prime/include/MetroidPrime/CStateManager.hpp

131 lines
4.4 KiB
C++

#ifndef _CSTATEMANAGER_HPP
#define _CSTATEMANAGER_HPP
#include "types.h"
#include "Kyoto/CRandom16.hpp"
#include "MetroidPrime/CEntityInfo.hpp"
#include "MetroidPrime/CObjectList.hpp"
#include "MetroidPrime/TGameTypes.hpp"
#include "rstl/auto_ptr.hpp"
#include "rstl/list.hpp"
#include "rstl/pair.hpp"
#include "rstl/rc_ptr.hpp"
#include "rstl/reserved_vector.hpp"
#include "rstl/single_ptr.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;
namespace SL {
class CSortedListManager;
} // namespace SL
#define kMaxEntities 1024
typedef rstl::reserved_vector< TUniqueId, kMaxEntities > TEntityList;
class CStateManager {
public:
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);
CEntity* ObjectById(TUniqueId uid);
const CEntity* GetObjectById(TUniqueId uid) const;
TUniqueId GetIdForScript(TEditorId eid) const;
CMazeState* CurrentMaze();
const CMazeState* GetCurrentMaze() const;
void SetCurrentMaze(rstl::single_ptr< CMazeState > maze);
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(); }
CActorModelParticles* ActorModelParticles() { return x884_actorModelParticles.get(); }
const CActorModelParticles* GetActorModelParticles() const {
return x884_actorModelParticles.get();
}
CRandom16* GetActiveRandom() const { return x900_random; }
CObjectList& GetObjectListById(EGameObjectList id) { return *x808_objectLists[id]; }
f32 GetThermalColdScale1() const { return xf24_thermColdScale1; }
f32 GetThermalColdScale2() const { return xf28_thermColdScale2; }
bool IsGeneratingObject() const { return xf94_26_generatingObject; }
void SetIsGeneratingObject(bool gen) { xf94_26_generatingObject = gen; }
inline TUniqueId GenerateObjectInline(TEditorId eid) {
bool wasGeneratingObject = IsGeneratingObject();
SetIsGeneratingObject(true);
TUniqueId objUid = GenerateObject(eid).second;
SetIsGeneratingObject(wasGeneratingObject);
return objUid;
}
private:
u16 x0_nextFreeIndex;
rstl::reserved_vector< u16, 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::auto_ptr< CActorModelParticles > x884_actorModelParticles;
CRumbleManager* x88c_rumbleManager;
// TODO
// rstl::multimap< TEditorId, TUniqueId > x890_scriptIdMap;
// rstl::map< TEditorId, SScriptObjectStream > x8a4_loadedScriptObjects;
u8 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;
u8 pad2[0x38];
CRandom16* x900_random;
u8 pad4[0x61c];
f32 xf24_thermColdScale1;
f32 xf28_thermColdScale2;
u8 pad3[0x6c];
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;
};
#endif