mirror of https://github.com/AxioDL/metaforce.git
143 lines
4.7 KiB
C++
143 lines
4.7 KiB
C++
#pragma once
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#include <array>
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#include "ITweak.hpp"
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#include "Runtime/IFactory.hpp"
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#include "Runtime/CPlayerState.hpp"
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namespace DataSpec {
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struct ITweakGunRes : ITweak {
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using ResId = metaforce::CAssetId;
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using EBeamId = metaforce::CPlayerState::EBeamId;
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ResId x4_gunMotion;
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ResId x8_grappleArm;
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ResId xc_rightHand;
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ResId x10_powerBeam;
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ResId x14_iceBeam;
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ResId x18_waveBeam;
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ResId x1c_plasmaBeam;
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ResId x20_phazonBeam;
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ResId x24_holoTransition;
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ResId x28_bombSet;
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ResId x2c_bombExplode;
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ResId x30_powerBombExplode;
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/* Power, Ice, Wave, Plasma, Phazon / Beam, Ball */
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using WeaponPair = std::array<ResId, 2>;
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std::array<WeaponPair, 5> x34_weapons;
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std::array<ResId, 5> x84_muzzle;
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std::array<ResId, 5> x94_charge;
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std::array<ResId, 5> xa4_auxMuzzle;
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ResId xb4_grappleSegment;
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ResId xb8_grappleClaw;
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ResId xbc_grappleHit;
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ResId xc0_grappleMuzzle;
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ResId xc4_grappleSwoosh;
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ResId GetBeamModel(EBeamId beam) const {
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auto b = int(beam);
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if (b < 0 || b > 4)
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b = 0;
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switch (EBeamId(b)) {
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default:
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case EBeamId::Power:
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return x10_powerBeam;
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case EBeamId::Ice:
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return x14_iceBeam;
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case EBeamId::Wave:
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return x18_waveBeam;
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case EBeamId::Plasma:
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return x1c_plasmaBeam;
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case EBeamId::Phazon:
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return x20_phazonBeam;
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}
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}
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const WeaponPair& GetWeaponPair(EBeamId beam) const {
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const auto b = int(beam);
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if (b < 0 || b > 4) {
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return x34_weapons[0];
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}
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return x34_weapons[b];
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}
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void ResolveResources(const metaforce::IFactory& factory) {
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x4_gunMotion = factory.GetResourceIdByName(GetGunMotion())->id;
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x8_grappleArm = factory.GetResourceIdByName(GetGrappleArm())->id;
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xc_rightHand = factory.GetResourceIdByName(GetRightHand())->id;
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x10_powerBeam = factory.GetResourceIdByName(GetPowerBeam())->id;
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x14_iceBeam = factory.GetResourceIdByName(GetIceBeam())->id;
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x18_waveBeam = factory.GetResourceIdByName(GetWaveBeam())->id;
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x1c_plasmaBeam = factory.GetResourceIdByName(GetPlasmaBeam())->id;
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x20_phazonBeam = factory.GetResourceIdByName(GetPhazonBeam())->id;
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x24_holoTransition = factory.GetResourceIdByName(GetHoloTransition())->id;
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x28_bombSet = factory.GetResourceIdByName(GetBombSet())->id;
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x2c_bombExplode = factory.GetResourceIdByName(GetBombExplode())->id;
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x30_powerBombExplode = factory.GetResourceIdByName(GetPowerBombExplode())->id;
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for (size_t i = 0; i < x34_weapons.size(); ++i) {
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for (size_t j = 0; j < x34_weapons[i].size(); ++j) {
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x34_weapons[i][j] = factory.GetResourceIdByName(GetWeapon(i, j != 0))->id;
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}
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}
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for (size_t i = 0; i < x84_muzzle.size(); ++i) {
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x84_muzzle[i] = factory.GetResourceIdByName(GetMuzzleParticle(i))->id;
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}
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for (size_t i = 0; i < x94_charge.size(); ++i) {
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x94_charge[i] = factory.GetResourceIdByName(GetChargeParticle(i))->id;
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}
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for (size_t i = 0; i < xa4_auxMuzzle.size(); ++i) {
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xa4_auxMuzzle[i] = factory.GetResourceIdByName(GetAuxMuzzleParticle(i))->id;
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}
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xb4_grappleSegment = factory.GetResourceIdByName(GetGrappleSegmentParticle())->id;
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xb8_grappleClaw = factory.GetResourceIdByName(GetGrappleClawParticle())->id;
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xbc_grappleHit = factory.GetResourceIdByName(GetGrappleHitParticle())->id;
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xc0_grappleMuzzle = factory.GetResourceIdByName(GetGrappleMuzzleParticle())->id;
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xc4_grappleSwoosh = factory.GetResourceIdByName(GetGrappleSwooshParticle())->id;
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}
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protected:
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virtual const std::string& GetGunMotion() const = 0;
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virtual const std::string& GetGrappleArm() const = 0;
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virtual const std::string& GetRightHand() const = 0;
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virtual const std::string& GetPowerBeam() const = 0;
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virtual const std::string& GetIceBeam() const = 0;
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virtual const std::string& GetWaveBeam() const = 0;
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virtual const std::string& GetPlasmaBeam() const = 0;
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virtual const std::string& GetPhazonBeam() const = 0;
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virtual const std::string& GetHoloTransition() const = 0;
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virtual const std::string& GetBombSet() const = 0;
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virtual const std::string& GetBombExplode() const = 0;
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virtual const std::string& GetPowerBombExplode() const = 0;
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virtual const std::string& GetWeapon(size_t idx, bool ball) const = 0;
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virtual const std::string& GetMuzzleParticle(size_t idx) const = 0;
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virtual const std::string& GetChargeParticle(size_t idx) const = 0;
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virtual const std::string& GetAuxMuzzleParticle(size_t idx) const = 0;
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virtual const std::string& GetGrappleSegmentParticle() const = 0;
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virtual const std::string& GetGrappleClawParticle() const = 0;
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virtual const std::string& GetGrappleHitParticle() const = 0;
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virtual const std::string& GetGrappleMuzzleParticle() const = 0;
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virtual const std::string& GetGrappleSwooshParticle() const = 0;
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};
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} // namespace DataSpec
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