mirror of https://github.com/AxioDL/metaforce.git
111 lines
3.5 KiB
C++
111 lines
3.5 KiB
C++
#ifndef __URDE_CSAMUSDOLL_HPP__
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#define __URDE_CSAMUSDOLL_HPP__
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#include "CPlayerState.hpp"
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#include "CToken.hpp"
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#include "Character/CModelData.hpp"
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#include "Character/CAnimCharacterSet.hpp"
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#include "Particle/CElementGen.hpp"
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#include "Character/CActorLights.hpp"
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#include "Audio/CSfxManager.hpp"
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namespace urde
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{
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class CDependencyGroup;
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namespace MP1
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{
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class CSamusDoll
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{
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std::vector<CToken> x0_depToks;
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zeus::CTransform x10_;
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float x40_ = 0.f;
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CPlayerState::EPlayerSuit x44_suit;
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CPlayerState::EBeamId x48_beam;
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bool x4c_intoBallComplete = false;
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bool x4d_morphballComplete = false;
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float x50_ = 1.f;
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float x54_ = 0.f;
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float x58_ = 0.f;
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float x5c_ = 0.f;
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float x60_ = 0.f;
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float x64_ = 0.f;
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float x68_ = 0.f;
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float x6c_ = 0.f;
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zeus::CQuaternion x70_;
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float x80_ = -3.6f;
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zeus::CVector3f x84_interpStartOffset = skInitialOffset;
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zeus::CQuaternion x90_interpStartRot;
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float xa0_interpStartZoom = -3.6f;
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zeus::CVector3f xa4_offset = skInitialOffset;
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zeus::CQuaternion xb0_rot;
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float xc0_zoom = -3.6f;
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float xc4_viewInterp = 0.f;
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std::experimental::optional<CModelData> xc8_suitModel1;
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rstl::reserved_vector<TCachedToken<CSkinnedModel>, 2> x118_suitModel1and2;
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std::experimental::optional<CModelData> x134_suitModelBoots;
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std::experimental::optional<CModelData> x184_ballModelData;
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bool x1d0_ = false;
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TLockedToken<CModel> x1d4_spiderBallGlass;
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u32 x1e0_ballMatIdx;
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u32 x1e4_glassMatIdx;
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u32 x1e8_ballGlowColorIdx;
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TLockedToken<CAnimCharacterSet> x1ec_itemScreenSamus;
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TLockedToken<CModel> x1f4_invBeam;
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TLockedToken<CModel> x200_invVisor;
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TLockedToken<CModel> x20c_invGrappleBeam;
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TLockedToken<CModel> x218_invFins;
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TLockedToken<CGenDescription> x224_ballInnerGlow;
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std::unique_ptr<CElementGen> x22c_ballInnerGlowGen;
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TLockedToken<CGenDescription> x230_ballTransitionFlash;
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std::vector<CLight> x23c_lights;
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std::unique_ptr<CActorLights> x24c_actorLights;
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bool x25c_ = false;
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float x260_ = 0.f;
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CSfxHandle x264_offsetSfx;
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CSfxHandle x268_rotateSfx;
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CSfxHandle x26c_zoomSfx;
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union
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{
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struct
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{
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bool x270_24_hasSpiderBall : 1;
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bool x270_25_hasGrappleBeam : 1;
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bool x270_26_ : 1;
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bool x270_27_ : 1;
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bool x270_28_ : 1;
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bool x270_29_ : 1;
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bool x270_30_ : 1;
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bool x270_31_loaded : 1;
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};
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u32 _dummy = 0;
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};
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static const zeus::CVector3f skInitialOffset;
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static CModelData BuildSuitModelData1(CPlayerState::EPlayerSuit suit);
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static CModelData BuildSuitModelDataBoots(CPlayerState::EPlayerSuit suit);
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void SetupLights();
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void SetTransitionAnimation();
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void SetRotationSfxPlaying(bool playing);
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void SetOffsetSfxPlaying(bool playing);
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void SetZoomSfxPlaying(bool playing);
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public:
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CSamusDoll(const CDependencyGroup& suitDgrp, const CDependencyGroup& ballDgrp,
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CPlayerState::EPlayerSuit suit, CPlayerState::EBeamId beam,
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bool hasSpiderBall, bool hasGrappleBeam);
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bool IsLoaded() const;
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bool CheckLoadComplete();
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void Update(float dt, CRandom16& rand);
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void Draw(const CStateManager& mgr, float alpha);
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void Touch();
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void CheckTransition(bool morphballComplete);
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void SetRotation(float xDelta, float zDelta, float);
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void SetOffset(const zeus::CVector3f& offset, float sfxThreshold);
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void BeginViewInterpolate(bool zoomOut);
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};
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}
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}
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#endif // __URDE_CSAMUSDOLL_HPP__
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