mirror of https://github.com/AxioDL/metaforce.git
198 lines
8.9 KiB
C++
198 lines
8.9 KiB
C++
#pragma once
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#include "CEntity.hpp"
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#include "Graphics/CGraphics.hpp"
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#include "Graphics/CSimpleShadow.hpp"
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#include "zeus/zeus.hpp"
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#include "Collision/CMaterialFilter.hpp"
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#include "Character/CModelData.hpp"
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#include "Character/CActorLights.hpp"
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#include "Collision/CCollisionResponseData.hpp"
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#include "Audio/CSfxManager.hpp"
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#include "CScannableObjectInfo.hpp"
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#include "Weapon/WeaponCommon.hpp"
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namespace urde {
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class CActorParameters;
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class CWeaponMode;
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class CHealthInfo;
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class CDamageInfo;
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class CDamageVulnerability;
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class CLightParameters;
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class CScriptWater;
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class CSimpleShadow;
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class CActor : public CEntity {
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friend class CStateManager;
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protected:
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zeus::CTransform x34_transform;
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std::unique_ptr<CModelData> x64_modelData;
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CMaterialList x68_material;
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CMaterialFilter x70_materialFilter;
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s16 x88_sfxId = -1;
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CSfxHandle x8c_loopingSfxHandle;
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std::unique_ptr<CActorLights> x90_actorLights;
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std::unique_ptr<CSimpleShadow> x94_simpleShadow;
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TLockedToken<CScannableObjectInfo> x98_scanObjectInfo;
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zeus::CAABox x9c_renderBounds;
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CModelFlags xb4_drawFlags;
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float xbc_time = 0.f;
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float xc0_pitchBend = 0.f;
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TUniqueId xc4_fluidId = kInvalidUniqueId;
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TUniqueId xc6_nextDrawNode;
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int xc8_drawnToken = -1;
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int xcc_addedToken = -1;
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float xd0_damageMag;
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float xd4_maxVol = 1.f;
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rstl::reserved_vector<CSfxHandle, 2> xd8_nonLoopingSfxHandles;
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union {
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struct {
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u8 xe4_24_nextNonLoopingSfxHandle : 3;
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bool xe4_27_notInSortedLists : 1;
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bool xe4_28_transformDirty : 1;
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bool xe4_29_actorLightsDirty : 1;
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bool xe4_30_outOfFrustum : 1;
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bool xe4_31_calculateLighting : 1;
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bool xe5_24_shadowEnabled : 1;
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bool xe5_25_shadowDirty : 1;
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bool xe5_26_muted : 1;
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bool xe5_27_useInSortedLists : 1;
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bool xe5_28_callTouch : 1;
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bool xe5_29_globalTimeProvider : 1;
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bool xe5_30_renderUnsorted : 1;
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bool xe5_31_pointGeneratorParticles : 1;
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u8 xe6_24_fluidCounter : 3;
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u8 xe6_27_thermalVisorFlags : 2; // 1: thermal cold, 2: thermal hot
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bool xe6_29_renderParticleDBInside : 1;
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bool xe6_30_enablePitchBend : 1;
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u8 xe6_31_targetableVisorFlags : 4;
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bool xe7_27_enableRender : 1;
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bool xe7_28_worldLightingDirty : 1;
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bool xe7_29_drawEnabled : 1;
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bool xe7_30_doTargetDistanceTest : 1;
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bool xe7_31_targetable : 1;
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};
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u32 dummy = 0;
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};
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void _CreateShadow();
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void UpdateSfxEmitters();
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void DrawTouchBounds() const;
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void RenderInternal(const CStateManager& mgr) const;
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bool IsModelOpaque(const CStateManager& mgr) const;
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public:
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enum class EFluidState { EnteredFluid, InFluid, LeftFluid };
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enum class EScanState {
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Start,
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Processing,
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Done,
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};
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CActor(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info, const zeus::CTransform&,
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CModelData&& mData, const CMaterialList& list, const CActorParameters& params, TUniqueId otherUid);
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virtual void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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virtual void SetActive(bool active) {
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xe4_27_notInSortedLists = true;
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xe4_28_transformDirty = true;
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xe4_29_actorLightsDirty = true;
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xe7_29_drawEnabled = active;
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CEntity::SetActive(active);
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}
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virtual void PreRender(CStateManager&, const zeus::CFrustum&);
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virtual void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const;
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virtual void Render(const CStateManager&) const;
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virtual bool CanRenderUnsorted(const CStateManager&) const;
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virtual void CalculateRenderBounds();
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virtual CHealthInfo* HealthInfo(CStateManager&);
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virtual const CDamageVulnerability* GetDamageVulnerability() const;
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virtual const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f&, const zeus::CVector3f&,
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const CDamageInfo&) const;
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virtual std::experimental::optional<zeus::CAABox> GetTouchBounds() const;
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virtual void Touch(CActor&, CStateManager&);
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virtual zeus::CVector3f GetOrbitPosition(const CStateManager&) const;
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virtual zeus::CVector3f GetAimPosition(const CStateManager&, float) const;
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virtual zeus::CVector3f GetHomingPosition(const CStateManager&, float) const;
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virtual zeus::CVector3f GetScanObjectIndicatorPosition(const CStateManager&) const;
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virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
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const CWeaponMode&, EProjectileAttrib) const;
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virtual void FluidFXThink(EFluidState, CScriptWater&, CStateManager&);
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virtual void OnScanStateChanged(EScanState, CStateManager&);
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virtual zeus::CAABox GetSortingBounds(const CStateManager&) const;
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virtual void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt);
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void RemoveEmitter();
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void SetVolume(float vol);
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void SetMuted(bool);
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const zeus::CTransform& GetTransform() const { return x34_transform; }
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const zeus::CVector3f& GetTranslation() const { return x34_transform.origin; }
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const zeus::CTransform GetScaledLocatorTransform(std::string_view segName) const;
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const zeus::CTransform GetLocatorTransform(std::string_view segName) const;
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void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
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void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
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void RemoveMaterial(EMaterialTypes, EMaterialTypes, CStateManager&);
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void RemoveMaterial(EMaterialTypes, CStateManager&);
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void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
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void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
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void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&);
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void AddMaterial(EMaterialTypes, EMaterialTypes, CStateManager&);
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void AddMaterial(EMaterialTypes, CStateManager&);
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void AddMaterial(const CMaterialList& l);
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void CreateShadow(bool);
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void SetCallTouch(bool callTouch);
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bool GetCallTouch() const;
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void SetUseInSortedLists(bool use);
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bool GetUseInSortedLists() const;
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const CMaterialFilter& GetMaterialFilter() const { return x70_materialFilter; }
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void SetMaterialFilter(const CMaterialFilter& filter) { x70_materialFilter = filter; }
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const CMaterialList& GetMaterialList() const { return x68_material; }
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void SetMaterialList(const CMaterialList& list) { x68_material = list; }
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void SetInFluid(bool in, TUniqueId uid);
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bool HasModelData() const;
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const CSfxHandle& GetSfxHandle() const { return x8c_loopingSfxHandle; }
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void SetSoundEventPitchBend(s32);
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void SetRotation(const zeus::CQuaternion& q);
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void SetTranslation(const zeus::CVector3f& tr);
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void SetTransform(const zeus::CTransform& tr);
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void SetAddedToken(u32 tok);
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float GetPitch() const;
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float GetYaw() const;
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const CModelData* GetModelData() const { return x64_modelData.get(); }
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CModelData* ModelData() { return x64_modelData.get(); }
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void EnsureRendered(const CStateManager&) const;
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void EnsureRendered(const CStateManager&, const zeus::CVector3f&, const zeus::CAABox&) const;
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void ProcessSoundEvent(u32 sfxId, float weight, u32 flags, float falloff, float maxDist, float minVol, float maxVol,
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const zeus::CVector3f& toListener, const zeus::CVector3f& position, TAreaId aid,
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CStateManager& mgr, bool translateId);
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SAdvancementDeltas UpdateAnimation(float, CStateManager&, bool);
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void SetActorLights(std::unique_ptr<CActorLights>&& lights);
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const CActorLights* GetActorLights() const { return x90_actorLights.get(); }
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CActorLights* ActorLights() { return x90_actorLights.get(); }
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bool CanDrawStatic() const;
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bool IsDrawEnabled() const { return xe7_29_drawEnabled; }
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void SetWorldLightingDirty(bool b) { xe7_28_worldLightingDirty = b; }
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const CScannableObjectInfo* GetScannableObjectInfo() const;
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const CHealthInfo* GetHealthInfo(const CStateManager& mgr) const {
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return const_cast<CActor*>(this)->HealthInfo(const_cast<CStateManager&>(mgr));
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}
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bool GetDoTargetDistanceTest() const { return xe7_30_doTargetDistanceTest; }
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void SetCalculateLighting(bool c);
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float GetAverageAnimVelocity(int anim) const;
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u8 GetTargetableVisorFlags() const { return xe6_31_targetableVisorFlags; }
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bool GetIsTargetable() const { return xe7_31_targetable; }
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void SetDrawFlags(const CModelFlags& flags) { xb4_drawFlags = flags; }
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void SetModelData(std::unique_ptr<CModelData>&& mData);
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u8 GetFluidCounter() const { return xe6_24_fluidCounter; }
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TUniqueId GetFluidId() const { return xc4_fluidId; }
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bool GetPointGeneratorParticles() const { return xe5_31_pointGeneratorParticles; }
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void SetPointGeneratorParticles(bool s) { xe5_31_pointGeneratorParticles = s; }
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CSimpleShadow* Shadow() { return x94_simpleShadow.get(); }
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void MoveScannableObjectInfoToActor(CActor*, CStateManager&);
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const zeus::CAABox& GetRenderBounds() const { return x9c_renderBounds; }
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};
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} // namespace urde
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