prime/include/MetroidPrime/CStateManager.hpp

325 lines
12 KiB
C++

#ifndef _CSTATEMANAGER
#define _CSTATEMANAGER
#include "types.h"
#include "Kyoto/CObjectReference.hpp"
#include "Kyoto/CRandom16.hpp"
#include "Kyoto/Math/CVector2f.hpp"
#include "Kyoto/Math/CVector2i.hpp"
#include "Kyoto/TOneStatic.hpp"
#include "Kyoto/TToken.hpp"
#include "Kyoto/Input/CFinalInput.hpp"
#include "MetroidPrime/CEntityInfo.hpp"
#include "MetroidPrime/CObjectList.hpp"
#include "MetroidPrime/Cameras/CCameraBlurPass.hpp"
#include "MetroidPrime/Cameras/CCameraFilterPass.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"
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 CScriptLayerManager;
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;
};
class CStateManager : public TOneStatic< CStateManager > {
public:
typedef rstl::map< TEditorId, TUniqueId > TIdList;
typedef rstl::pair< TIdList::const_iterator, TIdList::const_iterator > TIdListResult;
enum ECameraFilterStage {
kCFS_Zero,
kCFS_One,
kCFS_Two,
kCFS_Three,
kCFS_Four,
kCFS_Five,
kCFS_Six,
kCFS_Seven,
kCFS_Eight,
kCFS_Max,
};
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();
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; }
CRandom16* Random() const { return x900_random; }
CObjectList& GetObjectListById(EGameObjectList id) { return *x808_objectLists[id]; }
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 ShowPausedHUDMemo(CAssetId strg, float time);
void QueueMessage(int frameCount, CAssetId msg, float f1);
int GetHUDMessageFrameCount() const { return xf80_hudMessageFrameCount; }
// 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);
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:
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< CScriptLayerManager > x8c8_worldLayerState;
TAreaId x8cc_nextAreaId;
TAreaId x8d0_prevAreaId;
uint x8d4_inputFrameIdx;
uint x8d8_updateFrameIdx;
uint x8dc_objectDrawToken;
rstl::vector< CLight > x8e0_dynamicLights;
TLockedToken< CTexture > x8f0_shadowTex;
CRandom16 x8fc_random;
CRandom16* x900_random;
uchar x904_pad[0x250];
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;
};
CHECK_SIZEOF(CStateManager, 0xf98)
#endif // _CSTATEMANAGER