prime/include/MetroidPrime/Enemies/CStateMachine.hpp

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#ifndef _CSTATEMACHINE
#define _CSTATEMACHINE
#include "rstl/string.hpp"
#include "rstl/vector.hpp"
#include "string.h"
#include "MetroidPrime/Enemies/CAiFuncMap.hpp"
class CAi;
class CStateManager;
class CInputStream;
class CAiState;
class CAiTrigger {
public:
CAiTrigger()
: x0_func(nullptr), xc_arg(0.f), x10_andTrigger(nullptr), x14_state(nullptr), x18_lNot(false) {}
CAiTrigger* GetAnd() const { return x10_andTrigger; }
CAiState* GetState() const { return x14_state; }
bool CallFunc(CStateManager& mgr, CAi& ai) {
bool ret = true;
if (x0_func) {
ret = (ai.*x0_func)(mgr, xc_arg);
if (x18_lNot) {
ret = !ret;
}
}
return ret;
}
void Setup(CAiTriggerFunc func, bool lnot, float arg, CAiTrigger* andTrig) {
x0_func = func;
xc_arg = arg;
x10_andTrigger = andTrig;
x18_lNot = lnot;
}
void Setup(CAiTriggerFunc func, bool lnot, float arg, CAiState* state) {
x0_func = func;
xc_arg = arg;
x14_state = state;
x18_lNot = lnot;
}
private:
CAiTriggerFunc x0_func;
float xc_arg;
CAiTrigger* x10_andTrigger;
CAiState* x14_state;
bool x18_lNot;
};
class CAiState {
public:
CAiState(CAiStateFunc func, const char* name) {
x0_func = func;
strncpy(xc_name, name, 31);
}
CAiTrigger* GetTrig(int idx) { return &x30_firstTrigger[idx]; }
const char* GetName() const { return xc_name; }
void SetTriggers(CAiTrigger* triggers) { x30_firstTrigger = triggers; }
void SetNumTriggers(int numTriggers) { x2c_numTriggers = numTriggers; }
int GetNumTriggers() const { return x2c_numTriggers; }
void CallFunc(CStateManager& mgr, CAi& ai, EStateMsg msg, float arg) const {
if (x0_func) {
(ai.*x0_func)(mgr, msg, arg);
}
}
private:
CAiStateFunc x0_func;
char xc_name[32];
uint x2c_numTriggers;
CAiTrigger* x30_firstTrigger;
};
class CStateMachine {
public:
explicit CStateMachine(CInputStream& in);
int GetStateIndex(const rstl::string& state) const;
const rstl::vector< CAiState >& GetStateVector() const { return x0_states; }
private:
rstl::vector< CAiState > x0_states;
rstl::vector< CAiTrigger > x10_triggers;
};
class CStateMachineState {
public:
CStateMachineState();
void Update(CStateManager& mgr, CAi& ai, float delta);
void SetState(CStateManager& mgr, CAi& ai, int state);
void SetState(CStateManager& mgr, CAi&, const CStateMachine* machine, const rstl::string& state);
const rstl::vector< CAiState >& GetStateVector() const { return x0_machine->GetStateVector(); }
void Setup(const CStateMachine* machine);
const char* GetName() const;
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; }
void SetCodeTrigger() { x18_24_codeTrigger = true; }
private:
const CStateMachine* x0_machine;
CAiState* x4_state;
float x8_time;
float xc_random;
float x10_delay;
float x14_;
bool x18_24_codeTrigger : 1;
};
#endif // _CSTATEMACHINE