prime/include/MetroidPrime/Enemies/CKnockBackController.hpp

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2022-10-14 05:58:49 +00:00
#ifndef _CKNOCKBACKCONTROLLER
#define _CKNOCKBACKCONTROLLER
class CDamageInfo;
class CPatterned;
enum EKnockBackType {
kKBT_Radius,
kKBT_Direct,
};
/*
enum class EKnockBackVariant { Small, Medium, Large };
enum class EKnockBackWeaponType {
Invalid = -1,
Power,
PowerCharged,
PowerComboed,
PowerComboedDirect,
Wave,
WaveCharged,
WaveComboed,
WaveComboedDirect,
Ice,
IceCharged,
IceComboed,
IceComboedDirect,
Plasma,
PlasmaCharged,
PlasmaComboed,
Missile,
Bomb,
PowerBomb,
Phazon
};
enum class EKnockBackCharacterState { Alive, Dead, FrozenAlive, FrozenDead };
enum class EKnockBackAnimationState { Invalid = -1, None, Flinch, KnockBack, Hurled, Fall };
enum class EKnockBackAnimationFollowUp {
Invalid = -1,
None,
Freeze,
Shock,
Burn,
PhazeOut,
Death,
ExplodeDeath,
IceDeath,
BurnDeath,
LaggedBurnDeath
};
class CKnockBackController {
public:
struct KnockBackParms {
EKnockBackAnimationState x0_animState = EKnockBackAnimationState::None;
EKnockBackAnimationFollowUp x4_animFollowup = EKnockBackAnimationFollowUp::None;
float x8_followupDuration = 0.f;
float xc_intoFreezeDur = 0.f;
};
private:
friend class CPatterned;
EKnockBackVariant x0_variant;
KnockBackParms x4_activeParms{};
EWeaponType x14_deferWeaponType = EWeaponType::None;
EKnockBackAnimationState x18_minAnimState = EKnockBackAnimationState::None;
EKnockBackAnimationState x1c_maxAnimState = EKnockBackAnimationState::Fall;
u32 x20_impulseDurationIdx = 0;
rstl::reserved_vector< std::pair< float, float >, 5 > x24_;
zeus::CVector3f x50_impulseDir;
float x5c_impulseMag = 0.f;
float x60_impulseRemTime = 0.f;
float x64_flinchRemTime = 0.f;
float x68_deferRemTime = 0.f;
u32 x6c_ = 0;
u32 x70_ = 0;
u32 x74_ = 0;
pas::ESeverity x7c_severity = pas::ESeverity::One;
std::bitset< 5 > x80_availableStates{0b11111};
bool x81_24_autoResetImpulse : 1 = true;
bool x81_25_enableFreeze : 1 = true;
bool x81_26_enableShock : 1 = false;
bool x81_27_enableBurn : 1 = true;
bool x81_28_enableBurnDeath : 1 = true;
bool x81_29_enableExplodeDeath : 1 = true;
bool x81_30_enableLaggedBurnDeath : 1 = true;
bool x81_31_ : 1 = true;
bool x82_24_ : 1 = true;
bool x82_25_inDeferredKnockBack : 1 = false;
bool x82_26_locomotionDuringElectrocution : 1 = false;
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 zeus::CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
float magnitude);
void ResetKnockBackImpulse(const CPatterned& parent, const zeus::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);
public:
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(u32 i) { x20_impulseDurationIdx = i; }
void SetAnimationStateRange(EKnockBackAnimationState a, EKnockBackAnimationState b) {
x18_minAnimState = a;
x1c_maxAnimState = b;
}
void Update(float dt, CStateManager& mgr, CPatterned& parent);
void KnockBack(const zeus::CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
const CDamageInfo& info, EKnockBackType type, float magnitude);
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));
}
};
*/
#endif // _CKNOCKBACKCONTROLLER