metaforce/Runtime/Weapon/CPowerBeam.cpp

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#include "CPowerBeam.hpp"
#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
namespace urde
{
CPowerBeam::CPowerBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const zeus::CVector3f& scale)
: CGunWeapon(characterId, type, playerId, playerMaterial, scale)
{
x21c_shotSmoke = g_SimplePool->GetObj("ShotSmoke");
x228_power2nd1 = g_SimplePool->GetObj("Power2nd_1");
x244_24 = false;
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x244_25_loaded = false;
}
void CPowerBeam::PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf)
{
zeus::CTransform backupView = CGraphics::g_ViewMatrix;
CGraphics::SetViewPointMatrix(xf.inverse() * backupView);
CGraphics::SetModelMatrix(zeus::CTransform::Identity());
if (x234_shotSmokeGen)
x234_shotSmokeGen->Render();
CGraphics::SetViewPointMatrix(backupView);
}
void CPowerBeam::PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf)
{
if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None && x238_power2ndGen)
x238_power2ndGen->Render();
CGunWeapon::PostRenderGunFx(mgr, xf);
}
void CPowerBeam::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf)
{
switch (x240_smokeState)
{
case ESmokeState::Inactive:
if (shotSmoke)
{
if (x234_shotSmokeGen)
x234_shotSmokeGen->SetParticleEmission(true);
x23c_smokeTimer = 2.f;
x240_smokeState = ESmokeState::Active;
}
break;
case ESmokeState::Active:
if (x23c_smokeTimer > 0.f)
{
x23c_smokeTimer -= dt;
}
else
{
if (x234_shotSmokeGen)
x234_shotSmokeGen->SetParticleEmission(false);
x240_smokeState = ESmokeState::Done;
}
case ESmokeState::Done:
if (x234_shotSmokeGen)
{
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zeus::CTransform locator = x10_solidModelData->GetScaledLocatorTransform("LBEAM");
x234_shotSmokeGen->SetGlobalTranslation(locator.origin);
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x234_shotSmokeGen->Update(dt);
if (x240_smokeState == ESmokeState::Done && x234_shotSmokeGen->GetSystemCount() == 0)
x240_smokeState = ESmokeState::Inactive;
}
else
{
x240_smokeState = ESmokeState::Inactive;
}
break;
}
if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None && x238_power2ndGen)
{
x238_power2ndGen->SetGlobalOrientAndTrans(xf);
x238_power2ndGen->Update(dt);
}
CGunWeapon::UpdateGunFx(shotSmoke, dt, mgr, xf);
}
static const u16 skSoundId[] = { SFXwpn_fire_power_normal, SFXwpn_fire_power_charged };
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void CPowerBeam::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(skSoundId[int(chargeState)], underwater, false, 0.165f);
}
void CPowerBeam::EnableSecondaryFx(ESecondaryFxType type)
{
switch (type)
{
case ESecondaryFxType::None:
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case ESecondaryFxType::ToCombo:
case ESecondaryFxType::CancelCharge:
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if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None && x238_power2ndGen)
x238_power2ndGen->SetParticleEmission(false);
x1cc_enabledSecondaryEffect = ESecondaryFxType::None;
break;
case ESecondaryFxType::Charge:
x238_power2ndGen = std::make_unique<CElementGen>(x228_power2nd1);
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x238_power2ndGen->SetGlobalScale(x4_scale);
x1cc_enabledSecondaryEffect = type;
break;
default:
break;
}
}
void CPowerBeam::Update(float dt, CStateManager& mgr)
{
CGunWeapon::Update(dt, mgr);
if (IsLoaded())
return;
if (CGunWeapon::IsLoaded() && !x244_25_loaded)
{
x244_25_loaded = x21c_shotSmoke.IsLoaded() && x228_power2nd1.IsLoaded();
if (x244_25_loaded)
{
x234_shotSmokeGen = std::make_unique<CElementGen>(x21c_shotSmoke);
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x234_shotSmokeGen->SetParticleEmission(false);
}
}
}
void CPowerBeam::Load(CStateManager& mgr, bool subtypeBasePose)
{
CGunWeapon::Load(mgr, subtypeBasePose);
x21c_shotSmoke.Lock();
x228_power2nd1.Lock();
}
void CPowerBeam::ReInitVariables()
{
x234_shotSmokeGen.reset();
x238_power2ndGen.reset();
x23c_smokeTimer = 0.f;
x240_smokeState = ESmokeState::Inactive;
x244_24 = false;
x244_25_loaded = false;
x1cc_enabledSecondaryEffect = ESecondaryFxType::None;
}
void CPowerBeam::Unload(CStateManager& mgr)
{
CGunWeapon::Unload(mgr);
x228_power2nd1.Unlock();
x21c_shotSmoke.Unlock();
ReInitVariables();
}
bool CPowerBeam::IsLoaded() const
{
return CGunWeapon::IsLoaded() && x244_25_loaded;
}
}