metaforce/Runtime/MP1/World/CBeetle.hpp

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#pragma once
#include "World/CPatterned.hpp"
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#include "World/CPathFindSearch.hpp"
#include "World/CDamageInfo.hpp"
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namespace urde {
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namespace MP1 {
class CBeetle : public CPatterned {
public:
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enum class EEntranceType : u32 { FacePlayer, UseOrientation };
private:
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s32 x568_stateProg = -1;
EEntranceType x56c_entranceType;
TUniqueId x570_aiMgr = kInvalidUniqueId;
zeus::CVector3f x574_tailAimReference;
float x580_f3;
CDamageInfo x584_touchDamage;
float x5a0_headbuttDist = FLT_MAX;
float x5a4_jumpBackwardDist = FLT_MAX;
float x5a8_animTimeRem = 0.f;
std::optional<CModelData> x5ac_tailModel;
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CPathFindSearch x5fc_pathFindSearch;
rstl::reserved_vector<zeus::CVector3f, 8> x6e0_retreatPoints;
CDamageVulnerability x744_platingVuln;
CDamageVulnerability x7ac_tailVuln;
float x814_attackDelayTimer;
float x818_stateFinishTimer = FLT_MAX;
float x81c_ = x3b4_speed;
u32 x820_posDeviationCounter = 0;
zeus::CVector3f x824_predictPos;
float x830_intoGroundFactor = 1.f;
float x834_retreatTime;
union {
struct {
bool x838_24_hitSomething : 1;
bool x838_25_burrowing : 1;
bool x838_26_canSkid : 1;
};
u32 _dummy3 = 0;
};
void SquadAdd(CStateManager& mgr);
void SquadRemove(CStateManager& mgr);
void RefinePathFindDest(CStateManager& mgr, zeus::CVector3f& dest);
void SeparateFromMelees(CStateManager& mgr);
void SetupRetreatPoints(CStateManager& mgr);
s32 FindFurthestRetreatPoint(CStateManager& mgr) const;
public:
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DEFINE_PATTERNED(Beetle)
CBeetle(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData,
const CPatternedInfo& pInfo, CPatterned::EFlavorType flavor, CBeetle::EEntranceType entranceType,
const CDamageInfo& touchDamage, const CDamageVulnerability& platingVuln,
const zeus::CVector3f& tailAimReference, float initialAttackDelay, float retreatTime, float f3,
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const CDamageVulnerability& tailVuln, const CActorParameters& aParams,
const std::optional<CStaticRes>& tailModel);
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void Accept(IVisitor& visitor) override;
void Think(float dt, CStateManager& mgr) override;
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override;
void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override;
void Render(const CStateManager& mgr) const override;
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const CDamageVulnerability* GetDamageVulnerability() const override;
const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
const CDamageInfo& dInfo) const override;
zeus::CVector3f GetOrbitPosition(const CStateManager&) const override;
zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const override;
EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
const CWeaponMode& wMode,
EProjectileAttrib attribs) const override;
void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt) override;
void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr) override;
void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state) override;
void TakeDamage(const zeus::CVector3f& direction, float magnitude) override;
bool IsListening() const override;
zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role,
const zeus::CVector3f& aimPos) const override;
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void FollowPattern(CStateManager&, EStateMsg msg, float dt) override;
void PathFind(CStateManager& mgr, EStateMsg msg, float dt) override;
void TargetPlayer(CStateManager&, EStateMsg msg, float dt) override;
void Generate(CStateManager&, EStateMsg msg, float dt) override;
void Deactivate(CStateManager&, EStateMsg msg, float dt) override;
void Attack(CStateManager&, EStateMsg msg, float dt) override;
void JumpBack(CStateManager&, EStateMsg msg, float dt) override;
void DoubleSnap(CStateManager&, EStateMsg msg, float dt) override;
void Shuffle(CStateManager&, EStateMsg msg, float dt) override;
void TurnAround(CStateManager&, EStateMsg msg, float dt) override;
void Skid(CStateManager&, EStateMsg msg, float dt) override;
void Taunt(CStateManager&, EStateMsg msg, float dt) override;
void Retreat(CStateManager&, EStateMsg msg, float dt) override;
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bool InAttackPosition(CStateManager&, float arg) override;
bool PathShagged(CStateManager&, float arg) override;
bool InRange(CStateManager&, float arg) override;
bool PatternOver(CStateManager&, float arg) override;
bool HasAttackPattern(CStateManager&, float arg) override;
bool AnimOver(CStateManager&, float arg) override;
bool ShouldAttack(CStateManager&, float arg) override;
bool ShouldDoubleSnap(CStateManager&, float arg) override;
bool ShouldTurn(CStateManager&, float arg) override;
bool HitSomething(CStateManager&, float arg) override;
bool ShouldJumpBack(CStateManager&, float arg) override;
bool Stuck(CStateManager&, float arg) override;
bool NoPathNodes(CStateManager&, float arg) override;
bool ShouldTaunt(CStateManager&, float arg) override;
bool ShotAt(CStateManager&, float arg) override;
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void Burn(float duration, float damage) override;
void Shock(CStateManager& mgr, float duration, float damage) override;
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CPathFindSearch* GetSearchPath() override;
float GetGravityConstant() const override;
};
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} // namespace MP1
} // namespace urde