mirror of https://github.com/AxioDL/metaforce.git
189 lines
6.9 KiB
C++
189 lines
6.9 KiB
C++
#include "CScriptActor.hpp"
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#include "CStateManager.hpp"
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#include "CScriptTrigger.hpp"
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#include "Camera/CGameCamera.hpp"
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#include "CDamageVulnerability.hpp"
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#include "CPlayerState.hpp"
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#include "CScriptColorModulate.hpp"
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#include "Character/IAnimReader.hpp"
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#include "TCastTo.hpp"
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#include "CActorParameters.hpp"
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namespace urde {
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CScriptActor::CScriptActor(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const zeus::CAABox& aabb, float mass, float zMomentum,
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const CMaterialList& matList, const CHealthInfo& hInfo, const CDamageVulnerability& dVuln,
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const CActorParameters& actParms, bool looping, bool active, s32 shaderIdx, float xrayAlpha,
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bool noThermalHotZ, bool castsShadow, bool scaleAdvancementDelta, bool materialFlag54)
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: CPhysicsActor(uid, active, name, info, xf, std::move(mData), matList, aabb, SMoverData(mass), actParms, 0.3f, 0.1f)
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, x258_initialHealth(hInfo)
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, x260_currentHealth(hInfo)
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, x268_damageVulnerability(dVuln)
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, x2d0_fadeInTime(actParms.x5c_fadeInTime)
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, x2d4_fadeOutTime(actParms.x60_fadeOutTime)
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, x2d8_shaderIdx(shaderIdx)
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, x2dc_xrayAlpha(xrayAlpha) {
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x2e2_24_noThermalHotZ = noThermalHotZ;
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x2e2_25_dead = false;
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x2e2_26_animating = true;
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x2e2_27_xrayAlphaEnabled = !zeus::close_enough(1.f, xrayAlpha);
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x2e2_28_inXrayAlpha = false;
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x2e2_29_processModelFlags = (x2e2_27_xrayAlphaEnabled || x2e2_24_noThermalHotZ || x2d8_shaderIdx != 0);
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x2e2_30_scaleAdvancementDelta = scaleAdvancementDelta;
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x2e2_31_materialFlag54 = materialFlag54;
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x2e3_24_isPlayerActor = false;
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if (x64_modelData && (x64_modelData->HasAnimData() || x64_modelData->HasNormalModel()) && castsShadow)
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CreateShadow(true);
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if (x64_modelData && x64_modelData->HasAnimData())
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x64_modelData->EnableLooping(looping);
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x150_momentum = zeus::CVector3f(0.f, 0.f, zMomentum);
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}
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void CScriptActor::Accept(IVisitor& visitor) { visitor.Visit(this); }
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void CScriptActor::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) {
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switch (msg) {
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case EScriptObjectMessage::InitializedInArea:
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for (const SConnection& conn : x20_conns) {
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if (conn.x0_state != EScriptObjectState::InheritBounds || conn.x4_msg != EScriptObjectMessage::Activate)
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continue;
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auto search = mgr.GetIdListForScript(conn.x8_objId);
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for (auto it = search.first; it != search.second; ++it) {
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if (TCastToConstPtr<CScriptTrigger>(mgr.GetObjectById(it->second))) {
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x2e0_triggerId = it->second;
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break;
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}
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}
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}
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if (x2e2_31_materialFlag54)
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CActor::AddMaterial(EMaterialTypes::Unknown54, mgr);
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break;
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case EScriptObjectMessage::Reset:
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x2e2_25_dead = false;
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x260_currentHealth = x258_initialHealth;
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break;
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case EScriptObjectMessage::Increment:
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if (!GetActive()) {
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mgr.SendScriptMsg(this, x8_uid, EScriptObjectMessage::Activate);
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CScriptColorModulate::FadeInHelper(mgr, x8_uid, x2d0_fadeInTime);
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}
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break;
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case EScriptObjectMessage::Decrement:
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CScriptColorModulate::FadeOutHelper(mgr, x8_uid, x2d4_fadeOutTime);
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break;
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default:
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break;
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}
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CActor::AcceptScriptMsg(msg, uid, mgr);
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}
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void CScriptActor::Think(float dt, CStateManager& mgr) {
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if (!GetActive())
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return;
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if (HasModelData() && x64_modelData->HasAnimData()) {
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bool timeRemaining = x64_modelData->GetAnimationData()->IsAnimTimeRemaining(dt - FLT_EPSILON, "Whole Body");
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bool loop = x64_modelData->GetIsLoop();
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SAdvancementDeltas deltas = CActor::UpdateAnimation(dt, mgr, true);
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if (timeRemaining || loop) {
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x2e2_26_animating = true;
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if (x2e2_30_scaleAdvancementDelta)
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MoveToOR(x34_transform.rotate(x64_modelData->GetScale() * x34_transform.transposeRotate(deltas.x0_posDelta)),
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dt);
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else
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MoveToOR(deltas.x0_posDelta, dt);
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RotateToOR(deltas.xc_rotDelta, dt);
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}
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if (!timeRemaining && x2e2_26_animating && !loop) {
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SendScriptMsgs(EScriptObjectState::MaxReached, mgr, EScriptObjectMessage::None);
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x2e2_26_animating = false;
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}
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}
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if (!x2e2_25_dead && HealthInfo(mgr)->GetHP() <= 0.f) {
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x2e2_25_dead = true;
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SendScriptMsgs(EScriptObjectState::Dead, mgr, EScriptObjectMessage::None);
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}
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}
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void CScriptActor::PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) {
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CActor::PreRender(mgr, frustum);
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if (xe4_30_outOfFrustum && TCastToPtr<CCinematicCamera>(mgr.GetCameraManager()->GetCurrentCamera(mgr)))
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xe4_30_outOfFrustum = false;
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if (!xe4_30_outOfFrustum && x2e2_29_processModelFlags) {
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if (x2e2_27_xrayAlphaEnabled) {
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zeus::CColor col(1.f, x2dc_xrayAlpha);
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CModelFlags xrayFlags(5, 0, 3, col);
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if (mgr.GetPlayerState()->GetActiveVisor(mgr) == CPlayerState::EPlayerVisor::XRay) {
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xb4_drawFlags = xrayFlags;
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x2e2_28_inXrayAlpha = true;
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} else if (x2e2_28_inXrayAlpha) {
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x2e2_28_inXrayAlpha = false;
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if (xb4_drawFlags == xrayFlags)
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xb4_drawFlags = CModelFlags(0, 0, 3, zeus::skWhite);
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}
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}
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if (x2e2_24_noThermalHotZ && xe6_27_thermalVisorFlags == 2) {
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if (mgr.GetPlayerState()->GetActiveVisor(mgr) == CPlayerState::EPlayerVisor::Thermal)
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xb4_drawFlags.x2_flags &= ~3; // Disable Z test/update
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else
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xb4_drawFlags.x2_flags |= 3; // Enable Z test/update
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}
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if (x2d8_shaderIdx != 0)
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xb4_drawFlags.x1_matSetIdx = u8(x2d8_shaderIdx);
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}
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if (mgr.GetObjectById(x2e0_triggerId) == nullptr)
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x2e0_triggerId = kInvalidUniqueId;
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}
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zeus::CAABox CScriptActor::GetSortingBounds(const CStateManager& mgr) const {
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if (x2e0_triggerId != kInvalidUniqueId) {
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TCastToConstPtr<CScriptTrigger> trigger(mgr.GetObjectById(x2e0_triggerId));
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if (trigger)
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return trigger->GetTriggerBoundsWR();
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}
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return CActor::GetSortingBounds(mgr);
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}
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EWeaponCollisionResponseTypes CScriptActor::GetCollisionResponseType(const zeus::CVector3f& v1,
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const zeus::CVector3f& v2,
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const CWeaponMode& wMode,
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EProjectileAttrib w) const {
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const CDamageVulnerability* dVuln = GetDamageVulnerability();
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if (dVuln->GetVulnerability(wMode, false) == EVulnerability::Deflect) {
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EVulnerability phazonVuln = dVuln->GetDeflectionType(wMode);
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if (phazonVuln < EVulnerability::PassThrough && phazonVuln >= EVulnerability::Normal)
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return EWeaponCollisionResponseTypes::Unknown15;
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}
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return CActor::GetCollisionResponseType(v1, v2, wMode, w);
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}
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rstl::optional<zeus::CAABox> CScriptActor::GetTouchBounds() const {
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if (GetActive() && x68_material.HasMaterial(EMaterialTypes::Solid))
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return {CPhysicsActor::GetBoundingBox()};
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return {};
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}
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void CScriptActor::Touch(CActor&, CStateManager&) {
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// Empty
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}
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} // namespace urde
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