#pragma once #include "Runtime/Collision/CCollisionSurface.hpp" #include "Runtime/Particle/CElementGen.hpp" #include "Runtime/World/CActor.hpp" #include "Runtime/World/CDamageInfo.hpp" namespace urde { class CAnimationParameters; class CSnakeWeedSwarm : public CActor { public: enum class EBoidState : u32 { Raised = 0, Raising = 1, Lowered = 2, Lowering = 3, }; enum class EBoidPlacement : u32 { None = 0, Ready = 1, Invalid = 2, Placed = 3, }; class CBoid { zeus::CVector3f x0_pos; EBoidState xc_state; float x10_loweredTimer = 0.f; float x14_zOffset; float x18_speed; // x1c unused float x20_scale; public: constexpr CBoid(const zeus::CVector3f& pos, float zOffset, float speed, float scale) : x0_pos(pos), xc_state(EBoidState::Raising), x14_zOffset(zOffset), x18_speed(speed), x20_scale(scale) {} constexpr const zeus::CVector3f& GetPosition() const { return x0_pos; } constexpr EBoidState GetState() const { return xc_state; } constexpr float GetLoweredTimer() const { return x10_loweredTimer; } constexpr float GetZOffset() const { return x14_zOffset; } constexpr float GetSpeed() const { return x18_speed; } constexpr float GetScale() const { return x20_scale; } constexpr void SetState(EBoidState v) { xc_state = v; } constexpr void SetLoweredTimer(float v) { x10_loweredTimer = v; } constexpr void SetZOffset(float v) { x14_zOffset = v; } constexpr void SetSpeed(float v) { x18_speed = v; } }; private: zeus::CVector3f xe8_scale; float xf4_boidSpacing; float xf8_height; float xfc_; float x100_weaponDamageRadius; float x104_maxPlayerDistance; float x108_loweredTime; float x10c_loweredTimeVariation; float x110_maxZOffset; float x114_speed; float x118_speedVariation; float x11c_; float x120_scaleMin; float x124_scaleMax; float x128_distanceBelowGround; // u32 x12c_ = 0; std::vector x134_boids; bool x140_24_hasGround : 1 = false; bool x140_25_modelAssetDirty : 1 = false; bool x140_26_playerTouching : 1 = false; zeus::CAABox x144_touchBounds = zeus::skInvertedBox; CDamageInfo x15c_damageInfo; // x178_ / x19c_: vectors of CSkinnedModel*, not needed rstl::reserved_vector, 4> x1b0_modelData; CModelData::EWhichModel x1c4_which; std::unique_ptr> x1c8_boidPositions; std::unique_ptr> x1cc_boidPlacement; u16 x1d0_sfx1; u16 x1d2_sfx2; u16 x1d4_sfx3; CSfxHandle x1d8_sfxHandle; TLockedToken x1dc_particleGenDesc; // TLockedToken x1e4_; both assign to x1dc_ std::unique_ptr x1ec_particleGen1; std::unique_ptr x1f4_particleGen2; u32 x1fc_; float x200_; // unused? float x204_particleTimer = 0.f; public: CSnakeWeedSwarm(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info, const zeus::CVector3f& pos, const zeus::CVector3f& scale, const CAnimRes& animRes, const CActorParameters& actParms, float spacing, float height, float f3, float weaponDamageRadius, float maxPlayerDistance, float loweredTime, float loweredTimeVariation, float maxZOffset, float speed, float speedVariation, float f11, float scaleMin, float scaleMax, float distanceBelowGround, const CDamageInfo& dInfo, float /*f15*/, u32 sfxId1, u32 sfxId2, u32 sfxId3, CAssetId particleGenDesc1, u32 w5, CAssetId particleGenDesc2, float f16); void Accept(IVisitor&) override; void ApplyRadiusDamage(const zeus::CVector3f& pos, const CDamageInfo& info, CStateManager& stateMgr); std::optional GetTouchBounds() const override; void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override; void PreRender(CStateManager&, const zeus::CFrustum&) override; void AddToRenderer(const zeus::CFrustum&, CStateManager&) override; void Touch(CActor&, CStateManager&) override; void Think(float, CStateManager&) override; void HandleRadiusDamage(float radius, CStateManager& mgr, const zeus::CVector3f& pos); float GetWeaponDamageRadius() const { return x100_weaponDamageRadius; } private: void AllocateSkinnedModels(CStateManager& mgr, CModelData::EWhichModel which); void FindGround(const CStateManager& mgr); zeus::CAABox GetBoidBox() const; int GetNumBoidsY() const; int GetNumBoidsX() const; void CreateBoids(CStateManager& mgr, int num); zeus::CVector2i GetBoidIndex(const zeus::CVector3f& pos) const; bool CreateBoid(const zeus::CVector3f& vec, CStateManager& mgr); float GetBoidOffsetY(const zeus::CVector3f& pos) const; float GetBoidOffsetX(const zeus::CVector3f& pos) const; void AddBoidPosition(const zeus::CVector3f& pos); void CalculateTouchBounds(); void EmitParticles1(const zeus::CVector3f& pos); void EmitParticles2(const zeus::CVector3f& pos); void RenderBoid(u32 idx, const CBoid& boid, u32& posesToBuild) const; }; } // namespace urde