#ifndef _CSTATEMANAGER #define _CSTATEMANAGER #include "types.h" #include "Kyoto/CObjectReference.hpp" #include "Kyoto/CRandom16.hpp" #include "Kyoto/Input/CFinalInput.hpp" #include "Kyoto/Math/CVector2f.hpp" #include "Kyoto/Math/CVector2i.hpp" #include "Kyoto/TOneStatic.hpp" #include "Kyoto/TToken.hpp" #include "MetroidPrime/CEntityInfo.hpp" #include "MetroidPrime/CObjectList.hpp" #include "MetroidPrime/Cameras/CCameraBlurPass.hpp" #include "MetroidPrime/Cameras/CCameraFilterPass.hpp" #include "MetroidPrime/Enemies/EListenNoiseType.hpp" #include "MetroidPrime/ScriptLoader.hpp" #include "MetroidPrime/TGameTypes.hpp" #include "MetroidPrime/Weapons/WeaponTypes.hpp" #include "rstl/auto_ptr.hpp" #include "rstl/list.hpp" #include "rstl/map.hpp" #include "rstl/pair.hpp" #include "rstl/rc_ptr.hpp" #include "rstl/reserved_vector.hpp" #include "rstl/single_ptr.hpp" #include "rstl/string.hpp" class CAABox; class CActor; class CActorModelParticles; class CCameraManager; class CEnvFxManager; class CFluidPlaneManager; class CMapWorldInfo; class CObjectList; class CPlayer; class CPlayerState; class CRumbleManager; class CScriptMailbox; class CStateManagerContainer; class CVector3f; class CWeaponMgr; class CWorld; class CWorldTransManager; class CEntity; class CMazeState; class CRayCastResult; class CMaterialFilter; class CWorldLayerState; class CLight; class CDamageInfo; class CTexture; namespace SL { class CSortedListManager; } // namespace SL #define kMaxEntities 1024 typedef rstl::reserved_vector< TUniqueId, kMaxEntities > TEntityList; enum EStateManagerTransition { kSMT_InGame, kSMT_MapScreen, kSMT_PauseGame, kSMT_LogBook, kSMT_SaveGame, kSMT_MessageScreen }; enum EThermalDrawFlag { kTD_Hot, kTD_Cold, kTD_Bypass, }; struct SOnScreenTex { CAssetId x0_id; CVector2i x4_origin; CVector2i xc_extent; SOnScreenTex() : x0_id(kInvalidAssetId), x4_origin(0, 0), xc_extent(0, 0) {} }; class CStateManager : public TOneStatic< CStateManager > { public: typedef rstl::map< TEditorId, TUniqueId > TIdList; typedef rstl::pair< TIdList::const_iterator, TIdList::const_iterator > TIdListResult; enum EGameState { kGS_Running, kGS_SoftPaused, kGS_Paused }; enum ECameraFilterStage { kCFS_Zero, kCFS_One, kCFS_Two, kCFS_Three, kCFS_Four, kCFS_Five, kCFS_Six, kCFS_Seven, kCFS_Eight, kCFS_Max, }; CStateManager(const rstl::ncrc_ptr< CScriptMailbox >&, const rstl::ncrc_ptr< CMapWorldInfo >&, const rstl::ncrc_ptr< CPlayerState >&, const rstl::ncrc_ptr< CWorldTransManager >&, const rstl::ncrc_ptr< CWorldLayerState >&); ~CStateManager(); bool RenderLast(const TUniqueId&); void ResetEscapeSequenceTimer(float); void SendScriptMsg(TUniqueId uid, TEditorId target, EScriptObjectMessage msg, EScriptObjectState state); void SendScriptMsg(CEntity* ent, TUniqueId target, EScriptObjectMessage msg); void SendScriptMsgAlways(TUniqueId uid, TUniqueId src, EScriptObjectMessage msg); bool AddDrawableActor(const CActor& actor, const CVector3f& pos, const CAABox& bounds) const; void SetupParticleHook(const CActor& actor) const; void FreeScriptObject(TUniqueId uid); rstl::pair< TEditorId, TUniqueId > GenerateObject(const TEditorId& eid); void AddObject(CEntity*); TUniqueId AllocateUniqueId(); const rstl::string& HashInstanceName(CInputStream& in); void BuildNearList(TEntityList& nearList, const CVector3f& pos, const CVector3f& dir, float mag, const CMaterialFilter&, const CActor*) const; void BuildNearList(TEntityList& nearList, const CAABox&, const CMaterialFilter&, const CActor*) const; bool RayCollideWorld(const CVector3f& start, const CVector3f& end, const TEntityList& nearList, const CMaterialFilter& filter, const CActor* damagee) const; CRayCastResult RayWorldIntersection(TUniqueId& idOut, const CVector3f& pos, const CVector3f& dir, float length, const CMaterialFilter& filter, const TEntityList& list) const; void BuildColliderList(TEntityList& out, const CActor& actor, const CAABox& aabb) const; CEntity* ObjectById(TUniqueId uid); const CEntity* GetObjectById(TUniqueId uid) const; TEditorId GetEditorIdForUniqueId(TUniqueId) const; TUniqueId GetIdForScript(TEditorId eid) const; TIdListResult GetIdListForScript(TEditorId) const; void SetActorAreaId(CActor& actor, TAreaId); TAreaId GetNextAreaId() const { return x8cc_nextAreaId; } void SetCurrentAreaId(TAreaId); bool CanCreateProjectile(TUniqueId, EWeaponType, int) const; CMazeState* CurrentMaze(); const CMazeState* GetCurrentMaze() const; void SetCurrentMaze(rstl::single_ptr< CMazeState > maze); CPlayer* Player() { return x84c_player; } const CPlayer* GetPlayer() const { return x84c_player; } CCameraManager* CameraManager() { return x870_cameraManager; } const CCameraManager* GetCameraManager() const { return x870_cameraManager; } CPlayerState* PlayerState() { return x8b8_playerState.GetPtr(); } const CPlayerState* GetPlayerState() const { return x8b8_playerState.GetPtr(); } CWorld* World() { return x850_world.get(); } const CWorld* GetWorld() const { return x850_world.get(); } CScriptMailbox* Mailbox() { return x8bc_mailbox.GetPtr(); } const CScriptMailbox* GetMailbox() const { return x8bc_mailbox.GetPtr(); } CActorModelParticles* ActorModelParticles() { return x884_actorModelParticles.get(); } const CActorModelParticles* GetActorModelParticles() const { return x884_actorModelParticles.get(); } CEnvFxManager* EnvFxManager() { return x880_envFxManager; } const CEnvFxManager* GetEnvFxManager() const { return x880_envFxManager; } CRumbleManager* GetRumbleManager() { return x88c_rumbleManager; } CFluidPlaneManager* FluidPlaneManager() { return x87c_fluidPlaneManager; } const CFluidPlaneManager* GetFluidPlaneManager() const { return x87c_fluidPlaneManager; } CWorldTransManager* WorldTransManager() { return x8c4_worldTransManager.GetPtr(); } const CWorldTransManager* GetWorldTransManager() const { return x8c4_worldTransManager.GetPtr(); } CRandom16* Random() const { return x900_random; } CObjectList& ObjectListById(EGameObjectList id) { return *x808_objectLists[id]; } const CObjectList& GetObjectListById(EGameObjectList id) const { return *x808_objectLists[id]; } void RemoveObject(TUniqueId); const CFinalInput& GetFinalInput() const { return xb54_finalInput; } CCameraFilterPass& CameraFilterPass(ECameraFilterStage stage) { return xb84_camFilterPasses[size_t(stage)]; } const CCameraFilterPass& GetCameraFilterPass(ECameraFilterStage stage) const { return xb84_camFilterPasses[size_t(stage)]; } CCameraBlurPass& CameraBlurPass(ECameraFilterStage idx) { return xd14_camBlurPasses[idx]; } const CCameraBlurPass& GetCameraBlurPass(ECameraFilterStage idx) const { return xd14_camBlurPasses[idx]; } float GetThermalColdScale1() const { return xf24_thermColdScale1; } float GetThermalColdScale2() const { return xf28_thermColdScale2; } void SetThermalColdScale2(float s) { xf28_thermColdScale2 = s; } // TODO ? void AddThermalColdScale2(float s) { xf28_thermColdScale2 += s; } bool IsGeneratingObject() const { return xf94_26_generatingObject; } void SetIsGeneratingObject(bool gen) { xf94_26_generatingObject = gen; } void ApplyDamageToWorld(TUniqueId, const CActor&, const CVector3f&, const CDamageInfo& info, const CMaterialFilter&); bool ApplyDamage(TUniqueId damagerId, TUniqueId damageeId, TUniqueId radiusSender, const CDamageInfo& info, const CMaterialFilter& filter, const CVector3f& knockbackVec); void InformListeners(const CVector3f&, EListenNoiseType); // void ShowPausedHUDMemo(CAssetId strg, float time); void QueueMessage(int frameCount, CAssetId msg, float f1); int GetHUDMessageFrameCount() const { return xf80_hudMessageFrameCount; } // Weapon void RemoveWeaponId(TUniqueId, EWeaponType); void AddWeaponId(TUniqueId, EWeaponType); // State transitions void DeferStateTransition(EStateManagerTransition t); void EnterMapScreen() { DeferStateTransition(kSMT_MapScreen); } void EnterPauseScreen() { DeferStateTransition(kSMT_PauseGame); } void EnterLogBookScreen() { DeferStateTransition(kSMT_LogBook); } void EnterSaveGameScreen() { DeferStateTransition(kSMT_SaveGame); } void EnterMessageScreen(uint, float); bool GetWantsToEnterMapScreen() const { return xf90_deferredTransition == kSMT_MapScreen; } bool GetWantsToEnterPauseScreen() const { return xf90_deferredTransition == kSMT_PauseGame; } bool GetWantsToEnterLogBookScreen() const { return xf90_deferredTransition == kSMT_LogBook; } bool GetWantsToEnterSaveGameScreen() const { return xf90_deferredTransition == kSMT_SaveGame; } bool GetWantsToEnterMessageScreen() const { return xf90_deferredTransition == kSMT_MessageScreen; } EThermalDrawFlag GetThermalDrawFlag() const { return xf34_thermalFlag; } void SetLastTriggerId(TUniqueId uid) { xf74_lastTrigger = uid; } TUniqueId GetLastTriggerId() const { return xf74_lastTrigger; } void SetLastRelayId(const TUniqueId& uid) { xf76_lastRelay = uid; } TUniqueId* GetLastRelayIdPtr() { return &xf76_lastRelay; } TUniqueId GetLastRelayId() const { return xf76_lastRelay; } void SetEnergyBarActorInfo(TUniqueId bossId, float maxEnergy, uint stringIdx); void SetPendingOnScreenTex(CAssetId texId, const CVector2i& origin, const CVector2i& extent); /* { xef4_pendingScreenTex.x0_id = texId; xef4_pendingScreenTex.x4_origin = origin; xef4_pendingScreenTex.xc_extent = extent; }*/ const SOnScreenTex& GetPendingScreenTex() const { return xef4_pendingScreenTex; } float IntegrateVisorFog(float f) const; void QuitGame() { xf94_25_quitGame = true; } bool GetWantsToQuit() const { return xf94_25_quitGame; } void SetCinematicSkipObject(TUniqueId id) { xf38_skipCineSpecialFunc = id; } void SetInSaveUI(bool b) { xf94_28_inSaveUI = b; } bool GetInSaveUI() const { return xf94_28_inSaveUI; } void SetInMapScreen(bool b) { xf94_27_inMapScreen = b; } bool GetInMapScreen() const { return xf94_27_inMapScreen; } void SetIsFullThreat(bool v) { xf94_30_fullThreat = v; } uint GetInputFrameIdx() const { return x8d4_inputFrameIdx; } private: enum EInitPhase { kIP_LoadWorld, kIP_LoadFirstArea, kIP_Done }; ushort x0_nextFreeIndex; rstl::reserved_vector< ushort, 1024 > x8_objectIndexArray; rstl::reserved_vector< rstl::auto_ptr< CObjectList >, 8 > x808_objectLists; CPlayer* x84c_player; rstl::single_ptr< CWorld > x850_world; rstl::list< rstl::reserved_vector< TUniqueId, 32 > > x854_graveyard; rstl::single_ptr< CStateManagerContainer > x86c_stateManagerContainer; CCameraManager* x870_cameraManager; SL::CSortedListManager* x874_sortedListManager; CWeaponMgr* x878_weaponMgr; CFluidPlaneManager* x87c_fluidPlaneManager; CEnvFxManager* x880_envFxManager; rstl::single_ptr< CActorModelParticles > x884_actorModelParticles; uint x888_; CRumbleManager* x88c_rumbleManager; // TODO // rstl::multimap< TEditorId, TUniqueId > x890_scriptIdMap; // rstl::map< TEditorId, SScriptObjectStream > x8a4_loadedScriptObjects; uchar pad[0x28]; rstl::rc_ptr< CPlayerState > x8b8_playerState; rstl::rc_ptr< CScriptMailbox > x8bc_mailbox; rstl::rc_ptr< CMapWorldInfo > x8c0_mapWorldInfo; rstl::rc_ptr< CWorldTransManager > x8c4_worldTransManager; rstl::rc_ptr< CWorldLayerState > x8c8_worldLayerState; TAreaId x8cc_nextAreaId; TAreaId x8d0_prevAreaId; uint x8d4_inputFrameIdx; uint x8d8_updateFrameIdx; uint x8dc_objectDrawToken; rstl::vector< CLight > x8e0_dynamicLights; TCachedToken< CTexture > x8f0_shadowTex; CRandom16 x8fc_random; CRandom16* x900_random; EGameState x904_gameState; rstl::reserved_vector< FScriptLoader, int(kST_MAX) > x90c_loaderFuncs; EInitPhase xb3c_initPhase; uchar xb40_pad[0x14]; // rstl::set xb40_uniqueInstanceNames; CFinalInput xb54_finalInput; rstl::reserved_vector< CCameraFilterPass, kCFS_Max > xb84_camFilterPasses; rstl::reserved_vector< CCameraBlurPass, kCFS_Max > xd14_camBlurPasses; int xeec_hintIdx; uint xef0_hintPeriods; SOnScreenTex xef4_pendingScreenTex; CAssetId xf08_pauseHudMessage; float xf0c_escapeTimer; float xf10_escapeTotalTime; float xf14_curTimeMod900; TUniqueId xf18_bossId; float xf1c_totalBossEnergy; uint xf20_bossStringIdx; float xf24_thermColdScale1; float xf28_thermColdScale2; CVector2f xf2c_viewportScale; EThermalDrawFlag xf34_thermalFlag; TUniqueId xf38_skipCineSpecialFunc; rstl::list< TUniqueId > xf3c_activeFlickerBats; rstl::list< TUniqueId > xf54_activeParasites; TUniqueId xf6c_playerActorHead; rstl::single_ptr< CMazeState > xf70_currentMaze; TUniqueId xf74_lastTrigger; TUniqueId xf76_lastRelay; float xf78_hudMessageTime; unkptr xf7c_projectedShadow; uint xf80_hudMessageFrameCount; CAssetId xf84_; CAssetId xf88_; float xf8c_; EStateManagerTransition xf90_deferredTransition; bool xf94_24_readyToRender : 1; bool xf94_25_quitGame : 1; bool xf94_26_generatingObject : 1; bool xf94_27_inMapScreen : 1; bool xf94_28_inSaveUI : 1; bool xf94_29_cinematicPause : 1; bool xf94_30_fullThreat : 1; void ClearGraveyard(); static void RendererDrawCallback(void*, void*, int); static const bool MemoryAllocatorAllocationFailedCallback(const void*, unsigned int); }; CHECK_SIZEOF(CStateManager, 0xf98) #endif // _CSTATEMANAGER