metaforce/Runtime/CStateManager.hpp

308 lines
12 KiB
C++

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