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