mirror of https://github.com/PrimeDecomp/prime.git
155 lines
4.8 KiB
C++
155 lines
4.8 KiB
C++
#ifndef _CSCRIPTSPECIALFUNCTION_HPP
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#define _CSCRIPTSPECIALFUNCTION_HPP
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#include "MetroidPrime/CActor.hpp"
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#include "MetroidPrime/CDamageInfo.hpp"
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#include "Kyoto/Graphics/CColor.hpp"
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#include "Kyoto/Graphics/CTexture.hpp"
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#include "Kyoto/Math/CAABox.hpp"
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#include "Kyoto/Math/CTransform4f.hpp"
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#include "Kyoto/Math/CVector3f.hpp"
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#include "Kyoto/TAverage.hpp"
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#include "MetroidPrime/Player/CPlayerState.hpp"
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class CScriptSpecialFunction : public CActor {
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public:
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enum ESpecialFunction {
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kSF_What = 0,
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kSF_PlayerFollowLocator = 1,
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kSF_SpinnerController = 2,
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kSF_ObjectFollowLocator = 3,
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kSF_ChaffTarget = 4,
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kSF_InventoryActivator = 5,
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kSF_MapStation = 6,
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kSF_SaveStation = 7,
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kSF_IntroBossRingController = 8,
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kSF_ViewFrustumTester = 9,
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kSF_ShotSpinnerController = 10,
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kSF_EscapeSequence = 11,
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kSF_BossEnergyBar = 12,
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kSF_EndGame = 13,
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kSF_HUDFadeIn = 14,
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kSF_CinematicSkip = 15,
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kSF_ScriptLayerController = 16,
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kSF_RainSimulator = 17,
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kSF_AreaDamage = 18,
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kSF_ObjectFollowObject = 19,
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kSF_RedundantHintSystem = 20,
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kSF_DropBomb = 21,
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kSF_ScaleActor = 22,
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kSF_MissileStation = 23,
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kSF_Billboard = 24,
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kSF_PlayerInAreaRelay = 25,
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kSF_HUDTarget = 26,
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kSF_FogFader = 27,
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kSF_EnterLogbook = 28,
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kSF_PowerBombStation = 29,
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kSF_Ending = 30,
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kSF_FusionRelay = 31,
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kSF_WeaponSwitch = 32,
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kSF_FogVolume = 47,
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kSF_RadialDamage = 48,
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kSF_EnvFxDensityController = 49,
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kSF_RumbleEffect = 50
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};
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enum ESpinnerControllerMode {
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kSCM_Zero,
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kSCM_One,
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};
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enum ERingState { kRS_Scramble, kRS_Rotate, kRS_Stopped, kRS_Breakup };
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struct SRingController {
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TUniqueId x0_id;
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float x4_rotateSpeed;
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bool x8_reachedTarget;
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CVector3f xc_;
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SRingController(TUniqueId uid, float rotateSpeed, bool reachedTarget)
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: x0_id(uid)
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, x4_rotateSpeed(rotateSpeed)
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, x8_reachedTarget(reachedTarget)
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, xc_(CVector3f::Zero()) {}
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};
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private:
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ESpecialFunction xe8_function;
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rstl::string xec_locatorName;
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float xfc_float1;
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float x100_float2;
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float x104_float3;
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float x108_float4;
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CVector3f x10c_vector3f;
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CColor x118_color;
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CDamageInfo x11c_damageInfo;
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float x138_;
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CTransform4f x13c_spinnerInitialXf;
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float x16c_;
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u16 x170_sfx1;
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u16 x172_sfx2;
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u16 x174_sfx3;
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CSfxHandle x178_sfxHandle;
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uint x17c_;
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float x180_;
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TAverage< f32 > x184_;
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float x194_;
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rstl::vector< SRingController > x198_ringControllers;
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ERingState x1a8_ringState;
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CVector3f x1ac_ringRotateTarget;
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bool x1b8_ringReverse;
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s32 x1bc_areaSaveId;
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s32 x1c0_layerIdx;
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CPlayerState::EItemType x1c4_item;
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rstl::optional_object< CAABox > x1c8_touchBounds;
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bool x1e4_24_spinnerInitializedXf : 1;
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bool x1e4_25_spinnerCanMove : 1;
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bool x1e4_26_sfx2Played : 1;
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bool x1e4_27_sfx3Played : 1;
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bool x1e4_28_frustumEntered : 1;
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bool x1e4_29_frustumExited : 1;
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bool x1e4_30_ : 1;
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bool x1e4_31_inAreaDamage : 1;
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bool x1e5_24_doSave : 1;
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bool x1e5_25_playerInArea : 1;
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bool x1e5_26_displayBillboard : 1;
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rstl::optional_object< CToken > x1e8_; // CTexture?
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public:
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CScriptSpecialFunction(TUniqueId, const rstl::string&, const CEntityInfo&, const CTransform4f&,
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ESpecialFunction, const rstl::string&, float, float, float, float,
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const CVector3f&, const CColor&, bool, const CDamageInfo&, s32, s32,
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CPlayerState::EItemType, u16, u16, u16);
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void Accept(IVisitor& visitor) override;
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void Think(float, CStateManager&) override;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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void PreRender(CStateManager&, const CFrustumPlanes&) override;
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void AddToRenderer(const CFrustumPlanes&, CStateManager&) override;
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void Render(CStateManager&) override;
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rstl::optional_object< CAABox > GetTouchBounds() const override { return x1c8_touchBounds; }
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void SkipCinematic(CStateManager&);
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void RingScramble(CStateManager&);
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void ThinkIntroBossRingController(float, CStateManager&);
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void ThinkPlayerFollowLocator(float, CStateManager&);
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void ThinkSpinnerController(float, CStateManager&, ESpinnerControllerMode);
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void ThinkObjectFollowLocator(float, CStateManager&);
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void ThinkObjectFollowObject(float, CStateManager&);
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void ThinkChaffTarget(float, CStateManager&);
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void ThinkActorScale(float, CStateManager&);
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void ThinkSaveStation(float, CStateManager&);
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void ThinkRainSimulator(float, CStateManager&);
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void ThinkAreaDamage(float, CStateManager&);
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void ThinkPlayerInArea(float, CStateManager&);
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bool ShouldSkipCinematic(CStateManager& stateMgr) const;
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void DeleteEmitter(CSfxHandle& handle);
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int GetSpecialEnding(const CStateManager&) const;
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void AddOrUpdateEmitter(float pitch, CSfxHandle& handle, u16 id, const CVector3f& pos, uchar vol);
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};
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#endif _CSCRIPTSPECIALFUNCTION_HPP
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