prime/include/MetroidPrime/Enemies/CAi.hpp

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#ifndef _CAI
#define _CAI
#include "MetroidPrime/CPhysicsActor.hpp"
#include "MetroidPrime/Enemies/CAiFuncMap.hpp"
#include "MetroidPrime/Enemies/CKnockBackController.hpp"
enum EListenNoiseType {
kLNT_PlayerFire,
kLNT_BombExplode,
kLNT_ProjectileExplode,
};
class CTeamAiRole;
class CAiFuncMap;
class CAi : public CPhysicsActor {
public:
// static void CreateFuncLookup(CAiFuncMap* funcMap);
static CAiStateFunc GetStateFunc(const char* func);
static CAiTriggerFunc GetTriggerFunc(const char* func);
// const CStateMachine* GetStateMachine() const;
~CAi();
void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
CHealthInfo* HealthInfo(CStateManager&) override;
const CDamageVulnerability* GetDamageVulnerability() const override { return nullptr; }
EWeaponCollisionResponseTypes GetCollisionResponseType(const CVector3f&, const CVector3f&,
const CWeaponMode&,
EProjectileAttrib) const override;
void FluidFXThink(EFluidState, CScriptWater&, CStateManager&) override;
;
virtual void Death(CStateManager& mgr, const CVector3f& direction, EScriptObjectState state) = 0;
virtual void KnockBack(const CVector3f&, CStateManager&, const CDamageInfo& info,
EKnockBackType type, bool inDeferred, float magnitude) = 0;
virtual CDamageVulnerability* GetDamageVulnerability();
virtual void TakeDamage(const CVector3f& direction, float magnitude);
virtual bool CanBeShot(const CStateManager&, int);
virtual bool IsListening() const;
virtual bool Listen(const CVector3f&, EListenNoiseType);
virtual CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role,
const CVector3f& aimPos) const;
virtual void Patrol(CStateManager&, EStateMsg, float);
virtual void FollowPattern(CStateManager&, EStateMsg, float);
virtual void Dead(CStateManager&, EStateMsg, float);
virtual void PathFind(CStateManager&, EStateMsg, float);
virtual void Start(CStateManager&, EStateMsg, float);
virtual void SelectTarget(CStateManager&, EStateMsg, float);
virtual void TargetPatrol(CStateManager&, EStateMsg, float);
virtual void TargetPlayer(CStateManager&, EStateMsg, float);
virtual void TargetCover(CStateManager&, EStateMsg, float);
virtual void Halt(CStateManager&, EStateMsg, float);
virtual void Walk(CStateManager&, EStateMsg, float);
virtual void Run(CStateManager&, EStateMsg, float);
virtual void Generate(CStateManager&, EStateMsg, float);
virtual void Deactivate(CStateManager&, EStateMsg, float);
virtual void Attack(CStateManager&, EStateMsg, float);
virtual void LoopedAttack(CStateManager&, EStateMsg, float);
virtual void JumpBack(CStateManager&, EStateMsg, float);
virtual void DoubleSnap(CStateManager&, EStateMsg, float);
virtual void Shuffle(CStateManager&, EStateMsg, float);
virtual void TurnAround(CStateManager&, EStateMsg, float);
virtual void Skid(CStateManager&, EStateMsg, float);
virtual void Active(CStateManager&, EStateMsg, float);
virtual void InActive(CStateManager&, EStateMsg, float);
virtual void CoverAttack(CStateManager&, EStateMsg, float);
virtual void Crouch(CStateManager&, EStateMsg, float);
virtual void FadeIn(CStateManager&, EStateMsg, float);
virtual void FadeOut(CStateManager&, EStateMsg, float);
virtual void GetUp(CStateManager&, EStateMsg, float);
virtual void Taunt(CStateManager&, EStateMsg, float);
virtual void Suck(CStateManager&, EStateMsg, float);
virtual void Flee(CStateManager&, EStateMsg, float);
virtual void Lurk(CStateManager&, EStateMsg, float);
virtual void ProjectileAttack(CStateManager&, EStateMsg, float);
virtual void Flinch(CStateManager&, EStateMsg, float);
virtual void Hurled(CStateManager&, EStateMsg, float);
virtual void TelegraphAttack(CStateManager&, EStateMsg, float);
virtual void Jump(CStateManager&, EStateMsg, float);
virtual void Explode(CStateManager&, EStateMsg, float);
virtual void Dodge(CStateManager&, EStateMsg, float);
virtual void Retreat(CStateManager&, EStateMsg, float);
virtual void Cover(CStateManager&, EStateMsg, float);
virtual void Approach(CStateManager&, EStateMsg, float);
virtual void WallHang(CStateManager&, EStateMsg, float);
virtual void WallDetach(CStateManager&, EStateMsg, float);
virtual void Enraged(CStateManager&, EStateMsg, float);
virtual void SpecialAttack(CStateManager&, EStateMsg, float);
virtual void Growth(CStateManager&, EStateMsg, float);
virtual void Faint(CStateManager&, EStateMsg, float);
virtual void Land(CStateManager&, EStateMsg, float);
virtual void Bounce(CStateManager&, EStateMsg, float);
virtual void PathFindEx(CStateManager&, EStateMsg, float);
virtual void Dizzy(CStateManager&, EStateMsg, float);
virtual void CallForBackup(CStateManager&, EStateMsg, float);
virtual void BulbAttack(CStateManager&, EStateMsg, float);
virtual void PodAttack(CStateManager&, EStateMsg, float);
virtual bool InAttackPosition(CStateManager&, float);
virtual bool Leash(CStateManager&, float);
virtual bool OffLine(CStateManager&, float);
virtual bool Attacked(CStateManager&, float);
virtual bool PathShagged(CStateManager&, float);
virtual bool PathOver(CStateManager&, float);
virtual bool PathFound(CStateManager&, float);
virtual bool TooClose(CStateManager&, float);
virtual bool InRange(CStateManager&, float);
virtual bool InMaxRange(CStateManager&, float);
virtual bool InDetectionRange(CStateManager&, float);
virtual bool SpotPlayer(CStateManager&, float);
virtual bool PlayerSpot(CStateManager&, float);
virtual bool PatternOver(CStateManager&, float);
virtual bool PatternShagged(CStateManager&, float);
virtual bool HasAttackPattern(CStateManager&, float);
virtual bool HasPatrolPath(CStateManager&, float);
virtual bool HasRetreatPattern(CStateManager&, float);
virtual bool Delay(CStateManager&, float);
virtual bool RandomDelay(CStateManager&, float);
virtual bool FixedDelay(CStateManager&, float);
virtual bool Default(CStateManager&, float);
virtual bool AnimOver(CStateManager&, float);
virtual bool ShouldAttack(CStateManager&, float);
virtual bool ShouldDoubleSnap(CStateManager&, float);
virtual bool InPosition(CStateManager&, float);
virtual bool ShouldTurn(CStateManager&, float);
virtual bool HitSomething(CStateManager&, float);
virtual bool ShouldJumpBack(CStateManager&, float);
virtual bool Stuck(CStateManager&, float);
virtual bool NoPathNodes(CStateManager&, float);
virtual bool Landed(CStateManager&, float);
virtual bool HearShot(CStateManager&, float);
virtual bool HearPlayer(CStateManager&, float);
virtual bool CoverCheck(CStateManager&, float);
virtual bool CoverFind(CStateManager&, float);
virtual bool CoverBlown(CStateManager&, float);
virtual bool CoverNearlyBlown(CStateManager&, float);
virtual bool CoveringFire(CStateManager&, float);
virtual bool GotUp(CStateManager&, float);
virtual bool LineOfSight(CStateManager&, float);
virtual bool AggressionCheck(CStateManager&, float);
virtual bool AttackOver(CStateManager&, float);
virtual bool ShouldTaunt(CStateManager&, float);
virtual bool Inside(CStateManager&, float);
virtual bool ShouldFire(CStateManager&, float);
virtual bool ShouldFlinch(CStateManager&, float);
virtual bool PatrolPathOver(CStateManager&, float);
virtual bool ShouldDodge(CStateManager&, float);
virtual bool ShouldRetreat(CStateManager&, float);
virtual bool ShouldCrouch(CStateManager&, float);
virtual bool ShouldMove(CStateManager&, float);
virtual bool ShotAt(CStateManager&, float);
virtual bool HasTargetingPoint(CStateManager&, float);
virtual bool ShouldWallHang(CStateManager&, float);
virtual bool SetAIStage(CStateManager&, float);
virtual bool AIStage(CStateManager&, float);
virtual bool StartAttack(CStateManager&, float);
virtual bool BreakAttack(CStateManager&, float);
virtual bool ShouldStrafe(CStateManager&, float);
virtual bool ShouldSpecialAttack(CStateManager&, float);
virtual bool LostInterest(CStateManager&, float);
virtual bool CodeTrigger(CStateManager&, float);
virtual bool BounceFind(CStateManager&, float);
virtual bool Random(CStateManager&, float);
virtual bool FixedRandom(CStateManager&, float);
virtual bool IsDizzy(CStateManager&, float);
virtual bool ShouldCallForBackup(CStateManager&, float);
};
#endif // _CAI