metaforce/Runtime/MP1/World/CRidley.hpp

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#pragma once
#include <string_view>
#include "Runtime/Camera/CCameraShakeData.hpp"
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#include "Runtime/Character/CBoneTracking.hpp"
#include "Runtime/Collision/CCollisionActorManager.hpp"
#include "Runtime/Weapon/CBeamInfo.hpp"
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#include "Runtime/Weapon/CProjectileInfo.hpp"
#include "Runtime/World/CDamageInfo.hpp"
#include "Runtime/World/CPatterned.hpp"
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#include "Runtime/World/CProjectedShadow.hpp"
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namespace urde {
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class CParticleElectric;
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namespace MP1 {
class CRidleyData {
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friend class CRidley;
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CAssetId x0_;
CAssetId x4_;
CAssetId x8_;
CAssetId xc_;
CAssetId x10_;
CAssetId x14_;
CAssetId x18_;
CAssetId x1c_;
CAssetId x20_;
CAssetId x24_;
CAssetId x28_;
CAssetId x2c_;
CAssetId x30_;
float x34_;
float x38_;
float x3c_;
float x40_;
CAssetId x44_;
CDamageInfo x48_;
CBeamInfo x64_;
u16 xa8_;
CAssetId xac_;
CDamageInfo xb0_;
CCameraShakeData xcc_;
CAssetId x1a0_;
CDamageInfo x1a4_;
CCameraShakeData x1c0_;
u16 x294_;
CDamageInfo x298_;
CCameraShakeData x2b4_;
float x388_;
float x38c_;
CDamageInfo x390_;
float x3ac_;
CDamageInfo x3b0_;
float x3cc_;
CDamageInfo x3d0_;
float x3ec_;
CAssetId x3f0_;
float x3f4_;
u16 x3f8_;
CDamageInfo x3fc_;
public:
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CRidleyData(CInputStream&, u32);
};
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class CRidley : public CPatterned {
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CRidleyData x568_data;
std::unique_ptr<CCollisionActorManager> x980_;
std::unique_ptr<CCollisionActorManager> x984_;
TUniqueId x988_headId = kInvalidUniqueId;
TUniqueId x98a_breastPlateId = kInvalidUniqueId;
TToken<CGenDescription> x98c_;
CModelData x998_;
CModelData x9e4_;
CSegId xa30_breastPlateSegId;
bool xa31_24_ : 1;
bool xa31_25_ : 1;
bool xa31_26_ : 1;
bool xa31_27_ : 1;
bool xa31_28_ : 1;
bool xa31_29_ : 1;
bool xa31_30_ : 1;
bool xa31_31_ : 1;
bool xa32_24_ : 1;
bool xa32_25_ : 1;
bool xa32_26_ : 1;
bool xa32_27_ : 1;
bool xa32_28_ : 1;
bool xa32_29_ : 1;
bool xa32_30_ : 1;
bool xa32_31_ : 1;
bool xa33_24_ : 1;
bool xa33_25_ : 1;
bool xa33_26_ : 1;
bool xa33_27_ : 1;
bool xa33_28_ : 1;
bool xa33_29_ : 1;
bool xa33_30_ : 1;
bool xa33_31_ : 1;
bool xa34_24_ : 1;
bool xa34_25_ : 1;
bool xa34_26_ : 1;
CModelData xa38_;
zeus::CTransform xa84_;
float xab4_ = 20.f;
float xab8_ = 12.f;
float xabc_ = 40.f;
float xac0_ = 10;
zeus::CAABox xac4_ = zeus::skInvertedBox;
float xadc_;
float xae0_;
u32 xae4_;
float xae8_;
zeus::CVector3f xaec_;
zeus::CVector3f xaf8_;
u32 xb04_ = 2;
u32 xb08_;
u32 xb0c_ = 0;
float xb10_ = 0.f;
float xb14_;
float xb18_;
float xb1c_;
float xb20_ = 0.f;
float xb24_ = 0.f;
CSegId xb28_;
CBoneTracking xb2c_;
TUniqueId xb64_ = kInvalidUniqueId;
CProjectileInfo xb68_;
CSegId xb90_headSegId;
CSegId xb91_mouthSegId;
u8 xb92_;
u8 xb93_;
zeus::CTransform xb94_;
zeus::CVector3f xbc4_;
zeus::CVector3f xbd0_;
u32 xbdc_;
u32 xbe0_;
zeus::CVector3f xbe4_;
zeus::CVector3f xbf0_ = zeus::skForward;
float xc08_ = 0.f;
float xc0c_ = 0.f;
float xc10_ = 120.f;
CProjectileInfo xc14_;
CProjectileInfo xc3c_;
u32 xc64_aiStage = 2;
zeus::CVector3f xc68_;
u32 xc74_ = 0;
float xc78_ = 0.f;
float xc7c_ = 0.f;
float xc80_ = 0.f;
u32 xc84_;
u32 xc88_ = 4;
CDamageInfo xc8c_;
u32 xca8_ = 0;
u32 xcac_ = 0;
u32 xcb0_ = 0;
u32 xcb4_ = 0;
float xcb8_ = 0.f;
float xcbc_ = 0.f;
u32 xcc0_ = 1;
u32 xcc4_ = 1;
float xcc8_ = 0.f;
TLockedToken<CElectricDescription> xcd0_;
bool xcdc_;
std::unique_ptr<CParticleElectric> xce0_;
std::vector<CSegId> xce4_; // was rstl::reserved_vector<CSegId, 30>
float xd08_;
CSfxHandle xd0c_;
std::unique_ptr<CProjectedShadow> xd10_;
u32 xd14_;
void SetupCollisionActorManager(CStateManager& mgr);
void SetupCollisionActors(CStateManager& mgr);
void sub80257650(CStateManager& mgr);
void sub80256914(float f1, bool r4);
void sub802560d0(float dt);
void sub802563a8(float dt);
void sub80256b14(float dt, CStateManager& mgr);
void sub80256624(float dt, CStateManager& mgr);
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public:
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DEFINE_PATTERNED(Ridley)
CRidley(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&, const CPatternedInfo&,
const CActorParameters&, CInputStream&, u32);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
void Think(float dt, CStateManager& mgr) override;
void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override;
void Render(const CStateManager& mgr) const override;
void AddToRenderer(const zeus::CFrustum& frustum, const CStateManager& mgr) const override;
const CDamageVulnerability* GetDamageVulnerability() const override {
return &CDamageVulnerability::ImmuneVulnerabilty();
}
zeus::CVector3f GetAimPosition(const CStateManager& mgr, float dt) const override {
return GetLctrTransform((xc64_aiStage == 3 && !xa32_28_) ? xb90_headSegId : xa30_breastPlateSegId).origin;
}
float GetGravityConstant() const override { return 50.f; }
EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
const CWeaponMode&, EProjectileAttrib) const override {
return EWeaponCollisionResponseTypes::EnemyNormal;
}
void Patrol(CStateManager& mgr, EStateMsg msg, float arg) override;
void Dead(CStateManager& mgr, EStateMsg msg, float arg) override;
void Generate(CStateManager& mgr, EStateMsg msg, float arg) override;
void Attack(CStateManager& mgr, EStateMsg msg, float arg) override;
void LoopedAttack(CStateManager& mgr, EStateMsg msg, float arg) override;
void JumpBack(CStateManager& mgr, EStateMsg msg, float arg) override;
void DoubleSnap(CStateManager& mgr, EStateMsg msg, float arg) override;
void CoverAttack(CStateManager& mgr, EStateMsg msg, float arg) override;
void FadeOut(CStateManager& mgr, EStateMsg msg, float arg) override;
void Taunt(CStateManager& mgr, EStateMsg msg, float arg) override;
void Flee(CStateManager& mgr, EStateMsg msg, float arg) override;
void ProjectileAttack(CStateManager& mgr, EStateMsg msg, float arg) override;
void Flinch(CStateManager& mgr, EStateMsg msg, float arg) override;
void Hurled(CStateManager& mgr, EStateMsg msg, float arg) override;
void TelegraphAttack(CStateManager& mgr, EStateMsg msg, float arg) override;
void Jump(CStateManager& mgr, EStateMsg msg, float arg) override;
void Explode(CStateManager& mgr, EStateMsg msg, float arg) override;
void Dodge(CStateManager& mgr, EStateMsg msg, float arg) override;
void Retreat(CStateManager& mgr, EStateMsg msg, float arg) override;
void Approach(CStateManager& mgr, EStateMsg msg, float arg) override;
void Enraged(CStateManager& mgr, EStateMsg msg, float arg) override;
void SpecialAttack(CStateManager& mgr, EStateMsg msg, float arg) override;
void Land(CStateManager& mgr, EStateMsg msg, float arg) override;
bool Attacked(CStateManager& mgr, float arg) override;
bool TooClose(CStateManager& mgr, float arg) override;
bool InRange(CStateManager& mgr, float arg) override;
bool ShouldAttack(CStateManager& mgr, float arg) override;
bool ShouldDoubleSnap(CStateManager& mgr, float arg) override;
bool ShouldTurn(CStateManager& mgr, float arg) override;
bool HitSomething(CStateManager& mgr, float arg) override;
bool AttackOver(CStateManager& mgr, float arg) override;
bool ShouldTaunt(CStateManager& mgr, float arg) override;
bool ShouldFire(CStateManager& mgr, float arg) override;
bool ShouldDodge(CStateManager& mgr, float arg) override;
bool ShouldRetreat(CStateManager& mgr, float arg) override;
bool ShouldCrouch(CStateManager& mgr, float arg) override;
bool ShotAt(CStateManager& mgr, float arg) override;
bool SetAIStage(CStateManager& mgr, float arg) override;
bool AIStage(CStateManager& mgr, float arg) override;
bool ShouldStrafe(CStateManager& mgr, float arg) override;
bool IsDizzy(CStateManager& mgr, float arg) override;
};
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} // namespace MP1
} // namespace urde