#pragma once #include #include #include "engine/World.h" #include "engine/objects/Object.h" extern "C" { #include "macros.h" #include "main.h" #include "vehicles.h" #include "waypoints.h" #include "common_structs.h" #include "objects.h" #include "camera.h" #include "some_data.h" } //! @todo Make shadow size bigger if thwomp is scaled up //! @todo make adjustable properties for squishSize and boundingBoxSize /** * Thwomp OObject * * The game automatically places the actor on the ground so you do not need to provide a Y coordinate value. * * @arg direction the rotational direction the thwomp is facing. * @arg behaviour the behaviour of the thwomp, uses values 1-6. * @arg primAlpha unknown * @arg boundingBoxSize optional. The size of the bounding box for the thwomp. Default value is 12 */ class OThwomp : public OObject { private: enum States : uint16_t { DISABLED, STATIONARY, MOVE_AND_ROTATE, MOVE_FAR, // Requires enough space to work STATIONARY_FAST, SLIDE, // Moves sideways left / right JAILED // Has no collision }; public: States State = States::DISABLED; explicit OThwomp(s16 x, s16 z, s16 direction, f32 scale, s16 behaviour, s16 primAlpha, u16 boundingBoxSize = 7); ~OThwomp() { _count--; } static size_t GetCount() { return _count; } virtual void Tick60fps() override; virtual void Draw(s32 cameraId) override; void SetVisibility(s32 objectIndex); void func_80080B28(s32 objectIndex, s32 playerId); void DrawModel(s32); void TranslateThwompLights(); void ThwompLights(s32 objectIndex); void func_80080DE4(s32 arg0); s32 func_8007F75C(s32 playerId); void func_8007F8D8(); void SetPlayerCrushedEffect(s32 objectIndex, Player* player); void func_80080A4C(s32 objectIndex, s32 cameraPlayerId); void func_8007542C(s32 arg0); void func_80074FD8(s32 objectIndex); void AddParticles(s32 arg0); s32 func_8007E50C(s32 objectIndex, Player* player, Camera* camera); s32 func_8007E59C(s32 objectIndex); void func_8007F544(s32 objectIndex); void func_8007EFBC(s32 objectIndex); void func_8007F280(s32 objectIndex); void func_8007F660(s32 objectIndex, s32 arg1, s32 arg2); void func_80080E8C(s32 objectIndex1, s32 objectIndex2, s32 arg2); void func_8007F6C4(s32 objectIndex, s32 playerId); void func_800810F4(s32 objectIndex); void func_80081080(s32 objectIndex); void StationaryBehaviour(s32 objectIndex); void func_8007EC30(s32 objectIndex); void MoveAndRotateBehaviour(s32 objectIndex); void func_8007EE5C(s32 objectIndex); void MoveFarBehaviour(s32 objectIndex); void func_8007FA08(s32 objectIndex); void func_8007FF5C(s32 objectIndex); void func_8007FB48(s32 objectIndex); void func_8007FEA4(s32 objectIndex); void StationaryFastBehaviour(s32 objectIndex); void func_80080078(s32 objectIndex); void JailedBehaviour(s32 objectIndex); void func_800802C0(s32 objectIndex); void SlidingBehaviour(s32 objectIndex); void func_80080524(s32 objectIndex); void func_8008085C(s32 objectIndex); void func_800806BC(s32 objectIndex); void func_8008078C(s32 objectIndex); void func_8007E63C(s32 objectIndex); private: static size_t _count; s32 _idx; s16 _faceDirection; //! @todo Write this better. This effects the squish size and the bounding box size. // We should probably return to the programmer the pointer to the actor so they can do thwomp->squishSize = value. u16 _boundingBoxSize; };