Work on CPlayerGun

This commit is contained in:
Jack Andersen 2017-08-25 18:36:25 -10:00
parent ed991a6ac0
commit 86ada63867
35 changed files with 1433 additions and 245 deletions

View File

@ -31,6 +31,14 @@ struct SChargedShotParam : SShotParam
bool Charged() const { return true; }
};
struct SWeaponInfo : BigYAML
{
DECL_YAML
Value<float> x0_coolDown = 0.1f;
SShotParam x4_normal;
SChargedShotParam x20_charged;
};
struct ITweakPlayerGun : ITweak
{
DECL_YAML
@ -55,6 +63,8 @@ struct ITweakPlayerGun : ITweak
virtual const zeus::CVector3f& GetGunPosition() const = 0;
virtual const zeus::CVector3f& GetGrapplingArmPosition() const = 0;
virtual float GetRichochetDamage(atUint32) const = 0;
virtual const SWeaponInfo& GetBeamInfo(atInt32 beam) const = 0;
virtual const SComboShotParam& GetComboShotInfo(atInt32 beam) const = 0;
};
}

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@ -35,13 +35,6 @@ struct CTweakPlayerGun : ITweakPlayerGun
SShotParam x70_bomb;
SShotParam x8c_powerBomb;
SShotParam x1d4_missile;
struct SWeaponInfo : BigYAML
{
DECL_YAML
Value<float> x0_coolDown = 0.1f;
SShotParam x4_normal;
SChargedShotParam x20_charged;
};
SWeaponInfo xa8_beams[5];
SComboShotParam x1f0_combos[5]; // Originally rstl::prereserved_vector<SShotParam,5>
Value<float> x280_ricochetData[6]; // Originally rstl::prereserved_vector<float,5>, extended to 6 to capture
@ -103,12 +96,19 @@ struct CTweakPlayerGun : ITweakPlayerGun
}
}
SWeaponInfo GetBeamInfo(atInt32 beam) const
const SWeaponInfo& GetBeamInfo(atInt32 beam) const
{
if (beam < 0 || beam > 5)
return xa8_beams[0];
return xa8_beams[beam];
}
const SComboShotParam& GetComboShotInfo(atInt32 beam) const
{
if (beam < 0 || beam > 5)
return x1f0_combos[0];
return x1f0_combos[beam];
}
};
}
}

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@ -543,7 +543,7 @@ bool CAnimData::IsAnimTimeRemaining(float rem, const std::string& name) const
{
if (!x1f8_animRoot)
return false;
return x1f8_animRoot->VGetTimeRemaining().GetSeconds() <= rem;
return x1f8_animRoot->VGetTimeRemaining().GetSeconds() >= rem;
}
float CAnimData::GetAnimTimeRemaining(const std::string& name) const

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@ -49,7 +49,7 @@ SAdvancementDeltas CModelData::GetAdvancementDeltas(const CCharAnimTime& a,
}
void CModelData::Render(const CStateManager& stateMgr, const zeus::CTransform& xf,
const CActorLights* lights, const CModelFlags& drawFlags)
const CActorLights* lights, const CModelFlags& drawFlags) const
{
Render(GetRenderingModel(stateMgr), xf, lights, drawFlags);
}
@ -293,7 +293,7 @@ void CModelData::Touch(const CStateManager& stateMgr, int shaderIdx) const
}
void CModelData::RenderThermal(const zeus::CTransform& xf,
const zeus::CColor& a, const zeus::CColor& b)
const zeus::CColor& a, const zeus::CColor& b) const
{
CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x0_scale));
CGraphics::DisableAllLights();
@ -314,7 +314,7 @@ void CModelData::RenderThermal(const zeus::CTransform& xf,
}
void CModelData::RenderUnsortedParts(EWhichModel which, const zeus::CTransform& xf,
const CActorLights* lights, const CModelFlags& drawFlags)
const CActorLights* lights, const CModelFlags& drawFlags) const
{
if ((x14_25_sortThermal && which == EWhichModel::Thermal) ||
x10_animData || !x1c_normalModel || drawFlags.x0_blendMode > 2)
@ -338,7 +338,7 @@ void CModelData::RenderUnsortedParts(EWhichModel which, const zeus::CTransform&
}
void CModelData::Render(EWhichModel which, const zeus::CTransform& xf,
const CActorLights* lights, const CModelFlags& drawFlags)
const CActorLights* lights, const CModelFlags& drawFlags) const
{
if (x14_25_sortThermal && which == EWhichModel::Thermal)
{

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@ -110,7 +110,7 @@ public:
SAdvancementDeltas GetAdvancementDeltas(const CCharAnimTime& a, const CCharAnimTime& b) const;
void Render(const CStateManager& stateMgr, const zeus::CTransform& xf,
const CActorLights* lights, const CModelFlags& drawFlags);
const CActorLights* lights, const CModelFlags& drawFlags) const;
static EWhichModel GetRenderingModel(const CStateManager& stateMgr);
CSkinnedModel& PickAnimatedModel(EWhichModel which) const;
const std::unique_ptr<CBooModel>& PickStaticModel(EWhichModel which) const;
@ -134,11 +134,11 @@ public:
void RenderParticles(const zeus::CFrustum& frustum) const;
void Touch(EWhichModel, int shaderIdx) const;
void Touch(const CStateManager& stateMgr, int shaderIdx) const;
void RenderThermal(const zeus::CTransform& xf, const zeus::CColor& a, const zeus::CColor& b);
void RenderThermal(const zeus::CTransform& xf, const zeus::CColor& a, const zeus::CColor& b) const;
void RenderUnsortedParts(EWhichModel, const zeus::CTransform& xf,
const CActorLights* lights, const CModelFlags& drawFlags);
const CActorLights* lights, const CModelFlags& drawFlags) const;
void Render(EWhichModel, const zeus::CTransform& xf,
const CActorLights* lights, const CModelFlags& drawFlags);
const CActorLights* lights, const CModelFlags& drawFlags) const;
void InvSuitDraw(EWhichModel which, const zeus::CTransform& xf, const CActorLights* lights,
const zeus::CColor& color0, const zeus::CColor& color1);

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@ -15,7 +15,7 @@ public:
bool IsDisabled() const { return xf0_24_disabled; }
void SetDisabled(bool disabled);
void Update(float);
void StopRumble(u16) {}
void StopRumble(s16) {}
void Rumble(CStateManager&, ERumbleFxId, ERumblePriority priority) {}
void Rumble(CStateManager&, ERumbleFxId, float, ERumblePriority priority) {}
};

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@ -66,7 +66,7 @@ void CSamusFaceReflection::Draw(const CStateManager& mgr) const
CActorLights* lights = x6c_ == 1 ? nullptr : x4c_lights.get();
if (x6c_ == 3)
{
const_cast<CModelData&>(x0_modelData).Render(mgr, modelXf, lights, CModelFlags(0, 0, 3, zeus::CColor::skWhite));
x0_modelData.Render(mgr, modelXf, lights, CModelFlags(0, 0, 3, zeus::CColor::skWhite));
}
else
{
@ -77,8 +77,8 @@ void CSamusFaceReflection::Draw(const CStateManager& mgr) const
transFactor = 0.f;
if (transFactor > 0.f)
{
const_cast<CModelData&>(x0_modelData).Render(mgr, modelXf, nullptr, CModelFlags(7, 0, 3, zeus::CColor::skBlack));
const_cast<CModelData&>(x0_modelData).Render(mgr, modelXf, lights, CModelFlags(7, 0, 1, zeus::CColor(1.f, transFactor)));
x0_modelData.Render(mgr, modelXf, nullptr, CModelFlags(7, 0, 3, zeus::CColor::skBlack));
x0_modelData.Render(mgr, modelXf, lights, CModelFlags(7, 0, 1, zeus::CColor(1.f, transFactor)));
}
}
}

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@ -23,4 +23,14 @@ void CAuxWeapon::Load(int curBeam, CStateManager& mgr)
}
void CAuxWeapon::StopComboFx(CStateManager& mgr, bool b1)
{
}
void CAuxWeapon::LoadIdle()
{
}
}

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@ -9,11 +9,15 @@ namespace urde
class CAuxWeapon
{
bool x80_24_isLoaded : 1;
public:
explicit CAuxWeapon(TUniqueId id);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
bool IsComboFxActive(const CStateManager& mgr) const;
void Load(int curBeam, CStateManager& mgr);
void StopComboFx(CStateManager& mgr, bool b1);
void LoadIdle();
bool IsLoaded() const { return x80_24_isLoaded; }
};
}

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@ -0,0 +1,22 @@
#include "CFidget.hpp"
namespace urde
{
void CFidget::ResetAll()
{
x0_state = EState::Zero;
x4_ = -1;
x18_ = 0.f;
x1c_ = 0.f;
x14_ = 0.f;
x24_ = 0.f;
x28_ = 0.f;
x2c_ = 0.f;
x8_ = 0;
xc_ = -1;
x10_ = 3;
x34_24_ = false;
}
}

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@ -8,10 +8,23 @@ namespace urde
class CFidget
{
u32 x0_ = 0;
u32 x4_ = -1;
public:
enum class EState
{
Zero,
One,
Two,
Three,
Four,
Five,
Six,
Seven
};
private:
EState x0_state = EState::Zero;
s32 x4_ = -1;
u32 x8_ = 0;
u32 xc_ = -1;
s32 xc_ = -1;
u32 x10_ = 3;
float x14_ = 0.f;
float x18_ = 0.f;
@ -23,7 +36,8 @@ class CFidget
float x30_ = 105.f;
bool x34_24_ = false;
public:
EState GetState() const { return x0_state; }
void ResetAll();
};
}

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@ -1,31 +1,76 @@
#include "CGSComboFire.hpp"
#include "Character/CAnimData.hpp"
#include "Character/CPASAnimParmData.hpp"
#include "CStateManager.hpp"
namespace urde
{
bool CGSComboFire::Update(CAnimData& aData, float dt, CStateManager& mgr)
bool CGSComboFire::Update(CAnimData& data, float dt, CStateManager& mgr)
{
if (x8_ == -1)
if (x8_cueAnimId != -1)
{
x0_delay -= dt;
if (x0_delay <= 0.f)
{
data.EnableLooping(x4_loopState == 1);
CAnimPlaybackParms aparms(x8_cueAnimId, -1, 1.f, true);
data.SetAnimation(aparms, false);
x0_delay = 0.f;
x8_cueAnimId = -1;
}
}
else if (!data.IsAnimTimeRemaining(0.001f, "Whole Body"))
{
switch (x4_loopState)
{
case 0:
SetAnim(data, xc_gunId, 1, mgr, 0.f);
switch (xc_gunId)
{
case 4:
case 0:
case 1:
x10_24_over = true;
break;
default:
break;
}
break;
case 2:
x4_loopState = -1;
return true;
default:
break;
}
}
return false;
}
s32 CGSComboFire::SetAnim(CAnimData& data, s32 gunId, s32 loopState, CStateManager& mgr, float delay)
{
s32 useLoopState = 2;
if (!x10_25_idle)
useLoopState = loopState;
x10_25_idle = false;
const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
CPASAnimParmData parms(4, CPASAnimParm::FromInt32(gunId), CPASAnimParm::FromEnum(useLoopState));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
x10_24_over = false;
xc_gunId = gunId;
x4_loopState = useLoopState;
if (delay != 0.f)
{
x0_delay = delay;
x8_cueAnimId = anim.second;
}
else
{
x0_timeRemaining -= dt;
if (x0_timeRemaining > 0.f)
return false;
//aData.x220_25_loop = (x4_ - 1) != 0;
//aData.x220_24_animating = true;
data.EnableLooping(loopState == 1);
CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
data.SetAnimation(aparms, false);
}
return false;
}
void CGSComboFire::SetAnim(CAnimData&, s32, s32, CStateManager&, float)
{
return anim.second;
}
}

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@ -10,28 +10,28 @@ class CAnimData;
class CStateManager;
class CGSComboFire
{
float x0_timeRemaining = 0.f;
u32 x4_ = -1;
u32 x8_ = -1;
u32 xc_ = -1;
float x0_delay = 0.f;
s32 x4_loopState = -1; // In, loop, out
s32 x8_cueAnimId = -1;
s32 xc_gunId = -1;
union
{
struct
{
bool x10_24_ : 1;
bool x10_25_ : 1;
bool x10_24_over : 1;
bool x10_25_idle : 1;
};
u8 _dummy = 0;
};
public:
bool IsComboOver() const;
s32 GetLoopState() const;
void SetLoopState(s32);
void SetIdle(bool);
void GetGunId() const;
bool Update(CAnimData&, float, CStateManager&);
void SetAnim(CAnimData&, s32, s32, CStateManager&, float);
bool IsComboOver() const { return x10_24_over; }
s32 GetLoopState() const { return x4_loopState; }
void SetLoopState(s32 l) { x4_loopState = l; }
void SetIdle(bool i) { x10_25_idle = i; }
s32 GetGunId() const { return xc_gunId; }
bool Update(CAnimData& data, float dt, CStateManager& mgr);
s32 SetAnim(CAnimData& data, s32 gunId, s32 loopState, CStateManager& mgr, float delay);
};
}

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@ -1,9 +1,51 @@
#include "CGSFidget.hpp"
#include "WeaponCommon.hpp"
#include "Character/CPASAnimParmData.hpp"
#include "Character/CAnimData.hpp"
#include "CStateManager.hpp"
namespace urde
{
bool CGSFidget::Update(CAnimData&, float, CStateManager&)
bool CGSFidget::Update(CAnimData& data, float dt, CStateManager& mgr)
{
return false;
return !data.IsAnimTimeRemaining(0.001f, "Whole Body");
}
s32 CGSFidget::SetAnim(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr)
{
const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(parm1),
CPASAnimParm::FromEnum(parm2));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
bool loop = pas.GetAnimState(1)->GetAnimParmData(anim.second, 3).GetBoolValue();
x14_parm1 = parm1;
x18_parm2 = parm2;
if (anim.second != -1)
{
data.EnableLooping(loop);
CAnimPlaybackParms aParms(anim.second, -1, 1.f, true);
data.SetAnimation(aParms, false);
UnLoadAnim();
}
return anim.second;
}
void CGSFidget::LoadAnimAsync(CAnimData& data, s32 type, s32 parm1, s32 parm2, CStateManager& mgr)
{
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(type), CPASAnimParm::FromInt32(parm1),
CPASAnimParm::FromEnum(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);
}
void CGSFidget::UnLoadAnim()
{
x0_anims.clear();
}
bool CGSFidget::IsAnimLoaded() const
{
return NWeaponTypes::are_tokens_ready(x0_anims);
}
}

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@ -2,6 +2,7 @@
#define __URDE_CGSFIDGET_HPP__
#include "RetroTypes.hpp"
#include "CToken.hpp"
namespace urde
{
@ -9,16 +10,14 @@ class CAnimData;
class CStateManager;
class CGSFidget
{
u32 x4_ = 0;
u32 x8_ = 0;
u32 xc_ = 0;
u32 x10_ = -1;
u32 x14_ = -1;
u32 x18_ = -1;
std::vector<CToken> x0_anims;
s32 x10_ = -1;
s32 x14_parm1 = -1;
s32 x18_parm2 = -1;
public:
bool Update(CAnimData&, float, CStateManager&);
void SetAnim(CAnimData&, s32, s32, s32, CStateManager&);
void LoadAnimAsync(CAnimData, s32, s32, s32, CStateManager&);
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);
void UnLoadAnim();
bool IsAnimLoaded() const;
};

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@ -1,21 +1,66 @@
#include "CGSFreeLook.hpp"
#include "CStateManager.hpp"
#include "Character/CAnimData.hpp"
#include "Character/CPASAnimParmData.hpp"
namespace urde
{
s32 CGSFreeLook::GetSetId() const
{
return -1;
}
bool CGSFreeLook::Update(CAnimData& animData, float dt, CStateManager& mgr)
bool CGSFreeLook::Update(CAnimData& data, float dt, CStateManager& mgr)
{
if (x4_cueAnimId != -1)
{
x0_delay -= dt;
if (x0_delay <= 0.f)
{
data.EnableLooping(x8_loopState == 1);
CAnimPlaybackParms aparms(x4_cueAnimId, -1, 1.f, true);
data.SetAnimation(aparms, false);
x0_delay = 0.f;
x4_cueAnimId = -1;
}
}
else if (!data.IsAnimTimeRemaining(0.001f, "Whole Body"))
{
switch (x8_loopState)
{
case 0:
SetAnim(data, xc_gunId, x10_setId, 1, mgr, 0.f);
break;
case 2:
x8_loopState = -1;
return true;
default:
break;
}
}
return false;
}
u32 CGSFreeLook::SetAnim(CAnimData&, s32, s32, s32, CStateManager&, float)
s32 CGSFreeLook::SetAnim(CAnimData& data, s32 gunId, s32 setId, s32 loopState, CStateManager& mgr, float delay)
{
return 0;
s32 useLoopState = 1;
if (!x14_idle)
useLoopState = loopState;
x14_idle = false;
const CPASDatabase& pas = data.GetCharacterInfo().GetPASDatabase();
CPASAnimParmData parms(3, CPASAnimParm::FromInt32(gunId),
CPASAnimParm::FromInt32(setId), CPASAnimParm::FromEnum(useLoopState));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
xc_gunId = gunId;
x10_setId = pas.GetAnimState(3)->GetAnimParmData(anim.second, 1).GetInt32Value();
x8_loopState = useLoopState;
if (delay != 0.f)
{
x0_delay = delay;
x4_cueAnimId = anim.second;
}
else
{
data.EnableLooping(loopState == 1);
CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
data.SetAnimation(aparms, false);
}
return anim.second;
}
}

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@ -10,20 +10,20 @@ class CAnimData;
class CStateManager;
class CGSFreeLook
{
friend class CGunController;
float x0_ = 0.f;
s32 x4_ = -1;
u32 x8_ = -1;
u32 xc_ = 0;
u32 x10_ = -1;
bool x14_ = false;
float x0_delay = 0.f;
s32 x4_cueAnimId = -1;
s32 x8_loopState = -1; // In, loop, out
s32 xc_gunId = 0;
s32 x10_setId = -1;
bool x14_idle = false;
public:
s32 GetSetId() const;
void SetLoopState(s32);
s32 GetLoopState() const;
s32 GetGunId() const;
bool Update(CAnimData&, float, CStateManager&);
u32 SetAnim(CAnimData&, s32, s32, s32, CStateManager&, float);
s32 GetSetId() const { return x10_setId; }
void SetLoopState(s32 l) { x8_loopState = l; }
s32 GetLoopState() const { return x8_loopState; }
void SetIdle(bool l) { x14_idle = l; }
s32 GetGunId() const { return xc_gunId; }
bool Update(CAnimData& data, float dt, CStateManager& mgr);
s32 SetAnim(CAnimData& data, s32 gunId, s32 setId, s32 loopState, CStateManager& mgr, float delay);
};

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@ -41,6 +41,11 @@ void CGrappleArm::TouchModel(const CStateManager& mgr) const
}
void CGrappleArm::Update(float grappleSwingT, float dt, CStateManager& mgr)
{
}
void CGrappleArm::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&)
{
@ -56,4 +61,9 @@ void CGrappleArm::EnterIdle(CStateManager& mgr)
}
void CGrappleArm::ReturnToDefault(CStateManager& mgr, float f1, bool b1)
{
}
}

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@ -5,6 +5,7 @@
#include "zeus/CVector3f.hpp"
#include "Character/CModelData.hpp"
#include "CStateManager.hpp"
#include "CGunController.hpp"
namespace urde
{
@ -29,14 +30,17 @@ public:
private:
CModelData x0_modelData;
zeus::CTransform x220_xf;
std::unique_ptr<CGunController> x328_gunController;
EArmState x334_animState;
union
{
struct
{
bool x3b2_24_inGrappleCycle : 1;
bool x3b2_24_active : 1;
bool x3b2_25_beamActive : 1;
bool x3b2_27_armMoving : 1;
bool x3b2_28_isGrappling : 1;
bool x3b2_29_suitLoading : 1;
};
u32 _dummy = 0;
};
@ -48,17 +52,22 @@ public:
const zeus::CTransform& GetTransform() const { return x220_xf; }
void SetAnimState(EArmState state);
EArmState GetAnimState() const { return x334_animState; }
bool InGrappleCycle() const { return x3b2_24_inGrappleCycle; }
bool GetActive() const { return x3b2_24_active; }
bool BeamActive() const { return x3b2_25_beamActive; }
bool IsArmMoving() const { return x3b2_27_armMoving; }
bool IsGrappling() const { return x3b2_28_isGrappling; }
bool IsSuitLoading() const { return x3b2_29_suitLoading; }
void Activate(bool);
void GrappleBeamDisconnected();
void GrappleBeamConnected();
void RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos);
void TouchModel(const CStateManager& mgr) const;
void Update(float grappleSwingT, float dt, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void EnterStruck(CStateManager& mgr, float angle, bool attack, bool b2);
void EnterIdle(CStateManager& mgr);
void ReturnToDefault(CStateManager& mgr, float f1, bool b1);
CGunController* GunController() { return x328_gunController.get(); }
};
}

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@ -6,54 +6,94 @@
namespace urde
{
void CGunController::UnLoadFidget()
void CGunController::LoadFidgetAnimAsync(CStateManager& mgr, s32 type, s32 parm1, s32 parm2)
{
x30_fidget.LoadAnimAsync(*x0_modelData.AnimationData(), type, parm1, parm2, mgr);
}
void CGunController::LoadFidgetAnimAsync(CStateManager &, s32, s32, s32)
void CGunController::EnterFidget(CStateManager& mgr, s32 type, s32 parm1, s32 parm2)
{
x54_curAnimId = x30_fidget.SetAnim(*x0_modelData.AnimationData(), type, parm1, parm2, mgr);
x50_gunState = EGunState::Fidget;
}
void CGunController::GetFreeLookSetId() const
void CGunController::EnterFreeLook(CStateManager& mgr, s32 gunId, s32 setId)
{
if (x50_gunState != EGunState::ComboFire && !x58_25_enteredComboFire)
x54_curAnimId = x4_freeLook.SetAnim(*x0_modelData.AnimationData(), gunId, setId, 0, mgr, 0.f);
else
x4_freeLook.SetLoopState(x1c_comboFire.GetLoopState());
x50_gunState = EGunState::FreeLook;
}
bool CGunController::IsFidgetLoaded() const
void CGunController::EnterComboFire(CStateManager& mgr, s32 gunId)
{
return false;
if (x50_gunState != EGunState::FreeLook)
x54_curAnimId = x1c_comboFire.SetAnim(*x0_modelData.AnimationData(), gunId, 0, mgr, 0.f);
else
x1c_comboFire.SetLoopState(x4_freeLook.GetLoopState());
x50_gunState = EGunState::ComboFire;
x58_25_enteredComboFire = true;
}
bool CGunController::IsComboOver() const
void CGunController::EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool b2)
{
return true;
switch (x50_gunState)
{
case EGunState::Default:
case EGunState::ComboFire:
case EGunState::Idle:
case EGunState::Strike:
case EGunState::BigStrike:
return;
case EGunState::FreeLook:
x4_freeLook.SetIdle(true);
break;
default:
break;
}
const CPASDatabase& pasDatabase = x0_modelData.AnimationData()->GetCharacterInfo().GetPASDatabase();
CPASAnimParmData parms(2, CPASAnimParm::FromInt32(x4_freeLook.GetGunId()),
CPASAnimParm::FromReal32(angle), CPASAnimParm::FromBool(bigStrike),
CPASAnimParm::FromBool(b2));
std::pair<float, s32> anim =
pasDatabase.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
x0_modelData.AnimationData()->EnableLooping(false);
CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
x0_modelData.AnimationData()->SetAnimation(aparms, false);
x54_curAnimId = anim.second;
x58_25_enteredComboFire = false;
x50_gunState = bigStrike ? EGunState::BigStrike : EGunState::Strike;
}
void CGunController::EnterFreeLook(CStateManager &, s32, s32)
{
}
void CGunController::EnterComboFire(CStateManager &, s32)
{
}
void CGunController::EnterFidget(CStateManager &, s32, s32, s32)
{
}
void CGunController::EnterStruck(CStateManager &, float)
{
}
void CGunController::EnterIdle(CStateManager &)
void CGunController::EnterIdle(CStateManager& mgr)
{
CPASAnimParm parm = CPASAnimParm::NoParameter();
switch (x50_gunState)
{
case EGunState::FreeLook:
parm = CPASAnimParm::FromEnum(1);
x4_freeLook.SetIdle(true);
break;
case EGunState::ComboFire:
parm = CPASAnimParm::FromEnum(1);
x1c_comboFire.SetIdle(true);
break;
default:
return;
}
const CPASDatabase& pasDatabase = x0_modelData.AnimationData()->GetCharacterInfo().GetPASDatabase();
CPASAnimParmData parms(5, parm);
std::pair<float, s32> anim =
pasDatabase.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
x0_modelData.AnimationData()->EnableLooping(false);
CAnimPlaybackParms aparms(anim.second, -1, 1.f, true);
x0_modelData.AnimationData()->SetAnimation(aparms, false);
x54_curAnimId = anim.second;
x50_gunState = EGunState::Idle;
x58_25_enteredComboFire = false;
}
bool CGunController::Update(float dt, CStateManager& mgr)
@ -63,60 +103,93 @@ bool CGunController::Update(float dt, CStateManager& mgr)
{
case EGunState::FreeLook:
{
x58_24_ = x4_freeLook.Update(animData, dt, mgr);
if (!x58_24_ || !x58_25_)
x58_24_animDone = x4_freeLook.Update(animData, dt, mgr);
if (!x58_24_animDone || !x58_25_enteredComboFire)
break;
EnterComboFire(mgr, x4_freeLook.xc_);
x58_24_ = false;
EnterComboFire(mgr, x4_freeLook.GetGunId());
x58_24_animDone = false;
break;
}
case EGunState::ComboFire:
x58_24_ = x1c_comboFire.Update(animData, dt, mgr);
x58_24_animDone = x1c_comboFire.Update(animData, dt, mgr);
break;
case EGunState::Fidget:
x58_24_ = x30_fidget.Update(animData, dt, mgr);
x58_24_animDone = x30_fidget.Update(animData, dt, mgr);
break;
case EGunState::Six:
case EGunState::Strike:
{
if (animData.IsAnimTimeRemaining(0.001f, "Whole Body"))
break;
x54_ = x4_freeLook.SetAnim(animData, x4_freeLook.xc_, x4_freeLook.x10_, 0, mgr, 0.f);
x54_curAnimId = x4_freeLook.SetAnim(animData, x4_freeLook.GetGunId(), x4_freeLook.GetSetId(), 0, mgr, 0.f);
x50_gunState = EGunState::FreeLook;
break;
}
case EGunState::Seven:
x58_24_ = !animData.IsAnimTimeRemaining(0.001f, "Whole Body");
case EGunState::BigStrike:
x58_24_animDone = !animData.IsAnimTimeRemaining(0.001f, "Whole Body");
break;
default:
break;
}
if (!x58_24_)
if (!x58_24_animDone)
return false;
x50_gunState = EGunState::Zero;
x58_25_ = false;
x50_gunState = EGunState::Inactive;
x58_25_enteredComboFire = false;
return true;
}
void CGunController::ReturnToDefault(CStateManager &, float)
void CGunController::ReturnToDefault(CStateManager& mgr, float dt, bool setState)
{
CAnimData& animData = *x0_modelData.AnimationData();
switch (x50_gunState)
{
case EGunState::Strike:
x50_gunState = EGunState::FreeLook;
case EGunState::Idle:
x4_freeLook.SetIdle(false);
case EGunState::FreeLook:
if (setState)
break;
x54_curAnimId = x4_freeLook.SetAnim(animData, x4_freeLook.GetGunId(), x4_freeLook.GetSetId(), 2, mgr, dt);
x58_25_enteredComboFire = false;
break;
case EGunState::ComboFire:
x54_curAnimId = x1c_comboFire.SetAnim(animData, x1c_comboFire.GetGunId(), 2, mgr, dt);
break;
case EGunState::Fidget:
ReturnToBasePosition(mgr, dt);
break;
case EGunState::BigStrike:
x4_freeLook.SetIdle(false);
break;
default:
break;
}
if (setState)
x50_gunState = EGunState::Default;
}
void CGunController::ReturnToBasePosition(CStateManager& mgr, float)
{
const CPASDatabase& pasDatabase = x0_modelData.AnimationData()->GetCharacterInfo().GetPASDatabase();
std::pair<float, s32> anim =
pasDatabase.FindBestAnimation(CPASAnimParmData::NoParameters(6), *mgr.GetActiveRandom(), -1);
pasDatabase.FindBestAnimation(CPASAnimParmData(6), *mgr.GetActiveRandom(), -1);
x0_modelData.AnimationData()->EnableLooping(false);
CAnimPlaybackParms parms(anim.second, -1, 1.f, true);
x0_modelData.AnimationData()->SetAnimation(parms, false);
x54_curAnimId = anim.second;
x58_25_enteredComboFire = false;
}
void CGunController::Reset()
{
x58_24_ = true;
x58_25_ = false;
x50_gunState = EGunState::Zero;
x58_24_animDone = true;
x58_25_enteredComboFire = false;
x50_gunState = EGunState::Inactive;
}
}

View File

@ -10,14 +10,14 @@ namespace urde
{
enum class EGunState
{
Zero,
One,
Inactive,
Default,
FreeLook,
ComboFire,
Four,
Idle,
Fidget,
Six,
Seven
Strike,
BigStrike
};
class CGunController
@ -26,37 +26,31 @@ class CGunController
CGSFreeLook x4_freeLook;
CGSComboFire x1c_comboFire;
CGSFidget x30_fidget;
EGunState x50_gunState = EGunState::Zero;
u32 x54_ = -1;
union {
struct
{
bool x58_24_ : 1;
bool x58_25_ : 1;
};
u8 _dummy = 0;
};
EGunState x50_gunState = EGunState::Inactive;
s32 x54_curAnimId = -1;
bool x58_24_animDone : 1;
bool x58_25_enteredComboFire : 1;
public:
CGunController(CModelData& modelData)
: x0_modelData(modelData)
{
x58_24_ = true;
x58_24_animDone = true;
x58_25_enteredComboFire = false;
}
void UnLoadFidget();
void LoadFidgetAnimAsync(CStateManager&, s32, s32, s32);
void GetFreeLookSetId() const;
bool IsFidgetLoaded() const;
bool IsComboOver() const;
void EnterFreeLook(CStateManager&, s32, s32);
void EnterComboFire(CStateManager&, s32);
void EnterFidget(CStateManager&, s32, s32, s32);
void EnterStruck(CStateManager&, float);
void EnterIdle(CStateManager&);
bool Update(float, CStateManager&);
void ReturnToDefault(CStateManager&, float);
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);
bool IsFidgetLoaded() const { return x30_fidget.IsAnimLoaded(); }
s32 GetFreeLookSetId() const { return x4_freeLook.GetSetId(); }
bool IsComboOver() const { return x1c_comboFire.IsComboOver(); }
void EnterFreeLook(CStateManager& mgr, s32 gunId, s32 setId);
void EnterComboFire(CStateManager& mgr, s32 gunId);
void EnterStruck(CStateManager& mgr, float angle, bool bigStrike, bool b2);
void EnterIdle(CStateManager& mgr);
bool Update(float dt, CStateManager& mgr);
void ReturnToDefault(CStateManager& mgr, float dt, bool setState);
void ReturnToBasePosition(CStateManager&, float);
void Reset();
};

View File

@ -1,16 +1,104 @@
#include "CGunMotion.hpp"
#include "WeaponCommon.hpp"
#include "CStateManager.hpp"
#include "Character/CPASAnimParmData.hpp"
namespace urde
{
CGunMotion::CGunMotion(CAssetId, const zeus::CVector3f& vec)
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;
LoadAnimations();
}
void CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool attack)
void CGunMotion::LoadAnimations()
{
NWeaponTypes::get_token_vector(*x0_modelData.AnimationData(), 0, 14, xa8_anims, true);
}
bool CGunMotion::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike)
{
const CPASDatabase& pas = x0_modelData.GetAnimationData()->GetCharacterInfo().GetPASDatabase();
s32 animId = -1;
bool loop = true;
switch (state)
{
case SamusGun::EAnimationState::Wander:
{
CPASAnimParmData parms((s32(state)));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
animId = anim.second;
break;
}
case SamusGun::EAnimationState::Idle:
{
CPASAnimParmData parms(s32(state), CPASAnimParm::FromEnum(0));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
animId = anim.second;
break;
}
case SamusGun::EAnimationState::Struck:
{
CPASAnimParmData parms(s32(state), CPASAnimParm::FromInt32(0), CPASAnimParm::FromReal32(angle),
CPASAnimParm::FromBool(bigStrike), CPASAnimParm::FromBool(false));
auto anim = pas.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
animId = anim.second;
loop = false;
break;
}
case SamusGun::EAnimationState::FreeLook:
x4c_gunController.EnterFreeLook(mgr, 0, -1);
break;
case SamusGun::EAnimationState::ComboFire:
x4c_gunController.EnterComboFire(mgr, 0);
break;
default:
break;
}
if (animId != -1)
{
x0_modelData.AnimationData()->EnableLooping(loop);
CAnimPlaybackParms aparms(animId, -1, 1.f, true);
x0_modelData.AnimationData()->SetAnimation(aparms, false);
}
return loop;
}
void CGunMotion::ReturnToDefault(CStateManager& mgr, bool setState)
{
x4c_gunController.ReturnToDefault(mgr, 0.f, setState);
}
void CGunMotion::BasePosition(bool bigStrikeReset)
{
x0_modelData.AnimationData()->EnableLooping(false);
CAnimPlaybackParms aparms(bigStrikeReset ? 6 : 0, -1, 1.f, true);
x0_modelData.AnimationData()->SetAnimation(aparms, false);
}
void CGunMotion::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
{
xb8_24_inFidget = true;
x4c_gunController.EnterFidget(mgr, s32(type), 0, parm2);
}
void CGunMotion::Update(float dt, CStateManager& mgr)
{
x0_modelData.AdvanceAnimation(dt, mgr, kInvalidAreaId, true);
if (x4c_gunController.Update(dt, mgr))
xb8_24_inFidget = false;
}
void CGunMotion::Draw(const CStateManager& mgr, const zeus::CTransform& xf) const
{
CModelFlags flags(0, 0, 3, zeus::CColor::skWhite);
x0_modelData.Render(mgr, xf, nullptr, flags);
}
}

View File

@ -4,6 +4,7 @@
#include "RetroTypes.hpp"
#include "zeus/CVector3f.hpp"
#include "Character/CModelData.hpp"
#include "CGunController.hpp"
namespace urde
{
@ -12,20 +13,40 @@ namespace SamusGun
{
enum class EAnimationState
{
Zero,
One,
Two
Wander,
Fidget,
Struck,
FreeLook,
ComboFire,
Idle,
BasePosition
};
enum class EFidgetType
{
Zero
};
}
class CGunMotion
{
CModelData x0_modelData;
CGunController x4c_gunController;
std::vector<CToken> xa8_anims;
bool xb8_24_inFidget : 1;
void LoadAnimations();
public:
CGunMotion(CAssetId, const zeus::CVector3f& vec);
CGunMotion(CAssetId ancsId, const zeus::CVector3f& scale);
const CModelData& GetModelData() const { return x0_modelData; }
void PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool attack);
bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle, bool bigStrike);
void ReturnToDefault(CStateManager& mgr, bool setState);
void BasePosition(bool bigStrikeReset);
void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2);
void Update(float dt, CStateManager& mgr);
void Draw(const CStateManager& mgr, const zeus::CTransform& xf) const;
s32 GetFreeLookSetId() const { return x4c_gunController.GetFreeLookSetId(); }
CGunController& GunController() { return x4c_gunController; }
};
}

View File

@ -55,6 +55,32 @@ void CGunWeapon::AsyncLoadSuitArm(CStateManager& mgr)
{
}
void CGunWeapon::BuildSecondaryEffect(ESecondaryFxType type)
{
switch (type)
{
case ESecondaryFxType::Two:
if (x204_secondaryEffectType == ESecondaryFxType::Two)
break;
x1b8_secondaryEffect = std::make_unique<CElementGen>(x188_secondaryEffects[1],
CElementGen::EModelOrientationType::Normal,
CElementGen::EOptionalSystemFlags::One);
x1b8_secondaryEffect->SetGlobalScale(x4_scale);
break;
case ESecondaryFxType::One:
if (x204_secondaryEffectType == ESecondaryFxType::One)
break;
x1b8_secondaryEffect = std::make_unique<CElementGen>(x188_secondaryEffects[0],
CElementGen::EModelOrientationType::Normal,
CElementGen::EOptionalSystemFlags::One);
x1b8_secondaryEffect->SetGlobalScale(x4_scale);
break;
default:
break;
}
x204_secondaryEffectType = type;
}
void CGunWeapon::ActivateCharge(bool b1, bool b2)
{
}
@ -69,4 +95,21 @@ void CGunWeapon::TouchHolo(const CStateManager& mgr)
}
void CGunWeapon::UpdateMuzzleFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos, bool emitting)
{
}
const SWeaponInfo& CGunWeapon::GetWeaponInfo() const
{
return g_tweakPlayerGun->GetBeamInfo(s32(x200_beamId));
}
zeus::CAABox CGunWeapon::GetBounds() const
{
if (x10_solidModelData)
return x10_solidModelData->GetBounds();
return zeus::CAABox::skNullBox;
}
}

View File

@ -10,31 +10,18 @@
#include "Particle/CElementGen.hpp"
#include "CToken.hpp"
#include "CStateManager.hpp"
#include "CGunController.hpp"
#include "WeaponCommon.hpp"
namespace urde
{
namespace NWeaponTypes
{
enum class EGunAnimType
{
Zero,
One,
Two,
Three,
Four,
FromMissile,
ToMissile,
Seven,
MissileReload,
FromBeam
};
}
class CActorLights;
class CGunController;
struct CModelFlags;
class CWeaponDescription;
using SWeaponInfo = DataSpec::SWeaponInfo;
class CVelocityInfo
{
friend class CGunWeapon;
@ -61,6 +48,10 @@ protected:
static const char* skDependencyNames[5];
static const char* skSuitArmNames[8];
zeus::CVector3f x4_scale;
std::experimental::optional<CModelData> x10_solidModelData;
std::experimental::optional<CModelData> x60_;
std::experimental::optional<CModelData> xb0_;
std::unique_ptr<CGunController> x100_gunController;
TToken<CAnimCharacterSet> x104_gunCharacter;
TToken<CAnimCharacterSet> x13c_armCharacter;
rstl::reserved_vector<TCachedToken<CWeaponDescription>, 2> x144_weapons;
@ -68,26 +59,46 @@ protected:
rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x16c_muzzleEffects;
rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x188_secondaryEffects;
rstl::reserved_vector<std::unique_ptr<CElementGen>, 2> x1a4_muzzleGenerators;
u32 x1b8_ = 0;
std::unique_ptr<CElementGen> x1b8_secondaryEffect;
CRainSplashGenerator* x1bc_rainSplashGenerator = nullptr;
EWeaponType x1c0_weaponType;
TUniqueId x1c4_playerId;
EMaterialTypes x1c8_playerMaterial;
CVelocityInfo x1d0_velInfo;
CPlayerState::EBeamId x200_beamId;
ESecondaryFxType x204_secondaryEffectType = ESecondaryFxType::Zero;
u32 x208_ = 0;
CPlayerState::EBeamId x20c_;
u32 x210_ = 0;
CAssetId x214_ancsId;
union
{
struct
{
bool x218_24 : 1;
bool x218_25 : 1;
bool x218_26 : 1;
bool x218_27 : 1;
bool x218_28 : 1;
bool x218_29_leavingBeam : 1;
};
u32 _dummy = 0;
};
public:
CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes, const zeus::CVector3f& scale);
void AsyncLoadSuitArm(CStateManager& mgr);
void AllocResPools(CPlayerState::EBeamId);
virtual void Reset(CStateManager&) {}
virtual void PlayAnim(NWeaponTypes::EGunAnimType, bool) {}
virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {}
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 EnableFx(bool) {}
virtual void EnableSecondaryFx(ESecondaryFxType) {}
void BuildSecondaryEffect(ESecondaryFxType type);
void ActivateCharge(bool b1, bool b2);
void Touch(const CStateManager& mgr);
void TouchHolo(const CStateManager& mgr);
@ -98,9 +109,16 @@ public:
virtual void Load(CStateManager& mgr, bool) {}
virtual void Unload(CStateManager&) {}
virtual bool IsLoaded() const {return false;}
void UpdateMuzzleFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos, bool emitting);
const CVelocityInfo& GetVelocityInfo() const { return x1d0_velInfo; }
void SetRainSplashGenerator(CRainSplashGenerator* g) { x1bc_rainSplashGenerator = g; }
CElementGen* GetChargeMuzzleFx() const { return x1a4_muzzleGenerators[1].get(); }
void ReturnToDefault(CStateManager& mgr) {}
void UnLoadFidget() {}
CModelData& GetSolidModelData() { return *x10_solidModelData; }
const SWeaponInfo& GetWeaponInfo() const;
zeus::CAABox GetBounds() const;
void SetLeavingBeam() { x218_29_leavingBeam = true; }
};
}

View File

@ -1,5 +1,5 @@
set(WEAPON_SOURCES
WeaponCommon.hpp
WeaponCommon.hpp WeaponCommon.cpp
CWeaponMgr.hpp CWeaponMgr.cpp
CGunController.hpp CGunController.cpp
CGunMotion.hpp CGunMotion.cpp

View File

@ -26,4 +26,9 @@ void CPhazonBeam::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager
}
void CPhazonBeam::StopBeam(CStateManager& mgr, bool b1)
{
}
}

View File

@ -28,6 +28,7 @@ public:
bool IsFiring() const { return x278_ < 1.f / 6.f; }
void SetX274_25(bool b) { x274_25 = b; }
void SetX274_26(bool b) { x274_26 = b; }
void StopBeam(CStateManager& mgr, bool b1);
};
}

View File

@ -20,6 +20,8 @@ public:
CPlasmaBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const zeus::CVector3f& scale);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
bool IsFiring() const { return x234_ > 0.f; }
void StopBeam(CStateManager& mgr, bool b1) {}
};
}

View File

@ -131,11 +131,11 @@ void CPlayerGun::LoadHandAnimTokens()
CAnimData::PrimitiveSetToTokenVector(prims, x540_handAnimTokens, true);
}
void CPlayerGun::TakeDamage(bool attack, bool notFromMetroid, CStateManager& mgr)
void CPlayerGun::TakeDamage(bool bigStrike, bool notFromMetroid, CStateManager& mgr)
{
bool hasAngle = false;
float angle = 0.f;
if (x398_damageAmt >= 10.f && !attack && (x2f8_ & 0x10) != 0x10 && !x832_26_ && x384_ <= 0.f)
if (x398_damageAmt >= 10.f && !bigStrike && (x2f8_ & 0x10) != 0x10 && !x832_26_ && x384_ <= 0.f)
{
x384_ = 20.f;
x364_ = 0.75f;
@ -147,13 +147,13 @@ void CPlayerGun::TakeDamage(bool attack, bool notFromMetroid, CStateManager& mgr
}
}
if (hasAngle || attack)
if (hasAngle || bigStrike)
{
if (mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan)
{
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::Two, mgr, angle, attack);
if ((attack && notFromMetroid) || x833_31_)
x740_grappleArm->EnterStruck(mgr, angle, attack, !x833_31_);
x73c_gunMotion->PlayPasAnim(SamusGun::EAnimationState::Struck, mgr, angle, bigStrike);
if ((bigStrike && notFromMetroid) || x833_31_)
x740_grappleArm->EnterStruck(mgr, angle, bigStrike, !x833_31_);
}
}
@ -180,6 +180,11 @@ void CPlayerGun::DeleteGunLight(CStateManager& mgr)
x53c_lightId = kInvalidUniqueId;
}
void CPlayerGun::UpdateGunLight(const zeus::CTransform& pos, CStateManager& mgr)
{
}
void CPlayerGun::SetGunLightActive(bool active, CStateManager& mgr)
{
if (x53c_lightId == kInvalidUniqueId)
@ -277,15 +282,15 @@ void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CSt
break;
case EScriptObjectMessage::Damage:
{
bool attackDamage = false;
bool bigStrike = false;
bool metroidAttached = false;
if (TCastToConstPtr<CEnergyProjectile> proj = mgr.GetObjectById(sender))
{
if ((proj->GetAttribField() & CGameProjectile::EProjectileAttrib::Twelve) !=
if ((proj->GetAttribField() & CGameProjectile::EProjectileAttrib::BigStrike) !=
CGameProjectile::EProjectileAttrib::None)
{
x394_damageTimer = proj->GetDamageDuration();
attackDamage = true;
bigStrike = true;
}
}
else if (TCastToConstPtr<CPatterned> ai = mgr.GetObjectById(sender))
@ -293,33 +298,33 @@ void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CSt
if (ai->GetX402_28())
{
x394_damageTimer = ai->GetDamageDuration();
attackDamage = true;
bigStrike = true;
if (player.GetAttachedActor() != kInvalidUniqueId)
metroidAttached = CPatterned::CastTo<MP1::CMetroid>(
mgr.GetObjectById(player.GetAttachedActor())) != nullptr;
}
}
if (!x834_30_damaged)
if (!x834_30_inBigStrike)
{
if (attackDamage)
if (bigStrike)
{
x834_31_ = false;
CancelFiring(mgr);
}
TakeDamage(attackDamage, !metroidAttached, mgr);
x834_30_damaged = attackDamage;
TakeDamage(bigStrike, !metroidAttached, mgr);
x834_30_inBigStrike = bigStrike;
}
break;
}
case EScriptObjectMessage::OnFloor:
if (player.GetControlsFrozen() && !x834_30_damaged)
if (player.GetControlsFrozen() && !x834_30_inBigStrike)
{
x2f4_ = 0;
x2ec_firing = 0;
CancelFiring(mgr);
TakeDamage(true, false, mgr);
x394_damageTimer = 0.75f;
x834_30_damaged = true;
x834_30_inBigStrike = true;
}
break;
default:
@ -378,14 +383,132 @@ void CPlayerGun::DamageRumble(const zeus::CVector3f& location, float damage, con
x3dc_damageLocation = location;
}
void CPlayerGun::StopChargeSound(CStateManager& mgr)
{
if (x2e0_chargeSfx)
{
CSfxManager::SfxStop(x2e0_chargeSfx);
x2e0_chargeSfx.reset();
}
if (x830_chargeRumbleHandle != -1)
{
mgr.GetRumbleManager().StopRumble(x830_chargeRumbleHandle);
x830_chargeRumbleHandle = -1;
}
}
void CPlayerGun::ResetCharge(CStateManager& mgr, bool b1)
{
if (x32c_)
StopChargeSound(mgr);
if ((x2f8_ & 0x8) != 0x8 && (x2f8_ & 0x10) != 0x10)
{
bool r30 = !(mgr.GetPlayer().GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed && !b1);
if (x832_27_ || r30)
PlayAnim(NWeaponTypes::EGunAnimType::Zero, false);
if (r30)
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::Zero);
if ((x2f8_ & 0x2) != 0x2 || x330_chargeWeaponIdx != 0)
{
if ((x2f8_ & 0x8) != 0x8)
{
x2f8_ |= 0x1;
x2f8_ &= 0xFFE9;
}
x318_ = 0;
x31c_missileMode = EMissleMode::Inactive;
}
}
x32c_ = 0;
x330_chargeWeaponIdx = 0;
x320_ = x310_selectedBeam;
x833_30_ = true;
x832_27_ = false;
x832_26_ = false;
x344_ = 0.f;
}
bool CPlayerGun::ExitMissile()
{
if ((x2f8_ & 0x1) == 0x1)
return true;
if ((x2f8_ & 0x10) == 0x10 || x338_ == 2)
return false;
x338_ = 2;
PlayAnim(NWeaponTypes::EGunAnimType::FromMissile, false);
return false;
}
static const CPlayerState::EItemType skBeamArr[] =
{
CPlayerState::EItemType::PowerBeam,
CPlayerState::EItemType::IceBeam,
CPlayerState::EItemType::WaveBeam,
CPlayerState::EItemType::PlasmaBeam
};
static const ControlMapper::ECommands mBeamCtrlCmd[] =
{
ControlMapper::ECommands::PowerBeam,
ControlMapper::ECommands::IceBeam,
ControlMapper::ECommands::WaveBeam,
ControlMapper::ECommands::PlasmaBeam,
};
void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
{
CPlayerState& playerState = *mgr.GetPlayerState();
float maxBeamInput = 0.f;
int selectBeam = -1;
for (int i=0 ; i<4 ; ++i)
{
if (playerState.HasPowerUp(skBeamArr[i]))
{
float inputVal = ControlMapper::GetAnalogInput(mBeamCtrlCmd[i], input);
if (inputVal > 0.65f && inputVal > maxBeamInput)
{
maxBeamInput = inputVal;
selectBeam = i;
}
}
}
if (selectBeam < 0)
return;
x833_25_ = true;
if (x310_selectedBeam != selectBeam && playerState.HasPowerUp(skBeamArr[selectBeam]))
{
x314_pendingSelectedBeam = u32(selectBeam);
u32 flags = 0;
if ((x2f8_ & 0x10) == 0x10)
flags = 0x10;
flags |= 0x8;
x2f8_ = flags;
PlayAnim(NWeaponTypes::EGunAnimType::FromBeam, false);
if (x833_31_ || x744_auxWeapon->IsComboFxActive(mgr) || x832_26_)
{
x832_30_ = true;
x740_grappleArm->EnterIdle(mgr);
}
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::Zero);
x338_ = 5;
x2e4_invalidSfx.reset();
}
else if (playerState.HasPowerUp(skBeamArr[selectBeam]))
{
if (ExitMissile())
{
if (!CSfxManager::IsPlaying(x2e4_invalidSfx))
x2e4_invalidSfx = PlaySfx(1763, x834_27_underwater, false, 0.165f);
}
else
{
x2e4_invalidSfx.reset();
}
}
}
void CPlayerGun::SetPhazonBeamMorph(bool intoPhazonBeam)
@ -437,22 +560,23 @@ void CPlayerGun::ResetBeamParams(CStateManager& mgr, const CPlayerState& playerS
x833_30_ = true;
}
void CPlayerGun::PlaySfx(u16 sfx, bool underwater, bool looped, float pan)
CSfxHandle CPlayerGun::PlaySfx(u16 sfx, bool underwater, bool looped, float pan)
{
CSfxHandle hnd = CSfxManager::SfxStart(sfx, 1.f, pan, true, 0x7f, looped, kInvalidAreaId);
CSfxManager::SfxSpan(hnd, 0.f);
if (underwater)
CSfxManager::PitchBend(hnd, -1.f);
return hnd;
}
static const u16 skFromMissileSound[] = { 1824, 1849, 1851, 1853 };
static const u16 skFromBeamSound[] = { 0, 1822, 1828, 1826 };
static const u16 skToMissileSound[] = { 1823, 1829, 1850, 1852 };
void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool b1)
void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop)
{
if (x338_ != 5)
x72c_currentBeam->PlayAnim(type, b1);
x72c_currentBeam->PlayAnim(type, loop);
u16 sfx = 0xffff;
switch (type)
@ -555,7 +679,7 @@ void CPlayerGun::HandleWeaponChange(const CFinalInput& input, CStateManager& mgr
void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr)
{
CPlayerState& state = *mgr.GetPlayerState();
bool damageNotMorphed = (x834_30_damaged &&
bool damageNotMorphed = (x834_30_inBigStrike &&
mgr.GetPlayer().GetMorphballTransitionState() != CPlayer::EPlayerMorphBallState::Morphed);
if (x832_24_ || damageNotMorphed || (x2f8_ & 0x8) == 0x8)
return;
@ -584,14 +708,80 @@ void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr)
}
}
void CPlayerGun::UnLoadFidget()
{
if ((x2fc_ & 0x1) == 0x1)
x73c_gunMotion->GunController().UnLoadFidget();
if ((x2fc_ & 0x2) == 0x2)
x72c_currentBeam->UnLoadFidget();
if ((x2fc_ & 0x4) == 0x4)
if (CGunController* gc = x740_grappleArm->GunController())
gc->UnLoadFidget();
x2fc_ = 0;
}
void CPlayerGun::ReturnArmAndGunToDefault(CStateManager& mgr, bool b1)
{
if (b1 || !x833_31_)
{
x73c_gunMotion->ReturnToDefault(mgr, false);
x740_grappleArm->ReturnToDefault(mgr, 0.f, false);
}
if (!x834_25_)
x72c_currentBeam->ReturnToDefault(mgr);
x834_25_ = false;
}
void CPlayerGun::ReturnToRestPose()
{
if (x832_31_)
return;
if ((x2f8_ & 0x1) == 0x1)
PlayAnim(NWeaponTypes::EGunAnimType::Zero, false);
else if ((x2f8_ & 0x4) == 0x4)
PlayAnim(NWeaponTypes::EGunAnimType::ToMissile, false);
x832_31_ = true;
}
void CPlayerGun::ResetIdle(CStateManager& mgr)
{
x550_camBob.SetState(CPlayerCameraBob::ECameraBobState::GunFireNoBob, mgr);
if (x3a4_fidget.GetState() != CFidget::EState::Zero)
{
if (x3a4_fidget.GetState() == CFidget::EState::Seven)
UnLoadFidget();
ReturnArmAndGunToDefault(mgr, true);
}
x3a4_fidget.ResetAll();
ReturnToRestPose();
if (x324_ != 0)
x324_ = 0;
if (!x740_grappleArm->GetActive())
x834_26_ = false;
}
void CPlayerGun::CancelFiring(CStateManager& mgr)
{
if (x32c_ == 8)
ReturnArmAndGunToDefault(mgr, true);
if ((x2f8_ & 0x10) == 0x10)
{
StopContinuousBeam(mgr, true);
if ((x2f8_ & 0x8) == 0x8)
{
x2f8_ |= 0x1;
x2f8_ &= 0xFFE9;
}
x318_ = 0;
x31c_missileMode = EMissleMode::Inactive;
}
if (x32c_ != 0)
{
x72c_currentBeam->ActivateCharge(false, false);
SetGunLightActive(false, mgr);
ResetCharge(mgr, true);
}
Reset(mgr, (x2f8_ & 0x2) == 0x2);
}
float CPlayerGun::GetBeamVelocity() const
@ -602,15 +792,413 @@ float CPlayerGun::GetBeamVelocity() const
}
void CPlayerGun::StopContinuousBeam(CStateManager& mgr, bool b1)
{
if ((x2f8_ & 0x10) == 0x10)
{
ReturnArmAndGunToDefault(mgr, false);
x744_auxWeapon->StopComboFx(mgr, b1);
switch (x310_selectedBeam)
{
case 0:
case 2:
case 3:
// All except ice
if (x310_selectedBeam != 0 || x833_28_phazonBeamActive)
{
x72c_currentBeam->EnableSecondaryFx(
b1 ? CGunWeapon::ESecondaryFxType::Zero : CGunWeapon::ESecondaryFxType::Three);
}
break;
default:
break;
}
}
else if (x833_28_phazonBeamActive)
{
if (static_cast<CPhazonBeam*>(x72c_currentBeam)->IsFiring())
static_cast<CPhazonBeam*>(x72c_currentBeam)->StopBeam(mgr, b1);
}
else if (x310_selectedBeam == 3) // Plasma
{
if (static_cast<CPlasmaBeam*>(x72c_currentBeam)->IsFiring())
static_cast<CPlasmaBeam*>(x72c_currentBeam)->StopBeam(mgr, b1);
}
}
void CPlayerGun::CMotionState::Update(bool b1, float dt, zeus::CTransform& xf, CStateManager& mgr)
{
}
void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr)
void CPlayerGun::ChangeWeapon(const CPlayerState& playerState, CStateManager& mgr)
{
}
void CPlayerGun::GetLctrWithShake(zeus::CTransform& xfOut, const CModelData& mData, const std::string& lctrName,
bool b1, bool b2)
{
}
void CPlayerGun::UpdateLeftArmTransform(const CModelData& mData, const CStateManager& mgr)
{
}
void CPlayerGun::ProcessGunMorph(float dt, CStateManager& mgr)
{
}
void CPlayerGun::ProcessPhazonGunMorph(float dt, CStateManager& mgr)
{
}
void CPlayerGun::UpdateChargeState(float dt, CStateManager& mgr)
{
}
void CPlayerGun::UpdateAuxWeapons(float dt, const zeus::CTransform& targetXf, CStateManager& mgr)
{
}
void CPlayerGun::DoUserAnimEvents(float dt, CStateManager& mgr)
{
}
TUniqueId CPlayerGun::GetTargetId(CStateManager& mgr) const
{
return {};
}
void CPlayerGun::CancelLockOn()
{
}
void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr)
{
}
void CPlayerGun::UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr)
{
}
static const float chargeShakeTbl[] = { -0.001f, 0.f, 0.001f };
static const CMaterialFilter sAimFilter =
CMaterialFilter::MakeIncludeExclude({EMaterialTypes::Solid}, {EMaterialTypes::ProjectilePassthrough});
void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr)
{
CPlayer& player = mgr.GetPlayer();
CPlayerState& playerState = *mgr.GetPlayerState();
bool isUnmorphed = player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
bool becameFrozen;
if (isUnmorphed)
becameFrozen = !x834_29_frozen && player.GetFrozenState();
else
becameFrozen = false;
bool becameThawed;
if (isUnmorphed)
becameThawed = x834_29_frozen && !player.GetFrozenState();
else
becameThawed = false;
x834_29_frozen = isUnmorphed && player.GetFrozenState();
float advDt;
if (x834_29_frozen)
advDt = 0.f;
else
advDt = dt;
bool r23 = x678_morph.GetGunState() != CGunMorph::EGunState::One;
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay || r23)
x6e0_rightHandModel.AdvanceAnimation(advDt, mgr, kInvalidAreaId, true);
if (r23 && x734_ != 0 && x734_ != x72c_currentBeam)
{
x744_auxWeapon->LoadIdle();
x734_->Update(advDt, mgr);
}
if (!x744_auxWeapon->IsLoaded())
x744_auxWeapon->LoadIdle();
if (becameFrozen)
{
x72c_currentBeam->EnableSecondaryFx(CGunWeapon::ESecondaryFxType::Zero);
x72c_currentBeam->BuildSecondaryEffect(CGunWeapon::ESecondaryFxType::One);
}
else if (becameThawed)
{
x72c_currentBeam->BuildSecondaryEffect(CGunWeapon::ESecondaryFxType::Two);
}
if (becameFrozen || becameThawed)
{
x2f4_ = 0;
x2ec_firing = 0;
CancelFiring(mgr);
}
x72c_currentBeam->Update(advDt, mgr);
x73c_gunMotion->Update(advDt * x370_gunMotionSpeedMult, mgr);
x740_grappleArm->Update(grappleSwingT, advDt, mgr);
if (x338_ != 0)
{
if (x678_morph.GetGunState() == CGunMorph::EGunState::Zero)
{
if (x338_ == 5)
{
ChangeWeapon(playerState, mgr);
x338_ = 0;
}
}
else if (!x72c_currentBeam->GetSolidModelData().GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body") ||
x832_30_)
{
bool r24 = true;
switch (x338_)
{
case 1:
x2f8_ &= 0x1;
x2f8_ |= 0x6;
x318_ = 1;
x31c_missileMode = EMissleMode::Active;
break;
case 2:
if ((x2f8_ & 0x8) != 0x8)
{
x2f8_ |= 0x1;
x2f8_ &= 0xFFE9;
}
x318_ = 0;
x31c_missileMode = EMissleMode::Inactive;
x390_cooldown = x72c_currentBeam->GetWeaponInfo().x0_coolDown;
break;
case 4:
PlayAnim(NWeaponTypes::EGunAnimType::MissileReload, false);
x338_ = 3;
r24 = false;
break;
case 3:
x2f8_ |= 0x4;
break;
case 5:
ChangeWeapon(playerState, mgr);
break;
case 6:
x390_cooldown = x72c_currentBeam->GetWeaponInfo().x0_coolDown;
x2f8_ &= ~0x8;
if ((x2f8_ & 0x8) != 0x8)
{
x2f8_ |= 0x1;
x2f8_ &= 0xFFE9;
}
x318_ = 0;
x31c_missileMode = EMissleMode::Inactive;
break;
case 8:
if (x75c_phazonBeam->IsLoaded())
break;
x72c_currentBeam->SetLeavingBeam();
x75c_phazonBeam->Load(mgr, false);
x33c_gunOverrideMode = EGunOverrideMode::One;
break;
case 9:
if (x738_nextBeam->IsLoaded())
break;
x72c_currentBeam->SetLeavingBeam();
x738_nextBeam->Load(mgr, false);
x33c_gunOverrideMode = EGunOverrideMode::Two;
break;
default:
break;
}
if (r24)
x338_ = 0;
}
}
if (x37c_ < 0.2f)
{
x37c_ += advDt;
}
else
{
x37c_ = 0.f;
if (x30c_ > 0)
x30c_ -= 1;
}
if (x32c_ != 0 && !player.GetFrozenState())
{
x34c_shakeX = chargeShakeTbl[mgr.GetActiveRandom()->Next() % 3] * x340_chargeBeamFactor;
x350_shakeZ = chargeShakeTbl[mgr.GetActiveRandom()->Next() % 3] * x340_chargeBeamFactor;
}
if (!x72c_currentBeam->IsLoaded())
return;
GetLctrWithShake(x4d8_gunLocalXf, x73c_gunMotion->GetModelData(), "GBSE_SDK", true, true);
GetLctrWithShake(x418_beamLocalXf, x72c_currentBeam->GetSolidModelData(), "LBEAM", false, true);
GetLctrWithShake(x508_elbowLocalXf, x72c_currentBeam->GetSolidModelData(), "elbow", false, false);
x4a8_gunWorldXf = x3e8_xf * x4d8_gunLocalXf * x550_camBob.GetCameraBobTransformation();
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);
x72c_currentBeam->GetSolidModelData().AdvanceParticles(x4a8_gunWorldXf, advDt, mgr);
x72c_currentBeam->UpdateGunFx(x380_ > 2.f && x378_ > 0.15f, dt, mgr, x508_elbowLocalXf);
zeus::CTransform beamWorldXf = x4a8_gunWorldXf * x418_beamLocalXf;
if (player.GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed &&
!mgr.GetCameraManager()->IsInCinematicCamera())
{
rstl::reserved_vector<TUniqueId, 1024> nearList;
zeus::CAABox aabb = x72c_currentBeam->GetBounds().getTransformedAABox(x4a8_gunWorldXf);
mgr.BuildNearList(nearList, aabb, sAimFilter, &player);
TUniqueId bestId = kInvalidUniqueId;
zeus::CVector3f dir = x4a8_gunWorldXf.basis[1].normalized();
zeus::CVector3f pos = dir * -0.5f + x4a8_gunWorldXf.origin;
CRayCastResult result = mgr.RayWorldIntersection(bestId, pos, dir, 3.5f, sAimFilter, nearList);
x833_29_pointBlankWorldSurface = result.IsValid();
if (result.IsValid())
{
x448_elbowWorldXf = x4a8_gunWorldXf * x508_elbowLocalXf;
x448_elbowWorldXf.origin += dir * -0.5f;
beamWorldXf.origin = result.GetPoint();
}
}
else
{
x833_29_pointBlankWorldSurface = false;
}
zeus::CTransform beamTargetXf = x833_29_pointBlankWorldSurface ? x448_elbowWorldXf : beamWorldXf;
zeus::CVector3f camTrans = mgr.GetCameraManager()->GetGlobalCameraTranslation(mgr);
beamWorldXf.origin += camTrans;
beamTargetXf.origin += camTrans;
if (x832_25_)
{
bool emitting = x833_30_ ? x344_ < 1.f : false;
zeus::CVector3f scale((emitting && x832_26_) ? (1.f - x344_) * 2.f : 2.f);
x72c_currentBeam->UpdateMuzzleFx(advDt, scale, x418_beamLocalXf.origin, emitting);
CElementGen& gen = *x800_auxMuzzleGenerators[x320_];
gen.SetGlobalOrientAndTrans(x418_beamLocalXf);
gen.SetGlobalScale(scale);
gen.SetParticleEmission(emitting);
gen.Update(advDt);
}
if (x748_rainSplashGenerator)
x748_rainSplashGenerator->Update(advDt, mgr);
UpdateGunLight(beamWorldXf, mgr);
ProcessGunMorph(advDt, mgr);
if (x835_26_phazonBeamMorphing)
ProcessPhazonGunMorph(advDt, mgr);
if (x832_26_ && x77c_)
{
x77c_->SetGlobalTranslation(x418_beamLocalXf.origin);
x77c_->SetGlobalOrientation(x418_beamLocalXf.getRotation());
x77c_->Update(advDt);
x344_ += advDt * 4.f;
}
if (x35c_bombTime > 0.f)
{
x35c_bombTime -= advDt;
if (x35c_bombTime <= 0.f)
x308_bombCount = 3;
}
if (playerState.ItemEnabled(CPlayerState::EItemType::ChargeBeam) && x32c_ != 0)
{
UpdateChargeState(advDt, mgr);
}
else
{
x340_chargeBeamFactor -= advDt;
if (x340_chargeBeamFactor < 0.f)
x340_chargeBeamFactor = 0.f;
}
UpdateAuxWeapons(advDt, beamTargetXf, mgr);
DoUserAnimEvents(advDt, mgr);
if (x304_ == 1 && GetTargetId(mgr) != kInvalidUniqueId)
{
if (!x832_29_ && !x832_26_ && (x2f8_ & 0x10) != 0x10)
{
x832_29_ = true;
x6a0_motionState.SetState(CMotionState::EMotionState::Two);
ReturnArmAndGunToDefault(mgr, true);
}
}
else
{
CancelLockOn();
}
UpdateWeaponFire(advDt, playerState, mgr);
UpdateGunIdle(x364_ > 0.f, cameraBobT, advDt, mgr);
if ((x2ec_firing & 0x1) == 0x1)
{
x378_ = 0.f;
}
else if (x378_ < 2.f)
{
x378_ += advDt;
if (x378_ > 1.f)
{
x30c_ = 0;
x380_ = 0.f;
}
}
if (x38c_ > 0.f)
x38c_ -= advDt;
if (x30c_ > 5 && x380_ < 2.f)
x380_ += advDt;
if (x384_ > 0.f)
x384_ -= advDt;
if (x364_ > 0.f)
{
x2f4_ = 0;
x364_ -= advDt;
}
if (isUnmorphed && (x2f8_ & 0x4) == 0x4)
{
x3a0_ -= advDt;
if (x3a0_ < 0.f)
{
x3a0_ = 0.f;
ExitMissile();
}
}
}
void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos)
{

View File

@ -83,14 +83,35 @@ private:
class CMotionState
{
public:
enum class EMotionState
{
Zero,
One,
Two
};
private:
static float gGunExtendDistance;
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; }
void SetState(EMotionState state) { x20_state = state; }
void Update(bool b1, float dt, zeus::CTransform& xf, CStateManager& mgr);
};
CActorLights x0_lights;
u32 x2e0_ = 0;
u32 x2e4_ = 0;
CSfxHandle x2e0_chargeSfx;
CSfxHandle x2e4_invalidSfx;
u32 x2e8_ = 0;
u32 x2ec_firing = 0;
u32 x2f0_ = 0;
@ -116,8 +137,8 @@ private:
float x340_chargeBeamFactor = 0.f;
float x344_ = 0.f;
float x348_ = 0.f;
float x34c_ = 0.f;
float x350_ = 0.f;
float x34c_shakeX = 0.f;
float x350_shakeZ = 0.f;
float x354_bombFuseTime;
float x358_bombDropDelayTime;
float x35c_bombTime = 0.f;
@ -125,7 +146,7 @@ private:
float x364_ = 0.f;
float x368_ = 0.f;
float x36c_ = 1.f;
float x370_ = 1.f;
float x370_gunMotionSpeedMult = 1.f;
float x374_ = 0.f;
float x378_ = 0.f;
float x37c_ = 0.f;
@ -133,7 +154,7 @@ private:
float x384_ = 0.f;
float x388_ = 0.f;
float x38c_ = 0.f;
float x390_ = 0.f;
float x390_cooldown = 0.f;
float x394_damageTimer = 0.f;
float x398_damageAmt = 0.f;
float x39c_ = 0.f;
@ -141,12 +162,12 @@ private:
CFidget x3a4_fidget;
zeus::CVector3f x3dc_damageLocation;
zeus::CTransform x3e8_xf;
zeus::CTransform x418_;
zeus::CTransform x448_;
zeus::CTransform x418_beamLocalXf;
zeus::CTransform x448_elbowWorldXf;
zeus::CTransform x478_assistAimXf;
zeus::CTransform x4a8_;
zeus::CTransform x4d8_;
zeus::CTransform x508_;
zeus::CTransform x4a8_gunWorldXf;
zeus::CTransform x4d8_gunLocalXf;
zeus::CTransform x508_elbowLocalXf;
TUniqueId x538_playerId;
TUniqueId x53a_ = kInvalidUniqueId;
TUniqueId x53c_lightId = kInvalidUniqueId;
@ -161,16 +182,7 @@ private:
TUniqueId x670_ = kInvalidUniqueId;
u32 x674_ = 0;
CGunMorph x678_morph;
bool x6a0_24_ = true;
float x6a4_ = 0.f;
float x6a8_ = 0.f;
float x6ac_ = 0.f;
float x6b0_ = 0.f;
float x6b4_ = 0.f;
float x6b8_ = 0.f;
float x6bc_ = 0.f;
u32 x6c0_ = 0;
u32 x6c4_ = 0;
CMotionState x6a0_motionState;
zeus::CAABox x6c8_;
CModelData x6e0_rightHandModel;
CGunWeapon* x72c_currentBeam = nullptr;
@ -188,12 +200,12 @@ private:
std::unique_ptr<CPhazonBeam> x75c_phazonBeam;
CGunWeapon* x760_selectableBeams[4] = {}; // Used to be reserved_vector
std::unique_ptr<CElementGen> x774_holoTransitionGen;
std::unique_ptr<u32> x77c_;
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;
s16 x830 = -1;
s16 x830_chargeRumbleHandle = -1;
union
{
@ -213,7 +225,7 @@ private:
bool x833_26_ : 1;
bool x833_27_ : 1;
bool x833_28_phazonBeamActive : 1;
bool x833_29_ : 1;
bool x833_29_pointBlankWorldSurface : 1;
bool x833_30_ : 1;
bool x833_31_ : 1;
@ -222,8 +234,8 @@ private:
bool x834_26_ : 1;
bool x834_27_underwater : 1;
bool x834_28_ : 1;
bool x834_29_ : 1;
bool x834_30_damaged : 1;
bool x834_29_frozen : 1;
bool x834_30_inBigStrike : 1;
bool x834_31_ : 1;
bool x835_24_canFirePhazon : 1;
@ -245,17 +257,36 @@ private:
void LoadHandAnimTokens();
void CreateGunLight(CStateManager& mgr);
void DeleteGunLight(CStateManager& mgr);
void UpdateGunLight(const zeus::CTransform& pos, CStateManager& mgr);
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);
void PlaySfx(u16 sfx, bool underwater, bool looped, float pan);
void PlayAnim(NWeaponTypes::EGunAnimType type, bool b1);
CSfxHandle PlaySfx(u16 sfx, bool underwater, bool looped, float pan);
void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
void CancelCharge(CStateManager& mgr, bool withEffect);
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 UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr);
void UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr);
public:
explicit CPlayerGun(TUniqueId playerId);
void TakeDamage(bool attack, bool notFromMetroid, CStateManager& mgr);
void TakeDamage(bool bigStrike, bool notFromMetroid, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void AsyncLoadSuit(CStateManager& mgr);
void TouchModel(const CStateManager& stateMgr);

View File

@ -21,7 +21,7 @@ public:
Unknown1 = (1 << 7),
Bombs = (1 << 8),
PowerBombs = (1 << 9),
Twelve = (1 << 12),
BigStrike = (1 << 12),
StaticInterference = (1 << 14),
};

View File

@ -0,0 +1,82 @@
#include "WeaponCommon.hpp"
#include "Character/CAnimData.hpp"
#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
#include "Character/CPrimitive.hpp"
namespace urde
{
namespace NWeaponTypes
{
void primitive_set_to_token_vector(const CAnimData& animData, const std::set<CPrimitive>& primSet,
std::vector<CToken>& tokensOut, bool preLock)
{
int eventCount = 0;
for (const CPrimitive& prim : primSet)
if (animData.GetEventResourceIdForAnimResourceId(prim.GetAnimResId()).IsValid())
++eventCount;
tokensOut.clear();
tokensOut.reserve(primSet.size() + eventCount);
SObjectTag atag{FOURCC('ANIM'), 0};
SObjectTag etag{FOURCC('EVNT'), 0};
for (const CPrimitive& prim : primSet)
{
CAssetId eId = animData.GetEventResourceIdForAnimResourceId(prim.GetAnimResId());
if (eId.IsValid())
{
etag.id = prim.GetAnimResId();
tokensOut.push_back(g_SimplePool->GetObj(etag));
if (preLock)
tokensOut.back().Lock();
}
atag.id = prim.GetAnimResId();
tokensOut.push_back(g_SimplePool->GetObj(atag));
if (preLock)
tokensOut.back().Lock();
}
}
void unlock_tokens(std::vector<CToken>& anims)
{
for (CToken& tok : anims)
tok.Unlock();
}
void lock_tokens(std::vector<CToken>& anims)
{
for (CToken& tok : anims)
tok.Lock();
}
bool are_tokens_ready(const std::vector<CToken>& anims)
{
for (const CToken& tok : anims)
if (!tok.IsLoaded())
return false;
return true;
}
void get_token_vector(CAnimData& animData, int begin, int end, std::vector<CToken>& tokensOut, bool preLock)
{
std::set<CPrimitive> prims;
for (int i=begin ; i<end ; ++i)
{
CAnimPlaybackParms parms(i, -1, 1.f, true);
animData.GetAnimationPrimitives(parms, prims);
}
primitive_set_to_token_vector(animData, prims, tokensOut, preLock);
}
void get_token_vector(CAnimData& animData, int animIdx, std::vector<CToken>& tokensOut, bool preLock)
{
std::set<CPrimitive> prims;
CAnimPlaybackParms parms(animIdx, -1, 1.f, true);
animData.GetAnimationPrimitives(parms, prims);
primitive_set_to_token_vector(animData, prims, tokensOut, preLock);
}
}
}

View File

@ -3,9 +3,13 @@
#include "RetroTypes.hpp"
#include "DataSpec/DNACommon/Tweaks/ITweakPlayerGun.hpp"
#include <set>
namespace urde
{
class CAnimData;
class CToken;
class CPrimitive;
enum class EWeaponType
{
None = -1,
@ -25,5 +29,33 @@ enum class EWeaponType
Unused1 = 13,
OrangePhazon = 14
};
namespace NWeaponTypes
{
enum class EGunAnimType
{
Zero,
One,
Two,
Three,
Four,
FromMissile,
ToMissile,
Seven,
MissileReload,
FromBeam
};
void primitive_set_to_token_vector(const CAnimData& animData, const std::set<CPrimitive>& primSet,
std::vector<CToken>& tokensOut, bool preLock);
void unlock_tokens(std::vector<CToken>& anims);
void lock_tokens(std::vector<CToken>& anims);
bool are_tokens_ready(const std::vector<CToken>& anims);
void get_token_vector(CAnimData& animData, int begin, int end, std::vector<CToken>& tokensOut, bool preLock);
void get_token_vector(CAnimData& animData, int animIdx, std::vector<CToken>& tokensOut, bool preLock);
}
}
#endif // __URDE_WEAPONCOMMON_HPP__

View File

@ -1309,7 +1309,7 @@ void CPlayer::RenderGun(const CStateManager& mgr, const zeus::CVector3f& pos) co
if (mgr.GetCameraManager()->IsInCinematicCamera())
return;
if (x490_gun->GetGrappleArm().InGrappleCycle() &&
if (x490_gun->GetGrappleArm().GetActive() &&
x490_gun->GetGrappleArm().GetAnimState() != CGrappleArm::EArmState::Ten)
x490_gun->GetGrappleArm().RenderGrappleBeam(mgr, pos);