#pragma once #include #include #include #include "KingSystem/ActorSystem/actActor.h" #include "KingSystem/ActorSystem/actActorLinkConstDataAccess.h" #include "KingSystem/ActorSystem/actDebug.h" #include "KingSystem/Map/mapDebug.h" #include "KingSystem/Map/mapMubinIter.h" #include "KingSystem/Map/mapObjectLink.h" #include "KingSystem/Map/mapPlacementMgr.h" #include "KingSystem/Utils/Types.h" namespace ksys::act { class BaseProc; } namespace ksys::map { class Object; class ObjectLinkData; struct ObjectLink; struct ObjectLinkArray; class LinkTag; // FIXME: incomplete class Object { public: // TODO: rename enum class Flag0 : u32 { _2 = 0x2, _4 = 0x4, _8 = 0x8, _10 = 0x10, _20 = 0x20, _80 = 0x80, _8000 = 0x8000, _40000 = 0x40000, _80000 = 0x80000, Freed = 0xC65067E6, _80000000 = 0x80000000, }; enum class Flag { IsLinkTag = 0x1, IncrementSave = 0x2, IsLinkTagNAndOrNOr = 0x4, _8 = 0x8, ShapeCapsuleOrCylinder = 0x10, SheikSensorTargetDeadOrAlive = 0x20, UnderGodForest = 0x40, UnderGodForestOff = 0x80, CreateNotRain = 0x100, ActorCreated = 0x200, HasTraversePos = 0x400, HasUniqueName = 0x800, IsCreateSharpWeapon = 0x1000, // TODO: rename this. This name is too long... IsTurnActorBowChargeAndHasBasicSigLink = 0x8000, }; enum class HardModeFlag { ActorCreated = 0x1, /// This actor only spawns in master mode (hard mode). IsHardModeActor = 0x2, /// This actor only spawns during the One-Hit Obliterator (Ichigeki/一撃) challenge. IsOneHitChallengeActor = 0x4, /// This actor does not rank up in master mode. DisableRankup = 0x8, }; Object(); ~Object(); void free(); bool getActorWithAccessor(act::ActorLinkConstDataAccess& accessor) const; act::Actor* getActor() const; void registerBaseProc(act::BaseProc* proc); void setBaseProcDirect(act::BaseProc* proc); bool isEnemyOrNpcOrActiveOrMapPassive() const; bool isFlags8Cleared() const; bool isNpcOrActiveOrMapPassiveOrFlag1() const; bool isMapPassive(const PlacementActors* pa) const; bool checkActorDataFlag(const PlacementActors* pa, ActorData::Flag flag) const; bool isEnemyOrNpc(const PlacementActors* pa) const; f32 getDispDistanceMultiplier() const { f32 mult = 1.0; if (act::ActorDebug::instance() != nullptr) mult = act::ActorDebug::instance()->mDispDistanceMultiplier; return mult; } f32 getDispDistance(const PlacementActors* pa, bool get_diameter, bool ignore_radius) const; f32 getDispDistance(const ActorData* data, bool get_diameter, u32 unused, bool ignore_radius) const; f32 getDispDistance(bool get_diameter, bool ignore_radius) const; f32 getTraverseDist(const ActorData* data, bool get_diameter, u32 unused, bool ignore_radius) const; f32 getTraverseDistForLOD() const; sead::Vector3f getScale() const; const char* getUnitConfigName() const; const char* getUnitConfigNameFromByaml() const; Object* findPlacementLODLinkObject(const PlacementActors* unused) const; Object* findPlacementLODLinkObject() const; const char* getHashIdStringDebug() const; const char* getHashIdStringDebug_0() const; void* getRails() const; void* getRails_0() const; bool allocLinkData(sead::Heap* heap); bool hasGenGroup() const; void incrementLinkNum(); void decrementLinkNum(); sead::Vector3f getRotate() const; void getTraversePosAndLoadDistance(sead::Vector3f* traverse_pos, f32* load_dist) const; void getUniqueName(const char** out) const; void setTranslate(const sead::Vector3f& translate); // TODO: void initData(MubinIter* iter, u8 idx, u32 actor_data_idx, ActorData* data); void initRevivalGameDataFlagAndMiscFlags(ActorData* data, bool zero); act::BaseProc* getActor_0(bool a1) const; LinkTag* x_10(bool a1) const; f32 getLoadDistance(bool get_diameter) const; Object* findSrcLODLinkObject() const; bool isRevivalGameDataFlagOn() const; auto getFlags0() const { return mFlags0; } auto getFlags() const { return mFlags; } auto getActorFlags8() const { return mActorFlags8; } auto getHardModeFlags() const { return mHardModeFlags; } auto getActorDataIdx() const { return mActorDataIdx; } auto getIdx() const { return mIdx; } auto getId() const { return mId; } auto getStaticCompoundId() const { return mStaticCompoundId; } u8 getNumLinksPointingToMe() const { return mNumLinksPointingToMe; } const MubinIter& getMubinIter() const { return mMubinIter; } act::BaseProc* getProc() const { return mProc; } ObjectLinkData* getLinkData() const { return mLinkData; } u32 getRevivalGameDataFlagHash() const { return mRevivalGameDataFlagHash; } u32 getHashId() const { return mHashId; } const sead::Vector3f& getTranslate() const { return mTranslate; } auto getTraverseDistInt() const { return mTraverseDistInt; } private: sead::TypedBitFlag> mFlags0; u16 mActorDataIdx = 0xffff; sead::TypedBitFlag mFlags; u8 mIdx = 0; u8 mNumLinksPointingToMe = 0; sead::TypedBitFlag mActorFlags8; u8 _b = 0xff; u16 mId = 0; u16 mStaticCompoundId = 0xffff; void* _10 = nullptr; void* _18 = nullptr; void* _20 = nullptr; MubinIter mMubinIter; act::BaseProc* mProc = nullptr; ObjectLinkData* mLinkData = nullptr; u32 mRevivalGameDataFlagHash = 0xffffffff; void* _50 = nullptr; u32 mHashId = 0; sead::Vector3f mTranslate; f32 mTraverseDist = 0.0; u16 mTraverseDistInt = 0; sead::TypedBitFlag mHardModeFlags; }; KSYS_CHECK_SIZE_NX150(Object, 0x70); } // namespace ksys::map