mirror of https://github.com/AxioDL/metaforce.git
209 lines
8.6 KiB
C++
209 lines
8.6 KiB
C++
#ifndef __URDE_CPLAYER_HPP__
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#define __URDE_CPLAYER_HPP__
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#include "CPhysicsActor.hpp"
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#include "zeus/CAABox.hpp"
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#include "zeus/CTransform.hpp"
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#include "CWeaponMgr.hpp"
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namespace urde
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{
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class CMaterialList;
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class CMorphBall;
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class CPlayerGun;
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class CDamageInfo;
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class CScriptWater;
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class IVisitor;
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class CFinalInput;
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class CFirstPersonCamera;
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class CPlayer : public CPhysicsActor
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{
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friend class CStateManager;
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public:
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enum class EPlayerScanState
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{
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};
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enum class EPlayerOrbitType
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{
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};
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enum class EPlayerOrbitState
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{
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};
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enum class EPlayerZoneInfo
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{
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};
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enum class EPlayerZoneType
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{
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};
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enum class EPlayerMovementState
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{
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};
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private:
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struct CVisorSteam
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{
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float x0_;
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float x4_;
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float x8_;
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u32 xc_;
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float x10_ = 0.f;
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float x14_ = 0.f;
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float x18_ = 0.f;
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u32 x1c_ = 0;
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float x20_ = 0.f;
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float x24_ = 0.f;
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bool x28_ = false;
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void SetSteam(float a, float b, float c, u32 d, bool e)
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{
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if (x1c_ == -1 || a > x10_)
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{
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x10_ = a;
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x14_ = b;
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x18_ = c;
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x1c_ = d;
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}
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x28_ = e;
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}
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void Update(float dt);
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CVisorSteam(float a, float b, float c, u32 d, bool e)
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: x0_(a), x4_(b), x8_(c), xc_(d), x1c_(e) {}
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};
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std::unique_ptr<CPlayerGun> x490_gun;
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std::unique_ptr<CMorphBall> x768_morphball;
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public:
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CPlayer(TUniqueId, const zeus::CTransform&, const zeus::CAABox&, unsigned int,
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const zeus::CVector3f&, float, float, float, float, const CMaterialList&);
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bool IsTransparent() const;
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void Update(float, CStateManager& mgr);
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bool IsPlayerDeadEnough() const;
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void AsyncLoadSuit(CStateManager& mgr);
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void LoadAnimationTokens();
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bool CanRenderUnsorted(CStateManager& mgr) const;
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const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& v1,
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const zeus::CVector3f& v2,
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const CDamageInfo& info) const;
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const CDamageVulnerability* GetDamageVulnerability() const;
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zeus::CVector3f GetHomingPosition(CStateManager& mgr, float) const;
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zeus::CVector3f GetAimPosition(CStateManager& mgr, float) const;
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void FluidFXThink(CActor::EFluidState, CScriptWater& water, CStateManager& mgr);
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zeus::CVector3f GetDamageLocationWR() const;
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float GetPrevDamageAmount() const;
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float GetDamageAmount() const;
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bool WasDamaged() const;
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void TakeDamage(bool, const zeus::CVector3f&, float, EWeaponType, CStateManager& mgr);
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void Accept(IVisitor& visitor);
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CHealthInfo* HealthInfo(CStateManager& mgr);
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bool IsUnderBetaMetroidAttack(CStateManager& mgr) const;
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rstl::optional_object<zeus::CAABox> GetTouchBounds() const;
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void Touch(CActor&, CStateManager& mgr);
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void UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float);
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void ValidateScanning(const CFinalInput& input, CStateManager& mgr);
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void SetScanningState(EPlayerScanState, CStateManager& mgr);
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bool GetExplorationMode() const;
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bool GetCombatMode() const;
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void RenderGun(CStateManager& mgr, const zeus::CVector3f&) const;
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void Render(CStateManager& mgr) const;
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void RenderReflectedPlayer(CStateManager& mgr) const;
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void PreRender(CStateManager& mgr, const zeus::CFrustum&);
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void CalculateRenderBounds();
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void AddToRenderer(const zeus::CFrustum&, CStateManager&);
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void ComputeFreeLook(const CFinalInput& input);
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void UpdateFreeLook(float dt);
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float GetMaximumPlayerPositiveVerticalVelocity(CStateManager&) const;
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void ProcessInput(const CFinalInput&, CStateManager&);
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bool GetFrozenState() const;
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void Think(float, CStateManager&);
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void PreThink(float, CStateManager&);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void SetVisorSteam(float, float, float, u32, bool);
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void UpdateFootstepBounds(const CFinalInput& input, CStateManager&, float);
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u16 GetMaterialSoundUnderPlayer(CStateManager& mgr, const u16*, int, u16);
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u16 SfxIdFromMaterial(const CMaterialList&, const u16*, u16);
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void UpdateCrosshairsState(const CFinalInput&);
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void UpdateVisorTransition(float, CStateManager& mgr);
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void UpdateVisorState(const CFinalInput&, float, CStateManager& mgr);
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void ForceGunOrientation(const zeus::CTransform&, CStateManager& mgr);
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void UpdateDebugCamera(CStateManager& mgr);
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CFirstPersonCamera& GetFirstPersonCamera(CStateManager& mgr);
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void UpdateGunTransform(const zeus::CVector3f&, float, CStateManager& mgr, bool);
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void DrawGun(CStateManager& mgr);
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void HolsterGun(CStateManager& mgr);
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bool GetMorphballTransitionState() const;
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void UpdateGrappleArmTransform(const zeus::CVector3f&, CStateManager& mgr, float);
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void ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float);
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bool ValidateFPPosition(const zeus::CVector3f& pos, CStateManager& mgr);
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void UpdateGrappleState(const CFinalInput& input, CStateManager& mgr);
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void ApplyGrappleJump(CStateManager& mgr);
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void BeginGrapple(zeus::CVector3f&, CStateManager& mgr);
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void BreakGrapple(CStateManager& mgr);
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void PreventFallingCameraPitch();
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void OrbitCarcass(CStateManager&);
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void OrbitPoint(EPlayerOrbitType, CStateManager& mgr);
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zeus::CVector3f GetHUDOrbitTargetPosition() const;
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void SetOrbitState(EPlayerOrbitState, CStateManager& mgr);
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void SetOrbitTargetId(TUniqueId);
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void UpdateOrbitPosition(float, CStateManager& mgr);
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void UpdateOrbitZPosition();
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void UpdateOrbitFixedPosition();
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void SetOrbitPosition(float, CStateManager& mgr);
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void UpdateAimTarget(CStateManager& mgr);
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void UpdateAimTargetTimer(float);
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bool ValidateAimTargetId(TUniqueId, CStateManager& mgr);
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bool ValidateObjectForMode(TUniqueId, CStateManager& mgr) const;
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TUniqueId FindAimTargetId(CStateManager& mgr);
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TUniqueId CheckEnemiesAgainstOrbitZone(const std::vector<TUniqueId>&, EPlayerZoneInfo,
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EPlayerZoneType, CStateManager& mgr) const;
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TUniqueId FindOrbitTargetId(CStateManager& mgr);
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void UpdateOrbitableObjects(CStateManager& mgr);
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TUniqueId FindBestOrbitableObject(const std::vector<TUniqueId>&, EPlayerZoneInfo, CStateManager& mgr) const;
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void FindOrbitableObjects(const std::vector<TUniqueId>&, std::vector<TUniqueId>&, EPlayerZoneInfo,
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EPlayerZoneType, CStateManager& mgr, bool) const;
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bool WithinOrbitScreenBox(const zeus::CVector3f&, EPlayerZoneInfo, EPlayerZoneType) const;
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bool WithinOrbitScreenEllipse(const zeus::CVector3f&, EPlayerZoneInfo) const;
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void CheckOrbitDisableSourceList(CStateManager& mgr);
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void CheckOrbitDisableSourceList() const;
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void RemoveOrbitDisableSource(TUniqueId);
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void AddOrbitDisableSource(CStateManager& mgr, TUniqueId);
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void UpdateOrbitPreventionTimer(float);
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void UpdateOrbitModeTimer(float);
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void UpdateOrbitZone(CStateManager& mgr);
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void UpdateOrbitInput(const CFinalInput& input, CStateManager& mgr);
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void UpdateOrbitSelection(const CFinalInput& input, CStateManager& mgr);
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void UpdateOrbitOrientation(CStateManager& mgr);
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void UpdateOrbitTarget(CStateManager& mgr);
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float GetOrbitMaxLockDistance(CStateManager& mgr) const;
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float GetOrbitMaxTargetDistance(CStateManager& mgr) const;
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bool ValidateOrbitTargetId(TUniqueId, CStateManager& mgr) const;
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bool ValidateCurrentOrbitTargetId(CStateManager& mgr);
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bool ValidateOrbitTargetIdAndPointer(TUniqueId, CStateManager& mgr) const;
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zeus::CVector3f GetBallPosition() const;
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zeus::CVector3f GetEyePosition() const;
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float GetEyeHeight() const;
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float GetStepUpHeight() const;
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float GetStepDownHeight() const;
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void Teleport(const zeus::CTransform& xf, CStateManager& mgr, bool);
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zeus::CTransform CreateTransformFromMovementDirection() const;
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const CCollisionPrimitive& GetCollisionPrimitive() const;
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zeus::CTransform GetPrimitiveTransform() const;
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bool CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr);
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float GetActualFirstPersonMaxVelocity() const;
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void SetMoveState(EPlayerMovementState, CStateManager& mgr);
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float JumpInput(const CFinalInput& input, CStateManager& mgr);
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float TurnInput(const CFinalInput& input) const;
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float StrafeInput(const CFinalInput& input) const;
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float ForwardInput(const CFinalInput& input, float) const;
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void ComputeMovement(const CFinalInput& input, CStateManager& mgr, float);
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float GetWeight() const;
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float GetDampedClampedVelocityWR() const;
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};
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}
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#endif // __URDE_CPLAYER_HPP__
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