2018-10-07 03:42:33 +00:00
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#pragma once
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2016-08-15 20:43:04 +00:00
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#include "RetroTypes.hpp"
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#include "zeus/CQuaternion.hpp"
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#include "CharacterCommon.hpp"
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2017-07-10 04:55:51 +00:00
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#include "CBodyStateCmdMgr.hpp"
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#include "CBodyStateInfo.hpp"
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2016-08-15 20:43:04 +00:00
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2018-12-08 05:30:43 +00:00
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namespace urde {
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2016-08-15 20:43:04 +00:00
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class CActor;
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class CAnimPlaybackParms;
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2018-02-04 06:46:47 +00:00
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struct CFinalInput;
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class CPASAnimParmData;
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class CRandom16;
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class CStateManager;
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class CPASDatabase;
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class CBodyController {
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CActor& x0_actor;
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CBodyStateCmdMgr x4_cmdMgr;
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CBodyStateInfo x2a4_bodyStateInfo;
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zeus::CQuaternion x2dc_rot;
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pas::ELocomotionType x2ec_locomotionType = pas::ELocomotionType::Relaxed;
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pas::EFallState x2f0_fallState = pas::EFallState::Zero;
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EBodyType x2f4_bodyType;
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s32 x2f8_curAnim = -1;
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float x2fc_turnSpeed;
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union {
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struct {
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bool x300_24_animationOver : 1;
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bool x300_25_active : 1;
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bool x300_26_frozen : 1;
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bool x300_27_hasBeenFrozen : 1;
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bool x300_28_playDeathAnims : 1;
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};
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2018-12-08 05:30:43 +00:00
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u32 _dummy = 0;
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};
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float x304_intoFreezeDur = 0.f;
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float x308_frozenDur = 0.f;
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float x30c_breakoutDur = 0.f;
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float x310_timeFrozen = 0.f;
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zeus::CVector3f x314_backedUpForce;
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float x320_fireDur = 0.f;
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float x324_electrocutionDur = 0.f;
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float x328_timeOnFire = 0.f;
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float x32c_timeElectrocuting = 0.f;
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float x330_restrictedFlyerMoveSpeed = 0.f;
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2016-08-15 20:43:04 +00:00
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public:
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CBodyController(CActor& owner, float turnSpeed, EBodyType bodyType);
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pas::EAnimationState GetCurrentStateId() const { return x2a4_bodyStateInfo.GetCurrentStateId(); }
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CBodyStateCmdMgr& GetCommandMgr() { return x4_cmdMgr; }
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const CBodyStateCmdMgr& GetCommandMgr() const { return x4_cmdMgr; }
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void SetDoDeathAnims(bool d) { x300_28_playDeathAnims = d; }
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bool IsElectrocuting() const { return x324_electrocutionDur > 0.f; }
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bool IsOnFire() const { return x320_fireDur > 0.f; }
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bool IsFrozen() const { return x300_26_frozen; }
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const CBodyStateInfo& GetBodyStateInfo() const { return x2a4_bodyStateInfo; }
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CBodyStateInfo& BodyStateInfo() { return x2a4_bodyStateInfo; }
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float GetTurnSpeed() const { return x2fc_turnSpeed; }
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void SetLocomotionType(pas::ELocomotionType type) { x2ec_locomotionType = type; }
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pas::ELocomotionType GetLocomotionType() const { return x2ec_locomotionType; }
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CActor& GetOwner() const { return x0_actor; }
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bool IsAnimationOver() const { return x300_24_animationOver; }
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void EnableAnimation(bool e);
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bool ShouldPlayDeathAnims() const { return x300_28_playDeathAnims; }
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s32 GetCurrentAnimId() const { return x2f8_curAnim; }
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void Activate(CStateManager&);
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CAdditiveBodyState* GetCurrentAdditiveState() { return x2a4_bodyStateInfo.GetCurrentAdditiveState(); }
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void SetState(pas::EAnimationState s) { x2a4_bodyStateInfo.SetState(s); }
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void Update(float, CStateManager&);
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bool ShouldBeHurled() const { return HasBodyState(pas::EAnimationState::Hurled); }
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bool HasBodyState(pas::EAnimationState s) const;
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pas::EFallState GetFallState() const { return x2f0_fallState; }
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void SetFallState(pas::EFallState s) { x2f0_fallState = s; }
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void UpdateBody(float, CStateManager&);
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void SetAdditiveState(pas::EAnimationState s) { x2a4_bodyStateInfo.SetAdditiveState(s); }
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void SetTurnSpeed(float s);
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void SetCurrentAnimation(const CAnimPlaybackParms& parms, bool loop, bool noTrans);
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float GetAnimTimeRemaining() const;
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void SetPlaybackRate(float);
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void MultiplyPlaybackRate(float);
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void SetDeltaRotation(const zeus::CQuaternion& q) { x2dc_rot *= q; }
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void FaceDirection(const zeus::CVector3f&, float);
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void FaceDirection3D(const zeus::CVector3f&, const zeus::CVector3f&, float);
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static bool HasBodyInfo(CActor& act);
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const CPASDatabase& GetPASDatabase() const;
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void PlayBestAnimation(const CPASAnimParmData&, CRandom16&);
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void LoopBestAnimation(const CPASAnimParmData&, CRandom16&);
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void Freeze(float intoFreezeDur, float frozenDur, float breakoutDur);
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void UnFreeze();
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float GetPercentageFrozen() const;
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void SetOnFire(float);
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void DouseFlames();
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void SetElectrocuting(float dur);
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void DouseElectrocuting();
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void UpdateFrozenInfo(float, CStateManager&);
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bool HasIceBreakoutState() const;
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void StopElectrocution();
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void FrozenBreakout();
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pas::EAnimationState GetCurrentAdditiveStateId() const { return x2a4_bodyStateInfo.GetCurrentAdditiveStateId(); }
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EBodyType GetBodyType() const { return x2f4_bodyType; }
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bool HasBeenFrozen() const { return x300_27_hasBeenFrozen; }
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float GetRestrictedFlyerMoveSpeed() const { return x330_restrictedFlyerMoveSpeed; }
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bool GetActive() const { return x300_25_active; }
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2016-08-15 20:43:04 +00:00
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};
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2018-12-08 05:30:43 +00:00
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} // namespace urde
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