Add CGunWeapon

Former-commit-id: edbfd0d305
This commit is contained in:
Henrique Gemignani Passos Lima
2022-11-25 14:41:28 +02:00
parent 0bc3ad810b
commit c7250e132f
38 changed files with 1099 additions and 175 deletions

View File

@@ -296,7 +296,7 @@ void CActor::AddToRenderer(const CFrustumPlanes& planes, const CStateManager& mg
void CActor::EnsureRendered(const CStateManager& mgr, const CVector3f& pos,
const CAABox& bounds) const {
if (GetModelData()) {
const CModelData::EWhichModel which = CModelData::GetRenderingModel(mgr);
const EWhichModel which = CModelData::GetRenderingModel(mgr);
GetModelData()->RenderUnsortedParts(which, GetTransform(), GetActorLights(), GetModelFlags());
}
mgr.AddDrawableActor(*this, pos, bounds);
@@ -354,8 +354,8 @@ void CActor::Render(const CStateManager& mgr) const {
}
void CActor::RenderInternal(const CStateManager& mgr) const {
CModelData::EWhichModel which = CModelData::GetRenderingModel(mgr);
if (which == CModelData::kWM_ThermalHot) {
EWhichModel which = CModelData::GetRenderingModel(mgr);
if (which == kWM_ThermalHot) {
if (GetModelData()->GetSortThermal()) {
uchar addMag;
uchar mulMag = 255;

View File

@@ -1,4 +1,747 @@
#include "MetroidPrime/Weapons/CGunWeapon.hpp"
#include "MetroidPrime/CAnimData.hpp"
#include "MetroidPrime/CAnimPlaybackParms.hpp"
#include "MetroidPrime/CAnimRes.hpp"
#include "MetroidPrime/CRainSplashGenerator.hpp"
#include "MetroidPrime/CStateManager.hpp"
#include "MetroidPrime/Cameras/CCameraManager.hpp"
#include "MetroidPrime/Cameras/CCameraShakeData.hpp"
#include "MetroidPrime/Tweaks/CTweakGunRes.hpp"
#include "MetroidPrime/Tweaks/CTweakPlayerGun.hpp"
#include "MetroidPrime/Weapons/CEnergyProjectile.hpp"
#include "MetroidPrime/Weapons/GunController/CGunController.hpp"
#include "Weapons/CWeaponDescription.hpp"
#include "Kyoto/Animation/CSkinnedModel.hpp"
#include "Kyoto/Animation/CVertexMorphEffect.hpp"
#include "Kyoto/Audio/CSfxManager.hpp"
#include "Kyoto/CDependencyGroup.hpp"
#include "Kyoto/Graphics/CGraphics.hpp"
#include "Kyoto/Graphics/CModel.hpp"
#include "Kyoto/Graphics/CModelFlags.hpp"
#include "Kyoto/Math/CloseEnough.hpp"
#include "Kyoto/Particles/CElementGen.hpp"
#include "MetaRender/CCubeRenderer.hpp"
const char* skMuzzleNames[] = {
"PowerMuzzle", "PowerCharge", "IceMuzzle", "IceCharge", "PowerMuzzle",
"WaveCharge", "PlasmaMuzzle", "PlasmaCharge", "PhazonMuzzle", "EmptyMuzzle",
};
const char* skFrozenNames[] = {
"powerFrozen", "Ice2nd_2", "iceFrozen", "Ice2nd_2", "waveFrozen",
"Ice2nd_2", "plasmaFrozen", "Ice2nd_2", "iceFrozen", "Ice2nd_2",
};
const char* skBeamXferNames[] = {
"PowerXfer", "IceXfer", "WaveXfer", "PlasmaXfer", "PhazonXfer",
};
const char* skAnimDependencyNames[] = {
"Power_Anim_DGRP", "Ice_Anim_DGRP", "Wave_Anim_DGRP", "Plasma_Anim_DGRP", "Phazon_Anim_DGRP",
};
const char* skDependencyNames[] = {
"Power_DGRP", "Ice_DGRP", "Wave_DGRP", "Plasma_DGRP", "Phazon_DGRP",
};
const char* skSuitArmNames[] = {
"PowerArm", "GravityArm", "VariaArm", "PhazonArm",
"FusionArm", "FusionArmG", "FusionArmV", "FusionArmP",
};
const int skAnimTypeList[] = {
0, 4, 1, 2, 3, 5, 6, 7, 8, 9, 10,
};
CPlayerState::EBeamId GetWeaponIndex(EWeaponType type) {
switch (type) {
case kWT_Power:
return CPlayerState::kBI_Power;
case kWT_Ice:
return CPlayerState::kBI_Ice;
case kWT_Wave:
return CPlayerState::kBI_Wave;
case kWT_Plasma:
return CPlayerState::kBI_Plasma;
case kWT_Phazon:
return CPlayerState::kBI_Phazon;
default:
return CPlayerState::kBI_Power;
}
}
CGunWeapon::CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId,
EMaterialTypes playerMaterial, const CVector3f& scale)
: x4_scale(scale)
, x104_gunCharacter(gpSimplePool->GetObj(SObjectTag('ANCS', ancsId)))
, x13c_armCharacter(gpSimplePool->GetObj(skSuitArmNames[0]))
, x160_xferEffect(gpSimplePool->GetObj(skBeamXferNames[size_t(GetWeaponIndex(type))]))
, x1bc_rainSplashGenerator(nullptr)
, x1c0_weaponType(type)
, x1c4_playerId(playerId)
, x1c8_playerMaterial(playerMaterial)
, x1cc_enabledSecondaryEffect(kSFT_None)
, x200_beamId(GetWeaponIndex(type))
, x204_frozenEffect(kFFT_None)
, x208_muzzleEffectIdx(0)
, x20c_shaderIdx(u32(x200_beamId))
, x210_loadFlags(0)
, x214_ancsId(ancsId)
, x218_24(false)
, x218_25_enableCharge(false)
, x218_26_loaded(false)
, x218_27_subtypeBasePose(false)
, x218_28_suitArmLocked(false)
, x218_29_drawHologram(false) {
AllocResPools(x200_beamId);
BuildDependencyList(x200_beamId);
}
CVelocityInfo::~CVelocityInfo() {}
CGunWeapon::~CGunWeapon() {}
const SWeaponInfo& CGunWeapon::GetWeaponInfo() const {
return gpTweakPlayerGun->GetBeamInfo(x200_beamId);
}
void CGunWeapon::LoadMuzzleFx(float dt) {
for (int i = 0; i < x16c_muzzleEffects.capacity(); ++i) {
CElementGen* newElement = new CElementGen(x16c_muzzleEffects[i]);
newElement->SetParticleEmission(false);
newElement->Update(dt);
x1a4_muzzleGenerators.push_back(newElement);
}
}
void CGunWeapon::LoadGunModels(CStateManager& mgr) {
int defaultAnim = 9;
if (x218_27_subtypeBasePose) {
defaultAnim = 0;
}
x10_solidModelData = CAnimRes(x214_ancsId, 0, x4_scale, defaultAnim, false);
x60_holoModelData = CAnimRes(x214_ancsId, 1, x4_scale, defaultAnim, false);
CAnimPlaybackParms parms(defaultAnim, -1, 1.f, true);
x10_solidModelData->AnimationData()->SetAnimation(parms, true);
LoadSuitArm(mgr);
x10_solidModelData->SetSortThermal(true);
x60_holoModelData->SetSortThermal(true);
x100_gunController = new CGunController(*x10_solidModelData);
}
void CGunWeapon::LoadProjectileData(CStateManager& mgr) {
CRandom16 random(mgr.GetUpdateFrameIndex());
CGlobalRandom grand(random);
for (int i = 0; i < x144_weapons.capacity(); ++i) {
CWeaponDescription& weapon = **x144_weapons[i];
CVector3f weaponVel = CVector3f::Zero();
if (const CVectorElement* ivec = weapon.x4_IVEC) {
ivec->GetValue(0, weaponVel);
}
x1d0_velInfo.AddVelocity(weaponVel);
float tratVal = 0.f;
if (const CRealElement* trat = weapon.x30_TRAT) {
trat->GetValue(0, tratVal);
}
x1d0_velInfo.AddTrat(tratVal);
x1d0_velInfo.AddTargetHoming(weapon.x29_HOMG);
if (weaponVel.GetY() > 0.f) {
x1d0_velInfo.Velocity(i) *= 60.f;
} else {
x1d0_velInfo.Velocity(i) = CVector3f::Forward();
}
}
}
bool CGunWeapon::PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle) {
switch (state) {
case SamusGun::kAS_ComboFire:
x100_gunController->EnterComboFire(mgr, x200_beamId);
break;
default:
return false;
case SamusGun::kAS_Wander:
break;
}
return true;
}
bool CGunWeapon::IsChargeAnimOver() const {
if (x218_25_enableCharge) {
if (x10_solidModelData->GetAnimationData()->IsAnimTimeRemaining(0.001f,
rstl::string_l("Whole Body"))) {
return false;
}
}
return true;
}
void CGunWeapon::PlayAnim(NWeaponTypes::EGunAnimType type, bool loop) {
if (!x218_26_loaded || type < NWeaponTypes::kGAT_BasePosition ||
type > NWeaponTypes::kGAT_ToBeam) {
return;
}
x10_solidModelData->AnimationData()->EnableLooping(loop);
const CAnimPlaybackParms parms(skAnimTypeList[type], -1, 1.f, true);
x10_solidModelData->AnimationData()->SetAnimation(parms, false);
}
void CGunWeapon::Reset(CStateManager& mgr) {
if (!x218_26_loaded)
return;
x10_solidModelData->AnimationData()->EnableLooping(false);
if (x218_25_enableCharge)
x218_25_enableCharge = false;
else
x100_gunController->Reset();
}
void CGunWeapon::Update(float dt, CStateManager& mgr) {
if (x218_26_loaded) {
x10_solidModelData->AdvanceAnimation(dt, mgr, kInvalidAreaId, true);
x100_gunController->Update(dt, mgr);
if (x218_28_suitArmLocked) {
LoadSuitArm(mgr);
}
} else {
if (x104_gunCharacter.HasLock()) {
if (x104_gunCharacter.IsLoaded()) {
if ((x210_loadFlags & 0x1) != 0x1) {
LoadGunModels(mgr);
LoadAnimations();
x210_loadFlags |= 0x1;
}
if ((x210_loadFlags & 0x8) != 0x8) {
if (IsAnimsLoaded())
x210_loadFlags |= 0x8;
}
}
LoadFxIdle(dt, mgr);
if ((x210_loadFlags & 0x1f) == 0x1f) {
CSkinnedModel& model = x10_solidModelData->PickAnimatedModel(kWM_Normal);
bool flag1 = model.GetModel()->IsLoaded(x20c_shaderIdx);
bool flag2 = xb0_suitArmModelData->IsLoaded(0);
if (flag1 && flag2) {
x218_26_loaded = true;
}
}
}
}
}
void CGunWeapon::PostRenderGunFx(const CStateManager& mgr, const CTransform4f& xf) {
if (x218_26_loaded && x1b8_frozenGenerator.get() && x204_frozenEffect != kFFT_None)
x1b8_frozenGenerator->Render();
}
void CGunWeapon::UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr,
const CTransform4f& xf) {
if (x218_26_loaded && x204_frozenEffect != kFFT_None) {
if (x204_frozenEffect == kFFT_Thawed) {
if (x1b8_frozenGenerator->IsSystemDeletable()) {
x204_frozenEffect = kFFT_None;
x1b8_frozenGenerator = nullptr;
} else {
x1b8_frozenGenerator->SetTranslation(xf.GetTranslation());
x1b8_frozenGenerator->SetOrientation(xf.GetRotation());
}
} else {
x1b8_frozenGenerator->SetGlobalOrientAndTrans(xf);
}
if (x1b8_frozenGenerator.get())
x1b8_frozenGenerator->Update(dt);
}
}
void CGunWeapon::UpdateMuzzleFx(float dt, const CVector3f& scale, const CVector3f& pos,
bool emitting) {
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetGlobalTranslation(pos);
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetGlobalScale(scale);
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetParticleEmission(emitting);
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->Update(dt);
}
CElementGen* CGunWeapon::GetChargeMuzzleFx() const {
CElementGen* result = x1a4_muzzleGenerators[1].get();
if (result) {
return result;
}
return nullptr;
}
void CGunWeapon::DrawMuzzleFx(const CStateManager& mgr) const {
if (!x1a4_muzzleGenerators[x208_muzzleEffectIdx].null()) {
if (x200_beamId != CPlayerState::kBI_Ice &&
mgr.GetPlayerState()->GetActiveVisor(mgr) == CPlayerState::kPV_XRay) {
CElementGen::SetSubtractBlend(true);
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->Render();
CElementGen::SetSubtractBlend(false);
} else {
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->Render();
}
}
}
void CGunWeapon::ActivateCharge(bool enable, bool resetEffect) {
x1a4_muzzleGenerators[x208_muzzleEffectIdx]->SetParticleEmission(false);
x208_muzzleEffectIdx = !!enable;
if (enable || resetEffect) {
x1a4_muzzleGenerators[x208_muzzleEffectIdx] =
new CElementGen(x16c_muzzleEffects[x208_muzzleEffectIdx]);
}
}
void CGunWeapon::Draw(bool drawSuitArm, const CStateManager& mgr, const CTransform4f& xf,
const CModelFlags& flags, const CActorLights* lights) const {}
const CModelFlags& flags, const CActorLights* lights) const {
if (!x218_26_loaded)
return;
CTransform4f armXf = xf * x10_solidModelData->GetScaledLocatorTransform(rstl::string_l("elbow"));
if (x1bc_rainSplashGenerator && x1bc_rainSplashGenerator->IsRaining()) {
CSkinnedModel::SetPointGeneratorFunc((void*)x1bc_rainSplashGenerator,
&CGunWeapon::PointGenerator);
}
if (mgr.GetThermalDrawFlag() == kTD_Hot && x200_beamId != CPlayerState::kBI_Ice) {
/* Hot Draw */
float a = flags.GetColor().GetAlpha();
const CColor mulColor(a, a, a, a);
CColor addColor((uchar)0x40, 0x40, 0x40, 0x40);
if (x218_29_drawHologram) {
DrawHologram(mgr, xf, flags);
} else {
CModelFlags useFlags(CModelFlags::kT_Opaque, 1.0f);
x10_solidModelData->RenderThermal(xf, mulColor, addColor, useFlags);
}
if (drawSuitArm && xb0_suitArmModelData) {
CModelFlags useFlags(CModelFlags::kT_Opaque, 1.0f);
xb0_suitArmModelData->RenderThermal(xf, mulColor, addColor, useFlags);
}
} else {
/* Cold Draw */
if (mgr.GetPlayerState()->GetCurrentVisor() != CPlayerState::kPV_XRay &&
!x218_29_drawHologram) {
x10_solidModelData->Render(mgr, xf, lights, flags.UseShaderSet(x20c_shaderIdx));
} else {
DrawHologram(mgr, xf, flags);
}
if (drawSuitArm && xb0_suitArmModelData) {
xb0_suitArmModelData->Render(mgr, armXf, lights, flags);
}
}
if (x1bc_rainSplashGenerator && x1bc_rainSplashGenerator->IsRaining()) {
CSkinnedModel::ClearPointGeneratorFunc();
x1bc_rainSplashGenerator->Draw(xf);
}
}
void CGunWeapon::DrawHologram(const CStateManager& mgr, const CTransform4f& xf,
const CModelFlags& flags) const {
if (!x218_26_loaded)
return;
// TODO
if (x218_29_drawHologram) {
x60_holoModelData->FlatDraw(kWM_Normal, xf, false, flags);
} else {
const CVector3f& scale = x10_solidModelData->GetScale();
CTransform4f modelMatrix(xf);
modelMatrix = modelMatrix * CTransform4f::Scale(scale.GetX(), scale.GetY(), scale.GetZ());
gpRender->SetModelMatrix(modelMatrix);
CGraphics::DisableAllLights();
gpRender->SetAmbientColor(CColor::White());
x10_solidModelData->GetAnimationData()->Render(
**x60_holoModelData->GetAnimationData()->GetModelData(), flags,
rstl::optional_object_null(), nullptr);
gpRender->SetAmbientColor(CColor::White());
CGraphics::DisableAllLights();
}
}
int CGunWeapon::skShootAnim[2] = {4, 3};
static float kChargeScaleFactor = 1.0f;
inline float GetChargeFactor(CPlayerState::EChargeStage chargeState, float chargeFactor2) {
float k = chargeFactor2;
if (chargeState == CPlayerState::kCS_Normal) {
k = 1.0f;
}
return k * kChargeScaleFactor;
}
void CGunWeapon::Fire(bool underwater, float dt, CPlayerState::EChargeStage chargeState,
const CTransform4f& xf, CStateManager& mgr, TUniqueId homingTarget,
float chargeFactor1, float chargeFactor2) {
CDamageInfo dInfo(GetDamageInfo(mgr, chargeState, chargeFactor1));
CVector3f scale(GetChargeFactor(chargeState, chargeFactor2),
GetChargeFactor(chargeState, chargeFactor2),
GetChargeFactor(chargeState, chargeFactor2));
bool partialCharge =
chargeState == CPlayerState::kCS_Normal ? false : !close_enough(chargeFactor1, 1.f);
uint particleChargeAttribs = 0;
if (partialCharge)
particleChargeAttribs = kPA_PartialCharge;
uint attribs = kPA_ArmCannon;
if (chargeState != CPlayerState::kCS_Normal)
attribs = kPA_ArmCannon | kPA_Charged;
CEnergyProjectile* proj = new CEnergyProjectile(
true, x144_weapons[chargeState], x1c0_weaponType, xf, x1c8_playerMaterial, dInfo,
mgr.AllocateUniqueId(), kInvalidAreaId, GetPlayerId(), homingTarget,
particleChargeAttribs | attribs, underwater, scale, rstl::optional_object_null(),
CSfxManager::kInternalInvalidSfxId, false);
if (proj) {
mgr.AddObject(proj);
proj->Think(dt, mgr);
}
if (chargeState != CPlayerState::kCS_Normal) {
x218_25_enableCharge = true;
mgr.CameraManager()->AddCameraShaker(CCameraShakeData::skChargedShotCameraShakeData, false);
}
x10_solidModelData->AnimationData()->EnableLooping(false);
CAnimPlaybackParms parms(skShootAnim[chargeState], -1, 1.f, true);
x10_solidModelData->AnimationData()->SetAnimation(parms, false);
}
void CGunWeapon::ReturnToDefault(CStateManager& mgr) {
x100_gunController->ReturnToDefault(mgr, 0.f, false);
}
bool CGunWeapon::ComboFireOver() const { return x100_gunController->IsComboOver(); }
void CGunWeapon::EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, int parm2) {
x100_gunController->EnterFidget(mgr, s32(type), s32(x200_beamId), parm2);
}
CDamageInfo CGunWeapon::GetDamageInfo(CStateManager& mgr, CPlayerState::EChargeStage chargeState,
float chargeFactor) {
const SWeaponInfo& wInfo = GetWeaponInfo();
if (chargeState == CPlayerState::kCS_Normal) {
return GetShotDamageInfo(wInfo.x4_normal, mgr);
} else {
SShotParam param(chargeFactor, wInfo.x20_charged);
return GetShotDamageInfo(param, mgr);
}
}
CAABox CGunWeapon::GetBounds() const {
if (x10_solidModelData)
return x10_solidModelData->GetBounds();
return CAABox::Identity();
}
CAABox CGunWeapon::GetBounds(const CTransform4f& xf) const {
if (x10_solidModelData)
return x10_solidModelData->GetBounds(xf);
return CAABox::Identity();
}
void CGunWeapon::Touch(const CStateManager& mgr) {
if (x10_solidModelData) {
x10_solidModelData->Touch(mgr, x20c_shaderIdx);
if (xb0_suitArmModelData)
xb0_suitArmModelData->Touch(mgr, 0);
}
}
void CGunWeapon::TouchHolo(const CStateManager& mgr) {
if (x60_holoModelData)
x60_holoModelData->Touch(mgr, 0);
}
void CGunWeapon::Load(CStateManager& mgr, bool subtypeBasePose) {
LockTokens(mgr);
x218_27_subtypeBasePose = subtypeBasePose;
x204_frozenEffect = kFFT_None;
x1b8_frozenGenerator = nullptr;
x104_gunCharacter.Lock();
x160_xferEffect.Lock();
for (int i = 0; i < x16c_muzzleEffects.capacity(); ++i) {
x16c_muzzleEffects[i].Lock();
x144_weapons[i].Lock();
}
for (int i = 0; i < x188_frozenEffects.capacity(); ++i) {
x188_frozenEffects[i].Lock();
}
}
void CGunWeapon::Unload(CStateManager& mgr) {
UnlockTokens();
x210_loadFlags = 0;
x204_frozenEffect = kFFT_None;
x10_solidModelData = rstl::optional_object_null();
x60_holoModelData = rstl::optional_object_null();
xb0_suitArmModelData = rstl::optional_object_null();
x100_gunController = nullptr;
x1bc_rainSplashGenerator = nullptr;
x1b8_frozenGenerator = nullptr;
FreeResPools();
x104_gunCharacter.Unlock();
x218_26_loaded = false;
}
bool CGunWeapon::IsLoaded() const { return x218_26_loaded; }
void CGunWeapon::AllocResPools(CPlayerState::EBeamId beam) {
const CTweakGunRes::WeaponResourcePair* wPair = gpTweakGunRes->GetWeaponResourcePair(beam);
const char* const* muzzleNames = &skMuzzleNames[size_t(beam) * 2];
for (int i = 0; i < x16c_muzzleEffects.capacity(); ++i) {
x16c_muzzleEffects.push_back(gpSimplePool->GetObj(muzzleNames[i]));
x144_weapons.push_back(gpSimplePool->GetObj(SObjectTag('WPSC', wPair->d[i])));
}
const char* const* frozenNames = &skFrozenNames[size_t(beam) * 2];
for (int i = 0; i < x16c_muzzleEffects.capacity(); ++i) {
x188_frozenEffects.push_back(gpSimplePool->GetObj(frozenNames[i]));
}
}
void CVelocityInfo::Clear() {
x0_vel = rstl::reserved_vector< CVector3f, 2 >();
x1c_targetHoming = rstl::reserved_vector< bool, 2 >();
x24_trat = rstl::reserved_vector< float, 2 >();
}
void CGunWeapon::FreeResPools() {
x160_xferEffect.Unlock();
for (int i = 0; i < x16c_muzzleEffects.capacity(); ++i) {
x16c_muzzleEffects[i].Unlock();
x144_weapons[i].Unlock();
}
for (int i = 0; i < x188_frozenEffects.capacity(); ++i) {
x188_frozenEffects[i].Unlock();
}
x10c_anims = rstl::vector< CToken >();
x1a4_muzzleGenerators = rstl::reserved_vector< rstl::auto_ptr< CElementGen >, 2 >();
x1d0_velInfo.Clear();
}
void CGunWeapon::LoadFxIdle(float dt, CStateManager& mgr) {
if (!NWeaponTypes::are_tokens_ready(x12c_deps)) {
return;
}
if ((x210_loadFlags & 0x2) != 0 && (x210_loadFlags & 0x4) != 0 && (x210_loadFlags & 0x10) != 0) {
return;
}
bool loaded = true;
for (int i = 0; i < x16c_muzzleEffects.capacity(); ++i) {
if (!x16c_muzzleEffects[i].IsLoaded()) {
loaded = false;
break;
}
if (!x144_weapons[i].IsLoaded()) {
loaded = false;
break;
}
}
for (int i = 0; i < x188_frozenEffects.capacity(); ++i) {
if (!x188_frozenEffects[i].IsLoaded()) {
loaded = false;
break;
}
}
if (!x160_xferEffect.IsLoaded()) {
loaded = false;
}
if (loaded) {
if ((x210_loadFlags & 0x2) != 0x2) {
LoadMuzzleFx(dt);
x210_loadFlags |= 0x2;
}
x210_loadFlags |= 0x10;
if ((x210_loadFlags & 0x4) != 0x4) {
LoadProjectileData(mgr);
x210_loadFlags |= 0x4;
}
}
}
void CGunWeapon::LockTokens(CStateManager& mgr) {
AsyncLoadSuitArm(mgr);
NWeaponTypes::lock_tokens(x12c_deps);
}
void CGunWeapon::UnlockTokens() {
x13c_armCharacter.Unlock();
NWeaponTypes::unlock_tokens(x12c_deps);
}
void CGunWeapon::FillTokenVector(const rstl::vector< SObjectTag >& tags,
rstl::vector< CToken >& out, bool includeTxtr) {
rstl::vector< SObjectTag >::const_iterator it;
for (it = tags.begin(); it != tags.end(); ++it) {
CToken token = gpSimplePool->GetObj(*it);
if (!includeTxtr && token.GetReferenceType() == 'TXTR') {
continue;
}
out.push_back(token);
}
}
void CGunWeapon::BuildDependencyList(CPlayerState::EBeamId beam) {
TLockedToken< CDependencyGroup > deps = gpSimplePool->GetObj(skDependencyNames[beam]);
TLockedToken< CDependencyGroup > animDeps = gpSimplePool->GetObj(skAnimDependencyNames[beam]);
CDependencyGroup* depsObj = *deps;
CDependencyGroup* animDepsObj = *animDeps;
x12c_deps.reserve(depsObj->GetObjectTagVector().size() +
animDepsObj->GetObjectTagVector().size());
FillTokenVector(depsObj->GetObjectTagVector(), x12c_deps, true);
FillTokenVector(animDepsObj->GetObjectTagVector(), x12c_deps, false);
}
void CGunWeapon::AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, int animSet) {
x100_gunController->LoadFidgetAnimAsync(mgr, type, x200_beamId, animSet);
}
void CGunWeapon::UnLoadFidget() { x100_gunController->UnLoadFidget(); }
bool CGunWeapon::IsFidgetLoaded() { return x100_gunController->IsFidgetLoaded(); }
void CGunWeapon::LoadAnimations() {
NWeaponTypes::get_token_vector(*x10_solidModelData->GetAnimationData(), 0, 15, x10c_anims, true);
}
bool CGunWeapon::IsAnimsLoaded() const {
for (rstl::vector< CToken >::const_iterator it = x10c_anims.begin(); it != x10c_anims.end();
++it) {
if (!it->IsLoaded()) {
return false;
}
}
return true;
}
void CGunWeapon::AsyncLoadSuitArm(CStateManager& mgr) {
CPlayerState::EPlayerSuit suit = NWeaponTypes::get_current_suit(mgr);
xb0_suitArmModelData = rstl::optional_object_null();
x13c_armCharacter = gpSimplePool->GetObj(skSuitArmNames[suit]);
x13c_armCharacter.Lock();
x218_28_suitArmLocked = true;
}
void CGunWeapon::LoadSuitArm(CStateManager& mgr) {
if (!x13c_armCharacter.IsLoaded()) {
return;
}
CPlayerState::EPlayerSuit suit = NWeaponTypes::get_current_suit(mgr);
const CAssetId armId = NWeaponTypes::get_asset_id_from_name(skSuitArmNames[suit]);
xb0_suitArmModelData = CStaticRes(armId, x4_scale);
xb0_suitArmModelData->SetSortThermal(true);
x218_28_suitArmLocked = false;
x13c_armCharacter.Unlock();
}
void CGunWeapon::PointGenerator(void* ptr, const CVector3f* vertices, const CVector3f* normals,
int count) {
((CRainSplashGenerator*)ptr)->GeneratePoints(vertices, normals, count);
}
void CGunWeapon::EnableFrozenEffect(EFrozenFxType type) {
switch (type) {
case kFFT_Thawed:
if (x204_frozenEffect == kFFT_Thawed)
break;
x1b8_frozenGenerator = new CElementGen(x188_frozenEffects[1]);
x1b8_frozenGenerator->SetGlobalScale(x4_scale);
break;
case kFFT_Frozen:
if (x204_frozenEffect == kFFT_Frozen)
break;
x1b8_frozenGenerator = new CElementGen(x188_frozenEffects[0]);
x1b8_frozenGenerator->SetGlobalScale(x4_scale);
break;
default:
break;
}
x204_frozenEffect = type;
}
void DrawClipCube(const CAABox& aabb) {
// Render AABB as completely transparent object, only modifying Z-buffer
const CColor color(1.f, 1.f, 1.f, 0.f);
gpRender->SetBlendMode_AlphaBlended();
CGraphics::SetCullMode(kCM_None);
gpRender->BeginTriangleStrip(4);
gpRender->PrimColor(color);
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->EndPrimitive();
gpRender->BeginTriangleStrip(4);
gpRender->PrimColor(color);
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->EndPrimitive();
gpRender->BeginTriangleStrip(4);
gpRender->PrimColor(color);
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->EndPrimitive();
gpRender->BeginTriangleStrip(4);
gpRender->PrimColor(color);
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->EndPrimitive();
gpRender->BeginTriangleStrip(4);
gpRender->PrimColor(color);
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMaxPoint().GetZ()));
gpRender->EndPrimitive();
gpRender->BeginTriangleStrip(4);
gpRender->PrimColor(color);
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMinPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMinPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->PrimVertex(CVector3f(aabb.GetMaxPoint().GetX(), aabb.GetMaxPoint().GetY(), aabb.GetMinPoint().GetZ()));
gpRender->EndPrimitive();
CGraphics::SetCullMode(kCM_Front);
}

View File

@@ -21,7 +21,7 @@ int CGunController::Update(float, CStateManager&) { return 0; }
void CGunController::EnterIdle(CStateManager&) {}
void CGunController::ReturnToDefault(CStateManager&, float) {}
void CGunController::ReturnToDefault(CStateManager&, float, bool) {}
void CGunController::Reset() {}