#ifndef __URDE_CMORPHBALL_HPP__ #define __URDE_CMORPHBALL_HPP__ #include "World/CActor.hpp" #include "World/ScriptObjectSupport.hpp" #include "zeus/CVector3f.hpp" #include "Collision/CCollidableSphere.hpp" #include "RetroTypes.hpp" namespace urde { class CActorLights; class CPlayer; class CDamageInfo; class CFinalInput; class CScriptWater; class CStateManager; class CMorphBallShadow; class CMorphBall { public: enum class EBallBoostState { Zero }; enum class ESpiderBallState { Zero }; private: CPlayer& x0_player; std::unique_ptr x58_ballModel; u32 x5c_ballModelShader = 0; std::unique_ptr x60_spiderBallGlassModel; u32 x64_spiderBallGlassModelShader = 0; std::unique_ptr x68_lowPolyBallModel; u32 x6c_lowPolyBallModelShader = 0; std::unique_ptr x70_frozenBallModel; u32 x74_frozenBallModelShader = 0; u32 x187c_ = 0; float x191c_damageTimer = 0.f; float x1DE8_boostTime = 0.f; CMorphBallShadow* x1e50_shadow = nullptr; public: CMorphBall(CPlayer& player, float); void AcceptScriptMessage(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr); ESpiderBallState GetSpiderBallState() const { return ESpiderBallState::Zero; } bool InSpiderBallMode() const { return false; } zeus::CVector3f GetBallContactSurfaceNormal() const { return {}; } void GetModel() const {} const CCollidableSphere* GetCollidableSphere() const { return nullptr; } bool IsProjectile() const { return false; } void GetBallContactMeterials() const {} void GetWallBumpCounter() const {} void GetBoostChargeTimer() const {} bool IsBoosting() const { return false; } float GetBallRadius() const { return 0.f; } float GetBallTouchRadius() const { return 0.f; } void ForwardInput(const CFinalInput&) const {} void ComputeBallMovement(const CFinalInput&, CStateManager&, float) {} bool IsMovementAllowed() const { return false; } void UpdateSpiderBall(const CFinalInput&, CStateManager&, float) {} void ApplySpiderBallSwingingForces(const CFinalInput&, CStateManager&, float) {} void ApplySpiderBallRollForces(const CFinalInput&, CStateManager&, float) {} void CalculateSpiderBallAttractionSurfaceForces(const CFinalInput&, CStateManager&, const zeus::CTransform&) {} void CheckForSwitchToSpiderBallSwinging(CStateManager&) {} void FindClosestSpiderBallWaypoint(CStateManager&, const zeus::CVector3f&, zeus::CVector3f&, zeus::CVector3f&, zeus::CVector3f&, float&, zeus::CVector3f&, bool&, zeus::CTransform&) const {} void SetSpiderBallSwingingState(bool) {} void GetSpiderBallControllerMovement(const CFinalInput&, bool, bool) {} void ResetSpiderBallSwingControllerMovementTimer() {} void UpdateSpiderBallSwingControllerMovementTimer(float, float) {} float GetSpiderBallSwingControllerMovementScalar() const { return 0.f; } void CreateSpiderBallParticles(const zeus::CVector3f&, const zeus::CVector3f&) {} void ComputeMarioMovement(const CFinalInput&, CStateManager&, float) {} void SetSpiderBallState(ESpiderBallState) {} void GetSwooshToWorld() const {} zeus::CTransform GetBallToWorld() const { return {}; } void CalculateSurfaceToWorld(const zeus::CVector3f&, const zeus::CVector3f&, const zeus::CVector3f&) const {} void CalculateBallContactInfo(zeus::CVector3f&, zeus::CVector3f&) const {} void BallTurnInput(const CFinalInput&) const {} void UpdateBallDynamics(CStateManager&, float) {} void SwitchToMarble() {} void SwitchToTire() {} void Update(float, CStateManager&) {} void UpdateScriptMessage(EScriptObjectMessage, TUniqueId, CStateManager&) {} void DeleteLight(CStateManager&) {} void SetBallLightActive(CStateManager&, bool) {} void EnterMorphBallState(CStateManager&) {} void LeaveMorphBallState(CStateManager&) {} void UpdateEffects(float, CStateManager&) {} void ComputeBoostBallMovement(const CFinalInput&, const CStateManager&, float) {} void EnterBoosting() {} void LeaveBoosting() {} void CancelBoosting() {} void UpdateMarbleDynamics(CStateManager&, float, const zeus::CVector3f&) {} void ApplyFriction(float) {} void DampLinearAndAngularVelocities(float, float) {} zeus::CTransform GetPrimitiveTransform() const { return {}; } void DrawCollisionPrimitive() const {} void GetMinimumAlignmentSpeed() const {} void PreRender(CStateManager&, const zeus::CFrustum&) {} void Render(const CStateManager&, const CActorLights*) const {} void ResetMorphBallTransitionFlash() {} void UpdateMorphBallTransitionFlash(float) {} void RenderMorphBallTransitionFlash(const CStateManager&) const {} void IsMorphBallTransitionFlashValid() const {} void RenderDamageEffects(const CStateManager&, const zeus::CTransform&) const {} void UpdateHalfPipeStatus(CStateManager&, float) {} bool GetIsInHalfPipeMode() const { return false; } void SetIsInHalfPipeMode(bool) {} void GetIsInHalfPipeModeInAir() const {} void SetIsInHalfPipeModeInAir(bool) {} void GetTouchedHalfPipeRecently() const {} void SetTouchedHalfPipeRecently(bool) {} void DisableHalfPipeStatus() {} void BallCloseToCollision(const CStateManager&, float) const {} void CollidedWith(const TUniqueId&, const CCollisionInfoList&, CStateManager&) {} bool IsInFrustum(const zeus::CFrustum&) const { return false; } void ComputeLiftForces(const zeus::CVector3f&, const zeus::CVector3f&, const CStateManager&) {} void CalculateSurfaceFriction() const {} void ApplyGravity(CStateManager&) {} void SpinToSpeed(float, zeus::CVector3f, float) {} void ComputeMaxSpeed() const {} void Touch(CActor&, CStateManager&) {} bool IsClimbable(const CCollisionInfo&) const { return false; } void FluidFXThink(CActor::EFluidState, CScriptWater&, CStateManager&) {} void GetMorphBallModel(const std::string&, float) {} void AddSpiderBallElectricalEffect() {} void UpdateSpiderBallElectricalEffect() {} void RenderSpiderBallElectricalEffect() const {} void RenderEnergyDrainEffects(const CStateManager&) const {} void TouchModel(const CStateManager&) const {} void SetAsProjectile(const CDamageInfo&, const CDamageInfo&) {} EBallBoostState GetBallBoostState() const { return EBallBoostState::Zero; } void SetBallBoostState(EBallBoostState) {} void GetBombJumpState() const {} void LoadAnimationTokens(const std::string&) {} void TakeDamage(float) {} void DrawBallShadow(const CStateManager& mgr); void DeleteBallShadow(); void CreateBallShadow(); void RenderToShadowTex(CStateManager& mgr); void StartLandingSfx() {} bool GetX187c() const { return x187c_; } void SetDamageTimer(float t) { x191c_damageTimer = t; } void Stop() {} CModelData& GetMorphballModelData() const { return *x58_ballModel; } u32 GetMorphballModelShader() const { return x5c_ballModelShader; } }; } #endif // __URDE_CMORPHBALL_HPP__