// #pragma once #ifndef _CGUNWEAPON #define _CGUNWEAPON #include "types.h" #include "MetroidPrime/Player/CPlayerState.hpp" #include "MetroidPrime/Weapons/WeaponCommon.hpp" #include "MetroidPrime/Weapons/WeaponTypes.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 CModelData; class CGenDescription; class CGunController; class CAnimCharacterSet; class CWeaponDescription; class CElementGen; class CRainSplashGenerator; class CVelocityInfo { public: const CVector3f& GetVelocity(int i) const { return x0_vel[i]; } bool GetTargetHoming(int i) const { return x1c_targetHoming[i]; } void Clear() { x0_vel.clear(); x1c_targetHoming.clear(); x24_trat.clear(); } 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: // TODO ctor CGunWeapon(); virtual ~CGunWeapon(); // TODO other virtual methods enum ESecondaryFxType { kSFT_None, kSFT_Charge, kSFT_ToCombo, kSFT_CancelCharge, }; enum EFrozenFxType { kFFT_None, kFFT_Frozen, kFFT_Thawed, }; // 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); 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(); } CAABox GetBounds() const; CAABox GetBounds(const CTransform4f& xf) const; const SWeaponInfo& GetWeaponInfo() const; private: // 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::single_ptr< CElementGen >, 2 > x1a4_muzzleGenerators; u8 x1b0_pad[8]; 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 uint 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[32]; }; CHECK_SIZEOF(CGunWeapon, 0x21c) #endif // _CGUNWEAPON