prime/include/MetroidPrime/BodyState/CBodyController.hpp

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#ifndef _CBODYCONTROLLER
#define _CBODYCONTROLLER
#include "MetroidPrime/BodyState/CBodyStateCmdMgr.hpp"
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#include "MetroidPrime/BodyState/CBodyStateInfo.hpp"
#include "Kyoto/Math/CQuaternion.hpp"
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class CActor;
class CPASDatabase;
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class CAnimPlaybackParms;
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class CPASAnimParmData;
class CRandom16;
class CStateManager;
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class CBodyController {
public:
CBodyController(CActor& actor, float turnSpeed, EBodyType bodyType);
CActor& GetOwner() const { return *x0_actor; }
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CBodyStateCmdMgr& CommandMgr() { return x4_cmdMgr; }
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const CBodyStateCmdMgr& GetCommandMgr() const { return x4_cmdMgr; }
const CPASDatabase& GetPASDatabase() const;
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float GetAnimTimeRemaining() const;
void SetDeltaRotation(const CQuaternion& q);
void SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop, bool noTrans);
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void FaceDirection(const CVector3f& v0, float dt);
void FaceDirection3D(const CVector3f& v0, float dt);
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void EnableAnimation(bool enable);
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void PlayBestAnimation(const CPASAnimParmData& parms, CRandom16& r);
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void LoopBestAnimation(const CPASAnimParmData& parms, CRandom16& r);
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bool HasIceBreakoutState();
void Activate(CStateManager& mgr);
void Update(float dt, CStateManager& mgr);
void UpdateBody(float dt, CStateManager& mgr);
void UpdateFrozenInfo(float dt, CStateManager& mgr);
bool HasBodyState(pas::EAnimationState state) const;
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void SetLocomotionType(pas::ELocomotionType type);
float GetPercentageFrozen() const;
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void SetPlaybackRate(float rate);
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void SetFallState(pas::EFallState state); // { x2f0_fallState = state; }
pas::EFallState GetFallState() const; // { return x2f0_fallState; }
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const CBodyStateInfo& GetBodyStateInfo() const { return x2a4_bodyStateInfo; }
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pas::ELocomotionType GetLocomotionType() const { return x2ec_locomotionType; }
int GetCurrentAnimId() const { return x2f8_curAnim; }
void SetTurnSpeed(float speed);
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bool IsAnimationOver() const { return x300_24_animationOver; }
bool ShouldPlayDeathAnims() const { return x300_28_playDeathAnims; }
float GetRestrictedFlyerMoveSpeed() const { return x330_restrictedFlyerMoveSpeed; }
void SetRestrictedFlyerMoveSpeed(float speed) { x330_restrictedFlyerMoveSpeed = speed; }
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void Freeze(float intoFreezeDur, float frozenDur, float breakoutDur);
void UnFreeze();
void FrozenBreakout();
void MultiplyPlaybackRate(float scale);
void SetOnFire(float duration);
void DouseFlames();
bool IsFrozen() const { return x300_26_frozen; }
void SetElectrocuting(float duration);
bool IsElectrocuting() const { return x324_electrocutionDur > 0.f; }
bool IsOnFire() const { return x320_fireDur > 0.f; }
void StopElectrocution();
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private:
CActor* x0_actor;
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CBodyStateCmdMgr x4_cmdMgr;
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CBodyStateInfo x2a4_bodyStateInfo;
CQuaternion x2dc_rot;
pas::ELocomotionType x2ec_locomotionType;
pas::EFallState x2f0_fallState;
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EBodyType x2f4_bodyType;
int x2f8_curAnim;
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float x2fc_turnSpeed;
bool x300_24_animationOver : 1;
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bool x300_25_active : 1;
bool x300_26_frozen : 1;
bool x300_27_hasBeenFrozen : 1;
bool x300_28_playDeathAnims : 1;
float x304_intoFreezeDur;
float x308_frozenDur;
float x30c_breakoutDur;
float x310_timeFrozen;
CVector3f x314_backedUpForce;
float x320_fireDur;
float x324_electrocutionDur;
float x328_timeOnFire;
float x32c_timeElectrocuting;
float x330_restrictedFlyerMoveSpeed;
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};
CHECK_SIZEOF(CBodyController, 0x334)
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#endif // _CBODYCONTROLLER