#ifndef __URDE_CPLAYER_HPP__ #define __URDE_CPLAYER_HPP__ #include "CPhysicsActor.hpp" #include "zeus/CAABox.hpp" #include "zeus/CTransform.hpp" #include "CWeaponMgr.hpp" namespace urde { class CMaterialList; class CMorphBall; class CPlayerGun; class CDamageInfo; class CScriptWater; class IVisitor; class CFinalInput; class CFirstPersonCamera; class CPlayer : public CPhysicsActor { friend class CStateManager; 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_; u32 xc_; float x10_ = 0.f; float x14_ = 0.f; float x18_ = 0.f; u32 x1c_ = 0; float x20_ = 0.f; float x24_ = 0.f; bool x28_ = false; void SetSteam(float a, float b, float c, u32 d, bool e) { if (x1c_ == -1 || a > x10_) { x10_ = a; x14_ = b; x18_ = c; x1c_ = d; } x28_ = e; } void Update(float dt); CVisorSteam(float a, float b, float c, u32 d, bool e) : x0_(a), x4_(b), x8_(c), xc_(d), x1c_(e) {} }; std::unique_ptr x490_gun; std::unique_ptr x768_morphball; 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(); bool CanRenderUnsorted(CStateManager& mgr) const; const CDamageVulnerability& GetDamageVulnerability(const zeus::CVector3f& v1, const zeus::CVector3f& v2, const CDamageInfo& info) const; const CDamageVulnerability& GetDamageVulnerability() const; zeus::CVector3f GetHomingPosition(CStateManager& mgr, float) const; zeus::CVector3f GetAimPosition(CStateManager& mgr, float) const; 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*, 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; }; } #endif // __URDE_CPLAYER_HPP__