mirror of https://github.com/AxioDL/metaforce.git
105 lines
3.6 KiB
C++
105 lines
3.6 KiB
C++
#include "CScriptSpecialFunction.hpp"
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#include "Character/CModelData.hpp"
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#include "CActorParameters.hpp"
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#include "Audio/CSfxManager.hpp"
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#include "TCastTo.hpp"
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#include "GameGlobalObjects.hpp"
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#include "CGameState.hpp"
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#include "CStateManager.hpp"
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namespace urde
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{
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CScriptSpecialFunction::CScriptSpecialFunction(TUniqueId uid, std::string_view name, const CEntityInfo& info,
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const zeus::CTransform& xf, ESpecialFunction func,
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std::string_view lcName, float f1, float f2, float f3, float f4,
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const zeus::CVector3f& vec, const zeus::CColor& col, bool active,
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const CDamageInfo& dInfo, CAssetId aId1, CAssetId aId2, CAssetId aId3,
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s16 sId1, s16 sId2, s16 sId3)
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: CActor(uid, active, name, info, xf, CModelData::CModelDataNull(), CMaterialList(), CActorParameters::None(),
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kInvalidUniqueId)
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, xe8_function(func)
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, xec_locatorName(lcName)
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, xfc_(f1)
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, x100_(f2)
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, x104_(f3)
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, x108_(f4)
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, x10c_(vec)
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, x118_(col)
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, x11c_damageInfo(dInfo)
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, x170_(CSfxManager::TranslateSFXID(sId1))
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, x172_(CSfxManager::TranslateSFXID(sId2))
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, x174_(CSfxManager::TranslateSFXID(sId3))
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, x1bc_(aId1)
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, x1c0_(aId2)
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, x1c4_(aId3)
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{
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x1e4_26_ = true;
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if (xe8_function == ESpecialFunction::HUDTarget)
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x1c8_ = {{zeus::CVector3f(-1.f), zeus::CVector3f(1.f)}};
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}
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void CScriptSpecialFunction::Accept(IVisitor& visitor) { visitor.Visit(this); }
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void CScriptSpecialFunction::Think(float, CStateManager&) {}
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void CScriptSpecialFunction::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr)
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{
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}
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void CScriptSpecialFunction::PreRender(CStateManager&, const zeus::CFrustum&) {}
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void CScriptSpecialFunction::AddToRenderer(const zeus::CFrustum&, const CStateManager&) const {}
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void CScriptSpecialFunction::Render(const CStateManager&) const {}
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void CScriptSpecialFunction::SkipCinematic(CStateManager& stateMgr)
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{
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SendScriptMsgs(EScriptObjectState::Zero, stateMgr, EScriptObjectMessage::None);
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stateMgr.SetSkipCinematicSpecialFunction(kInvalidUniqueId);
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}
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void CScriptSpecialFunction::ThinkActorScale(float dt, CStateManager& mgr)
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{
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float deltaScale = dt * xfc_;
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for (const SConnection& conn : x20_conns)
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{
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if (conn.x0_state != EScriptObjectState::Play || conn.x4_msg != EScriptObjectMessage::Activate)
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continue;
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if (TCastToPtr<CActor> act = mgr.ObjectById(mgr.GetIdForScript(conn.x8_objId)))
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{
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CModelData* mData = act->ModelData();
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if (mData && (mData->HasAnimData() || mData->HasNormalModel()))
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{
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zeus::CVector3f scale = mData->GetScale();
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if (deltaScale > 0.f)
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scale = zeus::min(deltaScale + scale, {x100_});
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else
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scale = zeus::max(deltaScale + scale, {x100_});
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mData->SetScale(scale);
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}
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}
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}
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}
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void CScriptSpecialFunction::ThinkSaveStation(float, CStateManager& mgr)
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{
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if (x1e5_24_doSave && mgr.GetDeferredStateTransition() != EStateManagerTransition::SaveGame)
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{
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x1e5_24_doSave = false;
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if (mgr.GetInSaveUI())
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SendScriptMsgs(EScriptObjectState::MaxReached, mgr, EScriptObjectMessage::None);
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else
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SendScriptMsgs(EScriptObjectState::Zero, mgr, EScriptObjectMessage::None);
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}
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}
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bool CScriptSpecialFunction::ShouldSkipCinematic(CStateManager& stateMgr) const
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{
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return g_GameState->SystemOptions().GetCinematicState(stateMgr.GetWorld()->IGetWorldAssetId(), GetEditorId());
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}
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}
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