mirror of https://github.com/PrimeDecomp/prime.git
378 lines
13 KiB
C++
378 lines
13 KiB
C++
#ifndef _CPATTERNED
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#define _CPATTERNED
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#include "types.h"
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#include "MetroidPrime/CSteeringBehaviors.hpp"
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#include "MetroidPrime/Enemies/CAi.hpp"
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#include "MetroidPrime/Enemies/CPatternedInfo.hpp"
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#include "MetroidPrime/Enemies/CStateMachine.hpp"
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class CBodyController;
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class CVertexMorphEffect;
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class CGenDescription;
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class CElectricDescription;
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class CPathFindSearch;
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class CProjectileInfo;
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template < typename T >
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struct TPatternedCast {
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CEntity* ent;
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TPatternedCast(CEntity* ent);
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};
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class CPatterned : public CAi {
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public:
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enum ECharacter {
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kC_AtomicAlpha = 0,
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kC_AtomicBeta = 1,
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kC_Babygoth = 2,
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kC_Beetle = 3,
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kC_BloodFlower = 4,
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kC_Burrower = 5,
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kC_ChozoGhost = 6,
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kC_Drone = 7,
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kC_ElitePirate = 8,
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kC_EyeBall = 9,
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kC_FireFlea = 10,
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kC_Flaahgra = 11,
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kC_FlaahgraTentacle = 12,
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kC_FlickerBat = 13,
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kC_FlyingPirate = 14,
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kC_IceSheegoth = 15,
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kC_JellyZap = 16,
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kC_Magdolite = 17,
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kC_Metaree = 18,
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kC_Metroid = 19,
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kC_MetroidBeta = 20,
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kC_MetroidPrimeExo = 21,
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kC_MetroidPrimeEssence = 22,
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kC_NewIntroBoss = 23,
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kC_Parasite = 24,
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kC_PuddleSpore = 27,
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kC_PuddleToad = 28,
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kC_Puffer = 29,
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kC_Ridley = 30,
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kC_Ripper = 31,
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kC_Seedling = 32,
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kC_SpacePirate = 34,
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kC_SpankWeed = 35,
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kC_PhazonHealingNodule = 35,
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kC_Thardus = 36,
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kC_ThardusRockProjectile = 37,
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kC_Tryclops = 38,
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kC_WarWasp = 39,
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kC_EnergyBall = 40
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};
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enum EFlavorType {
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kFT_Zero = 0,
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kFT_One = 1,
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kFT_Two = 2,
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};
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enum EMovementType {
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kMT_Ground = 0,
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kMT_Flyer = 1,
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};
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enum EColliderType {
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kCT_Zero = 0,
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kCT_One = 1,
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};
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enum EPatrolState {
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kPS_Invalid = -1,
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kPS_Patrol,
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kPS_Pause,
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kPS_Done,
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};
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enum EBehaviour {
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kB_Zero,
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};
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enum EBehaviourOrient {
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kBO_MoveDir,
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kBO_Constant,
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kBO_Destination,
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};
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enum EBehaviourModifiers {
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kBM_Zero,
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};
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enum EAnimState {
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kAS_Invalid = -1,
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kAS_NotReady,
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kAS_Ready,
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kAS_Repeat,
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kAS_Over,
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};
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enum EPatternTranslate {
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kPT_RelativeStart,
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kPT_RelativePlayerStart,
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kPT_RelativePlayer,
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kPT_Absolute,
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};
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enum EPatternOrient {
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kPO_StartToPlayer,
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kPO_StartToPlayerStart,
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kPO_ReversePlayerForward,
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kPO_Forward,
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};
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enum EPatternFit {
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kPF_Zero,
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kPF_One,
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};
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enum EMoveState {
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kMS_Zero,
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kMS_One,
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kMS_Two,
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kMS_Three,
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kMS_Four,
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};
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class CPatternNode {
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CVector3f x0_pos;
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CVector3f xc_forward;
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float x18_speed;
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uchar x1c_behaviour;
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uchar x1d_behaviourOrient;
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ushort x1e_behaviourModifiers;
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uint x20_animation;
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public:
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CPatternNode(const CVector3f& pos, const CVector3f& forward, float speed, uint behaviour,
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uint behaviourOrient, uint behaviourModifiers, uint animation);
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const CVector3f& GetPos() const { return x0_pos; }
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const CVector3f& GetForward() const { return xc_forward; }
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float GetSpeed() const { return x18_speed; }
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uchar GetBehaviour() const { return x1c_behaviour; }
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uchar GetBehaviourOrient() const { return x1d_behaviourOrient; }
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ushort GetBehaviourModifiers() const { return x1e_behaviourModifiers; }
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};
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CPatterned(ECharacter character, TUniqueId uid, const rstl::string& name, EFlavorType flavor,
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const CEntityInfo& info, const CTransform4f& xf, const CModelData& mData,
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const CPatternedInfo& pinfo, EMovementType movement, EColliderType collider,
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EBodyType body, const CActorParameters& params, EKnockBackVariant kbVariant);
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// CEntity
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~CPatterned() override;
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void Accept(IVisitor& visitor) override;
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void PreThink(float dt, CStateManager& mgr) override;
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void Think(float dt, CStateManager& mgr) override;
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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// CActor
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void PreRender(CStateManager&, const CFrustumPlanes&) override;
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void AddToRenderer(const CFrustumPlanes&, const CStateManager&) const override;
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void Render(const CStateManager&) const override;
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bool CanRenderUnsorted(const CStateManager&) const override;
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const rstl::optional_object< CAABox > GetTouchBounds() const override;
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void Touch(CActor&, CStateManager&) override;
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CVector3f GetOrbitPosition(const CStateManager&) const override;
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CVector3f GetAimPosition(const CStateManager&, float) const override;
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EWeaponCollisionResponseTypes GetCollisionResponseType(const CVector3f&, const CVector3f&,
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const CWeaponMode&,
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int) const override;
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type,
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float dt) override;
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// CPhysicsActor
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void CollidedWith(const TUniqueId& id, const CCollisionInfoList& list,
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CStateManager& mgr) override;
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// CAi
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void Death(CStateManager& mgr, const CVector3f& direction, EScriptObjectState state) override;
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void KnockBack(const CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type,
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bool inDeferred, float magnitude) override;
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void TakeDamage(const CVector3f& direction, float magnitude) override;
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void Patrol(CStateManager&, EStateMsg, float) override;
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void FollowPattern(CStateManager&, EStateMsg, float) override;
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void Dead(CStateManager&, EStateMsg, float) override;
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void PathFind(CStateManager&, EStateMsg, float) override;
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void Start(CStateManager&, EStateMsg, float) override;
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void TargetPatrol(CStateManager&, EStateMsg, float) override;
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void TargetPlayer(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 PathShagged(CStateManager&, float) override;
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bool PathOver(CStateManager&, float) override;
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bool PathFound(CStateManager&, float) override;
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bool TooClose(CStateManager&, float) override;
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bool InRange(CStateManager&, float) override;
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bool InMaxRange(CStateManager&, float) override;
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bool InDetectionRange(CStateManager&, float) override;
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bool SpotPlayer(CStateManager&, float) override;
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bool PlayerSpot(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 HasAttackPattern(CStateManager&, float) override;
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bool HasPatrolPath(CStateManager&, float) override;
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bool HasRetreatPattern(CStateManager&, float) override;
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bool Delay(CStateManager&, float) override;
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bool RandomDelay(CStateManager&, float) override;
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bool FixedDelay(CStateManager&, float) override;
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bool Default(CStateManager&, float) override;
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bool AnimOver(CStateManager&, float) override;
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bool InPosition(CStateManager&, float) override;
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bool Stuck(CStateManager&, float) override;
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bool NoPathNodes(CStateManager&, float) override;
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bool Landed(CStateManager&, float) override;
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bool PatrolPathOver(CStateManager&, float) override;
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bool CodeTrigger(CStateManager&, float) override;
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bool Random(CStateManager&, float) override;
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bool FixedRandom(CStateManager&, float) override;
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// CPatterned
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virtual void Freeze(CStateManager& mgr, const CVector3f& pos, const CUnitVector3f& dir,
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float frozenDur);
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virtual bool KnockbackWhenFrozen() const { return true; }
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virtual void MassiveDeath(CStateManager& mgr);
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virtual void MassiveFrozenDeath(CStateManager& mgr);
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virtual void Burn(float duration, float damage);
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virtual void Shock(CStateManager& mgr, float duration, float damage);
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virtual void ThinkAboutMove(float);
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virtual CPathFindSearch* GetSearchPath() { return nullptr; }
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virtual CDamageInfo GetContactDamage() const { return x404_contactDamage; }
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virtual u8 GetModelAlphau8(const CStateManager&) const { return x42c_color.GetAlphau8(); }
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virtual bool IsOnGround() const { return x328_27_onGround; }
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virtual float GetGravityConstant() const { return CPhysicsActor::GravityConstant(); }
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virtual CProjectileInfo* ProjectileInfo() { return nullptr; }
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virtual void PhazeOut(CStateManager&);
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virtual const rstl::optional_object< TLockedToken< CGenDescription > >&
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GetDeathExplosionParticle() const {
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return x520_deathExplosionParticle;
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}
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void DeathDelete(CStateManager& mgr);
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CTransform4f GetLctrTransform(const rstl::string&) const;
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TUniqueId GetDestObj() const { return x2dc_destObj; } // TODO: name?
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CStateMachineState& StateMachineState() { return x330_stateMachineState; }
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const CStateMachineState& GetStateMachineState() const { return x330_stateMachineState; }
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ECharacter GetCharacterType() const { return x34c_characterType; }
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const bool IsAlive() const { return x400_25_alive; }
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void SetWasHit(const bool v) { x400_24_hitByPlayerProjectile = v; }
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void SetPendingDeath(const bool v) { x401_30_pendingDeath = v; }
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CBodyController* BodyCtrl() { return x450_bodyController.get(); }
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const CBodyController* GetBodyCtrl() const { return x450_bodyController.get(); }
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CKnockBackController& GetKnockBackCtrl() { return x460_knockBackController; }
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const CKnockBackController& GetKnockBackCtrl() const { return x460_knockBackController; }
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template < class T >
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static T* CastTo(const TPatternedCast< T >& ent);
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private:
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EPatrolState x2d8_patrolState;
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TUniqueId x2dc_destObj;
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CVector3f x2e0_destPos;
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CVector3f x2ec_reflectedDestPos;
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float x2f8_waypointPauseRemTime;
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float x2fc_minAttackRange;
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float x300_maxAttackRange;
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float x304_averageAttackTime;
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float x308_attackTimeVariation;
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EBehaviourOrient x30c_behaviourOrient;
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CVector3f x310_moveVec;
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CVector3f x31c_faceVec;
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bool x328_24_inPosition : 1;
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bool x328_25_verticalMovement : 1;
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bool x328_26_solidCollision : 1;
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bool x328_27_onGround : 1;
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bool x328_28_prevOnGround : 1;
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bool x328_29_noPatternShagging : 1;
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bool x328_30_lookAtDeathDir : 1;
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bool x328_31_energyAttractor : 1;
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bool x329_24_ : 1;
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EAnimState x32c_animState;
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CStateMachineState x330_stateMachineState;
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ECharacter x34c_characterType;
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CVector3f x350_patternStartPos;
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CVector3f x35c_patternStartPlayerPos;
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CVector3f x368_destWPDelta;
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EPatternTranslate x374_patternTranslate;
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EPatternOrient x378_patternOrient;
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EPatternFit x37c_patternFit;
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EBehaviour x380_behaviour;
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EBehaviourModifiers x384_behaviourModifiers;
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int x388_anim;
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rstl::vector< CPatternNode > x38c_patterns;
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uint x39c_curPattern;
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CVector3f x3a0_latestLeashPosition;
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TUniqueId x3ac_lastPatrolDest;
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float x3b0_moveSpeed;
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float x3b4_speed;
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float x3b8_turnSpeed;
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float x3bc_detectionRange;
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float x3c0_detectionHeightRange;
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float x3c4_detectionAngle;
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float x3c8_leashRadius;
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float x3cc_playerLeashRadius;
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float x3d0_playerLeashTime;
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float x3d4_curPlayerLeashTime;
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float x3d8_xDamageThreshold;
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float x3dc_frozenXDamageThreshold;
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float x3e0_xDamageDelay;
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float x3e4_lastHP;
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float x3e8_alphaDelta;
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float x3ec_pendingFireDamage;
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float x3f0_pendingShockDamage;
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float x3f4_burnThinkRateTimer;
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EMoveState x3f8_moveState;
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EFlavorType x3fc_flavor;
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bool x400_24_hitByPlayerProjectile : 1;
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bool x400_25_alive : 1;
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bool x400_26_ : 1;
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bool x400_27_fadeToDeath : 1;
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bool x400_28_pendingMassiveDeath : 1;
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bool x400_29_pendingMassiveFrozenDeath : 1;
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bool x400_30_patternShagged : 1;
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bool x400_31_isFlyer : 1;
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bool x401_24_pathOverCount : 2;
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bool x401_26_disableMove : 1;
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bool x401_27_phazingOut : 1;
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bool x401_28_burning : 1;
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bool x401_29_laggedBurnDeath : 1;
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bool x401_30_pendingDeath : 1;
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bool x401_31_nextPendingShock : 1;
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bool x402_24_pendingShock : 1;
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bool x402_25_lostMassiveFrozenHP : 1;
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bool x402_26_dieIf80PercFrozen : 1;
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bool x402_27_noXrayModel : 1;
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bool x402_28_isMakingBigStrike : 1;
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bool x402_29_drawParticles : 1;
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bool x402_30_updateThermalFrozenState : 1;
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bool x402_31_thawed : 1;
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bool x403_24_keepThermalVisorState : 1;
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bool x403_25_enableStateMachine : 1;
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bool x403_26_stateControlledMassiveDeath : 1;
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CDamageInfo x404_contactDamage;
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float x420_curDamageRemTime;
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float x424_damageWaitTime;
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float x428_damageCooldownTimer;
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CColor x42c_color;
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CColor x430_damageColor;
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CVector3f x434_posDelta;
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CQuaternion x440_rotDelta;
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rstl::single_ptr< CBodyController > x450_bodyController;
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u32 x454_deathSfx;
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u32 x458_iceShatterSfx;
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CSteeringBehaviors x45c_steeringBehaviors;
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CKnockBackController x460_knockBackController;
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CVector3f x4e4_latestPredictedTranslation;
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float x4f0_predictedLeashTime;
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float x4f4_intoFreezeDur;
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float x4f8_outofFreezeDur;
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float x4fc_freezeDur;
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float x500_preThinkDt;
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float x504_damageDur;
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EColliderType x508_colliderType;
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float x50c_baseDamageMag;
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rstl::single_ptr< CVertexMorphEffect > x510_vertexMorph;
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CVector3f x514_deathExplosionOffset;
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rstl::optional_object< TLockedToken< CGenDescription > > x520_deathExplosionParticle;
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rstl::optional_object< TLockedToken< CElectricDescription > > x530_deathExplosionElectric;
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CVector3f x540_iceDeathExplosionOffset;
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rstl::optional_object< TLockedToken< CGenDescription > > x54c_iceDeathExplosionParticle;
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CVector3f x55c_moveScale;
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};
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CHECK_SIZEOF(CPatterned, 0x568)
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#endif // _CPATTERNED
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