Additional CPlayerGun implementations; downcast macro for tweak pointers

This commit is contained in:
Jack Andersen 2017-08-26 17:02:18 -10:00
parent 86ada63867
commit 1f7e8e1033
38 changed files with 780 additions and 141 deletions

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@ -87,80 +87,80 @@ struct ITweakPlayerRes : ITweak
void ResolveResources(const urde::IFactory& factory)
{
x4_saveStationIcon = factory.GetResourceIdByName(GetSaveStationIcon().c_str())->id;
x8_missileStationIcon = factory.GetResourceIdByName(GetMissileStationIcon().c_str())->id;
xc_elevatorIcon = factory.GetResourceIdByName(GetElevatorIcon().c_str())->id;
x4_saveStationIcon = factory.GetResourceIdByName(_GetSaveStationIcon().c_str())->id;
x8_missileStationIcon = factory.GetResourceIdByName(_GetMissileStationIcon().c_str())->id;
xc_elevatorIcon = factory.GetResourceIdByName(_GetElevatorIcon().c_str())->id;
x10_minesBreakFirstTopIcon = factory.GetResourceIdByName(GetMinesBreakFirstTopIcon().c_str())->id;
x14_minesBreakFirstBottomIcon = factory.GetResourceIdByName(GetMinesBreakFirstTopIcon().c_str())->id;
x18_minesBreakSecondTopIcon = factory.GetResourceIdByName(GetMinesBreakFirstTopIcon().c_str())->id;
x1c_minesBreakSecondBottomIcon = factory.GetResourceIdByName(GetMinesBreakFirstTopIcon().c_str())->id;
x10_minesBreakFirstTopIcon = factory.GetResourceIdByName(_GetMinesBreakFirstTopIcon().c_str())->id;
x14_minesBreakFirstBottomIcon = factory.GetResourceIdByName(_GetMinesBreakFirstTopIcon().c_str())->id;
x18_minesBreakSecondTopIcon = factory.GetResourceIdByName(_GetMinesBreakFirstTopIcon().c_str())->id;
x1c_minesBreakSecondBottomIcon = factory.GetResourceIdByName(_GetMinesBreakFirstTopIcon().c_str())->id;
for (int i=0 ; i<9 ; ++i)
x24_lStick[i] = factory.GetResourceIdByName(GetLStick(i).c_str())->id;
x24_lStick[i] = factory.GetResourceIdByName(_GetLStick(i).c_str())->id;
for (int i=0 ; i<9 ; ++i)
x4c_cStick[i] = factory.GetResourceIdByName(GetCStick(i).c_str())->id;
x4c_cStick[i] = factory.GetResourceIdByName(_GetCStick(i).c_str())->id;
for (int i=0 ; i<2 ; ++i)
x74_lTrigger[i] = factory.GetResourceIdByName(GetLTrigger(i).c_str())->id;
x74_lTrigger[i] = factory.GetResourceIdByName(_GetLTrigger(i).c_str())->id;
for (int i=0 ; i<2 ; ++i)
x80_rTrigger[i] = factory.GetResourceIdByName(GetRTrigger(i).c_str())->id;
x80_rTrigger[i] = factory.GetResourceIdByName(_GetRTrigger(i).c_str())->id;
for (int i=0 ; i<2 ; ++i)
x8c_startButton[i] = factory.GetResourceIdByName(GetStartButton(i).c_str())->id;
x8c_startButton[i] = factory.GetResourceIdByName(_GetStartButton(i).c_str())->id;
for (int i=0 ; i<2 ; ++i)
x98_aButton[i] = factory.GetResourceIdByName(GetAButton(i).c_str())->id;
x98_aButton[i] = factory.GetResourceIdByName(_GetAButton(i).c_str())->id;
for (int i=0 ; i<2 ; ++i)
xa4_bButton[i] = factory.GetResourceIdByName(GetBButton(i).c_str())->id;
xa4_bButton[i] = factory.GetResourceIdByName(_GetBButton(i).c_str())->id;
for (int i=0 ; i<2 ; ++i)
xb0_xButton[i] = factory.GetResourceIdByName(GetXButton(i).c_str())->id;
xb0_xButton[i] = factory.GetResourceIdByName(_GetXButton(i).c_str())->id;
for (int i=0 ; i<2 ; ++i)
xbc_yButton[i] = factory.GetResourceIdByName(GetYButton(i).c_str())->id;
xbc_yButton[i] = factory.GetResourceIdByName(_GetYButton(i).c_str())->id;
xc4_ballTransitionsANCS = factory.GetResourceIdByName(GetBallTransitionsANCS().c_str())->id;
xc4_ballTransitionsANCS = factory.GetResourceIdByName(_GetBallTransitionsANCS().c_str())->id;
for (int i=0 ; i<5 ; ++i)
xc8_ballTransitions[i] = factory.GetResourceIdByName(GetBallTransitionBeamRes(i).c_str())->id;
xc8_ballTransitions[i] = factory.GetResourceIdByName(_GetBallTransitionBeamRes(i).c_str())->id;
for (int i=0 ; i<5 ; ++i)
xc8_cineGun[i] = factory.GetResourceIdByName(GetBeamCineModel(i).c_str())->id;
xc8_cineGun[i] = factory.GetResourceIdByName(_GetBeamCineModel(i).c_str())->id;
xf0_unkFloat = GetUnkFloat();
xf0_unkFloat = _GetUnkFloat();
}
protected:
virtual const std::string& GetSaveStationIcon() const=0;
virtual const std::string& GetMissileStationIcon() const=0;
virtual const std::string& GetElevatorIcon() const=0;
virtual const std::string& _GetSaveStationIcon() const=0;
virtual const std::string& _GetMissileStationIcon() const=0;
virtual const std::string& _GetElevatorIcon() const=0;
virtual const std::string& GetMinesBreakFirstTopIcon() const=0;
virtual const std::string& GetMinesBreakFirstBottomIcon() const=0;
virtual const std::string& GetMinesBreakSecondTopIcon() const=0;
virtual const std::string& GetMinesBreakSecondBottomIcon() const=0;
virtual const std::string& _GetMinesBreakFirstTopIcon() const=0;
virtual const std::string& _GetMinesBreakFirstBottomIcon() const=0;
virtual const std::string& _GetMinesBreakSecondTopIcon() const=0;
virtual const std::string& _GetMinesBreakSecondBottomIcon() const=0;
virtual const std::string& GetLStick(size_t idx) const=0;
virtual const std::string& GetCStick(size_t idx) const=0;
virtual const std::string& _GetLStick(size_t idx) const=0;
virtual const std::string& _GetCStick(size_t idx) const=0;
virtual const std::string& GetLTrigger(size_t idx) const=0;
virtual const std::string& GetRTrigger(size_t idx) const=0;
virtual const std::string& GetStartButton(size_t idx) const=0;
virtual const std::string& GetAButton(size_t idx) const=0;
virtual const std::string& GetBButton(size_t idx) const=0;
virtual const std::string& GetXButton(size_t idx) const=0;
virtual const std::string& GetYButton(size_t idx) const=0;
virtual const std::string& _GetLTrigger(size_t idx) const=0;
virtual const std::string& _GetRTrigger(size_t idx) const=0;
virtual const std::string& _GetStartButton(size_t idx) const=0;
virtual const std::string& _GetAButton(size_t idx) const=0;
virtual const std::string& _GetBButton(size_t idx) const=0;
virtual const std::string& _GetXButton(size_t idx) const=0;
virtual const std::string& _GetYButton(size_t idx) const=0;
virtual const std::string& GetBallTransitionsANCS() const=0;
virtual const std::string& _GetBallTransitionsANCS() const=0;
virtual const std::string& GetBallTransitionBeamRes(size_t idx) const=0;
virtual const std::string& GetBeamCineModel(size_t idx) const=0;
virtual const std::string& _GetBallTransitionBeamRes(size_t idx) const=0;
virtual const std::string& _GetBeamCineModel(size_t idx) const=0;
virtual float GetUnkFloat() const=0;
virtual float _GetUnkFloat() const=0;
};
}

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@ -8,7 +8,7 @@ namespace DataSpec
{
namespace DNAMP1
{
struct CTweakAutoMapper : public ITweakAutoMapper
struct CTweakAutoMapper final : public ITweakAutoMapper
{
DECL_YAML
Value<bool> x4_24_showOneMiniMapArea : 1;

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@ -8,7 +8,7 @@ namespace DataSpec
{
namespace DNAMP1
{
struct CTweakBall : public ITweakBall
struct CTweakBall final : public ITweakBall
{
DECL_YAML
Delete __d;

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@ -8,7 +8,7 @@ namespace DataSpec
namespace DNAMP1
{
struct CTweakGame : ITweakGame
struct CTweakGame final : ITweakGame
{
DECL_YAML
String<-1> x4_worldPrefix;

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@ -7,7 +7,7 @@ namespace DataSpec
{
namespace DNAMP1
{
struct CTweakGui : ITweakGui
struct CTweakGui final : ITweakGui
{
DECL_YAML
Value<bool> x4_;

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@ -7,7 +7,7 @@ namespace DataSpec
{
namespace DNAMP1
{
struct CTweakGuiColors : public ITweakGuiColors
struct CTweakGuiColors final : public ITweakGuiColors
{
DECL_YAML
DNAColor x4_pauseBlurFilterColor;

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@ -8,7 +8,7 @@ namespace DataSpec
namespace DNAMP1
{
struct CTweakGunRes : ITweakGunRes
struct CTweakGunRes final : ITweakGunRes
{
DECL_YAML

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@ -8,7 +8,7 @@ namespace DataSpec
namespace DNAMP1
{
struct CTweakParticle : ITweakParticle
struct CTweakParticle final : ITweakParticle
{
DECL_YAML
String<-1> m_particle;

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@ -8,7 +8,7 @@ namespace DataSpec
namespace DNAMP1
{
struct CTweakPlayer : ITweakPlayer
struct CTweakPlayer final : ITweakPlayer
{
Delete _d;
Value<float> x4_maxTranslationalAcceleration[8];

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@ -8,7 +8,7 @@ namespace DataSpec
namespace DNAMP1
{
struct CTweakPlayerControl : ITweakPlayerControl
struct CTweakPlayerControl final : ITweakPlayerControl
{
DECL_YAML
Vector<atUint32, DNA_COUNT(67)> m_mappings;

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@ -8,7 +8,7 @@ namespace DataSpec
namespace DNAMP1
{
struct CTweakPlayerGun : ITweakPlayerGun
struct CTweakPlayerGun final : ITweakPlayerGun
{
DECL_YAML
Value<float> x4_upLookAngle;

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@ -8,7 +8,7 @@ namespace DataSpec
namespace DNAMP1
{
struct CTweakPlayerRes : ITweakPlayerRes
struct CTweakPlayerRes final : ITweakPlayerRes
{
DECL_YAML
@ -72,32 +72,32 @@ struct CTweakPlayerRes : ITweakPlayerRes
Value<float> m_unkFloat;
const std::string& GetSaveStationIcon() const { return m_saveStationIcon; }
const std::string& GetMissileStationIcon() const { return m_missileStationIcon; }
const std::string& GetElevatorIcon() const { return m_elevatorIcon; }
const std::string& _GetSaveStationIcon() const { return m_saveStationIcon; }
const std::string& _GetMissileStationIcon() const { return m_missileStationIcon; }
const std::string& _GetElevatorIcon() const { return m_elevatorIcon; }
const std::string& GetMinesBreakFirstTopIcon() const { return m_minesBreakFirstTopIcon; }
const std::string& GetMinesBreakFirstBottomIcon() const { return m_minesBreakFirstBottomIcon; }
const std::string& GetMinesBreakSecondTopIcon() const { return m_minesBreakSecondTopIcon; }
const std::string& GetMinesBreakSecondBottomIcon() const { return m_minesBreakSecondBottomIcon; }
const std::string& _GetMinesBreakFirstTopIcon() const { return m_minesBreakFirstTopIcon; }
const std::string& _GetMinesBreakFirstBottomIcon() const { return m_minesBreakFirstBottomIcon; }
const std::string& _GetMinesBreakSecondTopIcon() const { return m_minesBreakSecondTopIcon; }
const std::string& _GetMinesBreakSecondBottomIcon() const { return m_minesBreakSecondBottomIcon; }
const std::string& GetLStick(size_t idx) const { return (&m_lStickN)[idx]; }
const std::string& GetCStick(size_t idx) const { return (&m_cStickN)[idx]; }
const std::string& _GetLStick(size_t idx) const { return (&m_lStickN)[idx]; }
const std::string& _GetCStick(size_t idx) const { return (&m_cStickN)[idx]; }
const std::string& GetLTrigger(size_t idx) const { return (&m_lTriggerOut)[idx]; }
const std::string& GetRTrigger(size_t idx) const { return (&m_rTriggerOut)[idx]; }
const std::string& GetStartButton(size_t idx) const { return (&m_startButtonOut)[idx]; }
const std::string& GetAButton(size_t idx) const { return (&m_aButtonOut)[idx]; }
const std::string& GetBButton(size_t idx) const { return (&m_bButtonOut)[idx]; }
const std::string& GetXButton(size_t idx) const { return (&m_xButtonOut)[idx]; }
const std::string& GetYButton(size_t idx) const { return (&m_yButtonOut)[idx]; }
const std::string& _GetLTrigger(size_t idx) const { return (&m_lTriggerOut)[idx]; }
const std::string& _GetRTrigger(size_t idx) const { return (&m_rTriggerOut)[idx]; }
const std::string& _GetStartButton(size_t idx) const { return (&m_startButtonOut)[idx]; }
const std::string& _GetAButton(size_t idx) const { return (&m_aButtonOut)[idx]; }
const std::string& _GetBButton(size_t idx) const { return (&m_bButtonOut)[idx]; }
const std::string& _GetXButton(size_t idx) const { return (&m_xButtonOut)[idx]; }
const std::string& _GetYButton(size_t idx) const { return (&m_yButtonOut)[idx]; }
const std::string& GetBallTransitionsANCS() const { return m_ballTransitionsANCS; }
const std::string& _GetBallTransitionsANCS() const { return m_ballTransitionsANCS; }
const std::string& GetBallTransitionBeamRes(size_t idx) const { return (&m_ballTransitionsPower)[idx]; }
const std::string& GetBeamCineModel(size_t idx) const { return (&m_cinePower)[idx]; }
const std::string& _GetBallTransitionBeamRes(size_t idx) const { return (&m_ballTransitionsPower)[idx]; }
const std::string& _GetBeamCineModel(size_t idx) const { return (&m_cinePower)[idx]; }
float GetUnkFloat() const { return m_unkFloat; }
float _GetUnkFloat() const { return m_unkFloat; }
CTweakPlayerRes() = default;
CTweakPlayerRes(athena::io::IStreamReader& in) { read(in); }

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@ -9,7 +9,7 @@ namespace DataSpec
namespace DNAMP1
{
struct CTweakSlideShow : ITweakSlideShow
struct CTweakSlideShow final : ITweakSlideShow
{
DECL_YAML

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@ -7,7 +7,7 @@ namespace DataSpec
{
namespace DNAMP1
{
struct CTweakTargeting : public ITweakTargeting
struct CTweakTargeting final : public ITweakTargeting
{
DECL_YAML
Value<atUint32> x4_;

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@ -95,10 +95,6 @@ public:
Phazon = 27
};
enum class EChargeState : u32
{
};
private:
static const u32 PowerUpMaxValues[41];

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@ -1,5 +1,24 @@
#ifndef __URDE_GAMEGLOBALOBJECTS_HPP__
#define __URDE_GAMEGLOBALOBJECTS_HPP__
#define USE_DOWNCAST_TWEAKS 1
#if USE_DOWNCAST_TWEAKS
#include "../DataSpec/DNAMP1/Tweaks/CTweakGame.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakPlayer.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakPlayerControl.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakPlayerGun.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakGunRes.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakPlayerRes.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakGui.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakSlideShow.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakGui.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakTargeting.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakAutoMapper.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakParticle.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakBall.hpp"
#include "../DataSpec/DNAMP1/Tweaks/CTweakGuiColors.hpp"
#else
#include "../DataSpec/DNACommon/Tweaks/ITweakGame.hpp"
#include "../DataSpec/DNACommon/Tweaks/ITweakPlayer.hpp"
#include "../DataSpec/DNACommon/Tweaks/ITweakPlayerControl.hpp"
@ -14,6 +33,7 @@
#include "../DataSpec/DNACommon/Tweaks/ITweakParticle.hpp"
#include "../DataSpec/DNACommon/Tweaks/ITweakBall.hpp"
#include "../DataSpec/DNACommon/Tweaks/ITweakGuiColors.hpp"
#endif
namespace urde
{
@ -33,6 +53,21 @@ extern class CBooRenderer* g_Renderer;
extern class CStringTable* g_MainStringTable;
extern class CInputGenerator* g_InputGenerator;
#if USE_DOWNCAST_TWEAKS
using ITweakGame = DataSpec::DNAMP1::CTweakGame;
using ITweakPlayer = DataSpec::DNAMP1::CTweakPlayer;
using ITweakPlayerRes = DataSpec::DNAMP1::CTweakPlayerRes;
using ITweakPlayerControl = DataSpec::DNAMP1::CTweakPlayerControl;
using ITweakPlayerGun = DataSpec::DNAMP1::CTweakPlayerGun;
using ITweakGunRes = DataSpec::DNAMP1::CTweakGunRes;
using ITweakTargeting = DataSpec::DNAMP1::CTweakTargeting;
using ITweakAutoMapper = DataSpec::DNAMP1::CTweakAutoMapper;
using ITweakGui = DataSpec::DNAMP1::CTweakGui;
using ITweakSlideShow = DataSpec::DNAMP1::CTweakSlideShow;
using ITweakParticle = DataSpec::DNAMP1::CTweakParticle;
using ITweakBall = DataSpec::DNAMP1::CTweakBall;
using ITweakGuiColors = DataSpec::DNAMP1::CTweakGuiColors;
#else
using ITweakGame = DataSpec::ITweakGame;
using ITweakPlayer = DataSpec::ITweakPlayer;
using ITweakPlayerRes = DataSpec::ITweakPlayerRes;
@ -46,6 +81,7 @@ using ITweakSlideShow = DataSpec::ITweakSlideShow;
using ITweakParticle = DataSpec::ITweakParticle;
using ITweakBall = DataSpec::ITweakBall;
using ITweakGuiColors = DataSpec::ITweakGuiColors;
#endif
extern ITweakGame* g_tweakGame;
extern ITweakPlayer* g_tweakPlayer;

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@ -431,7 +431,7 @@ void CSamusHud::UpdateFreeLook(float dt, const CStateManager& mgr)
TCastToConstPtr<CFirstPersonCamera> fpCam = mgr.GetCameraManager()->GetCurrentCamera(mgr);
CPlayer& player = mgr.GetPlayer();
bool inFreeLook = player.IsInFreeLook() && fpCam;
bool lookControlHeld = player.IsLookControlHeld();
bool lookControlHeld = player.GetFreeLookStickState();
if (x2e0_24_inFreeLook != inFreeLook)
{
if (inFreeLook)
@ -1527,7 +1527,7 @@ void CSamusHud::DrawAttachedEnemyEffect(const CStateManager& mgr) const
}
else
{
float halfModPeriod = 0.5 * modPeriod;
float halfModPeriod = 0.5f * modPeriod;
float tmp = std::fabs(std::fmod(drainTime, modPeriod));
if (tmp < halfModPeriod)
alpha = tmp / halfModPeriod;

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@ -0,0 +1,19 @@
#include "CBomb.hpp"
namespace urde
{
CBomb::CBomb(const TToken<CGenDescription>& particle1, const TToken<CGenDescription>& particle2,
TUniqueId uid, TAreaId aid, TUniqueId playerId, float f1,
const zeus::CTransform& xf, const CDamageInfo& dInfo)
: CWeapon(uid, aid, true, playerId, EWeaponType::Bomb, "Bomb", xf,
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid, EMaterialTypes::Trigger,
EMaterialTypes::NonSolidDamageable},
{EMaterialTypes::Projectile, EMaterialTypes::Bomb}),
{EMaterialTypes::Projectile, EMaterialTypes::Bomb}, dInfo, EProjectileAttrib::Bombs,
CModelData::CModelDataNull())
{
}
}

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@ -0,0 +1,20 @@
#ifndef __URDE_CBOMB_HPP__
#define __URDE_CBOMB_HPP__
#include "CWeapon.hpp"
#include "CToken.hpp"
namespace urde
{
class CBomb : public CWeapon
{
public:
CBomb(const TToken<CGenDescription>& particle1, const TToken<CGenDescription>& particle2,
TUniqueId uid, TAreaId aid, TUniqueId playerId, float f1,
const zeus::CTransform& xf, const CDamageInfo& dInfo);
};
}
#endif // __URDE_CBOMB_HPP__

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@ -3,10 +3,20 @@
namespace urde
{
CFidget::EState CFidget::Update(int fire, bool bobbing, bool b1, float dt, CStateManager& mgr)
{
return EState::Zero;
}
void CFidget::ResetMinor()
{
}
void CFidget::ResetAll()
{
x0_state = EState::Zero;
x4_ = -1;
x4_type = SamusGun::EFidgetType::Invalid;
x18_ = 0.f;
x1c_ = 0.f;
x14_ = 0.f;
@ -14,9 +24,9 @@ void CFidget::ResetAll()
x28_ = 0.f;
x2c_ = 0.f;
x8_ = 0;
xc_ = -1;
xc_parm2 = -1;
x10_ = 3;
x34_24_ = false;
x34_24_loading = false;
}
}
}

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@ -2,9 +2,11 @@
#define __URDE_CFIDGET_HPP__
#include "RetroTypes.hpp"
#include "CGunMotion.hpp"
namespace urde
{
class CStateManager;
class CFidget
{
@ -22,9 +24,9 @@ public:
};
private:
EState x0_state = EState::Zero;
s32 x4_ = -1;
SamusGun::EFidgetType x4_type = SamusGun::EFidgetType::Invalid;
u32 x8_ = 0;
s32 xc_ = -1;
s32 xc_parm2 = -1;
u32 x10_ = 3;
float x14_ = 0.f;
float x18_ = 0.f;
@ -34,10 +36,15 @@ private:
float x28_ = 0.f;
float x2c_ = 0.f;
float x30_ = 105.f;
bool x34_24_ = false;
bool x34_24_loading = false;
public:
EState GetState() const { return x0_state; }
SamusGun::EFidgetType GetType() const { return x4_type; }
s32 GetParm2() const { return xc_parm2; }
EState Update(int fire, bool bobbing, bool b1, float dt, CStateManager& mgr);
void ResetMinor();
void ResetAll();
void DoneLoading() { x34_24_loading = false; }
};
}

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@ -11,14 +11,14 @@ bool CGSFidget::Update(CAnimData& data, float dt, CStateManager& mgr)
return !data.IsAnimTimeRemaining(0.001f, "Whole Body");
}
s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr)
s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 gunId, s32 parm2, CStateManager& mgr)
{
const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(parm1),
CPASAnimParm::FromEnum(parm2));
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(gunId),
CPASAnimParm::FromInt32(parm2));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
bool loop = pas.GetAnimState(1)->GetAnimParmData(anim.second, 3).GetBoolValue();
x14_parm1 = parm1;
x14_gunId = gunId;
x18_parm2 = parm2;
if (anim.second != -1)
{
@ -30,10 +30,10 @@ s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateMa
return anim.second;
}
void CGSFidget::LoadAnimAsync(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr)
void CGSFidget::LoadAnimAsync(CAnimData& data, s32 type, s32 gunId, s32 parm2, CStateManager& mgr)
{
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(parm1),
CPASAnimParm::FromEnum(parm2));
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(gunId),
CPASAnimParm::FromInt32(parm2));
auto anim = data.GetCharacterInfo().GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (anim.second != -1)
NWeaponTypes::get_token_vector(data, anim.second, x0_anims, true);

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@ -12,12 +12,12 @@ class CGSFidget
{
std::vector<CToken> x0_anims;
s32 x10_ = -1;
s32 x14_parm1 = -1;
s32 x14_gunId = -1;
s32 x18_parm2 = -1;
public:
bool Update(CAnimData& data, float dt, CStateManager& mgr);
s32 SetAnim(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr);
void LoadAnimAsync(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr);
s32 SetAnim(CAnimData& data, s32 type, s32 gunId, s32 parm2, CStateManager& mgr);
void LoadAnimAsync(CAnimData& data, s32 type, s32 gunId, s32 parm2, CStateManager& mgr);
void UnLoadAnim();
bool IsAnimLoaded() const;
};

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@ -61,6 +61,16 @@ void CGrappleArm::EnterIdle(CStateManager& mgr)
}
void CGrappleArm::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 parm2)
{
}
void CGrappleArm::EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr)
{
}
void CGrappleArm::ReturnToDefault(CStateManager& mgr, float f1, bool b1)
{

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@ -6,6 +6,7 @@
#include "Character/CModelData.hpp"
#include "CStateManager.hpp"
#include "CGunController.hpp"
#include "CGunMotion.hpp"
namespace urde
{
@ -66,6 +67,8 @@ public:
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void EnterStruck(CStateManager& mgr, float angle, bool attack, bool b2);
void EnterIdle(CStateManager& mgr);
void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 gunId, s32 parm2);
void EnterFreeLook(s32 gunId, s32 setId, CStateManager& mgr);
void ReturnToDefault(CStateManager& mgr, float f1, bool b1);
CGunController* GunController() { return x328_gunController.get(); }
};

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@ -6,14 +6,14 @@
namespace urde
{
void CGunController::LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 parm1, s32 parm2)
void CGunController::LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 parm2)
{
x30_fidget.LoadAnimAsync(*x0_modelData.AnimationData(), type, parm1, parm2, mgr);
x30_fidget.LoadAnimAsync(*x0_modelData.AnimationData(), type, gunId, parm2, mgr);
}
void CGunController::EnterFidget(CStateManager& mgr, s32 type, s32 parm1, s32 parm2)
void CGunController::EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 parm2)
{
x54_curAnimId = x30_fidget.SetAnim(*x0_modelData.AnimationData(), type, parm1, parm2, mgr);
x54_curAnimId = x30_fidget.SetAnim(*x0_modelData.AnimationData(), type, gunId, parm2, mgr);
x50_gunState = EGunState::Fidget;
}

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@ -40,8 +40,8 @@ public:
}
void UnLoadFidget() { x30_fidget.UnLoadAnim(); }
void LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 parm1, s32 parm2);
void EnterFidget(CStateManager& mgr, s32 type, s32 parm1, s32 parm2);
void LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 gunId, s32 parm2);
void EnterFidget(CStateManager& mgr, s32 type, s32 gunId, s32 parm2);
bool IsFidgetLoaded() const { return x30_fidget.IsAnimLoaded(); }
s32 GetFreeLookSetId() const { return x4_freeLook.GetSetId(); }
bool IsComboOver() const { return x1c_comboFire.IsComboOver(); }

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@ -10,7 +10,7 @@ CGunMotion::CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale)
: x0_modelData(CAnimRes(ancsId, 0, scale, 0, false), 1),
x4c_gunController(x0_modelData)
{
xb8_24_inFidget = false;
xb8_24_animPlaying = false;
LoadAnimations();
}
@ -84,7 +84,7 @@ void CGunMotion::BasePosition(bool bigStrikeReset)
void CGunMotion::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
{
xb8_24_inFidget = true;
xb8_24_animPlaying = true;
x4c_gunController.EnterFidget(mgr, s32(type), 0, parm2);
}
@ -92,7 +92,7 @@ void CGunMotion::Update(float dt, CStateManager& mgr)
{
x0_modelData.AdvanceAnimation(dt, mgr, kInvalidAreaId, true);
if (x4c_gunController.Update(dt, mgr))
xb8_24_inFidget = false;
xb8_24_animPlaying = false;
}
void CGunMotion::Draw(const CStateManager& mgr, const zeus::CTransform& xf) const

View File

@ -23,7 +23,9 @@ enum class EAnimationState
};
enum class EFidgetType
{
Zero
Invalid = -1,
Zero,
One
};
}
@ -32,7 +34,7 @@ class CGunMotion
CModelData x0_modelData;
CGunController x4c_gunController;
std::vector<CToken> xa8_anims;
bool xb8_24_inFidget : 1;
bool xb8_24_animPlaying : 1;
void LoadAnimations();
@ -47,6 +49,7 @@ public:
void Draw(const CStateManager& mgr, const zeus::CTransform& xf) const;
s32 GetFreeLookSetId() const { return x4c_gunController.GetFreeLookSetId(); }
CGunController& GunController() { return x4c_gunController; }
bool IsAnimPlaying() const { return xb8_24_animPlaying; }
};
}

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@ -12,6 +12,7 @@
#include "CStateManager.hpp"
#include "CGunController.hpp"
#include "WeaponCommon.hpp"
#include "CGunMotion.hpp"
namespace urde
{
@ -20,16 +21,23 @@ class CActorLights;
struct CModelFlags;
class CWeaponDescription;
enum class EChargeState
{
Normal,
Charged
};
using SWeaponInfo = DataSpec::SWeaponInfo;
class CVelocityInfo
{
friend class CGunWeapon;
rstl::reserved_vector<zeus::CVector3f, 2> x0_vel;
rstl::reserved_vector<bool, 2> x1c_;
rstl::reserved_vector<bool, 2> x1c_targetHoming;
rstl::reserved_vector<float, 2> x24_;
public:
const zeus::CVector3f& GetVelocity(int i) const { return x0_vel[i]; }
bool GetTargetHoming(int i) const { return x1c_targetHoming[i]; }
};
class CGunWeapon
@ -95,7 +103,8 @@ public:
virtual void PreRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
virtual void PostRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
virtual void UpdateGunFx(bool, float, const CStateManager&, const zeus::CTransform&) {}
virtual void Fire(bool, float, CPlayerState::EChargeState, const zeus::CTransform&, CStateManager&, TUniqueId) {}
virtual void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
CStateManager& mgr, TUniqueId homingTarget) {}
virtual void EnableFx(bool) {}
virtual void EnableSecondaryFx(ESecondaryFxType) {}
void BuildSecondaryEffect(ESecondaryFxType type);
@ -115,6 +124,11 @@ public:
CElementGen* GetChargeMuzzleFx() const { return x1a4_muzzleGenerators[1].get(); }
void ReturnToDefault(CStateManager& mgr) {}
void UnLoadFidget() {}
bool IsFidgetLoaded() const { return x100_gunController->IsFidgetLoaded(); }
void AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
{ x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), parm2); }
void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
{ x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2); }
CModelData& GetSolidModelData() { return *x10_solidModelData; }
const SWeaponInfo& GetWeaponInfo() const;
zeus::CAABox GetBounds() const;

View File

@ -9,6 +9,8 @@
#include "World/CScriptWater.hpp"
#include "World/CGameLight.hpp"
#include "Input/ControlMapper.hpp"
#include "CBomb.hpp"
#include "CPowerBomb.hpp"
namespace urde
{
@ -319,8 +321,8 @@ void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CSt
case EScriptObjectMessage::OnFloor:
if (player.GetControlsFrozen() && !x834_30_inBigStrike)
{
x2f4_ = 0;
x2ec_firing = 0;
x2f4_fireButtonStates = 0;
x2ec_lastFireButtonStates = 0;
CancelFiring(mgr);
TakeDamage(true, false, mgr);
x394_damageTimer = 0.75f;
@ -409,7 +411,7 @@ void CPlayerGun::ResetCharge(CStateManager& mgr, bool b1)
PlayAnim(NWeaponTypes::EGunAnimType::Zero, false);
if (r30)
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::Zero);
if ((x2f8_ & 0x2) != 0x2 || x330_chargeWeaponIdx != 0)
if ((x2f8_ & 0x2) != 0x2 || x330_chargeState != EChargeState::Normal)
{
if ((x2f8_ & 0x8) != 0x8)
{
@ -422,7 +424,7 @@ void CPlayerGun::ResetCharge(CStateManager& mgr, bool b1)
}
x32c_ = 0;
x330_chargeWeaponIdx = 0;
x330_chargeState = EChargeState::Normal;
x320_ = x310_selectedBeam;
x833_30_ = true;
x832_27_ = false;
@ -449,6 +451,14 @@ static const CPlayerState::EItemType skBeamArr[] =
CPlayerState::EItemType::PlasmaBeam
};
static const CPlayerState::EItemType skBeamComboArr[] =
{
CPlayerState::EItemType::SuperMissile,
CPlayerState::EItemType::IceSpreader,
CPlayerState::EItemType::Wavebuster,
CPlayerState::EItemType::Flamethrower
};
static const ControlMapper::ECommands mBeamCtrlCmd[] =
{
ControlMapper::ECommands::PowerBeam,
@ -555,7 +565,7 @@ void CPlayerGun::ResetBeamParams(CStateManager& mgr, const CPlayerState& playerS
Reset(mgr, false);
if (playSelectionSfx)
CSfxManager::SfxStart(1774, 1.f, 0.f, true, 0x7f, false, kInvalidAreaId);
x2ec_firing &= ~0x1;
x2ec_lastFireButtonStates &= ~0x1;
x320_ = x310_selectedBeam;
x833_30_ = true;
}
@ -696,28 +706,28 @@ void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr)
switch (mgr.GetPlayer().GetMorphballTransitionState())
{
default:
x2f4_ = 0;
x2f4_fireButtonStates = 0;
break;
case CPlayer::EPlayerMorphBallState::Unmorphed:
if ((x2f8_ & 0x10) != 0x10)
HandleWeaponChange(input, mgr);
case CPlayer::EPlayerMorphBallState::Morphed:
x2f4_ = ControlMapper::GetDigitalInput(ControlMapper::ECommands::FireOrBomb, input) ? 1 : 0;
x2f4_ |= ControlMapper::GetDigitalInput(ControlMapper::ECommands::MissileOrPowerBomb, input) ? 2 : 0;
x2f4_fireButtonStates = ControlMapper::GetDigitalInput(ControlMapper::ECommands::FireOrBomb, input) ? 1 : 0;
x2f4_fireButtonStates |= ControlMapper::GetDigitalInput(ControlMapper::ECommands::MissileOrPowerBomb, input) ? 2 : 0;
break;
}
}
void CPlayerGun::UnLoadFidget()
{
if ((x2fc_ & 0x1) == 0x1)
if ((x2fc_fidgetAnimBits & 0x1) == 0x1)
x73c_gunMotion->GunController().UnLoadFidget();
if ((x2fc_ & 0x2) == 0x2)
if ((x2fc_fidgetAnimBits & 0x2) == 0x2)
x72c_currentBeam->UnLoadFidget();
if ((x2fc_ & 0x4) == 0x4)
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
if (CGunController* gc = x740_grappleArm->GunController())
gc->UnLoadFidget();
x2fc_ = 0;
x2fc_fidgetAnimBits = 0;
}
void CPlayerGun::ReturnArmAndGunToDefault(CStateManager& mgr, bool b1)
@ -787,7 +797,7 @@ void CPlayerGun::CancelFiring(CStateManager& mgr)
float CPlayerGun::GetBeamVelocity() const
{
if (x72c_currentBeam->IsLoaded())
return x72c_currentBeam->GetVelocityInfo().GetVelocity(x330_chargeWeaponIdx).y;
return x72c_currentBeam->GetVelocityInfo().GetVelocity(int(x330_chargeState)).y;
return 10.f;
}
@ -881,16 +891,464 @@ void CPlayerGun::CancelLockOn()
}
void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr)
void CPlayerGun::FireSecondary(float dt, CStateManager& mgr)
{
}
void CPlayerGun::UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr)
void CPlayerGun::ResetCharged(float dt, CStateManager& mgr)
{
if (x832_26_)
return;
if (x32c_ >= 3)
{
x833_30_ = false;
UpdateNormalShotCycle(dt, mgr);
x832_24_ = true;
CancelCharge(mgr, true);
}
else if (x32c_ != 0)
{
x320_ = x310_selectedBeam;
x833_30_ = true;
x32c_ = 10;
}
StopChargeSound(mgr);
}
void CPlayerGun::ActivateCombo(CStateManager& mgr)
{
}
void CPlayerGun::ProcessChargeState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt)
{
if ((releasedStates & 0x1) != 0)
ResetCharged(dt, mgr);
if ((pressedStates & 0x1) != 0)
{
if (x32c_ == 0 && (pressedStates & 0x1) != 0 && x348_ == 0.f && x832_28_)
{
UpdateNormalShotCycle(dt, mgr);
x32c_ = 1;
}
}
else if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::Missiles) && (pressedStates & 0x2) != 0)
{
if (x32c_ >= 4)
{
if (mgr.GetPlayerState()->HasPowerUp(skBeamComboArr[x310_selectedBeam]))
ActivateCombo(mgr);
}
else if (x32c_ == 0)
{
FireSecondary(dt, mgr);
}
}
}
void CPlayerGun::ResetNormal(CStateManager& mgr)
{
Reset(mgr, false);
x832_28_ = false;
}
void CPlayerGun::UpdateNormalShotCycle(float dt, CStateManager& mgr)
{
if (!ExitMissile())
return;
if (mgr.GetCameraManager()->IsInCinematicCamera())
return;
x832_25_ = x833_28_phazonBeamActive || x310_selectedBeam != 3 || x32c_ != 0;
x30c_ += 1;
zeus::CTransform xf = x833_29_pointBlankWorldSurface ? x448_elbowWorldXf : x4a8_gunWorldXf * x418_beamLocalXf;
if (!x833_29_pointBlankWorldSurface && x364_ <= 0.f)
{
zeus::CVector3f oldOrigin = xf.origin;
xf = x478_assistAimXf;
xf.origin = oldOrigin;
}
xf.origin += mgr.GetCameraManager()->GetGlobalCameraTranslation(mgr);
x38c_ = 0.0625f;
TUniqueId homingTarget;
if (x72c_currentBeam->GetVelocityInfo().GetTargetHoming(int(x330_chargeState)))
homingTarget = GetTargetId(mgr);
else
homingTarget = kInvalidUniqueId;
x72c_currentBeam->Fire(x834_27_underwater, dt, x330_chargeState, xf, mgr, homingTarget);
mgr.InformListeners(x4a8_gunWorldXf.origin, EListenNoiseType::Zero);
}
void CPlayerGun::ProcessNormalState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt)
{
if ((releasedStates & 0x1) != 0)
ResetNormal(mgr);
if ((pressedStates & 0x1) != 0 && x348_ == 0.f && x832_28_)
UpdateNormalShotCycle(dt, mgr);
else if ((pressedStates & 0x2) != 0)
FireSecondary(dt, mgr);
}
void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr)
{
u32 oldFiring = x2ec_lastFireButtonStates;
x2ec_lastFireButtonStates = x2f4_fireButtonStates;
u32 pressedStates = x2f4_fireButtonStates & (oldFiring ^ x2f4_fireButtonStates);
x2f0_pressedFireButtonStates = pressedStates;
u32 releasedStates = oldFiring & (oldFiring ^ x2f4_fireButtonStates);
x832_28_ = false;
CPlayer& player = mgr.GetPlayer();
if (!x832_24_ && !x834_30_inBigStrike)
{
float coolDown = x72c_currentBeam->GetWeaponInfo().x0_coolDown;
if ((pressedStates & 0x1) == 0)
{
if (x390_cooldown >= coolDown)
{
x390_cooldown = coolDown;
if (player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed &&
mgr.GetPlayerState()->ItemEnabled(CPlayerState::EItemType::ChargeBeam) &&
player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn &&
player.GetGrappleState() == CPlayer::EGrappleState::None &&
mgr.GetPlayerState()->GetTransitioningVisor() != CPlayerState::EPlayerVisor::Scan &&
mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan &&
(x2ec_lastFireButtonStates & 0x1) != 0 && x32c_ == 0)
{
x832_28_ = true;
pressedStates |= 0x1;
x390_cooldown = 0.f;
}
}
}
else if (x390_cooldown >= coolDown)
{
x832_28_ = true;
x390_cooldown = 0.f;
}
x390_cooldown += dt;
}
if (x834_28_)
x834_28_ = (x2ec_lastFireButtonStates & 0x1) != 0;
if (player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Morphed)
{
x835_28_bombReady = false;
x835_29_powerBombReady = false;
if (!x835_31_actorAttached)
{
x835_28_bombReady = false;
if (x53a_powerBomb != kInvalidUniqueId &&
!mgr.CanCreateProjectile(x538_playerId, EWeaponType::PowerBomb, 1))
{
auto* pb = static_cast<const CPowerBomb*>(mgr.GetObjectById(x53a_powerBomb));
if (pb && pb->GetCurTime() <= 4.25f)
x835_28_bombReady = false;
else
x53a_powerBomb = kInvalidUniqueId;
}
if (((pressedStates & 0x1) != 0 || x32c_ != 0) &&
mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::MorphBallBombs))
{
if (x835_28_bombReady)
DropBomb(EBWeapon::Zero, mgr);
}
else if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::PowerBombs) &&
mgr.GetPlayerState()->GetItemAmount(CPlayerState::EItemType::PowerBombs) > 0)
{
x835_29_powerBombReady = mgr.CanCreateProjectile(x538_playerId, EWeaponType::PowerBomb, 1) &&
mgr.CanCreateProjectile(x538_playerId, EWeaponType::Bomb, 1);
if ((pressedStates & 0x2) != 0 && x835_29_powerBombReady)
DropBomb(EBWeapon::One, mgr);
}
}
}
else if ((x2f8_ & 0x8) != 0x8 &&
player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed)
{
if ((pressedStates & 0x2) != 0 && !x318_ && (x2f8_ & 0x2) != 0x2 && !x32c_)
{
u32 missileCount = mgr.GetPlayerState()->GetItemAmount(CPlayerState::EItemType::Missiles);
if (x338_ != 1 && x338_ != 2)
{
if (mgr.GetPlayerState()->HasPowerUp(CPlayerState::EItemType::Missiles) && missileCount > 0)
{
x300_ = missileCount;
if (x300_ > 5)
x300_ = 5;
if (!x835_25_inPhazonBeam)
{
x2f8_ &= ~0x1;
x2f8_ |= 0x6;
x318_ = 1;
x31c_missileMode = EMissleMode::Active;
}
FireSecondary(dt, mgr);
}
else
{
if (!CSfxManager::IsPlaying(x2e4_invalidSfx))
x2e4_invalidSfx = PlaySfx(1781, x834_27_underwater, false, 0.165f);
else
x2e4_invalidSfx.reset();
}
}
}
else
{
if (x3a4_fidget.GetState() == CFidget::EState::Zero)
{
if ((x2f8_ & 0x10) == 0x10 && x744_auxWeapon->IsComboFxActive(mgr))
{
if (x2ec_lastFireButtonStates == 0 || (x310_selectedBeam == 2 && x833_29_pointBlankWorldSurface))
{
StopContinuousBeam(mgr, (x2f8_ & 0x8) == 0x8);
}
}
else
{
if (mgr.GetPlayerState()->ItemEnabled(CPlayerState::EItemType::ChargeBeam) &&
x33c_gunOverrideMode == EGunOverrideMode::Normal)
ProcessChargeState(releasedStates, pressedStates, mgr, dt);
else
ProcessNormalState(releasedStates, pressedStates, mgr, dt);
}
}
}
}
}
void CPlayerGun::EnterFreeLook(CStateManager& mgr)
{
if (!x832_30_)
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::FreeLook, mgr, 0.f, false);
x740_grappleArm->EnterFreeLook(x835_25_inPhazonBeam ? 1 : x310_selectedBeam,
x73c_gunMotion->GetFreeLookSetId(), mgr);
}
void CPlayerGun::SetFidgetAnimBits(int parm2, bool beamOnly)
{
x2fc_fidgetAnimBits = 0;
if (beamOnly)
{
x2fc_fidgetAnimBits = 2;
return;
}
switch (x3a4_fidget.GetType())
{
case SamusGun::EFidgetType::Zero:
x2fc_fidgetAnimBits = 1;
if (parm2 != 1)
return;
x2fc_fidgetAnimBits |= 4;
break;
case SamusGun::EFidgetType::One:
if (parm2 >= 6 || parm2 < 4)
x2fc_fidgetAnimBits = 2;
else
x2fc_fidgetAnimBits = 1;
x2fc_fidgetAnimBits |= 4;
break;
default:
break;
}
}
void CPlayerGun::AsyncLoadFidget(CStateManager& mgr)
{
SetFidgetAnimBits(x3a4_fidget.GetParm2(), x3a4_fidget.GetState() == CFidget::EState::Three);
if ((x2fc_fidgetAnimBits & 0x1) == 0x1)
x73c_gunMotion->GunController().LoadFidgetAnimAsync(mgr, s32(x3a4_fidget.GetType()),
x310_selectedBeam, x3a4_fidget.GetParm2());
if ((x2fc_fidgetAnimBits & 0x2) == 0x2)
{
x72c_currentBeam->AsyncLoadFidget(mgr, (x3a4_fidget.GetState() == CFidget::EState::Three ?
SamusGun::EFidgetType::Zero : x3a4_fidget.GetType()), x3a4_fidget.GetParm2());
x832_31_ = false;
}
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
if (CGunController* gc = x740_grappleArm->GunController())
gc->LoadFidgetAnimAsync(mgr, s32(x3a4_fidget.GetType()),
x3a4_fidget.GetType() != SamusGun::EFidgetType::Zero ? x310_selectedBeam : 0,
x3a4_fidget.GetParm2());
}
bool CPlayerGun::IsFidgetLoaded() const
{
int loadFlags = 0;
if ((x2fc_fidgetAnimBits & 0x1) == 0x1 && x73c_gunMotion->GunController().IsFidgetLoaded())
loadFlags |= 0x1;
if ((x2fc_fidgetAnimBits & 0x2) == 0x2 && x72c_currentBeam->IsFidgetLoaded())
loadFlags |= 0x2;
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
if (CGunController* gc = x740_grappleArm->GunController())
if (gc->IsFidgetLoaded())
loadFlags |= 0x4;
return x2fc_fidgetAnimBits == loadFlags;
}
void CPlayerGun::EnterFidget(CStateManager& mgr)
{
if ((x2fc_fidgetAnimBits & 0x1) == 0x1)
{
x73c_gunMotion->EnterFidget(mgr, x3a4_fidget.GetType(), x3a4_fidget.GetParm2());
x834_25_ = true;
}
else
{
x834_25_ = false;
}
if ((x2fc_fidgetAnimBits & 0x2) == 0x2)
x72c_currentBeam->EnterFidget(mgr, x3a4_fidget.GetType(), x3a4_fidget.GetParm2());
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
x740_grappleArm->EnterFidget(mgr, x3a4_fidget.GetType(),
x3a4_fidget.GetType() != SamusGun::EFidgetType::Zero ? x310_selectedBeam : 0,
x3a4_fidget.GetParm2());
UnLoadFidget();
x3a4_fidget.DoneLoading();
}
void CPlayerGun::UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr)
{
CPlayer& player = mgr.GetPlayer();
if (player.IsInFreeLook() && !x832_29_ && !x740_grappleArm->IsGrappling() &&
x3a4_fidget.GetState() != CFidget::EState::Three &&
player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn && !x834_30_inBigStrike)
{
if ((x2f8_ & 0x8) != 0x8)
{
if (!x833_31_ && !x834_26_)
{
if (x388_ < 0.25f)
x388_ += dt;
if (x388_ >= 0.25f && !x740_grappleArm->IsSuitLoading())
{
EnterFreeLook(mgr);
x833_31_ = true;
}
}
else
{
x388_ = 0.f;
if (x834_26_)
ResetIdle(mgr);
}
}
}
else
{
if (x833_31_)
{
if ((x2f8_ & 0x10) != 0x10)
{
x73c_gunMotion->ReturnToDefault(mgr, x834_30_inBigStrike);
x740_grappleArm->ReturnToDefault(mgr, 0.f, false);
}
x833_31_ = false;
}
x388_ = 0.f;
if (player.GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed)
{
x833_24_isFidgeting = (player.GetSurfaceRestraint() != CPlayer::ESurfaceRestraints::Water &&
mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan &&
(x2f4_fireButtonStates & 0x3) == 0 && x32c_ == 0 && !x832_29_ && (x2f8_ & 0x8) != 0x8 &&
x364_ <= 0.f && player.GetPlayerMovementState() == CPlayer::EPlayerMovementState::OnGround &&
!player.IsInFreeLook() && !player.GetFreeLookStickState() && x304_ == 0 &&
std::fabs(player.GetAngularVelocityOR().angle()) <= 0.1f && camBobT <= 0.01f &&
!mgr.GetCameraManager()->IsInCinematicCamera() &&
player.GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn &&
player.GetGrappleState() == CPlayer::EGrappleState::None && !x834_30_inBigStrike &&
!x835_25_inPhazonBeam);
if (x833_24_isFidgeting)
{
if (!x834_30_inBigStrike)
{
bool r19 = camBobT > 0.01f && (x2f4_fireButtonStates & 0x3) == 0;
if (r19)
{
x370_gunMotionSpeedMult = 1.f;
x374_ = 0.f;
if (x364_ <= 0.f && x368_ <= 0.f)
{
x368_ = 8.f;
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::Wander, mgr, 0.f, false);
x324_ = 1;
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::Walk, mgr);
}
x368_ -= dt;
x360_ -= dt;
}
if (!r19 || x834_26_)
ResetIdle(mgr);
}
if (x394_damageTimer > 0.f)
{
x394_damageTimer -= dt;
}
else if (!x834_31_)
{
x394_damageTimer = 0.f;
x834_31_ = true;
x73c_gunMotion->BasePosition(true);
}
else if (!x73c_gunMotion->GetModelData().GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body"))
{
x834_30_inBigStrike = false;
x834_31_ = false;
}
}
else
{
switch (x3a4_fidget.Update(x2ec_lastFireButtonStates, camBobT > 0.01f, b1, dt, mgr))
{
case CFidget::EState::Zero:
if (x324_ != 2)
{
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::Idle, mgr, 0.f, false);
x324_ = 2;
}
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::WalkNoBob, mgr);
break;
case CFidget::EState::One:
case CFidget::EState::Two:
case CFidget::EState::Three:
if (x324_ != 0)
{
x73c_gunMotion->BasePosition(false);
x324_ = 0;
}
AsyncLoadFidget(mgr);
break;
case CFidget::EState::Seven:
if (IsFidgetLoaded())
EnterFidget(mgr);
break;
case CFidget::EState::Four:
case CFidget::EState::Five:
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::Walk, mgr);
x833_24_isFidgeting = false;
x834_26_ = x834_25_ ? x73c_gunMotion->IsAnimPlaying() :
x72c_currentBeam->GetSolidModelData().GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body");
if (!x834_26_)
{
x3a4_fidget.ResetMinor();
ReturnToRestPose();
}
break;
default:
break;
}
}
x550_camBob.Update(dt, mgr);
}
}
}
static const float chargeShakeTbl[] = { -0.001f, 0.f, 0.001f };
static const CMaterialFilter sAimFilter =
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
@ -943,8 +1401,8 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
if (becameFrozen || becameThawed)
{
x2f4_ = 0;
x2ec_firing = 0;
x2f4_fireButtonStates = 0;
x2ec_lastFireButtonStates = 0;
CancelFiring(mgr);
}
@ -1057,7 +1515,8 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
if (x740_grappleArm->GetActive() && !x740_grappleArm->IsGrappling())
UpdateLeftArmTransform(x72c_currentBeam->GetSolidModelData(), mgr);
x6a0_motionState.Update(x2f0_ != 0 && x832_28_ && x32c_ < 2 && !player.IsInFreeLook(), advDt, x4a8_gunWorldXf, mgr);
x6a0_motionState.Update(x2f0_pressedFireButtonStates != 0 && x832_28_ && x32c_ < 2 &&
!player.IsInFreeLook(), advDt, x4a8_gunWorldXf, mgr);
x72c_currentBeam->GetSolidModelData().AdvanceParticles(x4a8_gunWorldXf, advDt, mgr);
x72c_currentBeam->UpdateGunFx(x380_ > 2.f && x378_ > 0.15f, dt, mgr, x508_elbowLocalXf);
@ -1159,7 +1618,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
UpdateWeaponFire(advDt, playerState, mgr);
UpdateGunIdle(x364_ > 0.f, cameraBobT, advDt, mgr);
if ((x2ec_firing & 0x1) == 0x1)
if ((x2ec_lastFireButtonStates & 0x1) == 0x1)
{
x378_ = 0.f;
}
@ -1184,7 +1643,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
if (x364_ > 0.f)
{
x2f4_ = 0;
x2f4_fireButtonStates = 0;
x364_ -= advDt;
}
@ -1214,6 +1673,11 @@ void CPlayerGun::AddToRenderer(const zeus::CFrustum& frustum, const CStateManage
}
void CPlayerGun::DropBomb(EBWeapon weapon, CStateManager& mgr)
{
}
TUniqueId CPlayerGun::DropPowerBomb(CStateManager& mgr)
{
return {};

View File

@ -35,7 +35,8 @@ public:
};
enum class EBWeapon
{
Zero,
One
};
enum class EGunOverrideMode
{
@ -113,11 +114,12 @@ private:
CSfxHandle x2e0_chargeSfx;
CSfxHandle x2e4_invalidSfx;
u32 x2e8_ = 0;
u32 x2ec_firing = 0;
u32 x2f0_ = 0;
u32 x2f4_ = 0;
// 0x1: FireOrBomb, 0x2: MissileOrPowerBomb
u32 x2ec_lastFireButtonStates = 0;
u32 x2f0_pressedFireButtonStates = 0;
u32 x2f4_fireButtonStates = 0;
u32 x2f8_ = 1;
u32 x2fc_ = 0;
u32 x2fc_fidgetAnimBits = 0;
u32 x300_ = 0;
u32 x304_ = 0;
u32 x308_bombCount = 3;
@ -130,7 +132,7 @@ private:
u32 x324_ = 4;
u32 x328_ = 0x2000;
u32 x32c_ = 0;
u32 x330_chargeWeaponIdx = 0;
EChargeState x330_chargeState = EChargeState::Normal;
u32 x334_ = 0;
u32 x338_ = 0;
EGunOverrideMode x33c_gunOverrideMode = EGunOverrideMode::Normal;
@ -169,7 +171,7 @@ private:
zeus::CTransform x4d8_gunLocalXf;
zeus::CTransform x508_elbowLocalXf;
TUniqueId x538_playerId;
TUniqueId x53a_ = kInvalidUniqueId;
TUniqueId x53a_powerBomb = kInvalidUniqueId;
TUniqueId x53c_lightId = kInvalidUniqueId;
std::vector<CToken> x540_handAnimTokens;
CPlayerCameraBob x550_camBob;
@ -281,7 +283,19 @@ private:
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);
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);
void UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr);
public:
@ -318,7 +332,8 @@ public:
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;
bool GetFiring() const { return x2ec_firing != 0; }
u32 GetLastFireButtonStates() const { return x2ec_lastFireButtonStates; }
void DropBomb(EBWeapon weapon, CStateManager& mgr);
TUniqueId DropPowerBomb(CStateManager& mgr);
void SetActorAttached(bool b) { x835_31_actorAttached = b; }
};

View File

@ -0,0 +1,18 @@
#include "CPowerBomb.hpp"
namespace urde
{
CPowerBomb::CPowerBomb(const TToken<CGenDescription>& particle, TUniqueId uid, TAreaId aid,
TUniqueId playerId, const zeus::CTransform& xf, const CDamageInfo& dInfo)
: CWeapon(uid, aid, true, playerId, EWeaponType::PowerBomb, "PowerBomb", xf,
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid, EMaterialTypes::Immovable,
EMaterialTypes::Trigger},
{EMaterialTypes::Projectile, EMaterialTypes::PowerBomb}),
{EMaterialTypes::Projectile, EMaterialTypes::PowerBomb}, dInfo, EProjectileAttrib::PowerBombs,
CModelData::CModelDataNull())
{
}
}

View File

@ -0,0 +1,22 @@
#ifndef __URDE_CPOWERBOMB_HPP__
#define __URDE_CPOWERBOMB_HPP__
#include "CWeapon.hpp"
#include "CToken.hpp"
namespace urde
{
class CPowerBomb : public CWeapon
{
float x15c_curTime = 0.f;
float x160_ = 0.f;
public:
CPowerBomb(const TToken<CGenDescription>& particle, TUniqueId uid, TAreaId aid,
TUniqueId playerId, const zeus::CTransform& xf, const CDamageInfo& dInfo);
float GetCurTime() const { return x15c_curTime; }
};
}
#endif // __URDE_CPOWERBOMB_HPP__

View File

@ -17,6 +17,7 @@ namespace urde
enum class EListenNoiseType
{
Zero
};
enum class EKnockBackType

View File

@ -666,7 +666,7 @@ float CPlayer::UpdateCameraBob(float dt, CStateManager& mgr)
}
else if (bobMag < 0.01f)
{
if (x490_gun->GetFiring())
if (x490_gun->GetLastFireButtonStates() != 0)
{
bobMag = 0.f;
state = CPlayerCameraBob::ECameraBobState::GunFireNoBob;

View File

@ -532,6 +532,8 @@ public:
void HolsterGun(CStateManager& mgr);
EPlayerCameraState GetCameraState() const { return x2f4_cameraState; }
EPlayerMorphBallState GetMorphballTransitionState() const { return x2f8_morphBallState; }
EGunHolsterState GetGunHolsterState() const { return x498_gunHolsterState; }
EPlayerMovementState GetPlayerMovementState() const { return x258_movementState; }
bool IsMorphBallTransitioning() const;
void UpdateGrappleArmTransform(const zeus::CVector3f&, CStateManager& mgr, float);
float GetGravity() const;
@ -643,7 +645,7 @@ public:
float GetMorphTime() const { return x574_morphTime; }
float GetMorphDuration() const { return x578_morphDuration; }
bool IsInFreeLook() const { return x3dc_inFreeLook; }
bool IsLookControlHeld() const { return x3de_lookAnalogHeld; }
bool GetFreeLookStickState() const { return x3de_lookAnalogHeld; }
CPlayerGun* GetPlayerGun() const { return x490_gun.get(); }
CMorphBall* GetMorphBall() const { return x768_morphball.get(); }
CPlayerCameraBob* GetCameraBob() const { return x76c_cameraBob.get(); }

View File

@ -394,8 +394,7 @@ void CWorldTransManager::EnableTransition(const CAnimRes& samusRes,
x8_textData.reset();
x20_random.SetSeed(99);
CAssetId beamModelId = g_tweakPlayerRes->GetBeamCineModel(
DataSpec::ITweakPlayerRes::EBeamId(g_GameState->GetPlayerState()->GetCurrentBeam()));
CAssetId beamModelId = g_tweakPlayerRes->GetBeamCineModel(g_GameState->GetPlayerState()->GetCurrentBeam());
x4_modelData->x14c_beamModel = g_SimplePool->GetObj(SObjectTag{FOURCC('CMDL'), beamModelId});