re3/src/render/WaterCreatures.h

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2020-10-08 01:43:50 +00:00
#pragma once
#include "Object.h"
enum {
WATER_CREATURE_ALLOCATED = 0,
WATER_CREATURE_ACTIVE,
WATER_CREATURE_UPDATE,
WATER_CREATURE_TO_REMOVE,
WATER_CREATURE_DISABLED
};
class CWaterCreature {
public:
CObject *m_pObj;
float m_fRightMult;
float m_fZTurnSpeed;
int32 m_alpha;
float m_fWaterDepth;
int32 m_state;
CWaterCreature();
~CWaterCreature();
void Allocate(CObject *pObj, float fRightMult, float fZTurnSpeed, float fWaterDepth, uint32 alpha, int eFishSlotState);
void Free();
void Initialise(CObject *pObj, float fRightMult, float fZTurnSpeed, float fWaterDepth, uint32 alpha, int eFishSlotState);
};
class CWaterCreatures {
public:
static CWaterCreature aWaterCreatures[NUM_WATER_CREATURES];
static int32 nNumActiveSeaLifeForms;
static CObject *CreateSeaLifeForm(CVector pos, int16 modelID, float zRotAngle);
static void CreateOne(CVector pos, int16 modelID);
static void UpdateAll();
static void FreeFishStructSlot(CWaterCreature *wc);
static bool IsSpaceForMoreWaterCreatures();
static float CalculateFishHeading(CVector const& pos1, CVector const& pos2);
static void RemoveAll();
static CWaterCreature* GetFishStructSlot();
};
struct WaterCreatureProperties {
int16 *modelID;
float fRightMult;
float fLevel;
float fUnk2;
float fWaterDepth;
};