#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" #include "CScannableObjectInfo.hpp" namespace urde { class CActorParameters; class CWeaponMode; class CHealthInfo; class CDamageInfo; class CDamageVulnerability; class CLightParameters; 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; CSfxHandle x8c_loopingSfxHandle; std::unique_ptr x90_actorLights; std::unique_ptr x94_simpleShadow; TLockedToken x98_scanObjectInfo; zeus::CAABox x9c_renderBounds; CModelFlags xb4_drawFlags; float xbc_time = 0.f; float xc0_pitchBend = 0.f; TUniqueId xc4_fluidId = kInvalidUniqueId; TUniqueId xc6_nextDrawNode; int xc8_drawnToken = -1; int xcc_addedToken = -1; float xd0_; float xd4_maxVol = 1.f; rstl::reserved_vector xd8_nonLoopingSfxHandles; union { struct { u8 xe4_24_nextNonLoopingSfxHandle : 3; bool xe4_27_notInSortedLists : 1; bool xe4_28_ : 1; bool xe4_29_actorLightsDirty : 1; bool xe4_30_outOfFrustum : 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 xe5_29_ : 1; bool xe5_30_ : 1; bool xe5_31_ : 1; u8 xe6_24_fluidCounter : 3; u8 xe6_27_renderVisorFlags : 2; // 1: thermal cold, 2: thermal hot bool xe6_29_ : 1; bool xe6_30_enablePitchBend : 1; u8 xe6_31_targetableVisorFlags : 4; bool xe7_27_ : 1; bool xe7_28_worldLightingDirty : 1; bool xe7_29_actorActive : 1; bool xe7_30_doTargetDistanceTest : 1; bool xe7_31_targetable : 1; }; u32 dummy = 0; }; void _CreateShadow(); void UpdateSfxEmitters(); public: enum class EFluidState { EnteredFluid, InFluid, LeftFluid }; enum class EScanState { Start, Processing, Done, }; CActor(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info, const zeus::CTransform&, CModelData&& mData, const CMaterialList& list, const CActorParameters& params, TUniqueId otherUid); virtual void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); virtual void SetActive(bool active) { xe4_27_notInSortedLists = true; xe4_28_ = true; xe4_29_actorLightsDirty = true; xe7_29_actorActive = active; 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(CStateManager&); 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&) const; virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&, const CWeaponMode&, int) const; virtual void FluidFXThink(EFluidState, CScriptWater&, CStateManager&); virtual void OnScanStateChanged(EScanState, CStateManager&); virtual zeus::CAABox GetSortingBounds(const CStateManager&) const; virtual void DoUserAnimEvent(CStateManager&, CInt32POINode&, EUserEventType, float dt); void RemoveEmitter(); void SetVolume(float vol); const zeus::CTransform& GetTransform() const { return x34_transform; } const zeus::CVector3f& GetTranslation() const { return x34_transform.origin; } const zeus::CTransform GetScaledLocatorTransform(std::string_view segName) const; const zeus::CTransform GetLocatorTransform(std::string_view 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 SetMaterialList(const CMaterialList& list) { x68_material = list; } void SetInFluid(bool in, TUniqueId uid); bool HasModelData() const; const CSfxHandle& GetSfxHandle() const { return x8c_loopingSfxHandle; } void SetSoundEventPitchBend(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; void ProcessSoundEvent(u32 sfxId, float weight, u32 flags, float falloff, float maxDist, float minVol, float maxVol, const zeus::CVector3f& toListener, const zeus::CVector3f& position, TAreaId aid, CStateManager& mgr, bool translateId); SAdvancementDeltas UpdateAnimation(float, CStateManager&, bool); void SetActorLights(std::unique_ptr&& lights); const CActorLights* GetActorLights() const { return x90_actorLights.get(); } CActorLights* ActorLights() { return x90_actorLights.get(); } bool CanDrawStatic() const; bool IsActorActive() const { return xe7_29_actorActive; } void SetWorldLightingDirty(bool b) { xe7_28_worldLightingDirty = b; } const CScannableObjectInfo* GetScannableObjectInfo() const; const CHealthInfo* GetHealthInfo(const CStateManager& mgr) const { return const_cast(this)->HealthInfo(const_cast(mgr)); } bool GetDoTargetDistanceTest() const { return xe7_30_doTargetDistanceTest; } void SetCalculateLighting(bool c); float GetAverageAnimVelocity(int anim) const; u8 GetTargetableVisorFlags() const { return xe6_31_targetableVisorFlags; } bool GetIsTargetable() const { return xe7_31_targetable; } void SetDrawFlags(const CModelFlags& flags) { xb4_drawFlags = flags; } void SetModelData(std::unique_ptr&& mData); u8 GetFluidCounter() const { return xe6_24_fluidCounter; } TUniqueId GetFluidId() const { return xc4_fluidId; } }; } #endif // __URDE_CACTOR_HPP__