metaforce/Runtime/Weapon/CGameProjectile.cpp

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#include "Weapon/CGameProjectile.hpp"
#include "Graphics/CLight.hpp"
#include "World/CGameLight.hpp"
#include "CStateManager.hpp"
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#include "TCastTo.hpp"
namespace urde
{
CGameProjectile::CGameProjectile(bool active, const TToken<CWeaponDescription>&, const std::string& name,
EWeaponType wType, const zeus::CTransform& xf, EMaterialTypes matType,
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const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner,
TUniqueId homingTarget, EProjectileAttrib attribs, bool underwater,
const zeus::CVector3f& scale,
const rstl::optional_object<TLockedToken<CGenDescription>>& particle, s16 s1, bool b3)
: CWeapon(uid, aid, active, owner, wType, name, xf,
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CMaterialFilter::MakeIncludeExclude(
{EMaterialTypes::NonSolidDamageable, matType},
{EMaterialTypes::Projectile, EMaterialTypes::ProjectilePassthrough, matType, EMaterialTypes::Solid}),
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CMaterialList(), dInfo, attribs | GetBeamAttribType(wType), CModelData::CModelDataNull())
{
}
void CGameProjectile::Accept(urde::IVisitor& visitor) { visitor.Visit(this); }
void CGameProjectile::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId /*uid*/, CStateManager& mgr)
{
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if (msg == EScriptObjectMessage::AddSplashInhabitant)
{
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if (!x2e4_27_inWater)
{
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x2e4_27_inWater = true;
x2e4_26_waterUpdate = true;
}
}
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else if (msg == EScriptObjectMessage::UpdateSplashInhabitant)
{
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if (!x2e4_26_waterUpdate)
x2e4_26_waterUpdate = true;
}
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else if (msg == EScriptObjectMessage::RemoveSplashInhabitant)
{
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if (x2e4_26_waterUpdate)
{
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x2e4_26_waterUpdate = false;
x2e4_27_inWater = false;
}
}
else if (msg == EScriptObjectMessage::Deleted)
DeleteProjectileLight(mgr);
}
CWeapon::EProjectileAttrib CGameProjectile::GetBeamAttribType(EWeaponType wType)
{
if (wType == EWeaponType::Ice)
return EProjectileAttrib::Ice;
else if (wType == EWeaponType::Wave)
return EProjectileAttrib::Wave;
else if (wType == EWeaponType::Plasma)
return EProjectileAttrib::Plasma;
else if (wType == EWeaponType::Phazon)
return EProjectileAttrib::Phazon;
return EProjectileAttrib::None;
}
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void CGameProjectile::DeleteProjectileLight(CStateManager& mgr)
{
if (x2c8_projectileLight != kInvalidUniqueId)
{
mgr.FreeScriptObject(x2c8_projectileLight);
x2c8_projectileLight = kInvalidUniqueId;
}
}
void CGameProjectile::CreateProjectileLight(const std::string& name, const CLight& light, CStateManager& mgr)
{
DeleteProjectileLight(mgr);
x2c8_projectileLight = mgr.AllocateUniqueId();
mgr.AddObject(new CGameLight(x2c8_projectileLight, GetAreaId(), GetActive(), name, GetTransform(), GetUniqueId(),
light, x2cc_, 0, 0.f));
}
void CGameProjectile::Chase(float dt, CStateManager& mgr)
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{
}
}