prime/include/MetroidPrime/Player/CPlayerGun.hpp

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#ifndef _CPLAYERGUN
#define _CPLAYERGUN
#include "types.h"
#include "MetroidPrime/CActor.hpp"
#include "MetroidPrime/CActorLights.hpp"
#include "MetroidPrime/CModelData.hpp"
#include "MetroidPrime/Player/CFidget.hpp"
#include "MetroidPrime/Player/CPlayerCameraBob.hpp"
#include "MetroidPrime/Player/CPlayerState.hpp"
#include "MetroidPrime/Weapons/WeaponCommon.hpp"
#include "Kyoto/Audio/CSfxHandle.hpp"
#include "Kyoto/Math/CAABox.hpp"
#include "Kyoto/Math/CTransform4f.hpp"
#include "Kyoto/TOneStatic.hpp"
#include "rstl/pair.hpp"
#include "rstl/reserved_vector.hpp"
#include "rstl/single_ptr.hpp"
#include "rstl/string.hpp"
#include "rstl/vector.hpp"
#include "math.h"
enum EChargeState {
kCS_Normal,
kCS_Charged,
};
class CGunWeapon;
class CGunMotion;
class CGrappleArm;
class CAuxWeapon;
class CRainSplashGenerator;
class CPowerBeam;
class CIceBeam;
class CWaveBeam;
class CPlasmaBeam;
class CPhazonBeam;
class CElementGen;
class CWorldShadow;
class CGenDescription;
class CFinalInput;
class CGameCamera;
class CPlayerGun;
class CPlayerGun : public TOneStatic< CPlayerGun > {
static float skTractorBeamFactor;
public:
enum EMissileMode {
kMM_Inactive,
kMM_Active,
};
enum EBWeapon {
kBW_Bomb,
kBW_PowerBomb,
};
enum EPhazonBeamState {
kPBS_Inactive,
kPBS_Entering,
kPBS_Exiting,
kPBS_Active,
};
enum EChargePhase {
kCP_NotCharging,
kCP_ChargeRequested,
kCP_AnimAndSfx,
kCP_FxGrowing,
kCP_FxGrown,
kCP_ComboXfer,
kCP_ComboXferDone,
kCP_ComboFire,
kCP_ComboFireDone,
kCP_ChargeCooldown,
kCP_ChargeDone,
};
enum ENextState {
kNS_StatusQuo,
kNS_EnterMissile,
kNS_ExitMissile,
kNS_MissileShotDone,
kNS_MissileReload,
kNS_ChangeWeapon,
kNS_SetupBeam,
kNS_Seven,
kNS_EnterPhazonBeam,
kNS_ExitPhazonBeam,
};
enum EIdleState {
kIS_NotIdle,
kIS_Wander,
kIS_Idle,
kIS_Three,
kIS_Four,
};
CPlayerGun(TUniqueId);
~CPlayerGun();
void AddToRenderer(const CFrustumPlanes& frustum, const CStateManager& mgr) const;
void PreRender(CStateManager&, const CFrustumPlanes&, const CVector3f&);
void TouchModel(const CStateManager&) const;
CVector3f ConvertToScreenSpace(const CVector3f& pos, const CGameCamera&) const;
void DrawArm(const CStateManager&, const CVector3f&, const CModelFlags&) const;
void Render(const CStateManager&, const CVector3f&, const CModelFlags&) const;
void GetLctrWithShake(CTransform4f& xfOut, const CModelData&, const rstl::string&, bool, bool);
void PlayAnim(NWeaponTypes::EGunAnimType type, bool);
void Update(float, float, float, CStateManager&);
void ProcessInput(const CFinalInput&, CStateManager&);
void ProcessChargeState(int, int, CStateManager&, float);
void ResetNormal(CStateManager&);
void ResetCharged(float, CStateManager&);
void ProcessNormalState(int, int, CStateManager&, float);
bool ExitMissile();
void UpdateNormalShotCycle(float, CStateManager&);
void FireSecondary(float, CStateManager&);
void DropBomb(CPlayerGun::EBWeapon, CStateManager&);
void ActivateCombo(CStateManager&);
void EnableChargeFx(CPlayerState::EChargeStage, CStateManager&);
void UpdateChargeState(float, CStateManager&);
void Reset(CStateManager& mgr, bool);
void ResetCharge(CStateManager&, bool);
void ResetBeamParams(CStateManager&, const CPlayerState&, bool);
void ChangeWeapon(const CPlayerState&, CStateManager&);
void StartPhazonBeamTransition(bool, CStateManager&, CPlayerState&);
void HandleWeaponChange(const CFinalInput&, CStateManager&);
void HandleBeamChange(const CFinalInput&, CStateManager&);
void SetPhazonBeamMorph(bool);
void HandlePhazonBeamChange(CStateManager&);
void InitBeamData();
void InitBombData();
void InitMuzzleData();
void InitCTData();
float GetBeamVelocity() const;
TUniqueId GetTargetId(CStateManager&);
void UpdateWeaponFire(float, CPlayerState&, CStateManager&);
void ResetIdle(CStateManager&);
void UpdateGunIdle(bool, float, float, CStateManager&);
void DamageRumble(const CVector3f&, const CStateManager&);
void TakeDamage(bool, bool, CStateManager&);
void StopChargeSound(CStateManager&);
void CancelFiring(CStateManager&);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void StopContinuousBeam(CStateManager&, bool);
void RenderEnergyDrainEffects(const CStateManager&) const;
void DoUserAnimEvents(float, CStateManager&);
void DoUserAnimEvent(float, CStateManager&, const CInt32POINode&, EUserEventType);
void CancelCharge(CStateManager&, bool);
void EnterFreeLook(CStateManager&);
void EnterFidget(CStateManager&);
void UpdateLeftArmTransform(const CModelData&, const CStateManager&);
void ReturnArmAndGunToDefault(CStateManager&, bool);
void UpdateAuxWeapons(float, const CTransform4f&, CStateManager&);
void CancelLockOn();
void CreateGunLight(CStateManager&);
void DeleteGunLight(CStateManager&);
void UpdateGunLight(const CTransform4f&, CStateManager&);
void SetGunLightActive(bool, CStateManager&);
void LoadHandAnimTokens();
void ProcessPhazonGunMorph(float, CStateManager&);
void ProcessGunMorph(float, CStateManager&);
void AsyncLoadFidget(CStateManager&);
void UnLoadFidget();
bool IsFidgetLoaded();
void SetFidgetAnimBits(int, bool);
void AsyncLoadSuit(CStateManager&);
void ReturnToRestPose();
void DropPowerBomb(CStateManager&) const;
void SetPhazonBeamFeedback(bool);
float GetChargeBeamFactor() const { return x834_24_charging ? x340_chargeBeamFactor : 0.f; }
static float GetTractorBeamFactor() { return skTractorBeamFactor; }
int GetStateFlags() const { return x2f8_stateFlags; }
void SetStateFlags(int flags) { x2f8_stateFlags = flags; }
private:
class CGunMorph {
public:
enum EGunState {
kGS_InWipeDone,
kGS_OutWipeDone,
kGS_InWipe,
kGS_OutWipe,
};
enum EMorphEvent {
kME_None,
kME_InWipeDone,
kME_OutWipeDone,
};
enum EDir {
kD_In,
kD_Out,
kD_Done,
};
CGunMorph(float gunTransformTime, float holoHoldTime);
EMorphEvent Update(float inY, float outY, float dt);
void StartWipe(EDir dir);
float GetYLerp() const { return x0_yLerp; }
float GetTransitionFactor() const { return x18_transitionFactor; }
EGunState GetGunState() const { return x20_gunState; }
void SetWeaponChanged() { x24_25_weaponChanged = true; }
private:
float x0_yLerp;
float x4_gunTransformTime;
float x8_remTime;
float xc_speed;
float x10_holoHoldTime;
float x14_remHoldTime;
float x18_transitionFactor;
EDir x1c_dir;
EGunState x20_gunState;
bool x24_24_morphing : 1;
bool x24_25_weaponChanged : 1;
};
class CMotionState {
public:
enum EMotionState {
kMS_Zero,
kMS_One,
kMS_LockOn,
kMS_CancelLockOn,
};
enum EFireState {
kFS_NotFiring,
kFS_StartFire,
kFS_Firing,
};
CMotionState()
: x0_24_extendParabola(true)
, x4_extendParabolaDelayTimer(0.f)
, x8_fireTime(0.f)
, xc_curExtendDist(0.f)
, x10_curRotation(0.f)
, x14_rotationT(0.f)
, x18_startRotation(0.f)
, x1c_endRotation(0.f)
, x20_state(kMS_Zero)
, x24_fireState(kFS_NotFiring) {}
static void SetExtendDistance(float d) { kGunExtendDistance = d; }
void SetState(EMotionState state) { x20_state = state; }
void Update(bool firing, float dt, CTransform4f& xf, CStateManager& mgr);
private:
bool x0_24_extendParabola : 1;
float x4_extendParabolaDelayTimer;
float x8_fireTime;
float xc_curExtendDist;
float x10_curRotation;
float x14_rotationT;
float x18_startRotation;
float x1c_endRotation;
EMotionState x20_state;
EFireState x24_fireState;
static float kGunExtendDistance;
};
CActorLights x0_lights;
CSfxHandle x2e0_chargeSfx;
CSfxHandle x2e4_invalidSfx;
CSfxHandle x2e8_phazonBeamSfx;
// 0x1: FireOrBomb, 0x2: MissileOrPowerBomb
uint x2ec_lastFireButtonStates;
uint x2f0_pressedFireButtonStates;
uint x2f4_fireButtonStates;
// 0x1: beam mode, 0x2: missile mode, 0x4: missile ready, 0x8: morphing, 0x10: combo fire
int x2f8_stateFlags;
uint x2fc_fidgetAnimBits;
uint x300_remainingMissiles;
uint x304_;
uint x308_bombCount;
uint x30c_rapidFireShots;
CPlayerState::EBeamId x310_currentBeam;
CPlayerState::EBeamId x314_nextBeam;
uint x318_comboAmmoIdx;
EMissileMode x31c_missileMode;
CPlayerState::EBeamId x320_currentAuxBeam;
EIdleState x324_idleState;
float x328_animSfxPitch;
EChargePhase x32c_chargePhase;
EChargeState x330_chargeState;
uint x334_;
ENextState x338_nextState;
EPhazonBeamState x33c_phazonBeamState;
float x340_chargeBeamFactor;
float x344_comboXferTimer;
float x348_chargeCooldownTimer;
float x34c_shakeX;
float x350_shakeZ;
float x354_bombFuseTime;
float x358_bombDropDelayTime;
float x35c_bombTime;
float x360_;
float x364_gunStrikeCoolTimer;
float x368_idleWanderDelayTimer;
float x36c_;
float x370_gunMotionSpeedMult;
float x374_;
float x378_shotSmokeStartTimer;
float x37c_rapidFireShotsDecayTimer;
float x380_shotSmokeTimer;
float x384_gunStrikeDelayTimer;
float x388_enterFreeLookDelayTimer;
float x38c_muzzleEffectVisTimer;
float x390_cooldown;
float x394_damageTimer;
float x398_damageAmt;
float x39c_phazonMorphT;
float x3a0_missileExitTimer;
CFidget x3a4_fidget;
CVector3f x3dc_damageLocation;
CTransform4f x3e8_xf;
CTransform4f x418_beamLocalXf;
CTransform4f x448_elbowWorldXf;
CTransform4f x478_assistAimXf;
CTransform4f x4a8_gunWorldXf;
CTransform4f x4d8_gunLocalXf;
CTransform4f x508_elbowLocalXf;
TUniqueId x538_playerId;
TUniqueId x53a_powerBomb;
TUniqueId x53c_lightId;
rstl::vector< CToken > x540_handAnimTokens;
CPlayerCameraBob x550_camBob;
uint x658_;
float x65c_;
float x660_;
float x664_;
float x668_aimVerticalSpeed;
float x66c_aimHorizontalSpeed;
rstl::pair< ushort, CSfxHandle > x670_animSfx;
CGunMorph x678_morph;
CMotionState x6a0_motionState;
CAABox x6c8_hologramClipCube;
CModelData x6e0_rightHandModel;
CGunWeapon* x72c_currentBeam;
CGunWeapon* x730_outgoingBeam;
CGunWeapon* x734_loadingBeam;
CGunWeapon* x738_nextBeam;
rstl::single_ptr< CGunMotion > x73c_gunMotion;
rstl::single_ptr< CGrappleArm > x740_grappleArm;
rstl::single_ptr< CAuxWeapon > x744_auxWeapon;
rstl::single_ptr< CRainSplashGenerator > x748_rainSplashGenerator;
rstl::single_ptr< CPowerBeam > x74c_powerBeam;
rstl::single_ptr< CIceBeam > x750_iceBeam;
rstl::single_ptr< CWaveBeam > x754_waveBeam;
rstl::single_ptr< CPlasmaBeam > x758_plasmaBeam;
rstl::single_ptr< CPhazonBeam > x75c_phazonBeam;
rstl::reserved_vector< CGunWeapon*, 4 > x760_selectableBeams;
rstl::auto_ptr< CElementGen > x774_holoTransitionGen;
rstl::auto_ptr< CElementGen > x77c_comboXferGen;
rstl::reserved_vector< rstl::reserved_vector< TLockedToken< CGenDescription >, 2 >, 2 >
x784_bombEffects;
rstl::reserved_vector< TLockedToken< CGenDescription >, 5 > x7c0_auxMuzzleEffects;
rstl::reserved_vector< rstl::auto_ptr< CElementGen >, 5 > x800_auxMuzzleGenerators;
rstl::single_ptr< CWorldShadow > x82c_shadow;
short x830_chargeRumbleHandle;
bool x832_24_coolingCharge : 1;
bool x832_25_chargeEffectVisible : 1;
bool x832_26_comboFiring : 1;
bool x832_27_chargeAnimStarted : 1;
bool x832_28_readyForShot : 1;
bool x832_29_lockedOn : 1;
bool x832_30_requestReturnToDefault : 1;
bool x832_31_inRestPose : 1;
bool x833_24_notFidgeting : 1;
bool x833_25_ : 1;
bool x833_26_ : 1;
bool x833_27_ : 1;
bool x833_28_phazonBeamActive : 1;
bool x833_29_pointBlankWorldSurface : 1;
bool x833_30_canShowAuxMuzzleEffect : 1;
bool x833_31_inFreeLook : 1;
bool x834_24_charging : 1;
bool x834_25_gunMotionFidgeting : 1;
bool x834_26_animPlaying : 1;
bool x834_27_underwater : 1;
bool x834_28_requestImmediateRecharge : 1;
bool x834_29_frozen : 1;
bool x834_30_inBigStrike : 1;
bool x834_31_gunMotionInFidgetBasePosition : 1;
bool x835_24_canFirePhazon : 1;
bool x835_25_inPhazonBeam : 1;
bool x835_26_phazonBeamMorphing : 1;
bool x835_27_intoPhazonBeam : 1;
bool x835_28_bombReady : 1;
bool x835_29_powerBombReady : 1;
bool x835_30_inPhazonPool : 1;
bool x835_31_actorAttached : 1;
// bool x835_32_unk : 1;
};
CHECK_SIZEOF(CPlayerGun, 0x838)
#endif // _CPLAYERGUN