#pragma once #include #include #include #include "Runtime/RetroTypes.hpp" #include "Runtime/rstl.hpp" #include "Runtime/Camera/CCameraFilter.hpp" #include "Runtime/Character/CActorLights.hpp" #include "Runtime/Character/CModelData.hpp" #include "Runtime/Graphics/CRainSplashGenerator.hpp" #include "Runtime/Graphics/Shaders/CAABoxShader.hpp" #include "Runtime/Graphics/Shaders/CTexturedQuadFilter.hpp" #include "Runtime/Particle/CElementGen.hpp" #include "Runtime/Weapon/CAuxWeapon.hpp" #include "Runtime/Weapon/CFidget.hpp" #include "Runtime/Weapon/CGrappleArm.hpp" #include "Runtime/Weapon/CGunMotion.hpp" #include "Runtime/Weapon/CIceBeam.hpp" #include "Runtime/Weapon/CPhazonBeam.hpp" #include "Runtime/Weapon/CPlasmaBeam.hpp" #include "Runtime/Weapon/CPowerBeam.hpp" #include "Runtime/Weapon/CWaveBeam.hpp" #include "Runtime/World/CPlayerCameraBob.hpp" #include "Runtime/World/CWorldShadow.hpp" #include "Runtime/World/ScriptObjectSupport.hpp" #include #include namespace urde { struct CFinalInput; class CPlayerGun { public: static float skTractorBeamFactor; enum class EMissileMode { Inactive, Active }; enum class EBWeapon { Bomb, PowerBomb }; enum class EPhazonBeamState { Inactive, Entering, Exiting, Active }; enum class EChargePhase { NotCharging, ChargeRequested, AnimAndSfx, FxGrowing, FxGrown, ComboXfer, ComboXferDone, ComboFire, ComboFireDone, ChargeCooldown, ChargeDone }; enum class ENextState { StatusQuo, EnterMissile, ExitMissile, MissileShotDone, MissileReload, ChangeWeapon, SetupBeam, Seven, EnterPhazonBeam, ExitPhazonBeam }; enum class EIdleState { NotIdle, Wander, Idle, Three, Four }; private: class CGunMorph { public: enum class EGunState { InWipeDone, OutWipeDone, InWipe, OutWipe }; enum class EMorphEvent { None, InWipeDone, OutWipeDone }; enum class EDir { In, Out, Done }; private: float x0_yLerp = 0.f; float x4_gunTransformTime; float x8_remTime = 0.f; float xc_speed = 0.1f; float x10_holoHoldTime; float x14_remHoldTime = 2.f; float x18_transitionFactor = 1.f; EDir x1c_dir = EDir::Done; EGunState x20_gunState = EGunState::OutWipeDone; bool x24_24_morphing : 1; bool x24_25_weaponChanged : 1; public: CGunMorph(float gunTransformTime, float holoHoldTime) : x4_gunTransformTime(gunTransformTime) , x10_holoHoldTime(std::fabs(holoHoldTime)) , x24_24_morphing(false) , x24_25_weaponChanged(false) {} 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 { public: enum class EMotionState { Zero, One, LockOn, CancelLockOn }; enum class EFireState { NotFiring, StartFire, Firing }; private: static float gGunExtendDistance; bool x0_24_extendParabola = true; float x4_extendParabolaDelayTimer = 0.f; float x8_fireTime = 0.f; float xc_curExtendDist = 0.f; float x10_curRotation = 0.f; float x14_rotationT = 0.f; float x18_startRotation = 0.f; float x1c_endRotation = 0.f; EMotionState x20_state = EMotionState::Zero; EFireState x24_fireState = EFireState::NotFiring; public: static void SetExtendDistance(float d) { gGunExtendDistance = d; } void SetState(EMotionState state) { x20_state = state; } void Update(bool firing, float dt, zeus::CTransform& xf, CStateManager& mgr); }; CActorLights x0_lights; CSfxHandle x2e0_chargeSfx; CSfxHandle x2e4_invalidSfx; CSfxHandle x2e8_phazonBeamSfx; // 0x1: FireOrBomb, 0x2: MissileOrPowerBomb u32 x2ec_lastFireButtonStates = 0; u32 x2f0_pressedFireButtonStates = 0; u32 x2f4_fireButtonStates = 0; // 0x1: beam mode, 0x2: missile mode, 0x4: missile ready, 0x8: morphing, 0x10: combo fire u32 x2f8_stateFlags = 0x1; u32 x2fc_fidgetAnimBits = 0; u32 x300_remainingMissiles = 0; u32 x304_ = 0; u32 x308_bombCount = 3; u32 x30c_rapidFireShots = 0; CPlayerState::EBeamId x310_currentBeam = CPlayerState::EBeamId::Power; CPlayerState::EBeamId x314_nextBeam = CPlayerState::EBeamId::Power; u32 x318_comboAmmoIdx = 0; EMissileMode x31c_missileMode = EMissileMode::Inactive; CPlayerState::EBeamId x320_currentAuxBeam = CPlayerState::EBeamId::Power; EIdleState x324_idleState = EIdleState::Four; float x328_animSfxPitch = 0.f; EChargePhase x32c_chargePhase = EChargePhase::NotCharging; EChargeState x330_chargeState = EChargeState::Normal; u32 x334_ = 0; ENextState x338_nextState = ENextState::StatusQuo; EPhazonBeamState x33c_phazonBeamState = EPhazonBeamState::Inactive; float x340_chargeBeamFactor = 0.f; float x344_comboXferTimer = 0.f; float x348_chargeCooldownTimer = 0.f; float x34c_shakeX = 0.f; float x350_shakeZ = 0.f; float x354_bombFuseTime; float x358_bombDropDelayTime; float x35c_bombTime = 0.f; float x360_ = 0.f; float x364_gunStrikeCoolTimer = 0.f; float x368_idleWanderDelayTimer = 0.f; float x36c_ = 1.f; float x370_gunMotionSpeedMult = 1.f; float x374_ = 0.f; float x378_shotSmokeStartTimer = 0.f; float x37c_rapidFireShotsDecayTimer = 0.f; float x380_shotSmokeTimer = 0.f; float x384_gunStrikeDelayTimer = 0.f; float x388_enterFreeLookDelayTimer = 0.f; float x38c_muzzleEffectVisTimer = 0.f; float x390_cooldown = 0.f; float x394_damageTimer = 0.f; float x398_damageAmt = 0.f; float x39c_phazonMorphT = 0.f; float x3a0_missileExitTimer = 0.f; CFidget x3a4_fidget; zeus::CVector3f x3dc_damageLocation; zeus::CTransform x3e8_xf; zeus::CTransform x418_beamLocalXf; zeus::CTransform x448_elbowWorldXf; zeus::CTransform x478_assistAimXf; zeus::CTransform x4a8_gunWorldXf; zeus::CTransform x4d8_gunLocalXf; zeus::CTransform x508_elbowLocalXf; TUniqueId x538_playerId; TUniqueId x53a_powerBomb = kInvalidUniqueId; TUniqueId x53c_lightId = kInvalidUniqueId; std::vector x540_handAnimTokens; CPlayerCameraBob x550_camBob; u32 x658_ = 1; float x65c_ = 0.f; float x660_ = 0.f; float x664_ = 0.f; float x668_aimVerticalSpeed; float x66c_aimHorizontalSpeed; std::pair x670_animSfx{0xffff, {}}; CGunMorph x678_morph; CMotionState x6a0_motionState; zeus::CAABox x6c8_hologramClipCube; CModelData x6e0_rightHandModel; CGunWeapon* x72c_currentBeam = nullptr; CGunWeapon* x730_outgoingBeam = nullptr; CGunWeapon* x734_loadingBeam = nullptr; CGunWeapon* x738_nextBeam = nullptr; std::unique_ptr x73c_gunMotion; std::unique_ptr x740_grappleArm; std::unique_ptr x744_auxWeapon; std::unique_ptr x748_rainSplashGenerator; std::unique_ptr x74c_powerBeam; std::unique_ptr x750_iceBeam; std::unique_ptr x754_waveBeam; std::unique_ptr x758_plasmaBeam; std::unique_ptr x75c_phazonBeam; std::array x760_selectableBeams{}; // Used to be reserved_vector std::unique_ptr x774_holoTransitionGen; std::unique_ptr x77c_comboXferGen; rstl::reserved_vector, 2>, 2> x784_bombEffects; rstl::reserved_vector, 5> x7c0_auxMuzzleEffects; rstl::reserved_vector, 5> x800_auxMuzzleGenerators; std::unique_ptr x82c_shadow; s16 x830_chargeRumbleHandle = -1; bool x832_24_coolingCharge : 1; bool x832_25_chargeEffectVisible : 1; bool x832_26_comboFiring : 1; bool x832_27_chargeAnimStarted : 1; bool x832_28_readyForShot : 1; bool x832_29_lockedOn : 1; bool x832_30_requestReturnToDefault : 1; bool x832_31_inRestPose : 1; bool x833_24_notFidgeting : 1; bool x833_25_ : 1; bool x833_26_ : 1; bool x833_27_ : 1; bool x833_28_phazonBeamActive : 1; bool x833_29_pointBlankWorldSurface : 1; bool x833_30_canShowAuxMuzzleEffect : 1; bool x833_31_inFreeLook : 1; bool x834_24_charging : 1; bool x834_25_gunMotionFidgeting : 1; bool x834_26_animPlaying : 1; bool x834_27_underwater : 1; bool x834_28_requestImmediateRecharge : 1; bool x834_29_frozen : 1; bool x834_30_inBigStrike : 1; bool x834_31_gunMotionInFidgetBasePosition : 1; bool x835_24_canFirePhazon : 1; bool x835_25_inPhazonBeam : 1; bool x835_26_phazonBeamMorphing : 1; bool x835_27_intoPhazonBeam : 1; bool x835_28_bombReady : 1; bool x835_29_powerBombReady : 1; bool x835_30_inPhazonPool : 1; bool x835_31_actorAttached : 1; CTexturedQuadFilter m_screenQuad{EFilterType::Blend, CGraphics::g_SpareTexture.get(), CTexturedQuadFilter::ZTest::GEqualZWrite}; CAABoxShader m_aaboxShader{true}; void InitBeamData(); void InitBombData(); void InitMuzzleData(); void InitCTData(); void LoadHandAnimTokens(); void CreateGunLight(CStateManager& mgr); void DeleteGunLight(CStateManager& mgr); void UpdateGunLight(const zeus::CTransform& xf, 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 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 returnToDefault); void ReturnToRestPose(); void ChangeWeapon(const CPlayerState& playerState, CStateManager& mgr); void GetLctrWithShake(zeus::CTransform& xfOut, const CModelData& mData, std::string_view lctrName, bool shake, bool dyn) const; 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 EnableChargeFx(EChargeState state, CStateManager& mgr); void UpdateChargeState(float dt, CStateManager& mgr); void UpdateAuxWeapons(float dt, const zeus::CTransform& targetXf, CStateManager& mgr); void DoUserAnimEvent(float dt, CStateManager& mgr, const CInt32POINode& node, EUserEventType type); void DoUserAnimEvents(float dt, CStateManager& mgr); TUniqueId GetTargetId(CStateManager& mgr) const; void CancelLockOn(); void FireSecondary(float dt, CStateManager& mgr); void ResetCharged(float dt, CStateManager& mgr); void ActivateCombo(CStateManager& mgr); void ProcessChargeState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt); void ResetNormal(CStateManager& mgr); void UpdateNormalShotCycle(float dt, CStateManager& mgr); void ProcessNormalState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt); void UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr); void EnterFreeLook(CStateManager& mgr); void SetFidgetAnimBits(int animSet, bool beamOnly); void AsyncLoadFidget(CStateManager& mgr); bool IsFidgetLoaded() const; void EnterFidget(CStateManager& mgr); void UpdateGunIdle(bool inStrikeCooldown, 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; static void CopyScreenTex(); void DrawScreenTex(float z); void DrawClipCube(const zeus::CAABox& aabb); public: explicit CPlayerGun(TUniqueId playerId); void TakeDamage(bool bigStrike, bool notFromMetroid, CStateManager& mgr); void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&); void AsyncLoadSuit(CStateManager& mgr); void TouchModel(const CStateManager& stateMgr); EMissileMode GetMissleMode() const { return x31c_missileMode; } bool IsFidgeting() const { return x833_24_notFidgeting; } bool IsCharging() const { return x834_24_charging; } float GetChargeBeamFactor() const { return x340_chargeBeamFactor; } bool IsBombReady() const { return x835_28_bombReady; } u32 GetBombCount() const { return x308_bombCount; } bool IsPowerBombReady() const { return x835_29_powerBombReady; } 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; } void SetAssistAimTransform(const zeus::CTransform& xf) { x478_assistAimXf = xf; } CGrappleArm& GetGrappleArm() { return *x740_grappleArm; } const CGrappleArm& GetGrappleArm() const { return *x740_grappleArm; } void DamageRumble(const zeus::CVector3f& location, float damage, const CStateManager& mgr); void ResetCharge(CStateManager& mgr, bool resetBeam); void HandleBeamChange(const CFinalInput& input, CStateManager& mgr); void HandlePhazonBeamChange(CStateManager& mgr); void HandleWeaponChange(const CFinalInput& input, CStateManager& mgr); void ProcessInput(const CFinalInput& input, CStateManager& mgr); void ResetIdle(CStateManager& mgr); void CancelFiring(CStateManager& mgr); float GetBeamVelocity() const; void StopContinuousBeam(CStateManager& mgr, bool b1); void Update(float grappleSwingT, float cameraBobT, 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); void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const; u32 GetLastFireButtonStates() const { return x2ec_lastFireButtonStates; } void DropBomb(EBWeapon weapon, CStateManager& mgr); TUniqueId DropPowerBomb(CStateManager& mgr); void SetActorAttached(bool b) { x835_31_actorAttached = b; } CAuxWeapon& GetAuxWeapon() const { return *x744_auxWeapon; } }; } // namespace urde