metaforce/Runtime/MP1/CSamusDoll.hpp

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#pragma once
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#include "CPlayerState.hpp"
#include "CToken.hpp"
#include "Character/CModelData.hpp"
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#include "Character/CAnimCharacterSet.hpp"
#include "Particle/CElementGen.hpp"
#include "Character/CActorLights.hpp"
#include "Audio/CSfxManager.hpp"
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namespace urde {
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class CDependencyGroup;
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namespace MP1 {
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class CSamusDoll {
std::vector<CToken> x0_depToks;
zeus::CTransform x10_ballXf;
float x40_alphaIn = 0.f;
CPlayerState::EPlayerSuit x44_suit;
CPlayerState::EBeamId x48_beam;
bool x4c_completedMorphball = false;
bool x4d_selectedMorphball = false;
float x50_totalTransitionTime = 1.f;
float x54_remTransitionTime = 0.f;
float x58_suitPulseFactor = 0.f;
float x5c_beamPulseFactor = 0.f;
float x60_grapplePulseFactor = 0.f;
float x64_bootsPulseFactor = 0.f;
float x68_visorPulseFactor = 0.f;
float x6c_ballPulseFactor = 0.f;
zeus::CQuaternion x70_fixedRot;
float x80_fixedZoom = -3.6f;
zeus::CVector3f x84_interpStartOffset = skInitialOffset;
zeus::CQuaternion x90_userInterpRot;
float xa0_userInterpZoom = -3.6f;
zeus::CVector3f xa4_offset = skInitialOffset;
zeus::CQuaternion xb0_userRot;
float xc0_userZoom = -3.6f;
float xc4_viewInterp = 0.f;
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rstl::optional<CModelData> xc8_suitModel0;
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rstl::reserved_vector<TCachedToken<CSkinnedModel>, 2> x118_suitModel1and2;
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rstl::optional<CModelData> x134_suitModelBoots;
rstl::optional<CModelData> x184_ballModelData;
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TLockedToken<CModel> x1d4_spiderBallGlass;
u32 x1e0_ballMatIdx;
u32 x1e4_glassMatIdx;
u32 x1e8_ballGlowColorIdx;
TLockedToken<CAnimCharacterSet> x1ec_itemScreenSamus;
TLockedToken<CModel> x1f4_invBeam;
TLockedToken<CModel> x200_invVisor;
TLockedToken<CModel> x20c_invGrappleBeam;
TLockedToken<CModel> x218_invFins;
TLockedToken<CGenDescription> x224_ballInnerGlow;
std::unique_ptr<CElementGen> x22c_ballInnerGlowGen;
TLockedToken<CGenDescription> x230_ballTransitionFlash;
std::unique_ptr<CElementGen> x238_ballTransitionFlashGen;
std::vector<CLight> x23c_lights;
std::unique_ptr<CActorLights> x24c_actorLights;
TLockedToken<CTexture> x250_phazonIndirectTexture; // Used to be optional
zeus::CRelAngle x260_phazonOffsetAngle;
CSfxHandle x264_offsetSfx;
CSfxHandle x268_rotateSfx;
CSfxHandle x26c_zoomSfx;
union {
struct {
bool x270_24_hasSpiderBall : 1;
bool x270_25_hasGrappleBeam : 1;
bool x270_26_pulseSuit : 1;
bool x270_27_pulseBeam : 1;
bool x270_28_pulseGrapple : 1;
bool x270_29_pulseBoots : 1;
bool x270_30_pulseVisor : 1;
bool x270_31_loaded : 1;
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};
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u32 _dummy = 0;
};
static const zeus::CVector3f skInitialOffset;
static CModelData BuildSuitModelData1(CPlayerState::EPlayerSuit suit);
static CModelData BuildSuitModelDataBoots(CPlayerState::EPlayerSuit suit);
void SetupLights();
void SetTransitionAnimation();
void SetRotationSfxPlaying(bool playing);
void SetOffsetSfxPlaying(bool playing);
void SetZoomSfxPlaying(bool playing);
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public:
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CSamusDoll(const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp, CPlayerState::EPlayerSuit suit,
CPlayerState::EBeamId beam, bool hasSpiderBall, bool hasGrappleBeam);
bool IsLoaded() const;
bool CheckLoadComplete();
void Update(float dt, CRandom16& rand);
void Draw(const CStateManager& mgr, float alpha);
void Touch();
void SetInMorphball(bool morphballComplete);
void SetRotation(float xDelta, float zDelta, float dt);
void SetOffset(const zeus::CVector3f& offset, float dt);
void BeginViewInterpolate(bool zoomOut);
void SetPulseSuit(bool b) { x270_26_pulseSuit = b; }
void SetPulseVisor(bool b) { x270_30_pulseVisor = b; }
void SetPulseBoots(bool b) { x270_29_pulseBoots = b; }
void SetPulseGrapple(bool b) { x270_28_pulseGrapple = b; }
void SetPulseBeam(bool b) { x270_27_pulseBeam = b; }
float GetViewInterpolation() const { return xc4_viewInterp; }
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bool IsZoomedOut() const { return xc0_userZoom == -4.f; }
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};
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} // namespace MP1
} // namespace urde