mirror of https://github.com/AxioDL/metaforce.git
463 lines
22 KiB
C++
463 lines
22 KiB
C++
#pragma once
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#include <list>
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#include <map>
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#include <memory>
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#include <optional>
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#include <set>
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#include <string>
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#include <utility>
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#include <vector>
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#include "Runtime/CBasics.hpp"
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#include "Runtime/CRandom16.hpp"
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#include "Runtime/CSortedLists.hpp"
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#include "Runtime/CToken.hpp"
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#include "Runtime/rstl.hpp"
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#include "Runtime/Camera/CCameraFilter.hpp"
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#include "Runtime/Camera/CCameraManager.hpp"
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#include "Runtime/Camera/CCameraShakeData.hpp"
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#include "Runtime/GameObjectLists.hpp"
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#include "Runtime/Graphics/Shaders/CColoredQuadFilter.hpp"
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#include "Runtime/Input/CFinalInput.hpp"
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#include "Runtime/Input/CRumbleManager.hpp"
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#include "Runtime/Weapon/CWeaponMgr.hpp"
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#include "Runtime/World/CActorModelParticles.hpp"
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#include "Runtime/World/CAi.hpp"
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#include "Runtime/World/CEnvFxManager.hpp"
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#include "Runtime/World/CFluidPlaneManager.hpp"
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#include "Runtime/World/ScriptLoader.hpp"
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#include "Runtime/World/ScriptObjectSupport.hpp"
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#include <zeus/CAABox.hpp>
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#include <zeus/CVector2f.hpp>
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#include <zeus/CVector2i.hpp>
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namespace urde {
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class CActor;
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class CActorModelParticles;
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class CDamageInfo;
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class CEnvFxManager;
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class CFluidPlaneManager;
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class CLight;
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class CMapWorldInfo;
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class CMaterialFilter;
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class CObjectList;
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class CPlayer;
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class CPlayerState;
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class CProjectedShadow;
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class CRelayTracker;
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class CRumbleManager;
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class CSortedListManager;
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class CTexture;
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class CWorld;
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class CWorldLayerState;
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class CWorldTransManager;
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struct CFinalInput;
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namespace MP1 {
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class CMFGameLoader;
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}
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struct SScriptObjectStream {
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// CEntity* x0_obj;
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EScriptObjectType x0_type;
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u32 x4_position;
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u32 x8_length;
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};
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struct SOnScreenTex {
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CAssetId x0_id;
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zeus::CVector2i x4_origin;
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zeus::CVector2i xc_extent;
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};
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enum class EStateManagerTransition { InGame, MapScreen, PauseGame, LogBook, SaveGame, MessageScreen };
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enum class EThermalDrawFlag { Hot, Cold, Bypass };
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class CStateManager {
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friend class MP1::CMFGameLoader;
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public:
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enum class EGameState { Running, SoftPaused, Paused };
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private:
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s16 x0_nextFreeIndex = 0;
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u16 x8_idArr[1024] = {};
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/*
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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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*/
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std::unique_ptr<CObjectList> x808_objLists[8] = {std::make_unique<CObjectList>(EGameObjectList::All),
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std::make_unique<CActorList>(),
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std::make_unique<CPhysicsActorList>(),
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std::make_unique<CGameCameraList>(),
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std::make_unique<CGameLightList>(),
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std::make_unique<CListeningAiList>(),
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std::make_unique<CAiWaypointList>(),
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std::make_unique<CPlatformAndDoorList>()};
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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> x854_objectGraveyard;
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struct CStateManagerContainer {
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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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rstl::reserved_vector<TUniqueId, 20> xf370_;
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rstl::reserved_vector<TUniqueId, 20> xf39c_renderLast;
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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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std::shared_ptr<CWorldLayerState> x8c8_worldLayerState;
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TAreaId x8cc_nextAreaId = 0;
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TAreaId x8d0_prevAreaId = kInvalidAreaId;
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// u32 x8d0_extFrameIdx = 0;
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u32 x8d4_inputFrameIdx = 0;
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u32 x8d8_updateFrameIdx = 0;
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u32 x8dc_objectDrawToken = 0;
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std::vector<CLight> x8e0_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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EGameState x904_gameState = EGameState::Running;
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u32 x908_loaderCount = 0;
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FScriptLoader x90c_loaderFuncs[int(EScriptObjectType::ScriptObjectTypeMAX)] = {};
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bool xab0_worldLoaded = false;
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enum class EInitPhase { LoadWorld, LoadFirstArea, Done } xb3c_initPhase = EInitPhase::LoadWorld;
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std::set<std::string> xb40_uniqueInstanceNames;
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CFinalInput xb54_finalInput;
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CCameraFilterPassPoly xb84_camFilterPasses[9]; // size: 0x2c
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CCameraBlurPass xd14_camBlurPasses[9]; // size: 0x34
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s32 xeec_hintIdx = -1;
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u32 xef0_hintPeriods = 0;
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SOnScreenTex xef4_pendingScreenTex;
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CAssetId xf08_pauseHudMessage;
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float xf0c_escapeTimer = 0.f;
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float xf10_escapeTotalTime = 0.f;
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float xf14_curTimeMod900 = 0.f;
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TUniqueId xf18_bossId = kInvalidUniqueId;
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float xf1c_totalBossEnergy = 0.f;
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u32 xf20_bossStringIdx = 0;
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float xf24_thermColdScale1 = 0.f;
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float xf28_thermColdScale2 = 0.f;
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zeus::CVector2f xf2c_viewportScale = {1.f, 1.f};
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EThermalDrawFlag xf34_thermalFlag = EThermalDrawFlag::Bypass;
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TUniqueId xf38_skipCineSpecialFunc = kInvalidUniqueId;
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std::list<TUniqueId> xf3c_activeFlickerBats;
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std::list<TUniqueId> xf54_activeParasites;
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TUniqueId xf6c_playerActorHead = kInvalidUniqueId;
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u32 xf70_ = 0;
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TUniqueId xf74_lastTrigger = kInvalidUniqueId;
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TUniqueId xf76_lastRelay = kInvalidUniqueId;
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float xf78_hudMessageTime = 0.f;
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CProjectedShadow* xf7c_projectedShadow = nullptr;
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u32 xf80_hudMessageFrameCount = 0;
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s32 xf84_ = -1;
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CAssetId xf88_;
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float xf8c_ = 0.f;
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EStateManagerTransition xf90_deferredTransition = EStateManagerTransition::InGame;
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union {
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struct {
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bool xf94_24_readyToRender : 1;
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bool xf94_25_quitGame : 1;
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bool xf94_26_generatingObject : 1;
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bool xf94_27_inMapScreen : 1;
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bool xf94_28_inSaveUI : 1;
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bool xf94_29_cinematicPause : 1;
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bool xf94_30_fullThreat : 1;
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};
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u32 xf94_ = 0;
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};
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CColoredQuadFilter m_deathWhiteout = {EFilterType::Add};
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CColoredQuadFilter m_escapeWhiteout = {EFilterType::Add};
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bool m_warping = false;
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void UpdateThermalVisor();
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static void RendererDrawCallback(const void*, const void*, int);
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public:
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CStateManager(const std::weak_ptr<CRelayTracker>&, const std::weak_ptr<CMapWorldInfo>&,
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const std::weak_ptr<CPlayerState>&, const std::weak_ptr<CWorldTransManager>&,
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const std::weak_ptr<CWorldLayerState>&);
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~CStateManager();
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u32 GetInputFrameIdx() const { return x8d4_inputFrameIdx; }
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bool RenderLast(TUniqueId);
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void AddDrawableActorPlane(const CActor& actor, const zeus::CPlane&, const zeus::CAABox& aabb) const;
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void AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec, const zeus::CAABox& aabb) const;
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bool SpecialSkipCinematic();
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TAreaId GetVisAreaId() const;
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s32 GetWeaponIdCount(TUniqueId, EWeaponType) const;
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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 { return xf0c_escapeTimer; }
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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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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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static void ReflectionDrawer(void*, const zeus::CVector3f&);
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void CacheReflection();
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bool CanCreateProjectile(TUniqueId, EWeaponType, int) const;
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const std::vector<CLight>& GetDynamicLightList() const { return x8e0_dynamicLights; }
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void BuildDynamicLightListForWorld();
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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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zeus::CFrustum SetupDrawFrustum(const SViewport& vp) const;
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zeus::CFrustum SetupViewForDraw(const SViewport& vp) const;
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zeus::CFrustum SetupViewForCubeFaceDraw(const zeus::CVector3f& pos, int face) const;
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void ResetViewAfterDraw(const SViewport& backupViewport, const zeus::CTransform& backupViewMatrix) const;
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void DrawWorld() const;
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void DrawActorCubeFaces(CActor& actor, int& cubeInst) const;
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void DrawWorldCubeFaces() const;
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void SetupFogForArea(TAreaId area) const;
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void SetupFogForAreaNonCurrent(TAreaId area) const;
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void SetupFogForArea(const CGameArea& area) const;
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void SetupFogForAreaNonCurrent(const CGameArea& area) const;
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bool SetupFogForDraw() const;
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void PreRender();
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void GetCharacterRenderMaskAndTarget(bool thawed, int& mask, int& target) const;
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bool GetVisSetForArea(TAreaId, TAreaId, CPVSVisSet& setOut) 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, 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 FreeScriptObject(TUniqueId);
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std::pair<const SScriptObjectStream*, TEditorId> 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, std::multimap<TEditorId, TUniqueId>::const_iterator>
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GetIdListForScript(TEditorId) const;
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std::multimap<TEditorId, TUniqueId>::const_iterator GetIdListEnd() const { return x890_scriptIdMap.cend(); };
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void LoadScriptObjects(TAreaId, CInputStream& in, std::vector<TEditorId>& idsOut);
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void InitializeScriptObjects(const std::vector<TEditorId>& objIds);
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std::pair<TEditorId, TUniqueId> LoadScriptObject(TAreaId, EScriptObjectType, u32, CInputStream& in);
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std::pair<TEditorId, TUniqueId> GenerateObject(TEditorId);
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void InitScriptObjects(const 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, const CDamageVulnerability&, const zeus::CVector3f&,
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float);
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void KnockBackPlayer(CPlayer& player, const zeus::CVector3f& pos, float power, float resistance);
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void ApplyDamageToWorld(TUniqueId, const CActor&, const zeus::CVector3f&, const CDamageInfo& info,
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const CMaterialFilter&);
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void ProcessRadiusDamage(const CActor&, CActor&, TUniqueId senderId, const CDamageInfo& info, const CMaterialFilter&);
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void ApplyRadiusDamage(const CActor&, const zeus::CVector3f&, CActor&, const CDamageInfo& info);
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bool TestRayDamage(const zeus::CVector3f& pos, const CActor& damagee,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList) const;
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bool RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end, const CMaterialFilter& filter,
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const CActor* damagee) const;
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bool RayCollideWorld(const zeus::CVector3f& start, const zeus::CVector3f& end,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList, const CMaterialFilter& filter,
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const CActor* damagee) const;
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bool RayCollideWorldInternal(const zeus::CVector3f& start, const zeus::CVector3f& end, const CMaterialFilter& filter,
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const rstl::reserved_vector<TUniqueId, 1024>& nearList, const CActor* damagee) const;
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bool MultiRayCollideWorld(const zeus::CMRay& ray, const CMaterialFilter& filter) const;
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void TestBombHittingWater(const CActor& damager, const zeus::CVector3f& pos, CActor& damagee);
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bool ApplyLocalDamage(const zeus::CVector3f&, const zeus::CVector3f&, CActor&, float, const CWeaponMode&);
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bool ApplyDamage(TUniqueId damagerId, TUniqueId damageeId, TUniqueId radiusSender, const CDamageInfo& info,
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const CMaterialFilter& filter, const zeus::CVector3f& knockbackVec);
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void UpdateAreaSounds();
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void FrameEnd();
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void ProcessPlayerInput();
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void SetGameState(EGameState state);
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EGameState GetGameState() const { return x904_gameState; }
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void ProcessInput(const CFinalInput& input);
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void UpdateGraphicsTiming(float dt);
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void Update(float dt);
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void UpdateGameState();
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void UpdateHintState(float dt);
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void PreThinkObjects(float dt);
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void MovePlatforms(float dt);
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void MoveActors(float dt);
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void CrossTouchActors();
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void Think(float dt);
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void PostUpdatePlayer(float dt);
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void ShowPausedHUDMemo(CAssetId strg, float time);
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void ClearGraveyard();
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void FrameBegin(s32 frameCount);
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void InitializeState(CAssetId mlvlId, TAreaId aid, CAssetId mreaId);
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void CreateStandardGameObjects();
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const std::unique_ptr<CObjectList>& GetObjectList() const { return x808_objLists[0]; }
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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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TAreaId GetNextAreaId() const { return x8cc_nextAreaId; }
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void SetCurrentAreaId(TAreaId);
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CEntity* ObjectById(TUniqueId uid) const { return GetAllObjectList().GetObjectById(uid); }
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const CEntity* GetObjectById(TUniqueId uid) const { return GetAllObjectList().GetObjectById(uid); }
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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, const zeus::CVector3f&, const zeus::CVector3f&,
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float, const CMaterialFilter&, const CActor*) const;
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void BuildColliderList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const CActor&, const zeus::CAABox&) const;
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void BuildNearList(rstl::reserved_vector<TUniqueId, 1024>& listOut, const zeus::CAABox&, const CMaterialFilter&,
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const CActor*) const;
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void UpdateActorInSortedLists(CActor&);
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void UpdateSortedLists();
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std::optional<zeus::CAABox> CalculateObjectBounds(const CActor&);
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void AddObject(CEntity&);
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void AddObject(CEntity*);
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CRayCastResult RayStaticIntersection(const zeus::CVector3f& pos, const zeus::CVector3f& dir, float length,
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const CMaterialFilter& filter) const;
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CRayCastResult RayWorldIntersection(TUniqueId& idOut, const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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float length, const CMaterialFilter& filter,
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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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void DeferStateTransition(EStateManagerTransition t);
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EStateManagerTransition GetDeferredStateTransition() const { return xf90_deferredTransition; }
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bool CanShowMapScreen() const;
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TUniqueId GetSkipCinematicSpecialFunction() const { return xf38_skipCineSpecialFunc; }
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void SetSkipCinematicSpecialFunction(TUniqueId id) { xf38_skipCineSpecialFunc = id; }
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float GetHUDMessageTime() const { return xf78_hudMessageTime; }
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u32 GetHUDMessageFrameCount() const { return xf80_hudMessageFrameCount; }
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CAssetId GetPauseHUDMessage() const { return xf08_pauseHudMessage; }
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void IncrementHUDMessageFrameCounter() { ++xf80_hudMessageFrameCount; }
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bool ShouldQuitGame() const { return xf94_25_quitGame; }
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void SetShouldQuitGame(bool should) { xf94_25_quitGame = should; }
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void SetInSaveUI(bool b) { xf94_28_inSaveUI = b; }
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bool GetInSaveUI() const { return xf94_28_inSaveUI; }
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void SetInMapScreen(bool b) { xf94_27_inMapScreen = b; }
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bool GetInMapScreen() const { return xf94_27_inMapScreen; }
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bool IsFullThreat() const { return xf94_30_fullThreat; }
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void SetIsFullThreat(bool v) { xf94_30_fullThreat = v; }
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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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const CRandom16* GetActiveRandom() const { return x900_activeRandom; }
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zeus::CVector3f Random2f(float scaleMin, float scaleMax);
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void SetActiveRandomToDefault() { x900_activeRandom = &x8fc_random; }
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void ClearActiveRandom() { x900_activeRandom = nullptr; }
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CRumbleManager& GetRumbleManager() { return *x88c_rumbleManager; }
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const CRumbleManager& GetRumbleManager() const { return *x88c_rumbleManager; }
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CCameraFilterPassPoly& GetCameraFilterPass(int idx) { return xb84_camFilterPasses[idx]; }
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const CCameraFilterPassPoly& GetCameraFilterPass(int idx) const { return xb84_camFilterPasses[idx]; }
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CCameraBlurPass& GetCameraBlurPass(int idx) { return xd14_camBlurPasses[idx]; }
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const CCameraBlurPass& GetCameraBlurPass(int idx) const { return xd14_camBlurPasses[idx]; }
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CEnvFxManager* GetEnvFxManager() { return x880_envFxManager; }
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const CEnvFxManager* GetEnvFxManager() const { return x880_envFxManager; }
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CWorld* GetWorld() { return x850_world.get(); }
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const CWorld* GetWorld() const { return x850_world.get(); }
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CRelayTracker* GetRelayTracker() { return x8bc_relayTracker.get(); }
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const CRelayTracker* GetRelayTracker() const { return x8bc_relayTracker.get(); }
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CCameraManager* GetCameraManager() const { return x870_cameraManager; }
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CFluidPlaneManager* GetFluidPlaneManager() const { return x87c_fluidPlaneManager; }
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CActorModelParticles* GetActorModelParticles() const { return x884_actorModelParticles; }
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const std::shared_ptr<CMapWorldInfo>& MapWorldInfo() const { return x8c0_mapWorldInfo; }
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const std::shared_ptr<CWorldTransManager>& WorldTransManager() const { return x8c4_worldTransManager; }
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const std::shared_ptr<CWorldLayerState>& WorldLayerState() const { return x8c8_worldLayerState; }
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std::shared_ptr<CWorldLayerState>& WorldLayerState() { return x8c8_worldLayerState; }
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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 *x808_objLists[0]; }
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CActorList& GetActorObjectList() const { return static_cast<CActorList&>(*x808_objLists[1]); }
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CPhysicsActorList& GetPhysicsActorObjectList() const { return static_cast<CPhysicsActorList&>(*x808_objLists[2]); }
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CGameCameraList& GetCameraObjectList() const { return static_cast<CGameCameraList&>(*x808_objLists[3]); }
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CGameLightList& GetLightObjectList() const { return static_cast<CGameLightList&>(*x808_objLists[4]); }
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CListeningAiList& GetListeningAiObjectList() const { return static_cast<CListeningAiList&>(*x808_objLists[5]); }
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CAiWaypointList& GetAiWaypointObjectList() const { return static_cast<CAiWaypointList&>(*x808_objLists[6]); }
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CPlatformAndDoorList& GetPlatformAndDoorObjectList() const {
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return static_cast<CPlatformAndDoorList&>(*x808_objLists[7]);
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}
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std::pair<u32, u32> CalculateScanCompletionRate() const;
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void SetLastTriggerId(TUniqueId uid) { xf74_lastTrigger = uid; }
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TUniqueId GetLastTriggerId() const { return xf74_lastTrigger; }
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void SetLastRelayId(TUniqueId uid) { xf76_lastRelay = uid; }
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TUniqueId* GetLastRelayIdPtr() { return &xf76_lastRelay; }
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TUniqueId GetLastRelayId() const { return xf76_lastRelay; }
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bool GetIsGeneratingObject() const { return xf94_26_generatingObject; }
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void SetIsGeneratingObject(bool gen) { xf94_26_generatingObject = gen; }
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EThermalDrawFlag GetThermalDrawFlag() const { return xf34_thermalFlag; }
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const CFinalInput& GetFinalInput() const { return xb54_finalInput; }
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void SetBossParams(TUniqueId bossId, float maxEnergy, u32 stringIdx);
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TUniqueId GetBossId() const { return xf18_bossId; }
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float GetTotalBossEnergy() const { return xf1c_totalBossEnergy; }
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u32 GetBossStringIdx() const { return xf20_bossStringIdx; }
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void SetPendingOnScreenTex(CAssetId texId, const zeus::CVector2i& origin, const zeus::CVector2i& extent) {
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xef4_pendingScreenTex.x0_id = texId;
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xef4_pendingScreenTex.x4_origin = origin;
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xef4_pendingScreenTex.xc_extent = extent;
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}
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const SOnScreenTex& GetPendingScreenTex() const { return xef4_pendingScreenTex; }
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void SetViewportScale(const zeus::CVector2f& scale) { xf2c_viewportScale = scale; }
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float GetThermalColdScale1() const { return xf24_thermColdScale1; }
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float GetThermalColdScale2() const { return xf28_thermColdScale2; }
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void SetThermalColdScale2(float s) { xf28_thermColdScale2 = s; }
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float IntegrateVisorFog(float f) const;
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u32 GetUpdateFrameIndex() const { return x8d8_updateFrameIdx; }
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void SetCinematicPause(bool p) { xf94_29_cinematicPause = p; }
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void QueueMessage(u32 frameCount, CAssetId msg, float f1) {
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xf84_ = frameCount;
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xf88_ = msg;
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xf8c_ = f1;
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}
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TUniqueId GetPlayerActorHead() const { return xf6c_playerActorHead; }
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void SetPlayerActorHead(TUniqueId id) { xf6c_playerActorHead = id; }
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std::list<TUniqueId>& GetActiveFlickerBats() { return xf3c_activeFlickerBats; }
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std::list<TUniqueId>& GetActiveParasites() { return xf54_activeParasites; }
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static float g_EscapeShakeCountdown;
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static bool g_EscapeShakeCountdownInit;
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void SetWarping(bool v) { m_warping = true; }
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};
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} // namespace urde
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