mirror of https://github.com/AxioDL/metaforce.git
119 lines
5.0 KiB
C++
119 lines
5.0 KiB
C++
#pragma once
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#include "World/CPatterned.hpp"
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#include "World/CPathFindSearch.hpp"
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#include "World/CDamageInfo.hpp"
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namespace urde {
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namespace MP1 {
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class CBeetle : public CPatterned {
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public:
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enum class EEntranceType : u32 { FacePlayer, UseOrientation };
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private:
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s32 x568_stateProg = -1;
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EEntranceType x56c_entranceType;
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TUniqueId x570_aiMgr = kInvalidUniqueId;
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zeus::CVector3f x574_tailAimReference;
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float x580_f3;
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CDamageInfo x584_touchDamage;
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float x5a0_headbuttDist = FLT_MAX;
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float x5a4_jumpBackwardDist = FLT_MAX;
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float x5a8_animTimeRem = 0.f;
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rstl::optional<CModelData> x5ac_tailModel;
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CPathFindSearch x5fc_pathFindSearch;
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rstl::reserved_vector<zeus::CVector3f, 8> x6e0_retreatPoints;
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CDamageVulnerability x744_platingVuln;
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CDamageVulnerability x7ac_tailVuln;
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float x814_attackDelayTimer;
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float x818_stateFinishTimer = FLT_MAX;
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float x81c_ = x3b4_speed;
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u32 x820_posDeviationCounter = 0;
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zeus::CVector3f x824_predictPos;
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float x830_intoGroundFactor = 1.f;
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float x834_retreatTime;
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union {
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struct {
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bool x838_24_hitSomething : 1;
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bool x838_25_burrowing : 1;
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bool x838_26_canSkid : 1;
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};
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u32 _dummy3 = 0;
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};
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void SquadAdd(CStateManager& mgr);
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void SquadRemove(CStateManager& mgr);
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void RefinePathFindDest(CStateManager& mgr, zeus::CVector3f& dest);
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void SeparateFromMelees(CStateManager& mgr);
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void SetupRetreatPoints(CStateManager& mgr);
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s32 FindFurthestRetreatPoint(CStateManager& mgr) const;
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public:
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DEFINE_PATTERNED(Beetle)
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CBeetle(TUniqueId uid, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf, CModelData&& mData,
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const CPatternedInfo& pInfo, CPatterned::EFlavorType flavor, CBeetle::EEntranceType entranceType,
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const CDamageInfo& touchDamage, const CDamageVulnerability& platingVuln,
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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);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
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void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum);
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void Render(const CStateManager& mgr) const;
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const CDamageVulnerability* GetDamageVulnerability() const;
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const CDamageVulnerability* GetDamageVulnerability(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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const CDamageInfo& dInfo) const;
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zeus::CVector3f GetOrbitPosition(const CStateManager&) const;
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zeus::CVector3f GetAimPosition(const CStateManager& mgr, float) const;
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EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f& pos, const zeus::CVector3f& dir,
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const CWeaponMode& wMode, EProjectileAttrib attribs) const;
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void DoUserAnimEvent(CStateManager&, const CInt32POINode&, EUserEventType, float dt);
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void CollidedWith(TUniqueId, const CCollisionInfoList&, CStateManager& mgr);
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void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
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void TakeDamage(const zeus::CVector3f& direction, float magnitude);
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bool IsListening() const;
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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);
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void PathFind(CStateManager& mgr, EStateMsg msg, float dt);
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void TargetPlayer(CStateManager&, EStateMsg msg, float dt);
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void Generate(CStateManager&, EStateMsg msg, float dt);
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void Deactivate(CStateManager&, EStateMsg msg, float dt);
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void Attack(CStateManager&, EStateMsg msg, float dt);
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void JumpBack(CStateManager&, EStateMsg msg, float dt);
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void DoubleSnap(CStateManager&, EStateMsg msg, float dt);
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void Shuffle(CStateManager&, EStateMsg msg, float dt);
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void TurnAround(CStateManager&, EStateMsg msg, float dt);
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void Skid(CStateManager&, EStateMsg msg, float dt);
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void Taunt(CStateManager&, EStateMsg msg, float dt);
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void Retreat(CStateManager&, EStateMsg msg, float dt);
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bool InAttackPosition(CStateManager&, float arg);
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bool PathShagged(CStateManager&, float arg);
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bool InRange(CStateManager&, float arg);
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bool PatternOver(CStateManager&, float arg);
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bool HasAttackPattern(CStateManager&, float arg);
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bool AnimOver(CStateManager&, float arg);
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bool ShouldAttack(CStateManager&, float arg);
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bool ShouldDoubleSnap(CStateManager&, float arg);
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bool ShouldTurn(CStateManager&, float arg);
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bool HitSomething(CStateManager&, float arg);
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bool ShouldJumpBack(CStateManager&, float arg);
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bool Stuck(CStateManager&, float arg);
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bool NoPathNodes(CStateManager&, float arg);
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bool ShouldTaunt(CStateManager&, float arg);
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bool ShotAt(CStateManager&, float arg);
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void Burn(float duration, float damage);
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void Shock(CStateManager& mgr, float duration, float damage);
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CPathFindSearch* GetSearchPath();
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float GetGravityConstant() const;
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};
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} // namespace MP1
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} // namespace urde
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