#pragma once #include "RetroTypes.hpp" #include "CharacterCommon.hpp" #include "CBodyStateCmdMgr.hpp" namespace urde { class CBodyController; class CStateManager; class CActor; class CBodyState { public: virtual ~CBodyState() = default; virtual bool IsInAir(const CBodyController&) const { return false; } virtual bool IsDead() const { return false; } virtual bool IsDying() const { return false; } virtual bool IsMoving() const { return false; } virtual bool ApplyGravity() const { return true; } virtual bool ApplyHeadTracking() const { return true; } virtual bool ApplyAnimationDeltas() const { return true; } virtual bool CanShoot() const { return false; } virtual void Start(CBodyController&, CStateManager&) = 0; virtual pas::EAnimationState UpdateBody(float, CBodyController&, CStateManager&) = 0; virtual void Shutdown(CBodyController&) = 0; }; class CBSAttack : public CBodyState { pas::EAnimationState x4_nextState = pas::EAnimationState::Invalid; CBCSlideCmd x8_slide; zeus::CVector3f x20_targetPos; float x2c_alignTargetPosStartTime = -1.f; float x30_alignTargetPosTime = -1.f; float x34_curTime = 0.f; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); void UpdatePhysicsActor(CBodyController& bc, float dt); public: bool CanShoot() const { return false; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSProjectileAttack : public CBodyState { pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: bool CanShoot() const { return true; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSDie : public CBodyState { float x4_remTime = 0.f; bool x8_isDead = false; public: bool IsDead() const { return x8_isDead; } bool IsDying() const { return true; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSFall : public CBodyState { float x4_rotateSpeed = 0.f; float x8_remTime = 0.f; pas::EFallState xc_fallState = pas::EFallState::Invalid; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController& bc); }; class CBSGetup : public CBodyState { pas::EFallState x4_fallState = pas::EFallState::Invalid; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController& bc); }; class CBSKnockBack : public CBodyState { float x4_curTime = 0.f; float x8_rotateSpeed = 0.f; float xc_remTime = 0.f; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: bool IsMoving() const { return true; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSLieOnGround : public CBodyState { bool x4_24_hasGroundHit : 1; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: CBSLieOnGround(CActor& actor); void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController& bc); }; class CBSStep : public CBodyState { pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: bool IsMoving() const { return true; } bool CanShoot() const { return true; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSTurn : public CBodyState { protected: float x4_rotateSpeed = 0.f; zeus::CVector2f x8_dest; pas::ETurnDirection x10_turnDir = pas::ETurnDirection::Invalid; bool FacingDest(CBodyController& bc) const; public: bool CanShoot() const { return true; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); }; class CBSFlyerTurn : public CBSTurn { public: void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); }; class CBSLoopAttack : public CBodyState { pas::ELoopState x4_state = pas::ELoopState::Invalid; pas::ELoopAttackType x8_loopAttackType = pas::ELoopAttackType::Invalid; bool xc_24_waitForAnimOver : 1; bool xc_25_advance : 1; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: CBSLoopAttack() { xc_24_waitForAnimOver = false; xc_25_advance = false; } bool CanShoot() const { return true; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSLoopReaction : public CBodyState { pas::ELoopState x4_state = pas::ELoopState::Invalid; pas::EReactionType x8_reactionType = pas::EReactionType::Invalid; bool xc_24_loopHit : 1; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); bool PlayExitAnimation(CBodyController& bc, CStateManager& mgr) const; public: CBSLoopReaction() { xc_24_loopHit = false; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSGroundHit : public CBodyState { float x4_rotateSpeed = 0.f; float x8_remTime = 0.f; pas::EFallState xc_fallState = pas::EFallState::Invalid; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController& bc); }; class CBSGenerate : public CBodyState { pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSJump : public CBodyState { pas::EJumpState x4_state = pas::EJumpState::Invalid; pas::EJumpType x8_jumpType; zeus::CVector3f xc_waypoint1; zeus::CVector3f x18_velocity; zeus::CVector3f x24_waypoint2; union { struct { bool x30_24_bodyForceSet : 1; bool x30_25_wallJump : 1; bool x30_26_wallBounceRight : 1; bool x30_27_wallBounceComplete : 1; bool x30_28_startInJumpLoop : 1; }; u32 _dummy = 0; }; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); bool CheckForWallJump(CBodyController& bc, CStateManager& mgr); void CheckForLand(CBodyController& bc, CStateManager& mgr); void PlayJumpLoop(CStateManager& mgr, CBodyController& bc); public: bool IsMoving() const { return true; } bool ApplyHeadTracking() const { return false; } bool CanShoot() const; void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); bool ApplyAnimationDeltas() const; bool IsInAir(const CBodyController& bc) const; void Shutdown(CBodyController&) {} }; class CBSHurled : public CBodyState { pas::EHurledState x4_state = pas::EHurledState::Invalid; float x8_knockAngle = 0.f; int xc_animSeries = -1; float x10_rotateSpeed = 0.f; float x14_remTime = 0.f; float x18_curTime = 0.f; mutable zeus::CVector3f x1c_lastTranslation; mutable float x28_landedDur = 0.f; bool x2c_24_needsRecover : 1; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); void Recover(CStateManager& mgr, CBodyController& bc, pas::EHurledState state); void PlayStrikeWallAnimation(CBodyController& bc, CStateManager& mgr); void PlayLandAnimation(CBodyController& bc, CStateManager& mgr); bool ShouldStartStrikeWall(CBodyController& bc) const; bool ShouldStartLand(float dt, CBodyController& bc) const; public: CBSHurled() { x2c_24_needsRecover = false; } bool IsMoving() const { return true; } bool IsInAir(const CBodyController&) const { return true; } bool ApplyHeadTracking() const { return false; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSSlide : public CBodyState { float x4_rotateSpeed = 0.f; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: bool ApplyHeadTracking() const { return false; } bool IsMoving() const { return true; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSTaunt : public CBodyState { pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSScripted : public CBodyState { union { struct { bool x4_24_loopAnim : 1; bool x4_25_timedLoop : 1; }; u32 _dummy = 0; }; float x8_remTime = 0.f; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: bool ApplyHeadTracking() const { return false; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSCover : public CBodyState { pas::ECoverState x4_state = pas::ECoverState::Invalid; pas::ECoverDirection x8_coverDirection = pas::ECoverDirection::Invalid; bool xc_needsExit = false; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); public: bool ApplyHeadTracking() const { return false; } bool IsMoving() const { return true; } bool CanShoot() const { return x4_state == pas::ECoverState::Lean; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSWallHang : public CBodyState { pas::EWallHangState x4_state = pas::EWallHangState::Invalid; TUniqueId x8_wpId = kInvalidUniqueId; zeus::CVector3f xc_launchVel; union { struct { bool x18_24_launched : 1; bool x18_25_needsExit : 1; }; u32 _dummy = 0; }; pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); void FixInPlace(CBodyController& bc); bool CheckForLand(CBodyController& bc, CStateManager& mgr); bool CheckForWall(CBodyController& bc, CStateManager& mgr); void SetLaunchVelocity(CBodyController& bc); public: bool IsMoving() const { return true; } bool CanShoot() const { return x4_state == pas::EWallHangState::WallHang; } bool IsInAir(const CBodyController& bc) const; bool ApplyGravity() const; bool ApplyHeadTracking() const; bool ApplyAnimationDeltas() const; void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController&) {} }; class CBSLocomotion : public CBodyState { protected: pas::ELocomotionType x4_locomotionType = pas::ELocomotionType::Invalid; float GetStartVelocityMagnitude(CBodyController& bc); void ReStartBodyState(CBodyController& bc, bool maintainVel); float ComputeWeightPercentage(const std::pair& a, const std::pair& b, float f) const; public: bool IsMoving() const = 0; bool CanShoot() const { return true; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); void Shutdown(CBodyController& bc); virtual bool IsPitchable() const { return false; } virtual float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const = 0; virtual float ApplyLocomotionPhysics(float dt, CBodyController& bc); virtual float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init) = 0; virtual pas::EAnimationState GetBodyStateTransition(float dt, CBodyController& bc); }; class CBSBiPedLocomotion : public CBSLocomotion { protected: rstl::reserved_vector, 8>, 14> x8_anims; pas::ELocomotionAnim x3c4_anim = pas::ELocomotionAnim::Invalid; float x3c8_primeTime; float UpdateRun(float vel, CBodyController& bc, pas::ELocomotionAnim anim); float UpdateWalk(float vel, CBodyController& bc, pas::ELocomotionAnim anim); float UpdateStrafe(float vel, CBodyController& bc, pas::ELocomotionAnim anim); const std::pair& GetLocoAnimation(pas::ELocomotionType type, pas::ELocomotionAnim anim) const { return x8_anims[int(type)][int(anim)]; } public: CBSBiPedLocomotion(CActor& actor); bool IsMoving() const { return x3c4_anim != pas::ELocomotionAnim::Idle; } void Start(CBodyController& bc, CStateManager& mgr); pas::EAnimationState UpdateBody(float dt, CBodyController& bc, CStateManager& mgr); float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const; float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init); virtual bool IsStrafing(const CBodyController& bc) const; }; class CBSFlyerLocomotion : public CBSBiPedLocomotion { bool x3cc_pitchable; public: CBSFlyerLocomotion(CActor& actor, bool pitchable); bool IsPitchable() const { return x3cc_pitchable; } float ApplyLocomotionPhysics(float dt, CBodyController& bc); virtual bool IsBackPedal(CBodyController& bc) const { return false; } }; class CBSWallWalkerLocomotion : public CBSBiPedLocomotion { public: CBSWallWalkerLocomotion(CActor& actor); float ApplyLocomotionPhysics(float dt, CBodyController& bc); }; class CBSNewFlyerLocomotion : public CBSBiPedLocomotion { public: CBSNewFlyerLocomotion(CActor& actor); float ApplyLocomotionPhysics(float dt, CBodyController& bc); float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init); }; class CBSRestrictedLocomotion : public CBSLocomotion { rstl::reserved_vector x8_anims; pas::ELocomotionAnim x44_anim = pas::ELocomotionAnim::Invalid; public: CBSRestrictedLocomotion(CActor& actor); bool IsMoving() const { return false; } float GetLocomotionSpeed(pas::ELocomotionType type, pas::ELocomotionAnim anim) const { return 0.f; } float UpdateLocomotionAnimation(float dt, float velMag, CBodyController& bc, bool init); }; class CBSRestrictedFlyerLocomotion : public CBSRestrictedLocomotion { public: CBSRestrictedFlyerLocomotion(CActor& actor); float ApplyLocomotionPhysics(float dt, CBodyController& bc); }; } // namespace urde