metaforce/Runtime/Weapon/CPlayerGun.hpp

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#ifndef __URDE_CPLAYERGUN_HPP__
#define __URDE_CPLAYERGUN_HPP__
#include "RetroTypes.hpp"
#include "Character/CActorLights.hpp"
#include "CFidget.hpp"
#include "zeus/CTransform.hpp"
#include "zeus/CAABox.hpp"
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#include "World/CPlayerCameraBob.hpp"
#include "CGunMotion.hpp"
#include "CGrappleArm.hpp"
#include "CAuxWeapon.hpp"
#include "CPowerBeam.hpp"
#include "CIceBeam.hpp"
#include "CWaveBeam.hpp"
#include "CPlasmaBeam.hpp"
#include "CPhazonBeam.hpp"
#include "Particle/CElementGen.hpp"
#include "Character/CModelData.hpp"
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#include "World/CWorldShadow.hpp"
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#include "World/ScriptObjectSupport.hpp"
#include "Graphics/CRainSplashGenerator.hpp"
namespace urde
{
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class CFinalInput;
class CPlayerGun
{
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public:
enum class EMissleMode
{
Inactive,
Active
};
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enum class EBWeapon
{
Bomb,
PowerBomb
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};
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enum class EGunOverrideMode
{
Normal,
One,
Two,
Three
};
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private:
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class CGunMorph
{
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public:
enum class EGunState
{
Zero,
One
};
private:
float x0_ = 0.f;
float x4_gunTransformTime;
float x8_ = 0.f;
float xc_ = 0.1f;
float x10_holoHoldTime;
float x14_ = 2.f;
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float x18_transitionFactor = 1.f;
u32 x1c_ = 2;
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EGunState x20_gunState = EGunState::One;
union
{
struct
{
bool x24_24_ : 1;
bool x24_25_ : 1;
};
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u32 _dummy = 0;
};
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public:
CGunMorph(float gunTransformTime, float holoHoldTime)
: x4_gunTransformTime(gunTransformTime), x10_holoHoldTime(std::fabs(holoHoldTime)) {}
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float GetTransitionFactor() const { return x18_transitionFactor; }
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EGunState GetGunState() const { return x20_gunState; }
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};
class CMotionState
{
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public:
enum class EMotionState
{
Zero,
One,
Two
};
private:
static float gGunExtendDistance;
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bool x0_24_ = true;
float x4_ = 0.f;
float x8_ = 0.f;
float xc_ = 0.f;
float x10_ = 0.f;
float x14_ = 0.f;
float x18_ = 0.f;
float x1c_ = 0.f;
EMotionState x20_state = EMotionState::Zero;
u32 x24_ = 0;
public:
static void SetExtendDistance(float d) { gGunExtendDistance = d; }
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void SetState(EMotionState state) { x20_state = state; }
void Update(bool b1, float dt, zeus::CTransform& xf, CStateManager& mgr);
};
CActorLights x0_lights;
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CSfxHandle x2e0_chargeSfx;
CSfxHandle x2e4_invalidSfx;
u32 x2e8_ = 0;
// 0x1: FireOrBomb, 0x2: MissileOrPowerBomb
u32 x2ec_lastFireButtonStates = 0;
u32 x2f0_pressedFireButtonStates = 0;
u32 x2f4_fireButtonStates = 0;
u32 x2f8_ = 1;
u32 x2fc_fidgetAnimBits = 0;
u32 x300_ = 0;
u32 x304_ = 0;
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u32 x308_bombCount = 3;
u32 x30c_ = 0;
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u32 x310_selectedBeam = 0;
u32 x314_pendingSelectedBeam = 0;
u32 x318_ = 0;
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EMissleMode x31c_missileMode = EMissleMode::Inactive;
u32 x320_ = 0;
u32 x324_ = 4;
u32 x328_ = 0x2000;
u32 x32c_ = 0;
EChargeState x330_chargeState = EChargeState::Normal;
u32 x334_ = 0;
u32 x338_ = 0;
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EGunOverrideMode x33c_gunOverrideMode = EGunOverrideMode::Normal;
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float x340_chargeBeamFactor = 0.f;
float x344_ = 0.f;
float x348_ = 0.f;
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float x34c_shakeX = 0.f;
float x350_shakeZ = 0.f;
float x354_bombFuseTime;
float x358_bombDropDelayTime;
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float x35c_bombTime = 0.f;
float x360_ = 0.f;
float x364_ = 0.f;
float x368_ = 0.f;
float x36c_ = 1.f;
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float x370_gunMotionSpeedMult = 1.f;
float x374_ = 0.f;
float x378_ = 0.f;
float x37c_ = 0.f;
float x380_ = 0.f;
float x384_ = 0.f;
float x388_ = 0.f;
float x38c_ = 0.f;
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float x390_cooldown = 0.f;
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float x394_damageTimer = 0.f;
float x398_damageAmt = 0.f;
float x39c_ = 0.f;
float x3a0_ = 0.f;
CFidget x3a4_fidget;
zeus::CVector3f x3dc_damageLocation;
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zeus::CTransform x3e8_xf;
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zeus::CTransform x418_beamLocalXf;
zeus::CTransform x448_elbowWorldXf;
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zeus::CTransform x478_assistAimXf;
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zeus::CTransform x4a8_gunWorldXf;
zeus::CTransform x4d8_gunLocalXf;
zeus::CTransform x508_elbowLocalXf;
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TUniqueId x538_playerId;
TUniqueId x53a_powerBomb = kInvalidUniqueId;
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TUniqueId x53c_lightId = kInvalidUniqueId;
std::vector<CToken> x540_handAnimTokens;
CPlayerCameraBob x550_camBob;
u32 x658_ = 1;
float x65c_ = 0.f;
float x660_ = 0.f;
float x664_ = 0.f;
float x668_aimVerticalSpeed;
float x66c_aimHorizontalSpeed;
TUniqueId x670_ = kInvalidUniqueId;
u32 x674_ = 0;
CGunMorph x678_morph;
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CMotionState x6a0_motionState;
zeus::CAABox x6c8_;
CModelData x6e0_rightHandModel;
CGunWeapon* x72c_currentBeam = nullptr;
u32 x730_ = 0;
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CGunWeapon* x734_ = nullptr;
CGunWeapon* x738_nextBeam = nullptr;
std::unique_ptr<CGunMotion> x73c_gunMotion;
std::unique_ptr<CGrappleArm> x740_grappleArm;
std::unique_ptr<CAuxWeapon> x744_auxWeapon;
std::unique_ptr<CRainSplashGenerator> x748_rainSplashGenerator;
std::unique_ptr<CPowerBeam> x74c_powerBeam;
std::unique_ptr<CIceBeam> x750_iceBeam;
std::unique_ptr<CWaveBeam> x754_waveBeam;
std::unique_ptr<CPlasmaBeam> x758_plasmaBeam;
std::unique_ptr<CPhazonBeam> x75c_phazonBeam;
CGunWeapon* x760_selectableBeams[4] = {}; // Used to be reserved_vector
std::unique_ptr<CElementGen> x774_holoTransitionGen;
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std::unique_ptr<CElementGen> x77c_;
rstl::reserved_vector<rstl::reserved_vector<TLockedToken<CGenDescription>, 2>, 2> x784_bombEffects;
rstl::reserved_vector<TLockedToken<CGenDescription>, 5> x7c0_auxMuzzleEffects;
rstl::reserved_vector<std::unique_ptr<CElementGen>, 5> x800_auxMuzzleGenerators;
std::unique_ptr<CWorldShadow> x82c_shadow;
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s16 x830_chargeRumbleHandle = -1;
union
{
struct
{
bool x832_24_ : 1;
bool x832_25_ : 1;
bool x832_26_ : 1;
bool x832_27_ : 1;
bool x832_28_ : 1;
bool x832_29_ : 1;
bool x832_30_ : 1;
bool x832_31_ : 1;
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bool x833_24_isFidgeting : 1;
bool x833_25_ : 1;
bool x833_26_ : 1;
bool x833_27_ : 1;
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bool x833_28_phazonBeamActive : 1;
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bool x833_29_pointBlankWorldSurface : 1;
bool x833_30_ : 1;
bool x833_31_ : 1;
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bool x834_24_charging : 1;
bool x834_25_ : 1;
bool x834_26_ : 1;
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bool x834_27_underwater : 1;
bool x834_28_ : 1;
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bool x834_29_frozen : 1;
bool x834_30_inBigStrike : 1;
bool x834_31_ : 1;
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bool x835_24_canFirePhazon : 1;
bool x835_25_inPhazonBeam : 1;
bool x835_26_phazonBeamMorphing : 1;
bool x835_27_intoPhazonBeam : 1;
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bool x835_28_bombReady : 1;
bool x835_29_powerBombReady : 1;
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bool x835_30_inPhazonPool : 1;
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bool x835_31_actorAttached : 1;
};
u32 _dummy = 0;
};
void InitBeamData();
void InitBombData();
void InitMuzzleData();
void InitCTData();
void LoadHandAnimTokens();
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void CreateGunLight(CStateManager& mgr);
void DeleteGunLight(CStateManager& mgr);
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void UpdateGunLight(const zeus::CTransform& pos, CStateManager& mgr);
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void SetGunLightActive(bool active, CStateManager& mgr);
void SetPhazonBeamMorph(bool intoPhazonBeam);
void Reset(CStateManager& mgr, bool b1);
void ResetBeamParams(CStateManager& mgr, const CPlayerState& playerState, bool playSelectionSfx);
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CSfxHandle PlaySfx(u16 sfx, bool underwater, bool looped, float pan);
void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
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void CancelCharge(CStateManager& mgr, bool withEffect);
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bool ExitMissile();
void StopChargeSound(CStateManager& mgr);
void UnLoadFidget();
void ReturnArmAndGunToDefault(CStateManager& mgr, bool b1);
void ReturnToRestPose();
void ChangeWeapon(const CPlayerState& playerState, CStateManager& mgr);
void GetLctrWithShake(zeus::CTransform& xfOut, const CModelData& mData, const std::string& lctrName,
bool b1, bool b2);
void UpdateLeftArmTransform(const CModelData& mData, const CStateManager& mgr);
void ProcessGunMorph(float dt, CStateManager& mgr);
void ProcessPhazonGunMorph(float dt, CStateManager& mgr);
void UpdateChargeState(float dt, CStateManager& mgr);
void UpdateAuxWeapons(float dt, const zeus::CTransform& targetXf, CStateManager& mgr);
void DoUserAnimEvents(float dt, CStateManager& mgr);
TUniqueId GetTargetId(CStateManager& mgr) const;
void CancelLockOn();
void FireSecondary(float dt, CStateManager& mgr);
void ResetCharged(float dt, CStateManager& mgr);
void ActivateCombo(CStateManager& mgr);
void ProcessChargeState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt);
void ResetNormal(CStateManager& mgr);
void UpdateNormalShotCycle(float dt, CStateManager& mgr);
void ProcessNormalState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt);
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void UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr);
void EnterFreeLook(CStateManager& mgr);
void SetFidgetAnimBits(int parm2, bool beamOnly);
void AsyncLoadFidget(CStateManager& mgr);
bool IsFidgetLoaded() const;
void EnterFidget(CStateManager& mgr);
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void UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr);
public:
explicit CPlayerGun(TUniqueId playerId);
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void TakeDamage(bool bigStrike, bool notFromMetroid, CStateManager& mgr);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void AsyncLoadSuit(CStateManager& mgr);
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void TouchModel(const CStateManager& stateMgr);
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EMissleMode GetMissleMode() const { return x31c_missileMode; }
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bool IsFidgeting() const { return x833_24_isFidgeting; }
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bool IsCharging() const { return x834_24_charging; }
float GetChargeBeamFactor() const { return x340_chargeBeamFactor; }
bool IsBombReady() const { return x835_28_bombReady; }
u32 GetBombCount() const { return x308_bombCount; }
bool IsPowerBombReady() const { return x835_29_powerBombReady; }
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u32 GetSelectedBeam() const { return x310_selectedBeam; }
u32 GetPendingSelectedBeam() const { return x314_pendingSelectedBeam; }
const CGunMorph& GetGunMorph() const { return x678_morph; }
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float GetHoloTransitionFactor() const { return x678_morph.GetTransitionFactor(); }
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void SetTransform(const zeus::CTransform& xf) { x3e8_xf = xf; }
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void SetAssistAimTransform(const zeus::CTransform& xf) { x478_assistAimXf = xf; }
CGrappleArm& GetGrappleArm() { return *x740_grappleArm; }
void DamageRumble(const zeus::CVector3f& location, float damage, const CStateManager& mgr);
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void ResetCharge(CStateManager& mgr, bool b1);
void HandleBeamChange(const CFinalInput& input, CStateManager& mgr);
void HandlePhazonBeamChange(CStateManager& mgr);
void HandleWeaponChange(const CFinalInput& input, CStateManager& mgr);
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void ProcessInput(const CFinalInput& input, CStateManager& mgr);
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void ResetIdle(CStateManager& mgr);
void CancelFiring(CStateManager& mgr);
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float GetBeamVelocity() const;
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void StopContinuousBeam(CStateManager& mgr, bool b1);
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void Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr);
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void PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos);
void Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const;
void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const;
u32 GetLastFireButtonStates() const { return x2ec_lastFireButtonStates; }
void DropBomb(EBWeapon weapon, CStateManager& mgr);
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TUniqueId DropPowerBomb(CStateManager& mgr);
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void SetActorAttached(bool b) { x835_31_actorAttached = b; }
};
}
#endif // __URDE_CPLAYERGUN_HPP__