mirror of https://github.com/PrimeDecomp/prime.git
341 lines
8.9 KiB
C++
341 lines
8.9 KiB
C++
#ifndef _CPLAYERGUN_HPP
|
|
#define _CPLAYERGUN_HPP
|
|
|
|
#include "types.h"
|
|
|
|
#include "MetroidPrime/CActorLights.hpp"
|
|
#include "MetroidPrime/CModelData.hpp"
|
|
#include "MetroidPrime/Player/CFidget.hpp"
|
|
#include "MetroidPrime/Player/CPlayerCameraBob.hpp"
|
|
#include "MetroidPrime/Player/CPlayerState.hpp"
|
|
|
|
#include "Kyoto/TOneStatic.hpp"
|
|
#include "Kyoto/Audio/CSfxHandle.hpp"
|
|
#include "Kyoto/Math/CAABox.hpp"
|
|
#include "Kyoto/Math/CTransform4f.hpp"
|
|
|
|
#include "rstl/pair.hpp"
|
|
#include "rstl/reserved_vector.hpp"
|
|
#include "rstl/single_ptr.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 CPlayerGun;
|
|
|
|
class CPlayerGun : public TOneStatic< CPlayerGun > {
|
|
static float skTractorBeamFactor;
|
|
|
|
public:
|
|
enum EMissileMode {
|
|
kMM_Inactive,
|
|
kMM_Active,
|
|
};
|
|
enum EBWeapon {
|
|
kBW_Bomb,
|
|
kBW_PowerBomb,
|
|
};
|
|
enum EPhazonBeamState {
|
|
kKBS_Inactive,
|
|
kKBS_Entering,
|
|
kKBS_Exiting,
|
|
kKBS_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 InitBeamData();
|
|
void InitBombData();
|
|
void InitMuzzleData();
|
|
void InitCTData();
|
|
void LoadHandAnimTokens();
|
|
|
|
bool IsCharging() const { return x834_24_charging; }
|
|
float GetChargeBeamFactor() const { return x834_24_charging ? x340_chargeBeamFactor : 0.f; }
|
|
|
|
static float GetTractorBeamFactor() { return skTractorBeamFactor; }
|
|
|
|
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);
|
|
// CGunMorph(float gunTransformTime, float holoHoldTime)
|
|
// : x4_gunTransformTime(gunTransformTime), x10_holoHoldTime(fabs(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
|
|
uint 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< u16, 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;
|
|
s16 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_HPP
|