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