metaforce/Runtime/Character/CBodyStateInfo.cpp

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#include "Runtime/Character/CBodyStateInfo.hpp"
#include "Runtime/Character/CBodyController.hpp"
#include "Runtime/World/CActor.hpp"
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namespace urde {
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CBodyStateInfo::CBodyStateInfo(CActor& actor, EBodyType type) {
x34_24_changeLocoAtEndOfAnimOnly = false;
const CPASDatabase& pasDatabase = actor.GetModelData()->GetAnimationData()->GetCharacterInfo().GetPASDatabase();
for (int i = 0; i < pasDatabase.GetNumAnimStates(); ++i) {
const CPASAnimState* state = pasDatabase.GetAnimStateByIndex(i);
std::unique_ptr<CBodyState> bs;
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switch (type) {
case EBodyType::BiPedal:
bs = SetupBiPedalBodyStates(state->GetStateId(), actor);
break;
case EBodyType::Restricted:
default:
bs = SetupRestrictedBodyStates(state->GetStateId(), actor);
break;
case EBodyType::Flyer:
bs = SetupFlyerBodyStates(state->GetStateId(), actor);
break;
case EBodyType::Pitchable:
bs = SetupPitchableBodyStates(state->GetStateId(), actor);
break;
case EBodyType::WallWalker:
bs = SetupWallWalkerBodyStates(state->GetStateId(), actor);
break;
case EBodyType::NewFlyer:
bs = SetupNewFlyerBodyStates(state->GetStateId(), actor);
break;
case EBodyType::RestrictedFlyer:
bs = SetupRestrictedFlyerBodyStates(state->GetStateId(), actor);
break;
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}
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if (bs)
x0_stateMap[pas::EAnimationState(state->GetStateId())] = std::move(bs);
}
x1c_additiveStates.reserve(4);
x1c_additiveStates.push_back({pas::EAnimationState::AdditiveIdle, std::make_unique<CABSIdle>()});
x1c_additiveStates.push_back({pas::EAnimationState::AdditiveAim, std::make_unique<CABSAim>()});
x1c_additiveStates.push_back({pas::EAnimationState::AdditiveFlinch, std::make_unique<CABSFlinch>()});
x1c_additiveStates.push_back({pas::EAnimationState::AdditiveReaction, std::make_unique<CABSReaction>()});
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}
std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedFlyerBodyStates(int stateId, CActor& actor) const {
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switch (stateId) {
case 0:
return std::make_unique<CBSFall>();
case 1:
return std::make_unique<CBSGetup>();
case 2:
return std::make_unique<CBSLieOnGround>(actor);
case 3:
return std::make_unique<CBSStep>();
case 4:
return std::make_unique<CBSDie>();
case 5:
return std::make_unique<CBSRestrictedFlyerLocomotion>(actor);
case 6:
return std::make_unique<CBSKnockBack>();
case 7:
return std::make_unique<CBSAttack>();
case 18:
return std::make_unique<CBSProjectileAttack>();
case 9:
return std::make_unique<CBSLoopAttack>();
case 8:
return std::make_unique<CBSTurn>();
case 10:
return std::make_unique<CBSLoopReaction>();
case 11:
return std::make_unique<CBSGroundHit>();
case 12:
return std::make_unique<CBSGenerate>();
case 13:
return std::make_unique<CBSJump>();
case 14:
return std::make_unique<CBSHurled>();
case 15:
return std::make_unique<CBSSlide>();
case 16:
return std::make_unique<CBSTaunt>();
case 17:
return std::make_unique<CBSScripted>();
default:
return {};
}
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}
std::unique_ptr<CBodyState> CBodyStateInfo::SetupNewFlyerBodyStates(int stateId, CActor& actor) const {
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switch (stateId) {
case 0:
return std::make_unique<CBSFall>();
case 1:
return std::make_unique<CBSGetup>();
case 2:
return std::make_unique<CBSLieOnGround>(actor);
case 3:
return std::make_unique<CBSStep>();
case 4:
return std::make_unique<CBSDie>();
case 5:
return std::make_unique<CBSNewFlyerLocomotion>(actor);
case 6:
return std::make_unique<CBSKnockBack>();
case 7:
return std::make_unique<CBSAttack>();
case 18:
return std::make_unique<CBSProjectileAttack>();
case 9:
return std::make_unique<CBSLoopAttack>();
case 8:
return std::make_unique<CBSTurn>();
case 10:
return std::make_unique<CBSLoopReaction>();
case 11:
return std::make_unique<CBSGroundHit>();
case 12:
return std::make_unique<CBSGenerate>();
case 13:
return std::make_unique<CBSJump>();
case 14:
return std::make_unique<CBSHurled>();
case 15:
return std::make_unique<CBSSlide>();
case 16:
return std::make_unique<CBSTaunt>();
case 17:
return std::make_unique<CBSScripted>();
default:
return {};
}
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}
std::unique_ptr<CBodyState> CBodyStateInfo::SetupWallWalkerBodyStates(int stateId, CActor& actor) const {
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switch (stateId) {
case 0:
return std::make_unique<CBSFall>();
case 1:
return std::make_unique<CBSGetup>();
case 2:
return std::make_unique<CBSLieOnGround>(actor);
case 3:
return std::make_unique<CBSStep>();
case 4:
return std::make_unique<CBSDie>();
case 5:
return std::make_unique<CBSWallWalkerLocomotion>(actor);
case 6:
return std::make_unique<CBSKnockBack>();
case 7:
return std::make_unique<CBSAttack>();
case 18:
return std::make_unique<CBSProjectileAttack>();
case 9:
return std::make_unique<CBSLoopAttack>();
case 8:
return std::make_unique<CBSFlyerTurn>();
case 10:
return std::make_unique<CBSLoopReaction>();
case 11:
return std::make_unique<CBSGroundHit>();
case 12:
return std::make_unique<CBSGenerate>();
case 13:
return std::make_unique<CBSJump>();
case 14:
return std::make_unique<CBSHurled>();
case 15:
return std::make_unique<CBSSlide>();
case 16:
return std::make_unique<CBSTaunt>();
case 17:
return std::make_unique<CBSScripted>();
default:
return {};
}
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}
std::unique_ptr<CBodyState> CBodyStateInfo::SetupPitchableBodyStates(int stateId, CActor& actor) const {
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switch (stateId) {
case 0:
return std::make_unique<CBSFall>();
case 1:
return std::make_unique<CBSGetup>();
case 2:
return std::make_unique<CBSLieOnGround>(actor);
case 3:
return std::make_unique<CBSStep>();
case 4:
return std::make_unique<CBSDie>();
case 5:
return std::make_unique<CBSFlyerLocomotion>(actor, true);
case 6:
return std::make_unique<CBSKnockBack>();
case 7:
return std::make_unique<CBSAttack>();
case 18:
return std::make_unique<CBSProjectileAttack>();
case 9:
return std::make_unique<CBSLoopAttack>();
case 8:
return std::make_unique<CBSFlyerTurn>();
case 10:
return std::make_unique<CBSLoopReaction>();
case 11:
return std::make_unique<CBSGroundHit>();
case 12:
return std::make_unique<CBSGenerate>();
case 13:
return std::make_unique<CBSJump>();
case 14:
return std::make_unique<CBSHurled>();
case 15:
return std::make_unique<CBSSlide>();
case 16:
return std::make_unique<CBSTaunt>();
case 17:
return std::make_unique<CBSScripted>();
default:
return {};
}
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}
std::unique_ptr<CBodyState> CBodyStateInfo::SetupFlyerBodyStates(int stateId, CActor& actor) const {
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switch (stateId) {
case 0:
return std::make_unique<CBSFall>();
case 1:
return std::make_unique<CBSGetup>();
case 2:
return std::make_unique<CBSLieOnGround>(actor);
case 3:
return std::make_unique<CBSStep>();
case 4:
return std::make_unique<CBSDie>();
case 5:
return std::make_unique<CBSFlyerLocomotion>(actor, false);
case 6:
return std::make_unique<CBSKnockBack>();
case 7:
return std::make_unique<CBSAttack>();
case 18:
return std::make_unique<CBSProjectileAttack>();
case 9:
return std::make_unique<CBSLoopAttack>();
case 8:
return std::make_unique<CBSFlyerTurn>();
case 10:
return std::make_unique<CBSLoopReaction>();
case 11:
return std::make_unique<CBSGroundHit>();
case 12:
return std::make_unique<CBSGenerate>();
case 13:
return std::make_unique<CBSJump>();
case 14:
return std::make_unique<CBSHurled>();
case 15:
return std::make_unique<CBSSlide>();
case 16:
return std::make_unique<CBSTaunt>();
case 17:
return std::make_unique<CBSScripted>();
default:
return {};
}
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}
std::unique_ptr<CBodyState> CBodyStateInfo::SetupRestrictedBodyStates(int stateId, CActor& actor) const {
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switch (stateId) {
case 0:
return std::make_unique<CBSFall>();
case 1:
return std::make_unique<CBSGetup>();
case 2:
return std::make_unique<CBSLieOnGround>(actor);
case 3:
return std::make_unique<CBSStep>();
case 4:
return std::make_unique<CBSDie>();
case 5:
return std::make_unique<CBSRestrictedLocomotion>(actor);
case 6:
return std::make_unique<CBSKnockBack>();
case 7:
return std::make_unique<CBSAttack>();
case 18:
return std::make_unique<CBSProjectileAttack>();
case 9:
return std::make_unique<CBSLoopAttack>();
case 8:
return std::make_unique<CBSTurn>();
case 10:
return std::make_unique<CBSLoopReaction>();
case 11:
return std::make_unique<CBSGroundHit>();
case 12:
return std::make_unique<CBSGenerate>();
case 13:
return std::make_unique<CBSJump>();
case 14:
return std::make_unique<CBSHurled>();
case 15:
return std::make_unique<CBSSlide>();
case 16:
return std::make_unique<CBSTaunt>();
case 17:
return std::make_unique<CBSScripted>();
case 19:
return std::make_unique<CBSCover>();
default:
return {};
}
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}
std::unique_ptr<CBodyState> CBodyStateInfo::SetupBiPedalBodyStates(int stateId, CActor& actor) const {
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switch (stateId) {
case 0:
return std::make_unique<CBSFall>();
case 1:
return std::make_unique<CBSGetup>();
case 2:
return std::make_unique<CBSLieOnGround>(actor);
case 3:
return std::make_unique<CBSStep>();
case 4:
return std::make_unique<CBSDie>();
case 5:
return std::make_unique<CBSBiPedLocomotion>(actor);
case 6:
return std::make_unique<CBSKnockBack>();
case 7:
return std::make_unique<CBSAttack>();
case 18:
return std::make_unique<CBSProjectileAttack>();
case 9:
return std::make_unique<CBSLoopAttack>();
case 8:
return std::make_unique<CBSTurn>();
case 10:
return std::make_unique<CBSLoopReaction>();
case 11:
return std::make_unique<CBSGroundHit>();
case 12:
return std::make_unique<CBSGenerate>();
case 13:
return std::make_unique<CBSJump>();
case 14:
return std::make_unique<CBSHurled>();
case 15:
return std::make_unique<CBSSlide>();
case 16:
return std::make_unique<CBSTaunt>();
case 17:
return std::make_unique<CBSScripted>();
case 19:
return std::make_unique<CBSCover>();
case 20:
return std::make_unique<CBSWallHang>();
default:
return {};
}
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}
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float CBodyStateInfo::GetLocomotionSpeed(pas::ELocomotionAnim anim) const {
auto search = x0_stateMap.find(pas::EAnimationState::Locomotion);
if (search != x0_stateMap.cend() && search->second && x18_bodyController) {
const CBSLocomotion& bs = static_cast<const CBSLocomotion&>(*search->second);
return bs.GetLocomotionSpeed(x18_bodyController->GetLocomotionType(), anim);
}
return 0.f;
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}
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float CBodyStateInfo::GetMaxSpeed() const {
float ret = GetLocomotionSpeed(pas::ELocomotionAnim::Run);
if (std::fabs(ret) < 0.00001f) {
for (int i = 0; i < 8; ++i) {
float tmp = GetLocomotionSpeed(pas::ELocomotionAnim(i));
if (tmp > ret)
ret = tmp;
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}
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}
return ret;
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}
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CBodyState* CBodyStateInfo::GetCurrentState() {
auto search = x0_stateMap.find(x14_state);
if (search == x0_stateMap.end())
return nullptr;
return search->second.get();
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}
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const CBodyState* CBodyStateInfo::GetCurrentState() const {
auto search = x0_stateMap.find(x14_state);
if (search == x0_stateMap.end())
return nullptr;
return search->second.get();
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}
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void CBodyStateInfo::SetState(pas::EAnimationState s) {
auto search = x0_stateMap.find(s);
if (search == x0_stateMap.end())
return;
x14_state = s;
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}
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CAdditiveBodyState* CBodyStateInfo::GetCurrentAdditiveState() {
for (auto& state : x1c_additiveStates) {
if (x2c_additiveState == state.first)
return state.second.get();
}
return nullptr;
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}
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void CBodyStateInfo::SetAdditiveState(pas::EAnimationState s) {
for (auto& state : x1c_additiveStates) {
if (s == state.first) {
x2c_additiveState = s;
return;
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}
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}
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}
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bool CBodyStateInfo::ApplyHeadTracking() const {
if (x14_state == pas::EAnimationState::Invalid)
return false;
return GetCurrentState()->ApplyHeadTracking();
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}
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} // namespace urde