metaforce/Runtime/World/CPlayer.hpp

628 lines
30 KiB
C++

#pragma once
#include <memory>
#include <optional>
#include <vector>
#include "Runtime/Weapon/CPlayerGun.hpp"
#include "Runtime/Weapon/CWeaponMgr.hpp"
#include "Runtime/World/CMorphBall.hpp"
#include "Runtime/World/CPhysicsActor.hpp"
#include "Runtime/World/CPlayerEnergyDrain.hpp"
#include <zeus/CAABox.hpp>
#include <zeus/CTransform.hpp>
#include <zeus/CVector3f.hpp>
namespace metaforce {
class CCollidableSphere;
class CDamageInfo;
class CFirstPersonCamera;
class CMaterialList;
class CMorphBall;
class CPlayerCameraBob;
class CPlayerGun;
class CScriptPlayerHint;
class CScriptWater;
class IVisitor;
struct CFinalInput;
class CPlayer : public CPhysicsActor {
friend class CFirstPersonCamera;
friend class CGroundMovement;
friend class CMorphBall;
friend class CPlayerCameraBob;
friend class CStateManager;
public:
enum class EPlayerScanState { NotScanning, Scanning, ScanComplete };
enum class EPlayerOrbitType { Close, Far, Default };
enum class EPlayerOrbitState {
NoOrbit,
OrbitObject,
OrbitPoint,
OrbitCarcass,
ForcedOrbitObject, // For CMetroidBeta attack
Grapple
};
enum class EPlayerOrbitRequest {
StopOrbit,
Respawn,
EnterMorphBall,
Default,
Four,
Five,
InvalidateTarget,
BadVerticalAngle,
ActivateOrbitSource,
ProjectileCollide,
Freeze,
DamageOnGrapple,
LostGrappleLineOfSight
};
enum class EOrbitValidationResult {
OK,
InvalidTarget,
PlayerNotReadyToTarget,
NonTargetableTarget,
ExtremeHorizonAngle,
BrokenLookAngle,
TargetingThroughDoor
};
enum class EPlayerZoneInfo { Targeting, Scan };
enum class EPlayerZoneType { Always = -1, Box = 0, Ellipse };
enum class EPlayerMovementState { OnGround, Jump, ApplyJump, Falling, FallingMorphed };
enum class EPlayerMorphBallState { Unmorphed, Morphed, Morphing, Unmorphing };
enum class EPlayerCameraState { FirstPerson, Ball, Two, Transitioning, Spawned };
enum class ESurfaceRestraints { Normal, Air, Ice, Organic, Water, Lava, Phazon, Shrubbery };
enum class EFootstepSfx { None, Left, Right };
enum class EGrappleState { None, Firing, Pull, Swinging, JumpOff };
enum class EGunHolsterState { Holstered, Drawing, Drawn, Holstering };
private:
struct CVisorSteam {
float x0_curTargetAlpha;
float x4_curAlphaInDur;
float x8_curAlphaOutDur;
CAssetId xc_tex;
float x10_nextTargetAlpha = 0.f;
float x14_nextAlphaInDur = 0.f;
float x18_nextAlphaOutDur = 0.f;
CAssetId x1c_txtr;
float x20_alpha = 0.f;
float x24_delayTimer = 0.f;
bool x28_affectsThermal = false;
public:
CVisorSteam(float targetAlpha, float alphaInDur, float alphaOutDur, CAssetId tex)
: x0_curTargetAlpha(targetAlpha), x4_curAlphaInDur(alphaInDur), x8_curAlphaOutDur(alphaOutDur), xc_tex(tex) {}
CAssetId GetTextureId() const;
void SetSteam(float targetAlpha, float alphaInDur, float alphaOutDur, CAssetId txtr, bool affectsThermal);
void Update(float dt);
float GetAlpha() const { return x20_alpha; }
bool AffectsThermal() const { return x28_affectsThermal; }
};
class CFailsafeTest {
public:
enum class EInputState { Jump, StartingJump, Moving };
private:
rstl::reserved_vector<EInputState, 20> x0_stateSamples;
rstl::reserved_vector<zeus::CVector3f, 20> x54_posSamples;
rstl::reserved_vector<zeus::CVector3f, 20> x148_velSamples;
rstl::reserved_vector<zeus::CVector2f, 20> x23c_inputSamples;
public:
void Reset();
void AddSample(EInputState state, const zeus::CVector3f& pos, const zeus::CVector3f& vel,
const zeus::CVector2f& input);
bool Passes() const;
};
EPlayerMovementState x258_movementState = EPlayerMovementState::OnGround;
std::vector<CToken> x25c_ballTransitionsRes;
TUniqueId x26c_attachedActor = kInvalidUniqueId;
float x270_attachedActorTime = 0.f;
CPlayerEnergyDrain x274_energyDrain{4};
float x288_startingJumpTimeout = 0.f;
float x28c_sjTimer = 0.f;
float x290_minJumpTimeout = 0.f;
float x294_jumpCameraTimer = 0.f;
u32 x298_jumpPresses = 0;
float x29c_fallCameraTimer = 0.f;
float x2a0_ = 0.f;
bool x2a4_cancelCameraPitch = false;
float x2a8_timeSinceJump = 1000.f;
ESurfaceRestraints x2ac_surfaceRestraint = ESurfaceRestraints::Normal;
u32 x2b0_outOfWaterTicks = 2;
rstl::reserved_vector<float, 6> x2b4_accelerationTable;
u32 x2d0_curAcceleration = 1;
float x2d4_accelerationChangeTimer = 0.f;
zeus::CAABox x2d8_fpBounds;
float x2f0_ballTransHeight = 0.f;
EPlayerCameraState x2f4_cameraState = EPlayerCameraState::FirstPerson;
EPlayerMorphBallState x2f8_morphBallState = EPlayerMorphBallState::Unmorphed;
EPlayerMorphBallState x2fc_spawnedMorphBallState = EPlayerMorphBallState::Unmorphed;
float x300_fallingTime = 0.f;
EPlayerOrbitState x304_orbitState = EPlayerOrbitState::NoOrbit;
EPlayerOrbitType x308_orbitType = EPlayerOrbitType::Close;
EPlayerOrbitRequest x30c_orbitRequest = EPlayerOrbitRequest::Default;
TUniqueId x310_orbitTargetId = kInvalidUniqueId;
zeus::CVector3f x314_orbitPoint;
zeus::CVector3f x320_orbitVector;
float x32c_orbitModeTimer = 0.f;
EPlayerZoneInfo x330_orbitZoneMode = EPlayerZoneInfo::Targeting;
EPlayerZoneType x334_orbitType = EPlayerZoneType::Ellipse;
u32 x338_ = 1;
TUniqueId x33c_orbitNextTargetId = kInvalidUniqueId;
bool m_deferredOrbitObject = false;
float x340_ = 0.f;
std::vector<TUniqueId> x344_nearbyOrbitObjects;
std::vector<TUniqueId> x354_onScreenOrbitObjects;
std::vector<TUniqueId> x364_offScreenOrbitObjects;
bool x374_orbitLockEstablished = false;
float x378_orbitPreventionTimer = 0.f;
bool x37c_sidewaysDashing = false;
float x380_strafeInputAtDash = 0.f;
float x384_dashTimer = 0.f;
float x388_dashButtonHoldTime = 0.f;
bool x38c_doneSidewaysDashing = false;
u32 x390_orbitSource = 2;
bool x394_orbitingEnemy = false;
float x398_dashSpeedMultiplier = 1.5f;
bool x39c_noStrafeDashBlend = false;
float x3a0_dashDuration = 0.5f;
float x3a4_strafeDashBlendDuration = 0.449f;
EPlayerScanState x3a8_scanState = EPlayerScanState::NotScanning;
float x3ac_scanningTime = 0.f;
float x3b0_curScanTime = 0.f;
TUniqueId x3b4_scanningObject = kInvalidUniqueId;
EGrappleState x3b8_grappleState = EGrappleState::None;
float x3bc_grappleSwingTimer = 0.f;
zeus::CVector3f x3c0_grappleSwingAxis = zeus::skRight;
float x3cc_ = 0.f;
float x3d0_ = 0.f;
float x3d4_ = 0.f;
float x3d8_grappleJumpTimeout = 0.f;
bool x3dc_inFreeLook = false;
bool x3dd_lookButtonHeld = false;
bool x3de_lookAnalogHeld = false;
float x3e0_curFreeLookCenteredTime = 0.f;
float x3e4_freeLookYawAngle = 0.f;
float x3e8_horizFreeLookAngleVel = 0.f;
float x3ec_freeLookPitchAngle = 0.f;
float x3f0_vertFreeLookAngleVel = 0.f;
TUniqueId x3f4_aimTarget = kInvalidUniqueId;
zeus::CVector3f x3f8_targetAimPosition = zeus::skZero3f;
TReservedAverage<zeus::CVector3f, 10> x404_aimTargetAverage;
zeus::CVector3f x480_assistedTargetAim = zeus::skZero3f;
float x48c_aimTargetTimer = 0.f;
std::unique_ptr<CPlayerGun> x490_gun;
float x494_gunAlpha = 1.f;
EGunHolsterState x498_gunHolsterState = EGunHolsterState::Drawn;
float x49c_gunHolsterRemTime;
std::unique_ptr<CFailsafeTest> x4a0_failsafeTest;
TReservedAverage<float, 20> x4a4_moveSpeedAvg;
float x4f8_moveSpeed = 0.f;
float x4fc_flatMoveSpeed = 0.f;
zeus::CVector3f x500_lookDir = x34_transform.basis[1];
zeus::CVector3f x50c_moveDir = x34_transform.basis[1];
zeus::CVector3f x518_leaveMorphDir = x34_transform.basis[1];
zeus::CVector3f x524_lastPosForDirCalc = x34_transform.basis[1];
zeus::CVector3f x530_gunDir = x34_transform.basis[1];
float x53c_timeMoving = 0.f;
zeus::CVector3f x540_controlDir = x34_transform.basis[1];
zeus::CVector3f x54c_controlDirFlat = x34_transform.basis[1];
bool x558_wasDamaged = false;
float x55c_damageAmt = 0.f;
float x560_prevDamageAmt = 0.f;
zeus::CVector3f x564_damageLocation;
float x570_immuneTimer = 0.f;
float x574_morphTime = 0.f;
float x578_morphDuration = 0.f;
u32 x57c_ = 0;
u32 x580_ = 0;
int x584_ballTransitionAnim = -1;
float x588_alpha = 1.f;
float x58c_transitionVel = 0.f;
bool x590_leaveMorphballAllowed = true;
TReservedAverage<zeus::CTransform, 4> x594_transisionBeamXfs;
TReservedAverage<zeus::CTransform, 4> x658_transitionModelXfs;
TReservedAverage<float, 4> x71c_transitionModelAlphas;
std::vector<std::unique_ptr<CModelData>> x730_transitionModels;
float x740_staticTimer = 0.f;
float x744_staticOutSpeed = 0.f;
float x748_staticInSpeed = 0.f;
float x74c_visorStaticAlpha = 1.f;
float x750_frozenTimeout = 0.f;
s32 x754_iceBreakJumps = 0;
float x758_frozenTimeoutBias = 0.f;
s32 x75c_additionalIceBreakJumps = 0;
bool x760_controlsFrozen = false;
float x764_controlsFrozenTimeout = 0.f;
std::unique_ptr<CMorphBall> x768_morphball;
std::unique_ptr<CPlayerCameraBob> x76c_cameraBob;
CSfxHandle x770_damageLoopSfx;
float x774_samusVoiceTimeout = 0.f;
CSfxHandle x778_dashSfx;
CSfxHandle x77c_samusVoiceSfx;
int x780_samusVoicePriority = 0;
float x784_damageSfxTimer = 0.f;
u16 x788_damageLoopSfxId = 0;
float x78c_footstepSfxTimer = 0.f;
EFootstepSfx x790_footstepSfxSel = EFootstepSfx::None;
zeus::CVector3f x794_lastVelocity;
CVisorSteam x7a0_visorSteam = CVisorSteam(0.f, 0.f, 0.f, CAssetId() /*kInvalidAssetId*/);
CPlayerState::EPlayerSuit x7cc_transitionSuit = CPlayerState::EPlayerSuit::Invalid;
CAnimRes x7d0_animRes;
zeus::CVector3f x7d8_beamScale;
bool x7e4_ = true;
u32 x7e8_ = 0;
CPlayerState::EBeamId x7ec_beam = CPlayerState::EBeamId::Power;
std::unique_ptr<CModelData> x7f0_ballTransitionBeamModel;
zeus::CTransform x7f4_gunWorldXf;
float x824_transitionFilterTimer = 0.f;
float x828_distanceUnderWater = 0.f;
bool x82c_inLava = false;
TUniqueId x82e_ridingPlatform = kInvalidUniqueId;
TUniqueId x830_playerHint = kInvalidUniqueId;
u32 x834_playerHintPriority = 1000;
rstl::reserved_vector<std::pair<u32, TUniqueId>, 32> x838_playerHints;
rstl::reserved_vector<TUniqueId, 32> x93c_playerHintsToRemove;
rstl::reserved_vector<TUniqueId, 32> x980_playerHintsToAdd;
bool x9c4_24_visorChangeRequested : 1 = false;
bool x9c4_25_showCrosshairs : 1 = false;
bool x9c4_26_ : 1 = true;
bool x9c4_27_canEnterMorphBall : 1 = true;
bool x9c4_28_canLeaveMorphBall : 1 = true;
bool x9c4_29_spiderBallControlXY : 1 = false;
bool x9c4_30_controlDirOverride : 1 = false;
bool x9c4_31_inWaterMovement : 1 = false;
bool x9c5_24_ : 1 = false;
bool x9c5_25_splashUpdated : 1 = false;
bool x9c5_26_ : 1 = false;
bool x9c5_27_camSubmerged : 1 = false;
bool x9c5_28_slidingOnWall : 1 = false;
bool x9c5_29_hitWall : 1 = false;
bool x9c5_30_selectFluidBallSound : 1 = false;
bool x9c5_31_stepCameraZBiasDirty : 1 = true;
bool x9c6_24_extendTargetDistance : 1 = false;
bool x9c6_25_interpolatingControlDir : 1 = false;
bool x9c6_26_outOfBallLookAtHint : 1 = false;
bool x9c6_27_aimingAtProjectile : 1 = false;
bool x9c6_28_aligningGrappleSwingTurn : 1 = false;
bool x9c6_29_disableInput : 1 = false;
bool x9c6_30_newScanScanning : 1 = false;
bool x9c6_31_overrideRadarRadius : 1 = false;
bool x9c7_24_noDamageLoopSfx : 1 = false;
bool x9c7_25_outOfBallLookAtHintActor : 1 = false;
float x9c8_eyeZBias = 0.f;
float x9cc_stepCameraZBias = 0.f;
u32 x9d0_bombJumpCount = 0;
s32 x9d4_bombJumpCheckDelayFrames = 0;
zeus::CVector3f x9d8_controlDirOverrideDir = zeus::skForward;
rstl::reserved_vector<TUniqueId, 5> x9e4_orbitDisableList;
float x9f4_deathTime = 0.f;
float x9f8_controlDirInterpTime = 0.f;
float x9fc_controlDirInterpDur = 0.f;
TUniqueId xa00_deathPowerBomb = kInvalidUniqueId;
float xa04_preThinkDt = 0.f;
CAssetId xa08_steamTextureId;
CAssetId xa0c_iceTextureId;
u32 xa10_envDmgCounter = 0;
float xa14_envDmgCameraShakeTimer = 0.f;
float xa18_phazonDamageLag = 0.f;
float xa1c_threatOverride = 0.f;
float xa20_radarXYRadiusOverride = 1.f;
float xa24_radarZRadiusOverride = 1.f;
float xa28_attachedActorStruggle = 0.f;
int xa2c_damageLoopSfxDelayTicks = 2;
float xa30_samusExhaustedVoiceTimer = 4.f;
void StartLandingControlFreeze();
void EndLandingControlFreeze();
void ProcessFrozenInput(float dt, CStateManager& mgr);
bool CheckSubmerged() const;
void UpdateSubmerged(CStateManager& mgr);
void InitializeBallTransition();
float UpdateCameraBob(float dt, CStateManager& mgr);
float GetAcceleration() const;
float CalculateOrbitMinDistance(EPlayerOrbitType type) const;
public:
DEFINE_ENTITY
CPlayer(TUniqueId uid, const zeus::CTransform& xf, const zeus::CAABox& aabb, CAssetId resId,
const zeus::CVector3f& playerScale, float mass, float stepUp, float stepDown, float ballRadius,
const CMaterialList& ml);
bool IsTransparent() const;
bool GetControlsFrozen() const { return x760_controlsFrozen; }
float GetTransitionAlpha(const zeus::CVector3f& camPos, float zNear) const;
s32 ChooseTransitionToAnimation(float dt, CStateManager& mgr) const;
void TransitionToMorphBallState(float dt, CStateManager& mgr);
void TransitionFromMorphBallState(CStateManager& mgr);
s32 GetNextBallTransitionAnim(float dt, bool& loopOut, CStateManager& mgr);
void UpdateMorphBallTransition(float dt, CStateManager& mgr);
void UpdateGunAlpha();
void UpdatePlayerSounds(float dt);
void Update(float dt, CStateManager& mgr);
void PostUpdate(float dt, CStateManager& mgr);
bool StartSamusVoiceSfx(u16 sfx, float vol, int prio);
bool IsPlayerDeadEnough() const;
void AsyncLoadSuit(CStateManager& mgr);
void LoadAnimationTokens();
bool HasTransitionBeamModel() const;
bool CanRenderUnsorted(const CStateManager& mgr) const override;
const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& v1, const zeus::CVector3f& v2,
const CDamageInfo& info) const override;
const CDamageVulnerability* GetDamageVulnerability() const override;
zeus::CVector3f GetHomingPosition(const CStateManager& mgr, float dt) const override;
zeus::CVector3f GetAimPosition(const CStateManager& mgr, float dt) const override;
void FluidFXThink(EFluidState state, CScriptWater& water, CStateManager& mgr) override;
zeus::CVector3f GetDamageLocationWR() const { return x564_damageLocation; }
float GetPrevDamageAmount() const { return x560_prevDamageAmt; }
float GetDamageAmount() const { return x55c_damageAmt; }
bool WasDamaged() const { return x558_wasDamaged; }
void TakeDamage(bool significant, const zeus::CVector3f& location, float dam, EWeaponType type, CStateManager& mgr);
void Accept(IVisitor& visitor) override;
CHealthInfo* HealthInfo(CStateManager& mgr) override;
bool IsUnderBetaMetroidAttack(const CStateManager& mgr) const;
std::optional<zeus::CAABox> GetTouchBounds() const override;
void Touch(CActor& actor, CStateManager& mgr) override;
void DoPreThink(float dt, CStateManager& mgr);
void DoThink(float dt, CStateManager& mgr);
void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float dt);
bool ValidateScanning(const CFinalInput& input, const CStateManager& mgr) const;
void FinishNewScan(CStateManager& mgr);
void SetScanningState(EPlayerScanState state, CStateManager& mgr);
void SetSpawnedMorphBallState(EPlayerMorphBallState state, CStateManager& mgr);
bool GetExplorationMode() const;
bool GetCombatMode() const;
void RenderGun(const CStateManager& mgr, const zeus::CVector3f& pos) const;
void Render(CStateManager& mgr) override;
void RenderReflectedPlayer(CStateManager& mgr);
void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override;
void CalculateRenderBounds() override;
void AddToRenderer(const zeus::CFrustum& frustum, CStateManager& mgr) override;
void ComputeFreeLook(const CFinalInput& input);
void UpdateFreeLookState(const CFinalInput& input, float dt, CStateManager& mgr);
void UpdateFreeLook(float dt);
float GetMaximumPlayerPositiveVerticalVelocity(CStateManager& mgr) const;
void ProcessInput(const CFinalInput& input, CStateManager& mgr);
bool ShouldSampleFailsafe(CStateManager& mgr) const;
void CalculateLeaveMorphBallDirection(const CFinalInput& input);
void CalculatePlayerControlDirection(CStateManager& mgr);
void CalculatePlayerMovementDirection(float dt);
void UnFreeze(CStateManager& stateMgr);
void Freeze(CStateManager& stateMgr, CAssetId steamTxtr, u16 sfx, CAssetId iceTxtr);
bool GetFrozenState() const;
void UpdateFrozenState(const CFinalInput& input, CStateManager& mgr);
void UpdateStepCameraZBias(float dt);
void UpdateWaterSurfaceCameraBias(CStateManager& mgr);
void UpdateEnvironmentDamageCameraShake(float dt, CStateManager& mgr);
void UpdatePhazonDamage(float dt, CStateManager& mgr);
void ResetPlayerHintState();
bool SetAreaPlayerHint(const CScriptPlayerHint& hint, CStateManager& mgr);
void AddToPlayerHintRemoveList(TUniqueId id, CStateManager& mgr);
void AddToPlayerHintAddList(TUniqueId id, CStateManager& mgr);
void DeactivatePlayerHint(TUniqueId id, CStateManager& mgr);
void UpdatePlayerHints(CStateManager& mgr);
void UpdateBombJumpStuff();
void UpdateTransitionFilter(float dt, CStateManager& mgr);
void ResetControlDirectionInterpolation();
void SetControlDirectionInterpolation(float time);
void UpdatePlayerControlDirection(float dt, CStateManager& mgr);
void Think(float dt, CStateManager& mgr) override;
void PreThink(float dt, CStateManager& mgr) override;
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override;
void SetVisorSteam(float targetAlpha, float alphaInDur, float alphaOutDir, CAssetId txtr, bool affectsThermal);
void UpdateFootstepSounds(const CFinalInput& input, CStateManager& mgr, float dt);
u16 GetMaterialSoundUnderPlayer(const CStateManager& mgr, const u16* idList, size_t length, u16 defId) const;
static u16 SfxIdFromMaterial(const CMaterialList& mat, const u16* idList, size_t tableLen, u16 defId);
void UpdateCrosshairsState(const CFinalInput& input);
void UpdateVisorTransition(float, CStateManager& mgr);
void UpdateVisorState(const CFinalInput& input, float dt, CStateManager& mgr);
void UpdateGunState(const CFinalInput& input, CStateManager& mgr);
void ResetGun(CStateManager& mgr);
void UpdateArmAndGunTransforms(float dt, CStateManager& mgr);
void ForceGunOrientation(const zeus::CTransform&, CStateManager& mgr);
void UpdateCameraState(CStateManager& mgr);
void UpdateDebugCamera(CStateManager& mgr);
void UpdateCameraTimers(float dt, const CFinalInput& input);
void UpdateMorphBallState(float dt, const CFinalInput&, CStateManager& mgr);
CFirstPersonCamera& GetFirstPersonCamera(CStateManager& mgr);
void UpdateGunTransform(const zeus::CVector3f& gunPos, CStateManager& mgr);
void UpdateAssistedAiming(const zeus::CTransform& xf, const CStateManager& mgr);
void UpdateAimTargetPrediction(const zeus::CTransform& xf, const CStateManager& mgr);
void ResetAimTargetPrediction(TUniqueId target);
void DrawGun(CStateManager& mgr);
void HolsterGun(CStateManager& mgr);
EPlayerCameraState GetCameraState() const { return x2f4_cameraState; }
EPlayerMorphBallState GetMorphballTransitionState() const { return x2f8_morphBallState; }
EGunHolsterState GetGunHolsterState() const { return x498_gunHolsterState; }
EPlayerMovementState GetPlayerMovementState() const { return x258_movementState; }
bool IsMorphBallTransitioning() const;
void UpdateGrappleArmTransform(const zeus::CVector3f& offset, CStateManager& mgr, float dt);
float GetGravity() const;
void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float dt);
bool ValidateFPPosition(const zeus::CVector3f& pos, const CStateManager& mgr) const;
void UpdateGrappleState(const CFinalInput& input, CStateManager& mgr);
void ApplyGrappleJump(CStateManager& mgr);
void BeginGrapple(zeus::CVector3f& vec, CStateManager& mgr);
void BreakGrapple(EPlayerOrbitRequest req, CStateManager& mgr);
void SetOrbitRequest(EPlayerOrbitRequest req, CStateManager& mgr);
void SetOrbitRequestForTarget(TUniqueId id, EPlayerOrbitRequest req, CStateManager& mgr);
bool InGrappleJumpCooldown() const;
void PreventFallingCameraPitch();
void OrbitCarcass(CStateManager& mgr);
void OrbitPoint(EPlayerOrbitType type, CStateManager& mgr);
zeus::CVector3f GetHUDOrbitTargetPosition() const;
void SetOrbitState(EPlayerOrbitState state, CStateManager& mgr);
void SetOrbitTargetId(TUniqueId id, CStateManager& mgr);
void UpdateOrbitPosition(float dist, CStateManager& mgr);
void UpdateOrbitZPosition();
void UpdateOrbitFixedPosition();
void SetOrbitPosition(float dist, CStateManager& mgr);
void UpdateAimTarget(CStateManager& mgr);
void UpdateAimTargetTimer(float dt);
bool ValidateAimTargetId(TUniqueId uid, CStateManager& mgr);
bool ValidateObjectForMode(TUniqueId uid, CStateManager& mgr) const;
TUniqueId FindAimTargetId(CStateManager& mgr) const;
TUniqueId GetAimTarget() const { return x3f4_aimTarget; }
TUniqueId CheckEnemiesAgainstOrbitZone(const EntityList& list, EPlayerZoneInfo info, EPlayerZoneType zone,
CStateManager& mgr) const;
TUniqueId FindOrbitTargetId(CStateManager& mgr) const;
void UpdateOrbitableObjects(CStateManager& mgr);
TUniqueId FindBestOrbitableObject(const std::vector<TUniqueId>& ids, EPlayerZoneInfo info, CStateManager& mgr) const;
void FindOrbitableObjects(const EntityList& nearObjects, std::vector<TUniqueId>& listOut, EPlayerZoneInfo zone,
EPlayerZoneType type, CStateManager& mgr, bool onScreenTest) const;
bool WithinOrbitScreenBox(const zeus::CVector3f& screenCoords, EPlayerZoneInfo zone, EPlayerZoneType type) const;
bool WithinOrbitScreenEllipse(const zeus::CVector3f& screenCoords, EPlayerZoneInfo zone) const;
bool CheckOrbitDisableSourceList(CStateManager& mgr);
bool CheckOrbitDisableSourceList() const { return !x9e4_orbitDisableList.empty(); }
void RemoveOrbitDisableSource(TUniqueId uid);
void AddOrbitDisableSource(CStateManager& mgr, TUniqueId addId);
void UpdateOrbitPreventionTimer(float dt);
void UpdateOrbitModeTimer(float dt);
void UpdateOrbitZone(CStateManager& mgr);
void UpdateOrbitInput(const CFinalInput& input, CStateManager& mgr);
void ActivateOrbitSource(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;
EOrbitValidationResult ValidateOrbitTargetId(TUniqueId uid, CStateManager& mgr) const;
EOrbitValidationResult ValidateCurrentOrbitTargetId(CStateManager& mgr);
bool ValidateOrbitTargetIdAndPointer(TUniqueId uid, CStateManager& mgr) const;
zeus::CVector3f GetBallPosition() const;
zeus::CVector3f GetEyePosition() const;
float GetEyeHeight() const;
float GetUnbiasedEyeHeight() const;
float GetStepUpHeight() const override;
float GetStepDownHeight() const override;
void Teleport(const zeus::CTransform& xf, CStateManager& mgr, bool resetBallCam);
void BombJump(const zeus::CVector3f& pos, CStateManager& mgr);
zeus::CTransform CreateTransformFromMovementDirection() const;
const CCollisionPrimitive* GetCollisionPrimitive() const override;
const CCollidableSphere* GetCollidableSphere() const;
zeus::CTransform GetPrimitiveTransform() const override;
void CollidedWith(TUniqueId id, const CCollisionInfoList& list, CStateManager& mgr) override;
float GetBallMaxVelocity() const;
float GetActualBallMaxVelocity(float dt) const;
float GetActualFirstPersonMaxVelocity(float dt) const;
void SetMoveState(EPlayerMovementState newState, 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 turnInput) const;
zeus::CVector3f CalculateLeftStickEdgePosition(float strafeInput, float forwardInput) const;
bool SidewaysDashAllowed(float strafeInput, float forwardInput, const CFinalInput& input, CStateManager& mgr) const;
void FinishSidewaysDash();
void ComputeDash(const CFinalInput& input, float dt, CStateManager& mgr);
void ComputeMovement(const CFinalInput& input, CStateManager& mgr, float dt);
float GetWeight() const override;
zeus::CVector3f GetDampedClampedVelocityWR() const;
const CVisorSteam& GetVisorSteam() const { return x7a0_visorSteam; }
float GetVisorStaticAlpha() const { return x74c_visorStaticAlpha; }
float GetGunAlpha() const { return x494_gunAlpha; }
const CScriptWater* GetVisorRunoffEffect(const CStateManager& mgr) const;
void SetMorphBallState(EPlayerMorphBallState state, CStateManager& mgr);
bool CanLeaveMorphBallState(CStateManager& mgr, zeus::CVector3f& pos) const;
void SetHudDisable(float staticTimer, float outSpeed, float inSpeed);
void SetIntoBallReadyAnimation(CStateManager& mgr);
void LeaveMorphBallState(CStateManager& mgr);
bool CanEnterMorphBallState(CStateManager& mgr, float f1) const;
void EnterMorphBallState(CStateManager& mgr);
void ActivateMorphBallCamera(CStateManager& mgr);
void UpdateCinematicState(CStateManager& mgr);
void SetCameraState(EPlayerCameraState camState, CStateManager& stateMgr);
bool IsEnergyLow(const CStateManager& mgr) const;
EPlayerOrbitState GetOrbitState() const { return x304_orbitState; }
EPlayerScanState GetScanningState() const { return x3a8_scanState; }
float GetScanningTime() const { return x3ac_scanningTime; }
TUniqueId GetOrbitTargetId() const { return x310_orbitTargetId; }
TUniqueId GetOrbitNextTargetId() const { return x33c_orbitNextTargetId; }
TUniqueId GetScanningObjectId() const { return x3b4_scanningObject; }
EGrappleState GetGrappleState() const { return x3b8_grappleState; }
bool IsNewScanScanning() const { return x9c6_30_newScanScanning; }
float GetThreatOverride() const { return xa1c_threatOverride; }
bool IsOverrideRadarRadius() const { return x9c6_31_overrideRadarRadius; }
void SetIsOverrideRadarRadius(bool override) { x9c6_31_overrideRadarRadius = override; }
float GetRadarXYRadiusOverride() const { return xa20_radarXYRadiusOverride; }
void SetRadarXYRadiusOverride(float xyOverride) { xa20_radarXYRadiusOverride = xyOverride; }
float GetRadarZRadiusOverride() const { return xa24_radarZRadiusOverride; }
void SetRadarZRadiusOverride(float zOverride) { xa24_radarZRadiusOverride = zOverride; }
bool ObjectInScanningRange(TUniqueId id, const CStateManager& mgr) const;
float GetMorphTime() const { return x574_morphTime; }
float GetMorphDuration() const { return x578_morphDuration; }
float GetMorphFactor() const {
if (0.f != x578_morphDuration)
return zeus::clamp(0.f, x574_morphTime / x578_morphDuration, 1.f);
return 0.f;
}
bool IsInFreeLook() const { return x3dc_inFreeLook; }
bool GetFreeLookStickState() const { return x3de_lookAnalogHeld; }
CPlayerGun* GetPlayerGun() const { return x490_gun.get(); }
CMorphBall* GetMorphBall() const { return x768_morphball.get(); }
CPlayerCameraBob* GetCameraBob() const { return x76c_cameraBob.get(); }
float GetStaticTimer() const { return x740_staticTimer; }
float GetDeathTime() const { return x9f4_deathTime; }
const CPlayerEnergyDrain& GetEnergyDrain() const { return x274_energyDrain; }
CPlayerEnergyDrain& GetEnergyDrain() { return x274_energyDrain; }
EPlayerZoneInfo GetOrbitZone() const { return x330_orbitZoneMode; }
EPlayerZoneType GetOrbitType() const { return x334_orbitType; }
const zeus::CTransform& GetFirstPersonCameraTransform(const CStateManager& mgr) const;
const std::vector<TUniqueId>& GetNearbyOrbitObjects() const { return x344_nearbyOrbitObjects; }
const std::vector<TUniqueId>& GetOnScreenOrbitObjects() const { return x354_onScreenOrbitObjects; }
const std::vector<TUniqueId>& GetOffScreenOrbitObjects() const { return x364_offScreenOrbitObjects; }
void SetPlayerHitWallDuringMove();
float GetTimeSinceJump() const { return x2a8_timeSinceJump; }
void ResetTimeSinceJump() { x2a8_timeSinceJump = 1000.f; }
ESurfaceRestraints GetCurrentSurfaceRestraint() const { return x2ac_surfaceRestraint; }
ESurfaceRestraints GetSurfaceRestraint() const {
return x2b0_outOfWaterTicks == 2 ? GetCurrentSurfaceRestraint() : ESurfaceRestraints::Water;
}
void DecrementEnvironmentDamage();
void IncrementEnvironmentDamage();
void ApplySubmergedPitchBend(CSfxHandle& sfx);
void DetachActorFromPlayer();
bool AttachActorToPlayer(TUniqueId id, bool disableGun);
TUniqueId GetAttachedActor() const { return x26c_attachedActor; }
float GetAttachedActorStruggle() const { return xa28_attachedActorStruggle; }
void SetFrozenTimeoutBias(float bias) { x758_frozenTimeoutBias = bias; }
float GetDistanceUnderWater() const { return x828_distanceUnderWater; }
TUniqueId GetRidingPlatformId() const { return x82e_ridingPlatform; }
const zeus::CVector3f& GetLastVelocity() const { return x794_lastVelocity; }
const zeus::CVector3f& GetMoveDir() const { return x50c_moveDir; }
const zeus::CVector3f& GetLeaveMorphDir() const { return x518_leaveMorphDir; }
u32 GetBombJumpCount() const { return x9d0_bombJumpCount; }
float GetMoveSpeed() const { return x4f8_moveSpeed; }
EPlayerOrbitRequest GetOrbitRequest() const { return x30c_orbitRequest; }
bool IsShowingCrosshairs() const { return x9c4_25_showCrosshairs; }
bool IsSidewaysDashing() const { return x37c_sidewaysDashing; }
void SetLeaveMorphBallAllowed(bool b) { x590_leaveMorphballAllowed = b; }
const zeus::CVector3f& GetOrbitPoint() const { return x314_orbitPoint; }
float GetAverageSpeed() const;
bool IsInWaterMovement() const { return x9c4_31_inWaterMovement; }
void SetNoDamageLoopSfx(bool val) { x9c7_24_noDamageLoopSfx = val; }
void SetAccelerationChangeTimer(float time) { x2d4_accelerationChangeTimer = time; }
};
} // namespace metaforce