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metaforce/Runtime/Weapon/CGunWeapon.hpp
2017-09-03 16:22:46 -10:00

148 lines
5.9 KiB
C++

#ifndef __URDE_CGUNWEAPON_HPP__
#define __URDE_CGUNWEAPON_HPP__
#include "RetroTypes.hpp"
#include "CWeaponMgr.hpp"
#include "Collision/CMaterialList.hpp"
#include "zeus/CVector3f.hpp"
#include "CPlayerState.hpp"
#include "Character/CAnimCharacterSet.hpp"
#include "Particle/CElementGen.hpp"
#include "CToken.hpp"
#include "CStateManager.hpp"
#include "CGunController.hpp"
#include "WeaponCommon.hpp"
#include "CGunMotion.hpp"
namespace urde
{
class CActorLights;
struct CModelFlags;
class CWeaponDescription;
enum class EChargeState
{
Normal,
Charged
};
using SWeaponInfo = DataSpec::SWeaponInfo;
class CVelocityInfo
{
friend class CGunWeapon;
rstl::reserved_vector<zeus::CVector3f, 2> x0_vel;
rstl::reserved_vector<bool, 2> x1c_targetHoming;
rstl::reserved_vector<float, 2> x24_;
public:
const zeus::CVector3f& GetVelocity(int i) const { return x0_vel[i]; }
bool GetTargetHoming(int i) const { return x1c_targetHoming[i]; }
};
class CGunWeapon
{
public:
enum class ESecondaryFxType
{
Zero,
One,
Two,
Three
};
protected:
static const char* skBeamXferNames[5];
static const char* skAnimDependencyNames[5];
static const char* skDependencyNames[5];
static const char* skSuitArmNames[8];
zeus::CVector3f x4_scale;
std::experimental::optional<CModelData> x10_solidModelData;
std::experimental::optional<CModelData> x60_;
std::experimental::optional<CModelData> xb0_;
std::unique_ptr<CGunController> x100_gunController;
TToken<CAnimCharacterSet> x104_gunCharacter;
TToken<CAnimCharacterSet> x13c_armCharacter;
rstl::reserved_vector<TCachedToken<CWeaponDescription>, 2> x144_weapons;
TCachedToken<CGenDescription> x160_xferEffect;
rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x16c_muzzleEffects;
rstl::reserved_vector<TCachedToken<CGenDescription>, 2> x188_secondaryEffects;
rstl::reserved_vector<std::unique_ptr<CElementGen>, 2> x1a4_muzzleGenerators;
std::unique_ptr<CElementGen> x1b8_secondaryEffect;
CRainSplashGenerator* x1bc_rainSplashGenerator = nullptr;
EWeaponType x1c0_weaponType;
TUniqueId x1c4_playerId;
EMaterialTypes x1c8_playerMaterial;
CVelocityInfo x1d0_velInfo;
CPlayerState::EBeamId x200_beamId;
ESecondaryFxType x204_secondaryEffectType = ESecondaryFxType::Zero;
u32 x208_ = 0;
CPlayerState::EBeamId x20c_;
u32 x210_ = 0;
CAssetId x214_ancsId;
union
{
struct
{
bool x218_24 : 1;
bool x218_25_enableCharge : 1;
bool x218_26 : 1;
bool x218_27 : 1;
bool x218_28 : 1;
bool x218_29_leavingBeam : 1;
};
u32 _dummy = 0;
};
public:
CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes, const zeus::CVector3f& scale);
void AsyncLoadSuitArm(CStateManager& mgr);
void AllocResPools(CPlayerState::EBeamId);
virtual void Reset(CStateManager&) {}
virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
virtual void PreRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
virtual void PostRenderGunFx(const CStateManager&, const zeus::CTransform&) {}
virtual void UpdateGunFx(bool shotSmoke, float, const CStateManager&, const zeus::CTransform&) {}
virtual void Fire(bool underwater, float dt, EChargeState chargeState, const zeus::CTransform& xf,
CStateManager& mgr, TUniqueId homingTarget) {}
virtual void EnableFx(bool) {}
virtual void EnableSecondaryFx(ESecondaryFxType) {}
void BuildSecondaryEffect(ESecondaryFxType type);
void ActivateCharge(bool b1, bool b2);
void Touch(const CStateManager& mgr);
void TouchHolo(const CStateManager& mgr);
virtual void Draw(bool, const CStateManager&, const zeus::CTransform&, const CModelFlags&,
const CActorLights*) const {}
virtual void DrawMuzzleFx(const CStateManager&) const {}
virtual void Update(float, CStateManager&) {}
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; }
CElementGen* GetChargeMuzzleFx() const { return x1a4_muzzleGenerators[1].get(); }
const TToken<CGenDescription>& GetComboXferDescr() const { return x160_xferEffect; }
void ReturnToDefault(CStateManager& mgr) {}
bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle) { return false; }
void UnLoadFidget() {}
bool IsFidgetLoaded() const { return x100_gunController->IsFidgetLoaded(); }
void AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, s32 animSet)
{ x100_gunController->LoadFidgetAnimAsync(mgr, s32(type), s32(x200_beamId), animSet); }
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;
EWeaponType GetWeaponType() const { return x1c0_weaponType; }
zeus::CAABox GetBounds() const;
zeus::CAABox GetBounds(const zeus::CTransform& xf) const;
bool ComboFireOver() const { return x100_gunController->IsComboOver(); }
bool IsChargeAnimOver() const;
void SetLeavingBeam(bool leaving) { x218_29_leavingBeam = leaving; }
void EnableCharge(bool c) { x218_25_enableCharge = c; }
};
}
#endif // __URDE_CGUNWEAPON_HPP__