metaforce/Runtime/Weapon/CGameProjectile.hpp

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#pragma once
#include "Collision/CMaterialList.hpp"
#include "Weapon/CWeaponMode.hpp"
#include "Weapon/CWeapon.hpp"
#include "World/CDamageInfo.hpp"
#include "RetroTypes.hpp"
#include "CToken.hpp"
#include "Weapon/CProjectileWeapon.hpp"
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#include "Collision/CRayCastResult.hpp"
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namespace urde {
class CGenDescription;
class CWeaponDescription;
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class CProjectileTouchResult {
TUniqueId x0_id;
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rstl::optional<CRayCastResult> x4_result;
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public:
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CProjectileTouchResult(TUniqueId id, const rstl::optional<CRayCastResult>& result)
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: x0_id(id), x4_result(result) {}
TUniqueId GetActorId() const { return x0_id; }
bool HasRayCastResult() const { return x4_result.operator bool(); }
const CRayCastResult& GetRayCastResult() const { return *x4_result; }
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};
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class CGameProjectile : public CWeapon {
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protected:
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rstl::optional<TLockedToken<CGenDescription>> x158_visorParticle;
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u16 x168_visorSfx;
CProjectileWeapon x170_projectile;
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zeus::CVector3f x298_previousPos;
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float x2a4_projExtent;
float x2a8_homingDt = 0.03f;
double x2b0_targetHomingTime = 0.0;
double x2b8_curHomingTime = x2a8_homingDt;
TUniqueId x2c0_homingTargetId;
TUniqueId x2c2_lastResolvedObj = kInvalidUniqueId;
TUniqueId x2c4_ = kInvalidUniqueId;
TUniqueId x2c6_pendingDamagee = kInvalidUniqueId;
TUniqueId x2c8_projectileLight = kInvalidUniqueId;
CAssetId x2cc_wpscId;
std::vector<CProjectileTouchResult> x2d0_touchResults;
float x2e0_minHomingDist = 0.f;
union {
struct {
bool x2e4_24_active : 1;
bool x2e4_25_startedUnderwater : 1;
bool x2e4_26_waterUpdate : 1;
bool x2e4_27_inWater : 1;
bool x2e4_28_sendProjectileCollideMsg : 1;
};
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};
public:
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CGameProjectile(bool active, const TToken<CWeaponDescription>&, std::string_view name, EWeaponType wType,
const zeus::CTransform& xf, EMaterialTypes excludeMat, const CDamageInfo& dInfo, TUniqueId uid,
TAreaId aid, TUniqueId owner, TUniqueId homingTarget, EProjectileAttrib attribs, bool underwater,
const zeus::CVector3f& scale,
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const rstl::optional<TLockedToken<CGenDescription>>& visorParticle, u16 visorSfx,
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bool sendCollideMsg);
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virtual void Accept(IVisitor& visitor);
virtual void ResolveCollisionWithActor(const CRayCastResult& res, CActor& act, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
static EProjectileAttrib GetBeamAttribType(EWeaponType wType);
void DeleteProjectileLight(CStateManager&);
void CreateProjectileLight(std::string_view, const CLight&, CStateManager&);
void Chase(float dt, CStateManager& mgr);
void UpdateHoming(float dt, CStateManager& mgr);
void UpdateProjectileMovement(float dt, CStateManager& mgr);
CRayCastResult DoCollisionCheck(TUniqueId& idOut, CStateManager& mgr);
void ApplyDamageToActors(CStateManager& mgr, const CDamageInfo& dInfo);
void FluidFxThink(EFluidState state, CScriptWater& water, CStateManager& mgr);
CRayCastResult RayCollisionCheckWithWorld(TUniqueId& idOut, const zeus::CVector3f& start, const zeus::CVector3f& end,
float mag, const rstl::reserved_vector<TUniqueId, 1024>& nearList,
CStateManager& mgr);
CProjectileTouchResult CanCollideWith(CActor& act, CStateManager& mgr);
CProjectileTouchResult CanCollideWithComplexCollision(CActor& act, CStateManager& mgr);
CProjectileTouchResult CanCollideWithGameObject(CActor& act, CStateManager& mgr);
CProjectileTouchResult CanCollideWithTrigger(CActor& act, CStateManager& mgr);
zeus::CAABox GetProjectileBounds() const;
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rstl::optional<zeus::CAABox> GetTouchBounds() const;
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TUniqueId GetHomingTargetId() const { return x2c0_homingTargetId; }
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zeus::CVector3f GetPreviousPos() const { return x298_previousPos; }
};
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} // namespace urde