mirror of https://github.com/AxioDL/metaforce.git
139 lines
5.4 KiB
C++
139 lines
5.4 KiB
C++
#pragma once
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#include "RetroTypes.hpp"
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#include "zeus/CVector3f.hpp"
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#include "Character/CModelData.hpp"
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#include "Character/CAnimCharacterSet.hpp"
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#include "CStateManager.hpp"
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#include "CGunController.hpp"
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#include "CGunMotion.hpp"
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namespace urde {
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class CStateManager;
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struct CModelFlags;
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class CActorLights;
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class CGrappleArm {
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public:
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enum class EArmState {
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IntoGrapple,
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IntoGrappleIdle,
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FireGrapple,
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Three,
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ConnectGrapple,
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Five,
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Connected,
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Seven,
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OutOfGrapple,
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GunControllerAnimation,
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Done
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};
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private:
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rstl::optional<CModelData> x0_grappleArmModel;
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rstl::optional<CModelData> x50_grappleArmSkeletonModel;
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CModelData xa0_grappleGearModel;
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CModelData xec_grapNoz1Model;
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CModelData x138_grapNoz2Model;
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TCachedToken<CAnimCharacterSet> x184_grappleArm;
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std::vector<CToken> x18c_anims;
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rstl::reserved_vector<std::vector<CToken>, 8> x19c_suitDeps;
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zeus::CTransform x220_xf;
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zeus::CTransform x250_grapLocatorXf;
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zeus::CTransform x280_grapNozLoc1Xf;
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zeus::CTransform x2b0_grapNozLoc2Xf;
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zeus::CTransform x2e0_auxXf;
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zeus::CVector3f x310_grapplePointPos;
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zeus::CVector3f x31c_scale;
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std::unique_ptr<CGunController> x328_gunController;
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CSfxHandle x32c_grappleLoopSfx;
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CSfxHandle x330_swooshSfx;
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EArmState x334_animState = EArmState::Done;
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float x338_beamT = 0.f;
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float x33c_beamDist = 0.f;
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float x340_anglePhase = 0.f;
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float x344_xAmplitude = 0.f;
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float x348_zAmplitude = 0.f;
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std::pair<u16, CSfxHandle> x34c_animSfx = {0xffff, {}};
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TCachedToken<CGenDescription> x354_grappleSegmentDesc;
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TCachedToken<CGenDescription> x360_grappleClawDesc;
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TCachedToken<CGenDescription> x36c_grappleHitDesc;
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TCachedToken<CGenDescription> x378_grappleMuzzleDesc;
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TCachedToken<CSwooshDescription> x384_grappleSwooshDesc;
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std::unique_ptr<CElementGen> x390_grappleSegmentGen;
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std::unique_ptr<CElementGen> x394_grappleClawGen;
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std::unique_ptr<CElementGen> x398_grappleHitGen;
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std::unique_ptr<CElementGen> x39c_grappleMuzzleGen;
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std::unique_ptr<CParticleSwoosh> x3a0_grappleSwooshGen;
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std::unique_ptr<CRainSplashGenerator> x3a4_rainSplashGenerator;
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CPlayerState::EPlayerSuit x3a8_loadedSuit = CPlayerState::EPlayerSuit::Invalid;
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float x3ac_pitchBend = 0.f;
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s16 x3b0_rumbleHandle = -1;
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union {
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struct {
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bool x3b2_24_active : 1;
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bool x3b2_25_beamActive : 1;
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bool x3b2_26_grappleHit : 1;
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bool x3b2_27_armMoving : 1;
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bool x3b2_28_isGrappling : 1;
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bool x3b2_29_suitLoading : 1;
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};
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u32 _dummy = 0;
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};
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static float g_GrappleBeamAnglePhaseDelta;
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static float g_GrappleBeamXWaveAmplitude;
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static float g_GrappleBeamZWaveAmplitude;
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static float g_GrappleBeamSpeed;
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void FillTokenVector(const std::vector<SObjectTag>& tags, std::vector<CToken>& objects);
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void BuildSuitDependencyList();
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void LoadAnimations();
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void ResetAuxParams(bool resetGunController);
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void DisconnectGrappleBeam();
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void LoadSuitPoll();
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void BuildXRayModel();
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type);
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void DoUserAnimEvents(CStateManager& mgr);
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void UpdateArmMovement(float dt, CStateManager& mgr);
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void UpdateGrappleBeamFx(const zeus::CVector3f& beamGunPos, const zeus::CVector3f& beamAirPos, CStateManager& mgr);
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bool UpdateGrappleBeam(float dt, const zeus::CTransform& beamLoc, CStateManager& mgr);
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void UpdateSwingAction(float grappleSwingT, float dt, CStateManager& mgr);
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void RenderXRayModel(const CStateManager& mgr, const zeus::CTransform& modelXf, const CModelFlags& flags) const;
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static void PointGenerator(void* ctx, const std::vector<std::pair<zeus::CVector3f, zeus::CVector3f>>& vn);
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public:
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explicit CGrappleArm(const zeus::CVector3f& scale);
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void AsyncLoadSuit(CStateManager& mgr);
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void SetTransform(const zeus::CTransform& xf) { x220_xf = xf; }
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const zeus::CTransform& GetTransform() const { return x220_xf; }
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zeus::CTransform& AuxTransform() { return x2e0_auxXf; }
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void SetAnimState(EArmState state);
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EArmState GetAnimState() const { return x334_animState; }
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bool GetActive() const { return x3b2_24_active; }
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bool BeamActive() const { return x3b2_25_beamActive; }
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bool IsArmMoving() const { return x3b2_27_armMoving; }
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bool IsGrappling() const { return x3b2_28_isGrappling; }
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bool IsSuitLoading() const { return x3b2_29_suitLoading; }
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void Activate(bool);
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void GrappleBeamDisconnected();
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void GrappleBeamConnected();
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void RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos);
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void TouchModel(const CStateManager& mgr) const;
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void Update(float grappleSwingT, float dt, CStateManager& mgr);
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void PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos);
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void Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags,
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const CActorLights* lights) const;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool notInFreeLook);
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void EnterIdle(CStateManager& mgr);
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void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 animSet);
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void EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr);
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void EnterComboFire(s32 gunId, CStateManager& mgr);
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void ReturnToDefault(CStateManager& mgr, float dt, bool setState);
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CGunController* GunController() { return x328_gunController.get(); }
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};
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} // namespace urde
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