metaforce/Runtime/Weapon/CGrappleArm.hpp

79 lines
2.3 KiB
C++

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