#ifndef __URDE_CSTATEMANAGER_HPP__ #define __URDE_CSTATEMANAGER_HPP__ #include #include #include "CBasics.hpp" #include "World/ScriptObjectSupport.hpp" #include "GameObjectLists.hpp" #include "Camera/CCameraManager.hpp" #include "Camera/CCameraFilter.hpp" #include "CRandom16.hpp" #include "zeus/CAABox.hpp" #include "CWeaponMgr.hpp" #include "World/CAi.hpp" #include "CToken.hpp" #include "World/ScriptLoader.hpp" namespace urde { class CScriptMailbox; class CMapWorldInfo; class CPlayerState; class CWorldTransManager; class CObjectList; class CSortedListManager; class CFluidPlaneManager; class CEnvFxManager; class CActorModelParticles; class CTeamAiTypes; class CRumbleManager; class CActor; class CLight; class CDamageInfo; class CMaterialFilter; class CFinalInput; class CPlayer; class CWorld; class CTexture; struct SScriptObjectStream { CEntity* x0_obj; EScriptObjectType x4_type; u32 x8_position; u32 xc_length; }; class CStateManager { TUniqueId x8_idArr[1024] = {}; std::unique_ptr x80c_allObjs; std::unique_ptr x814_actorObjs; std::unique_ptr x81c_physActorObjs; std::unique_ptr x824_cameraObjs; std::unique_ptr x82c_lightObjs; std::unique_ptr x834_listenAiObjs; std::unique_ptr x83c_aiWaypointObjs; std::unique_ptr x844_platformAndDoorObjs; std::unique_ptr x84c_player; std::unique_ptr x850_world; /* Used to be a list of 32-element reserved_vectors */ std::vector x858_objectGraveyard; // x86c_stateManagerContainer; std::unique_ptr x870_cameraManager; std::unique_ptr x874_sortedListManager; std::unique_ptr x878_weaponManager; std::unique_ptr x87c_fluidPlaneManager; std::unique_ptr x880_envFxManager; std::unique_ptr x884_actorModelParticles; std::unique_ptr x888_teamAiTypes; std::unique_ptr x88c_rumbleManager; std::map x890_scriptIdMap; std::map x8a4_loadedScriptObjects; std::shared_ptr x8b8_playerState; std::shared_ptr x8bc_scriptMailbox; std::shared_ptr x8c0_mapWorldInfo; std::shared_ptr x8c4_worldTransManager; TAreaId x8c8_currentAreaId; TAreaId x8cc_nextAreaId; u32 x8d0_extFrameIdx = 0; u32 x8d4_updateFrameIdx = 0; u32 x8d8_drawFrameIdx = 0; std::vector x8dc_dynamicLights; TLockedToken x8ec_shadowTex; /* DefaultShadow in MiscData */ CRandom16 x8f8_random; CRandom16* x8fc_activeRandom = nullptr; FScriptLoader x904_loaderFuncs[int(EScriptObjectType::ScriptObjectTypeMAX)] = {}; bool xab0_worldLoaded = false; std::set xab4_uniqueInstanceNames; CCameraFilterPass xaf8_camFilterPasses[9]; CCameraBlurPass xc88_camBlurPasses[9]; s32 xe60_ = -1; zeus::CVector3f xe64_; TUniqueId xe70_ = kInvalidUniqueId; zeus::CVector3f xe74_ = {0.f, 1.f, 1.f}; s32 xe80_ = 2; TUniqueId xe84_ = kInvalidUniqueId; union { struct { bool xe86_24_; bool xe86_25_; bool xe86_26_; bool xe86_27_; bool xe86_28_; bool xe86_29_; }; u16 _dummy = 0; }; float xf24_thermColdScale1 = 0.f; float xf28_thermColdScale2 = 0.f; float xf2c_ = 1.f; float xf30_ = 1.f; void UpdateThermalVisor(); public: enum class EScriptPersistence { }; CStateManager(const std::weak_ptr&, const std::weak_ptr&, const std::weak_ptr&, const std::weak_ptr&); 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(); const std::string* 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& 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 dest, TUniqueId src, EScriptObjectMessage msg); void SendScriptMsg(TUniqueId uid, TEditorId eid, EScriptObjectMessage msg, EScriptObjectState state); void FreeScriptObjects(TAreaId); void GetBuildForScript(TEditorId) const; TEditorId GetEditorIdForUniqueId(TUniqueId) const; TUniqueId GetIdForScript(TEditorId) const; void GetIdListForScript(TEditorId) const; void LoadScriptObjects(TAreaId, CInputStream& in, std::vector& idsOut); void LoadScriptObject(TAreaId, EScriptObjectType, u32, CInputStream& in, EScriptPersistence); void InitScriptObjects(std::vector& ids); 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& listOut, const zeus::CVector3f&, const zeus::CVector3f&, float, const CMaterialFilter&, const CActor*) const; void BuildColliderList(rstl::reserved_vector& listOut, const CActor&, const zeus::CAABox&) const; void BuildNearList(rstl::reserved_vector& 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& list) const; void UpdateObjectInLists(CEntity&); TUniqueId AllocateUniqueId(); const std::shared_ptr& GetPlayerState() const {return x8b8_playerState;} CRandom16* GetActiveRandom() {return x8fc_activeRandom;} CRumbleManager& GetRumbleManager() {return *x88c_rumbleManager;} CCameraFilterPass& GetCameraFilterPass(int idx) {return xaf8_camFilterPasses[idx];} CWorld* GetWorld() {return x850_world.get();} std::shared_ptr MapWorldInfo() { return x8c0_mapWorldInfo; } }; } #endif