prime/include/MetroidPrime/Enemies/CKnockBackController.hpp

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#ifndef _CKNOCKBACKCONTROLLER
#define _CKNOCKBACKCONTROLLER
#include "types.h"
#include "Kyoto/Animation/CPASAnimState.hpp"
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class CDamageInfo;
class CPatterned;
enum EKnockBackType {
kKBT_Radius,
kKBT_Direct,
};
enum EKnockBackVariant {
kKBV_Small,
kKBV_Medium,
kKBV_Large,
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};
enum EKnockBackWeaponType {
kKBWT_Invalid = -1,
kKBWT_Power,
kKBWT_PowerCharged,
kKBWT_PowerComboed,
kKBWT_PowerComboedDirect,
kKBWT_Wave,
kKBWT_WaveCharged,
kKBWT_WaveComboed,
kKBWT_WaveComboedDirect,
kKBWT_Ice,
kKBWT_IceCharged,
kKBWT_IceComboed,
kKBWT_IceComboedDirect,
kKBWT_Plasma,
kKBWT_PlasmaCharged,
kKBWT_PlasmaComboed,
kKBWT_Missile,
kKBWT_Bomb,
kKBWT_PowerBomb,
kKBWT_Phazon,
};
enum EKnockBackCharacterState {
kKBCS_Alive,
kKBCS_Dead,
kKBCS_FrozenAlive,
kKBCS_FrozenDead,
};
enum EKnockBackAnimationState {
kKBAS_Invalid = -1,
kKBAS_None,
kKBAS_Flinch,
kKBAS_KnockBack,
kKBAS_Hurled,
kKBAS_Fall,
};
enum EKnockBackAnimationFollowUp {
kKBAFU_Invalid = -1,
kKBAFU_None,
kKBAFU_Freeze,
kKBAFU_Shock,
kKBAFU_Burn,
kKBAFU_PhazeOut,
kKBAFU_Death,
kKBAFU_ExplodeDeath,
kKBAFU_IceDeath,
kKBAFU_BurnDeath,
kKBAFU_LaggedBurnDeath,
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};
class CKnockBackController {
friend class CPatterned;
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public:
struct KnockBackParms {
EKnockBackAnimationState x0_animState;
EKnockBackAnimationFollowUp x4_animFollowup;
float x8_followupDuration;
float xc_intoFreezeDur;
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};
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(int i);
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void SetAnimationStateRange(EKnockBackAnimationState a, EKnockBackAnimationState b) {
x18_minAnimState = a;
x1c_maxAnimState = b;
}
void Update(float dt, CStateManager& mgr, CPatterned& parent);
void KnockBack(const CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
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const CDamageInfo& info, EKnockBackType type, float magnitude);
void ApplyImpulse(float dt, CPatterned& parent);
bool TickDeferredTimer(float dt);
EKnockBackCharacterState GetKnockBackCharacterState(const CPatterned& parent) const;
void ValidateState(const CPatterned& parent);
float CalculateExtraHurlVelocity(CStateManager& mgr, float magnitude, float kbResistance) const;
void DoKnockBackAnimation(const CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
float magnitude);
void ResetKnockBackImpulse(const CPatterned& parent, const CVector3f& backVec,
float magnitude);
void DoDeferredKnockBack(CStateManager& mgr, CPatterned& parent);
EKnockBackWeaponType GetKnockBackWeaponType(const CDamageInfo& info, EWeaponType wType,
EKnockBackType type);
void SelectDamageState(const CPatterned& parent, const CDamageInfo& info, EWeaponType wType,
EKnockBackType type);
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void SetSeverity(pas::ESeverity v) { x7c_severity = v; }
void SetEnableFreeze(bool b) { x81_25_enableFreeze = b; }
bool GetEnableFreeze() const { return x81_25_enableFreeze; }
void SetEnableShock(bool b) { x81_26_enableShock = b; }
void SetEnableBurn(bool b) { x81_27_enableBurn = b; }
void SetEnableBurnDeath(bool b) { x81_28_enableBurnDeath = b; }
void SetEnableExplodeDeath(bool b) { x81_29_enableExplodeDeath = b; }
void SetEnableLaggedBurnDeath(bool b) { x81_30_enableLaggedBurnDeath = b; }
void SetX81_31(bool b) { x81_31_ = b; }
void SetX82_24(bool b) { x82_24_ = b; }
void SetLocomotionDuringElectrocution(bool b) { x82_26_locomotionDuringElectrocution = b; }
const KnockBackParms& GetActiveParms() const { return x4_activeParms; }
EKnockBackVariant GetVariant() const { return x0_variant; }
float GetFlinchRemTime() const { return x64_flinchRemTime; }
// void SetAvailableState(EKnockBackAnimationState s, bool b) {
// x80_availableStates.set(size_t(s), b);
// }
// bool TestAvailableState(EKnockBackAnimationState s) const {
// return x80_availableStates.test(size_t(s));
// }
private:
EKnockBackVariant x0_variant;
KnockBackParms x4_activeParms;
EWeaponType x14_deferWeaponType;
EKnockBackAnimationState x18_minAnimState;
EKnockBackAnimationState x1c_maxAnimState;
uint x20_impulseDurationIdx;
rstl::reserved_vector< rstl::pair< float, float >, 5 > x24_;
CVector3f x50_impulseDir;
float x5c_impulseMag;
float x60_impulseRemTime;
float x64_flinchRemTime;
float x68_deferRemTime;
uint x6c_;
uint x70_;
uint x74_;
uint x78_;
pas::ESeverity x7c_severity;
uchar x80_availableStates;
bool x81_24_autoResetImpulse : 1;
bool x81_25_enableFreeze : 1;
bool x81_26_enableShock : 1;
bool x81_27_enableBurn : 1;
bool x81_28_enableBurnDeath : 1;
bool x81_29_enableExplodeDeath : 1;
bool x81_30_enableLaggedBurnDeath : 1;
bool x81_31_ : 1;
bool x82_24_ : 1;
bool x82_25_inDeferredKnockBack : 1;
bool x82_26_locomotionDuringElectrocution : 1;
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};
CHECK_SIZEOF(CKnockBackController, 0x84)
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#endif // _CKNOCKBACKCONTROLLER