metaforce/Runtime/World/CStateMachine.hpp

119 lines
2.8 KiB
C++

#pragma once
#include "CAiFuncMap.hpp"
#include "IObj.hpp"
#include "CToken.hpp"
#include "IOStreams.hpp"
#include "IObjFactory.hpp"
namespace urde
{
class CAiState;
class CStateManager;
class CAiTrigger
{
u32 x0_ = 0;
u32 x4_ = 0;
u32 x8_ = 0;
float xc_ = 0.f;
u32 x10_ = 0;
u32 x14_ = 0;
bool x18_ = false;
public:
CAiTrigger() = default;
bool GetAnd();
void GetState();
bool CallFunc(CStateManager&, CAi&)
{
return false;
}
void Setup(CAiTriggerFunc func, bool, float, CAiTrigger*);
void Setup(CAiTriggerFunc func, bool, float, CAiState*);
};
class CAiState
{
friend class CStateMachineState;
CAiStateFunc x0_func;
char xc_name[32];
u32 x2c_numTriggers;
u32 x30_;
public:
CAiState(CAiStateFunc func, const char* name)
{}
s32 GetNumTriggers() const;
CAiTrigger& GetTrig(s32) const;
const char* GetName() const { return xc_name; }
void SetTriggers(CAiTrigger* triggers);
void SetNumTriggers(s32 numTriggers) { x2c_numTriggers = numTriggers; }
void CallFunc(CStateManager& mgr, CAi& ai, EStateMsg msg, float delta) const
{
if (x0_func)
(ai.*x0_func)(mgr, msg, delta);
}
};
class CStateMachine
{
std::vector<CAiState> x0_states;
std::vector<CAiTrigger> x10_triggers;
public:
CStateMachine(CInputStream& in);
s32 GetStateIndex(std::string_view state) const;
const std::vector<CAiState>& GetStateVector() const { return x0_states; }
};
class CStateMachineState
{
friend class CPatterned;
const CStateMachine* x0_machine = nullptr;
CAiState* x4_state = nullptr;
float x8_time = 0.f;
float xc_random = 0.f;
float x10_delay = 0.f;
float x14_;
union
{
struct
{
bool x18_24_ : 1;
};
u32 dummy = 0;
};
public:
CStateMachineState()=default;
CAiState* GetActorState() const { return x4_state; }
void Update(CStateManager& mgr, CAi& ai, float delta)
{
x8_time += delta;
if (x4_state)
x4_state->CallFunc(mgr, ai, EStateMsg::One, delta);
}
void SetState(CStateManager&, CAi&, s32);
void SetState(CStateManager&, CAi&, const CStateMachine*, std::string_view);
const std::vector<CAiState>* GetStateVector() const;
void Setup(const CStateMachine* machine);
void SetDelay(float delay) { x10_delay = delay; }
float GetTime() const { return x8_time; }
float GetRandom() const { return xc_random; }
float GetDelay() const { return x10_delay; }
const char* GetName() const
{
if (x4_state)
return x4_state->GetName();
return nullptr;
}
};
CFactoryFnReturn FAiFiniteStateMachineFactory(const SObjectTag& tag, CInputStream& in, const CVParamTransfer& vparms,
CObjectReference*);
}