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