metaforce/DataSpec/DNACommon/Tweaks/ITweakGunRes.hpp

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#ifndef __DNACOMMON_ITWEAKGUNRES_HPP__
#define __DNACOMMON_ITWEAKGUNRES_HPP__
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#include "ITweak.hpp"
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#include "Runtime/IFactory.hpp"
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#include "Runtime/CPlayerState.hpp"
namespace DataSpec
{
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struct ITweakGunRes : ITweak
{
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using ResId = urde::CAssetId;
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using EBeamId = urde::CPlayerState::EBeamId;
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ResId x4_gunMotion;
ResId x8_grappleArm;
ResId xc_rightHand;
ResId x10_powerBeam;
ResId x14_iceBeam;
ResId x18_waveBeam;
ResId x1c_plasmaBeam;
ResId x20_phazonBeam;
ResId x24_holoTransition;
ResId x28_bombSet;
ResId x2c_bombExplode;
ResId x30_powerBombExplode;
/* Power, Ice, Wave, Plasma, Phazon / Beam, Ball */
ResId x34_weapons[5][2];
ResId x84_muzzle[5];
ResId x94_charge[5];
ResId xa4_auxMuzzle[5];
ResId xb4_grappleSegment;
ResId xb8_grappleClaw;
ResId xbc_grappleHit;
ResId xc0_grappleMuzzle;
ResId xc4_grappleSwoosh;
ResId GetBeamModel(EBeamId beam) const
{
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auto b = int(beam);
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if (b < 0 || b > 4)
b = 0;
switch (EBeamId(b))
{
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default:
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case EBeamId::Power:
return x10_powerBeam;
case EBeamId::Ice:
return x14_iceBeam;
case EBeamId::Wave:
return x18_waveBeam;
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case EBeamId::Plasma:
return x1c_plasmaBeam;
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case EBeamId::Phazon:
return x20_phazonBeam;
}
}
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const ResId* GetWeaponPair(EBeamId beam) const
{
auto b = int(beam);
if (b < 0 || b > 4)
return x34_weapons[0];
return x34_weapons[b];
}
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void ResolveResources(const urde::IFactory& factory)
{
x4_gunMotion = factory.GetResourceIdByName(GetGunMotion().c_str())->id;
x8_grappleArm = factory.GetResourceIdByName(GetGrappleArm().c_str())->id;
xc_rightHand = factory.GetResourceIdByName(GetRightHand().c_str())->id;
x10_powerBeam = factory.GetResourceIdByName(GetPowerBeam().c_str())->id;
x14_iceBeam = factory.GetResourceIdByName(GetIceBeam().c_str())->id;
x18_waveBeam = factory.GetResourceIdByName(GetWaveBeam().c_str())->id;
x1c_plasmaBeam = factory.GetResourceIdByName(GetPlasmaBeam().c_str())->id;
x20_phazonBeam = factory.GetResourceIdByName(GetPhazonBeam().c_str())->id;
x24_holoTransition = factory.GetResourceIdByName(GetHoloTransition().c_str())->id;
x28_bombSet = factory.GetResourceIdByName(GetBombSet().c_str())->id;
x2c_bombExplode = factory.GetResourceIdByName(GetBombExplode().c_str())->id;
x30_powerBombExplode = factory.GetResourceIdByName(GetPowerBombExplode().c_str())->id;
for (int i=0 ; i<5 ; ++i)
for (int j=0 ; j<2 ; ++j)
x34_weapons[i][j] = factory.GetResourceIdByName(GetWeapon(i, j).c_str())->id;
for (int i=0 ; i<5 ; ++i)
x84_muzzle[i] = factory.GetResourceIdByName(GetMuzzleParticle(i).c_str())->id;
for (int i=0 ; i<5 ; ++i)
x94_charge[i] = factory.GetResourceIdByName(GetChargeParticle(i).c_str())->id;
for (int i=0 ; i<5 ; ++i)
xa4_auxMuzzle[i] = factory.GetResourceIdByName(GetAuxMuzzleParticle(i).c_str())->id;
xb4_grappleSegment = factory.GetResourceIdByName(GetGrappleSegmentParticle().c_str())->id;
xb8_grappleClaw = factory.GetResourceIdByName(GetGrappleClawParticle().c_str())->id;
xbc_grappleHit = factory.GetResourceIdByName(GetGrappleHitParticle().c_str())->id;
xc0_grappleMuzzle = factory.GetResourceIdByName(GetGrappleMuzzleParticle().c_str())->id;
xc4_grappleSwoosh = factory.GetResourceIdByName(GetGrappleSwooshParticle().c_str())->id;
}
protected:
virtual const std::string& GetGunMotion() const=0;
virtual const std::string& GetGrappleArm() const=0;
virtual const std::string& GetRightHand() const=0;
virtual const std::string& GetPowerBeam() const=0;
virtual const std::string& GetIceBeam() const=0;
virtual const std::string& GetWaveBeam() const=0;
virtual const std::string& GetPlasmaBeam() const=0;
virtual const std::string& GetPhazonBeam() const=0;
virtual const std::string& GetHoloTransition() const=0;
virtual const std::string& GetBombSet() const=0;
virtual const std::string& GetBombExplode() const=0;
virtual const std::string& GetPowerBombExplode() const=0;
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virtual const std::string& GetWeapon(size_t idx, bool ball) const=0;
virtual const std::string& GetMuzzleParticle(size_t idx) const=0;
virtual const std::string& GetChargeParticle(size_t idx) const=0;
virtual const std::string& GetAuxMuzzleParticle(size_t idx) const=0;
virtual const std::string& GetGrappleSegmentParticle() const=0;
virtual const std::string& GetGrappleClawParticle() const=0;
virtual const std::string& GetGrappleHitParticle() const=0;
virtual const std::string& GetGrappleMuzzleParticle() const=0;
virtual const std::string& GetGrappleSwooshParticle() const=0;
};
}
#endif