Match and link GameObjectLists.cpp

This commit is contained in:
Phillip Stephens 2022-10-13 22:58:49 -07:00
parent ba9184e06f
commit b57ec9605e
11 changed files with 468 additions and 4 deletions

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@ -264,7 +264,7 @@ LIBS = [
"MetroidPrime/Player/CPlayerEnergyDrain",
"MetroidPrime/CFlameWarp",
"MetroidPrime/Weapons/CIceImpact",
"MetroidPrime/GameObjectLists",
["MetroidPrime/GameObjectLists", True],
"MetroidPrime/Weapons/CAuxWeapon",
"MetroidPrime/Weapons/CGunWeapon",
"MetroidPrime/ScriptObjects/CScriptAreaAttributes",

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@ -31,7 +31,7 @@ class CObjectList {
public:
CObjectList(EGameObjectList list);
virtual bool IsQualified(const CEntity& ent);
virtual uchar IsQualified(const CEntity& ent);
void AddObject(CEntity& ent);
void RemoveObject(TUniqueId uid);

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@ -0,0 +1,170 @@
#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(std::string_view func);
// static CAiTriggerFunc GetTriggerFunc(std::string_view 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

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@ -3,6 +3,12 @@
#include "types.h"
enum EStateMsg {
kStateMsg_Activate = 0,
kStateMsg_Update = 1,
kStateMsg_Deactivate = 2,
};
class CAiFuncMap {
public:
CAiFuncMap();

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@ -0,0 +1,148 @@
#ifndef _CKNOCKBACKCONTROLLER
#define _CKNOCKBACKCONTROLLER
class CDamageInfo;
class CPatterned;
enum EKnockBackType {
kKBT_Radius,
kKBT_Direct,
};
/*
enum class EKnockBackVariant { Small, Medium, Large };
enum class EKnockBackWeaponType {
Invalid = -1,
Power,
PowerCharged,
PowerComboed,
PowerComboedDirect,
Wave,
WaveCharged,
WaveComboed,
WaveComboedDirect,
Ice,
IceCharged,
IceComboed,
IceComboedDirect,
Plasma,
PlasmaCharged,
PlasmaComboed,
Missile,
Bomb,
PowerBomb,
Phazon
};
enum class EKnockBackCharacterState { Alive, Dead, FrozenAlive, FrozenDead };
enum class EKnockBackAnimationState { Invalid = -1, None, Flinch, KnockBack, Hurled, Fall };
enum class EKnockBackAnimationFollowUp {
Invalid = -1,
None,
Freeze,
Shock,
Burn,
PhazeOut,
Death,
ExplodeDeath,
IceDeath,
BurnDeath,
LaggedBurnDeath
};
class CKnockBackController {
public:
struct KnockBackParms {
EKnockBackAnimationState x0_animState = EKnockBackAnimationState::None;
EKnockBackAnimationFollowUp x4_animFollowup = EKnockBackAnimationFollowUp::None;
float x8_followupDuration = 0.f;
float xc_intoFreezeDur = 0.f;
};
private:
friend class CPatterned;
EKnockBackVariant x0_variant;
KnockBackParms x4_activeParms{};
EWeaponType x14_deferWeaponType = EWeaponType::None;
EKnockBackAnimationState x18_minAnimState = EKnockBackAnimationState::None;
EKnockBackAnimationState x1c_maxAnimState = EKnockBackAnimationState::Fall;
u32 x20_impulseDurationIdx = 0;
rstl::reserved_vector< std::pair< float, float >, 5 > x24_;
zeus::CVector3f x50_impulseDir;
float x5c_impulseMag = 0.f;
float x60_impulseRemTime = 0.f;
float x64_flinchRemTime = 0.f;
float x68_deferRemTime = 0.f;
u32 x6c_ = 0;
u32 x70_ = 0;
u32 x74_ = 0;
pas::ESeverity x7c_severity = pas::ESeverity::One;
std::bitset< 5 > x80_availableStates{0b11111};
bool x81_24_autoResetImpulse : 1 = true;
bool x81_25_enableFreeze : 1 = true;
bool x81_26_enableShock : 1 = false;
bool x81_27_enableBurn : 1 = true;
bool x81_28_enableBurnDeath : 1 = true;
bool x81_29_enableExplodeDeath : 1 = true;
bool x81_30_enableLaggedBurnDeath : 1 = true;
bool x81_31_ : 1 = true;
bool x82_24_ : 1 = true;
bool x82_25_inDeferredKnockBack : 1 = false;
bool x82_26_locomotionDuringElectrocution : 1 = false;
void ApplyImpulse(float dt, CPatterned& parent);
bool TickDeferredTimer(float dt);
EKnockBackCharacterState GetKnockBackCharacterState(const CPatterned& parent) const;
void ValidateState(const CPatterned& parent);
float CalculateExtraHurlVelocity(CStateManager& mgr, float magnitude, float kbResistance) const;
void DoKnockBackAnimation(const zeus::CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
float magnitude);
void ResetKnockBackImpulse(const CPatterned& parent, const zeus::CVector3f& backVec,
float magnitude);
void DoDeferredKnockBack(CStateManager& mgr, CPatterned& parent);
EKnockBackWeaponType GetKnockBackWeaponType(const CDamageInfo& info, EWeaponType wType,
EKnockBackType type);
void SelectDamageState(const CPatterned& parent, const CDamageInfo& info, EWeaponType wType,
EKnockBackType type);
public:
explicit CKnockBackController(EKnockBackVariant variant);
void SetKnockBackVariant(EKnockBackVariant v) { x0_variant = v; }
void DeferKnockBack(EWeaponType tp) {
x14_deferWeaponType = tp;
x68_deferRemTime = 0.05f;
}
void sub80233d40(int i, float f1, float f2);
void SetAutoResetImpulse(bool b);
void SetImpulseDurationIdx(u32 i) { x20_impulseDurationIdx = i; }
void SetAnimationStateRange(EKnockBackAnimationState a, EKnockBackAnimationState b) {
x18_minAnimState = a;
x1c_maxAnimState = b;
}
void Update(float dt, CStateManager& mgr, CPatterned& parent);
void KnockBack(const zeus::CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
const CDamageInfo& info, EKnockBackType type, float magnitude);
void SetSeverity(pas::ESeverity v) { x7c_severity = v; }
void SetEnableFreeze(bool b) { x81_25_enableFreeze = b; }
bool GetEnableFreeze() const { return x81_25_enableFreeze; }
void SetEnableShock(bool b) { x81_26_enableShock = b; }
void SetEnableBurn(bool b) { x81_27_enableBurn = b; }
void SetEnableBurnDeath(bool b) { x81_28_enableBurnDeath = b; }
void SetEnableExplodeDeath(bool b) { x81_29_enableExplodeDeath = b; }
void SetEnableLaggedBurnDeath(bool b) { x81_30_enableLaggedBurnDeath = b; }
void SetX81_31(bool b) { x81_31_ = b; }
void SetX82_24(bool b) { x82_24_ = b; }
void SetLocomotionDuringElectrocution(bool b) { x82_26_locomotionDuringElectrocution = b; }
const KnockBackParms& GetActiveParms() const { return x4_activeParms; }
EKnockBackVariant GetVariant() const { return x0_variant; }
float GetFlinchRemTime() const { return x64_flinchRemTime; }
void SetAvailableState(EKnockBackAnimationState s, bool b) {
x80_availableStates.set(size_t(s), b);
}
bool TestAvailableState(EKnockBackAnimationState s) const {
return x80_availableStates.test(size_t(s));
}
};
*/
#endif // _CKNOCKBACKCONTROLLER

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@ -0,0 +1,15 @@
#ifndef _CPATTERNED
#define _CPATTERNED
#include "MetroidPrime/Enemies/CAi.hpp"
class CPatterned : public CAi {
public:
~CPatterned();
void Accept(IVisitor& visitor);
void Death(CStateManager& mgr, const CVector3f& direction, EScriptObjectState state) {}
void KnockBack(const CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type,
bool inDeferred, float magnitude) {};
};
#endif // _CPATTERNED

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@ -0,0 +1,51 @@
#ifndef _GAMEOBJECTLISTS
#define _GAMEOBJECTLISTS
#include "MetroidPrime/CObjectList.hpp"
class CActorList final : public CObjectList {
public:
CActorList();
uchar IsQualified(const CEntity& ent) override;
};
class CPhysicsActorList final : public CObjectList {
public:
CPhysicsActorList();
uchar IsQualified(const CEntity& ent) override;
};
class CGameCameraList final : public CObjectList {
public:
CGameCameraList();
uchar IsQualified(const CEntity& ent) override;
};
class CListeningAiList final : public CObjectList {
public:
CListeningAiList();
uchar IsQualified(const CEntity& ent) override;
};
class CAiWaypointList final : public CObjectList {
public:
CAiWaypointList();
uchar IsQualified(const CEntity& ent) override;
};
class CPlatformAndDoorList final : public CObjectList {
public:
CPlatformAndDoorList();
uchar IsQualified(const CEntity& ent) override;
static uchar IsPlatform(const CEntity* ent);
static uchar IsDoor(const CEntity*);
};
class CGameLightList : public CObjectList {
public:
CGameLightList();
uchar IsQualified(const CEntity& ent) override;
};
#endif // _GAMEOBJECTLISTS

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@ -68,6 +68,9 @@ typedef int BOOL;
#ifndef nullptr
#define nullptr NULL
#endif
#ifndef final
#define final
#endif
#ifndef override
#define override
#endif

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@ -231,7 +231,7 @@ METROIDPRIME :=\
$(BUILD_DIR)/asm/MetroidPrime/Player/CPlayerEnergyDrain.o\
$(BUILD_DIR)/asm/MetroidPrime/CFlameWarp.o\
$(BUILD_DIR)/asm/MetroidPrime/Weapons/CIceImpact.o\
$(BUILD_DIR)/asm/MetroidPrime/GameObjectLists.o\
$(BUILD_DIR)/src/MetroidPrime/GameObjectLists.o\
$(BUILD_DIR)/asm/MetroidPrime/Weapons/CAuxWeapon.o\
$(BUILD_DIR)/asm/MetroidPrime/Weapons/CGunWeapon.o\
$(BUILD_DIR)/asm/MetroidPrime/ScriptObjects/CScriptAreaAttributes.o\

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@ -8,7 +8,7 @@ CObjectList::CObjectList(EGameObjectList list) : mListType(list), mFirstId(-1),
}
}
bool CObjectList::IsQualified(const CEntity& ent) { return true; }
uchar CObjectList::IsQualified(const CEntity& ent) { return true; }
void CObjectList::AddObject(CEntity& ent) {
if (IsQualified(ent)) {

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@ -0,0 +1,71 @@
#include "MetroidPrime/GameObjectLists.hpp"
#include "MetroidPrime/Enemies/CPatterned.hpp"
#include "MetroidPrime/TCastTo.hpp"
CActorList::CActorList() : CObjectList(kOL_Actor) {}
uchar CActorList::IsQualified(const CEntity& ent) {
return TCastToConstPtr< CActor >(ent) != nullptr;
}
CPhysicsActorList::CPhysicsActorList() : CObjectList(kOL_PhysicsActor) {}
uchar CPhysicsActorList::IsQualified(const CEntity& ent) {
return TCastToConstPtr< CPhysicsActor >(ent) != nullptr;
}
CGameCameraList::CGameCameraList() : CObjectList(kOL_GameCamera) {}
uchar CGameCameraList::IsQualified(const CEntity& ent) {
return TCastToConstPtr< CGameCamera >(ent) != nullptr;
}
CListeningAiList::CListeningAiList() : CObjectList(kOL_ListeningAi) {}
uchar CListeningAiList::IsQualified(const CEntity& ent) {
bool ret = false;
const CPatterned* pat = TCastToConstPtr< CPatterned >(ent);
if (pat && pat->IsListening()) {
ret = true;
}
return ret;
}
CAiWaypointList::CAiWaypointList() : CObjectList(kOL_AiWaypoint) {}
uchar CAiWaypointList::IsQualified(const CEntity& ent) {
bool ret = false;
if (TCastToConstPtr< CScriptCoverPoint >(ent) != nullptr) {
ret = true;
} else if (TCastToConstPtr< CScriptAiJumpPoint >(ent) != nullptr) {
ret = true;
}
return ret;
}
CPlatformAndDoorList::CPlatformAndDoorList() : CObjectList(kOL_PlatformAndDoor) {}
uchar CPlatformAndDoorList::IsPlatform(const CEntity* ent) {
return TCastToConstPtr< CScriptPlatform >(ent) != nullptr;
}
uchar CPlatformAndDoorList::IsDoor(const CEntity* ent) {
return TCastToConstPtr< CScriptDoor >(ent) != nullptr;
}
uchar CPlatformAndDoorList::IsQualified(const CEntity& ent) {
uchar ret = false;
if (IsPlatform(&ent) || IsDoor(&ent)) {
ret = true;
}
return ret;
}
CGameLightList::CGameLightList() : CObjectList(kOL_GameLight) {}
uchar CGameLightList::IsQualified(const CEntity& ent) {
return TCastToConstPtr< CGameLight >(ent) != nullptr;
}