metaforce/Runtime/Weapon/WeaponCommon.cpp

161 lines
5.4 KiB
C++

#include "WeaponCommon.hpp"
#include "Character/CAnimData.hpp"
#include "GameGlobalObjects.hpp"
#include "CSimplePool.hpp"
#include "Character/CPrimitive.hpp"
#include "Audio/CSfxManager.hpp"
#include "CStateManager.hpp"
namespace urde::NWeaponTypes {
void primitive_set_to_token_vector(const CAnimData& animData, const std::set<CPrimitive>& primSet,
std::vector<CToken>& tokensOut, bool preLock) {
int eventCount = 0;
for (const CPrimitive& prim : primSet)
if (animData.GetEventResourceIdForAnimResourceId(prim.GetAnimResId()).IsValid())
++eventCount;
tokensOut.clear();
tokensOut.reserve(primSet.size() + eventCount);
SObjectTag atag{FOURCC('ANIM'), 0};
SObjectTag etag{FOURCC('EVNT'), 0};
for (const CPrimitive& prim : primSet) {
CAssetId eId = animData.GetEventResourceIdForAnimResourceId(prim.GetAnimResId());
if (eId.IsValid()) {
etag.id = prim.GetAnimResId();
tokensOut.push_back(g_SimplePool->GetObj(etag));
if (preLock)
tokensOut.back().Lock();
}
atag.id = prim.GetAnimResId();
tokensOut.push_back(g_SimplePool->GetObj(atag));
if (preLock)
tokensOut.back().Lock();
}
}
void unlock_tokens(std::vector<CToken>& anims) {
for (CToken& tok : anims)
tok.Unlock();
}
void lock_tokens(std::vector<CToken>& anims) {
for (CToken& tok : anims)
tok.Lock();
}
bool are_tokens_ready(const std::vector<CToken>& anims) {
for (const CToken& tok : anims)
if (!tok.IsLoaded())
return false;
return true;
}
void get_token_vector(const CAnimData& animData, int begin, int end, std::vector<CToken>& tokensOut, bool preLock) {
std::set<CPrimitive> prims;
for (int i = begin; i < end; ++i) {
CAnimPlaybackParms parms(i, -1, 1.f, true);
animData.GetAnimationPrimitives(parms, prims);
}
primitive_set_to_token_vector(animData, prims, tokensOut, preLock);
}
void get_token_vector(const CAnimData& animData, int animIdx, std::vector<CToken>& tokensOut, bool preLock) {
std::set<CPrimitive> prims;
CAnimPlaybackParms parms(animIdx, -1, 1.f, true);
animData.GetAnimationPrimitives(parms, prims);
primitive_set_to_token_vector(animData, prims, tokensOut, preLock);
}
void do_sound_event(std::pair<u16, CSfxHandle>& sfxHandle, float& pitch, bool doPitchBend, u32 soundId, float weight,
u32 flags, float falloff, float maxDist, float minVol, float maxVol,
const zeus::CVector3f& posToCam, const zeus::CVector3f& pos, TAreaId aid, CStateManager& mgr) {
if (posToCam.magSquared() >= maxDist * maxDist)
return;
u16 useSfxId = CSfxManager::TranslateSFXID(u16(soundId));
u32 useFlags = 0x1; // Continuous parameter update
if ((flags & 0x8) != 0)
useFlags |= 0x8; // Doppler effect
bool useAcoustics = (flags & 0x80) == 0;
CAudioSys::C3DEmitterParmData parms;
parms.x0_pos = pos;
parms.xc_dir = zeus::CVector3f::skUp;
parms.x18_maxDist = maxDist;
parms.x1c_distComp = falloff;
parms.x20_flags = useFlags;
parms.x24_sfxId = useSfxId;
parms.x26_maxVol = maxVol;
parms.x27_minVol = minVol;
parms.x28_important = false;
parms.x29_prio = 0x7f;
if (mgr.GetActiveRandom()->Float() <= weight) {
if ((soundId & 0x80000000) != 0) {
if (!sfxHandle.second) {
CSfxHandle hnd;
if ((soundId & 0x40000000) != 0)
hnd = CSfxManager::SfxStart(useSfxId, 1.f, 0.f, true, 0x7f, true, aid);
else
hnd = CSfxManager::AddEmitter(parms, useAcoustics, 0x7f, true, aid);
if (hnd) {
sfxHandle.first = useSfxId;
sfxHandle.second = hnd;
if (doPitchBend)
CSfxManager::PitchBend(hnd, pitch);
}
} else {
if (sfxHandle.first == useSfxId) {
CSfxManager::UpdateEmitter(sfxHandle.second, parms.x0_pos, parms.xc_dir, parms.x26_maxVol);
} else if ((flags & 0x4) != 0) // Pausable
{
CSfxManager::RemoveEmitter(sfxHandle.second);
CSfxHandle hnd = CSfxManager::AddEmitter(parms, useAcoustics, 0x7f, true, aid);
if (hnd) {
sfxHandle.first = useSfxId;
sfxHandle.second = hnd;
if (doPitchBend)
CSfxManager::PitchBend(hnd, pitch);
}
}
}
} else {
CSfxHandle hnd;
if ((soundId & 0x40000000) != 0)
hnd = CSfxManager::SfxStart(useSfxId, 1.f, 0.f, true, 0x7f, false, aid);
else
hnd = CSfxManager::AddEmitter(parms, useAcoustics, 0x7f, false, aid);
if (doPitchBend)
CSfxManager::PitchBend(hnd, pitch);
}
}
}
CAssetId get_asset_id_from_name(const char* name) {
const SObjectTag* tag = g_ResFactory->GetResourceIdByName(name);
if (!tag)
return {};
return tag->id;
}
CPlayerState::EPlayerSuit get_current_suit(const CStateManager& mgr) {
CPlayerState::EPlayerSuit suit = mgr.GetPlayerState()->GetCurrentSuit();
if (suit < CPlayerState::EPlayerSuit::Power || suit > CPlayerState::EPlayerSuit::FusionGravity)
suit = CPlayerState::EPlayerSuit::Power;
if (suit == CPlayerState::EPlayerSuit::FusionPower)
suit = CPlayerState::EPlayerSuit(int(suit) + int(mgr.GetPlayerState()->GetCurrentSuitRaw()));
return suit;
}
CSfxHandle play_sfx(u16 sfx, bool underwater, bool looped, float pan) {
CSfxHandle hnd = CSfxManager::SfxStart(sfx, 1.f, pan, true, 0x7f, looped, kInvalidAreaId);
CSfxManager::SfxSpan(hnd, 0.f);
if (underwater)
CSfxManager::PitchBend(hnd, -1.f);
return hnd;
}
} // namespace urde::NWeaponTypes