mirror of https://github.com/AxioDL/metaforce.git
159 lines
5.0 KiB
C++
159 lines
5.0 KiB
C++
#pragma once
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#include <list>
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#include "Audio/CSfxManager.hpp"
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#include "CToken.hpp"
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#include "zeus/CTransform.hpp"
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#include "Particle/CParticleElectric.hpp"
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#include "Particle/CParticleSwoosh.hpp"
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#include "Graphics/CRainSplashGenerator.hpp"
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namespace urde {
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class CStateManager;
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class CEntity;
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class CElementGen;
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class CTexture;
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class CGenDescription;
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class CActor;
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class CScriptPlayerActor;
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class CActorModelParticles {
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public:
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enum class EDependency { OnFire, Ash, IceBreak, FirePop, IcePop, Electric };
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class CItem {
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friend class CActorModelParticles;
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TUniqueId x0_id;
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TAreaId x4_areaId;
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rstl::reserved_vector<std::pair<std::unique_ptr<CElementGen>, u32>, 8> x8_thermalHotParticles;
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float x6c_onFireDelayTimer = 0.f;
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bool x70_onFire = false;
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CSfxHandle x74_sfx;
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std::unique_ptr<CElementGen> x78_;
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u32 x80_ = 0;
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s32 x84_ = -1;
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u32 x88_seed1 = 99;
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rstl::reserved_vector<std::unique_ptr<CElementGen>, 4> x8c_thermalColdParticles;
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s32 xb0_ = -1;
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u32 xb4_seed2 = 99;
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std::unique_ptr<CElementGen> xb8_;
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std::unique_ptr<CParticleElectric> xc0_particleElectric;
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u32 xc8_ = 0;
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u32 xcc_seed3 = 99;
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zeus::CColor xd0_;
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std::unique_ptr<CRainSplashGenerator> xd4_rainSplashGenerator;
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TToken<CTexture> xdc_ashy;
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std::unique_ptr<CElementGen> xe4_;
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zeus::CVector3f xec_ = zeus::CVector3f::skOne;
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zeus::CTransform xf8_;
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CActorModelParticles& x128_parent;
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union {
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struct {
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bool x12c_24_thermalCold : 1;
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bool x12c_25_thermalHot : 1;
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};
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u16 _dummy = 0;
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};
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float x130_ = 10.f;
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u8 x134_lockDeps = 0;
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void sub_801e59a8(EDependency i);
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bool UpdateOnFire(float dt, CActor* actor, CStateManager& mgr);
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bool UpdateAsh(float dt, CActor* actor, CStateManager& mgr);
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bool sub_801e65bc(float dt, CActor* actor, CStateManager& mgr);
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bool UpdateFirePop(float dt, CActor* actor, CStateManager& mgr);
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bool UpdateElectric(float dt, CActor* actor, CStateManager& mgr);
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bool sub_801e69f0(float dt, CActor* actor, CStateManager& mgr);
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bool sub_801e5e98(float dt, CActor* actor, CStateManager& mgr);
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bool UpdateIcePop(float dt, CActor* actor, CStateManager& mgr);
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public:
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CItem(const CEntity& ent, CActorModelParticles& parent);
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void GeneratePoints(const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn);
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bool Update(float dt, CStateManager& mgr);
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void Lock(EDependency i);
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void Unlock(EDependency i);
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};
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private:
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friend class CItem;
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std::list<CItem> x0_items;
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TToken<CGenDescription> x18_onFire;
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TToken<CGenDescription> x20_ash;
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TToken<CGenDescription> x28_iceBreak;
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TToken<CGenDescription> x30_firePop;
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TToken<CGenDescription> x38_icePop;
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TToken<CElectricDescription> x40_electric;
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TToken<CTexture> x48_ashy;
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struct Dependency {
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std::vector<CToken> x0_tokens;
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int x10_refCount = 0;
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bool x14_loaded = false;
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void Increment() {
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++x10_refCount;
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if (x10_refCount == 1)
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Load();
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}
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void Decrement() {
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--x10_refCount;
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if (x10_refCount <= 0)
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Unload();
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}
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void Load() {
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bool loading = false;
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for (CToken& tok : x0_tokens) {
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tok.Lock();
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if (!tok.IsLoaded())
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loading = true;
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}
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if (!loading)
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x14_loaded = true;
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}
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void Unload() {
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for (CToken& tok : x0_tokens)
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tok.Unlock();
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x14_loaded = false;
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}
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};
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rstl::reserved_vector<Dependency, 6> x50_dgrps;
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u8 xe4_bits = 0;
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u8 xe5_bits1 = 0;
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u8 xe6_bits2 = 0;
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Dependency GetParticleDGRPTokens(const char* name);
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void LoadParticleDGRPs();
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std::unique_ptr<CElementGen> MakeOnFireGen() const;
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std::unique_ptr<CElementGen> MakeAshGen() const;
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std::unique_ptr<CElementGen> MakeIceGen() const;
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std::unique_ptr<CElementGen> MakeFirePopGen() const;
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std::unique_ptr<CElementGen> MakeIcePopGen() const;
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std::unique_ptr<CParticleElectric> MakeElectricGen() const;
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void DecrementDependency(EDependency d);
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void IncrementDependency(EDependency d);
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public:
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CActorModelParticles();
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static void PointGenerator(void* item, const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn);
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void AddStragglersToRenderer(const CStateManager& mgr);
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void Update(float dt, CStateManager& mgr);
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void SetupHook(TUniqueId uid);
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std::list<CItem>::const_iterator FindSystem(TUniqueId uid) const;
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std::list<CItem>::iterator FindOrCreateSystem(CActor& act);
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void StartIce(CActor& actor);
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void AddRainSplashGenerator(CActor& act, CStateManager& mgr, u32 maxSplashes, u32 genRate, float minZ);
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void RemoveRainSplashGenerator(CActor& act);
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void Render(const CActor& actor) const;
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void StartElectric(CActor& act);
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void StopElectric(CActor& act);
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void sub_801e51d0(CActor& act);
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void StopThermalHotParticles(CActor& act);
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void StartBurnDeath(CActor& act);
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void EnsureElectricLoaded(CActor& act);
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void EnsureFirePopLoaded(CActor& act);
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void EnsureIceBreakLoaded(CActor& act);
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void LightDudeOnFire(CActor& act);
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const CTexture* GetAshyTexture(const CActor& act);
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};
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} // namespace urde
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