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#pragma once
#include <libultraship.h>
#include "engine/Actor.h"
#include <vector>
#include "engine/registry/RegisterContent.h"
#include "engine/SpawnParams.h"
#include "engine/CoreMath.h"
#include "engine/World.h"
extern "C" {
#include "main.h"
#include "vehicles.h"
}
class ABoat : public AActor {
public:
enum SpawnMode : uint16_t {
POINT, // Spawn boat at a specific path point
AUTO, // Automatically distribute boats based on a specific path point
};
const char* Type = "mk:paddle_boat";
size_t Index;
bool IsActive; // The paddle wheel boat only shows up if the number of players is < 3
Vec3f Position;
Vec3f Velocity;
u16 WaypointIndex;
s16 ActorIndex;
f32 Speed;
s16 RotY = 0;
s32 SomeFlags;
int32_t SmokeParticles[128];
int32_t NextParticlePtr = 0;
int16_t AnotherSmokeTimer = 0;
int16_t SmokeTimer = 0;
explicit ABoat(const SpawnParams& params);
~ABoat() {
_count--;
}
static size_t GetCount() {
return _count;
}
// This is simply a helper function to keep Spawning code clean
static inline ABoat* Spawn(f32 speed, uint32_t pathIndex, uint32_t pathPoint, ABoat::SpawnMode spawnMode) {
SpawnParams params = {
.Name = "mk:paddle_boat",
.Type = static_cast<uint16_t>(spawnMode),
.PathIndex = pathIndex,
.PathPoint = pathPoint,
.Speed = speed,
};
return static_cast<ABoat*>(AddActorToWorld<ABoat>(params));
}
ABoat::SpawnMode SpawnType = ABoat::SpawnMode::AUTO;
uint32_t PathIndex = 0;
uint32_t PathPoint = 0;
virtual void SetSpawnParams(SpawnParams& params) override;
virtual void Tick() override;
virtual void Draw(Camera* camera) override;
virtual void VehicleCollision(s32 playerId, Player* player) override;
virtual s32 AddSmoke(size_t, Vec3f, f32);
virtual bool IsMod() override;
virtual void DrawEditorProperties() override;
private:
static size_t _count;
static std::map<uint32_t, std::vector<uint32_t>> BoatCounts;
};
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