metaforce/Runtime/Character/CBodyState.cpp

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2017-07-10 04:55:51 +00:00
#include "CBodyState.hpp"
#include "CBodyController.hpp"
#include "World/CActor.hpp"
#include "CStateManager.hpp"
#include "TCastTo.hpp"
#include "CPASAnimParmData.hpp"
#include "World/CPatterned.hpp"
namespace urde
{
void CBSAttack::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCMeleeAttackCmd* cmd =
static_cast<const CBCMeleeAttackCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::MeleeAttack));
const CPASDatabase& pasDatabase = bc.GetPASDatabase();
CPASAnimParmData parms(7, CPASAnimParm::FromEnum(s32(cmd->GetAttackSeverity())),
CPASAnimParm::FromEnum(s32(bc.GetLocomotionType())));
std::pair<float, s32> best = pasDatabase.FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
if (cmd->HasAttackTargetPos())
{
x20_targetPos = cmd->GetAttackTargetPos();
CCharAnimTime evTime = bc.GetOwner().GetModelData()->GetAnimationData()->GetTimeOfUserEvent(
EUserEventType::AlignTargetPosStart, CCharAnimTime::Infinity());
x2c_alignTargetPosStartTime = (evTime != CCharAnimTime::Infinity()) ? evTime.GetSeconds() : 0.f;
evTime = bc.GetOwner().GetModelData()->GetAnimationData()->GetTimeOfUserEvent(
EUserEventType::AlignTargetPos, CCharAnimTime::Infinity());
x30_alignTargetPosTime = (evTime != CCharAnimTime::Infinity()) ?
evTime.GetSeconds() : bc.GetAnimTimeRemaining();
}
else
{
x20_targetPos = zeus::CVector3f::skZero;
x2c_alignTargetPosStartTime = -1.f;
x30_alignTargetPosTime = -1.f;
}
x4_nextState = pas::EAnimationState::Locomotion;
x34_curTime = 0.f;
}
pas::EAnimationState CBSAttack::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Locomotion))
return pas::EAnimationState::Locomotion;
if (const CBCSlideCmd* cmd = static_cast<const CBCSlideCmd*>(
bc.GetCommandMgr().GetCmd(EBodyStateCmd::Slide)))
{
x8_slide = *cmd;
x4_nextState = pas::EAnimationState::Slide;
}
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Generate))
return pas::EAnimationState::Generate;
if (bc.IsAnimationOver())
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::MeleeAttack))
return pas::EAnimationState::MeleeAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ProjectileAttack))
return pas::EAnimationState::ProjectileAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopAttack))
return pas::EAnimationState::LoopAttack;
return x4_nextState;
}
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::NextState))
return x4_nextState;
return pas::EAnimationState::Invalid;
}
void CBSAttack::UpdatePhysicsActor(CBodyController& bc, float dt)
{
if (x20_targetPos.isZero())
return;
if (x34_curTime >= x2c_alignTargetPosStartTime && x34_curTime <= x30_alignTargetPosTime)
{
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
zeus::CVector3f delta = x20_targetPos - act->GetTranslation();
float td = x30_alignTargetPosTime - x2c_alignTargetPosStartTime;
if (dt > 0.f)
delta *= dt / td;
zeus::CVector3f localDelta = act->GetTransform().transposeRotate(delta);
act->ApplyImpulseWR(act->GetMoveToORImpulseWR(localDelta, dt), zeus::CAxisAngle::sIdentity);
}
}
}
pas::EAnimationState CBSAttack::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
x34_curTime += dt;
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
if (!bc.GetCommandMgr().GetTargetVector().isZero())
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
UpdatePhysicsActor(bc, dt);
}
else if (st == pas::EAnimationState::Slide)
{
bc.GetCommandMgr().DeliverCmd(x8_slide);
}
return st;
}
void CBSProjectileAttack::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCProjectileAttackCmd* cmd =
static_cast<const CBCProjectileAttackCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::ProjectileAttack));
zeus::CVector3f localDelta =
bc.GetOwner().GetTransform().transposeRotate(cmd->GetTargetPosition() -
bc.GetOwner().GetTranslation());
zeus::CRelAngle angle = std::atan2(localDelta.y, localDelta.x);
float attackAngle = angle.asDegrees();
CPASAnimParmData parms(18, CPASAnimParm::FromEnum(s32(cmd->GetAttackSeverity())),
CPASAnimParm::FromReal32(angle.asDegrees()),
CPASAnimParm::FromEnum(s32(bc.GetLocomotionType())));
std::pair<float, s32> best1 = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (cmd->BlendTwoClosest())
{
std::pair<float, s32> best2 = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(),
best1.second);
const CPASAnimState* projAttackState = bc.GetPASDatabase().GetAnimState(18);
float angle1 = projAttackState->GetAnimParmData(best1.second, 1).GetReal32Value();
float angle2 = projAttackState->GetAnimParmData(best2.second, 1).GetReal32Value();
if (angle1 - angle2 > 180.f)
angle2 += 360.f;
else if (angle2 - angle1 > 180.f)
angle1 += 360.f;
CAnimPlaybackParms playParms(best1.second, best2.second,
(angle1 - attackAngle) / (angle1 - angle2), true);
bc.SetCurrentAnimation(playParms, false, false);
}
else
{
CAnimPlaybackParms playParms(best1.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
}
}
pas::EAnimationState CBSProjectileAttack::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Locomotion))
return pas::EAnimationState::Locomotion;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Generate))
return pas::EAnimationState::Generate;
if (bc.IsAnimationOver() || bc.GetCommandMgr().GetCmd(EBodyStateCmd::NextState))
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSProjectileAttack::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
if (!bc.GetCommandMgr().GetTargetVector().isZero())
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
return st;
}
void CBSDie::Start(CBodyController& bc, CStateManager& mgr)
{
bool shouldReset = true;
if (bc.ShouldPlayDeathAnims())
{
CPASAnimParmData parms(4, CPASAnimParm::FromEnum(s32(bc.GetFallState())));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > 0.f)
{
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
x4_remTime = bc.GetAnimTimeRemaining();
shouldReset = false;
}
}
if (shouldReset)
{
bc.EnableAnimation(false);
x4_remTime = bc.ShouldPlayDeathAnims() ? 3.f : 4.f;
}
x8_isDead = false;
}
pas::EAnimationState CBSDie::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
x4_remTime -= dt;
if (x4_remTime <= 0.f)
{
bc.EnableAnimation(false);
x8_isDead = true;
}
return pas::EAnimationState::Invalid;
}
void CBSFall::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCKnockDownCmd* cmd =
static_cast<const CBCKnockDownCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown));
zeus::CVector3f localDir = bc.GetOwner().GetTransform().transposeRotate(cmd->GetHitDirection());
zeus::CRelAngle angle = std::atan2(localDir.y, localDir.z);
CPASAnimParmData parms(0, CPASAnimParm::FromReal32(angle.asDegrees()),
CPASAnimParm::FromEnum(s32(cmd->GetHitSeverity())));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
const CPASAnimState* knockdownState = bc.GetPASDatabase().GetAnimState(0);
if (!knockdownState->GetAnimParmData(best.second, 2).GetBoolValue())
{
float animAngle = zeus::degToRad(knockdownState->GetAnimParmData(best.second, 0).GetReal32Value());
zeus::CRelAngle delta1 = angle - animAngle;
zeus::CRelAngle delta2 = animAngle - angle;
float minAngle = std::min(float(delta1), float(delta2));
x8_remTime = 0.15f * bc.GetAnimTimeRemaining();
float flippedAngle = (delta1 > M_PIF) ? -minAngle : minAngle;
x4_rotateSpeed = (x8_remTime > FLT_EPSILON) ? flippedAngle / x8_remTime : flippedAngle;
}
else
{
x8_remTime = 0.f;
x4_rotateSpeed = 0.f;
}
xc_fallState = pas::EFallState(knockdownState->GetAnimParmData(best.second, 3).GetEnumValue());
}
pas::EAnimationState CBSFall::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.IsAnimationOver())
return pas::EAnimationState::LieOnGround;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSFall::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid && x8_remTime > 0.f)
{
zeus::CQuaternion quat;
quat.rotateZ(x4_rotateSpeed * dt);
bc.SetDeltaRotation(quat);
x8_remTime -= dt;
}
return st;
}
void CBSFall::Shutdown(CBodyController& bc)
{
bc.SetFallState(xc_fallState);
}
void CBSGetup::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCGetupCmd* cmd =
static_cast<const CBCGetupCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::Getup));
CPASAnimParmData parms(1, CPASAnimParm::FromEnum(s32(bc.GetFallState())),
CPASAnimParm::FromEnum(s32(cmd->GetGetupType())));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > FLT_EPSILON)
{
if (best.second != bc.GetCurrentAnimId())
{
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
}
x4_fallState =
pas::EFallState(bc.GetPASDatabase().GetAnimState(1)->GetAnimParmData(best.second, 2).GetEnumValue());
}
else
{
x4_fallState = pas::EFallState::Zero;
}
}
pas::EAnimationState CBSGetup::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.IsAnimationOver())
{
if (x4_fallState == pas::EFallState::Zero)
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Getup;
}
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSGetup::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
return GetBodyStateTransition(dt, bc);
}
void CBSGetup::Shutdown(CBodyController& bc)
{
bc.SetFallState(x4_fallState);
}
void CBSKnockBack::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCKnockBackCmd* cmd =
static_cast<const CBCKnockBackCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack));
zeus::CVector3f localDir = bc.GetOwner().GetTransform().transposeRotate(cmd->GetHitDirection());
zeus::CRelAngle angle = std::atan2(localDir.y, localDir.x);
CPASAnimParmData parms(6, CPASAnimParm::FromReal32(angle.asDegrees()),
CPASAnimParm::FromEnum(s32(cmd->GetHitSeverity())));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
const CPASAnimState* knockbackState = bc.GetPASDatabase().GetAnimState(6);
if (!knockbackState->GetAnimParmData(best.second, 2).GetBoolValue())
{
float animAngle = zeus::degToRad(knockbackState->GetAnimParmData(best.second, 0).GetReal32Value());
zeus::CRelAngle delta1 = angle - animAngle;
zeus::CRelAngle delta2 = animAngle - angle;
float minAngle = std::min(float(delta1), float(delta2));
float flippedAngle = (delta1 > M_PIF) ? -minAngle : minAngle;
xc_remTime = 0.15f * bc.GetAnimTimeRemaining();
x8_rotateSpeed = (xc_remTime > FLT_EPSILON) ? flippedAngle / xc_remTime : flippedAngle;
}
else
{
xc_remTime = 0.f;
x8_rotateSpeed = 0.f;
}
x4_curTime = 0.f;
}
pas::EAnimationState CBSKnockBack::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack) && x4_curTime > 0.2f)
return pas::EAnimationState::KnockBack;
if (bc.IsAnimationOver())
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSKnockBack::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
x4_curTime += dt;
if (xc_remTime > 0.f)
{
zeus::CQuaternion quat;
quat.rotateZ(x8_rotateSpeed * dt);
bc.SetDeltaRotation(quat);
xc_remTime -= dt;
}
}
return st;
}
CBSLieOnGround::CBSLieOnGround(CActor& actor)
{
x4_24_hasGroundHit =
actor.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase().HasState(11);
}
void CBSLieOnGround::Start(CBodyController& bc, CStateManager& mgr)
{
CPASAnimParmData parms(2, CPASAnimParm::FromEnum(s32(bc.GetFallState())));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > 0.f)
{
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, true, false);
}
else
{
bc.EnableAnimation(false);
}
}
pas::EAnimationState CBSLieOnGround::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Die))
return pas::EAnimationState::Death;
if (x4_24_hasGroundHit && bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::GroundHit;
if (!bc.GetCommandMgr().GetCmd(EBodyStateCmd::Locomotion) &&
bc.GetCommandMgr().GetCmd(EBodyStateCmd::Getup))
return pas::EAnimationState::Getup;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSLieOnGround::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
return GetBodyStateTransition(dt, bc);
}
void CBSLieOnGround::Shutdown(CBodyController& bc)
{
bc.EnableAnimation(true);
}
void CBSStep::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCStepCmd* cmd =
static_cast<const CBCStepCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::Step));
CPASAnimParmData parms(3, CPASAnimParm::FromEnum(s32(cmd->GetStepDirection())),
CPASAnimParm::FromEnum(s32(cmd->GetStepType())));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
}
pas::EAnimationState CBSStep::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Locomotion))
return pas::EAnimationState::Locomotion;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Generate))
return pas::EAnimationState::Generate;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::MeleeAttack))
return pas::EAnimationState::MeleeAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ProjectileAttack))
return pas::EAnimationState::ProjectileAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopAttack))
return pas::EAnimationState::LoopAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Jump))
return pas::EAnimationState::Jump;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Scripted))
return pas::EAnimationState::Scripted;
if (bc.IsAnimationOver() || bc.GetCommandMgr().GetCmd(EBodyStateCmd::NextState))
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSStep::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid && !bc.GetCommandMgr().GetTargetVector().isZero())
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
return st;
}
void CBSTurn::Start(CBodyController& bc, CStateManager& mgr)
{
const zeus::CVector3f& lookDir = bc.GetOwner().GetTransform().basis[1];
zeus::CVector2f lookDir2d(lookDir.x, lookDir.y);
x8_dest = zeus::CVector2f(bc.GetCommandMgr().GetFaceVector().x,
bc.GetCommandMgr().GetFaceVector().y);
float deltaAngle = zeus::radToDeg(zeus::CVector2f::getAngleDiff(lookDir2d, x8_dest));
x10_turnDir = pas::ETurnDirection(zeus::CVector2f(lookDir2d.y, -lookDir2d.x).dot(x8_dest) > 0.f);
CPASAnimParmData parms(8, CPASAnimParm::FromEnum(s32(x10_turnDir)),
CPASAnimParm::FromReal32(deltaAngle),
CPASAnimParm::FromEnum(s32(bc.GetLocomotionType())));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
float animAngle = bc.GetPASDatabase().GetAnimState(8)->GetAnimParmData(best.second, 1).GetReal32Value();
x4_rotateSpeed = zeus::degToRad((x10_turnDir == pas::ETurnDirection::Left) ?
animAngle - deltaAngle : deltaAngle - animAngle);
float timeRem = bc.GetAnimTimeRemaining();
if (timeRem > 0.f)
x4_rotateSpeed /= timeRem;
}
bool CBSTurn::FacingDest(CBodyController& bc) const
{
const zeus::CVector3f& lookDir = bc.GetOwner().GetTransform().basis[1];
zeus::CVector2f lookDir2d(lookDir.x, lookDir.y);
zeus::CVector2f leftDir(lookDir2d.y, -lookDir2d.x);
if (x10_turnDir == pas::ETurnDirection::Left)
{
if (leftDir.dot(x8_dest) < 0.f)
return true;
}
else
{
if (leftDir.dot(x8_dest) > 0.f)
return true;
}
return false;
}
pas::EAnimationState CBSTurn::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Locomotion))
return pas::EAnimationState::Locomotion;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Generate))
return pas::EAnimationState::Generate;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::MeleeAttack))
return pas::EAnimationState::MeleeAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ProjectileAttack))
return pas::EAnimationState::ProjectileAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopAttack))
return pas::EAnimationState::LoopAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Jump))
return pas::EAnimationState::Jump;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Step))
return pas::EAnimationState::Step;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Scripted))
return pas::EAnimationState::Scripted;
if (bc.IsAnimationOver() || FacingDest(bc) || !bc.GetCommandMgr().GetMoveVector().isZero())
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSTurn::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
zeus::CQuaternion quat;
quat.rotateZ(x4_rotateSpeed * dt);
bc.SetDeltaRotation(quat);
}
return st;
}
void CBSFlyerTurn::Start(CBodyController& bc, CStateManager& mgr)
{
if (bc.GetPASDatabase().GetAnimState(8)->GetNumAnims())
{
CBSTurn::Start(bc, mgr);
}
else
{
x8_dest = zeus::CVector2f(bc.GetCommandMgr().GetFaceVector().x,
bc.GetCommandMgr().GetFaceVector().y);
const zeus::CVector3f& lookDir = bc.GetOwner().GetTransform().basis[1];
zeus::CVector2f lookDir2d(lookDir.x, lookDir.y);
x10_turnDir = pas::ETurnDirection(zeus::CVector2f(lookDir2d.y, -lookDir2d.x).dot(x8_dest) > 0.f);
CPASAnimParmData parms(5, CPASAnimParm::FromEnum(0),
CPASAnimParm::FromEnum(s32(bc.GetLocomotionType())));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.second != bc.GetCurrentAnimId())
{
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, true, false);
}
}
}
pas::EAnimationState CBSFlyerTurn::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
if (bc.GetPASDatabase().GetAnimState(8)->GetNumAnims())
{
return CBSTurn::UpdateBody(dt, bc, mgr);
}
else
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
if (!bc.GetCommandMgr().GetFaceVector().isZero())
{
x8_dest = zeus::CVector2f(bc.GetCommandMgr().GetFaceVector().x,
bc.GetCommandMgr().GetFaceVector().y);
const zeus::CVector3f& lookDir = bc.GetOwner().GetTransform().basis[1];
zeus::CVector2f lookDir2d(lookDir.x, lookDir.y);
x10_turnDir = pas::ETurnDirection(zeus::CVector2f(lookDir2d.y, -lookDir2d.x).dot(x8_dest) > 0.f);
}
bc.FaceDirection(zeus::CVector3f(x8_dest.x, x8_dest.y, 0.f), dt);
}
return st;
}
}
void CBSLoopAttack::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCLoopAttackCmd* cmd =
static_cast<const CBCLoopAttackCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopAttack));
x8_loopAttackType = cmd->GetAttackType();
xc_24_waitForAnimOver = cmd->WaitForAnimOver();
xc_25_advance = false;
if (bc.GetLocomotionType() == pas::ELocomotionType::Crouch)
{
CPASAnimParmData parms(9, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_loopAttackType)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
else
{
x4_state = pas::ELoopState::Begin;
CPASAnimParmData parms(9, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_loopAttackType)));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > FLT_EPSILON)
{
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
}
else
{
x4_state = pas::ELoopState::Loop;
CPASAnimParmData parms(9, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_loopAttackType)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
}
}
pas::EAnimationState CBSLoopAttack::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Locomotion))
return pas::EAnimationState::Locomotion;
if (x4_state == pas::ELoopState::End)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::MeleeAttack))
return pas::EAnimationState::MeleeAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ProjectileAttack))
return pas::EAnimationState::ProjectileAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopAttack))
return pas::EAnimationState::LoopAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Step))
return pas::EAnimationState::Step;
if (!bc.GetCommandMgr().GetMoveVector().isZero())
return pas::EAnimationState::Locomotion;
if (!bc.GetCommandMgr().GetFaceVector().isZero())
return pas::EAnimationState::Turn;
}
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSLoopAttack::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
xc_25_advance |= bc.GetCommandMgr().GetCmd(EBodyStateCmd::ExitState) != nullptr;
switch (x4_state)
{
case pas::ELoopState::Begin:
if (xc_25_advance && (!xc_24_waitForAnimOver || bc.IsAnimationOver()))
{
x4_state = pas::ELoopState::Invalid;
return pas::EAnimationState::Locomotion;
}
if (bc.IsAnimationOver())
{
CPASAnimParmData parms(9, CPASAnimParm::FromEnum(1),
CPASAnimParm::FromEnum(s32(x8_loopAttackType)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
x4_state = pas::ELoopState::Loop;
}
else if (!bc.GetCommandMgr().GetTargetVector().isZero())
{
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
}
break;
case pas::ELoopState::Loop:
if (xc_25_advance && (!xc_24_waitForAnimOver || bc.IsAnimationOver()))
{
if (bc.GetLocomotionType() != pas::ELocomotionType::Crouch)
{
CPASAnimParmData parms(9, CPASAnimParm::FromEnum(2),
CPASAnimParm::FromEnum(s32(x8_loopAttackType)));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
x4_state = pas::ELoopState::End;
}
else
{
x4_state = pas::ELoopState::Invalid;
return pas::EAnimationState::Locomotion;
}
}
break;
case pas::ELoopState::End:
if (bc.IsAnimationOver())
{
x4_state = pas::ELoopState::Invalid;
return pas::EAnimationState::Locomotion;
}
break;
default: break;
}
}
return st;
}
void CBSLoopReaction::Start(CBodyController& bc, CStateManager& mgr)
{
if (const CBCLoopReactionCmd* cmd =
static_cast<const CBCLoopReactionCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopReaction)))
{
x8_reactionType = cmd->GetReactionType();
xc_24_loopHit = false;
}
else
{
const CBCLoopHitReactionCmd* hcmd =
static_cast<const CBCLoopHitReactionCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction));
x8_reactionType = hcmd->GetReactionType();
xc_24_loopHit = true;
}
x4_state = pas::ELoopState::Begin;
CPASAnimParmData parms(10, CPASAnimParm::FromEnum(s32(x8_reactionType)),
CPASAnimParm::FromEnum(s32(x4_state)));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > FLT_EPSILON)
{
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
}
else
{
x4_state = pas::ELoopState::Loop;
CPASAnimParmData parms(10, CPASAnimParm::FromEnum(s32(x8_reactionType)),
CPASAnimParm::FromEnum(s32(x4_state)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
}
pas::EAnimationState CBSLoopReaction::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (!xc_24_loopHit && bc.GetCommandMgr().GetCmd(EBodyStateCmd::Locomotion))
return pas::EAnimationState::Locomotion;
if (x4_state == pas::ELoopState::End)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::MeleeAttack))
return pas::EAnimationState::MeleeAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ProjectileAttack))
return pas::EAnimationState::ProjectileAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopAttack))
return pas::EAnimationState::LoopAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Step))
return pas::EAnimationState::Step;
if (!bc.GetCommandMgr().GetMoveVector().isZero())
return pas::EAnimationState::Locomotion;
if (!bc.GetCommandMgr().GetFaceVector().isZero())
return pas::EAnimationState::Turn;
}
return pas::EAnimationState::Invalid;
}
bool CBSLoopReaction::PlayExitAnimation(CBodyController& bc, CStateManager& mgr) const
{
CPASAnimParmData parms(10, CPASAnimParm::FromEnum(int(x8_reactionType)),
CPASAnimParm::FromEnum(2));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > 0.f)
{
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
return true;
}
return false;
}
pas::EAnimationState CBSLoopReaction::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
switch (x4_state)
{
case pas::ELoopState::Begin:
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ExitState))
{
if (PlayExitAnimation(bc, mgr))
{
x4_state = pas::ELoopState::End;
}
else
{
x4_state = pas::ELoopState::Invalid;
return pas::EAnimationState::Locomotion;
}
}
else
{
if (bc.IsAnimationOver())
{
CPASAnimParmData parms(10, CPASAnimParm::FromEnum(s32(x8_reactionType)),
CPASAnimParm::FromEnum(1));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
x4_state = pas::ELoopState::Loop;
}
else if (!bc.GetCommandMgr().GetTargetVector().isZero())
{
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
}
}
break;
case pas::ELoopState::Loop:
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ExitState))
{
if (PlayExitAnimation(bc, mgr))
{
x4_state = pas::ELoopState::End;
}
else
{
x4_state = pas::ELoopState::Invalid;
return pas::EAnimationState::Locomotion;
}
}
else if (!bc.GetCommandMgr().GetTargetVector().isZero())
{
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
}
break;
case pas::ELoopState::End:
if (bc.IsAnimationOver())
{
x4_state = pas::ELoopState::Invalid;
return pas::EAnimationState::Locomotion;
}
break;
default: break;
}
}
return st;
}
void CBSGroundHit::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCKnockBackCmd* cmd =
static_cast<const CBCKnockBackCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack));
zeus::CVector3f localDir = bc.GetOwner().GetTransform().transposeRotate(cmd->GetHitDirection());
zeus::CRelAngle angle = std::atan2(localDir.y, localDir.x);
CPASAnimParmData parms(11, CPASAnimParm::FromEnum(s32(bc.GetFallState())),
CPASAnimParm::FromReal32(angle.asDegrees()));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
const CPASAnimState* groundHitState = bc.GetPASDatabase().GetAnimState(11);
if (!groundHitState->GetAnimParmData(best.second, 2).GetBoolValue())
{
float animAngle = zeus::degToRad(groundHitState->GetAnimParmData(best.second, 1).GetReal32Value());
zeus::CRelAngle delta1 = angle - animAngle;
zeus::CRelAngle delta2 = animAngle - angle;
float minAngle = std::min(float(delta1), float(delta2));
float flippedAngle = (delta1 > M_PIF) ? -minAngle : minAngle;
x8_remTime = 0.15f * bc.GetAnimTimeRemaining();
x4_rotateSpeed = (x8_remTime > FLT_EPSILON) ? flippedAngle / x8_remTime : flippedAngle;
}
else
{
x8_remTime = 0.f;
x4_rotateSpeed = 0.f;
}
xc_fallState = pas::EFallState(groundHitState->GetAnimParmData(best.second, 3).GetEnumValue());
}
pas::EAnimationState CBSGroundHit::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.IsAnimationOver())
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Die))
return pas::EAnimationState::Death;
return pas::EAnimationState::LieOnGround;
}
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSGroundHit::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid && x8_remTime > 0.f)
{
zeus::CQuaternion quat;
quat.rotateZ(x4_rotateSpeed * dt);
bc.SetDeltaRotation(quat);
x8_remTime -= dt;
}
return st;
}
void CBSGroundHit::Shutdown(CBodyController& bc)
{
bc.SetFallState(xc_fallState);
}
void CBSGenerate::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCGenerateCmd* cmd =
static_cast<const CBCGenerateCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::Generate));
s32 anim;
if (!cmd->UseSpecialAnimId())
{
CPASAnimParmData parms(12, CPASAnimParm::FromEnum(s32(cmd->GetGenerateType())));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
anim = best.second;
}
else
{
anim = cmd->GetSpecialAnimId();
}
if (cmd->HasExitTargetPos())
{
CAnimPlaybackParms playParms(anim, nullptr, &cmd->GetExitTargetPos(), &bc.GetOwner().GetTransform(),
&bc.GetOwner().GetModelData()->GetScale(), false);
bc.SetCurrentAnimation(playParms, false, false);
}
else
{
CAnimPlaybackParms playParms(anim, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
}
}
pas::EAnimationState CBSGenerate::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Generate))
return pas::EAnimationState::Generate;
if (bc.IsAnimationOver() || bc.GetCommandMgr().GetCmd(EBodyStateCmd::NextState))
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSGenerate::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
if (!bc.GetCommandMgr().GetTargetVector().isZero())
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
return st;
}
void CBSJump::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCJumpCmd* cmd =
static_cast<const CBCJumpCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::Jump));
x8_jumpType = cmd->GetJumpType();
xc_waypoint1 = cmd->GetJumpTarget();
x24_waypoint2 = cmd->GetSecondJumpTarget();
x30_25_wallJump = cmd->IsWallJump();
x30_28_startInJumpLoop = cmd->StartInJumpLoop();
x30_24_bodyForceSet = false;
x30_27_wallBounceComplete = false;
if (x30_25_wallJump)
x30_26_wallBounceRight =
(xc_waypoint1 - bc.GetOwner().GetTranslation()).cross(zeus::CVector3f::skUp).
dot(x24_waypoint2 - xc_waypoint1) < 0.f;
if (!cmd->StartInJumpLoop())
{
x4_state = pas::EJumpState::IntoJump;
CPASAnimParmData parms(13, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_jumpType)));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
}
else
{
PlayJumpLoop(mgr, bc);
}
}
pas::EAnimationState CBSJump::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Jump) &&
bc.GetBodyType() == EBodyType::WallWalker)
return pas::EAnimationState::Jump;
return pas::EAnimationState::Invalid;
}
bool CBSJump::CheckForWallJump(CBodyController& bc, CStateManager& mgr)
{
if (x30_25_wallJump && !x30_27_wallBounceComplete)
{
if (TCastToPtr<CPatterned> act = bc.GetOwner())
{
float distToWall = (xc_waypoint1 - act->GetTranslation()).magnitude();
zeus::CAABox aabb = act->GetBoundingBox();
float xExtent = (aabb.max.x - aabb.min.x) * 0.5f;
if (distToWall < 1.414f * xExtent || (act->GetX328_26() && distToWall < 3.f * xExtent))
{
x4_state = x30_26_wallBounceRight ? pas::EJumpState::WallBounceRight : pas::EJumpState::WallBounceLeft;
CPASAnimParmData parms(13, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_jumpType)));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
mgr.SendScriptMsg(act.GetPtr(), kInvalidUniqueId, EScriptObjectMessage::OnFloor);
return true;
}
}
}
return false;
}
void CBSJump::CheckForLand(CBodyController& bc, CStateManager& mgr)
{
if (TCastToPtr<CPatterned> act = bc.GetOwner())
{
if (act->GetX328_26() || act->IsOnGround())
{
x4_state = pas::EJumpState::OutOfJump;
CPASAnimParmData parms(13, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_jumpType)));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
mgr.SendScriptMsg(act.GetPtr(), kInvalidUniqueId, EScriptObjectMessage::OnFloor);
}
}
}
void CBSJump::PlayJumpLoop(CStateManager& mgr, CBodyController& bc)
{
CPASAnimParmData parms(13, CPASAnimParm::FromEnum(1),
CPASAnimParm::FromEnum(s32(x8_jumpType)));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > 99.f)
{
x4_state = pas::EJumpState::AmbushJump;
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
}
else
{
x4_state = pas::EJumpState::Loop;
CPASAnimParmData parms(13, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_jumpType)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
mgr.SendScriptMsg(act.GetPtr(), kInvalidUniqueId, EScriptObjectMessage::Falling);
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mgr.SendScriptMsg(act.GetPtr(), kInvalidUniqueId, EScriptObjectMessage::Jumped);
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x30_24_bodyForceSet = false;
x18_velocity = act->GetVelocity();
}
}
pas::EAnimationState CBSJump::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
switch (x4_state)
{
case pas::EJumpState::IntoJump:
if (bc.IsAnimationOver())
PlayJumpLoop(mgr, bc);
break;
case pas::EJumpState::AmbushJump:
if (!x30_24_bodyForceSet)
{
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
act->SetConstantForce(act->GetMass() * x18_velocity);
x30_24_bodyForceSet = true;
}
if (!bc.GetCommandMgr().GetTargetVector().isZero())
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
if (bc.IsAnimationOver())
{
x4_state = pas::EJumpState::Loop;
CPASAnimParmData parms(13, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_jumpType)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
else
{
if (!CheckForWallJump(bc, mgr))
CheckForLand(bc, mgr);
}
break;
case pas::EJumpState::Loop:
if (!x30_24_bodyForceSet)
{
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
act->SetConstantForce(act->GetMass() * x18_velocity);
x30_24_bodyForceSet = true;
}
if (!bc.GetCommandMgr().GetTargetVector().isZero())
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
if (!CheckForWallJump(bc, mgr))
CheckForLand(bc, mgr);
break;
case pas::EJumpState::WallBounceLeft:
case pas::EJumpState::WallBounceRight:
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
act->Stop();
act->SetMomentumWR(zeus::CVector3f::skZero);
}
if (bc.IsAnimationOver())
{
mgr.SendScriptMsg(&bc.GetOwner(), kInvalidUniqueId, EScriptObjectMessage::Falling);
x4_state = pas::EJumpState::Loop;
CPASAnimParmData parms(13, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_jumpType)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
x30_27_wallBounceComplete = true;
if (TCastToPtr<CPatterned> act = bc.GetOwner())
{
zeus::CVector3f toFinal = x24_waypoint2 - act->GetTranslation();
float tmp = std::sqrt(act->GetGravityConstant() / (2.f * toFinal.z));
act->SetVelocityWR(zeus::CVector3f(tmp * toFinal.x, tmp * toFinal.y, 0.f));
}
}
break;
case pas::EJumpState::OutOfJump:
if (bc.IsAnimationOver())
{
x4_state = pas::EJumpState::Invalid;
return pas::EAnimationState::Locomotion;
}
break;
default: break;
}
}
return st;
}
bool CBSJump::ApplyAnimationDeltas() const
{
if (x4_state == pas::EJumpState::AmbushJump || x4_state == pas::EJumpState::Loop)
return false;
return true;
}
bool CBSJump::IsInAir(const CBodyController& bc) const
{
return x4_state == pas::EJumpState::AmbushJump || x4_state == pas::EJumpState::Loop;
}
bool CBSJump::CanShoot() const
{
return x4_state == pas::EJumpState::AmbushJump || x4_state == pas::EJumpState::Loop;
}
void CBSHurled::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCHurledCmd* cmd =
static_cast<const CBCHurledCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled));
x4_state = pas::EHurledState(cmd->GetSkipLaunchState());
zeus::CVector3f localDir = bc.GetOwner().GetTransform().transposeRotate(cmd->GetHitDirection());
zeus::CRelAngle angle = std::atan2(localDir.y, localDir.x);
x8_knockAngle = angle.asDegrees();
CPASAnimParmData parms(14, CPASAnimParm::FromInt32(-1),
CPASAnimParm::FromReal32(x8_knockAngle),
CPASAnimParm::FromEnum(s32(x4_state)));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
const CPASAnimState* hurledState = bc.GetPASDatabase().GetAnimState(14);
xc_animSeries = hurledState->GetAnimParmData(best.second, 0).GetInt32Value();
mgr.SendScriptMsg(&bc.GetOwner(), kInvalidUniqueId, EScriptObjectMessage::Falling);
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mgr.SendScriptMsg(&bc.GetOwner(), kInvalidUniqueId, EScriptObjectMessage::Jumped);
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if (!zeus::close_enough(cmd->GetLaunchVelocity(), zeus::CVector3f::skZero, 0.0001f))
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
act->SetConstantForce(act->GetMass() * cmd->GetLaunchVelocity());
float animAngle = zeus::degToRad(hurledState->GetAnimParmData(best.second, 1).GetReal32Value());
zeus::CRelAngle delta1 = angle - animAngle;
zeus::CRelAngle delta2 = animAngle - angle;
float minAngle = std::min(float(delta1), float(delta2));
x14_remTime = 0.15f * bc.GetAnimTimeRemaining();
float flippedAngle = (delta1 > M_PIF) ? -minAngle : minAngle;
x10_rotateSpeed = (x14_remTime > FLT_EPSILON) ? flippedAngle / x14_remTime : flippedAngle;
x18_curTime = 0.f;
x2c_24_needsRecover = false;
}
pas::EAnimationState CBSHurled::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::NextState))
return pas::EAnimationState::LieOnGround;
if (x18_curTime > 0.25f)
{
if (const CBCHurledCmd* cmd =
static_cast<const CBCHurledCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled)))
{
const_cast<CBCHurledCmd*>(cmd)->SetSkipLaunchState(true);
return pas::EAnimationState::Hurled;
}
}
return pas::EAnimationState::Invalid;
}
void CBSHurled::Recover(CStateManager& mgr, CBodyController& bc, pas::EHurledState state)
{
CPASAnimParmData parms(14, CPASAnimParm::FromInt32(xc_animSeries),
CPASAnimParm::FromReal32(x8_knockAngle),
CPASAnimParm::FromEnum(s32(state)));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > FLT_EPSILON)
{
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
x4_state = state;
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
act->SetMomentumWR(zeus::CVector3f::skZero);
}
x2c_24_needsRecover = false;
}
void CBSHurled::PlayStrikeWallAnimation(CBodyController& bc, CStateManager& mgr)
{
CPASAnimParmData parms(14, CPASAnimParm::FromInt32(xc_animSeries),
CPASAnimParm::FromReal32(x8_knockAngle),
CPASAnimParm::FromEnum(3));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > FLT_EPSILON)
{
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
x4_state = pas::EHurledState::StrikeWall;
}
}
void CBSHurled::PlayLandAnimation(CBodyController& bc, CStateManager& mgr)
{
CPASAnimParmData parms(14, CPASAnimParm::FromInt32(xc_animSeries),
CPASAnimParm::FromReal32(x8_knockAngle),
CPASAnimParm::FromEnum(s32(x4_state)));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
const CPASAnimState* hurledState = bc.GetPASDatabase().GetAnimState(14);
bc.SetFallState(pas::EFallState(hurledState->GetAnimParmData(best.second, 3).GetEnumValue()));
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
mgr.SendScriptMsg(act.GetPtr(), kInvalidUniqueId, EScriptObjectMessage::OnFloor);
}
bool CBSHurled::ShouldStartStrikeWall(CBodyController& bc) const
{
if (TCastToPtr<CPatterned> ai = bc.GetOwner())
{
if (ai->GetX328_26())
if (!ai->IsOnGround())
return true;
}
return false;
}
bool CBSHurled::ShouldStartLand(float dt, CBodyController& bc) const
{
bool ret = true;
if (TCastToPtr<CPatterned> ai = bc.GetOwner())
{
ret = false;
if (ai->IsOnGround())
return true;
if (zeus::close_enough(ai->GetTranslation(), x1c_lastTranslation, 0.0001f) &&
ai->GetVelocity().z < 0.f)
{
x28_landedDur += dt;
if (x28_landedDur >= 0.25f)
ret = true;
}
else
{
x28_landedDur = 0.f;
}
x1c_lastTranslation = ai->GetTranslation();
}
return ret;
}
pas::EAnimationState CBSHurled::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
x18_curTime += dt;
if (x14_remTime > 0.f)
{
zeus::CQuaternion quat;
quat.rotateZ(x10_rotateSpeed * dt);
bc.SetDeltaRotation(quat);
x14_remTime -= dt;
}
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ExitState))
x2c_24_needsRecover = true;
switch (x4_state)
{
case pas::EHurledState::KnockIntoAir:
{
if (bc.IsAnimationOver())
{
CPASAnimParmData parms(14, CPASAnimParm::FromInt32(xc_animSeries),
CPASAnimParm::FromReal32(x8_knockAngle),
CPASAnimParm::FromEnum(1));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
x4_state = pas::EHurledState::KnockLoop;
x28_landedDur = 0.f;
}
break;
}
case pas::EHurledState::KnockLoop:
if (ShouldStartLand(dt, bc))
{
x4_state = pas::EHurledState::KnockDown;
PlayLandAnimation(bc, mgr);
}
else if (ShouldStartStrikeWall(bc))
{
PlayStrikeWallAnimation(bc, mgr);
if (TCastToPtr<CPatterned> ai = bc.GetOwner())
ai->SetVelocityWR(zeus::CVector3f::skDown * (2.f * dt * ai->GetGravityConstant()));
}
else if (x2c_24_needsRecover)
{
Recover(mgr, bc, pas::EHurledState::Six);
}
break;
case pas::EHurledState::StrikeWall:
if (bc.IsAnimationOver())
{
x4_state = pas::EHurledState::StrikeWallFallLoop;
CPASAnimParmData parms(14, CPASAnimParm::FromInt32(xc_animSeries),
CPASAnimParm::FromReal32(x8_knockAngle),
CPASAnimParm::FromEnum(s32(x4_state)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
x28_landedDur = 0.f;
}
break;
case pas::EHurledState::StrikeWallFallLoop:
if (ShouldStartLand(dt, bc))
{
x4_state = pas::EHurledState::OutOfStrikeWall;
PlayLandAnimation(bc, mgr);
}
else if (x2c_24_needsRecover)
{
Recover(mgr, bc, pas::EHurledState::Seven);
}
break;
case pas::EHurledState::Six:
case pas::EHurledState::Seven:
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
act->SetVelocityWR(act->GetVelocity() * std::pow(0.9, 60.0 * dt));
if (bc.IsAnimationOver())
{
x4_state = pas::EHurledState::Invalid;
return pas::EAnimationState::Locomotion;
}
break;
case pas::EHurledState::KnockDown:
case pas::EHurledState::OutOfStrikeWall:
if (bc.IsAnimationOver())
{
x4_state = pas::EHurledState::Invalid;
if (bc.GetFallState() == pas::EFallState::Zero)
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::LieOnGround;
}
break;
default: break;
}
}
return st;
}
void CBSSlide::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCSlideCmd* cmd =
static_cast<const CBCSlideCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::Slide));
zeus::CVector3f localDir = bc.GetOwner().GetTransform().transposeRotate(cmd->GetSlideDirection());
float angle = std::atan2(localDir.y, localDir.x);
CPASAnimParmData parms(15, CPASAnimParm::FromEnum(s32(cmd->GetSlideType())),
CPASAnimParm::FromReal32(zeus::radToDeg(angle)));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
float timeRem = bc.GetAnimTimeRemaining();
if (timeRem > FLT_EPSILON)
{
const CPASAnimState* slideState = bc.GetPASDatabase().GetAnimState(15);
float animAngle = zeus::degToRad(slideState->GetAnimParmData(best.second, 1).GetReal32Value());
float delta1 = zeus::CRelAngle(angle - animAngle);
float flippedAngle = (delta1 > M_PIF) ? delta1 - 2.f * M_PIF : delta1;
x4_rotateSpeed = flippedAngle / timeRem;
}
else
{
x4_rotateSpeed = 0.f;
}
}
pas::EAnimationState CBSSlide::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (bc.IsAnimationOver())
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSSlide::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid && x4_rotateSpeed != 0.f)
{
zeus::CQuaternion quat;
quat.rotateZ(x4_rotateSpeed * dt);
bc.SetDeltaRotation(quat);
}
return st;
}
void CBSTaunt::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCTauntCmd* cmd =
static_cast<const CBCTauntCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::Taunt));
CPASAnimParmData parms(16, CPASAnimParm::FromEnum(s32(cmd->GetTauntType())));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
}
pas::EAnimationState CBSTaunt::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Locomotion))
return pas::EAnimationState::Locomotion;
if (bc.IsAnimationOver())
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSTaunt::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid && !bc.GetCommandMgr().GetTargetVector().isZero())
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
return st;
}
void CBSScripted::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCScriptedCmd* cmd =
static_cast<const CBCScriptedCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::Scripted));
x4_24_loopAnim = cmd->IsLooped();
x4_25_timedLoop = cmd->GetUseLoopDuration();
x8_remTime = cmd->GetLoopDuration();
CAnimPlaybackParms playParms(cmd->GetAnimId(), -1, 1.f, true);
bc.SetCurrentAnimation(playParms, cmd->IsLooped(), false);
}
pas::EAnimationState CBSScripted::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Scripted))
return pas::EAnimationState::Scripted;
if (x4_24_loopAnim && bc.GetCommandMgr().GetCmd(EBodyStateCmd::ExitState))
return pas::EAnimationState::Locomotion;
if (bc.IsAnimationOver())
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSScripted::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
if (!bc.GetCommandMgr().GetTargetVector().isZero())
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
if (x4_24_loopAnim && x4_25_timedLoop)
{
x8_remTime -= dt;
if (x8_remTime <= 0.f)
return pas::EAnimationState::Locomotion;
}
}
return st;
}
void CBSCover::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCCoverCmd* cmd =
static_cast<const CBCCoverCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::Cover));
x8_coverDirection = cmd->GetDirection();
x4_state = pas::ECoverState::IntoCover;
CPASAnimParmData parms(19, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_coverDirection)));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
zeus::CQuaternion orientDelta =
zeus::CQuaternion::lookAt(zeus::CVector3f::skForward, cmd->GetAlignDirection(), 2.f * M_PIF);
CAnimPlaybackParms playParms(best.second, &orientDelta, &cmd->GetTarget(), &bc.GetOwner().GetTransform(),
&bc.GetOwner().GetModelData()->GetScale(), false);
bc.SetCurrentAnimation(playParms, false, false);
xc_needsExit = false;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ExitState))
xc_needsExit = true;
}
pas::EAnimationState CBSCover::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Locomotion))
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Invalid;
}
pas::EAnimationState CBSCover::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
switch (x4_state)
{
case pas::ECoverState::Lean:
case pas::ECoverState::IntoCover:
if (bc.IsAnimationOver())
{
x4_state = pas::ECoverState::Cover;
CPASAnimParmData parms(19, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_coverDirection)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ExitState))
xc_needsExit = true;
break;
case pas::ECoverState::Cover:
if (!bc.GetCommandMgr().GetTargetVector().isZero())
bc.FaceDirection(bc.GetCommandMgr().GetTargetVector(), dt);
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ExitState) || xc_needsExit)
{
xc_needsExit = false;
x4_state = pas::ECoverState::OutOfCover;
CPASAnimParmData parms(19, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_coverDirection)));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
}
else if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LeanFromCover))
{
x4_state = pas::ECoverState::Lean;
CPASAnimParmData parms(19, CPASAnimParm::FromEnum(s32(x4_state)),
CPASAnimParm::FromEnum(s32(x8_coverDirection)));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
}
break;
case pas::ECoverState::OutOfCover:
if (bc.IsAnimationOver())
{
x4_state = pas::ECoverState::Invalid;
return pas::EAnimationState::Locomotion;
}
break;
default: break;
}
}
return st;
}
void CBSWallHang::Start(CBodyController& bc, CStateManager& mgr)
{
const CBCWallHangCmd* cmd =
static_cast<const CBCWallHangCmd*>(bc.GetCommandMgr().GetCmd(EBodyStateCmd::WallHang));
x4_state = pas::EWallHangState::IntoJump;
x8_wpId = cmd->GetTarget();
x18_25_needsExit = false;
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(s32(x4_state)));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
}
pas::EAnimationState CBSWallHang::GetBodyStateTransition(float dt, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
return pas::EAnimationState::Invalid;
}
void CBSWallHang::FixInPlace(CBodyController& bc)
{
if (TCastToPtr<CAi> ai = bc.GetOwner())
{
ai->SetConstantForce(zeus::CVector3f::skZero);
ai->SetVelocityWR(zeus::CVector3f::skZero);
}
}
bool CBSWallHang::CheckForLand(CBodyController& bc, CStateManager& mgr)
{
if (TCastToPtr<CPatterned> ai = bc.GetOwner())
{
if (ai->GetX328_26() || ai->IsOnGround())
{
x4_state = pas::EWallHangState::DetachOutOfJump;
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(s32(x4_state)));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
mgr.SendScriptMsg(ai.GetPtr(), kInvalidUniqueId, EScriptObjectMessage::OnFloor);
return true;
}
}
return false;
}
bool CBSWallHang::CheckForWall(CBodyController& bc, CStateManager& mgr)
{
if (TCastToPtr<CPatterned> ai = bc.GetOwner())
{
float magSq = 10.f;
TCastToPtr<CActor> wp = mgr.ObjectById(x8_wpId);
if (wp)
magSq = (wp->GetTranslation() - ai->GetTranslation()).magSquared();
if (magSq < 1.f || ai->GetX328_26())
{
x4_state = pas::EWallHangState::IntoWallHang;
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(s32(x4_state)));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
const zeus::CVector3f& target = wp ? wp->GetTranslation() : ai->GetTranslation();
CAnimPlaybackParms playParms(best.second, nullptr, &target, &bc.GetOwner().GetTransform(),
&bc.GetOwner().GetModelData()->GetScale(), false);
bc.SetCurrentAnimation(playParms, false, false);
ai->SetVelocityWR(zeus::CVector3f::skZero);
ai->SetMomentumWR(zeus::CVector3f::skZero);
mgr.SendScriptMsg(ai.GetPtr(), kInvalidUniqueId, EScriptObjectMessage::OnFloor);
return true;
}
}
return false;
}
void CBSWallHang::SetLaunchVelocity(CBodyController& bc)
{
if (!x18_24_launched)
{
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
act->SetVelocityWR(xc_launchVel);
act->SetConstantForce(xc_launchVel * act->GetMass());
}
x18_24_launched = true;
}
}
pas::EAnimationState CBSWallHang::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
{
switch (x4_state)
{
case pas::EWallHangState::IntoJump:
{
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(1));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > 0.f)
{
x4_state = pas::EWallHangState::JumpArc;
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
}
else
{
x4_state = pas::EWallHangState::JumpAirLoop;
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(s32(x4_state)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
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mgr.SendScriptMsg(act.GetPtr(), kInvalidUniqueId, EScriptObjectMessage::Jumped);
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if (TCastToPtr<CActor> wp = mgr.ObjectById(x8_wpId))
{
zeus::CVector3f toWp = wp->GetTranslation() - act->GetTranslation();
if (toWp.z > 0.f)
{
float tmp = -act->GetMomentum().z / act->GetMass();
float tmp2 = std::sqrt(tmp * 2.f * toWp.z);
tmp = 1.f / (tmp2 / tmp);
xc_launchVel = zeus::CVector3f(tmp * toWp.x, tmp * toWp.y, tmp2);
x18_24_launched = false;
}
}
}
break;
}
case pas::EWallHangState::JumpArc:
{
SetLaunchVelocity(bc);
if (bc.IsAnimationOver())
{
x4_state = pas::EWallHangState::JumpAirLoop;
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(s32(x4_state)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
else
{
CheckForWall(bc, mgr);
}
break;
}
case pas::EWallHangState::JumpAirLoop:
{
SetLaunchVelocity(bc);
if (!CheckForWall(bc, mgr))
CheckForLand(bc, mgr);
break;
}
case pas::EWallHangState::IntoWallHang:
{
if (bc.IsAnimationOver())
{
x4_state = pas::EWallHangState::WallHang;
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(s32(x4_state)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
else if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ExitState))
{
x18_25_needsExit = true;
}
break;
}
case pas::EWallHangState::WallHang:
{
if (!bc.GetCommandMgr().GetTargetVector().isZero())
{
if (TCastToPtr<CActor> wp = mgr.ObjectById(x8_wpId))
{
if (TCastToPtr<CActor> act = bc.GetOwner())
{
zeus::CVector3f lookDir = bc.GetCommandMgr().GetTargetVector().normalized();
float actorDotWp = act->GetTransform().basis[1].dot(wp->GetTransform().basis[1]);
float lookDotWp = lookDir.dot(wp->GetTransform().basis[1]);
if (actorDotWp < -0.5f || lookDotWp > 0.5f)
bc.FaceDirection(lookDir, dt);
}
}
}
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ExitState) || x18_25_needsExit)
{
x4_state = pas::EWallHangState::OutOfWallHang;
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(s32(x4_state)));
bc.PlayBestAnimation(parms, *mgr.GetActiveRandom());
}
FixInPlace(bc);
break;
}
case pas::EWallHangState::Five:
{
if (bc.IsAnimationOver())
{
x4_state = pas::EWallHangState::WallHang;
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(s32(x4_state)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
FixInPlace(bc);
break;
}
case pas::EWallHangState::OutOfWallHang:
{
if (bc.IsAnimationOver())
{
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(7));
std::pair<float, s32> best = bc.GetPASDatabase().FindBestAnimation(parms, *mgr.GetActiveRandom(), -1);
if (best.first > 0.f)
{
x4_state = pas::EWallHangState::OutOfWallHangTurn;
CAnimPlaybackParms playParms(best.second, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, false, false);
}
else
{
x4_state = pas::EWallHangState::DetachJumpLoop;
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(s32(x4_state)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
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mgr.SendScriptMsg(act.GetPtr(), kInvalidUniqueId, EScriptObjectMessage::Jumped);
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x18_24_launched = false;
if (TCastToPtr<CActor> wp = mgr.ObjectById(x8_wpId))
{
xc_launchVel = 15.f * wp->GetTransform().basis[1];
xc_launchVel.z = 5.f;
}
else
{
xc_launchVel = -15.f * act->GetTransform().basis[1];
}
act->SetAngularMomentum(zeus::CAxisAngle::sIdentity);
}
}
break;
}
case pas::EWallHangState::OutOfWallHangTurn:
{
SetLaunchVelocity(bc);
if (bc.IsAnimationOver())
{
x4_state = pas::EWallHangState::DetachJumpLoop;
CPASAnimParmData parms(20, CPASAnimParm::FromEnum(s32(x4_state)));
bc.LoopBestAnimation(parms, *mgr.GetActiveRandom());
}
else
{
CheckForLand(bc, mgr);
}
break;
}
case pas::EWallHangState::DetachJumpLoop:
{
SetLaunchVelocity(bc);
CheckForLand(bc, mgr);
break;
}
case pas::EWallHangState::DetachOutOfJump:
{
if (bc.IsAnimationOver())
{
x4_state = pas::EWallHangState::Invalid;
return pas::EAnimationState::Locomotion;
}
break;
}
default: break;
}
}
return st;
}
bool CBSWallHang::IsInAir(const CBodyController& bc) const
{
switch (x4_state)
{
case pas::EWallHangState::JumpArc:
case pas::EWallHangState::JumpAirLoop:
case pas::EWallHangState::OutOfWallHangTurn:
case pas::EWallHangState::DetachJumpLoop:
return true;
default:
return false;
}
}
bool CBSWallHang::ApplyAnimationDeltas() const
{
switch (x4_state)
{
case pas::EWallHangState::IntoJump:
case pas::EWallHangState::IntoWallHang:
case pas::EWallHangState::WallHang:
case pas::EWallHangState::Five:
case pas::EWallHangState::OutOfWallHang:
case pas::EWallHangState::DetachOutOfJump:
return true;
default:
return false;
}
}
bool CBSWallHang::ApplyHeadTracking() const
{
switch (x4_state)
{
case pas::EWallHangState::WallHang:
case pas::EWallHangState::Five:
return true;
default:
return false;
}
}
bool CBSWallHang::ApplyGravity() const
{
switch (x4_state)
{
case pas::EWallHangState::WallHang:
case pas::EWallHangState::IntoWallHang:
case pas::EWallHangState::OutOfWallHang:
return false;
default:
return true;
}
}
float CBSLocomotion::GetStartVelocityMagnitude(CBodyController& bc)
{
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
float maxSpeed = bc.GetBodyStateInfo().GetMaxSpeed();
float ret = 0.f;
if (maxSpeed > 0.f)
ret = act->GetVelocity().magnitude() / maxSpeed;
return std::min(1.f, ret);
}
return 0.f;
}
void CBSLocomotion::ReStartBodyState(CBodyController& bc, bool b)
{
UpdateLocomotionAnimation(0.f, b ? GetStartVelocityMagnitude(bc) : 0.f, bc, true);
}
float CBSLocomotion::ComputeWeightPercentage(const std::pair<s32, float>& a,
const std::pair<s32, float>& b, float f) const
{
float range = b.second - a.second;
if (range > FLT_EPSILON)
return std::max(0.f, std::min(1.f, (f - a.second) / range));
return 0.f;
}
void CBSLocomotion::Start(CBodyController& bc, CStateManager& mgr)
{
x4_locomotionType = bc.GetLocomotionType();
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Thirteen))
ReStartBodyState(bc, true);
else
ReStartBodyState(bc, false);
}
pas::EAnimationState CBSLocomotion::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
pas::EAnimationState st = GetBodyStateTransition(dt, bc);
if (st == pas::EAnimationState::Invalid)
UpdateLocomotionAnimation(dt, ApplyLocomotionPhysics(dt, bc), bc, false);
return st;
}
void CBSLocomotion::Shutdown(CBodyController& bc)
{
bc.MultiplyPlaybackRate(1.f);
}
float CBSLocomotion::ApplyLocomotionPhysics(float dt, CBodyController& bc)
{
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
zeus::CVector3f vec =
(zeus::close_enough(bc.GetCommandMgr().GetFaceVector(), zeus::CVector3f::skZero, 0.0001f)) ?
bc.GetCommandMgr().GetMoveVector() : bc.GetCommandMgr().GetFaceVector();
if (vec.canBeNormalized())
{
if (IsPitchable())
{
zeus::CVector3f tmp = vec;
tmp.z = 0.f;
zeus::CVector3f lookVec = act->GetTransform().basis[1];
lookVec.z = 0.f;
lookVec.normalize();
bc.FaceDirection3D(tmp, lookVec, dt);
zeus::CVector3f lookVec2 = act->GetTransform().basis[1];
lookVec2.z = vec.z;
lookVec2.normalize();
if (!zeus::close_enough(lookVec, lookVec2, 0.0001f))
{
zeus::CRelAngle pitchAngle = std::min(bc.GetBodyStateInfo().GetMaximumPitch(),
zeus::CVector3f::getAngleDiff(vec, tmp));
lookVec2 = zeus::CVector3f::slerp(lookVec, lookVec2, pitchAngle);
}
bc.FaceDirection3D(lookVec2, act->GetTransform().basis[1], dt);
zeus::CVector3f lookVec3 = act->GetTransform().basis[1];
lookVec3.z = 0.f;
bc.FaceDirection3D(lookVec3, act->GetTransform().basis[1], dt);
}
else
{
bc.FaceDirection(vec.normalized(), dt);
}
}
return std::min(1.f, bc.GetCommandMgr().GetMoveVector().magnitude());
}
return 0.f;
}
pas::EAnimationState CBSLocomotion::GetBodyStateTransition(float, CBodyController& bc)
{
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Hurled))
return pas::EAnimationState::Hurled;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockDown))
return pas::EAnimationState::Fall;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopHitReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::KnockBack))
return pas::EAnimationState::KnockBack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Locomotion))
{
bc.GetCommandMgr().ClearLocomotionCmds();
return pas::EAnimationState::Invalid;
}
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Slide))
return pas::EAnimationState::Slide;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Generate))
return pas::EAnimationState::Generate;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::MeleeAttack))
return pas::EAnimationState::MeleeAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::ProjectileAttack))
return pas::EAnimationState::ProjectileAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopAttack))
return pas::EAnimationState::LoopAttack;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::LoopReaction))
return pas::EAnimationState::LoopReaction;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Jump))
return pas::EAnimationState::Jump;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Taunt))
return pas::EAnimationState::Taunt;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Step))
return pas::EAnimationState::Step;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Cover))
return pas::EAnimationState::Cover;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::WallHang))
return pas::EAnimationState::WallHang;
if (bc.GetCommandMgr().GetCmd(EBodyStateCmd::Scripted))
return pas::EAnimationState::Scripted;
if (bc.GetCommandMgr().GetMoveVector().isZero())
{
if (!bc.GetCommandMgr().GetFaceVector().isZero())
if (!IsMoving())
return pas::EAnimationState::Turn;
}
if (x4_locomotionType != bc.GetLocomotionType())
return pas::EAnimationState::Locomotion;
return pas::EAnimationState::Invalid;
}
CBSBiPedLocomotion::CBSBiPedLocomotion(CActor& actor)
{
const CPASDatabase& pasDatabase =
actor.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase();
for (int i=0 ; i<14 ; ++i)
{
x8_anims.emplace_back();
rstl::reserved_vector<std::pair<s32, float>, 8>& innerVec = x8_anims.back();
for (int j=0 ; j<8 ; ++j)
{
CPASAnimParmData parms(5, CPASAnimParm::FromEnum(j), CPASAnimParm::FromEnum(i));
std::pair<float, s32> best = pasDatabase.FindBestAnimation(parms, -1);
float avgVel = 0.f;
if (best.second != -1)
{
avgVel = actor.GetAverageAnimVelocity(best.second);
if (j == 0)
avgVel = 0.f;
}
innerVec.push_back({best.second, avgVel});
}
}
}
void CBSBiPedLocomotion::Start(CBodyController& bc, CStateManager& mgr)
{
x3c8_primeTime = 0.f;
CBSLocomotion::Start(bc, mgr);
}
pas::EAnimationState CBSBiPedLocomotion::UpdateBody(float dt, CBodyController& bc, CStateManager& mgr)
{
if (x3c8_primeTime < 0.2f)
x3c8_primeTime += dt;
return CBSLocomotion::UpdateBody(dt, bc, mgr);
}
float CBSBiPedLocomotion::GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const
{
return GetLocoAnimation(type, anim).second;
}
float CBSBiPedLocomotion::UpdateRun(float vel, CBodyController& bc, pas::ELocomotionAnim anim)
{
const std::pair<s32, float>& walk = GetLocoAnimation(x4_locomotionType, pas::ELocomotionAnim::Walk);
const std::pair<s32, float>& run = GetLocoAnimation(x4_locomotionType, pas::ELocomotionAnim::Run);
float perc = ComputeWeightPercentage(walk, run, vel);
if (perc < 0.4f)
{
float rate = walk.second > 0.f ? vel / walk.second : 1.f;
if (anim != pas::ELocomotionAnim::Walk && bc.GetCurrentAnimId() != walk.first)
{
CAnimPlaybackParms playParms(walk.first, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, true, false);
x3c8_primeTime = 0.f;
}
bc.MultiplyPlaybackRate(rate);
x3c4_anim = pas::ELocomotionAnim::Walk;
return rate;
}
else
{
float rate = std::min(1.f, vel / run.second);
if (anim != pas::ELocomotionAnim::Run && bc.GetCurrentAnimId() != run.first)
{
CAnimPlaybackParms playParms(run.first, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, true, false);
x3c8_primeTime = 0.f;
}
bc.MultiplyPlaybackRate(rate);
x3c4_anim = pas::ELocomotionAnim::Run;
return rate;
}
}
float CBSBiPedLocomotion::UpdateWalk(float vel, CBodyController& bc, pas::ELocomotionAnim anim)
{
if (anim != pas::ELocomotionAnim::Walk)
{
const std::pair<s32, float>& walk = GetLocoAnimation(x4_locomotionType, pas::ELocomotionAnim::Walk);
if (bc.GetCurrentAnimId() != walk.first)
{
CAnimPlaybackParms playParms(walk.first, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, true, false);
x3c8_primeTime = 0.f;
}
x3c4_anim = pas::ELocomotionAnim::Walk;
}
const std::pair<s32, float>& idle = GetLocoAnimation(x4_locomotionType, pas::ELocomotionAnim::Idle);
const std::pair<s32, float>& walk = GetLocoAnimation(x4_locomotionType, pas::ELocomotionAnim::Walk);
float perc = std::max(0.5f, ComputeWeightPercentage(idle, walk, vel));
bc.MultiplyPlaybackRate(perc);
return perc;
}
static const pas::ELocomotionAnim Strafes[] =
{
pas::ELocomotionAnim::StrafeRight,
pas::ELocomotionAnim::StrafeLeft,
pas::ELocomotionAnim::Walk,
pas::ELocomotionAnim::BackUp,
pas::ELocomotionAnim::StrafeUp,
pas::ELocomotionAnim::StrafeDown
};
float CBSBiPedLocomotion::UpdateStrafe(float vel, CBodyController& bc, pas::ELocomotionAnim anim)
{
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
zeus::CVector3f localVec = act->GetTransform().transposeRotate(bc.GetCommandMgr().GetMoveVector());
zeus::CVector3f localVecSq = localVec * localVec;
int maxComp = 0;
for (int i=0 ; i<3 ; ++i)
if (localVecSq[i] >= localVecSq[maxComp])
maxComp = i;
int strafeKey = maxComp * 2 + localVec[maxComp] > 0.f ? 0 : 1;
pas::ELocomotionAnim strafeType = Strafes[strafeKey];
float rate = vel * GetLocomotionSpeed(x4_locomotionType, strafeType);
if (anim != strafeType)
{
const std::pair<s32, float>& strafe =
GetLocoAnimation(x4_locomotionType, strafeType);
if (bc.GetCurrentAnimId() != strafe.first)
{
CAnimPlaybackParms playParms(strafe.first, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, true, false);
x3c8_primeTime = 0.f;
}
x3c4_anim = strafeType;
}
const std::pair<s32, float>& idle = GetLocoAnimation(x4_locomotionType, pas::ELocomotionAnim::Idle);
const std::pair<s32, float>& strafe = GetLocoAnimation(x4_locomotionType, strafeType);
float perc = std::max(0.5f, ComputeWeightPercentage(idle, strafe, rate));
bc.MultiplyPlaybackRate(perc);
}
return 1.f;
}
float CBSBiPedLocomotion::UpdateLocomotionAnimation(float dt, float velMag,
CBodyController& bc, bool init)
{
float ret = 1.f;
if (init || x3c8_primeTime >= 0.2f)
{
pas::ELocomotionAnim anim = init ? pas::ELocomotionAnim::Invalid : x3c4_anim;
float maxSpeed = velMag * GetLocomotionSpeed(x4_locomotionType, pas::ELocomotionAnim::Run);
if (IsStrafing(bc) && velMag >= 0.01f)
return UpdateStrafe(velMag, bc, anim);
if (maxSpeed < 0.01f)
{
if (anim != pas::ELocomotionAnim::Idle || init)
{
if (!bc.GetBodyStateInfo().GetLocoAnimChangeAtEndOfAnimOnly() ||
bc.GetAnimTimeRemaining() <= dt || init)
{
const std::pair<s32, float>& best =
GetLocoAnimation(x4_locomotionType, pas::ELocomotionAnim::Idle);
if (bc.GetCurrentAnimId() != best.first)
{
CAnimPlaybackParms playParms(best.first, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, true, false);
x3c8_primeTime = 0.f;
}
x3c4_anim = pas::ELocomotionAnim::Idle;
}
}
}
else
{
const std::pair<s32, float>& best =
GetLocoAnimation(x4_locomotionType, pas::ELocomotionAnim::Walk);
if (maxSpeed < best.second)
return UpdateWalk(maxSpeed, bc, anim);
return UpdateRun(maxSpeed, bc, anim);
}
}
return ret;
}
bool CBSBiPedLocomotion::IsStrafing(const CBodyController& bc) const
{
if (!zeus::close_enough(bc.GetCommandMgr().GetMoveVector(), zeus::CVector3f::skZero, 0.0001f))
if (!zeus::close_enough(bc.GetCommandMgr().GetFaceVector(), zeus::CVector3f::skZero, 0.0001f))
return true;
return false;
}
CBSFlyerLocomotion::CBSFlyerLocomotion(CActor& actor, bool pitchable)
: CBSBiPedLocomotion(actor), x3cc_pitchable(pitchable)
{}
float CBSFlyerLocomotion::ApplyLocomotionPhysics(float dt, CBodyController& bc)
{
float ret = CBSLocomotion::ApplyLocomotionPhysics(dt, bc);
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
if (std::fabs(bc.GetCommandMgr().GetMoveVector().z) > 0.01f &&
(!x3cc_pitchable || bc.GetBodyStateInfo().GetMaximumPitch() < 0.17453292f))
{
zeus::CVector3f dir;
dir.z = dt * bc.GetBodyStateInfo().GetMaxSpeed() * bc.GetCommandMgr().GetMoveVector().z;
act->ApplyImpulseWR(act->GetMoveToORImpulseWR(dir, dt), zeus::CAxisAngle::sIdentity);
}
}
return ret;
}
CBSWallWalkerLocomotion::CBSWallWalkerLocomotion(CActor& actor)
: CBSBiPedLocomotion(actor)
{}
float CBSWallWalkerLocomotion::ApplyLocomotionPhysics(float dt, CBodyController& bc)
{
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
float maxSpeed = bc.GetBodyStateInfo().GetMaxSpeed();
zeus::CVector3f x40 = bc.GetCommandMgr().GetMoveVector() * maxSpeed;
if ((zeus::CVector3f::getAngleDiff(bc.GetCommandMgr().GetFaceVector(), x40) < (M_PIF / 2.f) ?
x40 : bc.GetCommandMgr().GetFaceVector()).canBeNormalized())
bc.FaceDirection3D(x40.normalized(), act->GetTransform().basis[1], dt);
zeus::CVector3f impulse =
act->GetMoveToORImpulseWR(act->GetTransform().transposeRotate(x40 * dt), dt);
impulse = act->GetMass() > FLT_EPSILON ? impulse / act->GetMass() :
zeus::CVector3f(0.f, act->GetVelocity().magnitude(), 0.f);
if (maxSpeed > FLT_EPSILON)
return std::min(1.f, impulse.magnitude() / maxSpeed);
}
return 0.f;
}
CBSNewFlyerLocomotion::CBSNewFlyerLocomotion(CActor& actor)
: CBSBiPedLocomotion(actor)
{}
float CBSNewFlyerLocomotion::ApplyLocomotionPhysics(float dt, CBodyController& bc)
{
if (TCastToPtr<CPhysicsActor>(bc.GetOwner()))
bc.FaceDirection(bc.GetCommandMgr().GetFaceVector(), dt);
return 0.f;
}
static const pas::ELocomotionAnim RunStrafes[] =
{
pas::ELocomotionAnim::StrafeRight,
pas::ELocomotionAnim::StrafeLeft,
pas::ELocomotionAnim::Run,
pas::ELocomotionAnim::BackUp,
pas::ELocomotionAnim::StrafeUp,
pas::ELocomotionAnim::StrafeDown
};
float CBSNewFlyerLocomotion::UpdateLocomotionAnimation(float dt, float velMag,
CBodyController& bc, bool init)
{
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
pas::ELocomotionAnim strafeType = pas::ELocomotionAnim::Idle;
if (bc.GetCommandMgr().GetMoveVector().canBeNormalized())
{
zeus::CVector3f localVec = act->GetTransform().transposeRotate(bc.GetCommandMgr().GetMoveVector());
zeus::CVector3f localVecSq = localVec * localVec;
int maxComp = 0;
for (int i=0 ; i<3 ; ++i)
if (localVecSq[i] >= localVecSq[maxComp])
maxComp = i;
int strafeKey = maxComp * 2 + localVec[maxComp] > 0.f ? 0 : 1;
strafeType = RunStrafes[strafeKey];
}
if (init || strafeType != x3c4_anim)
{
const std::pair<s32, float>& strafe = GetLocoAnimation(x4_locomotionType, strafeType);
if (init || bc.GetCurrentAnimId() != strafe.first)
{
CAnimPlaybackParms playParms(strafe.first, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, true, false);
}
x3c4_anim = strafeType;
}
}
return 1.f;
}
CBSRestrictedLocomotion::CBSRestrictedLocomotion(CActor& actor)
{
const CPASDatabase& pasDatabase =
actor.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase();
for (int i=0 ; i<14 ; ++i)
{
CPASAnimParmData parms(5, CPASAnimParm::FromEnum(0), CPASAnimParm::FromEnum(i));
std::pair<float, s32> best = pasDatabase.FindBestAnimation(parms, -1);
x8_anims.push_back(best.second);
}
}
float CBSRestrictedLocomotion::UpdateLocomotionAnimation(float dt, float velMag,
CBodyController& bc, bool init)
{
pas::ELocomotionAnim anim = init ? pas::ELocomotionAnim::Invalid : x44_anim;
if (anim != pas::ELocomotionAnim::Idle)
{
s32 newAnim = x8_anims[int(x4_locomotionType)];
if (newAnim != bc.GetCurrentAnimId())
{
CAnimPlaybackParms playParms(newAnim, -1, 1.f, true);
bc.SetCurrentAnimation(playParms, true, false);
}
x44_anim = pas::ELocomotionAnim::Idle;
}
return 1.f;
}
CBSRestrictedFlyerLocomotion::CBSRestrictedFlyerLocomotion(CActor& actor)
: CBSRestrictedLocomotion(actor)
{}
float CBSRestrictedFlyerLocomotion::ApplyLocomotionPhysics(float dt, CBodyController& bc)
{
if (TCastToPtr<CPhysicsActor> act = bc.GetOwner())
{
bc.FaceDirection(bc.GetCommandMgr().GetFaceVector(), dt);
act->ApplyImpulseWR(bc.GetCommandMgr().GetMoveVector() *
bc.GetRestrictedFlyerMoveSpeed() * act->GetMass(),
zeus::CAxisAngle::sIdentity);
}
return 0.f;
}
}