStateManager&); virtual zeus::CVector3f GetOrbitPosition(const CStateManager&) const; virtual zeus::CVector3f GetAimPosition(const CStateManager&, float) const; virtual zeus::CVector3f GetHomingPosition(const CStateManager&, float) const; virtual zeus::CVector3f GetScanObjectIndicatorPosition(const CStateManager&); virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&, CWeaponMode&, int); virtual void FluidFXThink(EFluidState, CScriptWater&, CStateManager&); virtual void OnScanStateChanged(EScanState, CStateManager&); virtual zeus::CAABox GetSortingBounds(const CStateManager&) const; virtual void DoUserAnimEvent(CStateManager&, CInt32POINode&, EUserEventType); void RemoveEmitter(); const zeus::CTransform& GetTransform() const { return x34_transform; } const zeus::CVector3f& GetTranslation() const { return x34_transform.origin; } const zeus::CTransform GetScaledLocatorTransform(const std::string& segName) const; const zeus::CTransform GetLocatorTransform(const std::string& segName) const; void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&); void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&); void RemoveMaterial(EMaterialTypes, EMaterialTypes, CStateManager&); void RemoveMaterial(EMaterialTypes, CStateManager&); void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&); void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&); void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&); void AddMaterial(EMaterialTypes, EMaterialTypes, CStateManager&); void AddMaterial(EMaterialTypes, CStateManager&); void AddMaterial(const CMaterialList& l); void CreateShadow(bool); void SetCallTouch(bool callTouch); bool GetCallTouch() const; void SetUseInSortedLists(bool use); bool GetUseInSortedLists() const; const CMaterialFilter& GetMaterialFilter() const { return x70_materialFilter; } void SetMaterialFilter(const CMaterialFilter& filter) { x70_materialFilter = filter; } const CMaterialList& GetMaterialList() const { return x68_material; } void SetInFluid(bool in, TUniqueId uid); bool HasModelData() const; const CSfxHandle* GetSfxHandle() const; void SetSfxPitchBend(s32); void SetRotation(const zeus::CQuaternion& q); void SetTranslation(const zeus::CVector3f& tr); void SetTransform(const zeus::CTransform& tr); void SetAddedToken(u32 tok); float GetPitch() const; float GetYaw() const; const CModelData* GetModelData() const { return x64_modelData.get(); } CModelData* ModelData() { return x64_modelData.get(); } void EnsureRendered(const CStateManager&); void EnsureRendered(const CStateManager&, const zeus::CVector3f&, const zeus::CAABox&) const; SAdvancementDeltas UpdateAnimation(float, CStateManager&, bool); void SetActorLights(std::unique_ptr); bool CanDrawStatic() const; bool GetE7_29() const { return xe7_29_; } }; } #endif // __URDE_CACTOR_HPP__