#ifndef _CGUNWEAPON #define _CGUNWEAPON #include "types.h" #include "MetroidPrime/CDamageInfo.hpp" #include "MetroidPrime/CModelData.hpp" #include "MetroidPrime/Player/CPlayerState.hpp" #include "MetroidPrime/Weapons/GunController/CGunMotion.hpp" #include "MetroidPrime/Weapons/WeaponCommon.hpp" #include "MetroidPrime/Weapons/WeaponTypes.hpp" #include "Kyoto/Math/CAABox.hpp" #include "Kyoto/Math/CVector3f.hpp" #include "Kyoto/TToken.hpp" #include "Collision/CMaterialList.hpp" #include "rstl/optional_object.hpp" #include "rstl/reserved_vector.hpp" #include "rstl/single_ptr.hpp" class CGenDescription; class CGunController; class CAnimCharacterSet; class CWeaponDescription; class CElementGen; class CRainSplashGenerator; class CTransform4f; class CModelFlags; class CActorLights; class SWeaponInfo; class SShotParam; enum EFrozenFxType { kFFT_None, kFFT_Frozen, kFFT_Thawed, }; class CVelocityInfo { public: ~CVelocityInfo(); CVector3f& Velocity(int i) { return x0_vel[i]; } const CVector3f& GetVelocity(int i) const { return x0_vel[i]; } bool GetTargetHoming(int i) const { return x1c_targetHoming[i]; } void Clear(); void AddVelocity(const CVector3f& vel) { x0_vel.push_back(vel); } void AddTargetHoming(const bool& homing) { x1c_targetHoming.push_back(homing); } void AddTrat(const float& trat) { x24_trat.push_back(trat); } private: rstl::reserved_vector< CVector3f, 2 > x0_vel; rstl::reserved_vector< bool, 2 > x1c_targetHoming; rstl::reserved_vector< float, 2 > x24_trat; }; class CGunWeapon { public: CGunWeapon(CAssetId ancsId, EWeaponType type, TUniqueId playerId, EMaterialTypes playerMaterial, const CVector3f& scale); virtual ~CGunWeapon(); enum ESecondaryFxType { kSFT_None, kSFT_Charge, kSFT_ToCombo, kSFT_CancelCharge, }; // Virtual Methods virtual void Reset(CStateManager& mgr); virtual void PlayAnim(NWeaponTypes::EGunAnimType type, bool loop); virtual void PreRenderGunFx(const CStateManager& mgr, const CTransform4f& xf); virtual void PostRenderGunFx(const CStateManager& mgr, const CTransform4f& xf); virtual void UpdateGunFx(bool shotSmoke, float dt, const CStateManager& mgr, const CTransform4f& xf); virtual void Fire(bool underwater, float dt, CPlayerState::EChargeStage chargeState, const CTransform4f& xf, CStateManager& mgr, TUniqueId homingTarget, float chargeFactor1, float chargeFactor2); virtual void EnableFx(bool enable); virtual void EnableSecondaryFx(ESecondaryFxType type); virtual void Draw(bool drawSuitArm, const CStateManager& mgr, const CTransform4f& xf, const CModelFlags& flags, const CActorLights* lights) const; virtual void DrawMuzzleFx(const CStateManager& mgr) const; virtual void Update(float dt, CStateManager& mgr); virtual void Load(CStateManager& mgr, bool subtypeBasePose); virtual void Unload(CStateManager& mgr); virtual bool IsLoaded() const; const CVelocityInfo& GetVelocityInfo() const { return x1d0_velInfo; } rstl::optional_object< CModelData >& SolidModelData() { return x10_solidModelData; } const CModelData& GetSolidModelData() const { return x10_solidModelData.data(); } EWeaponType GetWeaponType() const { return x1c0_weaponType; } TUniqueId GetPlayerId() const { return x1c4_playerId; } EMaterialTypes GetPlayerMaterial() const { return x1c8_playerMaterial; } CAABox GetBounds() const; CAABox GetBounds(const CTransform4f& xf) const; const SWeaponInfo& GetWeaponInfo() const; void ActivateCharge(bool enable, bool resetEffect); bool PlayPasAnim(SamusGun::EAnimationState state, CStateManager& mgr, float angle); bool IsChargeAnimOver() const; void UpdateMuzzleFx(float dt, const CVector3f& scale, const CVector3f& pos, bool emitting); CElementGen* GetChargeMuzzleFx() const; void DrawHologram(const CStateManager& mgr, const CTransform4f& xf, const CModelFlags& flags) const; void ReturnToDefault(CStateManager& mgr); bool ComboFireOver() const; void EnterFidget(CStateManager& mgr, SamusGun::EFidgetType type, int parm2); void Touch(const CStateManager& mgr); void TouchHolo(const CStateManager& mgr); void AsyncLoadSuitArm(CStateManager& mgr); void AsyncLoadFidget(CStateManager& mgr, SamusGun::EFidgetType type, int animSet); void UnLoadFidget(); bool IsFidgetLoaded(); void EnableFrozenEffect(EFrozenFxType type); CDamageInfo GetDamageInfo(CStateManager& mgr, CPlayerState::EChargeStage chargeState, float chargeFactor); CDamageInfo GetShotDamageInfo(const SShotParam& shotParam, CStateManager& mgr) const; protected: // x0 is vtable CVector3f x4_scale; rstl::optional_object< CModelData > x10_solidModelData; rstl::optional_object< CModelData > x60_holoModelData; rstl::optional_object< CModelData > xb0_suitArmModelData; rstl::single_ptr< CGunController > x100_gunController; TToken< CAnimCharacterSet > x104_gunCharacter; rstl::vector< CToken > x10c_anims; rstl::vector< int > x11c_unk; rstl::vector< CToken > x12c_deps; TToken< CAnimCharacterSet > x13c_armCharacter; rstl::reserved_vector< TCachedToken< CWeaponDescription >, 2 > x144_weapons; TCachedToken< CGenDescription > x160_xferEffect; rstl::reserved_vector< TCachedToken< CGenDescription >, 2 > x16c_muzzleEffects; rstl::reserved_vector< TCachedToken< CGenDescription >, 2 > x188_frozenEffects; rstl::reserved_vector< rstl::auto_ptr< CElementGen >, 2 > x1a4_muzzleGenerators; rstl::single_ptr< CElementGen > x1b8_frozenGenerator; CRainSplashGenerator* x1bc_rainSplashGenerator; EWeaponType x1c0_weaponType; TUniqueId x1c4_playerId; EMaterialTypes x1c8_playerMaterial; ESecondaryFxType x1cc_enabledSecondaryEffect; CVelocityInfo x1d0_velInfo; CPlayerState::EBeamId x200_beamId; EFrozenFxType x204_frozenEffect; uint x208_muzzleEffectIdx; uint x20c_shaderIdx; // 0x1: load request, 0x2: muzzle fx, 0x4: projectile data, 0x8: anims, 0x10: everything else int x210_loadFlags; CAssetId x214_ancsId; bool x218_24 : 1; bool x218_25_enableCharge : 1; bool x218_26_loaded : 1; // Initialize in selected beam's pose, rather than power beam's pose bool x218_27_subtypeBasePose : 1; bool x218_28_suitArmLocked : 1; bool x218_29_drawHologram : 1; static const int skShootAnim[2]; void AllocResPools(CPlayerState::EBeamId beam); void FreeResPools(); static void FillTokenVector(const rstl::vector< SObjectTag >& tags, rstl::vector< CToken >& objects, bool includeTxtr); void BuildDependencyList(CPlayerState::EBeamId beam); void LoadSuitArm(CStateManager& mgr); void LoadGunModels(CStateManager& mgr); void LoadAnimations(); bool IsAnimsLoaded() const; void LoadMuzzleFx(float dt); void LoadProjectileData(CStateManager& mgr); void LoadFxIdle(float dt, CStateManager& mgr); void LockTokens(CStateManager& mgr); void UnlockTokens(); static void PointGenerator(void*, const CVector3f*, const CVector3f*, int); }; CHECK_SIZEOF(CGunWeapon, 0x21c) #endif // _CGUNWEAPON