mirror of https://github.com/PrimeDecomp/prime.git
Match and link GameObjectLists.cpp
This commit is contained in:
parent
ba9184e06f
commit
b57ec9605e
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@ -264,7 +264,7 @@ LIBS = [
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"MetroidPrime/Player/CPlayerEnergyDrain",
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"MetroidPrime/CFlameWarp",
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"MetroidPrime/Weapons/CIceImpact",
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"MetroidPrime/GameObjectLists",
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["MetroidPrime/GameObjectLists", True],
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"MetroidPrime/Weapons/CAuxWeapon",
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"MetroidPrime/Weapons/CGunWeapon",
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"MetroidPrime/ScriptObjects/CScriptAreaAttributes",
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@ -31,7 +31,7 @@ class CObjectList {
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public:
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CObjectList(EGameObjectList list);
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virtual bool IsQualified(const CEntity& ent);
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virtual uchar IsQualified(const CEntity& ent);
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void AddObject(CEntity& ent);
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void RemoveObject(TUniqueId uid);
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@ -0,0 +1,170 @@
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#ifndef _CAI
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#define _CAI
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#include "MetroidPrime/CPhysicsActor.hpp"
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#include "MetroidPrime/Enemies/CAiFuncMap.hpp"
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#include "MetroidPrime/Enemies/CKnockBackController.hpp"
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enum EListenNoiseType {
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kLNT_PlayerFire,
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kLNT_BombExplode,
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kLNT_ProjectileExplode,
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};
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class CTeamAiRole;
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class CAiFuncMap;
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class CAi : public CPhysicsActor {
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public:
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// static void CreateFuncLookup(CAiFuncMap* funcMap);
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// static CAiStateFunc GetStateFunc(std::string_view func);
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// static CAiTriggerFunc GetTriggerFunc(std::string_view func);
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// const CStateMachine* GetStateMachine() const;
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~CAi();
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void AcceptScriptMsg(EScriptObjectMessage, TUniqueId, CStateManager&) override;
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CHealthInfo* HealthInfo(CStateManager&) override;
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const CDamageVulnerability* GetDamageVulnerability() const override { return nullptr; }
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EWeaponCollisionResponseTypes GetCollisionResponseType(const CVector3f&, const CVector3f&,
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const CWeaponMode&,
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EProjectileAttrib) const override;
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void FluidFXThink(EFluidState, CScriptWater&, CStateManager&) override;
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;
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virtual void Death(CStateManager& mgr, const CVector3f& direction, EScriptObjectState state) = 0;
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virtual void KnockBack(const CVector3f&, CStateManager&, const CDamageInfo& info,
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EKnockBackType type, bool inDeferred, float magnitude) = 0;
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virtual CDamageVulnerability* GetDamageVulnerability();
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virtual void TakeDamage(const CVector3f& direction, float magnitude);
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virtual bool CanBeShot(const CStateManager&, int);
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virtual bool IsListening() const;
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virtual bool Listen(const CVector3f&, EListenNoiseType);
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virtual CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role,
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const CVector3f& aimPos) const;
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virtual void Patrol(CStateManager&, EStateMsg, float);
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virtual void FollowPattern(CStateManager&, EStateMsg, float);
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virtual void Dead(CStateManager&, EStateMsg, float);
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virtual void PathFind(CStateManager&, EStateMsg, float);
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virtual void Start(CStateManager&, EStateMsg, float);
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virtual void SelectTarget(CStateManager&, EStateMsg, float);
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virtual void TargetPatrol(CStateManager&, EStateMsg, float);
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virtual void TargetPlayer(CStateManager&, EStateMsg, float);
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virtual void TargetCover(CStateManager&, EStateMsg, float);
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virtual void Halt(CStateManager&, EStateMsg, float);
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virtual void Walk(CStateManager&, EStateMsg, float);
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virtual void Run(CStateManager&, EStateMsg, float);
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virtual void Generate(CStateManager&, EStateMsg, float);
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virtual void Deactivate(CStateManager&, EStateMsg, float);
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virtual void Attack(CStateManager&, EStateMsg, float);
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virtual void LoopedAttack(CStateManager&, EStateMsg, float);
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virtual void JumpBack(CStateManager&, EStateMsg, float);
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virtual void DoubleSnap(CStateManager&, EStateMsg, float);
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virtual void Shuffle(CStateManager&, EStateMsg, float);
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virtual void TurnAround(CStateManager&, EStateMsg, float);
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virtual void Skid(CStateManager&, EStateMsg, float);
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virtual void Active(CStateManager&, EStateMsg, float);
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virtual void InActive(CStateManager&, EStateMsg, float);
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virtual void CoverAttack(CStateManager&, EStateMsg, float);
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virtual void Crouch(CStateManager&, EStateMsg, float);
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virtual void FadeIn(CStateManager&, EStateMsg, float);
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virtual void FadeOut(CStateManager&, EStateMsg, float);
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virtual void GetUp(CStateManager&, EStateMsg, float);
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virtual void Taunt(CStateManager&, EStateMsg, float);
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virtual void Suck(CStateManager&, EStateMsg, float);
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virtual void Flee(CStateManager&, EStateMsg, float);
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virtual void Lurk(CStateManager&, EStateMsg, float);
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virtual void ProjectileAttack(CStateManager&, EStateMsg, float);
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virtual void Flinch(CStateManager&, EStateMsg, float);
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virtual void Hurled(CStateManager&, EStateMsg, float);
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virtual void TelegraphAttack(CStateManager&, EStateMsg, float);
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virtual void Jump(CStateManager&, EStateMsg, float);
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virtual void Explode(CStateManager&, EStateMsg, float);
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virtual void Dodge(CStateManager&, EStateMsg, float);
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virtual void Retreat(CStateManager&, EStateMsg, float);
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virtual void Cover(CStateManager&, EStateMsg, float);
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virtual void Approach(CStateManager&, EStateMsg, float);
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virtual void WallHang(CStateManager&, EStateMsg, float);
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virtual void WallDetach(CStateManager&, EStateMsg, float);
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virtual void Enraged(CStateManager&, EStateMsg, float);
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virtual void SpecialAttack(CStateManager&, EStateMsg, float);
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virtual void Growth(CStateManager&, EStateMsg, float);
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virtual void Faint(CStateManager&, EStateMsg, float);
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virtual void Land(CStateManager&, EStateMsg, float);
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virtual void Bounce(CStateManager&, EStateMsg, float);
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virtual void PathFindEx(CStateManager&, EStateMsg, float);
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virtual void Dizzy(CStateManager&, EStateMsg, float);
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virtual void CallForBackup(CStateManager&, EStateMsg, float);
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virtual void BulbAttack(CStateManager&, EStateMsg, float);
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virtual void PodAttack(CStateManager&, EStateMsg, float);
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virtual bool InAttackPosition(CStateManager&, float);
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virtual bool Leash(CStateManager&, float);
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virtual bool OffLine(CStateManager&, float);
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virtual bool Attacked(CStateManager&, float);
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virtual bool PathShagged(CStateManager&, float);
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virtual bool PathOver(CStateManager&, float);
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virtual bool PathFound(CStateManager&, float);
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virtual bool TooClose(CStateManager&, float);
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virtual bool InRange(CStateManager&, float);
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virtual bool InMaxRange(CStateManager&, float);
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virtual bool InDetectionRange(CStateManager&, float);
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virtual bool SpotPlayer(CStateManager&, float);
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virtual bool PlayerSpot(CStateManager&, float);
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virtual bool PatternOver(CStateManager&, float);
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virtual bool PatternShagged(CStateManager&, float);
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virtual bool HasAttackPattern(CStateManager&, float);
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virtual bool HasPatrolPath(CStateManager&, float);
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virtual bool HasRetreatPattern(CStateManager&, float);
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virtual bool Delay(CStateManager&, float);
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virtual bool RandomDelay(CStateManager&, float);
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virtual bool FixedDelay(CStateManager&, float);
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virtual bool Default(CStateManager&, float);
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virtual bool AnimOver(CStateManager&, float);
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virtual bool ShouldAttack(CStateManager&, float);
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virtual bool ShouldDoubleSnap(CStateManager&, float);
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virtual bool InPosition(CStateManager&, float);
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virtual bool ShouldTurn(CStateManager&, float);
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virtual bool HitSomething(CStateManager&, float);
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virtual bool ShouldJumpBack(CStateManager&, float);
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virtual bool Stuck(CStateManager&, float);
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virtual bool NoPathNodes(CStateManager&, float);
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virtual bool Landed(CStateManager&, float);
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virtual bool HearShot(CStateManager&, float);
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virtual bool HearPlayer(CStateManager&, float);
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virtual bool CoverCheck(CStateManager&, float);
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virtual bool CoverFind(CStateManager&, float);
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virtual bool CoverBlown(CStateManager&, float);
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virtual bool CoverNearlyBlown(CStateManager&, float);
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virtual bool CoveringFire(CStateManager&, float);
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virtual bool GotUp(CStateManager&, float);
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virtual bool LineOfSight(CStateManager&, float);
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virtual bool AggressionCheck(CStateManager&, float);
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virtual bool AttackOver(CStateManager&, float);
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virtual bool ShouldTaunt(CStateManager&, float);
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virtual bool Inside(CStateManager&, float);
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virtual bool ShouldFire(CStateManager&, float);
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virtual bool ShouldFlinch(CStateManager&, float);
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virtual bool PatrolPathOver(CStateManager&, float);
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virtual bool ShouldDodge(CStateManager&, float);
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virtual bool ShouldRetreat(CStateManager&, float);
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virtual bool ShouldCrouch(CStateManager&, float);
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virtual bool ShouldMove(CStateManager&, float);
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virtual bool ShotAt(CStateManager&, float);
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virtual bool HasTargetingPoint(CStateManager&, float);
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virtual bool ShouldWallHang(CStateManager&, float);
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virtual bool SetAIStage(CStateManager&, float);
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virtual bool AIStage(CStateManager&, float);
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virtual bool StartAttack(CStateManager&, float);
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virtual bool BreakAttack(CStateManager&, float);
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virtual bool ShouldStrafe(CStateManager&, float);
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virtual bool ShouldSpecialAttack(CStateManager&, float);
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virtual bool LostInterest(CStateManager&, float);
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virtual bool CodeTrigger(CStateManager&, float);
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virtual bool BounceFind(CStateManager&, float);
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virtual bool Random(CStateManager&, float);
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virtual bool FixedRandom(CStateManager&, float);
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virtual bool IsDizzy(CStateManager&, float);
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virtual bool ShouldCallForBackup(CStateManager&, float);
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};
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#endif // _CAI
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@ -3,6 +3,12 @@
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#include "types.h"
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enum EStateMsg {
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kStateMsg_Activate = 0,
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kStateMsg_Update = 1,
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kStateMsg_Deactivate = 2,
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};
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class CAiFuncMap {
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public:
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CAiFuncMap();
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@ -0,0 +1,148 @@
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#ifndef _CKNOCKBACKCONTROLLER
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#define _CKNOCKBACKCONTROLLER
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class CDamageInfo;
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class CPatterned;
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enum EKnockBackType {
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kKBT_Radius,
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kKBT_Direct,
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};
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/*
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enum class EKnockBackVariant { Small, Medium, Large };
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enum class EKnockBackWeaponType {
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Invalid = -1,
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Power,
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PowerCharged,
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PowerComboed,
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PowerComboedDirect,
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Wave,
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WaveCharged,
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WaveComboed,
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WaveComboedDirect,
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Ice,
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IceCharged,
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IceComboed,
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IceComboedDirect,
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Plasma,
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PlasmaCharged,
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PlasmaComboed,
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Missile,
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Bomb,
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PowerBomb,
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Phazon
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};
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enum class EKnockBackCharacterState { Alive, Dead, FrozenAlive, FrozenDead };
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enum class EKnockBackAnimationState { Invalid = -1, None, Flinch, KnockBack, Hurled, Fall };
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enum class EKnockBackAnimationFollowUp {
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Invalid = -1,
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None,
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Freeze,
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Shock,
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Burn,
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PhazeOut,
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Death,
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ExplodeDeath,
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IceDeath,
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BurnDeath,
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LaggedBurnDeath
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};
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class CKnockBackController {
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public:
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struct KnockBackParms {
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EKnockBackAnimationState x0_animState = EKnockBackAnimationState::None;
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EKnockBackAnimationFollowUp x4_animFollowup = EKnockBackAnimationFollowUp::None;
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float x8_followupDuration = 0.f;
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float xc_intoFreezeDur = 0.f;
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};
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private:
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friend class CPatterned;
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EKnockBackVariant x0_variant;
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KnockBackParms x4_activeParms{};
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EWeaponType x14_deferWeaponType = EWeaponType::None;
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EKnockBackAnimationState x18_minAnimState = EKnockBackAnimationState::None;
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EKnockBackAnimationState x1c_maxAnimState = EKnockBackAnimationState::Fall;
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u32 x20_impulseDurationIdx = 0;
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rstl::reserved_vector< std::pair< float, float >, 5 > x24_;
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zeus::CVector3f x50_impulseDir;
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float x5c_impulseMag = 0.f;
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float x60_impulseRemTime = 0.f;
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float x64_flinchRemTime = 0.f;
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float x68_deferRemTime = 0.f;
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u32 x6c_ = 0;
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u32 x70_ = 0;
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u32 x74_ = 0;
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pas::ESeverity x7c_severity = pas::ESeverity::One;
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std::bitset< 5 > x80_availableStates{0b11111};
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bool x81_24_autoResetImpulse : 1 = true;
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bool x81_25_enableFreeze : 1 = true;
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bool x81_26_enableShock : 1 = false;
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bool x81_27_enableBurn : 1 = true;
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bool x81_28_enableBurnDeath : 1 = true;
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bool x81_29_enableExplodeDeath : 1 = true;
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bool x81_30_enableLaggedBurnDeath : 1 = true;
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bool x81_31_ : 1 = true;
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bool x82_24_ : 1 = true;
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bool x82_25_inDeferredKnockBack : 1 = false;
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bool x82_26_locomotionDuringElectrocution : 1 = false;
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void ApplyImpulse(float dt, CPatterned& parent);
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bool TickDeferredTimer(float dt);
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EKnockBackCharacterState GetKnockBackCharacterState(const CPatterned& parent) const;
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void ValidateState(const CPatterned& parent);
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float CalculateExtraHurlVelocity(CStateManager& mgr, float magnitude, float kbResistance) const;
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void DoKnockBackAnimation(const zeus::CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
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float magnitude);
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void ResetKnockBackImpulse(const CPatterned& parent, const zeus::CVector3f& backVec,
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float magnitude);
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void DoDeferredKnockBack(CStateManager& mgr, CPatterned& parent);
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EKnockBackWeaponType GetKnockBackWeaponType(const CDamageInfo& info, EWeaponType wType,
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EKnockBackType type);
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void SelectDamageState(const CPatterned& parent, const CDamageInfo& info, EWeaponType wType,
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EKnockBackType type);
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public:
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explicit CKnockBackController(EKnockBackVariant variant);
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void SetKnockBackVariant(EKnockBackVariant v) { x0_variant = v; }
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void DeferKnockBack(EWeaponType tp) {
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x14_deferWeaponType = tp;
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x68_deferRemTime = 0.05f;
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}
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void sub80233d40(int i, float f1, float f2);
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void SetAutoResetImpulse(bool b);
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void SetImpulseDurationIdx(u32 i) { x20_impulseDurationIdx = i; }
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void SetAnimationStateRange(EKnockBackAnimationState a, EKnockBackAnimationState b) {
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x18_minAnimState = a;
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x1c_maxAnimState = b;
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}
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void Update(float dt, CStateManager& mgr, CPatterned& parent);
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void KnockBack(const zeus::CVector3f& backVec, CStateManager& mgr, CPatterned& parent,
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const CDamageInfo& info, EKnockBackType type, float magnitude);
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void SetSeverity(pas::ESeverity v) { x7c_severity = v; }
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void SetEnableFreeze(bool b) { x81_25_enableFreeze = b; }
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bool GetEnableFreeze() const { return x81_25_enableFreeze; }
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void SetEnableShock(bool b) { x81_26_enableShock = b; }
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void SetEnableBurn(bool b) { x81_27_enableBurn = b; }
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void SetEnableBurnDeath(bool b) { x81_28_enableBurnDeath = b; }
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void SetEnableExplodeDeath(bool b) { x81_29_enableExplodeDeath = b; }
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void SetEnableLaggedBurnDeath(bool b) { x81_30_enableLaggedBurnDeath = b; }
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void SetX81_31(bool b) { x81_31_ = b; }
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void SetX82_24(bool b) { x82_24_ = b; }
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void SetLocomotionDuringElectrocution(bool b) { x82_26_locomotionDuringElectrocution = b; }
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const KnockBackParms& GetActiveParms() const { return x4_activeParms; }
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EKnockBackVariant GetVariant() const { return x0_variant; }
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float GetFlinchRemTime() const { return x64_flinchRemTime; }
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void SetAvailableState(EKnockBackAnimationState s, bool b) {
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x80_availableStates.set(size_t(s), b);
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}
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bool TestAvailableState(EKnockBackAnimationState s) const {
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return x80_availableStates.test(size_t(s));
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}
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};
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*/
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#endif // _CKNOCKBACKCONTROLLER
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#ifndef _CPATTERNED
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#define _CPATTERNED
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#include "MetroidPrime/Enemies/CAi.hpp"
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class CPatterned : public CAi {
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public:
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~CPatterned();
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void Accept(IVisitor& visitor);
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void Death(CStateManager& mgr, const CVector3f& direction, EScriptObjectState state) {}
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void KnockBack(const CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type,
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bool inDeferred, float magnitude) {};
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};
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#endif // _CPATTERNED
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#ifndef _GAMEOBJECTLISTS
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#define _GAMEOBJECTLISTS
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#include "MetroidPrime/CObjectList.hpp"
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class CActorList final : public CObjectList {
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public:
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CActorList();
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uchar IsQualified(const CEntity& ent) override;
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};
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class CPhysicsActorList final : public CObjectList {
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public:
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CPhysicsActorList();
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uchar IsQualified(const CEntity& ent) override;
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};
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class CGameCameraList final : public CObjectList {
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public:
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CGameCameraList();
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uchar IsQualified(const CEntity& ent) override;
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};
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class CListeningAiList final : public CObjectList {
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public:
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CListeningAiList();
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uchar IsQualified(const CEntity& ent) override;
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};
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class CAiWaypointList final : public CObjectList {
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public:
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CAiWaypointList();
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uchar IsQualified(const CEntity& ent) override;
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};
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class CPlatformAndDoorList final : public CObjectList {
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public:
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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
|
|
@ -68,6 +68,9 @@ typedef int BOOL;
|
|||
#ifndef nullptr
|
||||
#define nullptr NULL
|
||||
#endif
|
||||
#ifndef final
|
||||
#define final
|
||||
#endif
|
||||
#ifndef override
|
||||
#define override
|
||||
#endif
|
||||
|
|
|
@ -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\
|
||||
|
|
|
@ -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)) {
|
||||
|
|
|
@ -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;
|
||||
}
|
Loading…
Reference in New Issue