metaforce/Runtime/MP1/World/CSpacePirate.hpp

345 lines
13 KiB
C++

#pragma once
#include "World/CPatterned.hpp"
#include "Weapon/CProjectileInfo.hpp"
#include "Character/CBoneTracking.hpp"
#include "Character/CIkChain.hpp"
#include "Character/CRagDoll.hpp"
#include "World/CPathFindSearch.hpp"
#include "Weapon/CBurstFire.hpp"
namespace urde::MP1 {
class CSpacePirate;
class CPirateRagDoll : public CRagDoll {
CSpacePirate* x6c_spacePirate;
u16 x70_thudSfx;
float x74_sfxTimer = 0.f;
zeus::CVector3f x78_lastSFXPos;
zeus::CVector3f x84_torsoImpulse;
rstl::reserved_vector<TUniqueId, 4> x90_waypoints;
rstl::reserved_vector<u32, 4> x9c_wpParticleIdxs;
bool xb0_24_initSfx : 1;
public:
CPirateRagDoll(CStateManager& mgr, CSpacePirate* sp, u16 thudSfx, u32 flags);
void PreRender(const zeus::CVector3f& v, CModelData& mData);
void Update(CStateManager& mgr, float dt, float waterTop);
void Prime(CStateManager& mgr, const zeus::CTransform& xf, CModelData& mData);
zeus::CVector3f& TorsoImpulse() { return x84_torsoImpulse; }
};
class CSpacePirate : public CPatterned {
friend class CPirateRagDoll;
public:
DEFINE_PATTERNED(SpacePirate)
private:
class CSpacePirateData {
friend class CSpacePirate;
float x0_AggressionCheck;
float x4_CoverCheck;
float x8_SearchRadius;
float xc_FallBackCheck;
float x10_FallBackRadius;
float x14_HearingRadius;
/*
* 0x1: pendingAmbush
* 0x2: ceilingAmbush
* 0x4: nonAggressive
* 0x8: melee
* 0x10: noShuffleCloseCheck
* 0x20: onlyAttackInRange
* 0x40: unk
* 0x80: noKnockbackImpulseReset
* 0x200: noMeleeAttack
* 0x400: breakAttack
* 0x1000: seated
* 0x2000: shadowPirate
* 0x4000: alertBeforeCloak
* 0x8000: noBreakDodge
* 0x10000: floatingCorpse
* 0x20000: ragdollNoAiCollision
* 0x40000: trooper
*/
u32 x18_flags;
bool x1c_;
CProjectileInfo x20_Projectile;
u16 x48_Sound_Projectile;
CDamageInfo x4c_BladeDamage;
float x68_KneelAttackChance;
CProjectileInfo x6c_KneelAttackShot;
float x94_DodgeCheck;
u16 x98_Sound_Impact;
float x9c_averageNextShotTime;
float xa0_nextShotTimeVariation;
u16 xa4_Sound_Alert;
float xa8_GunTrackDelay;
u32 xac_firstBurstCount;
float xb0_CloakOpacity;
float xb4_MaxCloakOpacity;
float xb8_dodgeDelayTimeMin;
float xbc_dodgeDelayTimeMax;
u16 xc0_Sound_Hurled;
u16 xc2_Sound_Death;
float xc4_;
float xc8_AvoidDistance;
public:
CSpacePirateData(CInputStream&, u32);
};
CSpacePirateData x568_pirateData;
union {
struct {
bool x634_24_pendingAmbush : 1;
bool x634_25_ceilingAmbush : 1;
bool x634_26_nonAggressive : 1;
bool x634_27_melee : 1;
bool x634_28_noShuffleCloseCheck : 1;
bool x634_29_onlyAttackInRange : 1;
bool x634_30_ : 1;
bool x634_31_noKnockbackImpulseReset : 1;
bool x635_24_noMeleeAttack : 1;
bool x635_25_breakAttack : 1;
bool x635_26_seated : 1;
bool x635_27_shadowPirate : 1;
bool x635_28_alertBeforeCloak : 1;
bool x635_29_noBreakDodge : 1;
bool x635_30_floatingCorpse : 1;
bool x635_31_ragdollNoAiCollision : 1;
bool x636_24_trooper : 1;
bool x636_25_hearNoise : 1;
bool x636_26_enableMeleeAttack : 1;
bool x636_27_ : 1;
bool x636_28_ : 1;
bool x636_29_enableRetreat : 1;
bool x636_30_shuffleClose : 1;
bool x636_31_inAttackState : 1;
bool x637_24_enablePatrol : 1;
bool x637_25_enableAim : 1;
bool x637_26_hearPlayerFire : 1;
bool x637_27_inProjectilePath : 1;
bool x637_28_noPlayerLos : 1;
bool x637_29_inWallHang : 1;
bool x637_30_jumpVelSet : 1;
bool x637_31_prevInCineCam : 1;
bool x638_24_pendingFrenzyChance : 1;
bool x638_25_appliedBladeDamage : 1;
bool x638_26_alwaysAggressive : 1;
bool x638_27_coverCheck : 1;
bool x638_28_enableDodge : 1;
bool x638_29_noPlayerDodge : 1;
bool x638_30_ragdollOver : 1;
bool x638_31_mayStartAttack : 1;
bool x639_24_ : 1;
bool x639_25_useJumpBackJump : 1;
bool x639_26_started : 1;
bool x639_27_inRange : 1;
bool x639_28_satUp : 1;
bool x639_29_enableBreakDodge : 1;
bool x639_30_closeMelee : 1;
bool x639_31_sentAttackMsg : 1;
bool x63a_24_normalDodge : 1;
};
u64 _dummy = 0;
};
s32 x63c_frenzyFrames = 0;
TUniqueId x640_coverPoint = kInvalidUniqueId;
TUniqueId x642_previousCoverPoint = kInvalidUniqueId;
float x644_steeringSpeed = 1.f;
zeus::CVector3f x648_targetDelta = zeus::CVector3f::skForward;
zeus::CVector3f x654_coverPointRearDir;
CPathFindSearch x660_pathFindSearch;
float x744_unkTimer = 0.f;
float x748_steeringDelayTimer = 0.f;
u32 x74c_ = 0;
float x750_initialHP;
float x754_fsmRange = 0.f;
CSegId x758_headSeg;
u32 x75c_ = 0;
pas::ETauntType x760_taunt = pas::ETauntType::Invalid;
CBoneTracking x764_boneTracking;
pas::ECoverDirection x79c_coverDir = pas::ECoverDirection::Invalid;
float x7a4_intoJumpDist = 1.f;
float x7a8_eyeHeight = 2.f;
float x7ac_timeNoPlayerLos = 0.f;
u32 x7b0_cantSeePlayerCycleCounter = 0;
TUniqueId x7b4_attachedActor = kInvalidUniqueId;
CSegId x7b6_gunSeg;
CSegId x7b7_elbowSeg;
CSegId x7b8_wristSeg;
CSegId x7b9_swooshSeg;
float x7bc_attackRemTime = 1.f;
TUniqueId x7c0_targetId = kInvalidUniqueId;
CBurstFire x7c4_burstFire;
float x824_jumpHeight = 3.f;
zeus::CVector3f x828_patrolDestPos;
pas::EStepDirection x834_skidDir = pas::EStepDirection::Invalid;
float x838_strafeDelayTimer = 0.f;
pas::ESeverity x83c_meleeSeverity = pas::ESeverity::Invalid;
TUniqueId x840_jumpPoint = kInvalidUniqueId;
pas::EStepDirection x844_dodgeDir = pas::EStepDirection::Invalid;
float x848_dodgeDist = 3.f;
float x84c_breakDodgeDist = 3.f;
float x850_timeSinceHitByPlayer = FLT_MAX;
float x854_lowHealthFrenzyTimer = FLT_MAX;
float x858_ragdollDelayTimer = 0.f;
std::unique_ptr<CPirateRagDoll> x85c_ragDoll;
CIkChain x860_ikChain;
float x8a8_cloakDelayTimer = 0.f;
float x8ac_electricParticleTimer = 0.f;
float x8b0_cloakStepTime = 0.f;
float x8b4_shadowPirateAlpha = 0.5f;
float x8b8_minCloakAlpha;
float x8bc_maxCloakAlpha;
float x8c0_dodgeDelayTimer;
float x8c4_aimDelayTimer;
TUniqueId x8c8_teamAiMgrId = kInvalidUniqueId;
zeus::CColor x8cc_trooperColor = zeus::CColor::skWhite;
zeus::CVector2f x8d0_heldPosition;
float x8d8_holdPositionTime = 0.f;
float x8dc_leashTimer = 0.f;
static const SBurst skBurstsSeatedOOV[];
static const SBurst skBurstsInjuredOOV[];
static const SBurst skBurstsJumpingOOV[];
static const SBurst skBurstsFrenziedOOV[];
static const SBurst skBurstsStandardOOV[];
static const SBurst skBurstsQuickOOV[];
static const SBurst skBurstsSeated[];
static const SBurst skBurstsInjured[];
static const SBurst skBurstsJumping[];
static const SBurst skBurstsFrenzied[];
static const SBurst skBurstsStandard[];
static const SBurst skBurstsQuick[];
static const SBurst* skBursts[];
static std::list<TUniqueId> mChargePlayerList;
void UpdateCloak(float dt, CStateManager& mgr);
bool ShouldFrenzy(CStateManager& mgr);
void SquadReset(CStateManager& mgr);
void SquadAdd(CStateManager& mgr);
void SquadRemove(CStateManager& mgr);
bool CheckTargetable(CStateManager& mgr);
bool FireProjectile(float dt, CStateManager& mgr);
void UpdateAttacks(float dt, CStateManager& mgr);
zeus::CVector3f GetTargetPos(CStateManager& mgr);
void UpdateAimBodyState(float dt, CStateManager& mgr);
void SetCinematicCollision(CStateManager& mgr);
void SetNonCinematicCollision(CStateManager& mgr);
void CheckForProjectiles(CStateManager& mgr);
void SetEyeParticleActive(CStateManager& mgr, bool active);
void SetVelocityForJump();
void AvoidActors(CStateManager& mgr);
void UpdateCantSeePlayer(CStateManager& mgr);
bool LineOfSightTest(CStateManager& mgr, const zeus::CVector3f& eyePos, const zeus::CVector3f& targetPos,
const CMaterialList& excludeList) const;
void UpdateHeldPosition(CStateManager& mgr, float dt);
void CheckBlade(CStateManager& mgr);
bool CantJumpBack(CStateManager& mgr, const zeus::CVector3f& dir, float dist) const;
void UpdateLeashTimer(float dt);
pas::EStepDirection GetStrafeDir(CStateManager& mgr, float dist) const;
public:
CSpacePirate(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
const CActorParameters&, const CPatternedInfo&, CInputStream&, u32);
void Accept(IVisitor& visitor);
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;
void CalculateRenderBounds();
void Touch(CActor& other, CStateManager& mgr);
zeus::CAABox GetSortingBounds(const CStateManager& mgr) const;
void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
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);
bool IsListening() const;
bool Listen(const zeus::CVector3f&, EListenNoiseType);
zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role, const zeus::CVector3f& aimPos) const;
void DetachActorFromPirate() { x7b4_attachedActor = kInvalidUniqueId; }
bool AttachActorToPirate(TUniqueId id);
void SetAttackTarget(TUniqueId id);
void Patrol(CStateManager&, EStateMsg, float);
void Dead(CStateManager&, EStateMsg, float);
void PathFind(CStateManager& mgr, EStateMsg msg, float dt);
void TargetPatrol(CStateManager&, EStateMsg, float);
void TargetCover(CStateManager&, EStateMsg, float);
void Halt(CStateManager&, EStateMsg, float);
void Run(CStateManager&, EStateMsg, float);
void Generate(CStateManager&, EStateMsg, float);
void Deactivate(CStateManager&, EStateMsg, float);
void Attack(CStateManager&, EStateMsg, float);
void JumpBack(CStateManager&, EStateMsg, float);
void DoubleSnap(CStateManager&, EStateMsg, float);
void Shuffle(CStateManager&, EStateMsg, float);
void TurnAround(CStateManager&, EStateMsg, float);
void Skid(CStateManager&, EStateMsg, float);
void CoverAttack(CStateManager&, EStateMsg, float);
void Crouch(CStateManager&, EStateMsg, float);
void GetUp(CStateManager&, EStateMsg, float);
void Taunt(CStateManager&, EStateMsg, float);
void Flee(CStateManager&, EStateMsg, float);
void Lurk(CStateManager&, EStateMsg, float);
void Jump(CStateManager&, EStateMsg, float);
void Dodge(CStateManager&, EStateMsg, float);
void Cover(CStateManager&, EStateMsg, float);
void Approach(CStateManager&, EStateMsg, float);
void WallHang(CStateManager&, EStateMsg, float);
void WallDetach(CStateManager&, EStateMsg, float);
void Enraged(CStateManager&, EStateMsg, float);
void SpecialAttack(CStateManager&, EStateMsg, float);
void Bounce(CStateManager&, EStateMsg, float);
void PathFindEx(CStateManager&, EStateMsg, float);
bool Leash(CStateManager&, float);
bool OffLine(CStateManager&, float);
bool Attacked(CStateManager&, float);
bool InRange(CStateManager&, float);
bool SpotPlayer(CStateManager&, float);
bool PatternOver(CStateManager&, float);
bool PatternShagged(CStateManager&, float);
bool AnimOver(CStateManager&, float);
bool ShouldAttack(CStateManager&, float);
bool ShouldJumpBack(CStateManager& mgr, float arg);
bool Stuck(CStateManager&, float);
bool Landed(CStateManager&, float);
bool HearShot(CStateManager&, float);
bool HearPlayer(CStateManager&, float);
bool CoverCheck(CStateManager&, float);
bool CoverFind(CStateManager&, float);
bool CoverBlown(CStateManager&, float);
bool CoverNearlyBlown(CStateManager&, float);
bool CoveringFire(CStateManager&, float);
bool LineOfSight(CStateManager&, float);
bool AggressionCheck(CStateManager&, float);
bool ShouldDodge(CStateManager&, float);
bool ShouldRetreat(CStateManager&, float);
bool ShouldCrouch(CStateManager&, float);
bool ShouldMove(CStateManager&, float);
bool ShotAt(CStateManager&, float);
bool HasTargetingPoint(CStateManager&, float);
bool ShouldWallHang(CStateManager&, float);
bool StartAttack(CStateManager&, float);
bool BreakAttack(CStateManager&, float);
bool ShouldStrafe(CStateManager& mgr, float arg);
bool ShouldSpecialAttack(CStateManager&, float);
bool LostInterest(CStateManager&, float);
bool BounceFind(CStateManager& mgr, float arg);
CPathFindSearch* GetSearchPath();
u8 GetModelAlphau8(const CStateManager& mgr) const;
float GetGravityConstant() const;
CProjectileInfo* GetProjectileInfo();
};
} // namespace urde::MP1