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