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

@ -55,10 +55,10 @@ struct ITweakPlayerRes : ITweak
return xc8_ballTransitions[0];
case EBeamId::Ice:
return xc8_ballTransitions[1];
case EBeamId::Plasma:
return xc8_ballTransitions[3];
case EBeamId::Wave:
return xc8_ballTransitions[2];
case EBeamId::Plasma:
return xc8_ballTransitions[3];
case EBeamId::Phazon:
return xc8_ballTransitions[4];
}
@ -76,10 +76,10 @@ struct ITweakPlayerRes : ITweak
return xc8_cineGun[0];
case EBeamId::Ice:
return xc8_cineGun[1];
case EBeamId::Plasma:
return xc8_cineGun[3];
case EBeamId::Wave:
return xc8_cineGun[2];
case EBeamId::Plasma:
return xc8_cineGun[3];
case EBeamId::Phazon:
return xc8_cineGun[4];
}

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@ -86,12 +86,13 @@ public:
FusionPhazon
};
enum class EBeamId : u32
enum class EBeamId : s32
{
Invalid = -1,
Power,
Ice,
Plasma,
Wave,
Plasma,
Phazon = 27
};
@ -137,6 +138,7 @@ public:
EPlayerSuit GetCurrentSuit() const;
EPlayerSuit GetCurrentSuitRaw() const { return x20_currentSuit; }
EBeamId GetCurrentBeam() const { return x8_currentBeam; }
void SetCurrentBeam(EBeamId beam) { x8_currentBeam = beam; }
bool CanVisorSeeFog(const CStateManager& stateMgr) const;
EPlayerVisor GetCurrentVisor() const { return x14_currentVisor; }
EPlayerVisor GetTransitioningVisor() const { return x18_transitioningVisor; }

View File

@ -38,7 +38,7 @@ void CActorLights::BuildConstantAmbientLighting()
{
x299_26_ = true;
x298_24_dirty = true;
x29c_shadowLightValIdx = -1;
x29c_shadowLightArrIdx = -1;
x2a0_shadowLightIdx = -1;
}
@ -49,7 +49,7 @@ void CActorLights::BuildConstantAmbientLighting(const zeus::CColor& color)
x294_aid = kInvalidAreaId;
x298_24_dirty = true;
x298_26_hasAreaLights = true;
x29c_shadowLightValIdx = -1;
x29c_shadowLightArrIdx = -1;
x2a0_shadowLightIdx = -1;
}
@ -201,7 +201,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
/* World lights disabled */
if (x298_31_disableWorldLights)
x2d4_worldLightingLevel = worldLightingLevel;
x29c_shadowLightValIdx = -1;
x29c_shadowLightArrIdx = -1;
return true;
}
@ -230,7 +230,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
x2d4_worldLightingLevel = worldLightingLevel;
x298_24_dirty = false;
x294_aid = area.GetAreaId();
x29c_shadowLightValIdx = -1;
x29c_shadowLightArrIdx = -1;
x288_ambientColor = zeus::CColor::skClear;
/* Find candidate lights via PVS */
@ -369,7 +369,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
zeus::CVector3f delta = light.GetPosition() - vec;
float deltaMag = delta.magnitude();
bool useShadow = false;
if (x298_27_findShadowLight && x29c_shadowLightValIdx == -1 && light.GetType() != ELightType::LocalAmbient &&
if (x298_27_findShadowLight && x29c_shadowLightArrIdx == -1 && light.GetType() != ELightType::LocalAmbient &&
deltaMag > 2.f && !aabb.pointInside(light.GetPosition()))
{
/* Perform shadow dynamic range check */
@ -383,7 +383,7 @@ bool CActorLights::BuildAreaLightList(const CStateManager& mgr, const CGameArea&
if (useShadow)
{
/* Note shadow light */
x29c_shadowLightValIdx = x0_areaLights.size();
x29c_shadowLightArrIdx = x0_areaLights.size();
x2a0_shadowLightIdx = value.x0_areaLightIdx;
}
else if (!outOfBounds)

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@ -40,8 +40,8 @@ class CActorLights
u16 _dummy = 0;
};
bool x29a_findNearestDynamicLights = false;
u32 x29c_shadowLightValIdx = -1;
u32 x2a0_shadowLightIdx = -1;
s32 x29c_shadowLightArrIdx = -1;
s32 x2a0_shadowLightIdx = -1;
u32 x2a4_lastUpdateFrame = 0;
u32 x2a8_areaUpdateFramePeriod;
zeus::CVector3f x2ac_actorPosBias;
@ -51,7 +51,7 @@ class CActorLights
float x2cc_actorPositionDeltaUpdateThreshold;
float x2d0_shadowDynamicRangeThreshold = 0.f;
float x2d4_worldLightingLevel = 1.f;
u32 x2d8_brightLightIdx = -1;
s32 x2d8_brightLightIdx = -1;
u32 x2dc_brightLightLag = 0;
static void MergeOverflowLight(CLight& out, zeus::CColor& color, const CLight& in, float colorMag);
@ -75,11 +75,11 @@ public:
void ActivateLights(CBooModel& model) const;
void SetCastShadows(bool v) { x298_25_castShadows = v; }
void SetFindShadowLight(bool v) { x298_27_findShadowLight = v; }
void SetShadowDynamicRangeThreshold(float t) { x2d0_shadowDynamicRangeThreshold = t; }
void SetAmbientChannelOverflow(bool v) { x298_29_ambientChannelOverflow = v; }
void DisableAreaLights();
void SetMaxDynamicLights(int l) { x2bc_maxDynamicLights = l; }
void SetFindNearestDynamicLights(bool v) { x29a_findNearestDynamicLights = v; }
void SetAmbientColor(const zeus::CColor& color) { x288_ambientColor = color; }
const zeus::CColor& GetAmbientColor() const { return x288_ambientColor; }
const CLight& GetLight(u32 idx) const;
@ -88,6 +88,9 @@ public:
const std::vector<CLight>& GetAreaLights() const { return x0_areaLights; }
const std::vector<CLight>& GetDynamicLights() const { return x144_dynamicLights; }
bool GetIsDirty() const { return x298_24_dirty; }
bool HasShadowLight() const { return x29c_shadowLightArrIdx != -1; }
s32 GetShadowLightArrIndex() const { return x29c_shadowLightArrIdx; }
s32 GetShadowLightIndex() const { return x2a0_shadowLightIdx; }
};
}

View File

@ -37,8 +37,8 @@ private:
CGuiFrame& x0_baseHud;
EHudVisorBeamMenu x4_type;
u32 x8_selectedItem = 0;
u32 xc_pendingSelection = 0;
int x8_selectedItem = 0;
int xc_pendingSelection = 0;
float x10_interp = 1.f;
bool x14_24_visibleDebug : 1;
bool x14_25_visibleGame : 1;

View File

@ -625,7 +625,7 @@ void CSamusHud::UpdateVisorAndBeamMenus(float dt, const CStateManager& mgr)
if (x2a8_beamMenu)
{
x2a8_beamMenu->SetSelection(gun.GetSelectedBeam(), gun.GetPendingSelectedBeam(), beamInterp);
x2a8_beamMenu->SetSelection(int(gun.GetCurrentBeam()), int(gun.GetNextBeam()), beamInterp);
x2a8_beamMenu->SetPlayerHas(BuildPlayerHasBeams(mgr));
}

View File

@ -14,5 +14,10 @@ CMetroidBeta::CMetroidBeta(TUniqueId uid, const std::string& name, const CEntity
{
}
void CMetroidBeta::RenderHitGunEffect() const
{
}
}
}

View File

@ -16,6 +16,7 @@ public:
CMetroidBeta(TUniqueId uid, const std::string& name, const CEntityInfo& info,
const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pInfo,
const CActorParameters& aParms, const CMetroidData& metroidData);
void RenderHitGunEffect() const;
};
}

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@ -18,7 +18,7 @@ bool CAuxWeapon::IsComboFxActive(const CStateManager& mgr) const
return false;
}
void CAuxWeapon::Load(int curBeam, CStateManager& mgr)
void CAuxWeapon::Load(CPlayerState::EBeamId curBeam, CStateManager& mgr)
{
}
@ -33,4 +33,9 @@ void CAuxWeapon::LoadIdle()
}
void CAuxWeapon::RenderMuzzleFx() const
{
}
}

View File

@ -1,6 +1,7 @@
#ifndef __URDE_CAUXWEAPON_HPP__
#define __URDE_CAUXWEAPON_HPP__
#include "CPlayerState.hpp"
#include "RetroTypes.hpp"
#include "CStateManager.hpp"
@ -14,10 +15,11 @@ public:
explicit CAuxWeapon(TUniqueId id);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
bool IsComboFxActive(const CStateManager& mgr) const;
void Load(int curBeam, CStateManager& mgr);
void Load(CPlayerState::EBeamId curBeam, CStateManager& mgr);
void StopComboFx(CStateManager& mgr, bool b1);
void LoadIdle();
bool IsLoaded() const { return x80_24_isLoaded; }
void RenderMuzzleFx() const;
};
}

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@ -46,6 +46,17 @@ void CGrappleArm::Update(float grappleSwingT, float dt, CStateManager& mgr)
}
void CGrappleArm::PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos)
{
}
void CGrappleArm::Render(const CStateManager& mgr, const zeus::CVector3f& pos,
const CModelFlags& flags, const CActorLights* lights) const
{
}
void CGrappleArm::AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&)
{

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@ -10,6 +10,9 @@
namespace urde
{
class CStateManager;
class CModelFlags;
class CActorLights;
class CGrappleArm
{
@ -31,6 +34,7 @@ public:
private:
CModelData x0_modelData;
zeus::CTransform x220_xf;
zeus::CTransform x2e0_auxXf;
std::unique_ptr<CGunController> x328_gunController;
EArmState x334_animState;
union
@ -51,6 +55,7 @@ public:
void AsyncLoadSuit(CStateManager& mgr);
void SetTransform(const zeus::CTransform& xf) { x220_xf = xf; }
const zeus::CTransform& GetTransform() const { return x220_xf; }
zeus::CTransform& AuxTransform() { return x2e0_auxXf; }
void SetAnimState(EArmState state);
EArmState GetAnimState() const { return x334_animState; }
bool GetActive() const { return x3b2_24_active; }
@ -64,6 +69,9 @@ public:
void RenderGrappleBeam(const CStateManager& mgr, const zeus::CVector3f& pos);
void TouchModel(const CStateManager& mgr) const;
void Update(float grappleSwingT, float dt, CStateManager& mgr);
void PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos);
void Render(const CStateManager& mgr, const zeus::CVector3f& pos,
const CModelFlags& flags, const CActorLights* lights) const;
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void EnterStruck(CStateManager& mgr, float angle, bool attack, bool b2);
void EnterIdle(CStateManager& mgr);

View File

@ -95,6 +95,11 @@ void CGunWeapon::TouchHolo(const CStateManager& mgr)
}
void CGunWeapon::DrawHologram(const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags) const
{
}
void CGunWeapon::UpdateMuzzleFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos, bool emitting)
{
@ -112,4 +117,11 @@ zeus::CAABox CGunWeapon::GetBounds() const
return zeus::CAABox::skNullBox;
}
zeus::CAABox CGunWeapon::GetBounds(const zeus::CTransform& xf) const
{
if (x10_solidModelData)
return x10_solidModelData->GetBounds(xf);
return zeus::CAABox::skNullBox;
}
}

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@ -118,6 +118,7 @@ public:
virtual void Load(CStateManager& mgr, bool) {}
virtual void Unload(CStateManager&) {}
virtual bool IsLoaded() const {return false;}
void DrawHologram(const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags) const;
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; }
@ -129,10 +130,12 @@ public:
{ x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), parm2); }
void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2)
{ x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2); }
bool HasSolidModelData() const { return x10_solidModelData.operator bool(); }
CModelData& GetSolidModelData() { return *x10_solidModelData; }
const SWeaponInfo& GetWeaponInfo() const;
zeus::CAABox GetBounds() const;
void SetLeavingBeam() { x218_29_leavingBeam = true; }
zeus::CAABox GetBounds(const zeus::CTransform& xf) const;
void SetLeavingBeam(bool leaving) { x218_29_leavingBeam = leaving; }
};
}

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@ -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)

View File

@ -51,26 +51,40 @@ private:
public:
enum class EGunState
{
Zero,
One
InWipeDone,
OutWipeDone,
InWipe,
OutWipe
};
enum class EMorphEvent
{
None,
InWipeDone,
OutWipeDone
};
enum class EDir
{
In,
Out,
Done
};
private:
float x0_ = 0.f;
float x0_yLerp = 0.f;
float x4_gunTransformTime;
float x8_ = 0.f;
float xc_ = 0.1f;
float x8_remTime = 0.f;
float xc_speed = 0.1f;
float x10_holoHoldTime;
float x14_ = 2.f;
float x14_remHoldTime = 2.f;
float x18_transitionFactor = 1.f;
u32 x1c_ = 2;
EGunState x20_gunState = EGunState::One;
EDir x1c_dir = EDir::Done;
EGunState x20_gunState = EGunState::OutWipeDone;
union
{
struct
{
bool x24_24_ : 1;
bool x24_25_ : 1;
bool x24_24_morphing : 1;
bool x24_25_weaponChanged : 1;
};
u32 _dummy = 0;
};
@ -78,8 +92,12 @@ private:
public:
CGunMorph(float gunTransformTime, float holoHoldTime)
: x4_gunTransformTime(gunTransformTime), x10_holoHoldTime(std::fabs(holoHoldTime)) {}
float GetYLerp() const { return x0_yLerp; }
float GetTransitionFactor() const { return x18_transitionFactor; }
EGunState GetGunState() const { return x20_gunState; }
void SetWeaponChanged() { x24_25_weaponChanged = true; }
EMorphEvent Update(float inY, float outY, float dt);
void StartWipe(EDir dir);
};
class CMotionState
@ -113,7 +131,7 @@ private:
CActorLights x0_lights;
CSfxHandle x2e0_chargeSfx;
CSfxHandle x2e4_invalidSfx;
u32 x2e8_ = 0;
CSfxHandle x2e8_phazonBeamSfx;
// 0x1: FireOrBomb, 0x2: MissileOrPowerBomb
u32 x2ec_lastFireButtonStates = 0;
u32 x2f0_pressedFireButtonStates = 0;
@ -124,11 +142,11 @@ private:
u32 x304_ = 0;
u32 x308_bombCount = 3;
u32 x30c_ = 0;
u32 x310_selectedBeam = 0;
u32 x314_pendingSelectedBeam = 0;
CPlayerState::EBeamId x310_currentBeam = CPlayerState::EBeamId::Power;
CPlayerState::EBeamId x314_nextBeam = CPlayerState::EBeamId::Power;
u32 x318_ = 0;
EMissleMode x31c_missileMode = EMissleMode::Inactive;
u32 x320_ = 0;
CPlayerState::EBeamId x320_currentAuxBeam = CPlayerState::EBeamId::Power;
u32 x324_ = 4;
u32 x328_ = 0x2000;
u32 x32c_ = 0;
@ -159,7 +177,7 @@ private:
float x390_cooldown = 0.f;
float x394_damageTimer = 0.f;
float x398_damageAmt = 0.f;
float x39c_ = 0.f;
float x39c_phazonMorphT = 0.f;
float x3a0_ = 0.f;
CFidget x3a4_fidget;
zeus::CVector3f x3dc_damageLocation;
@ -185,11 +203,11 @@ private:
u32 x674_ = 0;
CGunMorph x678_morph;
CMotionState x6a0_motionState;
zeus::CAABox x6c8_;
zeus::CAABox x6c8_hologramClipCube;
CModelData x6e0_rightHandModel;
CGunWeapon* x72c_currentBeam = nullptr;
u32 x730_ = 0;
CGunWeapon* x734_ = nullptr;
CGunWeapon* x730_outgoingBeam = nullptr;
CGunWeapon* x734_loadingBeam = nullptr;
CGunWeapon* x738_nextBeam = nullptr;
std::unique_ptr<CGunMotion> x73c_gunMotion;
std::unique_ptr<CGrappleArm> x740_grappleArm;
@ -274,9 +292,11 @@ private:
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);
bool shake, bool dyn);
void UpdateLeftArmTransform(const CModelData& mData, const CStateManager& mgr);
void ProcessGunMorph(float dt, CStateManager& mgr);
void SetPhazonBeamFeedback(bool active);
void StartPhazonBeamTransition(bool active, CStateManager& mgr, CPlayerState& playerState);
void ProcessPhazonGunMorph(float dt, CStateManager& mgr);
void UpdateChargeState(float dt, CStateManager& mgr);
void UpdateAuxWeapons(float dt, const zeus::CTransform& targetXf, CStateManager& mgr);
@ -297,6 +317,9 @@ private:
bool IsFidgetLoaded() const;
void EnterFidget(CStateManager& mgr);
void UpdateGunIdle(bool b1, float camBobT, float dt, CStateManager& mgr);
void RenderEnergyDrainEffects(const CStateManager& mgr) const;
void DrawArm(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const;
zeus::CVector3f ConvertToScreenSpace(const zeus::CVector3f& pos, const CGameCamera& cam) const;
public:
explicit CPlayerGun(TUniqueId playerId);
@ -311,8 +334,8 @@ public:
bool IsBombReady() const { return x835_28_bombReady; }
u32 GetBombCount() const { return x308_bombCount; }
bool IsPowerBombReady() const { return x835_29_powerBombReady; }
u32 GetSelectedBeam() const { return x310_selectedBeam; }
u32 GetPendingSelectedBeam() const { return x314_pendingSelectedBeam; }
CPlayerState::EBeamId GetCurrentBeam() const { return x310_currentBeam; }
CPlayerState::EBeamId GetNextBeam() const { return x314_nextBeam; }
const CGunMorph& GetGunMorph() const { return x678_morph; }
float GetHoloTransitionFactor() const { return x678_morph.GetTransitionFactor(); }
void SetTransform(const zeus::CTransform& xf) { x3e8_xf = xf; }

View File

@ -44,7 +44,8 @@ enum class EGunAnimType
ToMissile,
Seven,
MissileReload,
FromBeam
FromBeam,
Ten
};
void primitive_set_to_token_vector(const CAnimData& animData, const std::set<CPrimitive>& primSet,

View File

@ -150,8 +150,7 @@ public:
static T* CastTo(CEntity* ent)
{
if (TCastToPtr<CPatterned> patterned = ent)
if (patterned->x34c_character == T::CharacterType)
return static_cast<T*>(patterned.GetPtr());
return CastTo<T>(patterned.GetPtr());
return nullptr;
}
@ -159,8 +158,23 @@ public:
static const T* CastTo(const CEntity* ent)
{
if (TCastToConstPtr<CPatterned> patterned = ent)
return CastTo<T>(patterned.GetPtr());
return nullptr;
}
template <class T>
static T* CastTo(CPatterned* patterned)
{
if (patterned->x34c_character == T::CharacterType)
return static_cast<const T*>(patterned.GetPtr());
return static_cast<T*>(patterned);
return nullptr;
}
template <class T>
static const T* CastTo(const CPatterned* patterned)
{
if (patterned->x34c_character == T::CharacterType)
return static_cast<const T*>(patterned);
return nullptr;
}

View File

@ -7,4 +7,25 @@ CWorldShadow::CWorldShadow(u32, u32, bool)
{
}
void CWorldShadow::EnableModelProjectedShadow(const zeus::CTransform& pos, s32 lightIdx, float f1)
{
}
void CWorldShadow::DisableModelProjectedShadow()
{
}
void CWorldShadow::BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, s32 lightIdx,
const zeus::CAABox& aabb, bool b1, bool b2)
{
}
void CWorldShadow::ResetBlur()
{
}
}

View File

@ -2,14 +2,21 @@
#define __URDE_CWORLDSHADOW_HPP__
#include "RetroTypes.hpp"
#include "zeus/CAABox.hpp"
namespace urde
{
class CStateManager;
class CWorldShadow
{
public:
CWorldShadow(u32, u32, bool);
void EnableModelProjectedShadow(const zeus::CTransform& pos, s32 lightIdx, float f1);
void DisableModelProjectedShadow();
void BuildLightShadowTexture(const CStateManager& mgr, TAreaId aid, s32 lightIdx,
const zeus::CAABox& aabb, bool b1, bool b2);
void ResetBlur();
};
}