mirror of https://github.com/AxioDL/metaforce.git
394 lines
11 KiB
C++
394 lines
11 KiB
C++
#include "CPlayerState.hpp"
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#include "IOStreams.hpp"
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#include "zeus/Math.hpp"
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namespace urde
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{
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const u32 CPlayerState::PowerUpMaxValues[41] =
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{ 1, 1, 1, 1, 250, 1, 1, 8, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 14, 1, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
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};
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const char* PowerUpNames[41]=
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{
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"Power Beam",
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"Ice Beam",
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"Wave Beam",
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"Plasma Beam",
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"Missiles",
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"Scan Visor",
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"Morph Ball Bombs",
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"Power Bombs",
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"Flamethrower",
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"Thermal Visor",
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"Charge Beam",
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"Super Missile",
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"GrappleBeam",
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"X-Ray Visor",
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"Ice Spreader",
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"Space Jump Boots",
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"Morph Ball",
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"Combat Visor",
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"Boost Ball",
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"Spider Ball",
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"Power Suit",
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"Gravity Suit",
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"Varia Suit",
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"Phazon Suit",
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"Energy Tanks",
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"Unknown Item 1",
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"Health Refill",
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"Unknown Item 2",
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"Wavebuster",
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"Artifact of Truth",
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"Artifact of Strength",
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"Artifact of Elder",
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"Artifact of Wild",
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"Artifact of Lifegiver",
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"Artifact of Warrior",
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"Artifact of Chozo",
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"Artifact of Nature",
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"Artifact of Sun",
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"Artifact of World",
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"Artifact of Spirit",
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"Artifact of Newborn",
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};
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CPlayerState::CPlayerState(CBitStreamReader& stream)
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: CPlayerState()
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{
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x4_ = stream.ReadEncoded(0x20);
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u32 tmp = stream.ReadEncoded(0x20);
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xc_health.SetHP(*reinterpret_cast<float*>(&tmp));
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x8_currentBeam = EBeamId(stream.ReadEncoded(CBitStreamReader::GetBitCount(5)));
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x20_currentSuit = EPlayerSuit(stream.ReadEncoded(CBitStreamReader::GetBitCount(4)));
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x24_powerups.resize(41);
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for (u32 i = 0; i < x24_powerups.size(); ++i)
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{
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if (PowerUpMaxValues[i] == 0)
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continue;
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u32 a = stream.ReadEncoded(CBitStreamReader::GetBitCount(PowerUpMaxValues[i]));
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u32 b = stream.ReadEncoded(CBitStreamReader::GetBitCount(PowerUpMaxValues[i]));
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x24_powerups[i] = CPowerUp(a, b);
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}
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x170_scanTimes.resize(846);
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for (u32 i = 0; i < x170_scanTimes.size(); i++)
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{
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x170_scanTimes[i].first = stream.ReadEncoded(1);
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if (x170_scanTimes[i].first)
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x170_scanTimes[i].second = 1.f;
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else
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x170_scanTimes[i].second = 0.f;
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}
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x180_ = stream.ReadEncoded(CBitStreamReader::GetBitCount(0x100));
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x184_ = stream.ReadEncoded(CBitStreamReader::GetBitCount(0x100));
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}
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void CPlayerState::PutTo(CBitStreamWriter &stream)
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{
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stream.WriteEncoded(x4_, 32);
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float hp = xc_health.GetHP();
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stream.WriteEncoded(*reinterpret_cast<int*>(&hp), 32);
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stream.WriteEncoded((u32)x8_currentBeam, CBitStreamWriter::GetBitCount(5));
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stream.WriteEncoded((u32)x20_currentSuit, CBitStreamWriter::GetBitCount(4));
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for (u32 i = 0; i < x24_powerups.size(); ++i)
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{
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const CPowerUp& pup = x24_powerups[i];
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stream.WriteEncoded(pup.x0_amount, CBitStreamWriter::GetBitCount(PowerUpMaxValues[i]));
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stream.WriteEncoded(pup.x4_capacity, CBitStreamWriter::GetBitCount(PowerUpMaxValues[i]));
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}
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for (const auto& scanTime : x170_scanTimes)
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{
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if (scanTime.second >= 1.f)
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stream.WriteEncoded(true, 1);
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else
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stream.WriteEncoded(false, 1);
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}
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stream.WriteEncoded(x180_, CBitStreamWriter::GetBitCount(0x100));
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stream.WriteEncoded(x184_, CBitStreamWriter::GetBitCount(0x100));
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}
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static const float unk[]
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{
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0.2f, 0.1f, 0.2f, 0.2f, 1.f
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};
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float CPlayerState::sub_80091204() const
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{
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return unk[u32(x8_currentBeam)];
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}
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static const u32 costs[]
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{
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5, 10, 10, 10, 1
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};
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u32 CPlayerState::GetMissileCostForAltAttack() const
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{
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return costs[u32(x8_currentBeam)];
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}
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u32 CPlayerState::CalculateItemCollectionRate() const
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{
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u32 total = GetItemCapacity(EItemType::PowerBombs);
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if (total >= 4)
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total -= 3;
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total += GetItemCapacity(EItemType::WaveBeam);
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total += GetItemCapacity(EItemType::IceBeam);
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total += GetItemCapacity(EItemType::PlasmaBeam);
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total += GetItemCapacity(EItemType::Missiles) / 5;
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total += GetItemCapacity(EItemType::MorphBallBombs);
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total += GetItemCapacity(EItemType::Flamethrower);
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total += GetItemCapacity(EItemType::ThermalVisor);
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total += GetItemCapacity(EItemType::ChargeBeam);
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total += GetItemCapacity(EItemType::SuperMissile);
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total += GetItemCapacity(EItemType::GrappleBeam);
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total += GetItemCapacity(EItemType::XRayVisor);
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total += GetItemCapacity(EItemType::IceSpreader);
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total += GetItemCapacity(EItemType::SpaceJumpBoots);
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total += GetItemCapacity(EItemType::MorphBall);
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total += GetItemCapacity(EItemType::BoostBall);
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total += GetItemCapacity(EItemType::SpiderBall);
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total += GetItemCapacity(EItemType::GravitySuit);
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total += GetItemCapacity(EItemType::VariaSuit);
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total += GetItemCapacity(EItemType::EnergyTanks);
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total += GetItemCapacity(EItemType::ArtifactOfTruth);
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total += GetItemCapacity(EItemType::ArtifactOfStrength);
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total += GetItemCapacity(EItemType::ArtifactOfElder);
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total += GetItemCapacity(EItemType::ArtifactOfWild);
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total += GetItemCapacity(EItemType::ArtifactOfLifegiver);
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total += GetItemCapacity(EItemType::ArtifactOfWarrior);
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total += GetItemCapacity(EItemType::ArtifactOfChozo);
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total += GetItemCapacity(EItemType::ArtifactOfNature);
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total += GetItemCapacity(EItemType::ArtifactOfSun);
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total += GetItemCapacity(EItemType::ArtifactOfWorld);
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total += GetItemCapacity(EItemType::ArtifactOfSpirit);
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total += GetItemCapacity(EItemType::ArtifactOfNewborn);
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return total + GetItemCapacity(EItemType::Wavebuster);
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}
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CHealthInfo& CPlayerState::HealthInfo()
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{
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return xc_health;
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}
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CHealthInfo CPlayerState::GetHealthInfo() const
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{
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return xc_health;
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}
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CPlayerState::EPlayerSuit CPlayerState::GetCurrentSuit() const
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{
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if (GetFusion())
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return EPlayerSuit::FusionPower;
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return x20_currentSuit;
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}
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bool CPlayerState::CanVisorSeeFog(const CStateManager& stateMgr) const
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{
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u32 activeVisor = u32(GetActiveVisor(stateMgr));
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if (activeVisor == 0 || activeVisor == 2)
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return true;
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return true;
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}
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CPlayerState::EPlayerVisor CPlayerState::GetActiveVisor(const CStateManager& stateMgr) const
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{
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/* TODO: We need CGameCamera, and gang in order to enable this */
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#if 0
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CFirstPersionCamera* cam = dynamic_cast<CFirstPersonCamera*>(stateMgr.GetCameraManager()->GetCurrentCamera(stateMgr));
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if (!cam)
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return EVisorType::Combat;
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#endif
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return x14_currentVisor;
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}
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void CPlayerState::UpdateStaticInterference(CStateManager& stateMgr, const float& dt)
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{
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x188_staticIntf.Update(stateMgr, dt);
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}
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void CPlayerState::IncreaseScanTime(u32 time, float val)
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{
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}
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bool CPlayerState::GetIsVisorTransitioning() const
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{
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if (x14_currentVisor != x18_transitioningVisor || x1c_visorTransitionFactor < 0.2f)
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return true;
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return false;
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}
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float CPlayerState::GetVisorTransitionFactor() const
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{
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return x1c_visorTransitionFactor;
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}
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void CPlayerState::UpdateVisorTransition(float dt)
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{
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if (!GetIsVisorTransitioning())
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return;
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if (x14_currentVisor == x18_transitioningVisor)
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{
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x1c_visorTransitionFactor += dt;
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if (x1c_visorTransitionFactor > 0.2)
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x1c_visorTransitionFactor = 0.2;
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}
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else
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{
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x1c_visorTransitionFactor -= dt;
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if (x1c_visorTransitionFactor < 0.f)
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{
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x14_currentVisor = x18_transitioningVisor;
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x1c_visorTransitionFactor = fabs(x1c_visorTransitionFactor);
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if (x1c_visorTransitionFactor < 0.19f)
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x1c_visorTransitionFactor = 0.19f;
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}
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}
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}
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bool CPlayerState::StartVisorTransition(CPlayerState::EPlayerVisor visor)
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{
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x18_transitioningVisor = visor;
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return x14_currentVisor == x18_transitioningVisor;
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}
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void CPlayerState::ResetVisor()
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{
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x18_transitioningVisor = x14_currentVisor = EPlayerVisor::Combat;
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x1c_visorTransitionFactor = 0.0f;
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}
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bool CPlayerState::ItemEnabled(CPlayerState::EItemType type)
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{
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if (HasPowerUp(type))
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return x24_powerups[u32(type)].x4_capacity != 0;
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return false;
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}
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bool CPlayerState::HasPowerUp(CPlayerState::EItemType type)
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{
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if (type < EItemType::Max)
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return x24_powerups[u32(type)].x4_capacity != 0;
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return false;
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}
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u32 CPlayerState::GetItemCapacity(CPlayerState::EItemType type) const
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{
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if (type < EItemType::Max)
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return x24_powerups[u32(type)].x4_capacity;
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return 0;
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}
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u32 CPlayerState::GetItemAmount(CPlayerState::EItemType type) const
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{
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if (type != EItemType::ThermalVisor && type < EItemType::Max)
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return x24_powerups[u32(type)].x0_amount;
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return 0;
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}
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void CPlayerState::DecrPickup(CPlayerState::EItemType type, s32 amount)
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{
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if (type >= EItemType::Max)
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return;
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if ((type == EItemType::Missiles || type >= EItemType::PowerBombs) && type < EItemType::ThermalVisor)
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x24_powerups[u32(type)].x0_amount -= amount;
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}
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void CPlayerState::IncrPickup(EItemType type, s32 amount)
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{
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if (type >= EItemType::Max)
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return;
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if (amount < 0)
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return;
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switch(type)
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{
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case EItemType::Missiles:
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case EItemType::PowerBombs:
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case EItemType::ChargeBeam:
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case EItemType::SpaceJumpBoots:
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case EItemType::EnergyTanks:
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case EItemType::ArtifactOfTruth:
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case EItemType::ArtifactOfStrength:
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case EItemType::ArtifactOfElder:
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case EItemType::ArtifactOfWild:
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case EItemType::ArtifactOfLifegiver:
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case EItemType::ArtifactOfWarrior:
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case EItemType::ArtifactOfChozo:
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case EItemType::ArtifactOfNature:
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case EItemType::ArtifactOfSun:
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case EItemType::ArtifactOfWorld:
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case EItemType::ArtifactOfSpirit:
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case EItemType::ArtifactOfNewborn:
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{
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CPowerUp& pup = x24_powerups[u32(type)];
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pup.x0_amount = std::min(pup.x0_amount + amount, pup.x4_capacity);
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if (type == EItemType::EnergyTanks)
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IncrPickup(EItemType::HealthRefill, 9999);
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break;
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}
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case EItemType::HealthRefill:
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{
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float health = CalculateHealth(amount);
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xc_health.SetHP(std::min(health, xc_health.GetHP() + amount));
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}
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default:
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break;
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}
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}
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void CPlayerState::ResetAndIncrPickUp(CPlayerState::EItemType type, s32 amount)
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{
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x24_powerups[u32(type)].x0_amount = 0;
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IncrPickup(type, amount);
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}
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float CPlayerState::CalculateHealth(u32 health)
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{
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return (GetBaseHealthCapacity() + (health * GetEnergyTankCapacity()));
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}
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void CPlayerState::InitializePowerUp(CPlayerState::EItemType type, u32 capacity)
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{
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if (type >= EItemType::Max)
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return;
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CPowerUp& pup = x24_powerups[(u32)type];
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pup.x0_amount = zeus::clamp(u32(0), pup.x4_capacity + capacity, PowerUpMaxValues[u32(type)]);
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pup.x0_amount = std::min(pup.x0_amount, pup.x4_capacity);
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if (type >= EItemType::PowerSuit && type <= EItemType::PhazonSuit)
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{
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if (HasPowerUp(EItemType::PhazonSuit))
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x20_currentSuit = EPlayerSuit::Phazon;
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else if (HasPowerUp(EItemType::GravitySuit))
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x20_currentSuit = EPlayerSuit::Gravity;
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else if (HasPowerUp(EItemType::VariaSuit))
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x20_currentSuit = EPlayerSuit::Varia;
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else
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x20_currentSuit = EPlayerSuit::Power;
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}
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}
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void CPlayerState::ReInitalizePowerUp(CPlayerState::EItemType type, u32 capacity)
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{
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x24_powerups[u32(type)].x4_capacity = 0;
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InitializePowerUp(type, capacity);
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}
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}
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