Almost match CPlayerGun::TakeDamage

This commit is contained in:
Henrique Gemignani Passos Lima 2022-10-10 22:15:26 +03:00
parent a842f320f8
commit fbfdc6cd09
No known key found for this signature in database
GPG Key ID: E224F951761145F8
10 changed files with 94 additions and 10 deletions

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@ -864,8 +864,8 @@ lbl_8011DE18:
/* 8011DE28 0011AD88 38 21 00 10 */ addi r1, r1, 0x10 /* 8011DE28 0011AD88 38 21 00 10 */ addi r1, r1, 0x10
/* 8011DE2C 0011AD8C 4E 80 00 20 */ blr /* 8011DE2C 0011AD8C 4E 80 00 20 */ blr
.global EnterStruck__11CGrappleArmFR13CStateManagerf .global EnterStruck__11CGrappleArmFR13CStateManagerfbb
EnterStruck__11CGrappleArmFR13CStateManagerf: EnterStruck__11CGrappleArmFR13CStateManagerfbb:
/* 8011DE30 0011AD90 94 21 FF E0 */ stwu r1, -0x20(r1) /* 8011DE30 0011AD90 94 21 FF E0 */ stwu r1, -0x20(r1)
/* 8011DE34 0011AD94 7C 08 02 A6 */ mflr r0 /* 8011DE34 0011AD94 7C 08 02 A6 */ mflr r0
/* 8011DE38 0011AD98 90 01 00 24 */ stw r0, 0x24(r1) /* 8011DE38 0011AD98 90 01 00 24 */ stw r0, 0x24(r1)
@ -907,7 +907,7 @@ lbl_8011DEB8:
/* 8011DEC0 0011AE20 7F A4 EB 78 */ mr r4, r29 /* 8011DEC0 0011AE20 7F A4 EB 78 */ mr r4, r29
/* 8011DEC4 0011AE24 7F C5 F3 78 */ mr r5, r30 /* 8011DEC4 0011AE24 7F C5 F3 78 */ mr r5, r30
/* 8011DEC8 0011AE28 7F E6 FB 78 */ mr r6, r31 /* 8011DEC8 0011AE28 7F E6 FB 78 */ mr r6, r31
/* 8011DECC 0011AE2C 48 0A E9 81 */ bl EnterStruck__14CGunControllerFR13CStateManagerf /* 8011DECC 0011AE2C 48 0A E9 81 */ bl EnterStruck__14CGunControllerFR13CStateManagerfbb
lbl_8011DED0: lbl_8011DED0:
/* 8011DED0 0011AE30 80 01 00 24 */ lwz r0, 0x24(r1) /* 8011DED0 0011AE30 80 01 00 24 */ lwz r0, 0x24(r1)
/* 8011DED4 0011AE34 CB E1 00 18 */ lfd f31, 0x18(r1) /* 8011DED4 0011AE34 CB E1 00 18 */ lfd f31, 0x18(r1)

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@ -3127,7 +3127,7 @@ lbl_8003CD38:
/* 8003CD4C 00039CAC 7F A5 EB 78 */ mr r5, r29 /* 8003CD4C 00039CAC 7F A5 EB 78 */ mr r5, r29
/* 8003CD50 00039CB0 7C 00 00 34 */ cntlzw r0, r0 /* 8003CD50 00039CB0 7C 00 00 34 */ cntlzw r0, r0
/* 8003CD54 00039CB4 54 06 D9 7E */ srwi r6, r0, 5 /* 8003CD54 00039CB4 54 06 D9 7E */ srwi r6, r0, 5
/* 8003CD58 00039CB8 48 0E 10 D9 */ bl EnterStruck__11CGrappleArmFR13CStateManagerf /* 8003CD58 00039CB8 48 0E 10 D9 */ bl EnterStruck__11CGrappleArmFR13CStateManagerfbb
lbl_8003CD5C: lbl_8003CD5C:
/* 8003CD5C 00039CBC C0 02 84 6C */ lfs f0, lbl_805AA18C@sda21(r2) /* 8003CD5C 00039CBC C0 02 84 6C */ lfs f0, lbl_805AA18C@sda21(r2)
/* 8003CD60 00039CC0 3C 60 80 5A */ lis r3, sZeroVector__9CVector3f@ha /* 8003CD60 00039CC0 3C 60 80 5A */ lis r3, sZeroVector__9CVector3f@ha

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@ -521,8 +521,8 @@ LoadFidgetAnimAsync__14CGunControllerFR13CStateManageriii:
/* 801CC844 001C97A4 38 21 00 10 */ addi r1, r1, 0x10 /* 801CC844 001C97A4 38 21 00 10 */ addi r1, r1, 0x10
/* 801CC848 001C97A8 4E 80 00 20 */ blr /* 801CC848 001C97A8 4E 80 00 20 */ blr
.global EnterStruck__14CGunControllerFR13CStateManagerf .global EnterStruck__14CGunControllerFR13CStateManagerfbb
EnterStruck__14CGunControllerFR13CStateManagerf: EnterStruck__14CGunControllerFR13CStateManagerfbb:
/* 801CC84C 001C97AC 94 21 FE C0 */ stwu r1, -0x140(r1) /* 801CC84C 001C97AC 94 21 FE C0 */ stwu r1, -0x140(r1)
/* 801CC850 001C97B0 7C 08 02 A6 */ mflr r0 /* 801CC850 001C97B0 7C 08 02 A6 */ mflr r0
/* 801CC854 001C97B4 90 01 01 44 */ stw r0, 0x144(r1) /* 801CC854 001C97B4 90 01 01 44 */ stw r0, 0x144(r1)

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@ -33,6 +33,17 @@ public:
static CRelAngle FromDegrees(float deg) { return CRelAngle(deg * (M_PIF / 180.f)); } static CRelAngle FromDegrees(float deg) { return CRelAngle(deg * (M_PIF / 180.f)); }
static CRelAngle FromRadians(float rad) { return CRelAngle(rad); } static CRelAngle FromRadians(float rad) { return CRelAngle(rad); }
// Relative
static float MakeRelativeAngle(float angle) {
float ret = angle - ((float)(int)(angle * (1.f / (2.f * M_PIF)))) * (2.f * M_PIF);
if (ret < 0.f)
ret += 2.f * M_PIF;
return ret;
}
CRelAngle AsRelative() const { return CRelAngle(MakeRelativeAngle(x0_angle)); }
private: private:
CRelAngle(float rad) : x0_angle(rad) {} CRelAngle(float rad) : x0_angle(rad) {}

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@ -2,16 +2,37 @@
#define _CGRAPPLEARM #define _CGRAPPLEARM
#include "types.h" #include "types.h"
#include "rstl/single_ptr.hpp"
#include "Kyoto/Audio/CSfxHandle.hpp"
class CVector3f; class CVector3f;
class CStateManager;
class CFrustumPlanes;
class CGunController;
class CGrappleArm { class CGrappleArm {
public: public:
enum EArmState {
kAS_IntoGrapple,
kAS_IntoGrappleIdle,
kAS_FireGrapple,
kAS_Three,
kAS_ConnectGrapple,
kAS_Five,
kAS_Connected,
kAS_Seven,
kAS_OutOfGrapple,
kAS_GunControllerAnimation,
kAS_Done
};
CGrappleArm(const CVector3f& scale); CGrappleArm(const CVector3f& scale);
~CGrappleArm(); ~CGrappleArm();
void PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, const CVector3f& camPos); void PreRender(CStateManager& mgr, const CFrustumPlanes& frustum, const CVector3f& camPos);
void ReturnToDefault(CStateManager& mgr, float dt, bool setState); void ReturnToDefault(CStateManager& mgr, float dt, bool setState);
void EnterStruck(CStateManager&, float, bool, bool);
void DisconnectGrappleBeam();
// EArmState GetAnimState() const { return x334_animState; } // EArmState GetAnimState() const { return x334_animState; }
bool GetActive() const { return x3b2_24_active; } bool GetActive() const { return x3b2_24_active; }
@ -21,7 +42,12 @@ public:
bool IsSuitLoading() const { return x3b2_29_suitLoading; } bool IsSuitLoading() const { return x3b2_29_suitLoading; }
private: private:
uchar x0_pad[0x3b0]; uchar x0_pad[0x328];
rstl::single_ptr<CGunController> x328_gunController;
CSfxHandle x32c_grappleLoopSfx;
CSfxHandle x330_swooshSfx;
EArmState x334_animState;
uchar x338_pad[0x78];
short x3b0_rumbleHandle; short x3b0_rumbleHandle;
bool x3b2_24_active : 1; bool x3b2_24_active : 1;
bool x3b2_25_beamActive : 1; bool x3b2_25_beamActive : 1;

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@ -38,7 +38,7 @@ public:
void EnterFreeLook(CStateManager&, int, int); void EnterFreeLook(CStateManager&, int, int);
void EnterComboFire(CStateManager&, int); void EnterComboFire(CStateManager&, int);
void EnterFidget(CStateManager&, int, int, int); void EnterFidget(CStateManager&, int, int, int);
void EnterStruck(CStateManager&, float); void EnterStruck(CStateManager&, float, bool, bool);
void LoadFidgetAnimAsync(CStateManager&, int, int, int); void LoadFidgetAnimAsync(CStateManager&, int, int, int);
int Update(float, CStateManager&); int Update(float, CStateManager&);
void EnterIdle(CStateManager&); void EnterIdle(CStateManager&);

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@ -71,6 +71,7 @@ double fmod(double x, double m);
double sin(double x); double sin(double x);
double cos(double x); double cos(double x);
double atan(double x); double atan(double x);
double atan2(double y, double x);
_MATH_INLINE float sinf(float x) { return (float)sin((double)x); } _MATH_INLINE float sinf(float x) { return (float)sin((double)x); }
_MATH_INLINE float cosf(float x) { return (float)cos((double)x); } _MATH_INLINE float cosf(float x) { return (float)cos((double)x); }

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@ -0,0 +1,21 @@
#include "MetroidPrime/Player/CGrappleArm.hpp"
#include "MetroidPrime/Weapons/GunController/CGunController.hpp"
void CGrappleArm::EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool notInFreeLook) {
if (x3b2_29_suitLoading)
return;
if (x3b2_28_isGrappling) {
DisconnectGrappleBeam();
x3b2_28_isGrappling = false;
}
if (!x3b2_27_armMoving) {
x3b2_24_active = true;
x3b2_27_armMoving = true;
x334_animState = kAS_GunControllerAnimation;
}
x328_gunController->EnterStruck(mgr, angle, bigStrike, notInFreeLook);
}

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@ -993,7 +993,32 @@ void CPlayerGun::CMotionState::Update(bool firing, float dt, CTransform4f& xf, C
void CPlayerGun::DamageRumble(const CVector3f&, const CStateManager&) {} void CPlayerGun::DamageRumble(const CVector3f&, const CStateManager&) {}
void CPlayerGun::TakeDamage(bool, bool, CStateManager&) {} void CPlayerGun::TakeDamage(bool bigStrike, bool notFromMetroid, CStateManager& mgr) {
const CPlayer& player = *mgr.GetPlayer();
bool hasStrikeAngle = false;
float angle = 0.f;
if (x398_damageAmt >= 10.f && !bigStrike && (x2f8_stateFlags & 0x10) != 0x10 && !x832_26_comboFiring &&
x384_gunStrikeDelayTimer <= 0.f) {
x384_gunStrikeDelayTimer = 20.f;
x364_gunStrikeCoolTimer = 0.75f;
if (x678_morph.GetGunState() == CGunMorph::kGS_OutWipeDone) {
CVector3f localDamageLoc = player.GetTransform().TransposeRotate(x3dc_damageLocation);
angle = CRelAngle::FromRadians(atan2(localDamageLoc.GetY(), localDamageLoc.GetX())).AsRelative().AsDegrees();
hasStrikeAngle = true;
}
}
if (hasStrikeAngle || bigStrike) {
if (mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::kPV_Scan) {
x73c_gunMotion->PlayPasAnim(SamusGun::kAS_Struck, mgr, angle, bigStrike);
if ((bigStrike && notFromMetroid) || x833_31_inFreeLook)
x740_grappleArm->EnterStruck(mgr, angle, bigStrike, !x833_31_inFreeLook);
}
}
x398_damageAmt = 0.f;
x3dc_damageLocation = CVector3f::Zero();
}
void CPlayerGun::StopChargeSound(CStateManager&) {} void CPlayerGun::StopChargeSound(CStateManager&) {}

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@ -13,7 +13,7 @@ void CGunController::EnterComboFire(CStateManager&, int) {}
void CGunController::EnterFidget(CStateManager&, int, int, int) {} void CGunController::EnterFidget(CStateManager&, int, int, int) {}
void CGunController::EnterStruck(CStateManager&, float) {} void CGunController::EnterStruck(CStateManager&, float, bool, bool) {}
void CGunController::LoadFidgetAnimAsync(CStateManager&, int, int, int) {} void CGunController::LoadFidgetAnimAsync(CStateManager&, int, int, int) {}