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Add CStateMachine, mostly matched, constructor needs work
Former-commit-id: 06464964dd
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120
include/MetroidPrime/Enemies/CStateMachine.hpp
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120
include/MetroidPrime/Enemies/CStateMachine.hpp
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#ifndef _CSTATEMACHINE
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#define _CSTATEMACHINE
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#include "rstl/string.hpp"
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#include "rstl/vector.hpp"
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#include "string.h"
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#include "MetroidPrime/Enemies/CAiFuncMap.hpp"
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class CAi;
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class CStateManager;
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class CInputStream;
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class CAiState;
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class CAiTrigger {
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public:
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CAiTrigger()
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: x0_func(nullptr), xc_arg(0.f), x10_andTrigger(nullptr), x14_state(nullptr), x18_lNot(false) {}
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CAiTrigger* GetAnd() const { return x10_andTrigger; }
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CAiState* GetState() const { return x14_state; }
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bool CallFunc(CStateManager& mgr, CAi& ai) {
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bool ret = true;
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if (x0_func) {
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ret = (ai.*x0_func)(mgr, xc_arg);
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if (x18_lNot) {
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ret = !ret;
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}
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}
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return ret;
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}
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void Setup(CAiTriggerFunc func, bool lnot, float arg, CAiTrigger* andTrig) {
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x0_func = func;
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x18_lNot = lnot;
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xc_arg = arg;
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x10_andTrigger = andTrig;
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}
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void Setup(CAiTriggerFunc func, bool lnot, float arg, CAiState* state) {
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x0_func = func;
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x18_lNot = lnot;
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xc_arg = arg;
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x14_state = state;
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}
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private:
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CAiTriggerFunc x0_func;
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float xc_arg;
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CAiTrigger* x10_andTrigger;
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CAiState* x14_state;
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bool x18_lNot;
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};
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class CAiState {
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public:
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CAiState(CAiStateFunc func, const char* name) {
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x0_func = func;
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strncpy(xc_name, name, 31);
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}
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CAiTrigger* GetTrig(int idx) { return &x30_firstTrigger[idx]; }
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const char* GetName() const { return xc_name; }
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void SetTriggers(CAiTrigger* triggers) { x30_firstTrigger = triggers; }
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void SetNumTriggers(int numTriggers) { x2c_numTriggers = numTriggers; }
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int GetNumTriggers() const { return x2c_numTriggers; }
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void CallFunc(CStateManager& mgr, CAi& ai, EStateMsg msg, float arg) const {
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if (x0_func) {
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(ai.*x0_func)(mgr, msg, arg);
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}
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}
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private:
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CAiStateFunc x0_func;
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char xc_name[32];
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uint x2c_numTriggers;
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CAiTrigger* x30_firstTrigger;
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};
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class CStateMachine {
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public:
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explicit CStateMachine(CInputStream& in);
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int GetStateIndex(const rstl::string& state) const;
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const rstl::vector< CAiState >& GetStateVector() const { return x0_states; }
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private:
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rstl::vector< CAiState > x0_states;
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rstl::vector< CAiTrigger > x10_triggers;
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};
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class CStateMachineState {
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public:
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CStateMachineState();
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void Update(CStateManager& mgr, CAi& ai, float delta);
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void SetState(CStateManager& mgr, CAi& ai, int state);
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void SetState(CStateManager& mgr, CAi&, const CStateMachine* machine, const rstl::string& state);
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const rstl::vector< CAiState >& GetStateVector() const { return x0_machine->GetStateVector(); }
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void Setup(const CStateMachine* machine);
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const char* GetName() const;
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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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void SetCodeTrigger() { x18_24_codeTrigger = true; }
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private:
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const CStateMachine* x0_machine;
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CAiState* x4_state;
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float x8_time;
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float xc_random;
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float x10_delay;
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float x14_;
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bool x18_24_codeTrigger : 1;
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};
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#endif // _CSTATEMACHINE
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