prime/include/MetroidPrime/Enemies/CPatterned.hpp

378 lines
13 KiB
C++

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