mirror of https://github.com/AxioDL/metaforce.git
312 lines
11 KiB
C++
312 lines
11 KiB
C++
#pragma once
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#include "World/CPatterned.hpp"
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#include "Weapon/CProjectileInfo.hpp"
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#include "Character/CBoneTracking.hpp"
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#include "Character/CIkChain.hpp"
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#include "Character/CRagDoll.hpp"
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#include "World/CPathFindSearch.hpp"
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#include "Weapon/CBurstFire.hpp"
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namespace urde::MP1
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{
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class CSpacePirate;
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class CPirateRagDoll : public CRagDoll
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{
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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;
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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);
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void Update(CStateManager& mgr, float dt, float waterTop);
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void Prime(CStateManager& mgr, const zeus::CTransform& xf, CModelData& mData);
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};
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class CSpacePirate : public CPatterned
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{
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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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{
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friend class CSpacePirate;
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float x0_;
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float x4_;
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float x8_;
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float xc_;
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float x10_;
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float x14_hearNoiseRange;
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u32 x18_flags;
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bool x1c_;
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CProjectileInfo x20_mainProjectileInfo;
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u16 x48_;
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CDamageInfo x4c_;
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float x68_;
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CProjectileInfo x6c_;
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float x94_;
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u16 x98_ragdollThudSfx;
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float x9c_averageNextShotTime;
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float xa0_nextShotTimeVariation;
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u16 xa4_;
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float xa8_aimDelayTime;
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u32 xac_firstBurstCount;
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float xb0_minCloakAlpha;
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float xb4_maxCloakAlpha;
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float xb8_;
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float xbc_;
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u16 xc0_;
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u16 xc2_;
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float xc4_;
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float xc8_;
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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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union
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{
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struct
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{
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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_ : 1;
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bool x634_27_melee : 1;
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bool x634_28_ : 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_ : 1;
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bool x635_24_ : 1;
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bool x635_25_ : 1;
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bool x635_26_ : 1;
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bool x635_27_shadowPirate : 1;
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bool x635_28_ : 1;
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bool x635_29_ : 1;
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bool x635_30_ragdollKeepAlive : 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;
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bool x636_26_ : 1;
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bool x636_27_ : 1;
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bool x636_28_ : 1;
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bool x636_29_ : 1;
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bool x636_30_ : 1;
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bool x636_31_ : 1;
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bool x637_24_ : 1;
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bool x637_25_ : 1;
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bool x637_26_hearPlayerFire : 1;
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bool x637_27_inProjectilePath : 1;
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bool x637_28_ : 1;
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bool x637_29_ : 1;
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bool x637_30_ : 1;
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bool x637_31_prevInCineCam : 1;
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bool x638_24_pendingFrenzyChance : 1;
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bool x638_25_ : 1;
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bool x638_26_ : 1;
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bool x638_27_ : 1;
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bool x638_28_ : 1;
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bool x638_29_ : 1;
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bool x638_30_ragdollOver : 1;
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bool x638_31_ : 1;
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bool x639_24_ : 1;
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bool x639_25_ : 1;
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bool x639_26_ : 1;
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bool x639_27_ : 1;
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bool x639_28_ : 1;
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bool x639_29_ : 1;
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bool x639_30_ : 1;
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bool x639_31_ : 1;
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bool x63a_24_ : 1;
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};
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u64 _dummy = 0;
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};
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s32 x63c_frenzyFrames = 0;
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TUniqueId x640_ = kInvalidUniqueId;
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TUniqueId x642_ = kInvalidUniqueId;
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float x644_ = 1.f;
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zeus::CVector3f x648_ = zeus::CVector3f::skForward;
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zeus::CVector3f x654_;
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CPathFindSearch x660_pathFindSearch;
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float x744_ = 0.f;
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float x748_ = 0.f;
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u32 x74c_ = 0;
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float x750_initialHP;
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float x754_ = 0.f;
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CSegId x758_headSeg;
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u32 x75c_ = 0;
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s32 x760_ = -1;
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CBoneTracking x764_boneTracking;
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s32 x79c_ = -1;
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float x7a4_intoJumpDist = 1.f;
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float x7a8_ = 2.f;
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float x7ac_ = 0.f;
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u32 x7b0_ = 0;
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TUniqueId x7b4_ = 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_ = 1.f;
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TUniqueId x7c0_targetId = kInvalidUniqueId;
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CBurstFire x7c4_burstFire;
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float x824_ = 3.f;
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zeus::CVector3f x828_;
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s32 x834_ = -1;
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float x838_ = 0.f;
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s32 x83c_ = -1;
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TUniqueId x840_ = kInvalidUniqueId;
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s32 x844_ = -1;
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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_;
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float x8c4_aimDelayTimer;
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TUniqueId x8c8_teamAiMgrId = kInvalidUniqueId;
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zeus::CColor x8cc_trooperColor = zeus::CColor::skWhite;
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zeus::CVector2f x8d0_;
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float x8d8_ = 0.f;
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float x8dc_ = 0.f;
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static const SBurst skBurstsSeatedOOV[];
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static const SBurst skBurstsInjuredOOV[];
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static const SBurst skBurstsJumpingOOV[];
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static const SBurst skBurstsFrenziedOOV[];
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static const SBurst skBurstsStandardOOV[];
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static const SBurst skBurstsQuickOOV[];
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static const SBurst skBurstsSeated[];
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static const SBurst skBurstsInjured[];
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static const SBurst skBurstsJumping[];
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static const SBurst skBurstsFrenzied[];
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static const SBurst skBurstsStandard[];
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static const SBurst skBurstsQuick[];
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static const SBurst* skBursts[];
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static std::list<TUniqueId> mChargePlayerList;
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void UpdateCloak(float dt, CStateManager& mgr);
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bool ShouldFrenzy(CStateManager& mgr);
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void ResetTeamAiRole(CStateManager& mgr);
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bool CheckTargetable(CStateManager& mgr);
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void FireProjectile(float dt, CStateManager& mgr);
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void UpdateAttacks(float dt, CStateManager& mgr);
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zeus::CVector3f GetTargetPos(CStateManager& mgr);
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void UpdateAimBodyState(float dt, 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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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);
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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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void CalculateRenderBounds();
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void Touch(CActor& other, CStateManager& mgr);
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zeus::CAABox GetSortingBounds(const CStateManager& mgr) const;
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
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void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
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void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info,
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EKnockBackType type, bool inDeferred, float magnitude);
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bool IsListening() const;
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bool Listen(const zeus::CVector3f&, EListenNoiseType);
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zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role) const;
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void Patrol(CStateManager&, EStateMsg, float);
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void Dead(CStateManager&, EStateMsg, float);
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void PathFind(CStateManager&, EStateMsg, float);
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void TargetPatrol(CStateManager&, EStateMsg, float);
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void TargetCover(CStateManager&, EStateMsg, float);
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void Halt(CStateManager&, EStateMsg, float);
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void Run(CStateManager&, EStateMsg, float);
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void Generate(CStateManager&, EStateMsg, float);
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void Deactivate(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void JumpBack(CStateManager&, EStateMsg, float);
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void DoubleSnap(CStateManager&, EStateMsg, float);
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void Shuffle(CStateManager&, EStateMsg, float);
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void TurnAround(CStateManager&, EStateMsg, float);
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void Skid(CStateManager&, EStateMsg, float);
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void CoverAttack(CStateManager&, EStateMsg, float);
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void Crouch(CStateManager&, EStateMsg, float);
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void GetUp(CStateManager&, EStateMsg, float);
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void Taunt(CStateManager&, EStateMsg, float);
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void Flee(CStateManager&, EStateMsg, float);
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void Lurk(CStateManager&, EStateMsg, float);
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void Jump(CStateManager&, EStateMsg, float);
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void Dodge(CStateManager&, EStateMsg, float);
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void Cover(CStateManager&, EStateMsg, float);
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void Approach(CStateManager&, EStateMsg, float);
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void WallHang(CStateManager&, EStateMsg, float);
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void WallDetach(CStateManager&, EStateMsg, float);
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void Enraged(CStateManager&, EStateMsg, float);
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void SpecialAttack(CStateManager&, EStateMsg, float);
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void Bounce(CStateManager&, EStateMsg, float);
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void PathFindEx(CStateManager&, EStateMsg, float);
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bool Leash(CStateManager&, float);
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bool OffLine(CStateManager&, float);
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bool Attacked(CStateManager&, float);
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bool InRange(CStateManager&, float);
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bool SpotPlayer(CStateManager&, float);
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bool PatternOver(CStateManager&, float);
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bool PatternShagged(CStateManager&, float);
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bool AnimOver(CStateManager&, float);
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bool ShouldAttack(CStateManager&, float);
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bool ShouldJumpBack(CStateManager&, float);
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bool Stuck(CStateManager&, float);
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bool Landed(CStateManager&, float);
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bool HearShot(CStateManager&, float);
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bool HearPlayer(CStateManager&, float);
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bool CoverCheck(CStateManager&, float);
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bool CoverFind(CStateManager&, float);
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bool CoverBlown(CStateManager&, float);
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bool CoverNearlyBlown(CStateManager&, float);
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bool CoveringFire(CStateManager&, float);
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bool LineOfSight(CStateManager&, float);
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bool AggressionCheck(CStateManager&, float);
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bool ShouldDodge(CStateManager&, float);
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bool ShouldRetreat(CStateManager&, float);
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bool ShouldCrouch(CStateManager&, float);
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bool ShouldMove(CStateManager&, float);
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bool ShotAt(CStateManager&, float);
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bool HasTargetingPoint(CStateManager&, float);
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bool ShouldWallHang(CStateManager&, float);
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bool StartAttack(CStateManager&, float);
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bool BreakAttack(CStateManager&, float);
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bool ShouldStrafe(CStateManager&, float);
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bool ShouldSpecialAttack(CStateManager&, float);
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bool LostInterest(CStateManager&, float);
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bool BounceFind(CStateManager&, float);
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CPathFindSearch* GetSearchPath();
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u8 GetModelAlphau8(const CStateManager& mgr) const;
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float GetGravityConstant() const;
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CProjectileInfo* GetProjectileInfo();
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};
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}
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