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77 lines
3.4 KiB
C++
77 lines
3.4 KiB
C++
#ifndef _CBLOODFLOWER
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#define _CBLOODFLOWER
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#include "MetroidPrime/Enemies/CPatterned.hpp"
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#include "MetroidPrime/Weapons/CProjectileInfo.hpp"
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class CTargetableProjectile;
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class CWeaponDescription;
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class CElementGen;
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class CBloodFlower : public CPatterned {
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public:
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CBloodFlower(const TUniqueId uid, const rstl::string& name, const CEntityInfo& info,
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const CTransform4f& xf, const CModelData& mData, const CPatternedInfo& pInfo,
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const CAssetId podEffectDescId, const CAssetId projectileDescId,
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const CActorParameters& actParams, const CAssetId wpscId2, const CDamageInfo& dInfo1,
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const CDamageInfo& projectileDamage, const CDamageInfo& podDamage,
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const CAssetId partId2, const CAssetId partId3, const CAssetId partId4,
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const float f1, const CAssetId partId5, const uint soundId);
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void Accept(IVisitor& visitor) override;
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr) override;
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CProjectileInfo* ProjectileInfo() override;
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void InActive(CStateManager&, EStateMsg, float) override;
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void Active(CStateManager&, EStateMsg, float) override;
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void BulbAttack(CStateManager&, EStateMsg, float) override;
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void PodAttack(CStateManager&, EStateMsg, float) override;
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bool Leash(CStateManager&, float) override;
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bool ShouldTurn(CStateManager&, float) override;
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bool ShouldAttack(CStateManager&, float) 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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void Think(float dt, CStateManager& mgr) override;
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void Render(const CStateManager&) const override;
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EWeaponCollisionResponseTypes GetCollisionResponseType(const CVector3f& position,
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const CVector3f& direction,
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const CWeaponMode& mode,
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int attrib) const override;
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void Touch(CActor&, CStateManager&) override;
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private:
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const CDamageInfo& GetPodDamage() const { return mPodDamage; }
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CTransform4f GetMouthLocator(const rstl::string& name);
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void TriggerPodSteam(CStateManager& mgr, const bool activate) const;
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CTargetableProjectile* CreateArcProjectile(CStateManager& mgr,
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const TToken< CWeaponDescription >& desc,
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const CTransform4f& xf, const CDamageInfo& dInfo,
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TUniqueId uid);
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void ResetShotTimer(CStateManager& mgr);
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void UpdateFire(CStateManager& mgr);
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void TurnEffectsOn(int effectIndex, CStateManager& mgr);
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void TurnEffectsOff(int effectIndex, CStateManager& mgr);
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void LaunchPollenProjectile(const CTransform4f& xf, CStateManager& mgr, float var_f1,
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int maxProjectiles);
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TLockedToken< CGenDescription > mPodEffectDescription;
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rstl::single_ptr< CElementGen > mPodEffect;
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TCachedToken< CWeaponDescription > mProjectileDesc;
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float mCurAttackTime;
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float mProjectileOffset;
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int mProjectileState;
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CProjectileInfo mProjectileInfo;
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float x5b8_;
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float mProjectileDelay;
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float mLeashTime;
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rstl::optional_object< TLockedToken< CGenDescription > > mVisorParticle;
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ushort mVisorSfx;
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int mEffectState;
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CDamageInfo mProjectileDamage;
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CDamageInfo mPodDamage;
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float x614_;
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CAssetId x618_;
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CAssetId x61c_;
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CAssetId x620_;
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};
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#endif
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