mirror of https://github.com/PrimeDecomp/prime.git
120 lines
3.2 KiB
C++
120 lines
3.2 KiB
C++
#ifndef _CSCRIPTMAZENODE_HPP
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#define _CSCRIPTMAZENODE_HPP
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#include "types.h"
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#include "MetroidPrime/CActor.hpp"
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#include "Kyoto/CRandom16.hpp"
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#include "Kyoto/Math/CVector3f.hpp"
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#include "rstl/vector.hpp"
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#define skMazeCols 9
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#define skMazeRows 7
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#define skEnterCol 4
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#define skEnterRow 4
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#define skTargetCol 5
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#define skTargetRow 3
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#define NUM_MAZE_CELLS (skMazeRows * skMazeCols)
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struct SMazeCell {
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bool x0_24_openTop : 1;
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bool x0_25_openRight : 1;
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bool x0_26_openBottom : 1;
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bool x0_27_openLeft : 1;
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bool x0_28_gateTop : 1;
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bool x0_29_gateRight : 1;
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bool x0_30_gateBottom : 1;
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bool x0_31_gateLeft : 1;
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bool x1_24_puddle : 1;
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bool x1_25_onPath : 1;
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bool x1_26_checked : 1;
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SMazeCell() {
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x0_24_openTop = x0_25_openRight = x0_26_openBottom = x0_27_openLeft = x0_28_gateTop = x0_29_gateRight = x0_30_gateBottom =
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x0_31_gateLeft = x1_24_puddle = x1_25_onPath = x1_26_checked = false;
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}
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inline bool IsClosed() const { return !x0_24_openTop && !x0_25_openRight && !x0_26_openBottom && !x0_27_openLeft; }
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};
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class CMazeState {
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CRandom16 x0_rand;
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SMazeCell x4_cells[skMazeRows * skMazeCols];
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int x84_enterCol;
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int x88_enterRow;
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int x8c_targetCol;
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int x90_targetRow;
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bool x94_24_initialized : 1;
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public:
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enum ESide {
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kS_Invalid = -1,
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kS_Top = 0,
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kS_Right = 1,
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kS_Bottom = 2,
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kS_Left = 3,
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};
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CMazeState(int enterCol, int enterRow, int targetCol, int targetRow);
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void Reset(int seed);
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void Initialize();
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void GenerateObstacles();
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SMazeCell& GetCell(uint col, uint row);
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SMazeCell& GetCell2(uint col, uint row); // ????
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SMazeCell& GetCellInline(uint col, uint row) { return x4_cells[col + row * skMazeCols]; } // ????
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inline SMazeCell& GetCell(uint idx) { return x4_cells[idx]; }
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};
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class CScriptMazeNode : public CActor {
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public:
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CScriptMazeNode(TUniqueId uid, const rstl::string& name, const CEntityInfo& info, const CTransform4f& xf, bool active, int col, int row,
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int side, const CVector3f& actorPos, const CVector3f& triggerPos, const CVector3f& effectPos);
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~CScriptMazeNode() override;
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void Accept(IVisitor& visitor) override;
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
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void Think(float dt, CStateManager& mgr) override;
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static void LoadMazeSeeds();
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inline void SendScriptMsg(CStateManager& mgr, CEntity* to, EScriptObjectMessage msg) {
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mgr.SendScriptMsg(to, GetUniqueId(), msg);
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}
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private:
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enum ESide {
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Invalid = -1,
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Top = 0,
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Right = 1,
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Bottom = 2,
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Left = 3,
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};
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int xe8_col;
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int xec_row;
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ESide xf0_side;
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TUniqueId xf4_gateEffectId;
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float xf8_msgTimer;
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TUniqueId xfc_actorId;
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CVector3f x100_actorPos;
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TUniqueId x10c_triggerId;
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CVector3f x110_triggerPos;
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TUniqueId x11c_effectId;
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CVector3f x120_effectPos;
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rstl::vector< TUniqueId > x12c_puddleObjectIds;
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bool x13c_24_hasPuddle : 1;
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bool x13c_25_hasGate : 1;
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bool x13c_26_gateActive : 1;
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void GenerateObjects(CStateManager& mgr);
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void Reset(CStateManager& mgr);
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void SendScriptMsgs(CStateManager& mgr, EScriptObjectMessage msg);
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static uint sMazeSeeds[300];
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};
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#endif |