metaforce/Runtime/World/CKnockBackController.hpp

156 lines
4.3 KiB
C++

#pragma once
#include "RetroTypes.hpp"
#include "zeus/CVector3f.hpp"
#include "Character/CharacterCommon.hpp"
#include "Weapon/WeaponCommon.hpp"
namespace urde
{
class CPatterned;
class CDamageInfo;
enum class EKnockBackType
{
Direct,
Radius
};
enum class EKnockBackVariant
{
Small,
Medium,
Large
};
enum class EKnockBackWeaponType
{
Invalid = -1,
Power,
PowerCharged,
PowerComboed,
PowerComboedDirect,
Wave,
WaveCharged,
WaveComboed,
WaveComboedDirect,
Ice,
IceCharged,
IceComboed,
IceComboedDirect,
Plasma,
PlasmaCharged,
PlasmaComboed,
Missile,
Bomb,
PowerBomb,
Phazon
};
enum class EKnockBackCharacterState
{
Alive,
Dead,
FrozenAlive,
FrozenDead
};
enum class EKnockBackAnimationState
{
Invalid = -1,
None,
Flinch,
KnockBack,
Hurled,
Fall
};
enum class EKnockBackAnimationFollowUp
{
Invalid = -1,
None,
Freeze,
Shock,
Burn,
PhazeOut,
Death,
ExplodeDeath,
IceDeath,
BurnDeath,
LaggedBurnDeath
};
class CKnockBackController
{
public:
struct KnockBackParms
{
EKnockBackAnimationState x0_animState;
EKnockBackAnimationFollowUp x4_animFollowup;
float x8_followupMagnitude;
float xc_;
};
private:
friend class CPatterned;
EKnockBackVariant x0_variant;
KnockBackParms x4_activeParms;
EWeaponType x14_deferWeaponType = EWeaponType::None;
EKnockBackAnimationState x18_minAnimState = EKnockBackAnimationState::None;
EKnockBackAnimationState x1c_maxAnimState = EKnockBackAnimationState::Fall;
u32 x20_impulseDurationIdx = 0;
rstl::reserved_vector<std::pair<float, float>, 4> x24_;
zeus::CVector3f x50_impulseDir;
float x5c_impulseMag = 0.f;
float x60_impulseRemTime = 0.f;
float x64_flinchRemTime = 0.f;
float x68_deferRemTime = 0.f;
u32 x6c_ = 0;
u32 x70_ = 0;
u32 x74_ = 0;
pas::ESeverity x7c_severity = pas::ESeverity::One;
std::bitset<4> x80_availableStates;
union
{
struct
{
bool x81_24_autoResetImpulse : 1; // t
bool x81_25_enableFreeze : 1; // t
bool x81_26_enableShock : 1;
bool x81_27_enableBurn : 1; // t
bool x81_28_enableBurnDeath : 1; // t
bool x81_29_enableExplodeDeath : 1; // t
bool x81_30_enableLaggedBurnDeath : 1; // t
bool x81_31_ : 1; // t
bool x82_24_ : 1; // t
bool x82_25_inDeferredKnockBack : 1;
bool x82_26_ : 1;
};
u32 dummy = 0;
};
void ApplyImpulse(float dt, CPatterned& parent);
bool TickDeferredTimer(float dt);
EKnockBackCharacterState GetKnockBackCharacterState(CPatterned& parent);
void ValidateState(CPatterned& parent);
float CalculateExtraHurlVelocity(CStateManager& mgr, float magnitude, float kbResistance);
void DoKnockBackAnimation(const zeus::CVector3f& backVec, CStateManager& mgr, CPatterned& parent, float magnitude);
void ResetKnockBackImpulse(CPatterned& parent, const zeus::CVector3f& backVec, float magnitude);
void DoDeferredKnockBack(CStateManager& mgr, CPatterned& parent);
EKnockBackWeaponType GetKnockBackWeaponType(const CDamageInfo& info, EWeaponType wType, EKnockBackType type);
void SelectDamageState(CPatterned& parent, const CDamageInfo& info, EWeaponType wType, EKnockBackType type);
public:
explicit CKnockBackController(EKnockBackVariant variant);
void SetKnockBackVariant(EKnockBackVariant v) { x0_variant = v; }
void DeferKnockBack(EWeaponType tp) { x14_deferWeaponType = tp; x68_deferRemTime = 0.05f; }
void sub80233d40(int i, float f1, float f2);
void SetAutoResetImpulse(bool b);
void SetImpulseDurationIdx(u32 i) { x20_impulseDurationIdx = i; }
void SetAnimationStateRange(EKnockBackAnimationState a, EKnockBackAnimationState b)
{ x18_minAnimState = a; x1c_maxAnimState = b; }
void Update(float dt, CStateManager& mgr, CPatterned& parent);
void KnockBack(const zeus::CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
const CDamageInfo& info, EKnockBackType type, float magnitude);
void SetEnableFreeze(bool b) { x81_25_enableFreeze = b; }
const KnockBackParms& GetActiveParms() const { return x4_activeParms; }
EKnockBackVariant GetVariant() const { return x0_variant; }
};
}