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https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
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206 lines
8.3 KiB
C
206 lines
8.3 KiB
C
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#pragma once
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/**
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* @file HackCap.h
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* @brief Main Class for HackCap (Cappy)
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* Vtable loc: 1D75520
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*/
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#include "al/LiveActor/LiveActor.h"
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#include "al/sensor/HitSensor.h"
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#include "al/sensor/SensorMsg.h"
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#include "game/Player/PlayerInput.h"
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#include "game/Interfaces/IUsePlayerCollision.h"
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#include "HackCapThrowParam.h"
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#include "HackCap/HackCapJointControlKeeper.h"
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class PlayerWallActionHistory;
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class PlayerCapActionHistory;
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class PlayerEyeSensorHitHolder;
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class IUsePlayerHeightCheck;
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class PlayerWetControl;
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class PlayerJointControlKeeper;
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class HackCapJudgePreInputSeparateThrow;
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class HackCapJudgePreInputSeparateJump;
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class PlayerSeparateCapFlag;
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class CapTargetInfo;
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class PlayerActorHakoniwa; // use a stub instead of the actual class file
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#define HACKSIZE sizeof(al::LiveActor)
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class HackCap : public al::LiveActor {
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public:
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HackCap(al::LiveActor const*,char const*,PlayerInput const*, struct PlayerAreaChecker const*, PlayerWallActionHistory const*, PlayerCapActionHistory const*, PlayerEyeSensorHitHolder const*,PlayerSeparateCapFlag const*,IUsePlayerCollision const*, IUsePlayerHeightCheck const*, PlayerWetControl const*, PlayerJointControlKeeper const*, HackCapJudgePreInputSeparateThrow *, HackCapJudgePreInputSeparateJump *);
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enum SwingHandType {
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Left,
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Right
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};
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void init(al::ActorInitInfo const&);
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void hide(bool);
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void movement(void);
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void updateShadowMaskOffset(void);
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void control(void);
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void updateTargetLayout(void);
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void updateCollider(void);
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void updateFrameOutLayout(void);
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void attackSpin(al::HitSensor *,al::HitSensor *,float);
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void prepareLockOn(al::HitSensor *);
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void sendMsgStartHack(al::HitSensor *);
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void receiveRequestTransferHack(al::HitSensor *,al::HitSensor *);
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void startThrowSeparatePlayHack(al::HitSensor *, sead::Vector3f const&, sead::Vector3f const&,float);
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void startHack(void);
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void emitHackStartEffect(void);
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void noticeHackMarioEnter(void);
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void noticeHackDemoPuppetableEnd(void);
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void recordHack(void);
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void addHackStartDemo(void);
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void addLockOnKeepDemo(void);
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void syncHackDamageVisibility(bool);
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void endHack(void);
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void startSpinAttack(char const*);
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void startThrow(bool, sead::Vector3f const&, sead::Vector3f const&,float, sead::Vector2f const&, sead::Vector2f const&, sead::Vector3f const&,bool, sead::Vector3f const&, HackCap::SwingHandType,bool,float,int);
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void startThrowSeparatePlay( sead::Vector3f const&, sead::Vector3f const&,float,bool);
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void startThrowSeparatePlayJump( sead::Vector3f const&, sead::Vector3f const&,float);
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void startCatch(char const*,bool, sead::Vector3f const&);
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void forcePutOn(void);
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void forceHack(al::HitSensor *, CapTargetInfo const*); // :eyes:
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void resetLockOnParam(void);
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void setupStartLockOn(void);
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void cancelCapState(void);
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void requestReturn(bool *);
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void tryReturn(bool,bool *);
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void updateCapPose(void);
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void followTarget(void);
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void syncPuppetSilhouette(void);
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void recordCapJump(PlayerWallActionHistory *);
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void getFlyingSpeedMax(void);
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void getThrowSpeed(void);
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void requestLockOnHitReaction(CapTargetInfo const*,char const*);
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void startPuppet(void);
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void endPuppet(void);
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void hidePuppetCap(void);
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void showPuppetCap(void);
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void hidePuppetCapSilhouette(void);
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void showPuppetCapSilhouette(void);
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void startPuppetCheckpointWarp(void);
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void startHackShineGetDemo(void);
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void endHackThrowAndReturnHack(void);
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void endHackShineGetDemo(void);
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void calcHackFollowTrans( sead::Vector3f *,bool);
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void makeFollowMtx(sead::Matrix34<float> *);
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void updateCapEyeShowHide(bool,int);
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void activateInvincibleEffect(void);
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void syncInvincibleEffect(bool);
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void updateSeparateMode(PlayerSeparateCapFlag const*);
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void startRescuePlayer(void);
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void prepareCooperateThrow(void);
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void requestForceFollowSeparateHide(void);
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void calcSeparateHideSpeedH(sead::Vector3f const&);
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void updateModelAlphaForSnapShot(void);
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void getPadRumblePort(void);
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void updateThrowJoint(void);
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void setupThrowStart(void);
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void getThrowHeight(void);
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void checkEnableThrowStartSpace(sead::Vector3f *, sead::Vector3f *, sead::Vector3f *, sead::Vector3f const&,float,float,bool, sead::Vector3f const&);
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void updateWaterArea(void);
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void getThrowRange(void);
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void getThrowBrakeTime(void);
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void startThrowCapEyeThrowAction(void);
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void tryCollideReflectReaction(void);
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void tryCollideWallReaction(void);
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void changeThrowParamInWater(int,bool);
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void addCurveOffset(void);
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void tryAppendAttack(void);
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void tryCollideWallReactionSpiral(void);
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void endThrowSpiral(void);
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void tryCollideWallReactionReflect(void);
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void tryCollideWallReactionRollingGround(void);
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void rollingGround(void);
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void tryChangeSeparateThrow(void);
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void getThrowBackSpeed(void);
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void updateLavaSurfaceMove(void);
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void tryCollideWallReactionStay(void);
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void getThrowStayTime(void);
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void getThrowStayTimeMax(void);
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void getThrowSpeedAppend(void);
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void getThrowRangeAppend(void);
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void tryCollideWallLockOn(void);
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void endHackThrowAndReturnHackOrHide(void);
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void clearThrowType(void);
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void calcReturnTargetPos( sead::Vector3f *);
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void attackSensor(al::HitSensor *,al::HitSensor *);
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void stayRollingOrReflect(void);
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bool receiveMsg(al::SensorMsg const*,al::HitSensor *,al::HitSensor *);
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void endMove(void);
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void prepareTransferLockOn(al::HitSensor *);
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void collideThrowStartArrow(al::HitSensor *, sead::Vector3f const&, sead::Vector3f const&, sead::Vector3f const&);
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void trySendAttackCollideAndReaction(bool *);
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void stayWallHit(void);
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void endHackThrow(void);
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bool isFlying(void) const;
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bool isNoPutOnHide(void) const;
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bool isEnableThrow(void) const;
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bool isEnableSpinAttack(void) const;
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bool isSpinAttack(void) const;
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bool isEnableRescuePlayer(void) const;
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bool isRescuePlayer(void) const;
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bool isEnableHackThrow(bool *) const;
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bool isSeparateHipDropLand(void) const;
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bool isSeparateHide(void) const;
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bool isSeparateThrowFlying(void) const;
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bool isEnableThrowSeparate(void) const;
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bool isHoldInputKeepLockOn(void) const;
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bool isRequestableReturn(void) const;
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bool isLockOnEnableHackTarget(void) const;
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bool isWaitHackLockOn(void) const;
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bool isCatched(void) const;
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bool isHide(void) const;
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bool isPutOn(void) const;
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bool isLockOnInterpolate(void) const;
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bool isEnablePreInput(void) const;
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bool isForceCapTouchJump(void) const;
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bool isHackInvalidSeparatePlay(void) const;
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bool isHoldSpinCapStay(void) const;
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bool isThrowTypeSpiral(void) const;
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bool isThrowTypeRolling(void) const;
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bool isEnableHackThrowAutoCatch(void) const;
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bool isEnableCapTouchJumpInput(void) const;
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void exeLockOn(void);
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void exeHack(void);
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void exeSpinAttack(void);
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void exeCatch(void);
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void exeTrample(void);
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void exeTrampleLockOn(void);
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void exeRescue(void);
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void exeHide(void);
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void exeThrowStart(void);
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void exeThrow(void);
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void exeThrowBrake(void);
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void exeThrowSpiral(void);
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void exeThrowTornado(void);
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void exeThrowRolling(void);
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void exeThrowRollingBrake(void);
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void exeThrowStay(void);
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void exeThrowAppend(void);
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void exeRebound(void);
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void exeReturn(void);
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void exeBlow(void);
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void *unkPtr1; // 0x108
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void *unkPtr2; // 0x110
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al::LiveActor *mLockOnEyes; // 0x118
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al::LiveActor *mCapEyes; // 0x120
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PlayerActorHakoniwa *mPlayerActor; // 0x128
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unsigned char padding_220[0x220-0x130];
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HackCapThrowParam throwParam; // 0x220
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HackCapJointControlKeeper *mJointKeeper; // 0x2E0
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};
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