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mirror of https://github.com/AxioDL/metaforce.git synced 2025-12-09 02:27:43 +00:00

More work on CPlayerGun

This commit is contained in:
Jack Andersen
2017-08-30 16:42:37 -10:00
parent 9b5ec8f86d
commit ddb1d584b7
20 changed files with 685 additions and 100 deletions

View File

@@ -1,3 +1,5 @@
#include <Runtime/MP1/World/CMetroidBeta.hpp>
#include <Runtime/MP1/CSamusHud.hpp>
#include "TCastTo.hpp"
#include "CPlayerGun.hpp"
#include "GameGlobalObjects.hpp"
@@ -12,6 +14,10 @@
#include "Input/ControlMapper.hpp"
#include "CBomb.hpp"
#include "CPowerBomb.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "World/CWorld.hpp"
#include "Camera/CGameCamera.hpp"
#include "GuiSys/CStringTable.hpp"
namespace urde
{
@@ -30,7 +36,7 @@ CPlayerGun::CPlayerGun(TUniqueId playerId)
zeus::CVector2f(CPlayerCameraBob::kCameraBobExtentX, CPlayerCameraBob::kCameraBobExtentY),
CPlayerCameraBob::kCameraBobPeriod),
x678_morph(g_tweakPlayerGun->GetGunTransformTime(), g_tweakPlayerGun->GetHoloHoldTime()),
x6c8_(zeus::CVector3f(-0.29329199f, 0.f, -0.2481945f),
x6c8_hologramClipCube(zeus::CVector3f(-0.29329199f, 0.f, -0.2481945f),
zeus::CVector3f(0.29329199f, 1.292392f, 0.2481945f)),
x6e0_rightHandModel(CAnimRes(g_tweakGunRes->xc_rightHand, 0, zeus::CVector3f(3.f), 0, true))
{
@@ -86,9 +92,9 @@ CPlayerGun::CPlayerGun(TUniqueId playerId)
void CPlayerGun::InitBeamData()
{
x760_selectableBeams[0] = x74c_powerBeam.get();
x760_selectableBeams[0] = x750_iceBeam.get();
x760_selectableBeams[0] = x754_waveBeam.get();
x760_selectableBeams[0] = x758_plasmaBeam.get();
x760_selectableBeams[1] = x750_iceBeam.get();
x760_selectableBeams[2] = x754_waveBeam.get();
x760_selectableBeams[3] = x758_plasmaBeam.get();
x72c_currentBeam = x760_selectableBeams[0];
x738_nextBeam = x72c_currentBeam;
x774_holoTransitionGen->SetParticleEmission(true);
@@ -142,7 +148,7 @@ void CPlayerGun::TakeDamage(bool bigStrike, bool notFromMetroid, CStateManager&
{
x384_ = 20.f;
x364_ = 0.75f;
if (x678_morph.GetGunState() == CGunMorph::EGunState::One)
if (x678_morph.GetGunState() == CGunMorph::EGunState::OutWipeDone)
{
zeus::CVector3f localDamageLoc = mgr.GetPlayer().GetTransform().transposeRotate(x3dc_damageLocation);
angle = zeus::CRelAngle(std::atan2(localDamageLoc.y, localDamageLoc.x)).asDegrees();
@@ -211,7 +217,6 @@ void CPlayerGun::SetGunLightActive(bool active, CStateManager& mgr)
}
}
static const u32 skBeamIdMap[] = { 0, 1, 2, 3, 0 };
static const u32 skBeamAnimIds[] = { 0, 1, 2, 1 };
void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr)
@@ -223,12 +228,11 @@ void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CSt
case EScriptObjectMessage::Registered:
{
CreateGunLight(mgr);
x320_ = x314_pendingSelectedBeam = x310_selectedBeam =
skBeamIdMap[int(mgr.GetPlayerState()->GetCurrentBeam())];
x72c_currentBeam = x738_nextBeam = x760_selectableBeams[x310_selectedBeam];
x320_currentAuxBeam = x314_nextBeam = x310_currentBeam = mgr.GetPlayerState()->GetCurrentBeam();
x72c_currentBeam = x738_nextBeam = x760_selectableBeams[int(x310_currentBeam)];
x72c_currentBeam->Load(mgr, true);
x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
x744_auxWeapon->Load(x310_selectedBeam, mgr);
x744_auxWeapon->Load(x310_currentBeam, mgr);
CAnimPlaybackParms parms(skBeamAnimIds[int(mgr.GetPlayerState()->GetCurrentBeam())], -1, 1.f, true);
x6e0_rightHandModel.AnimationData()->SetAnimation(parms, false);
break;
@@ -251,7 +255,7 @@ void CPlayerGun::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CSt
if (player.GetDistanceUnderWater() > player.GetEyeHeight())
{
x834_27_underwater = true;
if (x744_auxWeapon->IsComboFxActive(mgr) && x310_selectedBeam != 2)
if (x744_auxWeapon->IsComboFxActive(mgr) && x310_currentBeam != CPlayerState::EBeamId::Wave)
StopContinuousBeam(mgr, false);
}
else
@@ -373,10 +377,10 @@ void CPlayerGun::TouchModel(const CStateManager& mgr)
x6e0_rightHandModel.Touch(mgr, 0);
}
if (x734_)
if (x734_loadingBeam)
{
x734_->Touch(mgr);
x734_->TouchHolo(mgr);
x734_loadingBeam->Touch(mgr);
x734_loadingBeam->TouchHolo(mgr);
}
}
@@ -426,7 +430,7 @@ void CPlayerGun::ResetCharge(CStateManager& mgr, bool b1)
x32c_ = 0;
x330_chargeState = EChargeState::Normal;
x320_ = x310_selectedBeam;
x320_currentAuxBeam = x310_currentBeam;
x833_30_ = true;
x832_27_ = false;
x832_26_ = false;
@@ -472,7 +476,7 @@ void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
{
CPlayerState& playerState = *mgr.GetPlayerState();
float maxBeamInput = 0.f;
int selectBeam = -1;
CPlayerState::EBeamId selectBeam = CPlayerState::EBeamId::Invalid;
for (int i=0 ; i<4 ; ++i)
{
if (playerState.HasPowerUp(skBeamArr[i]))
@@ -481,18 +485,18 @@ void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
if (inputVal > 0.65f && inputVal > maxBeamInput)
{
maxBeamInput = inputVal;
selectBeam = i;
selectBeam = CPlayerState::EBeamId(i);
}
}
}
if (selectBeam < 0)
if (selectBeam == CPlayerState::EBeamId::Invalid)
return;
x833_25_ = true;
if (x310_selectedBeam != selectBeam && playerState.HasPowerUp(skBeamArr[selectBeam]))
if (x310_currentBeam != selectBeam && playerState.HasPowerUp(skBeamArr[int(selectBeam)]))
{
x314_pendingSelectedBeam = u32(selectBeam);
x314_nextBeam = selectBeam;
u32 flags = 0;
if ((x2f8_ & 0x10) == 0x10)
flags = 0x10;
@@ -508,7 +512,7 @@ void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
x338_ = 5;
x2e4_invalidSfx.reset();
}
else if (playerState.HasPowerUp(skBeamArr[selectBeam]))
else if (playerState.HasPowerUp(skBeamArr[int(selectBeam)]))
{
if (ExitMissile())
{
@@ -524,7 +528,7 @@ void CPlayerGun::HandleBeamChange(const CFinalInput& input, CStateManager& mgr)
void CPlayerGun::SetPhazonBeamMorph(bool intoPhazonBeam)
{
x39c_ = intoPhazonBeam ? 0.f : 1.f;
x39c_phazonMorphT = intoPhazonBeam ? 0.f : 1.f;
x835_27_intoPhazonBeam = intoPhazonBeam;
x835_26_phazonBeamMorphing = true;
}
@@ -561,13 +565,13 @@ void CPlayerGun::ResetBeamParams(CStateManager& mgr, const CPlayerState& playerS
StopContinuousBeam(mgr, true);
if (playerState.ItemEnabled(CPlayerState::EItemType::ChargeBeam))
ResetCharge(mgr, false);
CAnimPlaybackParms parms(skBeamAnimIds[x314_pendingSelectedBeam], -1, 1.f, true);
CAnimPlaybackParms parms(skBeamAnimIds[int(x314_nextBeam)], -1, 1.f, true);
x6e0_rightHandModel.AnimationData()->SetAnimation(parms, false);
Reset(mgr, false);
if (playSelectionSfx)
CSfxManager::SfxStart(1774, 1.f, 0.f, true, 0x7f, false, kInvalidAreaId);
x2ec_lastFireButtonStates &= ~0x1;
x320_ = x310_selectedBeam;
x320_currentAuxBeam = x310_currentBeam;
x833_30_ = true;
}
@@ -594,17 +598,17 @@ void CPlayerGun::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop)
{
case NWeaponTypes::EGunAnimType::FromMissile:
x2f8_ &= ~0x4;
sfx = skFromMissileSound[x310_selectedBeam];
sfx = skFromMissileSound[int(x310_currentBeam)];
break;
case NWeaponTypes::EGunAnimType::MissileReload:
sfx = 1769;
break;
case NWeaponTypes::EGunAnimType::FromBeam:
sfx = skFromBeamSound[x310_selectedBeam];
sfx = skFromBeamSound[int(x310_currentBeam)];
break;
case NWeaponTypes::EGunAnimType::ToMissile:
x2f8_ &= ~0x1;
sfx = skToMissileSound[x310_selectedBeam];
sfx = skToMissileSound[int(x310_currentBeam)];
break;
default:
break;
@@ -713,8 +717,10 @@ void CPlayerGun::ProcessInput(const CFinalInput& input, CStateManager& mgr)
if ((x2f8_ & 0x10) != 0x10)
HandleWeaponChange(input, mgr);
case CPlayer::EPlayerMorphBallState::Morphed:
x2f4_fireButtonStates = ControlMapper::GetDigitalInput(ControlMapper::ECommands::FireOrBomb, input) ? 1 : 0;
x2f4_fireButtonStates |= 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;
}
}
@@ -808,13 +814,13 @@ void CPlayerGun::StopContinuousBeam(CStateManager& mgr, bool b1)
{
ReturnArmAndGunToDefault(mgr, false);
x744_auxWeapon->StopComboFx(mgr, b1);
switch (x310_selectedBeam)
switch (x310_currentBeam)
{
case 0:
case 2:
case 3:
case CPlayerState::EBeamId::Power:
case CPlayerState::EBeamId::Wave:
case CPlayerState::EBeamId::Plasma:
// All except ice
if (x310_selectedBeam != 0 || x833_28_phazonBeamActive)
if (x310_currentBeam != CPlayerState::EBeamId::Power || x833_28_phazonBeamActive)
{
x72c_currentBeam->EnableSecondaryFx(
b1 ? CGunWeapon::ESecondaryFxType::Zero : CGunWeapon::ESecondaryFxType::Three);
@@ -829,7 +835,7 @@ void CPlayerGun::StopContinuousBeam(CStateManager& mgr, bool b1)
if (static_cast<CPhazonBeam*>(x72c_currentBeam)->IsFiring())
static_cast<CPhazonBeam*>(x72c_currentBeam)->StopBeam(mgr, b1);
}
else if (x310_selectedBeam == 3) // Plasma
else if (x310_currentBeam == CPlayerState::EBeamId::Plasma) // Plasma
{
if (static_cast<CPlasmaBeam*>(x72c_currentBeam)->IsFiring())
static_cast<CPlasmaBeam*>(x72c_currentBeam)->StopBeam(mgr, b1);
@@ -843,28 +849,278 @@ void CPlayerGun::CMotionState::Update(bool b1, float dt, zeus::CTransform& xf, C
void CPlayerGun::ChangeWeapon(const CPlayerState& playerState, CStateManager& mgr)
{
if (x730_outgoingBeam != nullptr && x72c_currentBeam != x730_outgoingBeam)
x730_outgoingBeam->Unload(mgr);
x734_loadingBeam = x760_selectableBeams[int(x314_nextBeam)];
if (x734_loadingBeam && x72c_currentBeam != x734_loadingBeam)
{
x734_loadingBeam->Load(mgr, false);
x744_auxWeapon->Load(x314_nextBeam, mgr);
}
x72c_currentBeam->EnableFx(false);
x834_28_ = x32c_ != 0;
ResetBeamParams(mgr, playerState, true);
x678_morph.StartWipe(CGunMorph::EDir::In);
}
void CPlayerGun::GetLctrWithShake(zeus::CTransform& xfOut, const CModelData& mData, const std::string& lctrName,
bool b1, bool b2)
bool shake, bool dyn)
{
if (dyn)
xfOut = mData.GetScaledLocatorTransformDynamic(lctrName, nullptr);
else
xfOut = mData.GetScaledLocatorTransform(lctrName);
if (x834_24_charging && shake)
xfOut.origin += zeus::CVector3f(x34c_shakeX, 0.f, x350_shakeZ);
}
void CPlayerGun::UpdateLeftArmTransform(const CModelData& mData, const CStateManager& mgr)
{
if (x834_26_)
x740_grappleArm->AuxTransform() = zeus::CTransform::Identity();
else
GetLctrWithShake(x740_grappleArm->AuxTransform(), mData, "elbow", true, false);
x740_grappleArm->AuxTransform().origin = x740_grappleArm->AuxTransform() * zeus::CVector3f(-0.9f, -0.4f, 0.4f);
x740_grappleArm->SetTransform(x3e8_xf);
}
CPlayerGun::CGunMorph::EMorphEvent CPlayerGun::CGunMorph::Update(float inY, float outY, float dt)
{
EMorphEvent ret = EMorphEvent::None;
if (x20_gunState == EGunState::InWipeDone)
{
x14_remHoldTime -= dt;
if (x14_remHoldTime <= 0.f && x24_25_weaponChanged)
{
StartWipe(EDir::Out);
x24_25_weaponChanged = false;
x14_remHoldTime = 0.f;
ret = EMorphEvent::InWipeDone;
}
}
if (x24_24_morphing)
{
float omt = x8_remTime * xc_speed;
float t = 1.f - omt;
if (x1c_dir == EDir::In)
{
x0_yLerp = omt * outY + t * inY;
x18_transitionFactor = omt;
}
else
{
x0_yLerp = omt * inY + t * outY;
x18_transitionFactor = t;
}
if (x8_remTime <= 0.f)
{
x24_24_morphing = false;
x8_remTime = 0.f;
if (x1c_dir == EDir::In)
{
x20_gunState = EGunState::InWipeDone;
x18_transitionFactor = 0.f;
}
else
{
x18_transitionFactor = 1.f;
x20_gunState = EGunState::OutWipeDone;
x1c_dir = EDir::Done;
ret = EMorphEvent::OutWipeDone;
}
}
else
{
x8_remTime -= dt;
}
}
return ret;
}
void CPlayerGun::CGunMorph::StartWipe(EDir dir)
{
x14_remHoldTime = x10_holoHoldTime;
if (dir == EDir::In && x20_gunState == EGunState::InWipeDone)
return;
if (dir != x1c_dir && x20_gunState != EGunState::OutWipe)
{
x8_remTime = x4_gunTransformTime;
xc_speed = 1.f / x4_gunTransformTime;
}
else if (x20_gunState != EGunState::InWipe)
{
x8_remTime = x4_gunTransformTime - x8_remTime;
}
x1c_dir = dir;
x20_gunState = x1c_dir == EDir::In ? EGunState::InWipe : EGunState::OutWipe;
x24_24_morphing = true;
}
static const u16 skIntoBeamSound[] = { 0, 1821, 1827, 1825 };
void CPlayerGun::ProcessGunMorph(float dt, CStateManager& mgr)
{
bool isUnmorphed = mgr.GetPlayer().GetMorphballTransitionState() == CPlayer::EPlayerMorphBallState::Unmorphed;
switch (x678_morph.GetGunState())
{
case CGunMorph::EGunState::InWipeDone:
if (x310_currentBeam != x314_nextBeam && x734_loadingBeam != nullptr)
{
if (!isUnmorphed)
x734_loadingBeam->Touch(mgr);
if (x734_loadingBeam->IsLoaded() && x744_auxWeapon->IsLoaded())
{
x730_outgoingBeam = (x734_loadingBeam == x72c_currentBeam ? nullptr : x72c_currentBeam);
x734_loadingBeam = nullptr;
x310_currentBeam = x314_nextBeam;
x320_currentAuxBeam = x314_nextBeam;
x833_30_ = true;
x72c_currentBeam = x760_selectableBeams[int(x314_nextBeam)];
x738_nextBeam = x72c_currentBeam;
x678_morph.SetWeaponChanged();
mgr.GetPlayerState()->SetCurrentBeam(x314_nextBeam);
}
}
break;
case CGunMorph::EGunState::InWipe:
case CGunMorph::EGunState::OutWipe:
x774_holoTransitionGen->SetGlobalTranslation(zeus::CVector3f(0.f, x678_morph.GetYLerp(), 0.f));
x774_holoTransitionGen->Update(dt);
break;
default:
break;
}
switch (x678_morph.Update(0.2f, 1.292392f, dt))
{
case CGunMorph::EMorphEvent::InWipeDone:
CSfxManager::SfxStart(1775, 1.f, 0.f, true, 0x74, false, kInvalidAreaId);
break;
case CGunMorph::EMorphEvent::OutWipeDone:
if (x730_outgoingBeam != nullptr && x72c_currentBeam != x730_outgoingBeam)
{
x730_outgoingBeam->Unload(mgr);
x730_outgoingBeam = nullptr;
}
if (isUnmorphed)
PlaySfx(skIntoBeamSound[int(x310_currentBeam)], x834_27_underwater, false, 0.165f);
x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
x72c_currentBeam->EnableFx(true);
PlayAnim(NWeaponTypes::EGunAnimType::Ten, false);
if (x833_31_)
EnterFreeLook(mgr);
else if (x832_30_)
ReturnArmAndGunToDefault(mgr, false);
if (x834_28_ || (x2ec_lastFireButtonStates & 0x1) != 0)
{
if (mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::Scan)
x32c_ = 1;
x834_28_ = false;
}
x832_30_ = false;
x338_ = 6;
break;
default:
break;
}
}
void CPlayerGun::SetPhazonBeamFeedback(bool active)
{
const char16_t* str = g_MainStringTable->GetString(21); // Hyper-mode
CHUDMemoParms parms(5.f, true, !active, false);
MP1::CSamusHud::DisplayHudMemo(str, parms);
if (CSfxManager::IsPlaying(x2e8_phazonBeamSfx))
CSfxManager::SfxStop(x2e8_phazonBeamSfx);
x2e8_phazonBeamSfx.reset();
if (active)
x2e8_phazonBeamSfx = PlaySfx(3141, x834_27_underwater, false, 0.165f);
}
void CPlayerGun::StartPhazonBeamTransition(bool active, CStateManager& mgr, CPlayerState& playerState)
{
if (x833_28_phazonBeamActive == active)
return;
x760_selectableBeams[int(x310_currentBeam)]->Unload(mgr);
x760_selectableBeams[int(x310_currentBeam)] = active ? x75c_phazonBeam.get() : x738_nextBeam;
ResetBeamParams(mgr, playerState, false);
x72c_currentBeam = x760_selectableBeams[int(x310_currentBeam)];
x833_28_phazonBeamActive = active;
SetPhazonBeamFeedback(active);
x72c_currentBeam->SetRainSplashGenerator(x748_rainSplashGenerator.get());
x72c_currentBeam->EnableFx(true);
x72c_currentBeam->SetLeavingBeam(false);
PlayAnim(NWeaponTypes::EGunAnimType::Ten, false);
if (x833_31_)
EnterFreeLook(mgr);
else if (x832_30_)
ReturnArmAndGunToDefault(mgr, false);
x832_30_ = false;
}
void CPlayerGun::ProcessPhazonGunMorph(float dt, CStateManager& mgr)
{
if (x835_26_phazonBeamMorphing)
{
if (x835_27_intoPhazonBeam)
{
x39c_phazonMorphT += 15.f * dt;
if (x39c_phazonMorphT > 1.f)
x39c_phazonMorphT = 1.f;
}
else
{
x39c_phazonMorphT -= 2.f * dt;
if (x39c_phazonMorphT < 0.f)
{
x835_26_phazonBeamMorphing = false;
x39c_phazonMorphT = 0.f;
}
}
}
switch (x33c_gunOverrideMode)
{
case EGunOverrideMode::One:
if (x75c_phazonBeam)
{
x75c_phazonBeam->Update(dt, mgr);
if (x75c_phazonBeam->IsLoaded())
{
StartPhazonBeamTransition(true, mgr, *mgr.GetPlayerState());
SetPhazonBeamMorph(false);
x33c_gunOverrideMode = EGunOverrideMode::Three;
x338_ = 6;
}
}
break;
case EGunOverrideMode::Two:
if (x738_nextBeam)
{
x738_nextBeam->Update(dt, mgr);
if (x738_nextBeam->IsLoaded())
{
x835_25_inPhazonBeam = false;
StartPhazonBeamTransition(false, mgr, *mgr.GetPlayerState());
SetPhazonBeamMorph(false);
x33c_gunOverrideMode = EGunOverrideMode::Normal;
x338_ = 6;
}
}
break;
default:
break;
}
}
void CPlayerGun::UpdateChargeState(float dt, CStateManager& mgr)
@@ -910,7 +1166,7 @@ void CPlayerGun::ResetCharged(float dt, CStateManager& mgr)
}
else if (x32c_ != 0)
{
x320_ = x310_selectedBeam;
x320_currentAuxBeam = x310_currentBeam;
x833_30_ = true;
x32c_ = 10;
}
@@ -938,7 +1194,7 @@ void CPlayerGun::ProcessChargeState(u32 releasedStates, u32 pressedStates, CStat
{
if (x32c_ >= 4)
{
if (mgr.GetPlayerState()->HasPowerUp(skBeamComboArr[x310_selectedBeam]))
if (mgr.GetPlayerState()->HasPowerUp(skBeamComboArr[int(x310_currentBeam)]))
ActivateCombo(mgr);
}
else if (x32c_ == 0)
@@ -960,7 +1216,7 @@ void CPlayerGun::UpdateNormalShotCycle(float dt, CStateManager& mgr)
return;
if (mgr.GetCameraManager()->IsInCinematicCamera())
return;
x832_25_ = x833_28_phazonBeamActive || x310_selectedBeam != 3 || x32c_ != 0;
x832_25_ = x833_28_phazonBeamActive || x310_currentBeam != CPlayerState::EBeamId::Plasma || x32c_ != 0;
x30c_ += 1;
zeus::CTransform xf = x833_29_pointBlankWorldSurface ? x448_elbowWorldXf : x4a8_gunWorldXf * x418_beamLocalXf;
if (!x833_29_pointBlankWorldSurface && x364_ <= 0.f)
@@ -1102,7 +1358,8 @@ void CPlayerGun::UpdateWeaponFire(float dt, const CPlayerState& playerState, CSt
{
if ((x2f8_ & 0x10) == 0x10 && x744_auxWeapon->IsComboFxActive(mgr))
{
if (x2ec_lastFireButtonStates == 0 || (x310_selectedBeam == 2 && x833_29_pointBlankWorldSurface))
if (x2ec_lastFireButtonStates == 0 ||
(x310_currentBeam == CPlayerState::EBeamId::Wave && x833_29_pointBlankWorldSurface))
{
StopContinuousBeam(mgr, (x2f8_ & 0x8) == 0x8);
}
@@ -1124,7 +1381,7 @@ 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,
x740_grappleArm->EnterFreeLook(x835_25_inPhazonBeam ? 1 : s32(x310_currentBeam),
x73c_gunMotion->GetFreeLookSetId(), mgr);
}
@@ -1162,7 +1419,7 @@ 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());
s32(x310_currentBeam), x3a4_fidget.GetParm2());
if ((x2fc_fidgetAnimBits & 0x2) == 0x2)
{
x72c_currentBeam->AsyncLoadFidget(mgr, (x3a4_fidget.GetState() == CFidget::EState::Three ?
@@ -1172,7 +1429,7 @@ void CPlayerGun::AsyncLoadFidget(CStateManager& mgr)
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.GetType() != SamusGun::EFidgetType::Zero ? s32(x310_currentBeam) : 0,
x3a4_fidget.GetParm2());
}
@@ -1207,7 +1464,7 @@ void CPlayerGun::EnterFidget(CStateManager& mgr)
if ((x2fc_fidgetAnimBits & 0x4) == 0x4)
x740_grappleArm->EnterFidget(mgr, x3a4_fidget.GetType(),
x3a4_fidget.GetType() != SamusGun::EFidgetType::Zero ? x310_selectedBeam : 0,
x3a4_fidget.GetType() != SamusGun::EFidgetType::Zero ? s32(x310_currentBeam) : 0,
x3a4_fidget.GetParm2());
UnLoadFidget();
@@ -1379,13 +1636,13 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
else
advDt = dt;
bool r23 = x678_morph.GetGunState() != CGunMorph::EGunState::One;
bool r23 = x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone;
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay || r23)
x6e0_rightHandModel.AdvanceAnimation(advDt, mgr, kInvalidAreaId, true);
if (r23 && x734_ != 0 && x734_ != x72c_currentBeam)
if (r23 && x734_loadingBeam != 0 && x734_loadingBeam != x72c_currentBeam)
{
x744_auxWeapon->LoadIdle();
x734_->Update(advDt, mgr);
x734_loadingBeam->Update(advDt, mgr);
}
if (!x744_auxWeapon->IsLoaded())
x744_auxWeapon->LoadIdle();
@@ -1413,7 +1670,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
if (x338_ != 0)
{
if (x678_morph.GetGunState() == CGunMorph::EGunState::Zero)
if (x678_morph.GetGunState() == CGunMorph::EGunState::InWipeDone)
{
if (x338_ == 5)
{
@@ -1468,14 +1725,14 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
case 8:
if (x75c_phazonBeam->IsLoaded())
break;
x72c_currentBeam->SetLeavingBeam();
x72c_currentBeam->SetLeavingBeam(true);
x75c_phazonBeam->Load(mgr, false);
x33c_gunOverrideMode = EGunOverrideMode::One;
break;
case 9:
if (x738_nextBeam->IsLoaded())
break;
x72c_currentBeam->SetLeavingBeam();
x72c_currentBeam->SetLeavingBeam(true);
x738_nextBeam->Load(mgr, false);
x33c_gunOverrideMode = EGunOverrideMode::Two;
break;
@@ -1558,7 +1815,7 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
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_];
CElementGen& gen = *x800_auxMuzzleGenerators[int(x320_currentAuxBeam)];
gen.SetGlobalOrientAndTrans(x418_beamLocalXf);
gen.SetGlobalScale(scale);
gen.SetParticleEmission(emitting);
@@ -1661,17 +1918,227 @@ void CPlayerGun::Update(float grappleSwingT, float cameraBobT, float dt, CStateM
void CPlayerGun::PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos)
{
const CPlayerState& playerState = *mgr.GetPlayerState();
if (playerState.GetCurrentVisor() == CPlayerState::EPlayerVisor::Scan)
return;
CPlayerState::EPlayerVisor activeVisor = playerState.GetActiveVisor(mgr);
switch (activeVisor)
{
case CPlayerState::EPlayerVisor::Thermal:
x0_lights.BuildConstantAmbientLighting(
zeus::CColor(zeus::clamp(0.6f, 0.5f * x380_ + 0.6f - x378_, 1.f), 1.f));
break;
case CPlayerState::EPlayerVisor::Combat:
{
zeus::CAABox aabb = x72c_currentBeam->GetBounds(zeus::CTransform::Translate(camPos) * x4a8_gunWorldXf);
if (mgr.GetNextAreaId() != kInvalidAreaId)
{
x0_lights.SetFindShadowLight(true);
x0_lights.SetShadowDynamicRangeThreshold(0.25f);
x0_lights.BuildAreaLightList(mgr, *mgr.GetWorld()->GetAreaAlways(mgr.GetNextAreaId()), aabb);
}
x0_lights.BuildDynamicLightList(mgr, aabb);
if (x0_lights.HasShadowLight())
{
if (x72c_currentBeam->IsLoaded())
{
x82c_shadow->BuildLightShadowTexture(mgr, mgr.GetNextAreaId(),
x0_lights.GetShadowLightIndex(), aabb, true, false);
}
}
else
{
x82c_shadow->ResetBlur();
}
break;
}
default:
break;
}
if (x740_grappleArm->GetActive())
x740_grappleArm->PreRender(mgr, frustum, camPos);
if (x678_morph.GetGunState() != CGunMorph::EGunState::OutWipeDone ||
activeVisor == CPlayerState::EPlayerVisor::XRay)
x6e0_rightHandModel.AnimationData()->PreRender();
if (x833_28_phazonBeamActive)
g_Renderer->AllocatePhazonSuitMaskTexture();
}
static const CModelFlags kThermalFlags[] =
{
{0, 0, 3, zeus::CColor::skWhite},
{5, 0, 3, zeus::CColor(0.f, 0.5f)},
{0, 0, 3, zeus::CColor::skWhite},
{0, 0, 3, zeus::CColor::skWhite}
};
void CPlayerGun::RenderEnergyDrainEffects(const CStateManager& mgr) const
{
if (TCastToConstPtr<CPlayer> player = mgr.GetObjectById(x538_playerId))
{
for (const auto& source : player->GetEnergyDrain().GetEnergyDrainSources())
{
if (auto* metroid =
CPatterned::CastTo<MP1::CMetroidBeta>(mgr.GetObjectById(source.GetEnergyDrainSourceId())))
{
metroid->RenderHitGunEffect();
return;
}
}
}
}
void CPlayerGun::DrawArm(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const
{
const CPlayer& player = mgr.GetPlayer();
if (!x740_grappleArm->GetActive() || x740_grappleArm->GetAnimState() == CGrappleArm::EArmState::Ten)
return;
if (player.GetGrappleState() != CPlayer::EGrappleState::None ||
x740_grappleArm->GetTransform().basis[1].dot(player.GetTransform().basis[1]) > 0.1f)
{
CModelFlags useFlags;
if (x740_grappleArm->IsArmMoving())
useFlags = flags;
else
useFlags = CModelFlags(0, 0, 3, zeus::CColor::skWhite);
x740_grappleArm->Render(mgr, pos, useFlags, &x0_lights);
}
}
zeus::CVector3f CPlayerGun::ConvertToScreenSpace(const zeus::CVector3f& pos, const CGameCamera& cam) const
{
zeus::CVector3f camToPosLocal = cam.GetTransform().transposeRotate(pos - cam.GetTranslation());
if (!camToPosLocal.isZero())
return CGraphics::GetPerspectiveProjectionMatrix(false).multiplyOneOverW(camToPosLocal);
else
return {-1.f, -1.f, 1.f};
}
static void CopyScreenTex() {}
static void DrawScreenTex(float f1) {}
static void DrawClipCube(const zeus::CAABox& aabb) {}
static const CModelFlags kHandThermalFlag = {7, 0, 3, zeus::CColor::skWhite};
static const CModelFlags kHandHoloFlag = {1, 0, 3, zeus::CColor(0.75f, 0.5f, 0.f, 1.f)};
void CPlayerGun::Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const
{
CGraphics::CProjectionState projState = CGraphics::GetProjectionState();
CModelFlags useFlags;
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal)
{
useFlags = kThermalFlags[int(x310_currentBeam)];
}
else
{
if (x835_26_phazonBeamMorphing)
useFlags = CModelFlags(1, 0, 3, zeus::CColor::lerp(zeus::CColor::skWhite, zeus::CColor::skBlack,
x39c_phazonMorphT));
else
useFlags = flags;
}
const CGameCamera* cam = mgr.GetCameraManager()->GetCurrentCamera(mgr);
CGraphics::SetDepthRange(0.03125f, 0.125f);
zeus::CTransform offsetWorldXf = zeus::CTransform::Translate(pos) * x4a8_gunWorldXf;
zeus::CTransform elbowOffsetXf = offsetWorldXf * x508_elbowLocalXf;
if (x32c_ && (x2f8_ & 0x10) != 0x10)
offsetWorldXf.origin += zeus::CVector3f(x34c_shakeX, 0.f, x350_shakeZ);
zeus::CTransform oldViewMtx = CGraphics::g_ViewMatrix;
CGraphics::SetViewPointMatrix(offsetWorldXf.inverse() * oldViewMtx);
CGraphics::SetModelMatrix(zeus::CTransform::Identity());
if (x32c_ >= 4 && x32c_ < 5)
x800_auxMuzzleGenerators[int(x320_currentAuxBeam)]->Render();
if (x832_25_ && (x38c_ > 0.f || x32c_ > 2))
x72c_currentBeam->DrawMuzzleFx(mgr);
if (x678_morph.GetGunState() == CGunMorph::EGunState::InWipe ||
x678_morph.GetGunState() == CGunMorph::EGunState::OutWipe)
x774_holoTransitionGen->Render();
CGraphics::SetViewPointMatrix(oldViewMtx);
if ((x2f8_ & 0x10) == 0x10)
x744_auxWeapon->RenderMuzzleFx();
x72c_currentBeam->PreRenderGunFx(mgr, offsetWorldXf);
bool r26 = !x740_grappleArm->IsGrappling() &&
mgr.GetPlayer().GetGunHolsterState() == CPlayer::EGunHolsterState::Drawn;
x73c_gunMotion->Draw(mgr, offsetWorldXf);
switch (x678_morph.GetGunState())
{
case CGunMorph::EGunState::OutWipeDone:
if (x0_lights.HasShadowLight())
x82c_shadow->EnableModelProjectedShadow(offsetWorldXf, x0_lights.GetShadowLightArrIndex(), 2.15f);
if (mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::XRay)
{
x6e0_rightHandModel.Render(mgr, elbowOffsetXf * zeus::CTransform::Translate(0.f, -0.2f, 0.02f), &x0_lights,
mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal ?
kHandThermalFlag : kHandHoloFlag);
}
DrawArm(mgr, pos, flags);
x72c_currentBeam->Draw(r26, mgr, offsetWorldXf, useFlags, &x0_lights);
x82c_shadow->DisableModelProjectedShadow();
break;
case CGunMorph::EGunState::InWipeDone:
case CGunMorph::EGunState::InWipe:
case CGunMorph::EGunState::OutWipe:
if (x678_morph.GetGunState() != CGunMorph::EGunState::InWipeDone)
{
zeus::CTransform morphXf = elbowOffsetXf * zeus::CTransform::Translate(0.f, x678_morph.GetYLerp(), 0.f);
CopyScreenTex();
x6e0_rightHandModel.Render(mgr, elbowOffsetXf * zeus::CTransform::Translate(0.f, -0.2f, 0.02f), &x0_lights,
mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal ?
kHandThermalFlag : kHandHoloFlag);
x72c_currentBeam->DrawHologram(mgr, offsetWorldXf, CModelFlags(0, 0, 3, zeus::CColor::skWhite));
DrawScreenTex(ConvertToScreenSpace(morphXf.origin, *cam).z);
if (x0_lights.HasShadowLight())
x82c_shadow->EnableModelProjectedShadow(offsetWorldXf, x0_lights.GetShadowLightArrIndex(), 2.15f);
CGraphics::SetModelMatrix(morphXf);
DrawClipCube(x6c8_hologramClipCube);
x72c_currentBeam->Draw(r26, mgr, offsetWorldXf, useFlags, &x0_lights);
x82c_shadow->DisableModelProjectedShadow();
}
else
{
x6e0_rightHandModel.Render(mgr, elbowOffsetXf * zeus::CTransform::Translate(0.f, -0.2f, 0.02f), &x0_lights,
mgr.GetPlayerState()->GetCurrentVisor() == CPlayerState::EPlayerVisor::Thermal ?
kHandThermalFlag : kHandHoloFlag);
x72c_currentBeam->DrawHologram(mgr, offsetWorldXf, CModelFlags(0, 0, 3, zeus::CColor::skWhite));
if (x0_lights.HasShadowLight())
x82c_shadow->EnableModelProjectedShadow(offsetWorldXf, x0_lights.GetShadowLightArrIndex(), 2.15f);
DrawArm(mgr, pos, flags);
x82c_shadow->DisableModelProjectedShadow();
}
break;
}
oldViewMtx = CGraphics::g_ViewMatrix;
CGraphics::SetModelMatrix(offsetWorldXf.inverse() * oldViewMtx);
CGraphics::SetModelMatrix(zeus::CTransform::Identity());
x72c_currentBeam->PostRenderGunFx(mgr, offsetWorldXf);
if (x832_26_ && x77c_)
x77c_->Render();
CGraphics::SetViewPointMatrix(oldViewMtx);
RenderEnergyDrainEffects(mgr);
CGraphics::SetDepthRange(0.125f, 1.f);
CGraphics::SetProjectionState(projState);
}
void CPlayerGun::AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const
{
if (x72c_currentBeam->HasSolidModelData())
x72c_currentBeam->GetSolidModelData().RenderParticles(frustum);
}
void CPlayerGun::DropBomb(EBWeapon weapon, CStateManager& mgr)