metaforce/Runtime/MP1/World/CNewIntroBoss.hpp

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#pragma once
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#include <memory>
#include <string>
#include "Runtime/Character/CBoneTracking.hpp"
#include "Runtime/Weapon/CProjectileInfo.hpp"
#include "Runtime/World/CPatterned.hpp"
#include <zeus/CTransform.hpp>
#include <zeus/CVector3f.hpp>
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namespace urde {
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class CCollisionActorManager;
class CDamageInfo;
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namespace MP1 {
class CNewIntroBoss : public CPatterned {
pas::ELocomotionType x568_locomotion = pas::ELocomotionType::Relaxed;
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u32 x56c_stateProg = 0;
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float x570_minTurnAngle;
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CBoneTracking x574_boneTracking;
CProjectileInfo x5ac_projectileInfo;
TUniqueId x5d4_stage1Projectile = kInvalidUniqueId;
TUniqueId x5d6_stage2Projectile = kInvalidUniqueId;
TUniqueId x5d8_stage3Projectile = kInvalidUniqueId;
std::string x5dc_damageLocator; // ???
std::unique_ptr<CCollisionActorManager> x5ec_collisionManager;
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CAssetId x5f0_beamContactFxId;
CAssetId x5f4_beamPulseFxId;
CAssetId x5f8_beamTextureId;
CAssetId x5fc_beamGlowTextureId;
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TUniqueId x600_headActor = kInvalidUniqueId;
TUniqueId x602_pelvisActor = kInvalidUniqueId;
zeus::CVector3f x604_predictedPlayerPos;
zeus::CVector3f x610_lookPos;
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zeus::CVector3f x61c_startPlayerPos;
float x628_firingTime = 0.f;
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zeus::CVector3f x62c_targetPos;
float x638_ = 0.2f;
float x63c_attackTime = 8.f;
float x640_initialHp = 0.f;
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zeus::CTransform x644_initialXf;
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s16 x674_rumbleVoice = -1;
TUniqueId x676_curProjectile = kInvalidUniqueId;
bool x678_ = false;
pas::ELocomotionType GetLocoForHealth(const CStateManager&) const;
pas::EGenerateType GetGenerateForHealth(const CStateManager&) const;
float GetNextAttackTime(CStateManager&) const;
zeus::CVector3f PlayerPos(const CStateManager&) const;
void DeleteBeam(CStateManager&);
void StopRumble(CStateManager&);
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public:
DEFINE_PATTERNED(NewIntroBoss);
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CNewIntroBoss(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
CModelData&& mData, const CPatternedInfo& pInfo, const CActorParameters& actParms, float minTurnAngle,
CAssetId projectile, const CDamageInfo& dInfo, CAssetId beamContactFxId, CAssetId beamPulseFxId,
CAssetId beamTextureId, CAssetId beamGlowTextureId);
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void Accept(IVisitor& visitor) override;
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager&) override;
void Think(float dt, CStateManager& mgr) override;
void AddToRenderer(const zeus::CFrustum&, CStateManager&) override;
void OnScanStateChanged(EScanState, CStateManager&) override;
CProjectileInfo* GetProjectileInfo() override { return &x5ac_projectileInfo; }
zeus::CAABox GetSortingBounds(const CStateManager&) const override {
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zeus::CAABox box = GetModelData()->GetBounds();
return zeus::CAABox({-0.5f, -0.5f, box.min.z()}, {0.5f, 0.5f, box.max.z()}).getTransformedAABox(x34_transform);
}
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std::optional<zeus::CAABox> GetTouchBounds() const override { return {}; }
void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt) override;
void Generate(CStateManager&, EStateMsg, float) override;
void Attack(CStateManager&, EStateMsg, float) override;
void Patrol(CStateManager&, EStateMsg, float) override;
bool ShouldTurn(CStateManager&, float) override;
bool ShouldAttack(CStateManager&, float) override;
bool AIStage(CStateManager&, float) override;
bool AnimOver(CStateManager&, float) override;
bool InAttackPosition(CStateManager&, float) override;
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};
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} // namespace MP1
} // namespace urde