#include "CGunWeapon.hpp" #include "GameGlobalObjects.hpp" #include "CSimplePool.hpp" #include "CDependencyGroup.hpp" #include "CGameState.hpp" #include "CWeapon.hpp" #include "CEnergyProjectile.hpp" #include "Graphics/CSkinnedModel.hpp" #include "Graphics/CVertexMorphEffect.hpp" namespace urde { static const char* skBeamXferNames[] = { "PowerXfer", "IceXfer", "WaveXfer", "PlasmaXfer", "PhazonXfer" }; static const char* skSuitArmNames[] = { "PowerArm", "GravityArm", "VariaArm", "PhazonArm", "FusionArm", "FusionArmG", "FusionArmV", "FusionArmP", }; static const char* skMuzzleNames[] = { "PowerMuzzle", "PowerCharge", "IceMuzzle", "IceCharge", "PowerMuzzle", "WaveCharge", "PlasmaMuzzle", "PlasmaCharge", "PhazonMuzzle", "EmptyMuzzle" }; static const char* skFrozenNames[] = { "powerFrozen", "Ice2nd_2", "iceFrozen", "Ice2nd_2", "waveFrozen", "Ice2nd_2", "plasmaFrozen", "Ice2nd_2", "iceFrozen", "Ice2nd_2" }; static const char* skDependencyNames[] = { "Power_DGRP", "Ice_DGRP", "Wave_DGRP", "Plasma_DGRP", "Phazon_DGRP" }; static const char* skAnimDependencyNames[] = { "Power_Anim_DGRP", "Ice_Anim_DGRP", "Wave_Anim_DGRP", "Plasma_Anim_DGRP", "Phazon_Anim_DGRP" }; CPlayerState::EBeamId GetWeaponIndex(EWeaponType type) { if (type == EWeaponType::Power) return CPlayerState::EBeamId::Power; else if (type == EWeaponType::Ice) return CPlayerState::EBeamId::Ice; else if (type == EWeaponType::Wave) return CPlayerState::EBeamId::Wave; else if (type == EWeaponType::Plasma) return CPlayerState::EBeamId::Plasma; else if (type == EWeaponType::Phazon) return CPlayerState::EBeamId::Phazon; return CPlayerState::EBeamId::Power; } CGunWeapon::CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const zeus::CVector3f& scale) : x4_scale(scale), x104_gunCharacter(g_SimplePool->GetObj(SObjectTag{FOURCC('ANCS'), ancsId})), x13c_armCharacter(g_SimplePool->GetObj(skSuitArmNames[0])), x160_xferEffect(g_SimplePool->GetObj(skBeamXferNames[int(GetWeaponIndex(type))])), x1c0_weaponType(type), x1c4_playerId(playerId), x1c8_playerMaterial(playerMaterial), x200_beamId(GetWeaponIndex(type)), x20c_shaderIdx(u32(x200_beamId)), x214_ancsId(ancsId) { AllocResPools(x200_beamId); BuildDependencyList(x200_beamId); } void CGunWeapon::AllocResPools(CPlayerState::EBeamId beam) { const CAssetId* wPair = g_tweakGunRes->GetWeaponPair(beam); const char** muzzleNames = &skMuzzleNames[int(beam) * 2]; const char** frozenNames = &skFrozenNames[int(beam) * 2]; for (int i=0 ; i<2 ; ++i) { x16c_muzzleEffects.push_back(g_SimplePool->GetObj(muzzleNames[i])); x144_weapons.push_back(g_SimplePool->GetObj(SObjectTag{FOURCC('WPSC'), wPair[i]})); x188_frozenEffects.push_back(g_SimplePool->GetObj(frozenNames[i])); } } void CGunWeapon::FreeResPools() { x160_xferEffect.Unlock(); for (int i=0 ; i<2 ; ++i) { x16c_muzzleEffects[i].Unlock(); x144_weapons[i].Unlock(); x188_frozenEffects[i].Unlock(); } x10c_anims.clear(); x1a4_muzzleGenerators.clear(); x1d0_velInfo.Clear(); } void CGunWeapon::FillTokenVector(const std::vector& tags, std::vector& objects) { for (const SObjectTag& tag : tags) objects.push_back(g_SimplePool->GetObj(tag)); } void CGunWeapon::BuildDependencyList(CPlayerState::EBeamId beam) { TLockedToken deps = g_SimplePool->GetObj(skDependencyNames[int(beam)]); TLockedToken animDeps = g_SimplePool->GetObj(skAnimDependencyNames[int(beam)]); x12c_deps.reserve(deps->GetObjectTagVector().size() + animDeps->GetObjectTagVector().size()); FillTokenVector(deps->GetObjectTagVector(), x12c_deps); FillTokenVector(animDeps->GetObjectTagVector(), x12c_deps); } void CGunWeapon::AsyncLoadSuitArm(CStateManager& mgr) { xb0_suitArmModelData = std::experimental::nullopt; x13c_armCharacter = g_SimplePool->GetObj(skSuitArmNames[int(NWeaponTypes::get_current_suit(mgr))]); x13c_armCharacter.Lock(); x218_28_suitArmLocked = true; } void CGunWeapon::Reset(CStateManager& mgr) { if (!x218_26_loaded) return; x10_solidModelData->AnimationData()->EnableLooping(false); if (x218_25_enableCharge) x218_25_enableCharge = false; else x100_gunController->Reset(); } static const s32 skAnimTypeList[] = { 0, 4, 1, 2, 3, 5, 6, 7, 8, 9, 10 }; void CGunWeapon::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) { if (x218_26_loaded && type >= NWeaponTypes::EGunAnimType::BasePosition && type <= NWeaponTypes::EGunAnimType::ToBeam) { x10_solidModelData->AnimationData()->EnableLooping(loop); CAnimPlaybackParms parms(skAnimTypeList[int(type)], -1, 1.f, true); x10_solidModelData->AnimationData()->SetAnimation(parms, false); } } void CGunWeapon::PreRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) { // Empty } void CGunWeapon::PostRenderGunFx(const CStateManager& mgr, const zeus::CTransform& xf) { if (x218_26_loaded && x1b8_frozenGenerator && x204_frozenEffect != EFrozenFxType::None) x1b8_frozenGenerator->Render(); } void CGunWeapon::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const zeus::CTransform& xf) { if (x218_26_loaded && x204_frozenEffect != EFrozenFxType::None) { if (x204_frozenEffect == EFrozenFxType::Thawed) { if (x1b8_frozenGenerator->IsSystemDeletable()) { x1b8_frozenGenerator.reset(); } else { x1b8_frozenGenerator->SetTranslation(xf.origin); x1b8_frozenGenerator->SetOrientation(xf.getRotation()); } } else { x1b8_frozenGenerator->SetGlobalOrientAndTrans(xf); } if (x1b8_frozenGenerator) x1b8_frozenGenerator->Update(dt); } } const s32 CGunWeapon::skShootAnim[2] = { 4, 3 }; void CGunWeapon::Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf, CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2) { CDamageInfo dInfo = GetDamageInfo(mgr, chargeState, chargeFactor1); zeus::CVector3f scale(chargeState == EChargeState::Normal ? 1.f : chargeFactor2); bool partialCharge = chargeState == EChargeState::Normal ? false : !zeus::close_enough(chargeFactor1, 1.f); EProjectileAttrib attribs = EProjectileAttrib::ArmCannon; if (partialCharge) attribs |= EProjectileAttrib::PartialCharge; if (chargeState == EChargeState::Charged) attribs |= EProjectileAttrib::Charged; CEnergyProjectile* proj = new CEnergyProjectile(true, x144_weapons[int(chargeState)], x1c0_weaponType, xf, x1c8_playerMaterial, dInfo, mgr.AllocateUniqueId(), kInvalidAreaId, x1c4_playerId, homingTarget, attribs, underwater, scale, {}, -1, false); mgr.AddObject(proj); proj->Think(dt, mgr); if (chargeState == EChargeState::Charged) { x218_25_enableCharge = true; mgr.GetCameraManager()->AddCameraShaker(CCameraShakeData::skChargedShotCameraShakeData, false); } x10_solidModelData->AnimationData()->EnableLooping(false); CAnimPlaybackParms parms(skShootAnim[int(chargeState)], -1, 1.f, true); x10_solidModelData->AnimationData()->SetAnimation(parms, false); } void CGunWeapon::EnableFx(bool enable) { // Empty } void CGunWeapon::EnableSecondaryFx(ESecondaryFxType type) { x1cc_enabledSecondaryEffect = type; } void CGunWeapon::EnableFrozenEffect(EFrozenFxType type) { switch (type) { case EFrozenFxType::Thawed: if (x204_frozenEffect == EFrozenFxType::Thawed) break; x1b8_frozenGenerator = std::make_unique(x188_frozenEffects[1]); x1b8_frozenGenerator->SetGlobalScale(x4_scale); break; case EFrozenFxType::Frozen: if (x204_frozenEffect == EFrozenFxType::Frozen) break; x1b8_frozenGenerator = std::make_unique(x188_frozenEffects[0]); x1b8_frozenGenerator->SetGlobalScale(x4_scale); break; default: break; } x204_frozenEffect = type; } void CGunWeapon::ActivateCharge(bool enable, bool resetEffect) { x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetParticleEmission(false); x208_muzzleEffectIdx = u32(enable); if (enable || resetEffect) { x1a4_muzzleGenerators[x208_muzzleEffectIdx] = std::make_unique(x16c_muzzleEffects[x208_muzzleEffectIdx]); } } void CGunWeapon::Touch(const CStateManager& mgr) { if (x10_solidModelData) { x10_solidModelData->Touch(mgr, x20c_shaderIdx); if (xb0_suitArmModelData) xb0_suitArmModelData->Touch(mgr, 0); } } void CGunWeapon::TouchHolo(const CStateManager& mgr) { if (x60_holoModelData) x60_holoModelData->Touch(mgr, 0); } void CGunWeapon::PointGenerator(void* ctx, const std::vector>& vn) { reinterpret_cast(ctx)->GeneratePoints(vn); } void CGunWeapon::Draw(bool drawSuitArm, const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags, const CActorLights* lights) const { if (!x218_26_loaded) return; zeus::CTransform armXf = xf * x10_solidModelData->GetScaledLocatorTransform("elbow"); if (x1bc_rainSplashGenerator && x1bc_rainSplashGenerator->IsRaining()) CSkinnedModel::SetPointGeneratorFunc(x1bc_rainSplashGenerator, PointGenerator); if (mgr.GetThermalDrawFlag() == EThermalDrawFlag::Hot && x200_beamId != CPlayerState::EBeamId::Ice) { /* Hot Draw */ zeus::CColor mulColor(flags.x4_color.a, flags.x4_color.a); zeus::CColor addColor(0.25f, 0.25f); if (x218_29_drawHologram) { DrawHologram(mgr, xf, flags); } else { CModelFlags useFlags(0, 0, 3, zeus::CColor::skWhite); x10_solidModelData->RenderThermal(xf, mulColor, addColor, useFlags); } if (drawSuitArm && xb0_suitArmModelData) { CModelFlags useFlags(0, 0, 3, zeus::CColor::skWhite); xb0_suitArmModelData->RenderThermal(xf, mulColor, addColor, useFlags); } } else { /* Cold Draw */ if (mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::EPlayerVisor::XRay && !x218_29_drawHologram) { CModelFlags useFlags = flags; useFlags.x1_matSetIdx = u8(x20c_shaderIdx); x10_solidModelData->Render(mgr, xf, lights, useFlags); } else { DrawHologram(mgr, xf, flags); } if (drawSuitArm && xb0_suitArmModelData) { xb0_suitArmModelData->Render(mgr, armXf, lights, flags); } } if (x1bc_rainSplashGenerator && x1bc_rainSplashGenerator->IsRaining()) { CSkinnedModel::ClearPointGeneratorFunc(); x1bc_rainSplashGenerator->Draw(xf); } } void CGunWeapon::DrawMuzzleFx(const CStateManager& mgr) const { if (const CElementGen* effect = x1a4_muzzleGenerators[x208_muzzleEffectIdx].get()) { if (x200_beamId != CPlayerState::EBeamId::Ice && mgr.GetPlayerState()->GetActiveVisor(mgr) == CPlayerState::EPlayerVisor::XRay) { CElementGen::SetSubtractBlend(true); const_cast(effect)->Render(); CElementGen::SetSubtractBlend(false); } else { const_cast(effect)->Render(); } } } void CGunWeapon::LoadSuitArm(CStateManager& mgr) { if (x13c_armCharacter.IsLoaded()) { CAssetId armId = NWeaponTypes::get_asset_id_from_name(skSuitArmNames[int(NWeaponTypes::get_current_suit(mgr))]); xb0_suitArmModelData.emplace(CStaticRes(armId, x4_scale)); xb0_suitArmModelData->SetSortThermal(true); x218_28_suitArmLocked = false; x13c_armCharacter.Unlock(); } } void CGunWeapon::LoadGunModels(CStateManager& mgr) { s32 defaultAnim = x218_27_subtypeBasePose ? 0 : 9; x10_solidModelData.emplace(CAnimRes(x214_ancsId, 0, x4_scale, defaultAnim, false)); x60_holoModelData.emplace(CAnimRes(x214_ancsId, 1, x4_scale, defaultAnim, false)); CAnimPlaybackParms parms(defaultAnim, -1, 1.f, true); x10_solidModelData->AnimationData()->SetAnimation(parms, true); LoadSuitArm(mgr); x10_solidModelData->SetSortThermal(true); x60_holoModelData->SetSortThermal(true); x100_gunController = std::make_unique(*x10_solidModelData); } void CGunWeapon::LoadAnimations() { NWeaponTypes::get_token_vector(*x10_solidModelData->GetAnimationData(), 0, 15, x10c_anims, true); } bool CGunWeapon::IsAnimsLoaded() const { for (const CToken& tok : x10c_anims) if (!tok.IsLoaded()) return false; return true; } void CGunWeapon::LoadMuzzleFx(float dt) { for (int i=0 ; i<2 ; ++i) { x1a4_muzzleGenerators.push_back(std::make_unique(x16c_muzzleEffects[i])); x1a4_muzzleGenerators.back()->SetParticleEmission(false); x1a4_muzzleGenerators.back()->Update(dt); } } void CGunWeapon::LoadProjectileData(CStateManager& mgr) { CRandom16 random(mgr.GetUpdateFrameIndex()); CGlobalRandom grand(random); for (int i=0 ; i<2 ; ++i) { zeus::CVector3f weaponVel; if (const CVectorElement* ivec = x144_weapons[i]->x4_IVEC.get()) ivec->GetValue(0, weaponVel); x1d0_velInfo.x0_vel.push_back(weaponVel); float tratVal = 0.f; if (const CRealElement* trat = x144_weapons[i]->x30_TRAT.get()) trat->GetValue(0, tratVal); x1d0_velInfo.x24_trat.push_back(tratVal); x1d0_velInfo.x1c_targetHoming.push_back(x144_weapons[i]->x29_HOMG); if (weaponVel.y > 0.f) x1d0_velInfo.x0_vel.back() *= zeus::CVector3f(60.f); else x1d0_velInfo.x0_vel.back() = zeus::CVector3f::skForward; } } void CGunWeapon::LoadFxIdle(float dt, CStateManager& mgr) { if (NWeaponTypes::are_tokens_ready(x12c_deps)) { if ((x210_loadFlags & 0x2) != 0 && (x210_loadFlags & 0x4) != 0 && (x210_loadFlags & 0x10) != 0) return; bool loaded = true; for (int i=0 ; i<2 ; ++i) { if (!x16c_muzzleEffects[i].IsLoaded()) { loaded = false; break; } if (!x144_weapons[i].IsLoaded()) { loaded = false; break; } } for (int i=0 ; i<2 ; ++i) { if (!x188_frozenEffects[i].IsLoaded()) { loaded = false; break; } } if (!x160_xferEffect.IsLoaded()) loaded = false; if (loaded) { if ((x210_loadFlags & 0x2) != 0x2) { LoadMuzzleFx(dt); x210_loadFlags |= 0x2; } x210_loadFlags |= 0x10; if ((x210_loadFlags & 0x4) != 0x4) { LoadProjectileData(mgr); x210_loadFlags |= 0x4; } } } } void CGunWeapon::Update(float dt, CStateManager& mgr) { if (x218_26_loaded) { x10_solidModelData->AdvanceAnimation(dt, mgr, kInvalidAreaId, true); x100_gunController->Update(dt, mgr); if (x218_28_suitArmLocked) LoadSuitArm(mgr); } else { if (x104_gunCharacter) { if (x104_gunCharacter.IsLoaded()) { if ((x210_loadFlags & 0x1) != 0x1) { LoadGunModels(mgr); LoadAnimations(); x210_loadFlags |= 0x1; } if ((x210_loadFlags & 0x8) != 0x8) { if (IsAnimsLoaded()) x210_loadFlags |= 0x8; } } LoadFxIdle(dt, mgr); if ((x210_loadFlags & 0x1f) == 0x1f) { if (x10_solidModelData->PickAnimatedModel(CModelData::EWhichModel::Normal).GetModel()-> IsLoaded(x20c_shaderIdx) && xb0_suitArmModelData->IsLoaded(0)) x218_26_loaded = true; } } } } void CGunWeapon::LockTokens(CStateManager& mgr) { AsyncLoadSuitArm(mgr); NWeaponTypes::lock_tokens(x12c_deps); } void CGunWeapon::UnlockTokens() { x13c_armCharacter.Unlock(); NWeaponTypes::unlock_tokens(x12c_deps); } void CGunWeapon::Load(CStateManager& mgr, bool subtypeBasePose) { LockTokens(mgr); x218_27_subtypeBasePose = subtypeBasePose; x204_frozenEffect = EFrozenFxType::None; x1b8_frozenGenerator.reset(); x104_gunCharacter.Lock(); x160_xferEffect.Lock(); for (int i=0 ; i<2 ; ++i) { x16c_muzzleEffects[i].Lock(); x144_weapons[i].Lock(); } for (int i=0 ; i<2 ; ++i) x188_frozenEffects[i].Lock(); } void CGunWeapon::Unload(CStateManager& mgr) { UnlockTokens(); x210_loadFlags = 0; x204_frozenEffect = EFrozenFxType::None; x10_solidModelData = std::experimental::nullopt; x60_holoModelData = std::experimental::nullopt; xb0_suitArmModelData = std::experimental::nullopt; x100_gunController.reset(); x1bc_rainSplashGenerator = nullptr; x1b8_frozenGenerator.reset(); FreeResPools(); x104_gunCharacter.Unlock(); x218_26_loaded = false; } bool CGunWeapon::IsLoaded() const { return x218_26_loaded; } void CGunWeapon::DrawHologram(const CStateManager& mgr, const zeus::CTransform& xf, const CModelFlags& flags) const { if (!x218_26_loaded) return; if (x218_29_drawHologram) { CModelFlags useFlags = flags; useFlags.m_extendedShader = EExtendedShader::Flat; x60_holoModelData->Render(CModelData::EWhichModel::Normal, xf, nullptr, useFlags); } else { CGraphics::SetModelMatrix(xf * zeus::CTransform::Scale(x10_solidModelData->GetScale())); //CGraphics::DisableAllLights(); //g_Renderer->SetAmbientColor(zeus::CColor::skWhite); CSkinnedModel& model = const_cast(*x60_holoModelData->GetAnimationData()->GetModelData()); model.GetModelInst()->ActivateLights({CLight::BuildLocalAmbient({}, zeus::CColor::skWhite)}); const_cast(this)->x10_solidModelData->AnimationData()->Render(model, flags, {}, nullptr); //g_Renderer->SetAmbientColor(zeus::CColor::skWhite); //CGraphics::DisableAllLights(); } } void CGunWeapon::UpdateMuzzleFx(float dt, const zeus::CVector3f& scale, const zeus::CVector3f& pos, bool emitting) { x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetGlobalTranslation(pos); x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetGlobalScale(scale); x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetParticleEmission(emitting); x1a4_muzzleGenerators[x208_muzzleEffectIdx]->Update(dt); } void CGunWeapon::ReturnToDefault(CStateManager& mgr) { x100_gunController->ReturnToDefault(mgr, 0.f, false); } bool CGunWeapon::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle) { switch (state) { case SamusGun::EAnimationState::ComboFire: x100_gunController->EnterComboFire(mgr, s32(x200_beamId)); return true; default: return false; case SamusGun::EAnimationState::Wander: return true; } } void CGunWeapon::UnLoadFidget() { x100_gunController->UnLoadFidget(); } bool CGunWeapon::IsFidgetLoaded() const { return x100_gunController->IsFidgetLoaded(); } void CGunWeapon::AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 animSet) { x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), animSet); } void CGunWeapon::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 parm2) { x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2); } CDamageInfo CGunWeapon::GetShotDamageInfo(const SShotParam& shotParam, CStateManager& mgr) { CDamageInfo ret(shotParam); if (g_GameState->GetHardMode()) ret.MultiplyDamage(g_GameState->GetHardModeWeaponMultiplier()); return ret; } CDamageInfo CGunWeapon::GetDamageInfo(CStateManager& mgr, EChargeState chargeState, float chargeFactor) const { const SWeaponInfo& wInfo = GetWeaponInfo(); if (chargeState == EChargeState::Normal) { return GetShotDamageInfo(wInfo.x4_normal, mgr); } else { SShotParam param = wInfo.x20_charged; param.damage *= chargeFactor; param.radiusDamage *= chargeFactor; param.radius *= chargeFactor; param.knockback *= chargeFactor; param.noImmunity = false; return GetShotDamageInfo(param, mgr); } } const SWeaponInfo& CGunWeapon::GetWeaponInfo() const { return g_tweakPlayerGun->GetBeamInfo(s32(x200_beamId)); } zeus::CAABox CGunWeapon::GetBounds() const { if (x10_solidModelData) return x10_solidModelData->GetBounds(); return zeus::CAABox::skNullBox; } zeus::CAABox CGunWeapon::GetBounds(const zeus::CTransform& xf) const { if (x10_solidModelData) return x10_solidModelData->GetBounds(xf); return zeus::CAABox::skNullBox; } bool CGunWeapon::IsChargeAnimOver() const { return !(x218_25_enableCharge && x10_solidModelData->GetAnimationData()->IsAnimTimeRemaining(0.001f, "Whole Body")); } }