mirror of https://github.com/AxioDL/metaforce.git
140 lines
6.1 KiB
C++
140 lines
6.1 KiB
C++
#ifndef __URDE_CMORPHBALL_HPP__
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#define __URDE_CMORPHBALL_HPP__
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#include "World/CActor.hpp"
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#include "World/ScriptObjectSupport.hpp"
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#include "zeus/CVector3f.hpp"
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#include "Collision/CCollidableSphere.hpp"
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#include "RetroTypes.hpp"
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namespace urde
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{
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class CActorLights;
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class CPlayer;
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class CDamageInfo;
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class CFinalInput;
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class CScriptWater;
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class CStateManager;
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class CMorphBallShadow;
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class CMorphBall
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{
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public:
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enum class EBallBoostState
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{
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Zero
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};
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enum class ESpiderBallState
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{
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Zero
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};
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private:
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CPlayer& x0_player;
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float x1DE8_boostTime = 0.f;
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CMorphBallShadow* x1e50_shadow = nullptr;
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public:
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CMorphBall(CPlayer& player, float);
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ESpiderBallState GetSpiderBallState() const { return ESpiderBallState::Zero; }
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bool InSpiderBallMode() const { return false; }
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zeus::CVector3f GetBallContactSurfaceNormal() const { return {}; }
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void GetModel() const {}
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CCollidableSphere* GetCollidableSphere() const { return nullptr; }
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bool IsProjectile() const { return false; }
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void GetBallContactMeterials() const {}
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void GetWallBumpCounter() const {}
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void GetBoostChargeTimer() const {}
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bool IsBoosting() const { return false; }
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float GetBallRadius() const { return 0.f; }
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float GetBallTouchRadius() const { return 0.f; }
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void ForwardInput(const CFinalInput&) const {}
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void ComputBallMovement(const CFinalInput&, CStateManager&, float) {}
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bool IsMovementAllowed() const { return false; }
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void UpdateSpiderBall(const CFinalInput&, CStateManager&, float) {}
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void ApplySpiderBallSwingingForces(const CFinalInput&, CStateManager&, float) {}
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void ApplySpiderBallRollForces(const CFinalInput&, CStateManager&, float) {}
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void CalculateSpiderBallAttractionSurfaceForces(const CFinalInput&, CStateManager&,
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const zeus::CTransform&) {}
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void CheckForSwitchToSpiderBallSwinging(CStateManager&) {}
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void FindClosestSpiderBallWaypoint(CStateManager&, const zeus::CVector3f&, zeus::CVector3f&,
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zeus::CVector3f&, zeus::CVector3f&, float&, zeus::CVector3f&, bool&,
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zeus::CTransform&) const {}
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void SetSpiderBallSwingingState(bool) {}
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void GetSpiderBallControllerMovement(const CFinalInput&, bool, bool) {}
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void ResetSpiderBallSwingControllerMovementTimer() {}
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void UpdateSpiderBallSwingControllerMovementTimer(float, float) {}
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float GetSpiderBallSwingControllerMovementScalar() const { return 0.f; }
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void CreateSpiderBallParticles(const zeus::CVector3f&, const zeus::CVector3f&) {}
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void ComputeMarioMovement(const CFinalInput&, CStateManager&, float) {}
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void SetSpiderBallState(ESpiderBallState) {}
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void GetSwooshToWorld() const {}
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void GetBallToWorld() const {}
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void CalculateSurfaceToWorld(const zeus::CVector3f&, const zeus::CVector3f&, const zeus::CVector3f&) const {}
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void CalculateBallContactInfo(zeus::CVector3f&, zeus::CVector3f&) const {}
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void BallTurnInput(const CFinalInput&) const {}
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void UpdateBallDynamics(CStateManager&, float) {}
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void SwitchToMarble() {}
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void SwitchToTire() {}
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void Update(float, CStateManager&) {}
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void UpdateScriptMessage(EScriptObjectMessage, TUniqueId, CStateManager&) {}
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void DeleteLight(CStateManager&) {}
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void SetBallLightActive(CStateManager&, bool) {}
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void EnterMorphBallState(CStateManager&) {}
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void LeaveMorphBallState(CStateManager&) {}
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void UpdateEffects(float, CStateManager&) {}
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void ComputeBoostBallMovement(const CFinalInput&, const CStateManager&, float) {}
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void EnterBoosting() {}
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void LeaveBoosting() {}
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void CancelBoosting() {}
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void UpdateMarbleDynamics(CStateManager&, float, const zeus::CVector3f&) {}
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void ApplyFriction(float) {}
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void DampLinearAndAngularVelocities(float, float) {}
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zeus::CTransform GetPrimitiveTransform() const { return {}; }
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void DrawCollisionPrimitive() const {}
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void GetMinimumAlignmentSpeed() const {}
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void PreRender(CStateManager&, const zeus::CFrustum&);
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void Render(const CStateManager&, const CActorLights*) const {}
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void ResetMorphBallTransitionFlash() {}
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void UpdateMorphBallTransitionFlash(float) {}
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void RenderMorphBallTransitionFlash(const CStateManager&) const {}
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void IsMorphBallTransitionFlashValid() const {}
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void RenderDamageEffects(const CStateManager&, const zeus::CTransform&) const {}
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void UpdateHalfPipeStatus(CStateManager&, float) {}
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void GetIsInHalfPipeMode() const {}
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void SetIsInHalfPipeMode(bool) {}
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void GetIsInHalfPipeModeInAir() const {}
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void SetIsInHalfPipeModeInAir(bool) {}
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void GetTouchedHalfPipeRecently() const {}
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void SetTouchedHalfPipeRecently(bool) {}
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void DisableHalfPipeStatus() {}
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void BallCloseToCollision(const CStateManager&, float) const {}
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void CollidedWith(const TUniqueId&, const CCollisionInfoList&, CStateManager&) {}
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void IsInFrustum(const zeus::CFrustum&) const {}
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void ComputeLiftForces(const zeus::CVector3f&, const zeus::CVector3f&, const CStateManager&) {}
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void CalculateSurfaceFriction() const {}
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void ApplyGravity(CStateManager&) {}
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void SpinToSpeed(float, zeus::CVector3f, float) {}
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void ComputeMaxSpeed() const {}
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void Touch(CActor&, CStateManager&) {}
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bool IsClimable(const CCollisionInfo&) const { return false; }
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void FluidFXThink(CActor::EFluidState, CScriptWater&, CStateManager&) {}
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void GetMorphBallModel(const std::string&, float) {}
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void AddSpiderBallElectricalEffect() {}
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void UpdateSpiderBallElectricalEffect() {}
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void RenderSpiderBallElectricalEffect() const {}
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void RenderEnergyDrainEffects(const CStateManager&) const {}
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void TouchModel(const CStateManager&) const {}
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void SetAsProjectile(const CDamageInfo&, const CDamageInfo&) {}
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EBallBoostState GetBallBoostState() const { return EBallBoostState::Zero; }
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void SetBallBoostState(EBallBoostState) {}
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void GetBombJumpState() const {}
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void LoadAnimationTokens(const std::string&) {}
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void TakeDamage(float) {}
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void DrawBallShadow(const CStateManager& mgr);
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};
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}
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#endif // __URDE_CMORPHBALL_HPP__
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