Files

179 lines
9.9 KiB
C++

#ifndef _CAI
#define _CAI
#include "MetroidPrime/CDamageVulnerability.hpp"
#include "MetroidPrime/CHealthInfo.hpp"
#include "MetroidPrime/CPhysicsActor.hpp"
#include "MetroidPrime/Enemies/CAiFuncMap.hpp"
#include "MetroidPrime/Enemies/CKnockBackController.hpp"
#include "MetroidPrime/Enemies/EListenNoiseType.hpp"
class CTeamAiRole;
class CAiFuncMap;
class CStateMachine;
class CAi : public CPhysicsActor {
public:
static void CreateFuncLookup(CAiFuncMap* funcMap);
static const CAiStateFunc GetStateFunc(const char* func);
static const CAiTriggerFunc GetTriggerFunc(const char* func);
CStateMachine* GetStateMachine();
CAi(TUniqueId, bool, const rstl::string&, const CEntityInfo&, const CTransform4f&,
const CModelData&, const CAABox&, float, const CHealthInfo&, const CDamageVulnerability&,
const CMaterialList&, unsigned int, const CActorParameters&, float, float);
~CAi();
void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId other, CStateManager& mgr) override;
CHealthInfo* HealthInfo(CStateManager&) override;
const CDamageVulnerability* GetDamageVulnerability() const override;
EWeaponCollisionResponseTypes GetCollisionResponseType(const CVector3f&, const CVector3f&,
const CWeaponMode&, int) 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& mgr, EStateMsg msg, float arg);
virtual void FollowPattern(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Dead(CStateManager& mgr, EStateMsg msg, float arg);
virtual void PathFind(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Start(CStateManager& mgr, EStateMsg msg, float arg);
virtual void SelectTarget(CStateManager& mgr, EStateMsg msg, float arg);
virtual void TargetPatrol(CStateManager& mgr, EStateMsg msg, float arg);
virtual void TargetPlayer(CStateManager& mgr, EStateMsg msg, float arg);
virtual void TargetCover(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Halt(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Walk(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Run(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Generate(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Deactivate(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Attack(CStateManager& mgr, EStateMsg msg, float arg);
virtual void LoopedAttack(CStateManager& mgr, EStateMsg msg, float arg);
virtual void JumpBack(CStateManager& mgr, EStateMsg msg, float arg);
virtual void DoubleSnap(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Shuffle(CStateManager& mgr, EStateMsg msg, float arg);
virtual void TurnAround(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Skid(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Active(CStateManager& mgr, EStateMsg msg, float arg);
virtual void InActive(CStateManager& mgr, EStateMsg msg, float arg);
virtual void CoverAttack(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Crouch(CStateManager& mgr, EStateMsg msg, float arg);
virtual void FadeIn(CStateManager& mgr, EStateMsg msg, float arg);
virtual void FadeOut(CStateManager& mgr, EStateMsg msg, float arg);
virtual void GetUp(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Taunt(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Suck(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Flee(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Lurk(CStateManager& mgr, EStateMsg msg, float arg);
virtual void ProjectileAttack(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Flinch(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Hurled(CStateManager& mgr, EStateMsg msg, float arg);
virtual void TelegraphAttack(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Jump(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Explode(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Dodge(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Retreat(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Cover(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Approach(CStateManager& mgr, EStateMsg msg, float arg);
virtual void WallHang(CStateManager& mgr, EStateMsg msg, float arg);
virtual void WallDetach(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Enraged(CStateManager& mgr, EStateMsg msg, float arg);
virtual void SpecialAttack(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Growth(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Faint(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Land(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Bounce(CStateManager& mgr, EStateMsg msg, float arg);
virtual void PathFindEx(CStateManager& mgr, EStateMsg msg, float arg);
virtual void Dizzy(CStateManager& mgr, EStateMsg msg, float arg);
virtual void CallForBackup(CStateManager& mgr, EStateMsg msg, float arg);
virtual void BulbAttack(CStateManager& mgr, EStateMsg msg, float arg);
virtual void PodAttack(CStateManager& mgr, EStateMsg msg, float arg);
virtual bool InAttackPosition(CStateManager& mgr, float arg);
virtual bool Leash(CStateManager& mgr, float arg);
virtual bool OffLine(CStateManager& mgr, float arg);
virtual bool Attacked(CStateManager& mgr, float arg);
virtual bool PathShagged(CStateManager& mgr, float arg);
virtual bool PathOver(CStateManager& mgr, float arg);
virtual bool PathFound(CStateManager& mgr, float arg);
virtual bool TooClose(CStateManager& mgr, float arg);
virtual bool InRange(CStateManager& mgr, float arg);
virtual bool InMaxRange(CStateManager& mgr, float arg);
virtual bool InDetectionRange(CStateManager& mgr, float arg);
virtual bool SpotPlayer(CStateManager& mgr, float arg);
virtual bool PlayerSpot(CStateManager& mgr, float arg);
virtual bool PatternOver(CStateManager& mgr, float arg);
virtual bool PatternShagged(CStateManager& mgr, float arg);
virtual bool HasAttackPattern(CStateManager& mgr, float arg);
virtual bool HasPatrolPath(CStateManager& mgr, float arg);
virtual bool HasRetreatPattern(CStateManager& mgr, float arg);
virtual bool Delay(CStateManager& mgr, float arg);
virtual bool RandomDelay(CStateManager& mgr, float arg);
virtual bool FixedDelay(CStateManager& mgr, float arg);
virtual bool Default(CStateManager& mgr, float arg);
virtual bool AnimOver(CStateManager& mgr, float arg);
virtual bool ShouldAttack(CStateManager& mgr, float arg);
virtual bool ShouldDoubleSnap(CStateManager& mgr, float arg);
virtual bool InPosition(CStateManager& mgr, float arg);
virtual bool ShouldTurn(CStateManager& mgr, float arg);
virtual bool HitSomething(CStateManager& mgr, float arg);
virtual bool ShouldJumpBack(CStateManager& mgr, float arg);
virtual bool Stuck(CStateManager& mgr, float arg);
virtual bool NoPathNodes(CStateManager& mgr, float arg);
virtual bool Landed(CStateManager& mgr, float arg);
virtual bool HearShot(CStateManager& mgr, float arg);
virtual bool HearPlayer(CStateManager& mgr, float arg);
virtual bool CoverCheck(CStateManager& mgr, float arg);
virtual bool CoverFind(CStateManager& mgr, float arg);
virtual bool CoverBlown(CStateManager& mgr, float arg);
virtual bool CoverNearlyBlown(CStateManager& mgr, float arg);
virtual bool CoveringFire(CStateManager& mgr, float arg);
virtual bool GotUp(CStateManager& mgr, float arg);
virtual bool LineOfSight(CStateManager& mgr, float arg);
virtual bool AggressionCheck(CStateManager& mgr, float arg);
virtual bool AttackOver(CStateManager& mgr, float arg);
virtual bool ShouldTaunt(CStateManager& mgr, float arg);
virtual bool Inside(CStateManager& mgr, float arg);
virtual bool ShouldFire(CStateManager& mgr, float arg);
virtual bool ShouldFlinch(CStateManager& mgr, float arg);
virtual bool PatrolPathOver(CStateManager& mgr, float arg);
virtual bool ShouldDodge(CStateManager& mgr, float arg);
virtual bool ShouldRetreat(CStateManager& mgr, float arg);
virtual bool ShouldCrouch(CStateManager& mgr, float arg);
virtual bool ShouldMove(CStateManager& mgr, float arg);
virtual bool ShotAt(CStateManager& mgr, float arg);
virtual bool HasTargetingPoint(CStateManager& mgr, float arg);
virtual bool ShouldWallHang(CStateManager& mgr, float arg);
virtual bool SetAIStage(CStateManager& mgr, float arg);
virtual bool AIStage(CStateManager& mgr, float arg);
virtual bool StartAttack(CStateManager& mgr, float arg);
virtual bool BreakAttack(CStateManager& mgr, float arg);
virtual bool ShouldStrafe(CStateManager& mgr, float arg);
virtual bool ShouldSpecialAttack(CStateManager& mgr, float arg);
virtual bool LostInterest(CStateManager& mgr, float arg);
virtual bool CodeTrigger(CStateManager& mgr, float arg);
virtual bool BounceFind(CStateManager& mgr, float arg);
virtual bool Random(CStateManager& mgr, float arg);
virtual bool FixedRandom(CStateManager& mgr, float arg);
virtual bool IsDizzy(CStateManager& mgr, float arg);
virtual bool ShouldCallForBackup(CStateManager& mgr, float arg);
private:
CHealthInfo x258_healthInfo;
CDamageVulnerability x260_damageVulnerability;
TCachedToken< CStateMachine > x2c8_stateMachine;
static CAiFuncMap* mFuncMap;
};
#endif // _CAI