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https://github.com/AxioDL/metaforce.git
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New code style refactor
This commit is contained in:
@@ -8,107 +8,101 @@
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#include "Character/CActorLights.hpp"
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#include "Audio/CSfxManager.hpp"
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namespace urde
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{
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namespace urde {
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class CDependencyGroup;
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namespace MP1
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{
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namespace MP1 {
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class CSamusDoll
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{
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std::vector<CToken> x0_depToks;
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zeus::CTransform x10_ballXf;
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float x40_alphaIn = 0.f;
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CPlayerState::EPlayerSuit x44_suit;
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CPlayerState::EBeamId x48_beam;
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bool x4c_completedMorphball = false;
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bool x4d_selectedMorphball = false;
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float x50_totalTransitionTime = 1.f;
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float x54_remTransitionTime = 0.f;
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float x58_suitPulseFactor = 0.f;
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float x5c_beamPulseFactor = 0.f;
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float x60_grapplePulseFactor = 0.f;
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float x64_bootsPulseFactor = 0.f;
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float x68_visorPulseFactor = 0.f;
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float x6c_ballPulseFactor = 0.f;
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zeus::CQuaternion x70_fixedRot;
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float x80_fixedZoom = -3.6f;
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zeus::CVector3f x84_interpStartOffset = skInitialOffset;
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zeus::CQuaternion x90_userInterpRot;
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float xa0_userInterpZoom = -3.6f;
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zeus::CVector3f xa4_offset = skInitialOffset;
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zeus::CQuaternion xb0_userRot;
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float xc0_userZoom = -3.6f;
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float xc4_viewInterp = 0.f;
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std::experimental::optional<CModelData> xc8_suitModel0;
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rstl::reserved_vector<TCachedToken<CSkinnedModel>, 2> x118_suitModel1and2;
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std::experimental::optional<CModelData> x134_suitModelBoots;
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std::experimental::optional<CModelData> x184_ballModelData;
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TLockedToken<CModel> x1d4_spiderBallGlass;
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u32 x1e0_ballMatIdx;
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u32 x1e4_glassMatIdx;
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u32 x1e8_ballGlowColorIdx;
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TLockedToken<CAnimCharacterSet> x1ec_itemScreenSamus;
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TLockedToken<CModel> x1f4_invBeam;
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TLockedToken<CModel> x200_invVisor;
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TLockedToken<CModel> x20c_invGrappleBeam;
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TLockedToken<CModel> x218_invFins;
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TLockedToken<CGenDescription> x224_ballInnerGlow;
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std::unique_ptr<CElementGen> x22c_ballInnerGlowGen;
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TLockedToken<CGenDescription> x230_ballTransitionFlash;
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std::unique_ptr<CElementGen> x238_ballTransitionFlashGen;
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std::vector<CLight> x23c_lights;
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std::unique_ptr<CActorLights> x24c_actorLights;
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TLockedToken<CTexture> x250_phazonIndirectTexture; // Used to be optional
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zeus::CRelAngle x260_phazonOffsetAngle;
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CSfxHandle x264_offsetSfx;
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CSfxHandle x268_rotateSfx;
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CSfxHandle x26c_zoomSfx;
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union
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{
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struct
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{
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bool x270_24_hasSpiderBall : 1;
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bool x270_25_hasGrappleBeam : 1;
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bool x270_26_pulseSuit : 1;
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bool x270_27_pulseBeam : 1;
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bool x270_28_pulseGrapple : 1;
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bool x270_29_pulseBoots : 1;
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bool x270_30_pulseVisor : 1;
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bool x270_31_loaded : 1;
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};
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u32 _dummy = 0;
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class CSamusDoll {
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std::vector<CToken> x0_depToks;
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zeus::CTransform x10_ballXf;
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float x40_alphaIn = 0.f;
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CPlayerState::EPlayerSuit x44_suit;
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CPlayerState::EBeamId x48_beam;
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bool x4c_completedMorphball = false;
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bool x4d_selectedMorphball = false;
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float x50_totalTransitionTime = 1.f;
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float x54_remTransitionTime = 0.f;
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float x58_suitPulseFactor = 0.f;
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float x5c_beamPulseFactor = 0.f;
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float x60_grapplePulseFactor = 0.f;
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float x64_bootsPulseFactor = 0.f;
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float x68_visorPulseFactor = 0.f;
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float x6c_ballPulseFactor = 0.f;
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zeus::CQuaternion x70_fixedRot;
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float x80_fixedZoom = -3.6f;
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zeus::CVector3f x84_interpStartOffset = skInitialOffset;
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zeus::CQuaternion x90_userInterpRot;
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float xa0_userInterpZoom = -3.6f;
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zeus::CVector3f xa4_offset = skInitialOffset;
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zeus::CQuaternion xb0_userRot;
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float xc0_userZoom = -3.6f;
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float xc4_viewInterp = 0.f;
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std::experimental::optional<CModelData> xc8_suitModel0;
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rstl::reserved_vector<TCachedToken<CSkinnedModel>, 2> x118_suitModel1and2;
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std::experimental::optional<CModelData> x134_suitModelBoots;
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std::experimental::optional<CModelData> x184_ballModelData;
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TLockedToken<CModel> x1d4_spiderBallGlass;
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u32 x1e0_ballMatIdx;
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u32 x1e4_glassMatIdx;
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u32 x1e8_ballGlowColorIdx;
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TLockedToken<CAnimCharacterSet> x1ec_itemScreenSamus;
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TLockedToken<CModel> x1f4_invBeam;
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TLockedToken<CModel> x200_invVisor;
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TLockedToken<CModel> x20c_invGrappleBeam;
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TLockedToken<CModel> x218_invFins;
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TLockedToken<CGenDescription> x224_ballInnerGlow;
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std::unique_ptr<CElementGen> x22c_ballInnerGlowGen;
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TLockedToken<CGenDescription> x230_ballTransitionFlash;
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std::unique_ptr<CElementGen> x238_ballTransitionFlashGen;
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std::vector<CLight> x23c_lights;
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std::unique_ptr<CActorLights> x24c_actorLights;
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TLockedToken<CTexture> x250_phazonIndirectTexture; // Used to be optional
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zeus::CRelAngle x260_phazonOffsetAngle;
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CSfxHandle x264_offsetSfx;
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CSfxHandle x268_rotateSfx;
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CSfxHandle x26c_zoomSfx;
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union {
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struct {
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bool x270_24_hasSpiderBall : 1;
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bool x270_25_hasGrappleBeam : 1;
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bool x270_26_pulseSuit : 1;
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bool x270_27_pulseBeam : 1;
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bool x270_28_pulseGrapple : 1;
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bool x270_29_pulseBoots : 1;
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bool x270_30_pulseVisor : 1;
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bool x270_31_loaded : 1;
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};
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u32 _dummy = 0;
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};
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static const zeus::CVector3f skInitialOffset;
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static CModelData BuildSuitModelData1(CPlayerState::EPlayerSuit suit);
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static CModelData BuildSuitModelDataBoots(CPlayerState::EPlayerSuit suit);
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void SetupLights();
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void SetTransitionAnimation();
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void SetRotationSfxPlaying(bool playing);
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void SetOffsetSfxPlaying(bool playing);
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void SetZoomSfxPlaying(bool playing);
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static const zeus::CVector3f skInitialOffset;
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static CModelData BuildSuitModelData1(CPlayerState::EPlayerSuit suit);
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static CModelData BuildSuitModelDataBoots(CPlayerState::EPlayerSuit suit);
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void SetupLights();
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void SetTransitionAnimation();
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void SetRotationSfxPlaying(bool playing);
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void SetOffsetSfxPlaying(bool playing);
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void SetZoomSfxPlaying(bool playing);
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public:
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CSamusDoll(const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp,
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CPlayerState::EPlayerSuit suit, CPlayerState::EBeamId beam,
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bool hasSpiderBall, bool hasGrappleBeam);
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bool IsLoaded() const;
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bool CheckLoadComplete();
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void Update(float dt, CRandom16& rand);
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void Draw(const CStateManager& mgr, float alpha);
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void Touch();
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void SetInMorphball(bool morphballComplete);
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void SetRotation(float xDelta, float zDelta, float dt);
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void SetOffset(const zeus::CVector3f& offset, float dt);
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void BeginViewInterpolate(bool zoomOut);
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void SetPulseSuit(bool b) { x270_26_pulseSuit = b; }
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void SetPulseVisor(bool b) { x270_30_pulseVisor = b; }
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void SetPulseBoots(bool b) { x270_29_pulseBoots = b; }
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void SetPulseGrapple(bool b) { x270_28_pulseGrapple = b; }
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void SetPulseBeam(bool b) { x270_27_pulseBeam = b; }
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float GetViewInterpolation() const { return xc4_viewInterp; }
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CSamusDoll(const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp, CPlayerState::EPlayerSuit suit,
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CPlayerState::EBeamId beam, bool hasSpiderBall, bool hasGrappleBeam);
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bool IsLoaded() const;
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bool CheckLoadComplete();
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void Update(float dt, CRandom16& rand);
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void Draw(const CStateManager& mgr, float alpha);
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void Touch();
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void SetInMorphball(bool morphballComplete);
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void SetRotation(float xDelta, float zDelta, float dt);
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void SetOffset(const zeus::CVector3f& offset, float dt);
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void BeginViewInterpolate(bool zoomOut);
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void SetPulseSuit(bool b) { x270_26_pulseSuit = b; }
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void SetPulseVisor(bool b) { x270_30_pulseVisor = b; }
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void SetPulseBoots(bool b) { x270_29_pulseBoots = b; }
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void SetPulseGrapple(bool b) { x270_28_pulseGrapple = b; }
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void SetPulseBeam(bool b) { x270_27_pulseBeam = b; }
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float GetViewInterpolation() const { return xc4_viewInterp; }
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};
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}
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}
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} // namespace MP1
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} // namespace urde
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