mirror of https://github.com/AxioDL/metaforce.git
Various implementations
This commit is contained in:
parent
4272e8207b
commit
f2d4040cdc
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@ -16,6 +16,7 @@ enum class EMaterialTypes
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Fourteen = 14,
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Fifteen = 15,
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Nineteen = 19,
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TwentyOne = 21,
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ThirtyTwo = 32,
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ThirtyFour = 34,
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FourtyOne = 41,
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@ -63,7 +63,7 @@ public:
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const zeus::CTransform&, CModelData&&, const CMaterialList&,
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const CActorParameters&, TUniqueId);
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virtual void Accept(IVisitor&) /*= 0*/;
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virtual void Accept(IVisitor&) {}/*= 0;*/
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virtual void AddToRenderer(const zeus::CFrustum&, CStateManager&) {}
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virtual void Render(CStateManager&) {}
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virtual void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) {}
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@ -1,6 +1,184 @@
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#include "CAi.hpp"
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#include "Character/CModelData.hpp"
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#include "CStateManager.hpp"
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namespace urde
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{
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CAiFuncMap::CAiFuncMap()
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{
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/* Ai States */
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x0_stateFuncs["Patrol"] = &CAi::Patrol;
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x0_stateFuncs["FollowPattern"] = &CAi::FollowPattern;
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x0_stateFuncs["Dead"] = &CAi::Dead;
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x0_stateFuncs["PathFind"] = &CAi::PathFind;
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x0_stateFuncs["Start"] = &CAi::Start;
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x0_stateFuncs["SelectTarget"] = &CAi::SelectTarget;
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x0_stateFuncs["TargetPatrol"] = &CAi::TargetPatrol;
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x0_stateFuncs["TargetPlayer"] = &CAi::TargetPlayer;
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x0_stateFuncs["TargetCover"] = &CAi::TargetCover;
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x0_stateFuncs["Halt"] = &CAi::Halt;
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x0_stateFuncs["Walk"] = &CAi::Walk;
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x0_stateFuncs["Run"] = &CAi::Run;
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x0_stateFuncs["Generate"] = &CAi::Generate;
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x0_stateFuncs["Deactivate"] = &CAi::Deactivate;
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x0_stateFuncs["Attack"] = &CAi::Attack;
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x0_stateFuncs["LoopedAttack"] = &CAi::LoopedAttack;
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x0_stateFuncs["JumpBack"] = &CAi::JumpBack;
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x0_stateFuncs["DoubleSnap"] = &CAi::DoubleSnap;
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x0_stateFuncs["Shuffle"] = &CAi::Shuffle;
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x0_stateFuncs["TurnAround"] = &CAi::TurnAround;
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x0_stateFuncs["Skid"] = &CAi::Skid;
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x0_stateFuncs["Active"] = &CAi::Active;
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x0_stateFuncs["InActive"] = &CAi::InActive;
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x0_stateFuncs["CoverAttack"] = &CAi::CoverAttack;
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x0_stateFuncs["Crouch"] = &CAi::Crouch;
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x0_stateFuncs["FadeIn"] = &CAi::FadeIn;
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x0_stateFuncs["FadeOut"] = &CAi::FadeOut;
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x0_stateFuncs["GetUp"] = &CAi::GetUp;
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x0_stateFuncs["Taunt"] = &CAi::Taunt;
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x0_stateFuncs["Suck"] = &CAi::Suck;
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x0_stateFuncs["Flee"] = &CAi::Flee;
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x0_stateFuncs["Lurk"] = &CAi::Lurk;
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x0_stateFuncs["ProjectileAttack"] = &CAi::ProjectileAttack;
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x0_stateFuncs["Flinch"] = &CAi::Flinch;
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x0_stateFuncs["Hurled"] = &CAi::Hurled;
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x0_stateFuncs["TelegraphAttack"] = &CAi::TelegraphAttack;
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x0_stateFuncs["Jump"] = &CAi::Jump;
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x0_stateFuncs["Explode"] = &CAi::Explode;
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x0_stateFuncs["Dodge"] = &CAi::Dodge;
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x0_stateFuncs["Retreat"] = &CAi::Retreat;
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x0_stateFuncs["Cover"] = &CAi::Cover;
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x0_stateFuncs["Approach"] = &CAi::Approach;
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x0_stateFuncs["WallHang"] = &CAi::WallHang;
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x0_stateFuncs["WallDetach"] = &CAi::WallDetach;
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x0_stateFuncs["Enraged"] = &CAi::Enraged;
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x0_stateFuncs["SpecialAttack"] = &CAi::SpecialAttack;
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x0_stateFuncs["Growth"] = &CAi::Growth;
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x0_stateFuncs["Faint"] = &CAi::Faint;
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x0_stateFuncs["Land"] = &CAi::Land;
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x0_stateFuncs["Bounce"] = &CAi::Bounce;
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x0_stateFuncs["PathFindEx"] = &CAi::PathFindEx;
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x0_stateFuncs["Dizzy"] = &CAi::Dizzy;
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x0_stateFuncs["CallForBackup"] = &CAi::CallForBackup;
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x0_stateFuncs["BulbAttack"] = &CAi::BulbAttack;
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x0_stateFuncs["PodAttack"] = &CAi::PodAttack;
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/* Ai Triggers */
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x10_triggerFuncs["InAttackPosition"] = &CAi::InAttackPosition;
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x10_triggerFuncs["Leash"] = &CAi::Leash;
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x10_triggerFuncs["OffLine"] = &CAi::OffLine;
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x10_triggerFuncs["Attacked"] = &CAi::Attacked;
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x10_triggerFuncs["PathShagged"] = &CAi::PathShagged;
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x10_triggerFuncs["TooClose"] = &CAi::TooClose;
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x10_triggerFuncs["InRange"] = &CAi::InRange;
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x10_triggerFuncs["InMaxRange"] = &CAi::InMaxRange;
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x10_triggerFuncs["InDetectionRange"] = &CAi::InDetectionRange;
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x10_triggerFuncs["SpotPlayer"] = &CAi::SpotPlayer;
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x10_triggerFuncs["PlayerSpot"] = &CAi::PlayerSpot;
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x10_triggerFuncs["PatternOver"] = &CAi::PatternOver;
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x10_triggerFuncs["PatternShagged"] = &CAi::PatternShagged;
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x10_triggerFuncs["HasAttackPattern"] = &CAi::HasAttackPattern;
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x10_triggerFuncs["HasPatrolPath"] = &CAi::HasPatrolPath;
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x10_triggerFuncs["HasRetreatPattern"] = &CAi::HasRetreatPattern;
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x10_triggerFuncs["Delay"] = &CAi::Delay;
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x10_triggerFuncs["RandomDelay"] = &CAi::RandomDelay;
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x10_triggerFuncs["FixedDelay"] = &CAi::FixedDelay;
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x10_triggerFuncs["Default"] = &CAi::Default;
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x10_triggerFuncs["AnimOver"] = &CAi::AnimOver;
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x10_triggerFuncs["ShouldAttack"] = &CAi::ShouldAttack;
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x10_triggerFuncs["ShouldDoubleSnap"] = &CAi::ShouldDoubleSnap;
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x10_triggerFuncs["InPosition"] = &CAi::InPosition;
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x10_triggerFuncs["ShouldTurn"] = &CAi::ShouldTurn;
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x10_triggerFuncs["HitSomething"] = &CAi::HitSomething;
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x10_triggerFuncs["ShouldJumpBack"] = &CAi::ShouldJumpBack;
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x10_triggerFuncs["Stuck"] = &CAi::Stuck;
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x10_triggerFuncs["NoPathNodes"] = &CAi::NoPathNodes;
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x10_triggerFuncs["Landed"] = &CAi::Landed;
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x10_triggerFuncs["HearShot"] = &CAi::HearShot;
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x10_triggerFuncs["HearPlayer"] = &CAi::HearPlayer;
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x10_triggerFuncs["CoverCheck"] = &CAi::CoverCheck;
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x10_triggerFuncs["CoverFind"] = &CAi::CoverFind;
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x10_triggerFuncs["CoverBlown"] = &CAi::CoverBlown;
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x10_triggerFuncs["CoverNearlyBlown"] = &CAi::CoverNearlyBlown;
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x10_triggerFuncs["CoveringFire"] = &CAi::CoveringFire;
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x10_triggerFuncs["GotUp"] = &CAi::GotUp;
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x10_triggerFuncs["LineOfSight"] = &CAi::LineOfSight;
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x10_triggerFuncs["AggressionCheck"] = &CAi::AggressionCheck;
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x10_triggerFuncs["AttackOver"] = &CAi::AttackOver;
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x10_triggerFuncs["ShouldTaunt"] = &CAi::ShouldTaunt;
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x10_triggerFuncs["Inside"] = &CAi::Inside;
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x10_triggerFuncs["ShouldFire"] = &CAi::ShouldFire;
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x10_triggerFuncs["ShouldFlinch"] = &CAi::ShouldFlinch;
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x10_triggerFuncs["PatrolPathOver"] = &CAi::PatrolPathOver;
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x10_triggerFuncs["ShouldDodge"] = &CAi::ShouldDodge;
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x10_triggerFuncs["ShouldRetreat"] = &CAi::ShouldRetreat;
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x10_triggerFuncs["ShouldCrouch"] = &CAi::ShouldCrouch;
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x10_triggerFuncs["ShouldMove"] = &CAi::ShouldMove;
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x10_triggerFuncs["ShotAt"] = &CAi::ShotAt;
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x10_triggerFuncs["HasTargetingPoint"] = &CAi::HasTargetingPoint;
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x10_triggerFuncs["ShouldWallHang"] = &CAi::ShouldWallHang;
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x10_triggerFuncs["SetAIStage"] = &CAi::SetAIStage;
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x10_triggerFuncs["AIStage"] = &CAi::AIStage;
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x10_triggerFuncs["StartAttack"] = &CAi::StartAttack;
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x10_triggerFuncs["BreakAttack"] = &CAi::BreakAttack;
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x10_triggerFuncs["ShouldStrafe"] = &CAi::ShouldStrafe;
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x10_triggerFuncs["ShouldSpecialAttack"] = &CAi::ShouldSpecialAttack;
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x10_triggerFuncs["LostInterest"] = &CAi::LostInterest;
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x10_triggerFuncs["CodeTrigger"] = &CAi::CodeTrigger;
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x10_triggerFuncs["BounceFind"] = &CAi::BounceFind;
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x10_triggerFuncs["Random"] = &CAi::Random;
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x10_triggerFuncs["FixedRandom"] = &CAi::FixedRandom;
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x10_triggerFuncs["IsDizzy"] = &CAi::IsDizzy;
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x10_triggerFuncs["ShouldCallForBackup"] = &CAi::ShouldCallForBackup;
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CAi::CreateFuncLookup(this);
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}
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CAiStateFunc CAiFuncMap::GetStateFunc(const char* func)
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{
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if (x0_stateFuncs.find(func) == x0_stateFuncs.end())
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return nullptr;
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return x0_stateFuncs[func];
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}
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CAiTriggerFunc CAiFuncMap::GetTriggerFunc(const char* func)
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{
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if (x10_triggerFuncs.find(func) == x10_triggerFuncs.end())
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return nullptr;
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return x10_triggerFuncs[func];
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}
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static CMaterialList MakeAiMaterialList(const CMaterialList& in)
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{
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CMaterialList ret = in;
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ret.Add(EMaterialTypes::FourtyEight);
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ret.Add(EMaterialTypes::TwentyOne);
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return ret;
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}
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CAi::CAi(TUniqueId uid, bool active, const std::string& name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const zeus::CAABox& box, float f1, const CHealthInfo& hInfo, const CDamageVulnerability& dmgVuln,
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const CMaterialList& list, ResId, const CActorParameters& actorParams, float f2, float f3)
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: CPhysicsActor(uid, active, name, info, xf, std::move(mData), MakeAiMaterialList(list), box, SMoverData(f1), actorParams,
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f2, f3),
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x258_healthInfo(hInfo),
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x260_damageVulnerability(dmgVuln)
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{
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}
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CAiStateFunc CAi::GetStateFunc(const char* func)
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{
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return m_FuncMap->GetStateFunc(func);
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}
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CAiTriggerFunc CAi::GetTrigerFunc(const char* func)
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{
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return m_FuncMap->GetTriggerFunc(func);
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}
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void CAi::CreateFuncLookup(CAiFuncMap* funcMap)
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{
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m_FuncMap = funcMap;
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}
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CAiFuncMap* CAi::m_FuncMap = nullptr;
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}
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@ -22,14 +22,22 @@ enum class EListenNoiseType
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{
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};
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class CAi;
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class CStateMachine;
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typedef void (CAi::*CAiStateFunc)(CStateManager&, EStateMsg, float);
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typedef bool (CAi::*CAiTriggerFunc)(CStateManager&, float);
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class CAiFuncMap
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{
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/* TODO: Figure out return type, I think it's a string */
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void GetStateFunc(const char*);
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void GetTriggerFunc(const char*);
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std::map<const char*, CAiStateFunc> x0_stateFuncs;
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std::map<const char*, CAiTriggerFunc> x10_triggerFuncs;
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public:
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CAiFuncMap();
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CAiStateFunc GetStateFunc(const char*);
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CAiTriggerFunc GetTriggerFunc(const char*);
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};
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/* TODO: Move these */
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class CHealthInfo
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{
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float x0_;
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@ -41,20 +49,26 @@ public:
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class CStateManager;
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class CAi : public CPhysicsActor
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{
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CHealthInfo x240_healthInfo;
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CDamageVulnerability x248_damageVulnerability;
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static CAiFuncMap* m_FuncMap;
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CHealthInfo x258_healthInfo;
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CDamageVulnerability x260_damageVulnerability;
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TLockedToken<CStateMachine> x2c8_stateMachine;
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public:
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void CreateFuncLookup(CAiFuncMap* funcMap) { }
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void GetStateFunc(const char*) {}
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void GetTrigerFunc(const char*) {}
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CAi(TUniqueId uid, bool active, const std::string& name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const zeus::CAABox& box, float f1, const CHealthInfo& hInfo, const CDamageVulnerability&,
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const CMaterialList& list, ResId, const CActorParameters&, float f2, float f3);
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static void CreateFuncLookup(CAiFuncMap* funcMap);
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CAiStateFunc GetStateFunc(const char* func);
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CAiTriggerFunc GetTrigerFunc(const char* func);
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void GetStateMachine() {}
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/* TODO: Figure out the return types, if any, and fix these prototypes */
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virtual void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) {}
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virtual CHealthInfo HealthInfo(CStateManager&) { return x240_healthInfo; }
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virtual CHealthInfo GetHealthInfo(const CStateManager&) { return x240_healthInfo; }
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virtual CDamageVulnerability GetDamageVulnerability() { return x248_damageVulnerability; }
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virtual CHealthInfo HealthInfo(CStateManager&) { return x258_healthInfo; }
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virtual CHealthInfo GetHealthInfo(const CStateManager&) { return x258_healthInfo; }
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virtual CDamageVulnerability GetDamageVulnerability() { return x260_damageVulnerability; }
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virtual void TakeDamage(const zeus::CVector3f&, float) {}
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virtual bool CanBeShot(const CStateManager&, int) { return true; }
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@ -109,69 +123,82 @@ public:
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virtual void SpecialAttack(CStateManager&, EStateMsg, float) {}
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virtual void Growth(CStateManager&, EStateMsg, float) {}
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virtual void Faint(CStateManager&, EStateMsg, float) {}
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virtual void Land(CStateManager&, EStateMsg, float) {}
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virtual void Bounce(CStateManager&, EStateMsg, float) {}
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virtual void PathFindEx(CStateManager&, EStateMsg, float) {}
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virtual void Dizzy(CStateManager&, EStateMsg, float) {}
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virtual void CallForBackup(CStateManager&, EStateMsg, float) {}
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virtual void BulbAttack(CStateManager&, EStateMsg, float) {}
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virtual void PodAttack(CStateManager&, EStateMsg, float) {}
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virtual void InAttackPosition(CStateManager&, float) {}
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virtual void Leash(CStateManager&, float) {}
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virtual void OffLine(CStateManager&,float) {}
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virtual void Attacked(CStateManager&, float) {}
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virtual void PathShagged(CStateManager&,float) {}
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virtual void PathOver(CStateManager&,float) {}
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virtual void TooClose(CStateManager&,float) {}
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virtual void InRange(CStateManager&,float) {}
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virtual void InMaxRange(CStateManager&,float) {}
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virtual void InDetectionRange(CStateManager&,float) {}
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virtual void SpotPlayer(CStateManager&,float) {}
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virtual void PlayerSpot(CStateManager&,float) {}
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virtual void PatternOver(CStateManager&,float) {}
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virtual void PatternedShagged(CStateManager&,float) {}
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virtual void HasAttackPattern(CStateManager&,float) {}
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virtual void HasPatrolPath(CStateManager&,float) {}
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virtual void HasRetreatPattern(CStateManager&,float) {}
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virtual void Delay(CStateManager&,float) {}
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virtual void RandomDelay(CStateManager&,float) {}
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virtual void FixedDelay(CStateManager&,float) {}
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virtual void AnimOver(CStateManager&, float) {}
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virtual void ShouldAttack(CStateManager&,float) {}
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virtual void ShouldDoubleSnap(CStateManager&,float) {}
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virtual void InPosition(CStateManager&,float) {}
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virtual void ShouldTurn(CStateManager&,float) {}
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virtual void HitSomething(CStateManager&,float) {}
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virtual void ShouldJumpBack(CStateManager&,float) {}
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virtual void Stuck(CStateManager&,float) {}
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virtual void NoPathNodes(CStateManager&,float) {}
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virtual void Landed(CStateManager&,float) {}
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virtual void HearShot(CStateManager&,float) {}
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virtual void HearPlayer(CStateManager&,float) {}
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virtual void CoverCheck(CStateManager&, float) {}
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virtual void CoverFind(CStateManager&, float) {}
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virtual void CoverBlown(CStateManager&, float) {}
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virtual void CoverNearlyBlown(CStateManager&, float) {}
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virtual void CoveringFire(CStateManager&, float) {}
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virtual void GotUp(CStateManager&,float) {}
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virtual void LineOfSight(CStateManager&,float) {}
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virtual void AggressionCheck(CStateManager&, float) {}
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virtual void AttackOver(CStateManager&, float) {}
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virtual void ShouldTaunt(CStateManager&,float) {}
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virtual void Inside(CStateManager&,float) {}
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virtual void ShouldFire(CStateManager&,float) {}
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virtual void ShouldFlinch(CStateManager&,float) {}
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virtual void PatrolPathOver(CStateManager&,float) {}
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virtual void ShouldDodge(CStateManager&,float) {}
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virtual void ShouldRetreat(CStateManager&,float) {}
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virtual void ShouldCrouch(CStateManager&,float) {}
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virtual void ShouldMove(CStateManager&,float) {}
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virtual void ShotAt(CStateManager&,float) {}
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virtual void HasTargettingPoint(CStateManager&,float) {}
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virtual void ShouldWallHang(CStateManager&,float) {}
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virtual void SetAIStage(CStateManager&,float) {}
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virtual void AIStage(CStateManager&,float) {}
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virtual void StartAttack(CStateManager&,float) {}
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virtual void BreakAttack(CStateManager&, float) {}
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virtual void ShoulStrafe(CStateManager&,float) {}
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virtual void ShouldSpecialAttack(CStateManager&,float) {}
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virtual void LostInterest(CStateManager&,float) {}
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virtual bool InAttackPosition(CStateManager&, float) { return false; }
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virtual bool Leash(CStateManager&, float) { return false; }
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virtual bool OffLine(CStateManager&,float) { return false; }
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virtual bool Attacked(CStateManager&, float) { return false; }
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virtual bool PathShagged(CStateManager&, float) { return false; }
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virtual bool PathOver(CStateManager&, float) { return false; }
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virtual bool PathFound(CStateManager&, float) { return false; }
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virtual bool TooClose(CStateManager&, float) { return false; }
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virtual bool InRange(CStateManager&, float) { return false; }
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virtual bool InMaxRange(CStateManager&, float) { return false; }
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virtual bool InDetectionRange(CStateManager&, float) { return false; }
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virtual bool SpotPlayer(CStateManager&, float) { return false; }
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virtual bool PlayerSpot(CStateManager&, float) { return false; }
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virtual bool PatternOver(CStateManager&, float) { return false; }
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virtual bool PatternShagged(CStateManager&, float) { return false; }
|
||||
virtual bool HasAttackPattern(CStateManager&, float) { return false; }
|
||||
virtual bool HasPatrolPath(CStateManager&, float) { return false; }
|
||||
virtual bool HasRetreatPattern(CStateManager&, float) { return false; }
|
||||
virtual bool Delay(CStateManager&,float) { return false; }
|
||||
virtual bool RandomDelay(CStateManager&, float) { return false; }
|
||||
virtual bool FixedDelay(CStateManager&, float) { return false; }
|
||||
virtual bool Default(CStateManager&, float) { return false; }
|
||||
virtual bool AnimOver(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldAttack(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldDoubleSnap(CStateManager&, float) { return false; }
|
||||
virtual bool InPosition(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldTurn(CStateManager&, float) { return false; }
|
||||
virtual bool HitSomething(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldJumpBack(CStateManager&, float) { return false; }
|
||||
virtual bool Stuck(CStateManager&, float) { return false; }
|
||||
virtual bool NoPathNodes(CStateManager&, float) { return false; }
|
||||
virtual bool Landed(CStateManager&, float) { return false; }
|
||||
virtual bool HearShot(CStateManager&,float) { return false; }
|
||||
virtual bool HearPlayer(CStateManager&,float) { return false; }
|
||||
virtual bool CoverCheck(CStateManager&, float) { return false; }
|
||||
virtual bool CoverFind(CStateManager&, float) { return false; }
|
||||
virtual bool CoverBlown(CStateManager&, float) { return false; }
|
||||
virtual bool CoverNearlyBlown(CStateManager&, float) { return false; }
|
||||
virtual bool CoveringFire(CStateManager&, float) { return false; }
|
||||
virtual bool GotUp(CStateManager&, float) { return false; }
|
||||
virtual bool LineOfSight(CStateManager&,float) { return false; }
|
||||
virtual bool AggressionCheck(CStateManager&, float) { return false; }
|
||||
virtual bool AttackOver(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldTaunt(CStateManager&,float) { return false; }
|
||||
virtual bool Inside(CStateManager&,float) { return false; }
|
||||
virtual bool ShouldFire(CStateManager&,float) { return false; }
|
||||
virtual bool ShouldFlinch(CStateManager&, float) { return false; }
|
||||
virtual bool PatrolPathOver(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldDodge(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldRetreat(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldCrouch(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldMove(CStateManager&, float) { return false; }
|
||||
virtual bool ShotAt(CStateManager&, float) { return false; }
|
||||
virtual bool HasTargetingPoint(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldWallHang(CStateManager&, float) { return false; }
|
||||
virtual bool SetAIStage(CStateManager&, float) { return false; }
|
||||
virtual bool AIStage(CStateManager&, float) { return false; }
|
||||
virtual bool StartAttack(CStateManager&, float) { return false; }
|
||||
virtual bool BreakAttack(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldStrafe(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldSpecialAttack(CStateManager&, float) { return false; }
|
||||
virtual bool LostInterest(CStateManager&, float) { return false; }
|
||||
virtual bool CodeTrigger(CStateManager&, float) { return false; }
|
||||
virtual bool BounceFind(CStateManager&, float) { return false; }
|
||||
virtual bool Random(CStateManager&, float) { return false; }
|
||||
virtual bool FixedRandom(CStateManager&, float) { return false; }
|
||||
virtual bool IsDizzy(CStateManager&, float) { return false; }
|
||||
virtual bool ShouldCallForBackup(CStateManager&, float) { return false; }
|
||||
};
|
||||
|
||||
}
|
||||
|
|
|
@ -34,7 +34,7 @@ class CEntity
|
|||
protected:
|
||||
TAreaId x4_areaId;
|
||||
TUniqueId x8_uid;
|
||||
ResId xc_editorId;
|
||||
TEditorId xc_editorId;
|
||||
std::string x10_name;
|
||||
std::vector<SConnection> x20_conns;
|
||||
|
||||
|
|
|
@ -2,11 +2,11 @@ add_library(RuntimeCommonWorld
|
|||
CWorld.hpp CWorld.cpp
|
||||
IGameArea.hpp IGameArea.cpp
|
||||
CGameArea.hpp CGameArea.cpp
|
||||
CAi.hpp CAi.cpp
|
||||
CPathFindArea.hpp CPathFindArea.cpp
|
||||
CAreaOctTree.hpp CAreaOctTree.cpp
|
||||
CActor.hpp CActor.cpp
|
||||
CPhysicsActor.hpp CPhysicsActor.cpp
|
||||
CAi.hpp CAi.cpp
|
||||
CEntity.hpp CEntity.cpp
|
||||
CPhysicsActor.hpp CPhysicsActor.cpp
|
||||
CWorldTransManager.hpp CWorldTransManager.cpp
|
||||
|
|
|
@ -26,6 +26,8 @@ class CScriptDock : public CPhysicsActor
|
|||
public:
|
||||
CScriptDock(TUniqueId uid, const std::string& name, const CEntityInfo& info, const zeus::CVector3f position,
|
||||
const zeus::CVector3f& extent, s32, TAreaId, bool active, s32 w1, bool b1);
|
||||
|
||||
s32 GetDockId() const { return x25c_dock; }
|
||||
};
|
||||
}
|
||||
#endif // __URDE_CSCRIPTDOCK_HPP__
|
||||
|
|
|
@ -57,6 +57,18 @@ void CScriptDoor::AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStat
|
|||
(void)msg;
|
||||
}
|
||||
|
||||
void CScriptDoor::Think(float dt, CStateManager& mgr)
|
||||
{
|
||||
if (!GetActive())
|
||||
return;
|
||||
|
||||
if (!x2a8_26_)
|
||||
{
|
||||
if (x25c_ < 0.5f)
|
||||
x25c_ += dt;
|
||||
}
|
||||
}
|
||||
|
||||
void CScriptDoor::AddToRenderer(const zeus::CFrustum& /*frustum*/, CStateManager &mgr)
|
||||
{
|
||||
if (!xe4_30_)
|
||||
|
@ -117,7 +129,7 @@ void CScriptDoor::OpenDoor(TUniqueId uid, CStateManager& mgr)
|
|||
const CScriptDoor* door = dynamic_cast<const CScriptDoor*>(mgr.GetObjectById(uid));
|
||||
|
||||
if (door)
|
||||
x27c_partner = door->x8_uid;
|
||||
x27c_partner = door->GetUniqueId();
|
||||
|
||||
SetDoorAnimation(EDoorAnimType::Open);
|
||||
if (x27c_partner != kInvalidUniqueId)
|
||||
|
|
|
@ -57,6 +57,7 @@ public:
|
|||
|
||||
zeus::CVector3f GetOrbitPosition(const CStateManager& mgr) const;
|
||||
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId uid, CStateManager& mgr);
|
||||
void Think(float, CStateManager& mgr);
|
||||
void AddToRenderer(const zeus::CFrustum&, CStateManager& mgr);
|
||||
zeus::CAABox GetTouchBounds() const {}
|
||||
void Render(const CStateManager&) {}
|
||||
|
|
|
@ -0,0 +1,11 @@
|
|||
#include "CWorld.hpp"
|
||||
|
||||
namespace urde
|
||||
{
|
||||
|
||||
bool CWorld::DoesAreaExist(TAreaId area) const
|
||||
{
|
||||
return (area >= 0 && area < x18_areas.size());
|
||||
}
|
||||
|
||||
}
|
|
@ -52,6 +52,7 @@ public:
|
|||
};
|
||||
|
||||
CWorld(IObjectStore& objStore, CResFactory& resFactory, ResId);
|
||||
bool DoesAreaExist(TAreaId area) const;
|
||||
std::vector<std::unique_ptr<CGameArea>>& GetGameAreas() {return x18_areas;}
|
||||
};
|
||||
|
||||
|
|
Loading…
Reference in New Issue