metaforce/Runtime/Weapon/CIceBeam.cpp

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#include "CIceBeam.hpp"
#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
namespace urde
{
CIceBeam::CIceBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const zeus::CVector3f& scale)
: CGunWeapon(characterId, type, playerId, playerMaterial, scale)
{
x21c_iceSmoke = g_SimplePool->GetObj("IceSmoke");
x228_ice2nd1 = g_SimplePool->GetObj("Ice2nd_1");
x234_ice2nd2 = g_SimplePool->GetObj("Ice2nd_2");
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x248_24_loaded = false;
x248_25_inEndFx = false;
}
void CIceBeam::PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf)
{
// Empty
}
void CIceBeam::PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf)
{
bool subtractBlend = mgr.GetParticleFlags() == 0;
if (subtractBlend)
CElementGen::SetSubtractBlend(true);
if (x240_smokeGen)
x240_smokeGen->Render();
if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None && x244_chargeFx)
x244_chargeFx->Render();
CGunWeapon::PostRenderGunFx(mgr, xf);
if (subtractBlend)
CElementGen::SetSubtractBlend(false);
}
void CIceBeam::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf)
{
if (x240_smokeGen)
{
zeus::CTransform beamLoc = x10_solidModelData->GetScaledLocatorTransform("LBEAM");
x240_smokeGen->SetTranslation(beamLoc.origin);
x240_smokeGen->SetOrientation(beamLoc.getRotation());
x240_smokeGen->Update(dt);
}
if (x244_chargeFx)
{
if (x248_25_inEndFx && x244_chargeFx->IsSystemDeletable())
{
x1cc_enabledSecondaryEffect = ESecondaryFxType::None;
x244_chargeFx.reset();
}
if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None)
{
if (x248_25_inEndFx)
{
x244_chargeFx->SetTranslation(xf.origin);
x244_chargeFx->SetOrientation(xf.getRotation());
}
else
{
x244_chargeFx->SetGlobalOrientAndTrans(xf);
}
x244_chargeFx->Update(dt);
}
}
CGunWeapon::UpdateGunFx(shotSmoke, dt, mgr, xf);
}
static const u16 kSoundId[] = { 1797, 1776 };
void CIceBeam::Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2)
{
CGunWeapon::Fire(underwater, dt, chargeState, xf, mgr, homingTarget, chargeFactor1, chargeFactor2);
NWeaponTypes::play_sfx(kSoundId[int(chargeState)], underwater, false, 0.165f);
}
void CIceBeam::EnableFx(bool enable)
{
if (x240_smokeGen)
x240_smokeGen->SetParticleEmission(enable);
}
void CIceBeam::EnableSecondaryFx(ESecondaryFxType type)
{
switch (type)
{
case ESecondaryFxType::CancelCharge:
case ESecondaryFxType::None:
if (x1cc_enabledSecondaryEffect == ESecondaryFxType::None)
break;
default:
switch (type)
{
case ESecondaryFxType::None:
case ESecondaryFxType::ToCombo:
case ESecondaryFxType::CancelCharge:
if (!x248_25_inEndFx)
{
x244_chargeFx = std::make_unique<CElementGen>(x234_ice2nd2);
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x244_chargeFx->SetGlobalScale(x4_scale);
x248_25_inEndFx = true;
x1cc_enabledSecondaryEffect = ESecondaryFxType::CancelCharge;
}
break;
case ESecondaryFxType::Charge:
x244_chargeFx = std::make_unique<CElementGen>(x228_ice2nd1);
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x244_chargeFx->SetGlobalScale(x4_scale);
x248_25_inEndFx = false;
x1cc_enabledSecondaryEffect = type;
break;
}
break;
}
}
void CIceBeam::Update(float dt, CStateManager& mgr)
{
CGunWeapon::Update(dt, mgr);
if (!x248_24_loaded)
{
x248_24_loaded = x21c_iceSmoke.IsLoaded() && x228_ice2nd1.IsLoaded() && x234_ice2nd2.IsLoaded();
if (x248_24_loaded)
{
x240_smokeGen = std::make_unique<CElementGen>(x21c_iceSmoke);
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x240_smokeGen->SetGlobalScale(x4_scale);
x240_smokeGen->SetParticleEmission(false);
}
}
}
void CIceBeam::Load(CStateManager& mgr, bool subtypeBasePose)
{
CGunWeapon::Load(mgr, subtypeBasePose);
x21c_iceSmoke.Lock();
x228_ice2nd1.Lock();
x234_ice2nd2.Lock();
x248_25_inEndFx = false;
}
void CIceBeam::ReInitVariables()
{
x240_smokeGen.reset();
x244_chargeFx.reset();
x248_24_loaded = false;
x248_25_inEndFx = false;
x1cc_enabledSecondaryEffect = ESecondaryFxType::None;
}
void CIceBeam::Unload(CStateManager& mgr)
{
CGunWeapon::Unload(mgr);
x234_ice2nd2.Unlock();
x228_ice2nd1.Unlock();
x21c_iceSmoke.Unlock();
ReInitVariables();
}
bool CIceBeam::IsLoaded() const
{
return CGunWeapon::IsLoaded() && x248_24_loaded;
}
}