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#pragma once
#include <libultraship.h>
#include "engine/Actor.h"
#include <vector>
#include "engine/registry/RegisterContent.h"
#include "engine/SpawnParams.h"
extern "C" {
#include "sounds.h"
}
class ATankerTruck : public AActor {
public:
enum SpawnMode : uint16_t {
POINT, // Spawn car at a specific path point
AUTO, // Automatically distribute cars based on a specific path point
};
const char* Type;
size_t Index;
f32 Speed;
s16 ActorIndex;
Vec3f Position;
Vec3f Velocity;
Vec3s Rotation;
f32 SomeMultiplierTheSequel;
s8 SomeFlagsTheSequel = 0;
u16 WaypointIndex;
s8 SomeFlags = 0;
s16 SomeType;
f32 SomeArg3 = 55.0f;
f32 SomeArg4 = 12.5f;
u32 SoundBits = SOUND_ARG_LOAD(0x51, 0x01, 0x80, 0x03);
// This is simply a helper function to keep Spawning code clean
static ATankerTruck* Spawn(f32 speedA, f32 speedB, uint32_t pathIndex, uint32_t pathPoint, ATankerTruck::SpawnMode spawnMode) {
SpawnParams params = {
.Name = "mk:tanker_truck",
.Type = static_cast<uint16_t>(spawnMode),
.PathIndex = pathIndex,
.PathPoint = pathPoint,
.Speed = speedA,
.SpeedB = speedB
};
return dynamic_cast<ATankerTruck*>(AddActorToWorld<ATankerTruck>(params));
}
explicit ATankerTruck(const SpawnParams& params);
~ATankerTruck() {
_count--;
}
static size_t GetCount() {
return _count;
}
ATankerTruck::SpawnMode SpawnType = ATankerTruck::SpawnMode::AUTO;
float SpeedB = 0.0f;
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 bool IsMod() override;
virtual void DrawEditorProperties() override;
private:
static size_t _count;
static std::map<uint32_t, std::vector<uint32_t>> TruckCounts;
};
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