mirror of https://github.com/AxioDL/metaforce.git
189 lines
10 KiB
C++
189 lines
10 KiB
C++
#pragma once
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#include "GCNTypes.hpp"
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#include "ScriptObjectSupport.hpp"
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#include "RetroTypes.hpp"
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#include "CEntity.hpp"
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#include "CPhysicsActor.hpp"
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#include "CDamageVulnerability.hpp"
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#include "CHealthInfo.hpp"
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#include "CStateMachine.hpp"
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#include "CKnockBackController.hpp"
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#include "zeus/zeus.hpp"
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namespace urde
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{
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enum class EListenNoiseType
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{
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Character,
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Bomb,
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Projectile
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};
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class CAiFuncMap;
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class CStateManager;
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class CScriptWater;
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class CAi : public CPhysicsActor
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{
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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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CAi(TUniqueId uid, bool active, std::string_view name, const CEntityInfo& info, const zeus::CTransform& xf,
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CModelData&& mData, const zeus::CAABox& box, float mass, const CHealthInfo& hInfo, const CDamageVulnerability&,
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const CMaterialList& list, CAssetId fsm, const CActorParameters&, float f1, float f2);
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static void CreateFuncLookup(CAiFuncMap* funcMap);
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static CAiStateFunc GetStateFunc(const char* func);
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static CAiTriggerFunc GetTrigerFunc(const char* func);
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const CStateMachine* GetStateMachine() const;
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virtual void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&);
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virtual CHealthInfo* HealthInfo(CStateManager&) { return &x258_healthInfo; }
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virtual void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state)=0;
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virtual void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info,
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EKnockBackType type, bool inDeferred, float magnitude)=0;
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virtual const CDamageVulnerability* GetDamageVulnerability() const { return &x260_damageVulnerability; }
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virtual void TakeDamage(const zeus::CVector3f& direction, float magnitude) {}
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virtual bool CanBeShot(const CStateManager&, int) { return true; }
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virtual bool IsListening() const { return false; }
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virtual int Listen(const zeus::CVector3f&, EListenNoiseType) { return 0; }
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virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
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const CWeaponMode&, EProjectileAttrib) const;
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void FluidFXThink(EFluidState, CScriptWater&, CStateManager&);
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virtual zeus::CVector3f GetOrigin() const { return x34_transform.origin; }
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virtual void Patrol(CStateManager&, EStateMsg, float) {}
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virtual void FollowPattern(CStateManager&, EStateMsg, float) {}
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virtual void Dead(CStateManager&, EStateMsg, float) {}
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virtual void PathFind(CStateManager&, EStateMsg, float) {}
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virtual void Start(CStateManager&, EStateMsg, float) {}
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virtual void SelectTarget(CStateManager&, EStateMsg, float) {}
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virtual void TargetPatrol(CStateManager&, EStateMsg, float) {}
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virtual void TargetPlayer(CStateManager&, EStateMsg, float) {}
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virtual void TargetCover(CStateManager&, EStateMsg, float) {}
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virtual void Halt(CStateManager&, EStateMsg, float) {}
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virtual void Walk(CStateManager&, EStateMsg, float) {}
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virtual void Run(CStateManager&, EStateMsg, float) {}
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virtual void Generate(CStateManager&, EStateMsg, float) {}
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virtual void Deactivate(CStateManager&, EStateMsg, float) {}
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virtual void Attack(CStateManager&, EStateMsg, float) {}
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virtual void LoopedAttack(CStateManager&, EStateMsg, float) {}
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virtual void JumpBack(CStateManager&, EStateMsg, float) {}
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virtual void DoubleSnap(CStateManager&, EStateMsg, float) {}
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virtual void Shuffle(CStateManager&, EStateMsg, float) {}
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virtual void TurnAround(CStateManager&, EStateMsg, float) {}
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virtual void Skid(CStateManager&, EStateMsg, float) {}
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virtual void Active(CStateManager&, EStateMsg, float) {}
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virtual void InActive(CStateManager&, EStateMsg, float) {}
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virtual void CoverAttack(CStateManager&, EStateMsg, float) {}
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virtual void Crouch(CStateManager&, EStateMsg, float) {}
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virtual void FadeIn(CStateManager&, EStateMsg, float) {}
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virtual void FadeOut(CStateManager&, EStateMsg, float) {}
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virtual void GetUp(CStateManager&, EStateMsg, float) {}
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virtual void Taunt(CStateManager&, EStateMsg, float) {}
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virtual void Suck(CStateManager&, EStateMsg, float) {}
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virtual void Flee(CStateManager&, EStateMsg, float) {}
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virtual void Lurk(CStateManager&, EStateMsg, float) {}
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virtual void ProjectileAttack(CStateManager&, EStateMsg, float) {}
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virtual void Flinch(CStateManager&, EStateMsg, float) {}
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virtual void Hurled(CStateManager&, EStateMsg, float) {}
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virtual void TelegraphAttack(CStateManager&, EStateMsg, float) {}
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virtual void Jump(CStateManager&, EStateMsg, float) {}
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virtual void Explode(CStateManager&, EStateMsg, float) {}
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virtual void Dodge(CStateManager&, EStateMsg, float) {}
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virtual void Retreat(CStateManager&, EStateMsg, float) {}
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virtual void Cover(CStateManager&, EStateMsg, float) {}
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virtual void Approach(CStateManager&, EStateMsg, float) {}
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virtual void WallHang(CStateManager&, EStateMsg, float) {}
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virtual void WallDetach(CStateManager&, EStateMsg, float) {}
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virtual void Enraged(CStateManager&, EStateMsg, float) {}
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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 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; }
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virtual bool HasAttackPattern(CStateManager&, float) { return false; }
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virtual bool HasPatrolPath(CStateManager&, float) { return false; }
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virtual bool HasRetreatPattern(CStateManager&, float) { return false; }
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virtual bool Delay(CStateManager&,float) { return false; }
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virtual bool RandomDelay(CStateManager&, float) { return false; }
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virtual bool FixedDelay(CStateManager&, float) { return false; }
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virtual bool Default(CStateManager&, float) { return false; }
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virtual bool AnimOver(CStateManager&, float) { return false; }
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virtual bool ShouldAttack(CStateManager&, float) { return false; }
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virtual bool ShouldDoubleSnap(CStateManager&, float) { return false; }
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virtual bool InPosition(CStateManager&, float) { return false; }
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virtual bool ShouldTurn(CStateManager&, float) { return false; }
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virtual bool HitSomething(CStateManager&, float) { return false; }
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virtual bool ShouldJumpBack(CStateManager&, float) { return false; }
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virtual bool Stuck(CStateManager&, float) { return false; }
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virtual bool NoPathNodes(CStateManager&, float) { return false; }
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virtual bool Landed(CStateManager&, float) { return false; }
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virtual bool HearShot(CStateManager&,float) { return false; }
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virtual bool HearPlayer(CStateManager&,float) { return false; }
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virtual bool CoverCheck(CStateManager&, float) { return false; }
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virtual bool CoverFind(CStateManager&, float) { return false; }
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virtual bool CoverBlown(CStateManager&, float) { return false; }
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virtual bool CoverNearlyBlown(CStateManager&, float) { return false; }
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virtual bool CoveringFire(CStateManager&, float) { return false; }
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virtual bool GotUp(CStateManager&, float) { return false; }
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virtual bool LineOfSight(CStateManager&,float) { return false; }
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virtual bool AggressionCheck(CStateManager&, float) { return false; }
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virtual bool AttackOver(CStateManager&, float) { return false; }
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virtual bool ShouldTaunt(CStateManager&,float) { return false; }
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virtual bool Inside(CStateManager&,float) { return false; }
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virtual bool ShouldFire(CStateManager&,float) { return false; }
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virtual bool ShouldFlinch(CStateManager&, float) { return false; }
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virtual bool PatrolPathOver(CStateManager&, float) { return false; }
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virtual bool ShouldDodge(CStateManager&, float) { return false; }
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virtual bool ShouldRetreat(CStateManager&, float) { return false; }
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virtual bool ShouldCrouch(CStateManager&, float) { return false; }
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virtual bool ShouldMove(CStateManager&, float) { return false; }
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virtual bool ShotAt(CStateManager&, float) { return false; }
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virtual bool HasTargetingPoint(CStateManager&, float) { return false; }
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virtual bool ShouldWallHang(CStateManager&, float) { return false; }
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virtual bool SetAIStage(CStateManager&, float) { return false; }
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virtual bool AIStage(CStateManager&, float) { return false; }
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virtual bool StartAttack(CStateManager&, float) { return false; }
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virtual bool BreakAttack(CStateManager&, float) { return false; }
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virtual bool ShouldStrafe(CStateManager&, float) { return false; }
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virtual bool ShouldSpecialAttack(CStateManager&, float) { return false; }
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virtual bool LostInterest(CStateManager&, float) { return false; }
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virtual bool CodeTrigger(CStateManager&, float) { return false; }
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virtual bool BounceFind(CStateManager&, float) { return false; }
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virtual bool Random(CStateManager&, float) { return false; }
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virtual bool FixedRandom(CStateManager&, float) { return false; }
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virtual bool IsDizzy(CStateManager&, float) { return false; }
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virtual bool ShouldCallForBackup(CStateManager&, float) { return false; }
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};
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}
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