metaforce/Runtime/World/CActorModelParticles.hpp

159 lines
5.0 KiB
C++

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