metaforce/Runtime/Weapon/CPlasmaProjectile.hpp

118 lines
4.6 KiB
C++

#pragma once
#include "Weapon/CBeamProjectile.hpp"
#include "Weapon/CBeamInfo.hpp"
#include "World/CDamageInfo.hpp"
#include "Graphics/Shaders/CColoredStripShader.hpp"
namespace urde {
class CPlasmaProjectile : public CBeamProjectile {
public:
struct PlayerEffectResoures : rstl::reserved_vector<u64, 8> {
PlayerEffectResoures(u64 a = UINT64_MAX, u64 b = UINT64_MAX, u64 c = UINT64_MAX, u64 d = UINT64_MAX,
u64 e = UINT64_MAX, u64 f = UINT64_MAX, u64 g = UINT64_MAX, u64 h = UINT64_MAX)
: rstl::reserved_vector<u64, 8>({a, b, c, d, e, f, g, h}) {}
};
private:
std::vector<TUniqueId> x468_lights;
s32 x478_beamAttributes;
float x47c_lifeTime;
float x480_pulseSpeed;
float x484_shutdownTime;
float x488_expansionSpeed;
float x48c_;
zeus::CColor x490_innerColor;
zeus::CColor x494_outerColor;
CDamageInfo x498_phazonDamage;
enum class EExpansionState {
Inactive,
Attack,
Sustain,
Release,
Done
};
EExpansionState x4b4_expansionState = EExpansionState::Inactive;
float x4b8_beamWidth = 0.f;
float x4bc_lifeTimer = 0.f;
float x4c0_expansionT = 0.f;
float x4c4_expansion = 0.f;
float x4c8_beamAngle = 0.f;
float x4cc_energyPulseStartY = 0.f;
float x4d0_shutdownTimer = 0.f;
float x4d4_contactPulseTimer = 0.f;
float x4d8_energyPulseTimer = 0.f;
float x4dc_playerEffectPulseTimer = 0.f;
float x4e0_playerDamageDuration = 0.f;
float x4e4_playerDamageTimer = 0.f;
TLockedToken<CTexture> x4e8_texture;
TLockedToken<CTexture> x4f4_glowTexture;
TCachedToken<CGenDescription> x500_contactFxDesc;
TCachedToken<CGenDescription> x50c_pulseFxDesc;
std::unique_ptr<CElementGen> x518_contactGen;
std::unique_ptr<CElementGen> x51c_pulseGen;
std::unique_ptr<CElementGen> x520_weaponGen;
CAssetId x524_freezeSteamTxtr;
CAssetId x528_freezeIceTxtr;
TToken<CElectricDescription> x52c_visorElectric; // Used to be optional
TToken<CGenDescription> x538_visorParticle; // Used to be optional
u16 x544_freezeSfx;
u16 x546_electricSfx;
union {
struct {
bool x548_24_ : 1;
bool x548_25_enableEnergyPulse : 1;
bool x548_26_firing : 1;
bool x548_27_texturesLoaded : 1;
bool x548_28_drawOwnerFirst : 1;
bool x548_29_activePlayerPhazon : 1;
};
u32 _dummy3 = 0;
};
struct RenderObjects {
CColoredStripShader m_beamStrip1;
CColoredStripShader m_beamStrip2;
CColoredStripShader m_beamStrip3;
CColoredStripShader m_beamStrip4;
CColoredStripShader m_beamStrip1Sub;
CColoredStripShader m_beamStrip2Sub;
CColoredStripShader m_beamStrip3Sub;
CColoredStripShader m_beamStrip4Sub;
CColoredStripShader m_motionBlurStrip;
RenderObjects(boo::IGraphicsDataFactory::Context& ctx,
boo::ObjToken<boo::ITexture> tex,
boo::ObjToken<boo::ITexture> glowTex);
};
mutable rstl::optional<RenderObjects> m_renderObjs;
void SetLightsActive(bool active, CStateManager& mgr);
void CreatePlasmaLights(u32 sourceId, const CLight& l, CStateManager& mgr);
void DeletePlasmaLights(CStateManager& mgr);
void UpdateLights(float expansion, float dt, CStateManager& mgr);
void UpdateEnergyPulse(float dt);
void RenderMotionBlur() const;
void RenderBeam(s32 subdivs, float width, const zeus::CColor& color, s32 flags,
CColoredStripShader& shader) const;
float UpdateBeamState(float dt, CStateManager& mgr);
void MakeBillboardEffect(const rstl::optional<TToken<CGenDescription>>& particle,
const rstl::optional<TToken<CElectricDescription>>& electric,
std::string_view name, CStateManager& mgr);
void UpdatePlayerEffects(float dt, CStateManager& mgr);
public:
CPlasmaProjectile(const TToken<CWeaponDescription>& wDesc, std::string_view name, EWeaponType wType,
const CBeamInfo& bInfo, const zeus::CTransform& xf, EMaterialTypes matType,
const CDamageInfo& dInfo, TUniqueId uid, TAreaId aid, TUniqueId owner,
const PlayerEffectResoures& res, bool growingBeam, EProjectileAttrib attribs);
void Accept(IVisitor& visitor);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
void ResetBeam(CStateManager& mgr, bool fullReset);
void UpdateFx(const zeus::CTransform& xf, float dt, CStateManager& mgr);
void Fire(const zeus::CTransform& xf, CStateManager& mgr, bool b);
void Touch(CActor& other, CStateManager& mgr);
bool CanRenderUnsorted(const CStateManager& mgr) const;
void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const;
void Render(const CStateManager& mgr) const;
};
} // namespace urde