mirror of https://github.com/AxioDL/metaforce.git
79 lines
2.3 KiB
C++
79 lines
2.3 KiB
C++
#ifndef __URDE_CGRAPPLEARM_HPP__
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#define __URDE_CGRAPPLEARM_HPP__
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#include "RetroTypes.hpp"
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#include "zeus/CVector3f.hpp"
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#include "Character/CModelData.hpp"
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#include "CStateManager.hpp"
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#include "CGunController.hpp"
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#include "CGunMotion.hpp"
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namespace urde
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{
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class CGrappleArm
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{
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public:
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enum class EArmState
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{
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Zero,
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One,
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Two,
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Three,
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Four,
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Five,
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Six,
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Seven,
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Eight,
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Nine,
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Ten
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};
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private:
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CModelData x0_modelData;
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zeus::CTransform x220_xf;
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std::unique_ptr<CGunController> x328_gunController;
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EArmState x334_animState;
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union
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{
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struct
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{
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bool x3b2_24_active : 1;
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bool x3b2_25_beamActive : 1;
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bool x3b2_27_armMoving : 1;
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bool x3b2_28_isGrappling : 1;
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bool x3b2_29_suitLoading : 1;
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};
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u32 _dummy = 0;
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};
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public:
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explicit CGrappleArm(const zeus::CVector3f& vec);
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void AsyncLoadSuit(CStateManager& mgr);
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void SetTransform(const zeus::CTransform& xf) { x220_xf = xf; }
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const zeus::CTransform& GetTransform() const { return x220_xf; }
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void SetAnimState(EArmState state);
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EArmState GetAnimState() const { return x334_animState; }
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bool GetActive() const { return x3b2_24_active; }
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bool BeamActive() const { return x3b2_25_beamActive; }
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bool IsArmMoving() const { return x3b2_27_armMoving; }
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bool IsGrappling() const { return x3b2_28_isGrappling; }
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bool IsSuitLoading() const { return x3b2_29_suitLoading; }
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void Activate(bool);
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void GrappleBeamDisconnected();
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void GrappleBeamConnected();
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void RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos);
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void TouchModel(const CStateManager& mgr) const;
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void Update(float grappleSwingT, float dt, CStateManager& mgr);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void EnterStruck(CStateManager& mgr, float angle, bool attack, bool b2);
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void EnterIdle(CStateManager& mgr);
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void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 parm2);
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void EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr);
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void ReturnToDefault(CStateManager& mgr, float f1, bool b1);
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CGunController* GunController() { return x328_gunController.get(); }
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};
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}
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#endif // __URDE_CGRAPPLEARM_HPP__
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