mirror of https://github.com/AxioDL/metaforce.git
179 lines
7.8 KiB
C++
179 lines
7.8 KiB
C++
#ifndef __RETRO_CAI_HPP__
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#define __RETRO_CAI_HPP__
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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 <MathLib.hpp>
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namespace Retro
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{
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/* TODO: Figure out what all this is for and move it somewhere appropriate */
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enum EStateMsg
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{
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};
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enum EListenNoiseType
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{
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};
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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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};
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/* TODO: Move these */
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class CHealthInfo
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{
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};
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class CDamageVulnerability
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{
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};
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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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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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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 void TakeDamage(const Zeus::CVector3f&, float) {}
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virtual bool CanBeShot(const CStateManager&, int) { return true; }
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virtual bool IsListening() { return false; }
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virtual int Listen(const Zeus::CVector3f&, EListenNoiseType) { return 0; }
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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 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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};
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}
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#endif // __RETRO_CAI_HPP__
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