metaforce/Runtime/Character/CAdditiveBodyState.hpp

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#pragma once
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#include "RetroTypes.hpp"
#include "CharacterCommon.hpp"
#include "CBodyStateCmdMgr.hpp"
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namespace urde {
class CBodyController;
class CStateManager;
class CActor;
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class CAdditiveBodyState {
public:
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virtual ~CAdditiveBodyState() = default;
virtual bool ApplyHeadTracking() const { return true; }
virtual bool CanShoot() const { return true; }
virtual void Start(CBodyController& bc, CStateManager& mgr) = 0;
virtual pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) = 0;
virtual void Shutdown(CBodyController& bc) = 0;
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};
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class CABSAim : public CAdditiveBodyState {
bool x4_needsIdle = false;
s32 x8_anims[4];
float x18_angles[4];
float x28_hWeight = 0.f;
float x2c_hWeightVel = 0.f;
float x30_vWeight = 0.f;
float x34_vWeightVel = 0.f;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override;
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};
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class CABSFlinch : public CAdditiveBodyState {
float x4_weight = 1.f;
u32 x8_anim = 0;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
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void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override {}
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};
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class CABSIdle : public CAdditiveBodyState {
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
public:
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void Start(CBodyController& bc, CStateManager& mgr) override {}
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override {}
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};
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class CABSReaction : public CAdditiveBodyState {
float x4_weight = 1.f;
s32 x8_anim = -1;
pas::EAdditiveReactionType xc_type = pas::EAdditiveReactionType::Invalid;
bool x10_active = false;
pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc);
void StopAnimation(CBodyController& bc);
public:
void Start(CBodyController& bc, CStateManager& mgr) override;
pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr) override;
void Shutdown(CBodyController& bc) override { StopAnimation(bc); }
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};
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} // namespace urde