mirror of https://github.com/AxioDL/metaforce.git
306 lines
12 KiB
C++
306 lines
12 KiB
C++
#ifndef __URDE_CSTATEMANAGER_HPP__
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#define __URDE_CSTATEMANAGER_HPP__
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#include <memory>
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#include <set>
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#include "CBasics.hpp"
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#include "World/ScriptObjectSupport.hpp"
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#include "GameObjectLists.hpp"
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#include "Camera/CCameraManager.hpp"
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#include "Camera/CCameraFilter.hpp"
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#include "CRandom16.hpp"
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#include "zeus/CAABox.hpp"
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#include "CWeaponMgr.hpp"
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#include "World/CAi.hpp"
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#include "CToken.hpp"
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#include "World/ScriptLoader.hpp"
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#include "Input/CFinalInput.hpp"
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#include "CSortedLists.hpp"
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#include "CFluidPlaneManager.hpp"
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#include "World/CEnvFxManager.hpp"
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#include "World/CActorModelParticles.hpp"
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#include "Input/CRumbleManager.hpp"
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namespace urde
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{
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class CRelayTracker;
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class CMapWorldInfo;
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class CPlayerState;
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class CWorldTransManager;
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class CObjectList;
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class CSortedListManager;
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class CFluidPlaneManager;
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class CEnvFxManager;
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class CActorModelParticles;
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class CTeamAiTypes;
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class CRumbleManager;
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class CActor;
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class CLight;
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class CDamageInfo;
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class CMaterialFilter;
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class CFinalInput;
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class CPlayer;
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class CWorld;
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class CTexture;
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struct SScriptObjectStream
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{
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CEntity* x0_obj;
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EScriptObjectType x4_type;
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u32 x8_position;
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u32 xc_length;
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};
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class CStateManager
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{
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TUniqueId x8_idArr[1024] = {};
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std::unique_ptr<CObjectList> x80c_allObjs;
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std::unique_ptr<CActorList> x814_actorObjs;
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std::unique_ptr<CPhysicsActorList> x81c_physActorObjs;
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std::unique_ptr<CGameCameraList> x824_cameraObjs;
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std::unique_ptr<CGameLightList> x82c_lightObjs;
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std::unique_ptr<CListeningAiList> x834_listenAiObjs;
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std::unique_ptr<CAiWaypointList> x83c_aiWaypointObjs;
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std::unique_ptr<CPlatformAndDoorList> x844_platformAndDoorObjs;
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std::unique_ptr<CPlayer> x84c_player;
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std::unique_ptr<CWorld> x850_world;
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/* Used to be a list of 32-element reserved_vectors */
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std::vector<TUniqueId> x858_objectGraveyard;
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struct CStateManagerContainer
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{
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CCameraManager x0_cameraManager;
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CSortedListManager x3c0_sortedListManager;
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CWeaponMgr xe3d8_weaponManager;
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CFluidPlaneManager xe3ec_fluidPlaneManager;
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CEnvFxManager xe510_envFxManager;
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CActorModelParticles xf168_actorModelParticles;
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CRumbleManager xf250_rumbleManager;
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u32 xf344_ = 0;
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u32 xf370_ = 0;
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u32 xf39c_ = 0;
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};
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std::unique_ptr<CStateManagerContainer> x86c_stateManagerContainer;
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CCameraManager* x870_cameraManager = nullptr;
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CSortedListManager* x874_sortedListManager = nullptr;
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CWeaponMgr* x878_weaponManager = nullptr;
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CFluidPlaneManager* x87c_fluidPlaneManager = nullptr;
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CEnvFxManager* x880_envFxManager = nullptr;
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CActorModelParticles* x884_actorModelParticles = nullptr;
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CRumbleManager* x88c_rumbleManager = nullptr;
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std::multimap<TEditorId, TUniqueId> x890_scriptIdMap;
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std::map<TEditorId, SScriptObjectStream> x8a4_loadedScriptObjects;
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std::shared_ptr<CPlayerState> x8b8_playerState;
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std::shared_ptr<CRelayTracker> x8bc_relayTracker;
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std::shared_ptr<CMapWorldInfo> x8c0_mapWorldInfo;
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std::shared_ptr<CWorldTransManager> x8c4_worldTransManager;
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TAreaId x8c8_currentAreaId;
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TAreaId x8cc_nextAreaId;
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TAreaId x8d0_prevAreaId;
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//u32 x8d0_extFrameIdx = 0;
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//u32 x8d4_updateFrameIdx = 0;
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//u32 x8d8_drawFrameIdx = 0;
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std::vector<CLight> x8dc_dynamicLights;
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TLockedToken<CTexture> x8f0_shadowTex; /* DefaultShadow in MiscData */
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CRandom16 x8fc_random;
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CRandom16* x900_activeRandom = nullptr;
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FScriptLoader x90c_loaderFuncs[int(EScriptObjectType::ScriptObjectTypeMAX)] = {};
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bool xab0_worldLoaded = false;
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std::set<std::string> xab4_uniqueInstanceNames;
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enum class InitPhase
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{
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LoadWorld,
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LoadFirstArea,
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Done
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} xb3c_initPhase;
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CFinalInput xb54_finalInput;
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CCameraFilterPass xb84_camFilterPasses[9];
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CCameraBlurPass xd14_camBlurPasses[9];
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s32 xe60_ = -1;
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zeus::CVector3f xe64_;
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TUniqueId xe70_ = kInvalidUniqueId;
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zeus::CVector3f xe74_ = {0.f, 1.f, 1.f};
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s32 xe80_ = 2;
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TUniqueId xe84_ = kInvalidUniqueId;
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union
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{
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struct
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{
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bool xe86_24_;
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bool xe86_25_;
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bool xe86_26_;
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bool xe86_27_;
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bool xe86_28_;
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bool xe86_29_;
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};
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u16 _dummy = 0;
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};
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s32 xef4_;
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zeus::CVector2i xef8_;
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zeus::CVector2i xf00_;
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float xf24_thermColdScale1 = 0.f;
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float xf28_thermColdScale2 = 0.f;
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float xf2c_ = 1.f;
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float xf30_ = 1.f;
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TUniqueId xf6c_playerActor;
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void UpdateThermalVisor();
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public:
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/* TODO: Figure out what these are
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* Public for CScriptRelay
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*/
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TUniqueId xf76_ = kInvalidUniqueId;
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/* TODO: Public for CFirstPersonCamera */
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u32 x904_;
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CStateManager(const std::weak_ptr<CRelayTracker>&,
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const std::weak_ptr<CMapWorldInfo>&,
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const std::weak_ptr<CPlayerState>&,
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const std::weak_ptr<CWorldTransManager>&);
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bool RenderLast(TUniqueId);
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void AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const;
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void SpecialSkipCinematic();
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void GetVisAreaId() const;
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void GetWeaponIdCount(TUniqueId, EWeaponType);
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void RemoveWeaponId(TUniqueId, EWeaponType);
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void AddWeaponId(TUniqueId, EWeaponType);
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void UpdateEscapeSequenceTimer(float);
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float GetEscapeSequenceTimer() const;
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void ResetEscapeSequenceTimer(float);
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void SetupParticleHook(const CActor& actor) const;
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void MurderScriptInstanceNames();
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const std::string* HashInstanceName(CInputStream& in);
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void SetActorAreaId(CActor& actor, TAreaId);
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void TouchSky() const;
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void TouchPlayerActor();
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void DrawSpaceWarp(const zeus::CVector3f&, float) const;
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void DrawReflection(const zeus::CVector3f&);
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void CacheReflection();
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bool CanCreateProjectile(TUniqueId, EWeaponType, int) const;
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const CGameLightList* GetDynamicLightList() const;
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void BuildDynamicLightListForWorld(std::vector<CLight>& listOut) const;
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void DrawDebugStuff() const;
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void RenderCamerasAndAreaLights() const;
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void DrawE3DeathEffect() const;
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void DrawAdditionalFilters() const;
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void DrawWorld() const;
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void SetupFogForArea(const CGameArea& area) const;
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void PreRender();
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void GetVisSetForArea(TAreaId, TAreaId) const;
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void RecursiveDrawTree(TUniqueId) const;
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void SendScriptMsg(CEntity* dest, TUniqueId src, EScriptObjectMessage msg);
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void SendScriptMsg(TUniqueId dest, TUniqueId src, EScriptObjectMessage msg);
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void SendScriptMsg(TUniqueId src, TEditorId dest,
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EScriptObjectMessage msg, EScriptObjectState state);
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void SendScriptMsgAlways(TUniqueId dest, TUniqueId src, EScriptObjectMessage);
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void FreeScriptObjects(TAreaId);
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void GetBuildForScript(TEditorId) const;
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TEditorId GetEditorIdForUniqueId(TUniqueId) const;
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TUniqueId GetIdForScript(TEditorId) const;
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std::pair<std::multimap<TEditorId, TUniqueId>::const_iterator,
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std::multimap<TEditorId, TUniqueId>::const_iterator>
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GetIdListForScript(TEditorId) const;
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void LoadScriptObjects(TAreaId, CInputStream& in, std::vector<TEditorId>& idsOut);
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void LoadScriptObject(TAreaId, EScriptObjectType, u32, CInputStream& in);
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void InitScriptObjects(std::vector<TEditorId>& ids);
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void InformListeners(const zeus::CVector3f&, EListenNoiseType);
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void ApplyKnockBack(CActor& actor, const CDamageInfo& info,
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const CDamageVulnerability&, const zeus::CVector3f&, float);
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void ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&,
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const CDamageInfo& info, const CMaterialFilter&);
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void ProcessRadiusDamage(const CActor&, CActor&, const zeus::CVector3f&,
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const CDamageInfo& info, const CMaterialFilter&);
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void ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&,
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const CDamageInfo& info);
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void ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float,
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const CWeaponMode&);
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void ApplyDamage(TUniqueId, TUniqueId, TUniqueId, const CDamageInfo& info,
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const CMaterialFilter&);
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void UpdateAreaSounds();
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void FrameEnd();
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void ProcessPlayerInput();
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void ProcessInput(const CFinalInput& input);
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void Update(float dt);
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void UpdateGameState();
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void FrameBegin();
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void InitializeState(ResId mlvlId, TAreaId aid, ResId mreaId);
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void CreateStandardGameObjects();
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const std::unique_ptr<CObjectList>& GetObjectList() const { return x80c_allObjs; }
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CObjectList* ObjectListById(EGameObjectList type);
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const CObjectList* GetObjectListById(EGameObjectList type) const;
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void RemoveObject(TUniqueId);
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void UpdateRoomAcoustics(TAreaId);
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void SetCurrentAreaId(TAreaId);
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void ClearGraveyard();
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void DeleteObjectRequest(TUniqueId);
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CEntity* ObjectById(TUniqueId uid);
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const CEntity* GetObjectById(TUniqueId uid) const;
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void AreaUnloaded(TAreaId);
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void PrepareAreaUnload(TAreaId);
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void AreaLoaded(TAreaId);
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const zeus::CVector3f&, const zeus::CVector3f&, float,
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const CMaterialFilter&, const CActor*) const;
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void BuildColliderList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const CActor&, const zeus::CAABox&) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut,
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const zeus::CAABox&, const CMaterialFilter&, const CActor*) const;
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void UpdateActorInSortedLists(CActor&);
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void UpdateSortedLists();
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zeus::CAABox CalculateObjectBounds(const CActor&);
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void AddObject(CEntity&);
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void AddObject(CEntity*);
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bool RayStaticIntersection(const zeus::CVector3f&, const zeus::CVector3f&, float,
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const CMaterialFilter&) const;
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bool RayWorldIntersection(TUniqueId, const zeus::CVector3f&, const zeus::CVector3f&,
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float, const CMaterialFilter&,
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const rstl::reserved_vector<TUniqueId, 1024>& list) const;
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void UpdateObjectInLists(CEntity&);
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TUniqueId AllocateUniqueId();
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const std::shared_ptr<CPlayerState>& GetPlayerState() const {return x8b8_playerState;}
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CRandom16* GetActiveRandom() {return x900_activeRandom;}
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CRumbleManager& GetRumbleManager() {return *x88c_rumbleManager;}
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CCameraFilterPass& GetCameraFilterPass(int idx) {return xb84_camFilterPasses[idx];}
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CWorld* GetWorld() {return x850_world.get();}
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CRelayTracker* GetRelayTracker() { return x8bc_relayTracker.get(); }
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CCameraManager* GetCameraManager() const { return x870_cameraManager; }
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std::shared_ptr<CMapWorldInfo> MapWorldInfo() { return x8c0_mapWorldInfo; }
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bool IsLayerActive(TAreaId area, int layerIdx) { return false; }
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CPlayer& GetPlayer() const { return *x84c_player; }
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CPlayer* Player() const { return x84c_player.get(); }
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CObjectList& GetAllObjectList() const { return *x80c_allObjs; }
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CActorList& GetActorObjectList() const { return *x814_actorObjs; }
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CPhysicsActorList& GetPhysicsActorObjectList() const { return *x81c_physActorObjs; }
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CGameCameraList& GetCameraObjectList() const { return *x824_cameraObjs; }
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CGameLightList& GetLightObjectList() const { return *x82c_lightObjs; }
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CListeningAiList& GetListeningAiObjectList() const { return *x834_listenAiObjs; }
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CAiWaypointList& GetAiWaypointObjectList() const { return *x83c_aiWaypointObjs; }
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CPlatformAndDoorList& GetPlatformAndDoorObjectList() const { return *x844_platformAndDoorObjs; }
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};
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}
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#endif
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