#include "Runtime/Weapon/CWaveBeam.hpp" #include #include "Runtime/CSimplePool.hpp" #include "Runtime/GameGlobalObjects.hpp" #include "Runtime/Weapon/CEnergyProjectile.hpp" namespace urde { namespace { constexpr float skShotAnglePitch = 120.f; constexpr std::array kSoundId{ SFXwpn_fire_wave_normal, SFXwpn_fire_wave_charged, }; } // Anonymous namespace CWaveBeam::CWaveBeam(CAssetId characterId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const zeus::CVector3f& scale) : CGunWeapon(characterId, type, playerId, playerMaterial, scale) { x21c_waveBeam = g_SimplePool->GetObj("WaveBeam"); x228_wave2nd1 = g_SimplePool->GetObj("Wave2nd_1"); x234_wave2nd2 = g_SimplePool->GetObj("Wave2nd_2"); x240_wave2nd3 = g_SimplePool->GetObj("Wave2nd_3"); x258_24_loaded = false; x258_25_effectTimerActive = false; } void CWaveBeam::PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) { if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None) { if (x254_chargeFx) x254_chargeFx->Render(); if (x250_chargeElec) x250_chargeElec->Render(); } CGunWeapon::PostRenderGunFx(mgr, xf); } void CWaveBeam::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf) { if (x1cc_enabledSecondaryEffect != ESecondaryFxType::None) { if (x258_25_effectTimerActive && x24c_effectTimer < 0.f) { x1cc_enabledSecondaryEffect = ESecondaryFxType::None; x24c_effectTimer = 0.f; x258_25_effectTimerActive = false; } else { if (x254_chargeFx) { x254_chargeFx->SetGlobalTranslation(xf.origin); x254_chargeFx->SetGlobalOrientation(xf.getRotation()); x254_chargeFx->Update(dt); } if (x250_chargeElec) { x250_chargeElec->SetGlobalTranslation(xf.origin); x250_chargeElec->SetGlobalOrientation(xf.getRotation()); x250_chargeElec->Update(dt); } } if (x258_25_effectTimerActive && x24c_effectTimer > 0.f) x24c_effectTimer -= 0.f; } CGunWeapon::UpdateGunFx(shotSmoke, dt, mgr, xf); } void CWaveBeam::Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) { if (chargeState == EChargeState::Charged) { CGunWeapon::Fire(underwater, dt, chargeState, xf, mgr, homingTarget, chargeFactor1, chargeFactor2); } else { float randAng = mgr.GetActiveRandom()->Float() * 360.f; auto& weaponDesc = x144_weapons[int(chargeState)]; for (int i = 0; i < 3; ++i) { zeus::CTransform shotXf = xf * zeus::CTransform::RotateY(zeus::degToRad((randAng + i) * skShotAnglePitch)); CEnergyProjectile* proj = new CEnergyProjectile( true, weaponDesc, x1c0_weaponType, shotXf, x1c8_playerMaterial, GetDamageInfo(mgr, chargeState, chargeFactor1), mgr.AllocateUniqueId(), kInvalidAreaId, x1c4_playerId, homingTarget, EProjectileAttrib::ArmCannon, underwater, zeus::skOne3f, {}, -1, false); mgr.AddObject(proj); proj->Think(dt, mgr); } } if (chargeState == EChargeState::Charged) x218_25_enableCharge = true; NWeaponTypes::play_sfx(kSoundId[size_t(chargeState)], underwater, false, 0.165f); const CAnimPlaybackParms parms(skShootAnim[size_t(chargeState)], -1, 1.f, true); x10_solidModelData->GetAnimationData()->EnableLooping(false); x10_solidModelData->GetAnimationData()->SetAnimation(parms, false); } void CWaveBeam::EnableSecondaryFx(ESecondaryFxType type) { switch (type) { case ESecondaryFxType::None: x1cc_enabledSecondaryEffect = ESecondaryFxType::None; break; case ESecondaryFxType::CancelCharge: if (x1cc_enabledSecondaryEffect == ESecondaryFxType::None) break; [[fallthrough]]; default: if (x1cc_enabledSecondaryEffect != ESecondaryFxType::ToCombo) { auto& fx = type == ESecondaryFxType::Charge ? x228_wave2nd1 : x234_wave2nd2; x250_chargeElec = std::make_unique(fx); x250_chargeElec->SetGlobalScale(x4_scale); } switch (type) { case ESecondaryFxType::Charge: x254_chargeFx.reset(); break; case ESecondaryFxType::CancelCharge: if (x1cc_enabledSecondaryEffect != ESecondaryFxType::CancelCharge) { x258_25_effectTimerActive = true; x24c_effectTimer = 3.f; if (x254_chargeFx) x254_chargeFx->SetParticleEmission(false); } break; case ESecondaryFxType::ToCombo: x254_chargeFx = std::make_unique(x240_wave2nd3); x254_chargeFx->SetGlobalScale(x4_scale); x24c_effectTimer = 0.f; x258_25_effectTimerActive = true; break; default: break; } x1cc_enabledSecondaryEffect = type; } } void CWaveBeam::Update(float dt, CStateManager& mgr) { CGunWeapon::Update(dt, mgr); if (IsLoaded()) return; if (CGunWeapon::IsLoaded() && !x258_24_loaded) { x258_24_loaded = x228_wave2nd1.IsLoaded() && x234_wave2nd2.IsLoaded() && x240_wave2nd3.IsLoaded() && x21c_waveBeam.IsLoaded(); } } void CWaveBeam::Load(CStateManager& mgr, bool subtypeBasePose) { CGunWeapon::Load(mgr, subtypeBasePose); x228_wave2nd1.Lock(); x234_wave2nd2.Lock(); x240_wave2nd3.Lock(); x21c_waveBeam.Lock(); } void CWaveBeam::ReInitVariables() { x24c_effectTimer = 0.f; x250_chargeElec.reset(); x254_chargeFx.reset(); x258_24_loaded = false; x258_25_effectTimerActive = false; x1cc_enabledSecondaryEffect = ESecondaryFxType::None; } void CWaveBeam::Unload(CStateManager& mgr) { CGunWeapon::Unload(mgr); x21c_waveBeam.Unlock(); x240_wave2nd3.Unlock(); x234_wave2nd2.Unlock(); x228_wave2nd1.Unlock(); ReInitVariables(); } bool CWaveBeam::IsLoaded() const { return CGunWeapon::IsLoaded() && x258_24_loaded; } } // namespace urde