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