metaforce/Runtime/World/CPatterned.hpp

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#pragma once
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#include "CAi.hpp"
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#include "Character/CBodyController.hpp"
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#include "Character/CSteeringBehaviors.hpp"
#include "Graphics/CVertexMorphEffect.hpp"
#include "Particle/CGenDescription.hpp"
#include "Particle/CElectricDescription.hpp"
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#include "TCastTo.hpp"
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#include "CDamageInfo.hpp"
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#include "CKnockBackController.hpp"
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#ifndef DEFINE_PATTERNED
#define DEFINE_PATTERNED(type) static constexpr ECharacter CharacterType = ECharacter::type;
#endif
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namespace urde {
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class CPatternedInfo;
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class CProjectileInfo;
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class CPathFindSearch;
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typedef void (CPatterned::*CPatternedTryFunc)(CStateManager&, int);
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class CPatterned : public CAi {
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public:
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static const zeus::CColor skDamageColor;
enum class ECharacter {
AtomicAlpha = 0,
AtomicBeta = 1,
Babygoth = 2,
Beetle = 3,
BloodFlower = 4,
Burrower = 5,
ChozoGhost = 6,
Drone = 7,
ElitePirate = 8,
EyeBall = 9,
FireFlea = 10,
Flaahgra = 11,
FlaahgraTentacle = 12,
FlickerBat = 13,
FlyingPirate = 14,
IceSheeegoth = 15,
JellyZap = 16,
Magdolite = 17,
Metaree = 18,
Metroid = 19,
MetroidBeta = 20,
MetroidPrimeExo = 21,
MetroidPrimeEssence = 22,
NewIntroBoss = 23,
Parasite = 24,
PuddleSpore = 27,
PuddleToad = 28,
Puffer = 29,
Ridley = 30,
Ripper = 31,
Seedling = 32,
SpacePirate = 34,
SpankWeed = 35,
PhazonHealingNodule = 35,
Thardus = 36,
ThardusRockProjectile = 37,
Tryclops = 38,
WarWasp = 39,
EnergyBall = 40
};
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enum class EFlavorType { Zero = 0, One = 1, Two = 2 };
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enum class EMovementType { Ground = 0, Flyer = 1 };
enum class EColliderType { Zero = 0, One = 1 };
enum class EPatternTranslate { RelativeStart, RelativePlayerStart, RelativePlayer, Absolute };
enum class EPatternOrient { StartToPlayer, StartToPlayerStart, ReversePlayerForward, Forward };
enum class EPatternFit { Zero, One };
enum class EMoveState { Zero, One, Two, Three, Four };
enum class EBehaviour { Zero };
enum class EBehaviourOrient { MoveDir, Constant, Destination };
enum class EBehaviourModifiers { Zero };
enum class EPatrolState { Invalid = -1, Patrol, Pause, Done };
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enum class EAnimState { NotReady, Ready, Repeat, Over };
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class CPatternNode {
zeus::CVector3f x0_pos;
zeus::CVector3f xc_forward;
float x18_speed;
u8 x1c_behaviour;
u8 x1d_behaviourOrient;
u16 x1e_behaviourModifiers;
u32 x20_animation;
public:
CPatternNode(const zeus::CVector3f& pos, const zeus::CVector3f& forward, float speed, u8 behaviour,
u8 behaviourOrient, u16 behaviourModifiers, u32 animation)
: x0_pos(pos)
, xc_forward(forward)
, x18_speed(speed)
, x1c_behaviour(behaviour)
, x1d_behaviourOrient(behaviourOrient)
, x1e_behaviourModifiers(behaviourModifiers)
, x20_animation(animation) {}
const zeus::CVector3f& GetPos() const { return x0_pos; }
const zeus::CVector3f& GetForward() const { return xc_forward; }
float GetSpeed() const { return x18_speed; }
u8 GetBehaviour() const { return x1c_behaviour; }
u8 GetBehaviourOrient() const { return x1d_behaviourOrient; }
u16 GetBehaviourModifiers() const { return x1e_behaviourModifiers; }
};
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protected:
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EPatrolState x2d8_patrolState = EPatrolState::Invalid;
TUniqueId x2dc_destObj = kInvalidUniqueId;
zeus::CVector3f x2e0_destPos;
zeus::CVector3f x2ec_reflectedDestPos;
float x2f8_waypointPauseRemTime = 0.f;
float x2fc_minAttackRange;
float x300_maxAttackRange;
float x304_averageAttackTime;
float x308_attackTimeVariation;
EBehaviourOrient x30c_behaviourOrient = EBehaviourOrient::MoveDir;
zeus::CVector3f x310_moveVec;
zeus::CVector3f x31c_faceVec;
union {
struct {
bool x328_24_inPosition : 1;
bool x328_25_verticalMovement : 1;
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bool x328_26_solidCollision : 1;
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bool x328_27_onGround : 1;
bool x328_28_prevOnGround : 1;
bool x328_29_noPatternShagging : 1;
bool x328_30_lookAtDeathDir : 1;
bool x328_31_ : 1;
bool x329_24_ : 1;
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};
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u32 _dummy = 0;
};
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EAnimState x32c_animState = EAnimState::NotReady;
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CStateMachineState x330_stateMachineState;
ECharacter x34c_character;
zeus::CVector3f x350_patternStartPos;
zeus::CVector3f x35c_patternStartPlayerPos;
zeus::CVector3f x368_destWPDelta;
EPatternTranslate x374_patternTranslate = EPatternTranslate::RelativeStart;
EPatternOrient x378_patternOrient = EPatternOrient::ReversePlayerForward;
EPatternFit x37c_patternFit = EPatternFit::One;
EBehaviour x380_behaviour = EBehaviour::Zero;
EBehaviourModifiers x384_behaviourModifiers = EBehaviourModifiers::Zero;
s32 x388_anim;
std::vector<CPatternNode> x38c_patterns;
u32 x39c_curPattern = 0;
zeus::CVector3f x3a0_latestLeashPosition;
TUniqueId x3ac_lastPatrolDest = kInvalidUniqueId;
float x3b0_moveSpeed = 1.f;
float x3b4_speed;
float x3b8_turnSpeed;
float x3bc_detectionRange;
float x3c0_detectionHeightRange;
float x3c4_detectionAngle;
float x3c8_leashRadius;
float x3cc_playerLeashRadius;
float x3d0_playerLeashTime;
float x3d4_curPlayerLeashTime = 0.f;
float x3d8_xDamageThreshold;
float x3dc_frozenXDamageThreshold;
float x3e0_xDamageDelay;
float x3e4_lastHP = 0.f;
float x3e8_alphaDelta = 0.f;
float x3ec_pendingFireDamage = 0.f;
float x3f0_pendingShockDamage = 0.f;
float x3f4_burnThinkRateTimer = 0.f;
EMoveState x3f8_moveState = EMoveState::Zero;
EFlavorType x3fc_flavor;
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union {
struct {
bool x400_24_hitByPlayerProjectile : 1;
bool x400_25_alive : 1; // t
bool x400_26_ : 1;
bool x400_27_fadeToDeath : 1;
bool x400_28_pendingMassiveDeath : 1;
bool x400_29_pendingMassiveFrozenDeath : 1;
bool x400_30_patternShagged : 1;
bool x400_31_isFlyer : 1;
bool x401_24_pathOverCount : 2;
bool x401_26_disableMove : 1;
bool x401_27_phazingOut : 1;
bool x401_28_burning : 1;
bool x401_29_laggedBurnDeath : 1;
bool x401_30_pendingDeath : 1;
bool x401_31_nextPendingShock : 1;
bool x402_24_pendingShock : 1;
bool x402_25_lostMassiveFrozenHP : 1;
bool x402_26_dieIf80PercFrozen : 1;
bool x402_27_noXrayModel : 1;
bool x402_28_isMakingBigStrike : 1;
bool x402_29_drawParticles : 1; // t
bool x402_30_updateThermalFrozenState : 1;
bool x402_31_thawed : 1;
bool x403_24_keepThermalVisorState : 1;
bool x403_25_enableStateMachine : 1; // t
bool x403_26_stateControlledMassiveDeath : 1; // t
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};
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u32 _dummy2 = 0;
};
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CDamageInfo x404_contactDamage;
float x420_curDamageRemTime = 0.f;
float x424_damageWaitTime;
float x428_damageCooldownTimer = -1.f;
zeus::CColor x42c_color = zeus::skBlack;
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zeus::CColor x430_damageColor = skDamageColor;
zeus::CVector3f x434_posDelta;
zeus::CQuaternion x440_rotDelta;
CSteeringBehaviors x45c_steeringBehaviors;
std::unique_ptr<CBodyController> x450_bodyController;
u16 x454_deathSfx;
u16 x458_iceShatterSfx;
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CKnockBackController x460_knockBackController;
zeus::CVector3f x4e4_latestPredictedTranslation;
float x4f0_predictedLeashTime = 0.f;
float x4f4_intoFreezeDur;
float x4f8_outofFreezeDur;
float x4fc_;
float x500_preThinkDt = 0.f;
float x504_damageDur = 0.f;
EColliderType x508_colliderType;
float x50c_baseDamageMag;
std::shared_ptr<CVertexMorphEffect> x510_vertexMorph;
zeus::CVector3f x514_deathExplosionOffset;
std::optional<TLockedToken<CGenDescription>> x520_deathExplosionParticle;
std::optional<TLockedToken<CElectricDescription>> x530_deathExplosionElectric;
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zeus::CVector3f x540_iceDeathExplosionOffset;
std::optional<TLockedToken<CGenDescription>> x54c_iceDeathExplosionParticle;
zeus::CVector3f x55c_moveScale = zeus::skOne3f;
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void MakeThermalColdAndHot();
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void UpdateThermalFrozenState(bool thawed);
void GenerateIceDeathExplosion(CStateManager& mgr);
void GenerateDeathExplosion(CStateManager& mgr);
void RenderIceModelWithFlags(const CModelFlags& flags) const;
TUniqueId GetWaypointForState(CStateManager& mgr, EScriptObjectState state, EScriptObjectMessage msg) const;
void UpdateActorKeyframe(CStateManager& mgr) const;
pas::EStepDirection GetStepDirection(const zeus::CVector3f& moveVec) const;
bool IsPatternObstructed(CStateManager& mgr, const zeus::CVector3f& p0, const zeus::CVector3f& p1) const;
void UpdateDest(CStateManager& mgr);
void ApproachDest(CStateManager& mgr);
std::pair<CScriptWaypoint*, CScriptWaypoint*> GetDestWaypoints(CStateManager& mgr) const;
zeus::CQuaternion FindPatternRotation(const zeus::CVector3f& dir) const;
zeus::CVector3f FindPatternDir(CStateManager& mgr) const;
void UpdatePatternDestPos(CStateManager& mgr);
void SetupPattern(CStateManager& mgr);
EScriptObjectState GetDesiredAttackState(CStateManager& mgr) const;
float GetAnimationDistance(const CPASAnimParmData& data) const;
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public:
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CPatterned(ECharacter character, TUniqueId uid, std::string_view name, EFlavorType flavor, const CEntityInfo& info,
const zeus::CTransform& xf, CModelData&& mData, const CPatternedInfo& pinfo,
CPatterned::EMovementType movement, EColliderType collider, EBodyType body, const CActorParameters& params,
EKnockBackVariant kbVariant);
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void Accept(IVisitor&);
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
void PreThink(float dt, CStateManager& mgr) { x500_preThinkDt = dt; CEntity::Think(x500_preThinkDt, mgr); }
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void Think(float, CStateManager&);
void PreRender(CStateManager&, const zeus::CFrustum&);
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void AddToRenderer(const zeus::CFrustum&, const CStateManager&) const;
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void Render(const CStateManager& mgr) const;
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void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr);
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void Touch(CActor& act, CStateManager& mgr);
std::optional<zeus::CAABox> GetTouchBounds() const;
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bool CanRenderUnsorted(const CStateManager& mgr) const;
zeus::CVector3f GetOrbitPosition(const CStateManager& mgr) const { return GetAimPosition(mgr, 0.f); }
zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const;
zeus::CTransform GetLctrTransform(std::string_view name) const;
zeus::CTransform GetLctrTransform(CSegId id) const;
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bool ApplyBoneTracking() const;
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void DeathDelete(CStateManager& mgr);
void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type, bool inDeferred,
float magnitude);
void TakeDamage(const zeus::CVector3f&, float arg);
bool FixedRandom(CStateManager&, float arg);
bool Random(CStateManager&, float arg);
bool CodeTrigger(CStateManager&, float arg);
bool FixedDelay(CStateManager&, float arg);
bool RandomDelay(CStateManager&, float arg);
bool Delay(CStateManager&, float arg);
bool PatrolPathOver(CStateManager&, float arg);
bool Stuck(CStateManager&, float arg);
bool AnimOver(CStateManager&, float arg);
bool InPosition(CStateManager&, float arg);
bool HasPatrolPath(CStateManager& mgr, float arg);
bool Attacked(CStateManager&, float arg);
bool PatternShagged(CStateManager&, float arg);
bool PatternOver(CStateManager&, float arg);
bool HasRetreatPattern(CStateManager& mgr, float arg);
bool HasAttackPattern(CStateManager& mgr, float arg);
bool NoPathNodes(CStateManager&, float arg);
bool PathShagged(CStateManager&, float arg);
bool PathFound(CStateManager&, float arg);
bool PathOver(CStateManager&, float arg);
bool Landed(CStateManager&, float arg);
bool PlayerSpot(CStateManager&, float arg);
bool SpotPlayer(CStateManager&, float arg);
bool Leash(CStateManager&, float arg);
bool InDetectionRange(CStateManager&, float arg);
bool InMaxRange(CStateManager&, float arg);
bool TooClose(CStateManager&, float arg);
bool InRange(CStateManager&, float arg);
bool OffLine(CStateManager&, float arg);
bool Default(CStateManager&, float arg) { return true; }
void PathFind(CStateManager&, EStateMsg msg, float dt);
void Dead(CStateManager&, EStateMsg msg, float dt);
void TargetPlayer(CStateManager&, EStateMsg msg, float dt);
void TargetPatrol(CStateManager&, EStateMsg msg, float dt);
void FollowPattern(CStateManager&, EStateMsg msg, float dt);
void Patrol(CStateManager&, EStateMsg msg, float dt);
void Start(CStateManager&, EStateMsg msg, float dt) {}
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void TryCommand(CStateManager& mgr, pas::EAnimationState state, CPatternedTryFunc func, int arg);
void TryLoopReaction(CStateManager& mgr, int arg);
void TryProjectileAttack(CStateManager& mgr, int arg);
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void TryMeleeAttack(CStateManager& mgr, int arg);
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void TryGenerate(CStateManager& mgr, int arg);
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void TryJump(CStateManager& mgr, int arg);
void TryTurn(CStateManager& mgr, int arg);
void TryGetUp(CStateManager& mgr, int arg);
void TryTaunt(CStateManager& mgr, int arg);
void TryJumpInLoop(CStateManager& mgr, int arg);
void TryDodge(CStateManager& mgr, int arg);
void TryRollingDodge(CStateManager& mgr, int arg);
void TryBreakDodge(CStateManager& mgr, int arg);
void TryCover(CStateManager& mgr, int arg);
void TryWallHang(CStateManager& mgr, int arg);
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void TryKnockBack(CStateManager& mgr, int arg);
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virtual bool KnockbackWhenFrozen() const { return true; }
virtual void MassiveDeath(CStateManager& mgr);
virtual void MassiveFrozenDeath(CStateManager& mgr);
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virtual void Burn(float duration, float damage);
virtual void Shock(CStateManager& mgr, float duration, float damage);
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virtual void Freeze(CStateManager& mgr, const zeus::CVector3f& pos, const zeus::CUnitVector3f& dir, float frozenDur);
virtual void ThinkAboutMove(float);
virtual CPathFindSearch* GetSearchPath() { return nullptr; }
virtual CDamageInfo GetContactDamage() const { return x404_contactDamage; }
virtual u8 GetModelAlphau8(const CStateManager&) const { return u8(x42c_color.a() * 255); }
virtual bool IsOnGround() const { return x328_27_onGround; }
virtual float GetGravityConstant() const { return CPhysicsActor::GravityConstant(); }
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virtual CProjectileInfo* GetProjectileInfo() { return nullptr; }
virtual void PhazeOut(CStateManager&);
virtual const std::optional<TLockedToken<CGenDescription>>& GetDeathExplosionParticle() const {
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return x520_deathExplosionParticle;
}
float GetDamageDuration() const { return x504_damageDur; }
zeus::CVector3f GetGunEyePos() const;
bool IsAlive() const { return x400_25_alive; }
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void BuildBodyController(EBodyType);
const CBodyController* GetBodyController() const { return x450_bodyController.get(); }
CBodyController* BodyController() { return x450_bodyController.get(); }
const CKnockBackController& GetKnockBackController() const { return x460_knockBackController; }
void SetupPlayerCollision(bool);
void LaunchProjectile(const zeus::CTransform& gunXf, CStateManager& mgr, int maxAllowed, EProjectileAttrib attrib,
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bool playerHoming, const std::optional<TLockedToken<CGenDescription>>& visorParticle,
u16 visorSfx, bool sendCollideMsg, const zeus::CVector3f& scale);
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
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void SetDestPos(const zeus::CVector3f& pos) { x2e0_destPos = pos; }
void UpdateAlphaDelta(float dt, CStateManager& mgr);
void SetModelAlpha(float a) { x42c_color.a() = a; }
float CalcDyingThinkRate();
void UpdateDamageColor(float dt);
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CScriptCoverPoint* GetCoverPoint(CStateManager& mgr, TUniqueId id) const;
void SetCoverPoint(CScriptCoverPoint* cp, TUniqueId& id);
void ReleaseCoverPoint(CStateManager& mgr, TUniqueId& id);
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bool MadeSolidCollision() const { return x328_26_solidCollision; }
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bool IsMakingBigStrike() const { return x402_28_isMakingBigStrike; }
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// region Casting Functions
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template <class T>
static T* CastTo(CEntity* ent) {
if (TCastToPtr<CPatterned> patterned = ent)
return CastTo<T>(patterned.GetPtr());
return nullptr;
}
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template <class T>
static const T* CastTo(const CEntity* ent) {
if (TCastToConstPtr<CPatterned> patterned = ent)
return CastTo<T>(patterned.GetPtr());
return nullptr;
}
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template <class T>
static T* CastTo(CPatterned* patterned) {
if (patterned->x34c_character == T::CharacterType)
return static_cast<T*>(patterned);
return nullptr;
}
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template <class T>
static const T* CastTo(const CPatterned* patterned) {
if (patterned->x34c_character == T::CharacterType)
return static_cast<const T*>(patterned);
return nullptr;
}
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// endregion
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};
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} // namespace urde