mirror of https://github.com/AxioDL/metaforce.git
153 lines
6.1 KiB
C++
153 lines
6.1 KiB
C++
#pragma once
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#include <string_view>
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#include "Runtime/GCNTypes.hpp"
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#include "Runtime/Character/CBoneTracking.hpp"
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#include "Runtime/Weapon/CProjectileInfo.hpp"
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#include "Runtime/World/CPatterned.hpp"
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#include <zeus/CVector3f.hpp>
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namespace urde::MP1 {
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enum class EBehaveType { Lurk, Taunt, Attack, Move, None };
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class CChozoGhost : public CPatterned {
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public:
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class CBehaveChance {
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u32 x0_propertyCount;
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float x4_lurk;
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float x8_taunt;
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float xc_attack;
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float x10_move;
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float x14_lurkTime;
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float x18_chargeAttack;
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u32 x1c_numBolts;
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public:
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explicit CBehaveChance(CInputStream&);
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EBehaveType GetBehave(EBehaveType type, CStateManager& mgr) const;
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float GetLurk() const { return x4_lurk; }
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float GetTaunt() const { return x8_taunt; }
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float GetAttack() const { return xc_attack; }
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float GetMove() const { return x10_move; }
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float GetLurkTime() const { return x14_lurkTime; }
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float GetChargeAttack() const { return x18_chargeAttack; }
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u32 GetNumBolts() const { return x1c_numBolts; }
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};
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private:
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float x568_hearingRadius;
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float x56c_fadeOutDelay;
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float x570_attackDelay;
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float x574_freezeTime;
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CProjectileInfo x578_;
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CProjectileInfo x5a0_;
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CBehaveChance x5c8_;
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CBehaveChance x5e8_;
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CBehaveChance x608_;
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s16 x628_soundImpact;
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float x62c_;
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s16 x630_sfxFadeIn;
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s16 x632_sfxFadeOut;
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float x634_;
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float x638_hurlRecoverTime;
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u32 x63c_;
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std::optional<TLockedToken<CGenDescription>> x640_projectileVisor;
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s16 x650_sound_ProjectileVisor;
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float x654_;
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float x658_;
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u32 x65c_nearChance;
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u32 x660_midChance;
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bool x664_24_behaviorEnabled : 1;
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bool x664_25_flinch : 1;
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bool x664_26_alert : 1;
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bool x664_27_onGround : 1;
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bool x664_28_ : 1;
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bool x664_29_fadedIn : 1;
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bool x664_30_fadedOut : 1;
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bool x664_31_ : 1;
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bool x665_24_ : 1;
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bool x665_25_ : 1;
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bool x665_26_shouldSwoosh : 1;
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bool x665_27_playerInLeashRange : 1;
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bool x665_28_inRange : 1;
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bool x665_29_aggressive : 1;
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float x668_ = 0.f;
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float x66c_ = 0.f;
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float x670_ = 0.f;
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TUniqueId x674_coverPoint = kInvalidUniqueId;
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float x678_floorLevel = 0.f;
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u32 x67c_attackType = -1;
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EBehaveType x680_behaveType = EBehaveType::Lurk;
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float x684_lurkDelay = 1.f;
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CSteeringBehaviors x688_;
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CBoneTracking x68c_boneTracking;
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TUniqueId x6c4_teamMgr = kInvalidUniqueId;
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float x6c8_spaceWarpTime = 0.f;
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zeus::CVector3f x6cc_spaceWarpPosition;
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u32 x6d8_ = 1;
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void AddToTeam(CStateManager& mgr);
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void RemoveFromTeam(CStateManager& mgr);
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void FloatToLevel(float f1, float dt);
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const CBehaveChance& ChooseBehaveChanceRange(CStateManager& mgr);
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bool IsVisibleEnough(const CStateManager& mgr) const { return GetModelAlphau8(mgr) > 31; }
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void FindSpaceWarpPosition(CStateManager& mgr, const zeus::CVector3f& dir);
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void FindBestAnchor(CStateManager& mgr);
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public:
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DEFINE_PATTERNED(ChozoGhost)
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CChozoGhost(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
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const CActorParameters&, const CPatternedInfo&, float, float, float, float, CAssetId, const CDamageInfo&,
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CAssetId, const CDamageInfo&, const CChozoGhost::CBehaveChance&, const CChozoGhost::CBehaveChance&,
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const CBehaveChance&, u16, float, u16, u16, u32, float, u32, float, CAssetId, s16, float, float, u32,
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u32);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
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void Think(float dt, CStateManager&) override;
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void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override;
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void Render(CStateManager& mgr) override;
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void Touch(CActor& act, CStateManager& mgr) override;
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EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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const CWeaponMode& mode,
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EProjectileAttrib attrib) const override;
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override;
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void KnockBack(const zeus::CVector3f& dir, CStateManager& mgr, const CDamageInfo& info, EKnockBackType type,
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bool inDeferred, float magnitude) override;
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bool CanBeShot(const CStateManager& mgr, int w1) override;
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zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role,
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const zeus::CVector3f& aimPos) const override {
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return x34_transform.origin;
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}
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void Dead(CStateManager& mgr, EStateMsg msg, float arg) override;
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void SelectTarget(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Run(CStateManager& mgr, EStateMsg msg, float dt) override;
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void Generate(CStateManager& mgr, EStateMsg msg, float dt) override;
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void Deactivate(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Attack(CStateManager& mgr, EStateMsg msg, float dt) override;
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void Shuffle(CStateManager& mgr, EStateMsg msg, float arg) override;
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void InActive(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Taunt(CStateManager& mgr, EStateMsg msg, float dt) override;
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void Hurled(CStateManager& mgr, EStateMsg msg, float arg) override;
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void WallDetach(CStateManager& mgr, EStateMsg msg, float arg) override;
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void Growth(CStateManager& mgr, EStateMsg msg, float dt) override;
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void Land(CStateManager& mgr, EStateMsg msg, float dt) override;
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void Lurk(CStateManager& mgr, EStateMsg msg, float dt) override;
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bool Leash(CStateManager& mgr, float arg) override;
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bool InRange(CStateManager& mgr, float arg) override;
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bool ShouldAttack(CStateManager& mgr, float arg) override;
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bool AggressionCheck(CStateManager& mgr, float arg) override;
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bool ShouldTaunt(CStateManager& mgr, float arg) override;
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bool ShouldFlinch(CStateManager& mgr, float arg) override;
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bool ShouldMove(CStateManager& mgr, float arg) override;
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bool AIStage(CStateManager& mgr, float arg) override;
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u8 GetModelAlphau8(const CStateManager&) const override;
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bool IsOnGround() const override;
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float GetGravityConstant() const override { return 60.f; }
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CProjectileInfo* GetProjectileInfo() override;
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};
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} // namespace urde::MP1
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