#ifndef __URDE_CPLAYER_HPP__ #define __URDE_CPLAYER_HPP__ #include "CPhysicsActor.hpp" #include "zeus/CAABox.hpp" #include "zeus/CTransform.hpp" #include "Weapon/CWeaponMgr.hpp" #include "CPlayerEnergyDrain.hpp" namespace urde { class CMaterialList; class CMorphBall; class CPlayerGun; class CDamageInfo; class CScriptWater; class IVisitor; class CFinalInput; class CPlayerCameraBob; class CFirstPersonCamera; class CPlayer : public CPhysicsActor { friend class CStateManager; friend class CFirstPersonCamera; friend class CPlayerCameraBob; public: enum class EPlayerScanState { }; enum class EPlayerOrbitType { }; enum class EPlayerOrbitState { }; enum class EPlayerZoneInfo { }; enum class EPlayerZoneType { }; enum class EPlayerMovementState { }; private: struct CVisorSteam { float x0_; float x4_; float x8_; ResId xc_; float x10_ = 0.f; float x14_ = 0.f; float x18_ = 0.f; ResId x1c_ = -1; float x20_ = 0.f; float x24_ = 0.f; bool x28_ = false; public: CVisorSteam(float a, float b, float c, ResId tex) : x0_(a), x4_(b), x8_(c), xc_(tex) {} ResId GetTextureId() const; void SetSteam(float a, float b, float c, ResId d, bool e); void Update(float dt); float GetAlpha() const; }; zeus::CVector3f x1b4_; TUniqueId x1c4_ = kInvalidUniqueId; // std::vector<> x258_; TUniqueId x26c_ = kInvalidUniqueId; float x270_ = 0.f; CPlayerEnergyDrain x274_ = CPlayerEnergyDrain(4); float x288_ = 0.f; float x28c_ = 0.f; float x290_ = 0.f; float x294_ = 0.f; u32 x298_ = 0; float x29c_ = 0.f; float x2a0_ = 0.f; u8 x2a4_ = 0; float x2a8_ = 1000.f; u32 x2ac_ = 0; u32 x2b0_ = 2; u32 x2b4_ = 0; u32 x2d0_ = 3; float x2d4_ = 0.f; zeus::CAABox x2d8_; float x2f0_ = 0.f; u32 x2f4_cameraState = 0; u32 x2f8_morphTransState = 0; u32 x2fc_ = 0; float x300_ = 0.f; u32 x304_ = 0; u32 x308_ = 0; u32 x30c_ = 0; TUniqueId x310_grapplePointId = kInvalidUniqueId; float x314_ = 0.f; float x318_ = 0.f; float x31c_ = 0.f; float x320_ = 0.f; float x324_ = 0.f; float x328_ = 0.f; float x32c_ = 0.f; u32 x330_ = 0; u32 x334_ = 1; u32 x338_ = 1; TUniqueId x33c_ = kInvalidUniqueId; float x340_ = 0.f; // std::vector<> x344_; // std::vector<> x354_; // std::vector<> x364_; bool x374_ = false; float x378_ = 0.f; u8 x37c_ = 0; float x380_ = 0.f; float x384_ = 0.f; float x388_ = 0.f; bool x38c_; u32 x390_ = 2; u8 x394_ = 0; float x398_ = 1.5f; u8 x39c_ = 0; float x3a0_ = 0.5f; float x3a4_ = 0.449f; u32 x3a8_ = 0; float x3ac_ = 0.f; float x3b0_ = 0.f; TUniqueId x3b4_ = kInvalidUniqueId; u32 x3b8_ = 0; float x3bc_ = 0.f; float x3c0_ = 1.0f; float x3c4_ = 0.f; float x3c8_ = 0.f; float x3cc_ = 0.f; float x3d0_ = 0.f; float x3d4_ = 0.f; float x3d8_ = 0.f; bool x3dc_ = 0; bool x3dd_ = 0; bool x3de_ = 0; float x3e4_; float x3e8_; float x3ec_; float x3f0_ = 0.f; TUniqueId x3f4_ = kInvalidUniqueId; zeus::CVector3f x3f8_ = zeus::CVector3f::skZero; TReservedAverage x404_; zeus::CVector3f x480_ = zeus::CVector3f::skZero; float x48c_ = 0.f; std::unique_ptr x490_gun; float x494_ = 1.f; float x49c_; /* Value retrieved from TweakPlayerGun */ // std::unqiue_ptr<> x4a0_; u32 x4a4_ = 0; bool x558_; float x55c_; float x560_; zeus::CVector3f x564_; float x588_alpha; std::unique_ptr x768_morphball; std::unique_ptr x76c_cameraBob; CSfxHandle x770_; float x774_; u32 x778_; u32 x77c_; u32 x780_; float x784_; u16 x88_; u16 x88a_; float x78c_; u32 x790_; float x794_; float x798_; float x79c_; CVisorSteam x7a0_ = CVisorSteam(0.f, 0.f, 0.f, -1); float x9f4_; float xa04_; ResId xa08_steamTextureId; ResId xa0c_; public: CPlayer(TUniqueId, const zeus::CTransform&, const zeus::CAABox&, unsigned int, const zeus::CVector3f&, float, float, float, float, const CMaterialList&); bool IsTransparent() const; void Update(float, CStateManager& mgr); bool IsPlayerDeadEnough() const; void AsyncLoadSuit(CStateManager& mgr); void LoadAnimationTokens(); virtual bool CanRenderUnsorted(CStateManager& mgr) const; virtual const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& v1, const zeus::CVector3f& v2, const CDamageInfo& info) const; virtual const CDamageVulnerability* GetDamageVulnerability() const; virtual zeus::CVector3f GetHomingPosition(CStateManager& mgr, float) const; zeus::CVector3f GetAimPosition(CStateManager& mgr, float) const; virtual void FluidFXThink(CActor::EFluidState, CScriptWater& water, CStateManager& mgr); zeus::CVector3f GetDamageLocationWR() const; float GetPrevDamageAmount() const; float GetDamageAmount() const; bool WasDamaged() const; void TakeDamage(bool, const zeus::CVector3f&, float, EWeaponType, CStateManager& mgr); void Accept(IVisitor& visitor); CHealthInfo* HealthInfo(CStateManager& mgr); bool IsUnderBetaMetroidAttack(CStateManager& mgr) const; rstl::optional_object GetTouchBounds() const; void Touch(CActor&, CStateManager& mgr); void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float); void ValidateScanning(const CFinalInput& input, CStateManager& mgr); void SetScanningState(EPlayerScanState, CStateManager& mgr); bool GetExplorationMode() const; bool GetCombatMode() const; void RenderGun(CStateManager& mgr, const zeus::CVector3f&) const; void Render(CStateManager& mgr) const; void RenderReflectedPlayer(CStateManager& mgr) const; void PreRender(CStateManager& mgr, const zeus::CFrustum&); void CalculateRenderBounds(); void AddToRenderer(const zeus::CFrustum&, CStateManager&); void ComputeFreeLook(const CFinalInput& input); void UpdateFreeLook(float dt); float GetMaximumPlayerPositiveVerticalVelocity(CStateManager&) const; void ProcessInput(const CFinalInput&, CStateManager&); bool GetFrozenState() const; void Think(float, CStateManager&); void PreThink(float, CStateManager&); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); void SetVisorSteam(float, float, float, u32, bool); void UpdateFootstepBounds(const CFinalInput& input, CStateManager&, float); u16 GetMaterialSoundUnderPlayer(CStateManager& mgr, const u16*, int, u16); u16 SfxIdFromMaterial(const CMaterialList&, const u16*, u32, u16); void UpdateCrosshairsState(const CFinalInput&); void UpdateVisorTransition(float, CStateManager& mgr); void UpdateVisorState(const CFinalInput&, float, CStateManager& mgr); void ForceGunOrientation(const zeus::CTransform&, CStateManager& mgr); void UpdateDebugCamera(CStateManager& mgr); CFirstPersonCamera& GetFirstPersonCamera(CStateManager& mgr); void UpdateGunTransform(const zeus::CVector3f&, float, CStateManager& mgr, bool); void DrawGun(CStateManager& mgr); void HolsterGun(CStateManager& mgr); bool GetMorphballTransitionState() const; void UpdateGrappleArmTransform(const zeus::CVector3f&, CStateManager& mgr, float); void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float); bool ValidateFPPosition(const zeus::CVector3f& pos, CStateManager& mgr); void UpdateGrappleState(const CFinalInput& input, CStateManager& mgr); void ApplyGrappleJump(CStateManager& mgr); void BeginGrapple(zeus::CVector3f&, CStateManager& mgr); void BreakGrapple(CStateManager& mgr); void PreventFallingCameraPitch(); void OrbitCarcass(CStateManager&); void OrbitPoint(EPlayerOrbitType, CStateManager& mgr); zeus::CVector3f GetHUDOrbitTargetPosition() const; void SetOrbitState(EPlayerOrbitState, CStateManager& mgr); void SetOrbitTargetId(TUniqueId); void UpdateOrbitPosition(float, CStateManager& mgr); void UpdateOrbitZPosition(); void UpdateOrbitFixedPosition(); void SetOrbitPosition(float, CStateManager& mgr); void UpdateAimTarget(CStateManager& mgr); void UpdateAimTargetTimer(float); bool ValidateAimTargetId(TUniqueId, CStateManager& mgr); bool ValidateObjectForMode(TUniqueId, CStateManager& mgr) const; TUniqueId FindAimTargetId(CStateManager& mgr); TUniqueId CheckEnemiesAgainstOrbitZone(const std::vector&, EPlayerZoneInfo, EPlayerZoneType, CStateManager& mgr) const; TUniqueId FindOrbitTargetId(CStateManager& mgr); void UpdateOrbitableObjects(CStateManager& mgr); TUniqueId FindBestOrbitableObject(const std::vector&, EPlayerZoneInfo, CStateManager& mgr) const; void FindOrbitableObjects(const std::vector&, std::vector&, EPlayerZoneInfo, EPlayerZoneType, CStateManager& mgr, bool) const; bool WithinOrbitScreenBox(const zeus::CVector3f&, EPlayerZoneInfo, EPlayerZoneType) const; bool WithinOrbitScreenEllipse(const zeus::CVector3f&, EPlayerZoneInfo) const; void CheckOrbitDisableSourceList(CStateManager& mgr); void CheckOrbitDisableSourceList() const; void RemoveOrbitDisableSource(TUniqueId); void AddOrbitDisableSource(CStateManager& mgr, TUniqueId); void UpdateOrbitPreventionTimer(float); void UpdateOrbitModeTimer(float); void UpdateOrbitZone(CStateManager& mgr); void UpdateOrbitInput(const CFinalInput& input, CStateManager& mgr); void UpdateOrbitSelection(const CFinalInput& input, CStateManager& mgr); void UpdateOrbitOrientation(CStateManager& mgr); void UpdateOrbitTarget(CStateManager& mgr); float GetOrbitMaxLockDistance(CStateManager& mgr) const; float GetOrbitMaxTargetDistance(CStateManager& mgr) const; bool ValidateOrbitTargetId(TUniqueId, CStateManager& mgr) const; bool ValidateCurrentOrbitTargetId(CStateManager& mgr); bool ValidateOrbitTargetIdAndPointer(TUniqueId, CStateManager& mgr) const; zeus::CVector3f GetBallPosition() const; zeus::CVector3f GetEyePosition() const; float GetEyeHeight() const; float GetStepUpHeight() const; float GetStepDownHeight() const; void Teleport(const zeus::CTransform& xf, CStateManager& mgr, bool); zeus::CTransform CreateTransformFromMovementDirection() const; const CCollisionPrimitive& GetCollisionPrimitive() const; zeus::CTransform GetPrimitiveTransform() const; bool CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr); float GetActualFirstPersonMaxVelocity() const; void SetMoveState(EPlayerMovementState, CStateManager& mgr); float JumpInput(const CFinalInput& input, CStateManager& mgr); float TurnInput(const CFinalInput& input) const; float StrafeInput(const CFinalInput& input) const; float ForwardInput(const CFinalInput& input, float) const; void ComputeMovement(const CFinalInput& input, CStateManager& mgr, float); float GetWeight() const; float GetDampedClampedVelocityWR() const; void Touch(); const std::unique_ptr& GetCameraBob() const { return x76c_cameraBob; } }; } #endif // __URDE_CPLAYER_HPP__