metaforce/Runtime/World/CPlayer.cpp

403 lines
12 KiB
C++

#include "CPlayer.hpp"
#include "CActorParameters.hpp"
#include "CMorphBall.hpp"
#include "Weapon/CPlayerGun.hpp"
#include "CStateManager.hpp"
#include "CSimplePool.hpp"
#include "GameGlobalObjects.hpp"
#include "Particle/CGenDescription.hpp"
#include "TCastTo.hpp"
namespace urde
{
static CModelData MakePlayerAnimRes(ResId resId, const zeus::CVector3f& scale)
{
return {CAnimRes(resId, 0, scale, 0, true), 1};
}
CPlayer::CPlayer(TUniqueId uid, const zeus::CTransform& xf, const zeus::CAABox& aabb, unsigned int resId,
const zeus::CVector3f& playerScale, float mass, float stepUp, float stepDown, float f4,
const CMaterialList& ml)
: CPhysicsActor(uid, true, "CPlayer", CEntityInfo(kInvalidAreaId, CEntity::NullConnectionList), xf,
MakePlayerAnimRes(resId, playerScale), ml, aabb, SMoverData(mass), CActorParameters::None(), stepUp,
stepDown), x7d0_animRes(resId, 0, playerScale, 0, true)
{
x768_morphball.reset(new CMorphBall(*this, f4));
x9c4_26_ = true;
x9c4_27_ = true;
x9c4_28_ = true;
x9c5_31_ = true;
ResId beamId = g_tweakPlayerRes->GetBeamBallTransitionModel(x7ec_);
x7f0_ballTransitionBeamModel = std::make_unique<CModelData>(CStaticRes(beamId, playerScale));
}
bool CPlayer::IsTransparent() const { return x588_alpha < 1.f; }
void CPlayer::Update(float, CStateManager& mgr) {}
bool CPlayer::IsPlayerDeadEnough() const
{
if (x2f8_morphTransState == CPlayer::EPlayerMorphBallState::Unmorphed)
return x9f4_ < 2.5f;
else if (x2f8_morphTransState == CPlayer::EPlayerMorphBallState::Morphed)
return x9f4_ < 6.f;
return false;
}
void CPlayer::AsyncLoadSuit(CStateManager& mgr) { x490_gun->AsyncLoadSuit(mgr); }
void CPlayer::LoadAnimationTokens() {}
bool CPlayer::CanRenderUnsorted(CStateManager& mgr) const { return false; }
const CDamageVulnerability* CPlayer::GetDamageVulnerability(const zeus::CVector3f& v1, const zeus::CVector3f& v2,
const CDamageInfo& info) const
{
return nullptr;
}
const CDamageVulnerability* CPlayer::GetDamageVulnerability() const { return nullptr; }
zeus::CVector3f CPlayer::GetHomingPosition(CStateManager& mgr, float) const { return {}; }
zeus::CVector3f CPlayer::GetAimPosition(CStateManager& mgr, float) const { return {}; }
void CPlayer::FluidFXThink(CActor::EFluidState, CScriptWater& water, CStateManager& mgr) {}
zeus::CVector3f CPlayer::GetDamageLocationWR() const { return {}; }
float CPlayer::GetPrevDamageAmount() const { return 0.f; }
float CPlayer::GetDamageAmount() const { return 0.f; }
bool CPlayer::WasDamaged() const { return false; }
void CPlayer::TakeDamage(bool, const zeus::CVector3f&, float, EWeaponType, CStateManager& mgr) {}
void CPlayer::Accept(IVisitor& visitor)
{
visitor.Visit(this);
}
CHealthInfo* CPlayer::HealthInfo(CStateManager& mgr) { return &mgr.GetPlayerState()->HealthInfo(); }
bool CPlayer::IsUnderBetaMetroidAttack(CStateManager& mgr) const { return false; }
rstl::optional_object<zeus::CAABox> CPlayer::GetTouchBounds() const { return {}; }
void CPlayer::Touch(CActor&, CStateManager& mgr) {}
void CPlayer::UpdateScanningState(const CFinalInput& input, CStateManager& mgr, float) {}
void CPlayer::ValidateScanning(const CFinalInput& input, CStateManager& mgr) {}
void CPlayer::SetScanningState(EPlayerScanState, CStateManager& mgr) {}
bool CPlayer::GetExplorationMode() const { return false; }
bool CPlayer::GetCombatMode() const { return false; }
void CPlayer::RenderGun(CStateManager& mgr, const zeus::CVector3f&) const {}
void CPlayer::Render(CStateManager& mgr) const {}
void CPlayer::RenderReflectedPlayer(CStateManager& mgr) const {}
void CPlayer::PreRender(CStateManager& mgr, const zeus::CFrustum&) {}
void CPlayer::CalculateRenderBounds() {}
void CPlayer::AddToRenderer(const zeus::CFrustum&, const CStateManager&) {}
void CPlayer::ComputeFreeLook(const CFinalInput& input) {}
void CPlayer::UpdateFreeLook(float dt) {}
float CPlayer::GetMaximumPlayerPositiveVerticalVelocity(CStateManager&) const { return 0.f; }
void CPlayer::ProcessInput(const CFinalInput&, CStateManager&) {}
bool CPlayer::GetFrozenState() const { return false; }
void CPlayer::Think(float, CStateManager&) {}
void CPlayer::PreThink(float dt, CStateManager& mgr)
{
x558_ = false;
x55c_ = 0.f;
x560_ = 0.f;
x564_ = zeus::CVector3f::skZero;
xa04_ = dt;
}
void CPlayer::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) {}
void CPlayer::SetVisorSteam(float, float, float, u32, bool) {}
void CPlayer::UpdateFootstepBounds(const CFinalInput& input, CStateManager&, float) {}
u16 CPlayer::GetMaterialSoundUnderPlayer(CStateManager& mgr, const u16*, int, u16) { return 0; }
u16 CPlayer::SfxIdFromMaterial(const CMaterialList& mat, const u16* idList, u32 tableLen, u16 defId)
{
u16 id = defId;
for (u32 i = 0; i < tableLen; ++i)
{
if (mat.HasMaterial(EMaterialTypes(i)) && idList[i] != 0xFFFF)
id = idList[i];
}
return id;
}
void CPlayer::UpdateCrosshairsState(const CFinalInput&) {}
void CPlayer::UpdateVisorTransition(float, CStateManager& mgr) {}
void CPlayer::UpdateVisorState(const CFinalInput&, float, CStateManager& mgr) {}
void CPlayer::ForceGunOrientation(const zeus::CTransform&, CStateManager& mgr) {}
void CPlayer::UpdateDebugCamera(CStateManager& mgr) {}
CFirstPersonCamera& CPlayer::GetFirstPersonCamera(CStateManager& mgr)
{
return *mgr.GetCameraManager()->GetFirstPersonCamera();
}
void CPlayer::UpdateGunTransform(const zeus::CVector3f&, float, CStateManager& mgr, bool) {}
void CPlayer::DrawGun(CStateManager& mgr) {}
void CPlayer::HolsterGun(CStateManager& mgr) {}
CPlayer::EPlayerMorphBallState CPlayer::GetMorphballTransitionState() const { return x2f8_morphTransState; }
void CPlayer::UpdateGrappleArmTransform(const zeus::CVector3f&, CStateManager& mgr, float) {}
void CPlayer::ApplyGrappleForces(const CFinalInput& input, CStateManager& mgr, float) {}
bool CPlayer::ValidateFPPosition(const zeus::CVector3f& pos, CStateManager& mgr) { return false; }
void CPlayer::UpdateGrappleState(const CFinalInput& input, CStateManager& mgr) {}
void CPlayer::ApplyGrappleJump(CStateManager& mgr) {}
void CPlayer::BeginGrapple(zeus::CVector3f&, CStateManager& mgr) {}
void CPlayer::BreakGrapple(CStateManager& mgr) {}
void CPlayer::PreventFallingCameraPitch() {}
void CPlayer::OrbitCarcass(CStateManager&) {}
void CPlayer::OrbitPoint(EPlayerOrbitType, CStateManager& mgr) {}
zeus::CVector3f CPlayer::GetHUDOrbitTargetPosition() const { return {}; }
void CPlayer::SetOrbitState(EPlayerOrbitState, CStateManager& mgr) {}
void CPlayer::SetOrbitTargetId(TUniqueId) {}
void CPlayer::UpdateOrbitPosition(float, CStateManager& mgr) {}
void CPlayer::UpdateOrbitZPosition() {}
void CPlayer::UpdateOrbitFixedPosition() {}
void CPlayer::SetOrbitPosition(float, CStateManager& mgr) {}
void CPlayer::UpdateAimTarget(CStateManager& mgr) {}
void CPlayer::UpdateAimTargetTimer(float) {}
bool CPlayer::ValidateAimTargetId(TUniqueId, CStateManager& mgr) { return false; }
bool CPlayer::ValidateObjectForMode(TUniqueId, CStateManager& mgr) const { return false; }
TUniqueId CPlayer::FindAimTargetId(CStateManager& mgr) { return {}; }
TUniqueId CPlayer::CheckEnemiesAgainstOrbitZone(const std::vector<TUniqueId>&, EPlayerZoneInfo, EPlayerZoneType,
CStateManager& mgr) const
{
return {};
}
TUniqueId CPlayer::FindOrbitTargetId(CStateManager& mgr) { return {}; }
void CPlayer::UpdateOrbitableObjects(CStateManager& mgr) {}
TUniqueId CPlayer::FindBestOrbitableObject(const std::vector<TUniqueId>&, EPlayerZoneInfo, CStateManager& mgr) const
{
return {};
}
void CPlayer::FindOrbitableObjects(const std::vector<TUniqueId>&, std::vector<TUniqueId>&, EPlayerZoneInfo,
EPlayerZoneType, CStateManager& mgr, bool) const
{
}
bool CPlayer::WithinOrbitScreenBox(const zeus::CVector3f&, EPlayerZoneInfo, EPlayerZoneType) const { return false; }
bool CPlayer::WithinOrbitScreenEllipse(const zeus::CVector3f&, EPlayerZoneInfo) const { return false; }
void CPlayer::CheckOrbitDisableSourceList(CStateManager& mgr) {}
void CPlayer::CheckOrbitDisableSourceList() const {}
void CPlayer::RemoveOrbitDisableSource(TUniqueId) {}
void CPlayer::AddOrbitDisableSource(CStateManager& mgr, TUniqueId) {}
void CPlayer::UpdateOrbitPreventionTimer(float) {}
void CPlayer::UpdateOrbitModeTimer(float) {}
void CPlayer::UpdateOrbitZone(CStateManager& mgr) {}
void CPlayer::UpdateOrbitInput(const CFinalInput& input, CStateManager& mgr) {}
void CPlayer::UpdateOrbitSelection(const CFinalInput& input, CStateManager& mgr) {}
void CPlayer::UpdateOrbitOrientation(CStateManager& mgr) {}
void CPlayer::UpdateOrbitTarget(CStateManager& mgr) {}
float CPlayer::GetOrbitMaxLockDistance(CStateManager& mgr) const { return 0.f; }
float CPlayer::GetOrbitMaxTargetDistance(CStateManager& mgr) const { return 0.f; }
bool CPlayer::ValidateOrbitTargetId(TUniqueId, CStateManager& mgr) const { return false; }
bool CPlayer::ValidateCurrentOrbitTargetId(CStateManager& mgr) { return false; }
bool CPlayer::ValidateOrbitTargetIdAndPointer(TUniqueId, CStateManager& mgr) const { return false; }
zeus::CVector3f CPlayer::GetBallPosition() const { return {}; }
zeus::CVector3f CPlayer::GetEyePosition() const { return {}; }
float CPlayer::GetEyeHeight() const { return 0.f; }
float CPlayer::GetStepUpHeight() const { return 0.f; }
float CPlayer::GetStepDownHeight() const { return 0.f; }
void CPlayer::Teleport(const zeus::CTransform& xf, CStateManager& mgr, bool) {}
zeus::CTransform CPlayer::CreateTransformFromMovementDirection() const { return {}; }
const CCollisionPrimitive* CPlayer::GetCollisionPrimitive() const { return CPhysicsActor::GetCollisionPrimitive(); }
zeus::CTransform CPlayer::GetPrimitiveTransform() const { return {}; }
bool CPlayer::CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr) { return false; }
float CPlayer::GetActualFirstPersonMaxVelocity() const { return 0.f; }
void CPlayer::SetMoveState(EPlayerMovementState, CStateManager& mgr) {}
float CPlayer::JumpInput(const CFinalInput& input, CStateManager& mgr) { return 0.f; }
float CPlayer::TurnInput(const CFinalInput& input) const { return 0.f; }
float CPlayer::StrafeInput(const CFinalInput& input) const { return 0.f; }
float CPlayer::ForwardInput(const CFinalInput& input, float) const { return 0.f; }
void CPlayer::ComputeMovement(const CFinalInput& input, CStateManager& mgr, float) {}
float CPlayer::GetWeight() const { return 0.f; }
float CPlayer::GetDampedClampedVelocityWR() const { return 0.f; }
void CPlayer::UpdateCinematicState(CStateManager& mgr)
{
if (mgr.GetCameraManager()->IsInCinematicCamera())
{
switch (x2f4_cameraState)
{
}
}
}
void CPlayer::Touch() {}
void CPlayer::CVisorSteam::SetSteam(float a, float b, float c, ResId d, bool e)
{
if (x1c_ == -1 || a > x10_)
{
x10_ = a;
x14_ = b;
x18_ = c;
x1c_ = d;
}
x28_ = e;
}
ResId CPlayer::CVisorSteam::GetTextureId() const { return xc_tex; }
void CPlayer::CVisorSteam::Update(float dt)
{
if (x1c_ == -1)
x0_ = 0.f;
else
{
x0_ = x10_;
x4_ = x14_;
x8_ = x18_;
xc_tex = x1c_;
}
x1c_ = -1;
if ((x20_alpha - x0_) < 0.000009999f || std::fabs(x20_alpha) > 0.000009999f)
return;
if (x20_alpha > x0_)
{
if (x24_ <= 0.f)
{
x20_alpha -= (dt / x8_);
x20_alpha = std::min(x20_alpha, x0_);
}
else
{
x24_ = x0_ - dt;
x24_ = zeus::max(0.f, x24_);
}
return;
}
CToken tmpTex = g_SimplePool->GetObj({SBIG('TXTR'), xc_tex});
if (!tmpTex)
return;
x20_alpha += (x20_alpha + (dt / x4_));
if (x20_alpha > x0_)
x20_alpha = x0_;
x24_ = 0.1f;
}
void CPlayer::SetSpawnedMorphBallState(CPlayer::EPlayerMorphBallState, CStateManager&) {}
void CPlayer::DecrementPhazon()
{
if (xa10_ == 0)
return;
xa10_--;
}
void CPlayer::IncrementPhazon()
{
if (xa10_ != 0)
xa10_++;
else
xa14_ = 0.f;
}
}