#ifndef _CACTOR #define _CACTOR #include "types.h" #include "Collision/CMaterialFilter.hpp" #include "Collision/CMaterialList.hpp" #include "MetroidPrime/CEntity.hpp" #include "MetroidPrime/CModelData.hpp" #include "MetroidPrime/ActorCommon.hpp" #include "Kyoto/Audio/CSfxHandle.hpp" #include "Kyoto/Graphics/CColor.hpp" #include "Kyoto/Graphics/CModelFlags.hpp" #include "Kyoto/Math/CAABox.hpp" #include "Kyoto/Math/CTransform4f.hpp" #include "Kyoto/TToken.hpp" #include "rstl/optional_object.hpp" #include "rstl/pair.hpp" #include "rstl/reserved_vector.hpp" #include "rstl/single_ptr.hpp" class CActorLights; class CActorParameters; class CScannableObjectInfo; class CSimpleShadow; class CDamageInfo; class CDamageVulnerability; class CFrustumPlanes; class CHealthInfo; class CScriptWater; class CWeaponMode; class CInt32POINode; class CActor : public CEntity { public: enum EThermalFlags { kTF_None = 0, kTF_Cold = 1, kTF_Hot = 2, }; enum EFluidState { kFS_EnteredFluid, kFS_InFluid, kFS_LeftFluid, }; enum EScanState { kSS_Start, kSS_Processing, kSS_Done, }; CActor(TUniqueId uid, const rstl::string& name, const CEntityInfo& info, int, const CTransform4f& xf, const CModelData& mData, const CMaterialList& list, const CActorParameters& params, TUniqueId nextDrawNode); ~CActor() override; void AcceptScriptMsg(CStateManager& mgr, const CScriptMsg&) override; void SetActive(const bool active) override; virtual void PreRender(CStateManager&, const CFrustumPlanes&); virtual void AddToRenderer(const CFrustumPlanes&, const CStateManager&) const; virtual void Render(const CStateManager&) const; virtual bool CanRenderUnsorted(const CStateManager&) const; virtual void CalculateRenderBounds(); const CHealthInfo* GetHealthInfo(const CStateManager& mgr) const { return const_cast< CActor* >(this)->HealthInfo(const_cast< CStateManager& >(mgr)); } virtual CHealthInfo* HealthInfo(CStateManager&); virtual const CDamageVulnerability* GetDamageVulnerability() const; virtual const CDamageVulnerability* GetDamageVulnerability(const CVector3f&, const CVector3f&, const CDamageInfo&) const; virtual rstl::optional_object< CAABox > GetTouchBounds() const; virtual void Touch(CActor&, CStateManager&); virtual CVector3f GetOrbitPosition(const CStateManager&) const; virtual CVector3f GetAimPosition(const CStateManager&, float) const; virtual CVector3f GetHomingPosition(const CStateManager&, float) const; virtual CVector3f GetScanObjectIndicatorPosition(const CStateManager&) const; virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const CVector3f&, const CVector3f&, const CWeaponMode&, int /*EProjectileAttrib?*/) const; virtual void FluidFXThink(EFluidState, CScriptWater&, CStateManager&); virtual void OnScanStateChange(EScanState, CStateManager&); virtual CAABox GetSortingBounds(const CStateManager&) const; virtual void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt); CAdvancementDeltas UpdateAnimation(float dt, CStateManager& mgr, bool advTree); void ProcessSoundEvent(int sfxId, float weight, int flags, float fallOff, float maxDist, uchar minVol, uchar maxVol, const CVector3f& toListener, const CVector3f& position, int aid, CStateManager& mgr, bool translateId); void UpdateSfxEmitters(); void RemoveEmitter(); void SetModelData(const CModelData& modelData); float GetAverageAnimVelocity(int anim); void EnsureRendered(const CStateManager& mgr) const; void EnsureRendered(const CStateManager& mgr, const CVector3f& pos, const CAABox& bounds) const; void DrawTouchBounds() const; bool IsModelOpaque(const CStateManager& mgr) const; void RenderInternal(const CStateManager& mgr) const; void CreateShadow(bool); const CTransform4f& GetTransform() const { return transform; } void SetTransform(const CTransform4f& xf) { transform = xf; SetTransformDirty(true); SetTransformDirtySpare(true); SetPreRenderHasMoved(true); } void SetTransformAlt(const CTransform4f& xf); void SetRotation(const CQuaternion& rot) { SetTransform(rot.BuildTransform4f(GetTranslation())); } CQuaternion GetRotation() const { return CQuaternion::FromMatrix(GetTransform()); } CVector3f GetTranslation() const { return transform.GetTranslation(); } void SetTranslation(const CVector3f& vec); CTransform4f GetLocatorTransform(const rstl::string& segName) const; CTransform4f GetScaledLocatorTransform(const rstl::string& segName) const; float GetYaw() const; /// ???? bool NullModel() const { return !GetAnimationData() && !GetModelData()->HasNormalModel(); } bool HasModelData() const { return GetModelData() && (GetModelData()->HasAnimation() || GetModelData()->HasNormalModel()); } CModelData* ModelData() { return modelData.get(); } const CModelData* GetModelData() const { return modelData.get(); } bool HasAnimation() const { return GetModelData() && GetModelData()->HasAnimation(); } CAnimData* AnimationData() { return ModelData()->AnimationData(); } const CAnimData* GetAnimationData() const { return GetModelData()->GetAnimationData(); } bool HasShadow() const { return GetShadow() != nullptr; } CSimpleShadow* Shadow() { return x94_simpleShadow.get(); } const CSimpleShadow* GetShadow() const { return x94_simpleShadow.get(); } bool HasActorLights() const { return !x90_actorLights.null(); } CActorLights* ActorLights() { return x90_actorLights.get(); } const CActorLights* GetActorLights() const { return x90_actorLights.get(); } const CModelFlags& GetModelFlags() const { return xb4_drawFlags; } void SetModelFlags(const CModelFlags& flags) { xb4_drawFlags = flags; } const CMaterialList& GetMaterialList() const { return material; } CMaterialList& MaterialList() { return material; } const CMaterialFilter& GetMaterialFilter() const; void SetMaterialFilter(const CMaterialFilter& filter); bool GetTransformDirty() const { return xe4_27_notInSortedLists; } bool GetTransformDirtySpare() const { return xe4_28_transformDirty; } bool GetPreRenderHasMoved() const { return xe4_29_actorLightsDirty; } bool GetPreRenderClipped() const { return xe4_30_outOfFrustum; } bool GetCalculateLighting() const { return xe4_31_calculateLighting && HasActorLights(); } bool GetDrawShadow() const { return xe5_24_shadowEnabled; } bool GetShadowDirty() const { return xe5_25_shadowDirty; } bool GetMuted() const { return xe5_26_muted; } EThermalFlags GetThermalFlags() const { return static_cast< EThermalFlags >(xe6_27_thermalVisorFlags); } bool GetRenderParticleDatabaseInside() const { return xe6_29_renderParticleDBInside; } bool GetTargetable() const { return xe7_31_targetable; } void SetTransformDirty(bool b) { xe4_27_notInSortedLists = b; } void SetTransformDirtySpare(bool b) { xe4_28_transformDirty = b; } void SetPreRenderHasMoved(bool b) { xe4_29_actorLightsDirty = b; } void SetPreRenderClipped(bool b) { xe4_30_outOfFrustum = b; } void SetCalculateLighting(bool b) { xe4_31_calculateLighting = b; } void SetDrawShadow(bool b) { xe5_24_shadowEnabled = b; } void SetShadowDirty(bool b) { xe5_25_shadowDirty = b; } void SetMuted(bool b) { xe5_26_muted = b; } void SetThermalFlags(EThermalFlags flags) { xe6_27_thermalVisorFlags = flags; } void SetRenderParticleDatabaseInside(bool b) { xe6_29_renderParticleDBInside = b; } void SetTargetable(bool b) { xe7_31_targetable = b; } void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&); void RemoveMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&); void RemoveMaterial(EMaterialTypes, EMaterialTypes, CStateManager&); void RemoveMaterial(EMaterialTypes, CStateManager&); void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&); void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&); void AddMaterial(EMaterialTypes, EMaterialTypes, EMaterialTypes, CStateManager&); void AddMaterial(EMaterialTypes, EMaterialTypes, CStateManager&); void AddMaterial(EMaterialTypes, CStateManager&); void AddMaterial(const CMaterialList& l) { material.Add(l); } const CAABox& GetRenderBoundsCached() const { return renderBounds; } void SetRenderBounds(const CAABox& bounds) { renderBounds = bounds; } // 000c0ec8 00001c 801711a8 4 GetUseInSortedLists__6CActorCFv CActor.o void SetUseInSortedLists(bool use); // 000c0ef8 00001c 801711d8 4 GetCallTouch__6CActorCFv CActor.o void SetCallTouch(bool); // GetOrbitDistanceCheck__6CActorCFv // GetCalculateLighting__6CActorCFv // GetDrawShadow__6CActorCFv // GetRenderBoundsCached__6CActorCFv // GetRenderParticleDatabaseInside__6CActorCFv // HasModelParticles__6CActorCFv void SetVolume(uchar volume); void SetNextDrawNode(TUniqueId id) { xc6_nextDrawNode = id; } private: CTransform4f transform; // x24 CVector3f position; // x54 rstl::single_ptr< CModelData > modelData; // x60 CMaterialList material; // x68 CMaterialFilter x70_materialFilter; TSfxId x88_sfxId; CSfxHandle x8c_loopingSfxHandle; rstl::single_ptr< CActorLights > x90_actorLights; rstl::single_ptr< CSimpleShadow > x94_simpleShadow; rstl::single_ptr< TCachedToken< CScannableObjectInfo > > x98_scanObjectInfo; CAABox renderBounds; CModelFlags xb4_drawFlags; float xbc_time; uint xc0_pitchBend; TUniqueId xc4_fluidId; TUniqueId xc6_nextDrawNode; int xc8_drawnToken; int xcc_addedToken; float xd0_damageMag; uchar xd4_maxVol; rstl::reserved_vector< CSfxHandle, 2 > xd8_nonLoopingSfxHandles; uint xe4_24_nextNonLoopingSfxHandle : 3; uint xe4_27_notInSortedLists : 1; uint xe4_28_transformDirty : 1; uint xe4_29_actorLightsDirty : 1; uint xe4_30_outOfFrustum : 1; uint xe4_31_calculateLighting : 1; uint xe5_24_shadowEnabled : 1; uint xe5_25_shadowDirty : 1; uint xe5_26_muted : 1; uint xe5_27_useInSortedLists : 1; uint xe5_28_callTouch : 1; uint xe5_29_globalTimeProvider : 1; uint xe5_30_renderUnsorted : 1; uint xe5_31_pointGeneratorParticles : 1; uint xe6_24_fluidCounter : 3; uint xe6_27_thermalVisorFlags : 2; uint xe6_29_renderParticleDBInside : 1; uint xe6_30_enablePitchBend : 1; uint xe6_31_targetableVisorFlags : 4; uint xe7_27_enableRender : 1; uint xe7_28_worldLightingDirty : 1; uint xe7_29_drawEnabled : 1; uint xe7_30_doTargetDistanceTest : 1; uint xe7_31_targetable : 1; }; // CHECK_SIZEOF(CActor, 0xe8) 0x158 #endif // _CACTOR