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;
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rstl::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,
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const rstl::optional<CStaticRes>& tailModel);
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void Accept(IVisitor& visitor);
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void Think(float dt, CStateManager& mgr);
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum);
void Render(const CStateManager& mgr) const;
const CDamageVulnerability* GetDamageVulnerability() const;
const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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const CDamageInfo& dInfo) const;
zeus::CVector3f GetOrbitPosition(const CStateManager&) const;
zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const;
EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
const CWeaponMode& wMode, EProjectileAttrib attribs) const;
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void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt);
void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr);
void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
void TakeDamage(const zeus::CVector3f& direction, float magnitude);
bool IsListening() const;
zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role, const zeus::CVector3f& aimPos) const;
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void FollowPattern(CStateManager&, EStateMsg msg, float dt);
void PathFind(CStateManager& mgr, EStateMsg msg, float dt);
void TargetPlayer(CStateManager&, EStateMsg msg, float dt);
void Generate(CStateManager&, EStateMsg msg, float dt);
void Deactivate(CStateManager&, EStateMsg msg, float dt);
void Attack(CStateManager&, EStateMsg msg, float dt);
void JumpBack(CStateManager&, EStateMsg msg, float dt);
void DoubleSnap(CStateManager&, EStateMsg msg, float dt);
void Shuffle(CStateManager&, EStateMsg msg, float dt);
void TurnAround(CStateManager&, EStateMsg msg, float dt);
void Skid(CStateManager&, EStateMsg msg, float dt);
void Taunt(CStateManager&, EStateMsg msg, float dt);
void Retreat(CStateManager&, EStateMsg msg, float dt);
bool InAttackPosition(CStateManager&, float arg);
bool PathShagged(CStateManager&, float arg);
bool InRange(CStateManager&, float arg);
bool PatternOver(CStateManager&, float arg);
bool HasAttackPattern(CStateManager&, float arg);
bool AnimOver(CStateManager&, float arg);
bool ShouldAttack(CStateManager&, float arg);
bool ShouldDoubleSnap(CStateManager&, float arg);
bool ShouldTurn(CStateManager&, float arg);
bool HitSomething(CStateManager&, float arg);
bool ShouldJumpBack(CStateManager&, float arg);
bool Stuck(CStateManager&, float arg);
bool NoPathNodes(CStateManager&, float arg);
bool ShouldTaunt(CStateManager&, float arg);
bool ShotAt(CStateManager&, float arg);
void Burn(float duration, float damage);
void Shock(CStateManager& mgr, float duration, float damage);
CPathFindSearch* GetSearchPath();
float GetGravityConstant() const;
};
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} // namespace MP1
} // namespace urde