mirror of https://github.com/AxioDL/metaforce.git
337 lines
14 KiB
C++
337 lines
14 KiB
C++
#pragma once
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#include <list>
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#include <memory>
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#include "Runtime/Character/CBoneTracking.hpp"
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#include "Runtime/Character/CIkChain.hpp"
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#include "Runtime/Character/CRagDoll.hpp"
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#include "Runtime/Weapon/CBurstFire.hpp"
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#include "Runtime/Weapon/CProjectileInfo.hpp"
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#include "Runtime/World/CPathFindSearch.hpp"
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#include "Runtime/World/CPatterned.hpp"
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#include "Runtime/rstl.hpp"
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#include <zeus/CVector3f.hpp>
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namespace metaforce::MP1 {
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class CSpacePirate;
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class CPirateRagDoll : public CRagDoll {
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CSpacePirate* x6c_spacePirate;
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u16 x70_thudSfx;
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float x74_sfxTimer = 0.f;
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zeus::CVector3f x78_lastSFXPos;
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zeus::CVector3f x84_torsoImpulse;
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rstl::reserved_vector<TUniqueId, 4> x90_waypoints;
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rstl::reserved_vector<u32, 4> x9c_wpParticleIdxs;
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bool xb0_24_initSfx : 1 = true;
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public:
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CPirateRagDoll(CStateManager& mgr, CSpacePirate* sp, u16 thudSfx, u32 flags);
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void PreRender(const zeus::CVector3f& v, CModelData& mData) override;
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void Update(CStateManager& mgr, float dt, float waterTop) override;
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void Prime(CStateManager& mgr, const zeus::CTransform& xf, CModelData& mData) override;
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zeus::CVector3f& TorsoImpulse() { return x84_torsoImpulse; }
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};
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class CSpacePirate : public CPatterned {
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friend class CPirateRagDoll;
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public:
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DEFINE_PATTERNED(SpacePirate);
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private:
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class CSpacePirateData {
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friend class CSpacePirate;
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float x0_AggressionCheck;
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float x4_CoverCheck;
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float x8_SearchRadius;
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float xc_FallBackCheck;
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float x10_FallBackRadius;
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float x14_HearingRadius;
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/*
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* 0x1: pendingAmbush
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* 0x2: ceilingAmbush
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* 0x4: nonAggressive
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* 0x8: melee
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* 0x10: noShuffleCloseCheck
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* 0x20: onlyAttackInRange
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* 0x40: unk
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* 0x80: noKnockbackImpulseReset
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* 0x200: noMeleeAttack
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* 0x400: breakAttack
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* 0x1000: seated
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* 0x2000: shadowPirate
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* 0x4000: alertBeforeCloak
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* 0x8000: noBreakDodge
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* 0x10000: floatingCorpse
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* 0x20000: ragdollNoAiCollision
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* 0x40000: trooper
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*/
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u32 x18_flags;
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bool x1c_;
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CProjectileInfo x20_Projectile;
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u16 x48_Sound_Projectile;
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CDamageInfo x4c_BladeDamage;
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float x68_KneelAttackChance;
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CProjectileInfo x6c_KneelAttackShot;
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float x94_DodgeCheck;
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u16 x98_Sound_Impact;
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float x9c_averageNextShotTime;
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float xa0_nextShotTimeVariation;
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u16 xa4_Sound_Alert;
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float xa8_GunTrackDelay;
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u32 xac_firstBurstCount;
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float xb0_CloakOpacity;
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float xb4_MaxCloakOpacity;
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float xb8_dodgeDelayTimeMin;
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float xbc_dodgeDelayTimeMax;
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u16 xc0_Sound_Hurled;
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u16 xc2_Sound_Death;
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float xc4_;
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float xc8_AvoidDistance;
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public:
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CSpacePirateData(CInputStream&, u32);
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};
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CSpacePirateData x568_pirateData;
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bool x634_24_pendingAmbush : 1;
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bool x634_25_ceilingAmbush : 1;
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bool x634_26_nonAggressive : 1;
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bool x634_27_melee : 1;
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bool x634_28_noShuffleCloseCheck : 1;
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bool x634_29_onlyAttackInRange : 1;
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bool x634_30_ : 1;
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bool x634_31_noKnockbackImpulseReset : 1;
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bool x635_24_noMeleeAttack : 1;
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bool x635_25_breakAttack : 1;
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bool x635_26_seated : 1;
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bool x635_27_shadowPirate : 1;
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bool x635_28_alertBeforeCloak : 1;
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bool x635_29_noBreakDodge : 1;
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bool x635_30_floatingCorpse : 1;
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bool x635_31_ragdollNoAiCollision : 1;
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bool x636_24_trooper : 1;
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bool x636_25_hearNoise : 1 = false;
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bool x636_26_enableMeleeAttack : 1 = false;
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bool x636_27_ : 1 = false;
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bool x636_28_ : 1 = false;
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bool x636_29_enableRetreat : 1 = false;
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bool x636_30_shuffleClose : 1 = false;
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bool x636_31_inAttackState : 1 = false;
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bool x637_24_enablePatrol : 1 = false;
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bool x637_25_enableAim : 1 = false;
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bool x637_26_hearPlayerFire : 1 = false;
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bool x637_27_inProjectilePath : 1 = false;
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bool x637_28_noPlayerLos : 1 = false;
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bool x637_29_inWallHang : 1 = false;
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bool x637_30_jumpVelSet : 1 = false;
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bool x637_31_prevInCineCam : 1 = false;
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bool x638_24_pendingFrenzyChance : 1 = false;
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bool x638_25_appliedBladeDamage : 1 = false;
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bool x638_26_alwaysAggressive : 1 = false;
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bool x638_27_coverCheck : 1 = false;
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bool x638_28_enableDodge : 1 = false;
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bool x638_29_noPlayerDodge : 1 = false;
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bool x638_30_allEnergyDrained : 1 = false;
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bool x638_31_mayStartAttack : 1 = false;
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bool x639_24_ : 1 = false;
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bool x639_25_useJumpBackJump : 1 = false;
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bool x639_26_started : 1 = false;
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bool x639_27_inRange : 1 = false;
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bool x639_28_satUp : 1 = false;
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bool x639_29_enableBreakDodge : 1 = false;
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bool x639_30_closeMelee : 1 = false;
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bool x639_31_sentAttackMsg : 1 = false;
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bool x63a_24_normalDodge : 1 = false;
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s32 x63c_frenzyFrames = 0;
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TUniqueId x640_coverPoint = kInvalidUniqueId;
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TUniqueId x642_previousCoverPoint = kInvalidUniqueId;
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float x644_steeringSpeed = 1.f;
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zeus::CVector3f x648_targetDelta = zeus::skForward;
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zeus::CVector3f x654_coverPointRearDir;
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CPathFindSearch x660_pathFindSearch;
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float x744_unkTimer = 0.f;
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float x748_steeringDelayTimer = 0.f;
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u32 x74c_ = 0;
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float x750_initialHP;
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float x754_coverRange = 0.f;
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CSegId x758_headSeg;
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u32 x75c_ = 0;
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pas::ETauntType x760_taunt = pas::ETauntType::Invalid;
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CBoneTracking x764_boneTracking;
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pas::ECoverDirection x79c_coverDir = pas::ECoverDirection::Invalid;
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float x7a4_intoJumpDist = 1.f;
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float x7a8_eyeHeight = 2.f;
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float x7ac_timeNoPlayerLos = 0.f;
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u32 x7b0_cantSeePlayerCycleCounter = 0;
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TUniqueId x7b4_attachedActor = kInvalidUniqueId;
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CSegId x7b6_gunSeg;
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CSegId x7b7_elbowSeg;
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CSegId x7b8_wristSeg;
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CSegId x7b9_swooshSeg;
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float x7bc_attackRemTime = 1.f;
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TUniqueId x7c0_targetId = kInvalidUniqueId;
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CBurstFire x7c4_burstFire;
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float x824_jumpHeight = 3.f;
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zeus::CVector3f x828_patrolDestPos;
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pas::EStepDirection x834_skidDir = pas::EStepDirection::Invalid;
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float x838_strafeDelayTimer = 0.f;
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pas::ESeverity x83c_meleeSeverity = pas::ESeverity::Invalid;
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TUniqueId x840_jumpPoint = kInvalidUniqueId;
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pas::EStepDirection x844_dodgeDir = pas::EStepDirection::Invalid;
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float x848_dodgeDist = 3.f;
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float x84c_breakDodgeDist = 3.f;
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float x850_timeSinceHitByPlayer = FLT_MAX;
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float x854_lowHealthFrenzyTimer = FLT_MAX;
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float x858_ragdollDelayTimer = 0.f;
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std::unique_ptr<CPirateRagDoll> x85c_ragDoll;
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CIkChain x860_ikChain;
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float x8a8_cloakDelayTimer = 0.f;
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float x8ac_electricParticleTimer = 0.f;
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float x8b0_cloakStepTime = 0.f;
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float x8b4_shadowPirateAlpha = 0.5f;
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float x8b8_minCloakAlpha;
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float x8bc_maxCloakAlpha;
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float x8c0_dodgeDelayTimer;
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float x8c4_aimDelayTimer;
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TUniqueId x8c8_teamAiMgrId = kInvalidUniqueId;
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zeus::CColor x8cc_trooperColor = zeus::skWhite;
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zeus::CVector2f x8d0_heldPosition;
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float x8d8_holdPositionTime = 0.f;
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float x8dc_leashTimer = 0.f;
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zeus::CTransform m_lastKnownGoodXf;
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void UpdateCloak(float dt, CStateManager& mgr);
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bool ShouldFrenzy(CStateManager& mgr);
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void SquadReset(CStateManager& mgr);
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void SquadAdd(CStateManager& mgr);
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void SquadRemove(CStateManager& mgr);
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[[nodiscard]] bool CheckTargetable(const CStateManager& mgr) const;
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bool FireProjectile(float dt, CStateManager& mgr);
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void UpdateAttacks(float dt, CStateManager& mgr);
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zeus::CVector3f GetTargetPos(const CStateManager& mgr);
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void UpdateAimBodyState(float dt, const CStateManager& mgr);
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void SetCinematicCollision(CStateManager& mgr);
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void SetNonCinematicCollision(CStateManager& mgr);
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void CheckForProjectiles(CStateManager& mgr);
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void SetEyeParticleActive(CStateManager& mgr, bool active);
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void SetVelocityForJump();
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void AvoidActors(CStateManager& mgr);
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void UpdateCantSeePlayer(CStateManager& mgr);
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[[nodiscard]] bool LineOfSightTest(const CStateManager& mgr, const zeus::CVector3f& eyePos,
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const zeus::CVector3f& targetPos, const CMaterialList& excludeList) const;
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void UpdateHeldPosition(CStateManager& mgr, float dt);
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void CheckBlade(CStateManager& mgr);
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[[nodiscard]] bool CantJumpBack(const CStateManager& mgr, const zeus::CVector3f& dir, float dist) const;
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void UpdateLeashTimer(float dt);
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pas::EStepDirection GetStrafeDir(CStateManager& mgr, float dist) const;
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public:
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CSpacePirate(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
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const CActorParameters&, const CPatternedInfo&, CInputStream&, u32);
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void Accept(IVisitor& visitor) override;
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void Think(float dt, CStateManager& mgr) override;
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) 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 CalculateRenderBounds() override;
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void Touch(CActor& other, CStateManager& mgr) override;
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[[nodiscard]] zeus::CAABox GetSortingBounds(const CStateManager& mgr) const override;
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override;
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void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state) override;
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void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type, bool inDeferred,
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float magnitude) override;
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[[nodiscard]] bool IsListening() const override;
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bool Listen(const zeus::CVector3f&, EListenNoiseType) override;
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[[nodiscard]] zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role,
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const zeus::CVector3f& aimPos) const override;
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void DetachActorFromPirate() { x7b4_attachedActor = kInvalidUniqueId; }
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bool AttachActorToPirate(TUniqueId id);
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void SetAttackTarget(TUniqueId id);
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void Patrol(CStateManager&, EStateMsg, float) override;
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void Dead(CStateManager&, EStateMsg, float) override;
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void PathFind(CStateManager& mgr, EStateMsg msg, float dt) override;
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void TargetPatrol(CStateManager&, EStateMsg, float) override;
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void TargetCover(CStateManager&, EStateMsg, float) override;
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void Halt(CStateManager&, EStateMsg, float) override;
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void Run(CStateManager&, EStateMsg, float) override;
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void Generate(CStateManager&, EStateMsg, float) override;
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void Deactivate(CStateManager&, EStateMsg, float) override;
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void Attack(CStateManager&, EStateMsg, float) override;
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void JumpBack(CStateManager&, EStateMsg, float) override;
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void DoubleSnap(CStateManager&, EStateMsg, float) override;
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void Shuffle(CStateManager&, EStateMsg, float) override;
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void TurnAround(CStateManager&, EStateMsg, float) override;
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void Skid(CStateManager&, EStateMsg, float) override;
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void CoverAttack(CStateManager&, EStateMsg, float) override;
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void Crouch(CStateManager&, EStateMsg, float) override;
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void GetUp(CStateManager&, EStateMsg, float) override;
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void Taunt(CStateManager&, EStateMsg, float) override;
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void Flee(CStateManager&, EStateMsg, float) override;
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void Lurk(CStateManager&, EStateMsg, float) override;
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void Jump(CStateManager&, EStateMsg, float) override;
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void Dodge(CStateManager&, EStateMsg, float) override;
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void Cover(CStateManager&, EStateMsg, float) override;
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void Approach(CStateManager&, EStateMsg, float) override;
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void WallHang(CStateManager&, EStateMsg, float) override;
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void WallDetach(CStateManager&, EStateMsg, float) override;
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void Enraged(CStateManager&, EStateMsg, float) override;
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void SpecialAttack(CStateManager&, EStateMsg, float) override;
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void Bounce(CStateManager&, EStateMsg, float) override;
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void PathFindEx(CStateManager&, EStateMsg, float) override;
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bool Leash(CStateManager&, float) override;
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bool OffLine(CStateManager&, float) override;
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bool Attacked(CStateManager&, float) override;
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bool InRange(CStateManager&, float) override;
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bool SpotPlayer(CStateManager&, float) override;
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bool PatternOver(CStateManager&, float) override;
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bool PatternShagged(CStateManager&, float) override;
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bool AnimOver(CStateManager&, float) override;
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bool ShouldAttack(CStateManager&, float) override;
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bool ShouldJumpBack(CStateManager& mgr, float arg) override;
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bool Stuck(CStateManager&, float) override;
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bool Landed(CStateManager&, float) override;
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bool HearShot(CStateManager&, float) override;
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bool HearPlayer(CStateManager&, float) override;
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bool CoverCheck(CStateManager&, float) override;
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bool CoverFind(CStateManager&, float) override;
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bool CoverBlown(CStateManager&, float) override;
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bool CoverNearlyBlown(CStateManager&, float) override;
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bool CoveringFire(CStateManager&, float) override;
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bool LineOfSight(CStateManager&, float) override;
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bool AggressionCheck(CStateManager&, float) override;
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bool ShouldDodge(CStateManager&, float) override;
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bool ShouldRetreat(CStateManager&, float) override;
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bool ShouldCrouch(CStateManager&, float) override;
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bool ShouldMove(CStateManager&, float) override;
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bool ShotAt(CStateManager&, float) override;
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bool HasTargetingPoint(CStateManager&, float) override;
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bool ShouldWallHang(CStateManager&, float) override;
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bool StartAttack(CStateManager&, float) override;
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bool BreakAttack(CStateManager&, float) override;
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bool ShouldStrafe(CStateManager& mgr, float arg) override;
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bool ShouldSpecialAttack(CStateManager&, float) override;
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bool LostInterest(CStateManager&, float) override;
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bool BounceFind(CStateManager& mgr, float arg) override;
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CPathFindSearch* GetSearchPath() override;
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[[nodiscard]] u8 GetModelAlphau8(const CStateManager& mgr) const override;
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[[nodiscard]] float GetGravityConstant() const override;
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CProjectileInfo* GetProjectileInfo() override;
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[[nodiscard]] bool GetEnableAim() const { return x637_25_enableAim; }
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[[nodiscard]] bool AllEnergyDrained() const { return x638_30_allEnergyDrained; }
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[[nodiscard]] TUniqueId GetAttachedActor() const { return x7b4_attachedActor; }
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[[nodiscard]] bool IsTrooper() const { return x636_24_trooper; }
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};
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} // namespace metaforce::MP1
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