mirror of https://github.com/AxioDL/metaforce.git
418 lines
15 KiB
C++
418 lines
15 KiB
C++
#ifndef __URDE_CPLAYERGUN_HPP__
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#define __URDE_CPLAYERGUN_HPP__
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#include "RetroTypes.hpp"
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#include "Character/CActorLights.hpp"
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#include "CFidget.hpp"
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#include "zeus/CTransform.hpp"
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#include "zeus/CAABox.hpp"
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#include "World/CPlayerCameraBob.hpp"
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#include "CGunMotion.hpp"
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#include "CGrappleArm.hpp"
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#include "CAuxWeapon.hpp"
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#include "CPowerBeam.hpp"
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#include "CIceBeam.hpp"
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#include "CWaveBeam.hpp"
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#include "CPlasmaBeam.hpp"
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#include "CPhazonBeam.hpp"
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#include "Particle/CElementGen.hpp"
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#include "Character/CModelData.hpp"
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#include "World/CWorldShadow.hpp"
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#include "World/ScriptObjectSupport.hpp"
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#include "Graphics/CRainSplashGenerator.hpp"
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#include "Graphics/Shaders/CTexturedQuadFilter.hpp"
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#include "Graphics/Shaders/CAABoxShader.hpp"
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namespace urde
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{
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class CFinalInput;
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class CPlayerGun
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{
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public:
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static float skTractorBeamFactor;
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enum class EMissleMode
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{
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Inactive,
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Active
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};
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enum class EBWeapon
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{
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Bomb,
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PowerBomb
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};
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enum class EPhazonBeamState
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{
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Inactive,
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Entering,
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Exiting,
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Active
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};
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enum class EChargePhase
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{
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NotCharging,
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ChargeRequested,
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AnimAndSfx,
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FxGrowing,
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FxGrown,
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ComboXfer,
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ComboXferDone,
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ComboFire,
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ComboFireDone,
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ChargeCancelled,
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ChargeDone
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};
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enum class ENextState
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{
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StatusQuo,
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EnterMissile,
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ExitMissile,
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MissileShotDone,
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MissileReload,
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ChangeWeapon,
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SetupBeam,
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Seven,
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EnterPhazonBeam,
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ExitPhazonBeam
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};
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enum class EIdleState
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{
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NotIdle,
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Wander,
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Idle,
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Three,
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Four
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};
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private:
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class CGunMorph
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{
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public:
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enum class EGunState
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{
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InWipeDone,
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OutWipeDone,
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InWipe,
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OutWipe
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};
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enum class EMorphEvent
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{
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None,
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InWipeDone,
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OutWipeDone
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};
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enum class EDir
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{
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In,
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Out,
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Done
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};
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private:
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float x0_yLerp = 0.f;
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float x4_gunTransformTime;
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float x8_remTime = 0.f;
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float xc_speed = 0.1f;
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float x10_holoHoldTime;
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float x14_remHoldTime = 2.f;
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float x18_transitionFactor = 1.f;
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EDir x1c_dir = EDir::Done;
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EGunState x20_gunState = EGunState::OutWipeDone;
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union
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{
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struct
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{
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bool x24_24_morphing : 1;
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bool x24_25_weaponChanged : 1;
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};
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u32 _dummy = 0;
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};
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public:
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CGunMorph(float gunTransformTime, float holoHoldTime)
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: x4_gunTransformTime(gunTransformTime), x10_holoHoldTime(std::fabs(holoHoldTime)) {}
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float GetYLerp() const { return x0_yLerp; }
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float GetTransitionFactor() const { return x18_transitionFactor; }
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EGunState GetGunState() const { return x20_gunState; }
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void SetWeaponChanged() { x24_25_weaponChanged = true; }
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EMorphEvent Update(float inY, float outY, float dt);
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void StartWipe(EDir dir);
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};
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class CMotionState
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{
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public:
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enum class EMotionState
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{
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Zero,
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One,
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LockOn,
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CancelLockOn
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};
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enum class EFireState
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{
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NotFiring,
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StartFire,
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Firing
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};
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private:
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static float gGunExtendDistance;
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bool x0_24_extendParabola = true;
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float x4_extendParabolaDelayTimer = 0.f;
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float x8_fireTime = 0.f;
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float xc_curExtendDist = 0.f;
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float x10_curRotation = 0.f;
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float x14_rotationT = 0.f;
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float x18_startRotation = 0.f;
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float x1c_endRotation = 0.f;
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EMotionState x20_state = EMotionState::Zero;
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EFireState x24_fireState = EFireState::NotFiring;
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public:
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static void SetExtendDistance(float d) { gGunExtendDistance = d; }
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void SetState(EMotionState state) { x20_state = state; }
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void Update(bool firing, float dt, zeus::CTransform& xf, CStateManager& mgr);
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};
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CActorLights x0_lights;
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CSfxHandle x2e0_chargeSfx;
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CSfxHandle x2e4_invalidSfx;
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CSfxHandle x2e8_phazonBeamSfx;
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// 0x1: FireOrBomb, 0x2: MissileOrPowerBomb
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u32 x2ec_lastFireButtonStates = 0;
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u32 x2f0_pressedFireButtonStates = 0;
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u32 x2f4_fireButtonStates = 0;
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// 0x1: beam mode, 0x2: missile mode, 0x4: missile ready, 0x8: morphing, 0x10: combo fire
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u32 x2f8_stateFlags = 0x1;
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u32 x2fc_fidgetAnimBits = 0;
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u32 x300_remainingMissiles = 0;
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u32 x304_ = 0;
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u32 x308_bombCount = 3;
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u32 x30c_rapidFireShots = 0;
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CPlayerState::EBeamId x310_currentBeam = CPlayerState::EBeamId::Power;
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CPlayerState::EBeamId x314_nextBeam = CPlayerState::EBeamId::Power;
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u32 x318_comboAmmoIdx = 0;
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EMissleMode x31c_missileMode = EMissleMode::Inactive;
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CPlayerState::EBeamId x320_currentAuxBeam = CPlayerState::EBeamId::Power;
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EIdleState x324_idleState = EIdleState::Four;
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float x328_animSfxPitch = 0.f;
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EChargePhase x32c_chargePhase = EChargePhase::NotCharging;
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EChargeState x330_chargeState = EChargeState::Normal;
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u32 x334_ = 0;
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ENextState x338_nextState = ENextState::StatusQuo;
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EPhazonBeamState x33c_phazonBeamState = EPhazonBeamState::Inactive;
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float x340_chargeBeamFactor = 0.f;
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float x344_comboXferTimer = 0.f;
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float x348_chargeCancelTimer = 0.f;
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float x34c_shakeX = 0.f;
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float x350_shakeZ = 0.f;
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float x354_bombFuseTime;
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float x358_bombDropDelayTime;
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float x35c_bombTime = 0.f;
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float x360_ = 0.f;
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float x364_gunStrikeCoolTimer = 0.f;
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float x368_idleWanderDelayTimer = 0.f;
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float x36c_ = 1.f;
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float x370_gunMotionSpeedMult = 1.f;
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float x374_ = 0.f;
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float x378_shotSmokeStartTimer = 0.f;
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float x37c_rapidFireShotsDecayTimer = 0.f;
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float x380_shotSmokeTimer = 0.f;
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float x384_gunStrikeDelayTimer = 0.f;
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float x388_enterFreeLookDelayTimer = 0.f;
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float x38c_muzzleEffectVisTimer = 0.f;
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float x390_cooldown = 0.f;
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float x394_damageTimer = 0.f;
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float x398_damageAmt = 0.f;
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float x39c_phazonMorphT = 0.f;
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float x3a0_missileExitTimer = 0.f;
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CFidget x3a4_fidget;
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zeus::CVector3f x3dc_damageLocation;
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zeus::CTransform x3e8_xf;
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zeus::CTransform x418_beamLocalXf;
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zeus::CTransform x448_elbowWorldXf;
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zeus::CTransform x478_assistAimXf;
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zeus::CTransform x4a8_gunWorldXf;
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zeus::CTransform x4d8_gunLocalXf;
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zeus::CTransform x508_elbowLocalXf;
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TUniqueId x538_playerId;
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TUniqueId x53a_powerBomb = kInvalidUniqueId;
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TUniqueId x53c_lightId = kInvalidUniqueId;
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std::vector<CToken> x540_handAnimTokens;
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CPlayerCameraBob x550_camBob;
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u32 x658_ = 1;
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float x65c_ = 0.f;
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float x660_ = 0.f;
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float x664_ = 0.f;
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float x668_aimVerticalSpeed;
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float x66c_aimHorizontalSpeed;
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std::pair<u16, CSfxHandle> x670_animSfx = {0xffff, {}};
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CGunMorph x678_morph;
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CMotionState x6a0_motionState;
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zeus::CAABox x6c8_hologramClipCube;
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CModelData x6e0_rightHandModel;
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CGunWeapon* x72c_currentBeam = nullptr;
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CGunWeapon* x730_outgoingBeam = nullptr;
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CGunWeapon* x734_loadingBeam = nullptr;
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CGunWeapon* x738_nextBeam = nullptr;
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std::unique_ptr<CGunMotion> x73c_gunMotion;
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std::unique_ptr<CGrappleArm> x740_grappleArm;
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std::unique_ptr<CAuxWeapon> x744_auxWeapon;
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std::unique_ptr<CRainSplashGenerator> x748_rainSplashGenerator;
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std::unique_ptr<CPowerBeam> x74c_powerBeam;
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std::unique_ptr<CIceBeam> x750_iceBeam;
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std::unique_ptr<CWaveBeam> x754_waveBeam;
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std::unique_ptr<CPlasmaBeam> x758_plasmaBeam;
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std::unique_ptr<CPhazonBeam> x75c_phazonBeam;
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CGunWeapon* x760_selectableBeams[4] = {}; // Used to be reserved_vector
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std::unique_ptr<CElementGen> x774_holoTransitionGen;
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std::unique_ptr<CElementGen> x77c_comboXferGen;
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rstl::reserved_vector<rstl::reserved_vector<TLockedToken<CGenDescription>, 2>, 2> x784_bombEffects;
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rstl::reserved_vector<TLockedToken<CGenDescription>, 5> x7c0_auxMuzzleEffects;
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rstl::reserved_vector<std::unique_ptr<CElementGen>, 5> x800_auxMuzzleGenerators;
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std::unique_ptr<CWorldShadow> x82c_shadow;
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s16 x830_chargeRumbleHandle = -1;
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union
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{
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struct
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{
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bool x832_24_cancellingCharge : 1;
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bool x832_25_chargeEffectVisible : 1;
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bool x832_26_comboFiring : 1;
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bool x832_27_chargeAnimStarted : 1;
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bool x832_28_readyForShot : 1;
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bool x832_29_lockedOn : 1;
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bool x832_30_requestReturnToDefault : 1;
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bool x832_31_inRestPose : 1;
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bool x833_24_isFidgeting : 1;
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bool x833_25_ : 1;
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bool x833_26_ : 1;
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bool x833_27_ : 1;
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bool x833_28_phazonBeamActive : 1;
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bool x833_29_pointBlankWorldSurface : 1;
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bool x833_30_canShowAuxMuzzleEffect : 1;
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bool x833_31_inFreeLook : 1;
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bool x834_24_charging : 1;
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bool x834_25_gunMotionFidgeting : 1;
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bool x834_26_animPlaying : 1;
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bool x834_27_underwater : 1;
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bool x834_28_requestImmediateRecharge : 1;
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bool x834_29_frozen : 1;
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bool x834_30_inBigStrike : 1;
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bool x834_31_gunMotionInFidgetBasePosition : 1;
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bool x835_24_canFirePhazon : 1;
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bool x835_25_inPhazonBeam : 1;
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bool x835_26_phazonBeamMorphing : 1;
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bool x835_27_intoPhazonBeam : 1;
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bool x835_28_bombReady : 1;
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bool x835_29_powerBombReady : 1;
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bool x835_30_inPhazonPool : 1;
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bool x835_31_actorAttached : 1;
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};
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u32 _dummy = 0;
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};
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mutable CTexturedQuadFilter m_screenQuad = {EFilterType::Blend, CGraphics::g_SpareTexture.get(), true};
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mutable CAABoxShader m_aaboxShader = {true};
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void InitBeamData();
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void InitBombData();
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void InitMuzzleData();
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void InitCTData();
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void LoadHandAnimTokens();
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void CreateGunLight(CStateManager& mgr);
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void DeleteGunLight(CStateManager& mgr);
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void UpdateGunLight(const zeus::CTransform& xf, CStateManager& mgr);
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void SetGunLightActive(bool active, CStateManager& mgr);
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void SetPhazonBeamMorph(bool intoPhazonBeam);
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void Reset(CStateManager& mgr, bool b1);
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void ResetBeamParams(CStateManager& mgr, const CPlayerState& playerState, bool playSelectionSfx);
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void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop);
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void CancelCharge(CStateManager& mgr, bool withEffect);
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bool ExitMissile();
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void StopChargeSound(CStateManager& mgr);
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void UnLoadFidget();
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void ReturnArmAndGunToDefault(CStateManager& mgr, bool returnToDefault);
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void ReturnToRestPose();
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void ChangeWeapon(const CPlayerState& playerState, CStateManager& mgr);
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void GetLctrWithShake(zeus::CTransform& xfOut, const CModelData& mData, const std::string& lctrName,
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bool shake, bool dyn);
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void UpdateLeftArmTransform(const CModelData& mData, const CStateManager& mgr);
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void ProcessGunMorph(float dt, CStateManager& mgr);
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void SetPhazonBeamFeedback(bool active);
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void StartPhazonBeamTransition(bool active, CStateManager& mgr, CPlayerState& playerState);
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void ProcessPhazonGunMorph(float dt, CStateManager& mgr);
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void EnableChargeFx(EChargeState state, CStateManager& mgr);
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void UpdateChargeState(float dt, CStateManager& mgr);
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void UpdateAuxWeapons(float dt, const zeus::CTransform& targetXf, CStateManager& mgr);
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void DoUserAnimEvent(float dt, CStateManager& mgr, const CInt32POINode& node, EUserEventType type);
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void DoUserAnimEvents(float dt, CStateManager& mgr);
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TUniqueId GetTargetId(CStateManager& mgr) const;
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void CancelLockOn();
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void FireSecondary(float dt, CStateManager& mgr);
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void ResetCharged(float dt, CStateManager& mgr);
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void ActivateCombo(CStateManager& mgr);
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void ProcessChargeState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt);
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void ResetNormal(CStateManager& mgr);
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void UpdateNormalShotCycle(float dt, CStateManager& mgr);
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void ProcessNormalState(u32 releasedStates, u32 pressedStates, CStateManager& mgr, float dt);
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void UpdateWeaponFire(float dt, const CPlayerState& playerState, CStateManager& mgr);
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void EnterFreeLook(CStateManager& mgr);
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void SetFidgetAnimBits(int animSet, bool beamOnly);
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void AsyncLoadFidget(CStateManager& mgr);
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bool IsFidgetLoaded() const;
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void EnterFidget(CStateManager& mgr);
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void UpdateGunIdle(bool inStrikeCooldown, float camBobT, float dt, CStateManager& mgr);
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void RenderEnergyDrainEffects(const CStateManager& mgr) const;
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void DrawArm(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const;
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zeus::CVector3f ConvertToScreenSpace(const zeus::CVector3f& pos, const CGameCamera& cam) const;
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static void CopyScreenTex();
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void DrawScreenTex(float z) const;
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void DrawClipCube(const zeus::CAABox& aabb) const;
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public:
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explicit CPlayerGun(TUniqueId playerId);
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void TakeDamage(bool bigStrike, bool notFromMetroid, CStateManager& mgr);
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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void AsyncLoadSuit(CStateManager& mgr);
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void TouchModel(const CStateManager& stateMgr);
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EMissleMode GetMissleMode() const { return x31c_missileMode; }
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bool IsFidgeting() const { return x833_24_isFidgeting; }
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bool IsCharging() const { return x834_24_charging; }
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float GetChargeBeamFactor() const { return x340_chargeBeamFactor; }
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bool IsBombReady() const { return x835_28_bombReady; }
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u32 GetBombCount() const { return x308_bombCount; }
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bool IsPowerBombReady() const { return x835_29_powerBombReady; }
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CPlayerState::EBeamId GetCurrentBeam() const { return x310_currentBeam; }
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CPlayerState::EBeamId GetNextBeam() const { return x314_nextBeam; }
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const CGunMorph& GetGunMorph() const { return x678_morph; }
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float GetHoloTransitionFactor() const { return x678_morph.GetTransitionFactor(); }
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void SetTransform(const zeus::CTransform& xf) { x3e8_xf = xf; }
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void SetAssistAimTransform(const zeus::CTransform& xf) { x478_assistAimXf = xf; }
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CGrappleArm& GetGrappleArm() { return *x740_grappleArm; }
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void DamageRumble(const zeus::CVector3f& location, float damage, const CStateManager& mgr);
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void ResetCharge(CStateManager& mgr, bool b1);
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void HandleBeamChange(const CFinalInput& input, CStateManager& mgr);
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void HandlePhazonBeamChange(CStateManager& mgr);
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void HandleWeaponChange(const CFinalInput& input, CStateManager& mgr);
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void ProcessInput(const CFinalInput& input, CStateManager& mgr);
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void ResetIdle(CStateManager& mgr);
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void CancelFiring(CStateManager& mgr);
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float GetBeamVelocity() const;
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void StopContinuousBeam(CStateManager& mgr, bool b1);
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void Update(float grappleSwingT, float cameraBobT, float dt, CStateManager& mgr);
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void PreRender(const CStateManager& mgr, const zeus::CFrustum& frustum, const zeus::CVector3f& camPos);
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void Render(const CStateManager& mgr, const zeus::CVector3f& pos, const CModelFlags& flags) const;
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void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const;
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u32 GetLastFireButtonStates() const { return x2ec_lastFireButtonStates; }
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void DropBomb(EBWeapon weapon, CStateManager& mgr);
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TUniqueId DropPowerBomb(CStateManager& mgr);
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void SetActorAttached(bool b) { x835_31_actorAttached = b; }
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};
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}
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#endif // __URDE_CPLAYERGUN_HPP__
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